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This issue of Dungeons & Dragons features three low-level adventures - 'Glitterdust' for level 1 pixie characters, 'Fall of the Gray Veil' for levels 2-4, and an adaptation of 'Beyond the Crystal Cave' for levels 1-3. It also previews two adventures for next month, one for levels 5-7 and another for levels 28-30.

The adventures featured in this issue are 'Glitterdust' for level 1 characters, 'Fall of the Gray Veil' for levels 2-4, and an adaptation of 'Beyond the Crystal Cave' for levels 1-3.

The editor notes that they typically receive more proposals for lower-level adventures than higher-level ones. He believes this is because most campaigns tend to wrap up before characters reach epic levels, so having more low-level options is useful for new campaigns.

ISSUE 211 | FEBRUARY 2013

A Dungeons & D ragons ® Roleplay ing Ga me Supplement


CONTENTS

1 BEYOND EXPECTATIONS 63 BEYOND THE


By Christopher Perkins CRYSTAL CAVE
Great adventures push the boundaries of By Steve Townshend
the D&D® game by showing us things we’ve As the village of Crystalbrook battles blue-
never seen before. skinned monsters, a pair of star-crossed
lovers find solace in a crystal cave beyond
2 GLITTERDUST which lies an enchanted garden. Few who
visit the garden ever return. Will you? This
By Will Doyle D&D adventure for characters of levels
King Sunfire, the lord of the pixies, has a 1–3 was originally published as a D&D
most important quest for you. Watch out Encounters™ season and is inspired by the
for hungry bats and screaming scarecrows! classic AD&D™ adventure module UK1,
A D&D adventure for 1st-level pixie Beyond the Crystal Cave, by Dave J. Browne,
characters. Tom Kirby, and Graeme Morris.

25 FALL OF THE GR AY VEIL


By Christopher Perkins
The village of Baron’s Hill has fallen under
a strange curse, and there can be no peace
until the curse is lifted. A D&D adventure
for characters of levels 2–4.

ABOUT THE COVER: A pixie adventurer evades Rotten Ethel’s venomous viper familiar, Curdlemilk, in Matt Dixon’s feature
illustration for “Glitterdust.”
EDITOR I A L


DU N G E O N

Senior Producer
211
Fe b r u a r y 2 013

Christopher Perkins
Beyond Expectations
By Christopher Perkins
Greg Bilsland, Steve Winter
Producers

Managing Editors Kim Mohan, Miranda Horner As we were putting this issue to bed, it occurred to of being unlike anything we’ve published before. If
me that all of the adventures this month are designed nothing else, I think it makes a great one-night break
Development and Editing Lead Jeremy Crawford
for low-level characters. That wasn’t intentional, and I from the norm. The next time you’re missing a player
Daniel Helmick, Robert J.
Developers assure you, we have more high-level content planned or two, break out a copy of Heroes of the Feywild™, urge
Schwalb, Chris Sims for future issues. However, if you’re a fan of low-level your remaining players to roll up some 1st-level pixie
Senior Creative Director Jon Schindehette fare, February is your lucky month. (Next month we characters, and send them on a quest to rescue poor
have an adventure for levels 28–30, so you high-level Glitterdust from the clutches of the evil hag Rotten
Art Director Kate Irwin
junkies won’t have to wait long, I promise!) Ethel and her albino viper familiar, Curdlemilk. I’m
Graphic Production Manager Angie Lokotz We try to publish adventures for all levels of play, willing to bet real Canadian loonies that everyone
but we receive more adventure proposals for lower- will have a terrific D&D experience!
Digital Studio Consultant Daniel Helmick
level characters than higher-level ones. This has “Fall of the Gray Veil” is another weird adventure,
Contributing Authors Will Doyle, Christopher Perkins, been true for every edition of the game, not just 4E. I but much darker in tone. It’s an idea I’d been kicking
Steve Townshend remember Roger, Barbara, Wolfgang, and other edi- around for years and something I’d always wanted
Contributing Editors Michele Carter, Penny Williams tors before me bemoaning the lack of high-level fare, to write: an adventure where the heroes suddenly
but when I analyze the metrics of the D&D Char- find themselves in a black-and-white world. Whereas
Contributing Artists Alexey Aparin, Eric Belisle, acter Builder, it only reinforces my belief that most “Glitterdust” takes a straightforward rescue mis-
Milivoj Ćeran, Matt Dixon, Steve campaigns wrap up (either deliberately or by hap- sion and festoons it with quirky characters, “Fall of
Ellis, Jason A. Engle, Jeremy penstance) long before the adventurers get anywhere the Gray Veil” takes a familiar D&D cliché—the evil
Jarvis, Jason Juta, Phill Simmer, close to epic level, so maybe having more low-level necromancer raising the dead—and wraps it in a very
Ben Wootten adventures isn’t a bad thing. At least a DM has lots of off-the-wall mystery.
Jason A. Engle, Adam Phillips,
Cartography options to choose from when the time comes to pick Another thing we try to keep in mind when plan-
Mike Schley an adventure to kick off a new campaign. ning issue content is our monthly theme. This month,
Although we aim to publish adventures for all our theme is “fey.” No adventure pushes the bound-
levels of play, level is not the most important consider- aries of D&D adventure design and captures the fey
ation when I decide to buy and publish an adventure. theme better than module UK1, Beyond the Crystal
I’m more interested in adventures that take us places Cave, originally published by TSR in 1983. The ver-
we’ve never been before and put clever spins on sion included in this issue is a 4th Edition adventure
old ideas. “Glitterdust,” our feature adventure this inspired by this timeless classic. At the core of the
month, is a great example. At its heart, it’s a simple, adventure is another well-worn cliché—a star-crossed
straightforward rescue mission, except the “damsel in romance gone awry—but what the adventure does
Dungeons & Dragons, Wizards of the Coast, D&D Insider, their
respective logos, D&D, Dungeon, and Dragon are trademarks of
distress” is a pixie named Glitterdust and the biggest with this idea goes beyond expectations.
Wizards of the Coast LLC in the USA and other countries. ©2013
Wizards of the Coast LLC.
obstacle to the heroes’ success is their diminutive size.
This material is protected under the copyright laws of the United States Maybe you’ll never run a D&D game (or campaign)
of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written for pixie characters, but as an idea I think it’s worth
permission of Wizards of the Coast LLC. This product is a work of
fiction. Any similarity to actual people, organizations, places, or events putting out there. With its Disneyesque storyline
is purely coincidental.
and pixie protagonists, “Glitterdust” has the virtue
Glitterdust
A D&D® adventure for 1st-level
pixie characters

By Will Doyle
Illustrations by Matt Dixon
Cartography by Adam Phillips

A vast Feywild swamp slowly seethes into our world,


conjured by a malevolent hag. The Murkendraw’s
unstoppable progress widens Rotten Ethel’s domin-
ion by a few steps each day, and with it, the hag’s
ambition.
When Rotten Ethel kidnaps the fairest pixie of all,
the swamp’s advance suddenly quickens. The fairy
folk need brave heroes to turn back the tide and ven-
ture forth to rescue Glitterdust.

Background
The cottage of the hag Rotten Ethel slumps on stilts
over a swampy lake far from civilization. Ringed by
ancient weirdstones, the site is a nexus between the
planes, a bridge between the world and the dark
places beyond. For centuries, the hag harnessed
the stones to draw discarded objects into her mire,
half-broken things cast out by their owners before
they were fully used up. By fixing these discards,
Ethel forms a magical bond with the objects’ former
owners, allowing her to invade their homes and claim
payment for her work. As recompense, she might take
a treasured valuable, a beloved pet, or even a new-
born child.
Powering the stones requires many precious ritual
components. Ethel searched for the perfect mixture
TM & © 2013 Wizards of the Coast LLC. All rights reserved.

Fe b r u a r y 2 013 | D U N G E O N 211
2
Glitterdust

until at last she discovered the rare potency of pixie


dust. Though each pixie can produce only so much
P ixie A dventurers Talking to Animals
The pixies’ ability to speak to beasts allows for some
dust before expiring, just one pinch tremendously Playing characters in a same-race party can create a
amusing roleplaying encounters. Befriending an owl
widens the weirdstones’ reach, allowing the hag to great sense of camaraderie. The specific challenges of
can grant limitless flight, and tracking is much easier
tap the Feywild and call forth the Murkendraw. playing pixies make them ideal for this purpose.
when a character can question every creature that
When Rotten Ethel’s spies told her of a pixie Rules for creating pixie characters are presented
passes.
whose splendor was without equal, the hag set out at in Player’s Option: Heroes of the Feywild™, and you can
Set some limitations, though. Animals live by
once to capture her. Now, as the Murkendraw churns create characters quickly with the online D&D Char-
simple rules of survival, and they don’t go out of their
relentlessly into the world, she hatches plans to share acter Builder. Players should be familiar with their
way to help other creatures without good cause. Just
her realm with her Feywild sisters and form a power- racial abilities and are encouraged to exploit them
because pixies can communicate with them doesn’t
ful coalition of hags. wherever possible. An all-pixie adventure makes for a
mean the fey can automatically command their
memorable break from a group’s usual exploits.
obedience or attention. An animal might require
Adventure Hooks incentive in the form of food or useful objects to
The hooks below can draw the characters into the Flight answer a pixie’s questions.
adventure. Groups playing this adventure as a one- Flying pixies fall at the end of their turn if they are
shot should run the material in the section called
“King Sunfire’s Court” as an introductory scene,
higher up than 1 square, but that shouldn’t stop them
from landing on high ceiling beams, windowsills, or
Pixie Superstitions
The Feywild is steeped in lore and its people bound
which joins their characters together as part of the tree branches. Other pixies count as valid targets for
by age-old rituals. Born of fey blood, pixies are par-
same pixie community. the pixie dust power, granting them opportunities to
ticularly prone to superstitious belief. They often read
maneuver off their turns.
ominous significance into the simplest events.
Nature’s Summons Flight makes pixies practically immune to difficult
Pixie characters can choose to start with one of
The creeping swamp drove the woodland animals terrain and turns common obstacles such as rivers
the following superstitions. Once per adventure, each
from their homes and destroyed their natural habi- and chasms into a cakewalk. Even if they do fall while
character can earn a bonus action point by playing to
tats. An unlikely alliance of foxes and hares arrives at flying, pixies can safely descend up to 30 feet without
his or her superstition at an inopportune moment.
the pixies’ court, begging for order to be restored. taking damage or falling prone.
d10 Pixie Superstition
Rescue Being Tiny Is a Big Thing 1 Never pass a mushroom ring without stopping to
News of Glitterdust’s kidnapping has spread, but none At less than 1 foot tall, pixies can take cover where dance a jig inside it.
have been brave enough to stage a rescue. Now she other creatures cannot. That upturned bucket would 2 Eat honey when you can.
appears in dreams to her most devout suitors, promis- not hide a halfling, but it could easily shield a pixie 3 Don’t go down steps by starlight.
ing marriage to the first pixie who finds her. from view. 4 Every third answer given to a human must be a
When in doubt about where a pixie can hide, lie.
Flashback apply the following optional rule: A pixie can hide 5 When in doubt, sing and shout.
Groups playing through other campaigns could still from enemies if it ends its move inside a square of dif- 6 Never hide inside the hollow of a dead tree.
play “Glitterdust” as a form of unique flashback. Per- ficult terrain, but must stop flying to do so. 7 It is bad luck to follow a human inside a house.
haps their existing characters seek an item (or person) Pixies can also end their turns inside a larger crea- 8 Never fly over flames.
that was taken long ago by the hag. By playing “Glit- ture’s square. This makes any overlarge human good 9 Always knock before entering somebody else’s
terdust” as a one-shot, the players can determine its for more than just teasing, since pockets, backpacks, home.
whereabouts for themselves. and cloaks are now great places to hide from sight. 10 Never say “no” to a grasshopper.

Fe b r u a r y 2 013 | D U N G E O N 211
3
Glitterdust

K ing Sunfire’s When the characters can see into the chest,
read:
Love Philter
The Court of Stars delights in sowing affection
Court As you start to make your selection, the king offers the fol- between unlikely partners, turning chaste men into
lowing warning. “Rotten Ethel is old and cruel, and she wild philanderers or making predators fall for their
This introduction awards the player character pixies won’t fall easily in combat. If you must do battle, find a way prey. When a drop of this honeyed draught is applied
with a set of flavorful magic items to aid their journey. to weaken her first. Bide your time, avoid conf lict where to a subject’s lips, the victim falls madly in love with
you can, and remember your pixie ways.” the next creature he or she sees, but only until the fol-
When you’re ready to begin, read:
lowing morning.
You have been summoned to the court of King Sunfire, King Sunfire offers the adventurers a glowing moon-
lord of the pixies. Hundreds of tiny fey have gathered to stone held in a silver oyster shell (200 gp) as a reward Nightspider Silk
hear him speak, and his glade is filled with tinkling voices. for rescuing Glitterdust, and they receive the follow-
Woodland animals peer warily from the bushes while wild The spiders of Brokenstone Vale weave a thread that
ing quest. can be seen only by the light of the moon. When
birds fill the canopy overhead. The king steps from his briar
throne and silences the crowd with a sweep of his hand. the clouds part, these silvered webs glow as though
MAJOR QUEST: FOIL THE HAG’S PLANS painted with gleaming dewdrops. A spool of night-
“My people!” he cries. “For years we’ve lived in fear of the 1st-Level Major Quest (100 XP/character)
bog hag, Rotten Ethel. We’ve heard what happens when she spider silk is strong as a length of wire but wholly
The characters earn this quest reward if they rescue invisible during the day.
catches our kind, and we’ve wept for those who have fallen Glitterdust and either kill Rotten Ethel or disable the
before her. My greatest warriors have been sent to slay her, weirdstones surrounding her cottage.
and my wisest sorcerers plotted her downfall, all to no avail.
Owlbear Musk
Now her swamp grows larger by the day, and it encroaches Some brave hunters shadow owlbears in heat to track
Once each player has made a choice from the chest,
at the very borders of my kingdom. Our animal friends down the males. Centaurs are practiced in luring
the characters are escorted to the edge of the swamp
been driven from their homes and seek sanctuary at our hormone-crazed owlbears into traps, and they can
and their adventure begins in earnest.
doorstep. Worse, news has come that she’s kidnapped the extract musk glands from a corpse in seconds.
fairest of all my subjects: Glitterdust, whose song heralds A single whiff of owlbear musk is strong enough to
the height of summer.” Pixie Treasures bring an enchanted creature crashing back to reality,
Gasps are heard across the crowd. King Sunfire’s treasure chest contains one of each immediately ending any dazing, stunning, or domi-
“I hereby call upon those of heroic heart. Who among item listed below. nating magical effects. Each pouch is good for three
you dares to venture inside the creeping swamp and put an doses, after which its potency fades away.
end to Rotten Ethel’s evil?” Item Price Weight
Cold iron shavings (1 bag)* 50 gp 1 lb. Tattlebugs
King Sunfire asks for an introduction from each Flower of the dawn* 25 gp — When songs are sung in Senaliesse, the forests sur-
adventurer who steps forward. The Dungeon Master Love philter 1,000 gp 1/2 lb. rounding the city ring with beautiful echoes that
should also ask each player to describe his or her Nightspider silk 50 gp 1 lb. emanate from the tattlebugs living in the trees. These
character to the rest of the group. Owlbear musk 500 gp 1 lb. scintillating beetles can mimic sound by rubbing
Pixie music box* 50 gp — their hind legs together.
After all the players have spoken, read: Senaliesse chrysanthemum* 10 gp — The mimicry of adult tattlebugs is almost indistin-
An oak chest is brought forward by King Sunfire’s guards. Tattlebugs (pair) 250 gp — guishable from the originator of the sound, so they’re
As its lid is thrown open, you gaze upon a pile of treasure. *These items are detailed in Player’s Option: Heroes of the often used as spying devices. When placed in sight of
“You may each choose one item to aid in your quest,” the Feywild. another of its kind, a tattlebug repeats everything it
king says. has heard in the last five minutes.

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Rumors about Rotten Ethel the discovery that a key is needed to free the pixie
Glitterdust. The final act comprises the adventurers’
7 p.m. to 1 a.m.: Evenings are spent in the study
(location 11), where she consults dark tomes and
The court of King Sunfire is rich with horrid tales
attempts to steal this key from the hag. passes instructions on to her familiar.
about the hag. Each pixie character can make a DC
Dungeon Masters should not feel bound by this 1 to 6 a.m.: Finally, she returns to her bedroom
12 Streetwise check to uncover one of the following
structure. The player characters can approach the and catches a few hours’ sleep.
rumors, rolled randomly.
cottage from any angle, and clever players might
d10 Rumor
discern many ways of getting inside. Allies can be
won inside and out, and the hag’s own forces can be
Encountering the Hag
1 King Sunfire recently exiled a community of The characters can encounter Rotten Ethel at any
turned against her.
murk bats into the hag’s territory, and now they turn. The hag is too powerful to face directly, so pixie
work as her spies (true). characters should avoid conflict until they’ve found
2 The hag cannot harm you if you travel unarmed The Hag’s Timetable a way to weaken her. Ethel carries the key to Glitter-
(false). Rotten Ethel is a creature of habit who sticks to a reg- dust’s bell jar, so the characters can take it from her
3 If you discard a thing that could’ve been fixed, it ular routine. Use the timetable below to keep track of by various means.
might turn up in the hag’s cottage. If she repairs her daily movements.
it, she claims a terrible price in return (true). 6 a.m.: Rotten Ethel wakes and gathers pixie dust Blindness
4 The hag’s cottage shifts through the planes, and from Glitterdust’s jar (location 12). When she’s fin- Rotten Ethel suffers from cataracts and can barely
those who stray near it could reemerge almost ished, she sets the candle spinning beneath the jar. see through her bloated eyelids. When she needs to
anywhere (false). 6 to 6:30 a.m.: The hag goes to her kitchen focus, she uses her cane to lift the lid over her one
5 The hag’s bestial slaves are cared for by a (location 10) and drinks her morning dose of cough good eye. If she loses the cane, she takes a –5 penalty
secretive spirit that sometimes aids travelers medicine. to attack rolls and Perception checks, but she can still
(true). 6:30 to 7 a.m.: Ethel performs a quick circuit of see enemies as foggy outlines.
6 Hags hate salt and can’t cross a line of it laid out the lake, stopping at each of the weirdstones to per- Creatures can snatch the cane from her during
on the ground (false). form her daily enchantments (locations 3, 6, and 7). combat by performing a successful grab attack and
7 Human villagers sometimes seek the hag’s 7 to 9 a.m.: Helped by her bullywug servants, then beating the hag in an opposed Athletics check.
services as a midwife or travel to her cottage to the hag carefully lays a new line of vegetables for her
learn their future (true). giant snail to follow (location 5). Coughing Fits
8 The hag can’t enter the same room twice during 9 to 9:30 a.m.: She returns home to check on Ethel keeps her wracking cough at bay by drinking
the same five minutes (false). Glitterdust, before heading out into the swamps. a potent medicinal syrup. If she misses either of her
9 Something horrible lurks inside the mirror in the 9:30 a.m. to 12 p.m.: Ethel spends the rest of the daily doses, she cannot use the Stealth skill, cannot
hag’s bedroom (true). morning gathering fungus from the swamps. recharge her powers, and loses the ability to use one
10 The hag keeps a rabid rat as her familiar (false). 12 to 1 p.m.: At midday she returns home to minor action per turn.
assess the morning’s haul from the lake. Any items Ethel’s medicine bottle is stored in the kitchen
Running the worth repairing are transferred to her workshop (location 10). If it goes missing, it takes her five hours
(location 9).
A dventure 1 to 6 p.m.: Ethel spends her afternoons toiling
to brew up more from her cauldron.

away inside her workshop. Familiar Death


The adventure is structured around three loose acts.
6 to 7 p.m.: As evening falls she retires to her Much of Ethel’s power stems from her dark pact with
In the first, the pixies scout out the hag’s cottage
kitchen to cook up a mushroom dinner and take her her familiar. If Curdlemilk is slain, the hag deals
and try to find a way inside. Searching the interior
second dose of cough medicine. minimum damage with all her attacks. She must also
forms the bulk of the second act, which ends with

Fe b r u a r y 2 013 | D U N G E O N 211
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roll twice for all attack rolls, saving throws, ability Rotten Ethel, Bog Hag Level 8 Solo Skirmisher C Breathe Mosquitoes F Recharge 5 6
checks, and skill checks, taking the lower of the two Medium fey humanoid (aquatic) XP 1,750 Attack: Close blast 5 (creatures in the blast); +11 vs.
results. She can perform a ritual to summon another HP 360; Bloodied 180 Initiative +9 Fortitude
familiar during the next full moon. AC 22, Fortitude 21, Reflex 19, Will 17 Perception +6 Hit: 3d6 + 6 damage, and ongoing 5 damage (save ends).
Speed 8 (swamp walk), swim 8 Low-light vision C Shrieking Cackle (psychic) F Encounter
Saving Throws +5; Action Points 2 Attack: Close burst 2 (enemies in the burst); +11 vs. Will
Poisoning Traits Hit: 4d6 + 8 psychic damage, and the target is dazed (save
Two poisons can be found during the course of the O Unwholesome Presence F Aura 3 ends).
adventure. Deadly toadstools grow at the river cross- If an enemy in the aura spends a healing surge to regain hit Miss: Half damage.
ing (location 3), and a soporific gas can be brewed points, that enemy regains only half the normal hit points. Minor Actions
from instructions found in the kitchen (location 10). Aquatic Skin Shift (polymorph) F At-Will
Ethel can breathe underwater. In aquatic combat, she gains Effect: Ethel alters her physical form to appear as a young
The characters can add toadstools to Ethel’s food or
a +2 bonus to attack rolls against non-aquatic creatures. female elf, half-elf, eladrin, or human until she uses
medicine, and they can throw the gas as a grenade. Horrid Scuttle change self again or until she drops to 0 hit points. To
On an initiative count of 10 + her initiative check, Ethel assume a specific individual’s form, Ethel must have
The Hag’s Spies shifts up to half her speed and uses claw frenzy as a free
action. If she cannot use a free action to make this attack
seen that individual. Other creatures can make a DC 31
Insight check to discern that the form is a disguise.
Rotten Ethel has an agreement with a local colony due to a dominating or stunning effect, then that effect Skills Intimidate +10, Nature +11, Stealth +12
of murk bats. They spy on her behalf, and she leaves ends instead of Ethel making her attack. Str 21 (+9) Dex 17 (+7) Wis 14 (+6)
them alone. The bats hate the hag and perform their Standard Actions Con 18 (+8) Int 11 (+4) Cha 13 (+5)
duties begrudgingly. m Claw F At-Will Alignment evil Languages Common, Elven
Every round of a disturbance (such as combat) Attack: Melee 1 (one creature); +13 vs. AC Equipment shawl, sling bag full of mushrooms, cane, key
Hit: 1d8 + 12 damage.
outside the cottage has a 1-in-4 chance to draw the
Effect: Ethel can shift up to 2 squares.
attention of a passing murk bat. Some bats wait to see M Claw Frenzy F At-Will
what happens and then fly off to alert the hag if the Effect: Ethel uses claw twice.
pixies survive. Others might try blackmail instead,
demanding fresh meat in return for their silence.
Choose magic items appropriate for your group As the heroes approach the adventure site, read:
where specified. Ritual scrolls and components found In the distance you spot a tumbledown cottage perched on
Treasure as treasure are designed for use within the adventure stilts on the far shore of a lake. The cottage’s thatched roof is
This adventure uses the treasure parcel system and and do not count toward treasure parcels. shaped like a pointed witch’s hat, and a lone window glows
assumes a 1st-level party composed of five characters. balefully near its tip. As you watch, the mists envelop the
The treasure parcels are allocated as follows: A pproaching lake, and the hag’s lair is snatched from sight.
1. Study (location 11)
2. Kitchen (location 10) the Cottage The pixies arrive from the northern side of the map,
3. Workshop (location 9) just above location 1. Boggy animal trails encircle the
Rotten Ethel’s cottage stands about seven miles from lake, but the pixies needn’t stick to them. By default,
4. Study (location 11)
the swamp’s ever-expanding border. As it oozes for- they arrive at the site at roughly 9 a.m.
5. Major quest reward (see “King Sunfire’s Court”)
ward, the Murkendraw changes the climate around
6. Study (location 11)
it. The air becomes hot and sticky and clouded by
7. Workshop (location 9)
giant mosquitoes. Huge swamp cypresses shudder
8. Kitchen (location 10)
away from the murk, and grinning crocodiles slip
9. Workshop (location 9)
through the warm waters beneath.
10. Haunted River Crossing (location 3)

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1. Bullywug Court 2 Bullywug Muckers


Medium natural humanoid (aquatic)
Level 1 Brute
XP 100 each
Combat Encounter Level 3 (825 XP) HP 34; Bloodied 17 Initiative +2
AC 22, Fortitude 21, Reflex 19, Will 17 Perception +0
Rotten Ethel’s bullywug associates have captured a Speed 6 (swamp walk), swim 4
villager. The prisoner might be a useful ally—if only Traits
he can overcome his superstitious fear of pixies! O Rancid Air (poison) F Aura 2
Light: Bright in the day, dim starlight at night. Each enemy that spends a healing surge within the aura is
Monsters: 2 bullywug muckers, 1 bullywug mud weakened until the end of its next turn. Gorgon Mud
Aquatic
lord, 1 murklord frog. The bullywug can breathe underwater. In aquatic combat,
Hazard: Gorgon mud. it gains a +2 bonus to attack rolls against non-aquatic
creatures.
As the characters approach this area, read: Nature’s Release (healing)
You hear a cry for help ahead of you. Through the trees, Any attacker that scores a critical hit against the bullywug
you spot a pair of misshapen toad-men cavorting beneath a regains 3 hit points. Mud Pools
Swamp Walk
dangling net trap. A red-faced human struggles in its bonds,
The bullywug ignores difficult terrain that is mud or shal-
his contorted body swinging above a pool of bubbling green low water.
mud. A third toad-man sits imperiously on a nearby mush- Standard Actions
room, wearing a wig of tangled swamp weed and holding m Spear (weapon) F At-Will
an immense frog on a leash. As the captive struggles, the Attack: Melee 1 (one creature); +6 vs. AC three separate saving throws are failed, the hoisting
wig-wearing toad pokes at the man with a stick. Hit: 2d8 + 2 damage, plus 1d6 extra damage against a
line snaps and the net plunges into the mud.
prone target.
M Bullywug Rush F Recharge 5 6 Freeing the villager requires three separate DC 14
Arcana DC 14: The character correctly identifies Thievery checks, or a single DC 19 Athletics check
Requirement: The bullywug charges and makes the follow-
the gorgon mud. ing attack instead of a melee basic attack. to break the net. Attempting to do so while the net is
Perception DC 14: The character spots the petri- Attack: Melee 1 (one creature); +4 vs. Fortitude submerged is considerably more difficult, requiring
fied bodies of swamp creatures protruding from the Hit: 3d6 + 6 damage, plus 1d6 extra damage against a the character to descend into the gorgon mud and
gorgon mud’s depths. prone target, and the target falls prone. raising the DCs of all checks by 5.
Miss: The bullywug takes 3 damage and falls prone.
The bullywugs are staging a mock trial. As the Skills Athletics +8
Str 16 (+3) Dex 14 (+2) Wis 10 (+0)
Mud Pools
human struggles in the net, the bullywug leader Creatures entering a mud pool or starting their turn
Con 14 (+2) Int 6 (–2) Cha 8 (–1)
levies a litany of crimes against him, ranging from Alignment chaotic evil Languages Primordial inside are slowed until the end of their next turn.
indecent cleanliness to gross trespass. They plan to Equipment leather armor, spear Creatures with a swim speed are immune.
torment the captive in this manner for an hour before
dumping him into the gorgon mud. Net Trap The Captive
With their attention focused on their captive, the The net is old and rotten, and it won’t last long if left The bullywugs’ captive is a villager named Bran-
bullywugs are easy to ambush or sneak up on (pas- untended. One of the bullywugs grasps the hoisting del, eldest son of a local basket weaver. Armed with
sive Perception score of 9). Rotten Ethel warned them line while court is in session. The creature releases it his grandfather’s sword and dressed in ill-fitting
to watch out for pixies, so they attack on sight. They when combat begins, leaving the captive at the mercy scale, Brandel ventured into the swamp to rescue
know that captured pixies please Ethel more than of the fates. his beloved Luella, who had been kidnapped by the
dead ones, but that won’t stop the bullywugs from Make a saving throw for the line at the end of each hag’s wicked sorcery. Though the human stands little
fighting dirty if they feel outmatched. round. On a failure, one of the strands splits loudly. If

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Murklord Frog Level 2 Skirmisher Bullywug Mud Lord Level 3 Artillery Gorgon Mud Level 8 Trap
Medium natural beast (aquatic) XP 125 Medium natural humanoid (aquatic) XP 150 Hazard XP 350
HP 39; Bloodied 19 Initiative +7 HP 39; Bloodied 19 Initiative +3 Detect Arcana or Perception DC 14 Initiative —
AC 16, Fortitude 13, Reflex 14, Will 13 Perception +4 AC 17, Fortitude 14, Reflex 14, Will 16 Perception +9 Immune attacks
Speed 6, swim 6 Low-light vision Speed 6 (swamp walk), swim 4 Traits
Traits Traits Thick Mud
Aquatic O Rancid Air (poison) F Aura 2 The mud is difficult terrain.
The murklord can breathe underwater. In aquatic combat, Each enemy that spends a healing surge within the aura is Triggered Actions
it gains a +2 bonus to attack rolls against non-aquatic weakened until the end of its next turn. M Attack F At-Will
creatures. Aquatic Trigger: A creature that has neither earth walk nor immu-
Standard Actions The bullywug can breathe underwater. In aquatic combat, nity to petrification enters a square containing the mud.
m Bite F At-Will it gains a +2 bonus to attack rolls against non-aquatic Attack (Opportunity Action): Melee 0 (triggering creature);
Attack: Melee 1 (one creature); +7 vs. AC creatures. +11 vs. Fortitude
Hit: 1d6 + 5 damage, or 1d12 + 5 while the murklord is Nature’s Release (healing) Hit: The target is immobilized (save ends).
bloodied. Any attacker that scores a critical hit against the bullywug First Failed Saving Throw: The target is restrained instead
M Leapfrog F Recharge 4 5 6 regains 5 hit points. of immobilized (save ends).
Effect: The murklord shifts up to 3 squares, makes the fol- Necessary Sacrifices Second Failed Saving Throw: The target is petrified instead
lowing attack, and shifts up to 3 squares again. The bullywug gains a +2 bonus to attack rolls when it of restrained (save ends).
Attack: Melee 1 (one creature); +5 vs. Reflex makes an area or close attack and includes at least one ally Miss: The target is slowed (save ends).
Hit: 2d6 + 4 damage, or 2d12 + 4 while the murklord is in the blast or burst. Countermeasures
bloodied. Swamp Walk F Resist: Athletics DC 14 (move action). Success: The char-
Minor Actions The bullywug ignores difficult terrain that is mud or shal- acter or one adjacent creature gains a +2 bonus to its
M Tongue Lash F At-Will low water. next saving throw against the mud’s effect.
Attack: Melee 2 (one creature); +5 vs. Reflex Standard Actions F Siphon: Arcana DC 19 (standard action). Success: The
Hit: The murklord slides the target 1 square. m Quarterstaff (weapon) F At-Will character siphons elemental energy from the mud, ren-
Skills Acrobatics +10 Attack: Melee 1 (one creature); +8 vs. AC dering inert 1 square plus 1 square for every 5 points by
Str 16 (+4) Dex 18 (+5) Wis 16 (+4) Hit: 1d8 + 7 damage. which the check result exceeds the DC.
Con 15 (+3) Int 4 (–2) Cha 8 (+0) C Electric Reflux (cold, lightning) F Recharge 6
Alignment unaligned Languages — Attack: Close blast 3 (creatures in the blast); +6 vs. Reflex
Hit: 2d6 + 5 cold and lightning damage, and the target is Who are you?
chance of beating Ethel on his own, his mistrust of dazed until the end of the bullywug’s next turn. “Oh, I know your tricks, greenshanks. Say it thrice and
Feywild creatures makes him wary of joining forces Miss: Half damage.
you’ll have my soul, say it twice and you’ll steal my heart.
with the “good folk” even if they are his rescuers. A Fiery Croak (fire, thunder) F At-Will
Attack: Area burst 1 within 20 (creatures in the burst); +6
So I’ll tell you but once: My name is Brandel, and I am wise
Refer to the sidebar when roleplaying Brandel and to your pixie magic.”
vs. Reflex
be sure to bring his superstitions into play during con- Hit: 1d10 + 4 fire and thunder damage.
versation. Perhaps he refuses to confer with the pixies Skills Arcana +6, Nature +9 What are you doing here?
until he has thrown sawdust at their feet or plucked a Str 12 (+2) Dex 14 (+3) Wis 16 (+4) “I suppose there’s no harm in telling. My poor love Luella
lock of hair from his head and burned it before them. Con 15 (+3) Int 11 (+1) Cha 10 (+1) has been taken by the bog hag. Dragged down into the very
Once he’s ready to talk, read or paraphrase the follow- Alignment chaotic evil Languages Primordial
earth beneath her feet, she was. Now I aim to get her back,
ing statements to answer the characters’ questions. Equipment quarterstaff
or die trying—for alas, it was I who caused her suffering!”

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How? What did you do? Brandel Level 1 Defender


“Last night I asked Luella for her hand in marriage, but she Medium natural humanoid, human
turned me down. My heart broken, I bent the ring meant HP 29; Bloodied 14; Healing Surges 8 Initiative +0
for her hand out of shape and threw it into the river. This AC 18, Fortitude 14, Reflex 13, Will 13 Perception –1
Speed 5
morning I awoke to find it mended on my pillow. I ran to
Traits
fetch Luella, but it was too late! The hag had snatched her O Flailing Defense F Aura 1
away. When an enemy adjacent to Brandel misses him or one of
“Don’t you see? It’s just like the rhyme: ‘Throw away his allies with an attack, it takes 4 damage and Brandel is
a broken thing that’s almost good as new, Rotten Ethel dazed until the start of his next turn.
mends it up and comes to claim her due.’ That wicked hag Standard Actions
repaired my broken ring and took the one thing that I love m Longsword (weapon) F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
in return—my darling Luella!”
Hit: 1d8 + 3 damage.
M Furious Slash (weapon) F At-Will
What do you know about Rotten Ethel? Attack: Melee 1 (one creature); +6 vs. AC
“Her heart is black as pitch, and her evil knows no bounds. Hit: 1d8 + 3 damage, and Brandel can push the target 1
They say she takes frogs as her lovers, and that she swims square.
through the swamp on the back of a giant turtle. The ani- Effect: One ally adjacent to Brandel can shift 1 square.
mals are her slaves, and she keeps their hearts locked away Skills Athletics +8, Nature +4
Str 16 (+3) Dex 10 (+0) Wis 9 (–1)
in a casket so that none can defy her.”
Con 14 (+2) Int 9 (–1) Cha 12 (+1)
Alignment good Languages Common
How are you planning to rescue Luella? Equipment scale armor, longsword, lucky rabbit’s foot
“This blade belonged to my grandfather. He was a great
hero in the war, so I’m hoping some of his glory finds its by rushing to the party’s aid when they most—or
way to me through his steel. Alas, it’s not done so yet. Were least!—need it, or by falling into one of Ethel’s traps.
it not for you, I’d be buried in that mire forever.”
Brandel comes from a small village, and he has been
If the pixies want to join forces, Brandel can be per- raised to fear the Feywild. To him, pixies are cunning
suaded to join the party as a companion character. If tricksters who snatch newborn babies from their cots
not, he pushes on alone. He can always show up again and replace them with changelings, or sour milk if
bread crusts aren’t left out at night. Consult the table
on the next page to bring some of Brandel’s super-
stitions into play. Most are based on ignorance and
hearsay, but some—at the DM’s discretion—could ring
BRANDEL true.
Wild-haired and just a little overweight, young
Brandel hardly fits the mold of a hero. Despite his
shortcomings, his desperation to rescue Luella has
awoken a stubborn resolve inside him. Even when
gripped by fear, he simply won’t turn back.

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d10 Brandel’s Superstition of beasts, they immediately realize that it’s talking
1 He thinks he can see the pixies because he nonsense.
carries a four-leaf clover.
2 If he loses his four-leaf clover and can still see “Snowbells and gristle, broken toothy-pegs, black skies by
the pixies, he thinks it’s because he was born at day, dog hair and damp, dog hair and damp!” Weirdstone
night.
3 He wears his hat backward to confuse pixies The cockerel continues to babble for as long as the
who might want him to join their dance. pixies remain in sight. It only makes sense if fed or
4 Wherever possible, he tries to stand to the right tended to kindly. If treated so, it turns suddenly to one
of the pixies. of the pixies and whispers, “She needs her cane to
5 He blows on any items the pixies give him to rid see, don’t you see?” before descending into madness
them of their magic. again.
6 He hangs a horseshoe from his backpack to ward
off hags. Summoning the Pumpkin Barge
7 He carries a rabbit’s foot for good luck and Yanking the severed hand causes the cockerel to crow
sometimes fiddles with it when he’s nervous. painfully, summoning Rotten Ethel’s pumpkin barge
8 He is afraid of leaving the trail while in the from the mists.
pixies’ company.
9 If he sneezes in front of the pixies, he ties If a pixie pulls the severed hand, read:
another knot in his handkerchief. The cockerel’s echoing call is answered by the lapping of venture nearby risk being trapped in a deadly retell-
10 He never wears anything green for fear that it oars from the lake. Lit by jack-o’-lanterns, a ramshackle ing of the spirits’ downfall.
might attract gnomes. rowboat emerges from the mist, its oars turning of their Light: Bright in the day, dim starlight at night.
own accord. The rowboat grinds up against the jetty with a Monsters: 1 wraith, 8 wisp wraiths.
Hazard: Haunted river.
2. Caged Cockerel bloodcurdling groan and is still.

Exploration Encounter When the characters first approach, read:
Rotten Ethel’s earthly guests use this rowboat to cross
the lake to her cottage. After those on the jetty have A grove of gnarled cypresses stoop over the riverbank, their
The hag uses a half-starved cockerel as a cruel form of bearded lichens trailing into the water beneath. A tall
boarded, the rowboat magically paddles across the
doorbell. Months of starvation and deprivation have monolith stands among them on the northern bank, lit by
lake to drop them off at the boggy mud bank near
driven it quite mad, but the pixies can wrest some twinkling glowworms. At its base, a line of mossy stepping
the front door (location 7). As they exit, those who
sense from it if they treat it kindly. stones strikes a meandering path across the water.
crossed the lake on the boat are enchanted with a
spell that prevents them from triggering the hag’s
When the characters first approach, read: Perception DC 19: The character spots three tan-
screaming scarecrows until dawn the following day.
The trail winds through cattails and sawgrass to the banks gled masses of rotten cloth, human bone, and muddy
of a misty lake. You spot a crooked jetty jutting out over the driftwood caught up in the roots of the riverbank.
still waters, its aged planks sagged with rot. A half-starved 3. Haunted Crossing These are the sodden remains of the family killed
rooster perches in a birdcage at the jetty’s end, a severed Combat Encounter Level 1 (600 XP) here.
human hand hanging from its ankle by a length of twine. Nature DC 14: The character identifies a patch of
This ancient river crossing is haunted by the rest- deadly toadstools near the monolith, a milky fungus
The cockerel starts to squawk when the pixies less spirits of a drowned girl, the wicked stepmother called granny’s grief.
approach. Since the pixies understand the language who murdered her, and the girl’s cousin. Those who

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This was once the site of a terrible murder. A young Only then do you feel the pin that she pricked into your Wraith Level 5 Lurker
girl was drowned here by her stepmother, who’d led arm, and your vision swims with sickness.” Medium shadow humanoid (undead) XP 200
her into the swamp to pick mushrooms for her dying HP 53; Bloodied 26 Initiative +10
father. Suspicious that his uncle was being poisoned, Characters who succumb to the haunted river’s AC 19, Fortitude 17, Reflex 18, Will 15 Perception +2
Speed 0, fly 6 (hover); phasing Darkvision
the girl’s cousin followed them here, but arrived just domination are consumed by their vision until the
Immune disease, poison; Resist 10 necrotic
too late to save her. Seeing his cousin’s head held effect ends. For those who resist, the vision lasts just a Traits
underwater, he rushed from the bushes and hacked couple of seconds. Insubstantial
the stepmother into pieces, but he was caught by her The wraith takes half damage from all attacks, except those
poisoned needle as she fell. Now their restless spirits The Weirdstone that deal force damage. Whenever the wraith takes radiant
haunt the grove, luring passersby to a watery grave. This rune-carved monolith is one of three weird- damage, it loses this trait until the start of its next turn.
The haunted river rolls initiative and attacks with Spawn Wraith
stones Rotten Ethel harnessed to channel the
When the wraith kills a humanoid, that humanoid becomes
surprise as soon as the adventurers are close. Once Murkendraw into this world. The pixies can reverse a wraith figment at the start of this wraith’s next turn. The
the surprise round is complete, the wraiths rise up the enchantment using the Call the Weird ritual new wraith appears in the space where the humanoid died
from the mist to attack. found in the hag’s study (location 11). or in the nearest unoccupied square, and it rolls a new
initiative check. The new wraith acts under the Dungeon
Ghostly Visions Poison Toadstools Master’s control.
The haunted river forces adventurers to relive the last Standard Actions
Rings of poisoned toadstools encircle the monolith,
m Shadow Touch (necrotic) F At-Will
moments of the murders, turning them against their emitting a sickly sweet odor that can be smelled by Attack: Melee 1 (one creature); +8 vs. Reflex
own companions or pitching them underwater. anyone passing nearby. The toadstools are harmless Hit: 2d6 + 6 necrotic damage, or 4d6 + 14 necrotic damage
unless ingested. if the wraith was invisible to the target when it attacked.
When a character receives the daughter’s vision, Triggered Actions
read: Granny’s Grief Level 5 Poison Shadow Glide (teleportation) F At-Will
“Stepmother leads you to the grove where the medicine Trigger: An attack that does not deal force or radiant
The spore sacs of this slimy toadstool can be milked to con-
grows. Your mind tangled with worry for your father, you damage hits the wraith.
coct a maddening poison that induces sickness, sorrow, and
Effect (Free Action): The wraith becomes invisible until it hits
gather your skirts about your knees and wade into the ultimately death.
or misses with an attack or until the end of the encounter.
water. Suddenly you feel her knotted hands close around Poison 50 gp The wraith teleports up to 6 squares and cannot attack
your throat, and you’re forced under water!” Attack: +8 vs. Fortitude; 1d10 + 5 poison damage, and until the end of its next turn.
the target is weakened (save ends) Skills Stealth +11
When a character receives the stepmother’s First Failed Saving Throw: The target is dazed and Str 4 (–1) Dex 18 (+6) Wis 10 (+2)
weakened (save ends both). Con 17 (+5) Int 6 (+0) Cha 15 (+4)
vision, read:
Second Failed Saving Throw: The target is dazed and Alignment chaotic evil Languages Common
“A cruel smile crawls over your face as the girl wades into weakened until it takes an extended rest. If the target
the river. Those toadstools will soon do their work on your receives another dose of granny’s grief during this
pudding of a husband, and that little sow won’t be claiming time, it dies.
Treasure
any inheritance from the bottom of the river!” Special: You apply the poison to an item of food or up Pixies searching the river crossing find a scattering
to one gallon of liquid. A creature that consumes the of submerged coins near the stepping stones (10 gp
When a character receives the cousin’s vision, food or drink is subject to the attack 1 round later. A and 80 sp), a platinum thimble shaped like a clawed
successful DC 22 Nature check or Perception check can fingernail (12 gp), and an old town crier’s bell with a
read:
reveal the presence of granny’s grief in food or drink.
“You were too late! Hellbent on revenge, you take up your missing clapper (10 gp). Together, this haul accounts
uncle’s axe and charge into the river. Again and again you for treasure parcel 10.
hack into his wife until the water rushes red with her blood.

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8 Wisp Wraiths Level 1 Minion Skirmisher Haunted River Level 1 Elite Trap If the characters unwind the music box here, read:
Medium shadow humanoid (undead) XP 25 each Hazard XP 200 Streams of wispy blue light drift from the music box, carry-
HP 1; a missed attack never damages a minion. Initiative +3 Detect automatic Initiative +3 ing a cacophony of growls and yelps. Their eyes alive with
AC 13, Fortitude 11, Reflex 15, Will 12 Perception +0 Immune attacks hope, the otters leap forward to snatch back their voices,
Speed 0, fly 6 (hover); phasing Darkvision Standard Actions dancing and barking with joy as they’re returned. As they
Immune disease, poison; Resist 10 necrotic R Attack F At-Will
Standard Actions Attack: Ranged 20 (one creature); +4 vs. Will
celebrate, a gray-bearded elder waddles over to address you.
m Shadow Caress (necrotic) F At-Will Hit: 1d10 + 3 psychic damage, and the target is dominated “Wood-friends,” he barks. “My people must flee, but we
Attack: Melee 1 (one creature); +4 vs. Reflex until the end of the river’s next turn. The target’s stan- are forever in your debt. If you must stay, know that the
Hit: 4 necrotic damage, and the target is slowed until the dard action while dominated is determined by the DM’s witch draws her power from a tiny white viper, which she
end of the wisp wraith’s next turn. choice of vision (see below). keeps in a casket in her study. The serpent’s weakness is
Move Actions Daughter’s Vision: The target moves its speed toward pride, for I once heard it whisper of its hold over her. Slay
Shadow Glide F Encounter the river and falls prone. If it ends its turn prone in the
it, and you cripple the witch forever.” With that, the otter
Effect: The wisp wraith shifts up to 6 squares. river, it takes 1d8 + 3 damage.
Skills Stealth +8 Stepmother’s Vision: The target charges its nearest ally
bounds off to rejoin its people.
Str 3 (–4) Dex 17 (+3) Wis 10 (+0) and uses bull rush against it. If the ally is pushed into
Con 13 (+1) Int 4 (–3) Cha 15 (+2) the river, it falls prone and takes 1d8 + 3 damage. The otters waste no time in fleeing the swamp, leav-
Alignment chaotic evil Languages Common. Cousin’s Vision: The target charges and makes a melee ing Rotten Ethel to dredge her nets by herself. After
basic attack against its nearest ally. she finds out her laborers have flown the coop, she
4. Otter Holes Countermeasures
F E xorcise: Arcana DC 19 or Religion DC 14 (standard
changes her routine to work the net in the mornings.
Exploration Encounter Aware that intruders might have broken inside, she
action). Requirement: The character must be adjacent to
one of the three corpses. Success: The corpse’s restless
also checks more regularly on her captives.
This miserable community of otters has been coerced spirit is laid to rest, preventing the river from choosing
into the hag’s service. The otters now toil day and that spirit when it makes an attack. The haunted river is Goodberry
night to dredge junk from her nets. disabled once all three spirits have been laid to rest, and The otters are cared for by a mysterious swamp-
any wraiths still active in the area are destroyed. land creature called Goodberry. This elusive being
When the characters approach this area, read: leaves food for their pups, soothes their aching bones
Up ahead you spy a ragged mud bank on the shore of the while they sleep, and whispers kindnesses to them in
them into piles, and then paddle the most useful look-
lake. Numerous otters dart back and forth from the water’s dreams. It despises the hag for what she has done to
ing items over to the hag’s cottage.
edge, sorting rusted, rotten items into messy piles outside them, and it gladly aids those who oppose her.
Characters searching the piles can find just about
their burrows. Curiously, the otters work in total silence, Goodberry’s favored form is a giant grasshopper
anything, as long as it’s cheap. Use the following table
with not a whisper passing between them. clad in chainmail of emerald hue. Its appearance is
to determine the results of their search, or simply ask
foreshadowed by a gust of wind. The adventurers can
the player to think of an item and then roll a die to
The otters’ voices have been stolen by the hag’s encounter it any time they’re near the otters, but only
see if they find it. Everything is broken in some way
sorcery. She keeps them in a music box inside her if they go out of their way to help them. If they behave
and might require special tools to repair.
workshop (location 9). Fearful of invoking her wrath, threateningly, Goodberry assails them from afar
the otters hide at the first sign of strangers. with mysterious blasts of wind or sings long-forgotten
Recovering the Otters’ Voices
rhymes that send them nodding off to sleep.
The pixies can reunite the otters with their voices Goodberry can explain what has happened to the
Junk Piles by unwinding the music box from location 9 in their
The junk piles contain knickknacks thrown away otters’ voices and point the pixies to where they’re
presence. held (the workshop at location 9). Too frightened to
before their time and then drawn here by the magic
of the bog. The otters retrieve them from the nets, sort accompany them any closer, Goodberry instead uses

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its magic to veil their progress through the swamps. d10 Junk Item Goodberry Level 4 Artillery
After meeting Goodberry, pixies taking an extended 1 Set of prison manacles with a loose bolt Medium fey magical beast XP 175
rest within the swamp are magically hidden from 2 Fine dwarven belt with a broken silver buckle HP 42; Bloodied 21 Initiative +5
prying eyes, and receive a +5 bonus to any Stealth 3 Griffon saddle with a missing stirrup AC 16, Fortitude 12, Reflex 12, Will 15 Perception +12
Speed 6, fly 8 Low-light vision
checks they make in the wild. These enchantments 4 Formal dinner jacket with a single missing
Standard Actions
fade when they leave the swamp. button m Kick (illusion) F At-Will
5 Fencing foil with a kink in the blade Attack: Melee 1 (one creature); +9 vs. AC
5. Dredge Net 6
7
Nautical telescope with a cracked lens
Pair of knitting needles with a half-finished scarf
Hit: 1d8 + 8 damage.
R Blast of Wind F At-Will
Skill Challenge Level 1 (300 XP) still attached Attack: Ranged 20 (one creature); +9 vs. Fortitude
8 Torn battle standard splattered with blood Hit: 2d6 + 5 damage, Goodberry slides the target up to 5
Pulled by a giant snail, this titanic net endlessly 9 Painted child’s sled with a missing runner
squares, and the target falls prone.
dredges the lake for throwaway items. During this A Golden Slumbers F Encounter
10 Impressive feather quill with a split nib
encounter, the adventurers have the chance to win Attack: Area burst 1 within 20 (surprised enemies in the
burst); +9 vs. Will
over the hag’s bestial workforce and maybe even meet The giant snail can be led off course by diverting Hit: The target falls unconscious (save ends).
the secretive spirit that cares for them. the trail of vegetables. Though this can’t be done in Minor Actions
This encounter can take place anywhere along the time to save the otter, it does serve as a dramatic act Fade from Sight (illusion) F At-Will (1/round)
lake shore, at any time of day. of sabotage. Led from the lake, the overstretched tow Effect: Goodberry ends its turn and becomes invisible until
line ultimately wrenches the gear out from under the the end of its next turn or it hits or misses with an attack.
When the characters approach this area, read: cottage, collapsing a significant portion of the kitchen Skills Acrobatics +10, Nature +12
Groaning and grinding through the mists comes a snail the Str 14 (+4) Dex 16 (+5) Wis 20 (+7)
and upper floor study. The hag becomes furious if
Con 12 (+3) Int 9 (+1) Cha 14 (+4)
size of an ox cart, its shell chained to a gigantic dredge net. this occurs, and she hunts doggedly for the culprits. Alignment good Languages Common, Elven
The net’s tow line spans the surface of the lake, terminat- Equipment chainmail
ing in a muddy gear just beneath the hag’s cottage. As it Giant Snail Level 3 Elite Brute
trundles along, dozens of otters paddle between the nets Huge natural beast XP 300
to recover their haul: broken chairs, pans without handles, HP 120; Bloodied 60 Initiative –1 Skill Challenge: Rescuing the Otter
sodden clothing, and more. Steaming piles of vegetables AC 15, Fortitude 19, Reflex 12, Will 15 Perception +2 The otter is caught up in the nets 30 feet from the
line the shore, luring the snail forward on a ponderous orbit Speed 3 (swamp walk) Low-light vision
shore. The knots tighten as the cable shifts forward,
around the lake. Saving Throws +2; Action Points 1
Standard Actions
slowly choking its captive in a twisting ruin of mud,
As you watch, a sudden commotion breaks out among junk, and tangled netting.
m Slam F At-Will
the otters. One of them has been accidentally caught in the Attack: Melee 1 (one creature); +8 vs. AC Level: 1.
nets and is being dragged underwater. The others scramble Hit: 2d10 + 3 damage. Complexity: 3 (requires 8 successes before 3
to free it, but they are unable to bite through the net. Unless M Bullying Slam F At-Will failures).
someone takes action now, the otter will surely drown! Attack: Melee 1 (one creature); +8 vs. AC Primary Skills: Athletics, Endurance, Thievery.
Hit: 2d10 + 3 damage, the snail can push the target 1
Athletics (DC 19, standard action; three successes max-
The Giant Snail square, and the target falls prone. The slug can then shift
imum): Pixies flying close to the trapped otter can pull
1 square.
The giant snail lacks the apparatus to talk. Huge and M Slug’s Rush F At-Will and tear at the tangled nets to ease the pressure.
dumb, its sole purpose in life seems to be lumbering Effect: The slug uses bullying slam twice. Endurance (DC 12, standard action; difficulty rises to
from one pile of food to the next, ignoring all inter- Str 20 (+6) Dex 6 (–1) Wis 11 (+2) DC 19 after one success): Bracing the cable slows the
ruption. If the characters try to force it from its path, Con 20 (+6) Int 2 (–3) Cha 3 (–3) snail’s progress, giving the otter a chance to struggle
it lashes out at them. Alignment unaligned Languages —

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free. Though moderately easy at first, maintaining the spend much of their time scheming against their new
hold over time requires heroic endurance. mistress.
Thievery (DC 12, standard action; three successes max- Monsters: 5 murk bat clouds.
imum): Crafty pixies can spy which lines to snip and Light: Bright during the day, dim starlight at
which to untie. night.
Secondary Skills: Nature, Perception, Heal.
These skills don’t grant successes or failures, but When the characters approach this area, read: Weirdstone
instead grant special benefits whenever successful The woods part to reveal a dreadful, rune-carved standing
checks are made. stone. Five dead trees surround it, their withered branches
Nature (DC 14, standard action): The giant snail can cradling the stone in a corpse-like embrace. A vast colony of
be distracted by stroking its horns, easing the pres- bats hangs from the trees’ deadened limbs, whispering and
sure on the line and granting two successes for the snickering at your approach.
next successful primary skill check instead of one.
Perception (DC 12, minor action): Those keeping a The murk bats start heckling the pixies as they
close eye on the net’s movements can tell when it’s approach, making barbed comments about their
best to take action, granting a +2 bonus to the next diminutive size and threatening to call to their mis-
primary skill check. tress. Their taunts rapidly turn ugly, and soon the
Heal (DC 12, standard action; difficulty rises to 19 pixies are surrounded by angry swarms.
after one success): Pixies flying close to the distressed Use the following skill challenge to handle the
otter can attempt to soothe its wounds, removing confrontation. Though they despise Ethel for her cru- Complexity: 5 (requires 12 successes before 3
one failure from the challenge with each successful elty, the bats harbor also considerable resentment failures).
check. Such help becomes more difficult the farther toward pixies since they were banished here long Primary Skills: Bluff, Diplomacy, Intimidate. If
the line is dragged. ago by the pixie king. The heroes’ only hope is to win a character succeeds at a primary skill check by 5 or
Success: The bedraggled otter is freed from the them over with honeyed words or bold threats. If they more, the party gains two successes instead of one.
nets and limps back to its burrow. The others carry succeed, they earn a valuable weapon in their war Bluff (DC 12, standard action; difficulty rises to DC 19
on with their business, but they now dash to warn against the hag: disinformation. after first success): The character tries to flummox the
the characters whenever the hag is close. If the spirit bats with lies but soon finds they’re shrewder than
hasn’t made itself known already, now’s a good time Skill Challenge: they look.
to introduce Goodberry. Dealing with the Bats Diplomacy (DC 8, standard action; difficulty rises
Failure: The poor otter drowns in the net. Addi- to DC 12 after the first failed Bluff or Intimidate check):
The bats swirl around the characters in shrieking
tionally, the whole sorry affair is witnessed by one of The character seeks to resolve the dispute through
clouds, driving them toward the standing stone at the
the murk bats from location 6. It flies off at once to negotiation. Offers to revoke the bats’ exile grant two
clearing’s center. Three of their wiliest members act
alert the hag to the characters’ presence. successes instead of one.
as speakers for the rest and have higher than normal
Intimidate (DC 12, standard action): Undaunted by
intelligence for their kind (Intelligence 10). One bat
danger, the character lays down some potent threats
6. Murk Bat Roost angles for them to be handed over to the hag, another
of his or her own. Failure here causes the character to
Combat Encounter Level 1 (600 XP) wants to kill them, and a third calls for their use as
be lashed by dive bombers for 1d6 + 3 damage.
pawns. Though the odds seem stacked against them,
Secondary Skills: History, Insight, Nature. These
Ethel’s spies roost in this clearing within a stand of all three bats gladly betray the hag if the pixies pres-
skills don’t grant successes or failures, but instead
broken trees. Exiled from the outside world, they ent a good enough argument.
grant special benefits whenever successful checks are
Level: 3.
made.

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History (DC 8, standard action; difficulty rises to 5 Murk Bat Clouds Level 3 Skirmisher If the characters discuss how to fight the hag, read:
DC 12 after one success): Knowing that the bats were Medium aberrant beast (swarm) XP 150 each “I know how to beat her,” whispers one of the murk bats.
exiled provides valuable ammunition, granting a +2 HP 49; Bloodied 24 Initiative +7 “We’ve all heard that cough of hers. Imagine what it’d be
bonus to the next primary skill check. AC 17, Fortitude 15, Reflex 16, Will 14 Perception +6 like if she mislaid her medicine? We just need to make sure
Speed 2 (clumsy), fly 6
Insight (DC 12, standard action; difficulty rises to DC it goes missing from her kitchen, or better yet, swap it for
Immune gaze; Resist half damage from melee and ranged
19 after one success): Leveraging the bats’ hatred for attacks; Vulnerable 5 to close and area attacks
something nasty, like those toadstools we’ve seen growing
Ethel grants one extra success on the party’s next pri- Traits by the crossing.”
mary skill check. O Swarm Attack F Aura 1
Nature (DC 8, standard action): The pixies know the Enemies in the aura take a –2 penalty to attack rolls. An The bats direct the pixies to the poisonous toadstools
nature of bats and can easily appeal to their haughty enemy that ends its turn in the aura takes 3 damage. growing at location 3. Though they can’t administer
temperaments. Success here grants a +2 bonus to the Swarm them themselves, they’ll gladly distract Ethel while
The cloud can occupy the same space as another creature,
next skill check. the characters break inside for her medicine.
and an enemy can enter its space, which is difficult terrain.
Special: Pixies who present a Senaliesse chrysan- The cloud cannot be pulled, pushed, or slid by melee or
themum as part of their negotiations are granted four
automatic successes.
ranged attacks. It can squeeze through any opening that is
large enough for at least one of the creatures it comprises.
7. Muddy Sties
Success: Tensions with the bats ease, and they Standard Actions Combat Encounter Level 1 (550 XP)
offer the pixies an uneasy alliance. m Swarm of Slashing Wings F At-Will
Failure: The bats swarm forward to attack, either Attack: Melee 1 (one creature); +8 vs. AC The final approach to Rotten Ethel’s cottage is not
to kill the pixies where they stand or beat them into Hit: 1d8 + 5 damage, and the target takes a –2 penalty to without danger. Giant frogs lurk in the pools, and the
submission as a gift for the hag. For every pair of suc-
AC and Reflex until the end of its next turn. path is lined by screaming scarecrows.
C Unearthly Shriek (psychic) F Encounter Light: Bright in the day, dim starlight at night.
cesses earned in the skill challenge, one murk bat Attack: Close burst 2 (enemies in the burst); +6 vs. Will
cloud hangs back from combat. If the pixies survive, Monsters: 3 thornskin frogs, 2 sporeback frogs.
Hit: 3d6 + 6 psychic damage.
the remaining bats plead for an alliance. Triggered Actions
When the characters approach this area, read:
M Weird Shift F At-Will A rickety wooden fence marks the perimeter of the hag’s
The Weirdstone Trigger: An enemy within 3 squares of the cloud hits the property. Her cottage looms some distance beyond, perched
cloud with a close or area attack. on stilts at the end of a slippery, weed-choked mud bank.
This is one of three weirdstones used to channel the Effect (Immediate Reaction): The cloud shifts up to 3 squares Pools of mosquito-infested water pockmark the ground,
Murkendraw. The pixies can reverse the enchant- to a square adjacent to the triggering enemy, then uses and a line of rotten scarecrows stakes the winding path to
ment by using the Call the Weird ritual found in the swarm of slashing wings against the enemy.
the front porch. A crooked standing stone leans from the
hag’s study (location 11). Str 13 (+2) Dex 18 (+5) Wis 11 (+1)
Con 17 (+4) Int 2 (–3) Cha 14 (+3)
mud behind the fence, next to a sign reading “Beware of
Rotten Ethel energized this particular stone with
Alignment unaligned Languages — the Frog.”
necrotic energy to aid her midnight rituals. During
combat, creatures falling unconscious within 5
useful mounts for the pixies, letting them wing quickly Perception DC 14: The character spots a pair
squares of the stone automatically fail any death
between locations or spy on the hag from on high. of giant frogs hidden in the mud near the monolith,
saving throws they make.
The bats don’t know much about the cottage’s their backs covered in bulbous fungal growths. More
interior, but they have seen Glitterdust through the frogs lurk in the surrounding pools, watching the
An Alliance of Bats
bedroom window and have a vague idea of what Ethel pixies through unblinking eyes.
Pixies who win over the bats have several hundred is doing with her. They don’t know about Ethel’s famil-
double agents at their disposal. Expert tricksters, the bats iar. They can reveal that she recently brought a human The frogs heave themselves from the muck whenever
are more than willing to feed Ethel false leads, but they woman into her service. They also tell the pixies about prey comes close, using their snaky tongues to drag
stop short of direct confrontation. Murk bats also make the hag’s dependency on cough medicine. them into the mud pools. If one of their enemies is

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knocked unconscious, the frogs might start fighting 2 Sporeback Frogs Level 2 Controller 3 Thornskin Frogs Level 1 Brute
each other over the spoils. They stay in the vicinity of Medium natural beast (aquatic) XP 125 each Medium natural beast (aquatic) XP 100 each
the standing stones throughout. HP 42; Bloodied 21 Initiative +4 HP 35; Bloodied 17 Initiative +4
AC 16, Fortitude 14, Reflex 13, Will 12 Perception +3 AC 13, Fortitude 12, Reflex 13, Will 11 Perception +2
Speed 3, swim 5 Low-light vision Speed 4, swim 6 Low-light vision
Mud Pools
Traits Traits
Creatures entering a mud pool or starting their turn Aquatic Aquatic
inside are slowed until the end of their next turn. Crea- The sporeback can breathe underwater. In aquatic combat, The thornskin can breathe underwater. In aquatic combat,
tures with a swim speed are immune to this effect. it gains a +2 bonus to attack rolls against non-aquatic it gains a +2 bonus to attack rolls against non-aquatic
creatures. creatures.
Screaming Scarecrows Standard Actions Standard Actions
m Bite F At-Will m Bite F At-Will
The scarecrows are enchanted to start screaming if Attack: Melee 1 (one creature); +7 vs. AC Attack: Melee 1 (one creature); +6 vs. AC
they spot strangers in the yard. They can’t see farther Hit: 1d8 + 6 damage, and the target is slowed until the end Hit: 1d10 + 6 damage.
than 4 squares, but it takes only one sighting for them of the sporeback’s next turn. M Pounce F Recharge 5 6
all to start hollering. Pixies can sneak past the scare- M Barbed Tongue F At-Will Effect: The thornskin shifts its speed and makes the follow-
crows by beating their passive Perception (DC 16). Attack: Melee 3 (one creature); +5 vs. Reflex ing attack.
Rotten Ethel hears the scarecrows even if she’s out Hit: 2d6 + 2 damage, and the sporeback pulls the target 2 Attack: Melee 1 (one creature); +4 vs. Reflex
squares and knocks it prone. Hit: 2d6 + 6 damage, and the target falls prone.
in the swamps. Once the alarm goes up, it takes only
Triggered Actions Minor Actions
1d4 + 1 rounds for her to reach here from the cottage, C Spore Release (poison) F Encounter M Tongue Grab F At-Will
or 1d12 + 3 rounds from the swamps. Trigger: The sporeback drops to 0 hit points. Attack: Melee 3 (one creature); +4 vs. Reflex
Attack (No Action): Close burst 2 (creatures in the burst); +5 Hit: The thornskin pulls the target 2 squares.
vs. Fortitude Str 16 (+3) Dex 18 (+4) Wis 14 (+2)
Hit: 1d6 + 7 poison damage, and the target takes a –2 pen- Con 15 (+2) Int 3 (–4) Cha 9 (–1)
Mud alty to attack rolls (save ends).
Skills Stealth +9
Alignment unaligned Languages —

Pool Str 15 (+3) Dex 16 (+4) Wis 15 (+3) When the heroes get close to the cottage, read:
Con 18 (+5) Int 3 (–3) Cha 9 (+0) Ethel’s cottage squats above the lake, a golden light glow-
Alignment unaligned Languages — ing from its one high window. A massive dredge net churns
the water beneath, its tow line slung to a grinding gear that
The Weirdstone shakes the cottage as it turns. The front door stands at the
This is one of three weirdstones used to channel the head of an uneven flight of steps, hidden behind a ram-
Murkendraw. The pixies can reverse the enchant- shackle porch that winds around the building to a lonely
Weirdstone ment using the Call the Weird ritual found in the back door. Heaped beside the steps is a pile of junk crawling
hag’s study (location 11). with rats and centipedes.

8. Hag’s Cottage The cottage roof is infested with filth rats, which
burst from the thatch to snap at anything touching its
Exploration Encounter surface. Crazed by filth fever, they hiss and spit non-
sensically if the pixies try to converse. Roll 1d6 + 3 to
Ethel’s cottage has many ways inside, but not all are determine how many rats are encountered.
readily apparent. Trespassers poking about the roof Use the rats whenever the characters go near the
should beware the rabid rats lurking in the thatch. roof or venture beneath the porch. The rats can also

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bother pixies moving about inside the cottage, but


they dash for cover whenever the hag is about. Pixies
bitten by filth rats could contract filth fever.

Filth Rat Level 1 Minion Brute


Tiny natural beast XP 25
HP 1; a missed attack never damages a minion. Initiative +2
AC 13, Fortitude 13, Reflex 11, Will 9 Perception +0
Speed 6, climb 3 Darkvision
Standard Actions
m Bite (disease) F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 5 damage. At the end of the encounter, the target
makes a saving throw. On a failure, the target contracts
slight filth fever (stage 1).
Skills Stealth +7
Str 4 (–3) Dex 15 (+2) Wis 10 (+0)
Con 18 (+4) Int 2 (–4) Cha 3 (–4)
Alignment unaligned Languages —

Slight Filth Fever Level 1 Disease


Those infected by this disease waste away as they alterna-
tively suffer chills and hot flashes.
Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target loses a healing
surge.
Stage 2: While affected by stage 2, the target loses a healing
surge and takes a –2 penalty to AC, Fortitude, and Reflex.
Stage 3: While affected by stage 3, the target loses all healing
surges and cannot regain hit points. The target also takes a
–2 penalty to AC, Fortitude, and Reflex.
Check: At the end of each extended rest, the target makes an
Endurance check if it is at stage 1 or 2.
7 or Lower: The stage of the disease increases by 1.
8–11: No change.
12 or Higher: The stage of the disease decreases by 1.

Getting Inside
The characters can enter the cottage using any of the
following access points.
Bedroom Window: The bedroom window is 35
feet high, meaning it can be reached in just a single
turn of flight. Anyone peering through the distorted

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glass sees Glitterdust desperately fluttering about


inside her jar. The window is locked, and pixies
I nside the Cottage 9. Workshop
Combat Encounter Level 1 (525 XP)
prying the latch (Thievery DC 9) are exposed to The hag’s cottage has plenty of places for pixies to hide.
attacks from the rats. Unfortunately for them, each room is also full of danger.
This workshop is where Ethel repairs her salvage.
Chimney: The chimney is 45 feet above ground Despite the clanking gear underneath, sound
Ferocious constructs rise from the junk if anyone
level. It connects to the workshop and kitchen. Pixies travels fast throughout the cottage. If they’re home,
tampers with her haul.
flying down the chimney must pass a DC 12 Endur- Ethel and her familiar are immediately alerted to any
Light: Bright light from the forge.
ance check or start choking on the smoke, dazing combat breaking out inside.
Monsters: 1 dressmaker’s dummy, 1 suit of armor,
them (save ends) and alerting the hag to their pres-
8 toy soldiers.
ence if she’s nearby. The hearths are stoked day and
night, dealing 1d8 + 4 fire damage to any pixies pass-
Common Features
The following features show up in multiple places When the characters first enter this room, read:
ing through (Acrobatics DC 14 to avoid damage).
throughout the cottage. This jumbled workshop is crammed to the rafters with
Drains: Peering underneath the cottage reveals
broken junk. A blazing forge nestles in the back wall beside
two rusted grates in the floor, just big enough for tiny-
sized creatures to squeeze through. These drains lead
Floor Drains a rack of tools, weapons, and armor. Radiating around
These rusted drains are the source of Ethel’s rat prob- it are a needlework bench and spinning wheel, a rocking
into the workshop and kitchen.
lem. Tiny creatures can squeeze through the grates to chair, and a carpentry bench covered in sawdust. Rotten
Junk Pile: The otters regularly ferry salvage to
gain access to the underside of the cottage. steps rise to an upper floor, and a misshapen door leads off
this pile, which Ethel then scours for valuables to
to another room.
move inside to her workshop. Many objects are big
enough for pixies to hide inside, including dented ket- Fireplace
The fireplace connects the workshop and the kitchen, The constructs animate if the pixies touch any of
tles and frayed wicker baskets. Pixies stowing away
with separate hearths opening into each. Creatures Ethel’s salvage. They appear as a child-sized dress-
inside must pass a Stealth check to hide from the hag
entering the fireplace or starting their turn inside maker’s dummy in a grubby bridesmaid’s gown, a suit
when she comes out (passive Perception score of 16).
take 1d8 + 4 fire damage plus ongoing 5 fire damage of clanking plate armor, and a set of tin soldiers. The
Porch: The porch is precariously sprung and
(save ends). This damage can affect a creature only constructs pursue fleeing characters through the cot-
creaks loudly underfoot. Medium creatures must
once per turn. Pixies who succeed on a DC 14 Acro- tage but won’t follow them outside.
make a successful DC 9 Acrobatics check or crash
through the rotten floorboards into the muck below. batics check can dart from one side to the other
without getting burned.
Treasure
Ethel knows which boards to avoid, but she could
make an accidental misstep if she’s in a hurry. Searching through the junk unearths a number
Both doors leading inside are locked and latched Gaps in the Floorboards of treasures: a beautifully crafted weather vane of
(Thievery DC 13 to pick). Their hinges creak loudly The cottage’s misshapen floorboards have many gaps elaborate eladrin design (45 gp), a set of silver scales
when opened, alerting the hag to the presence of between, some of which are large enough for a pixie (20 gp), a crystal wind chime (30 gp), a pincushion
intruders unless they’re oiled beforehand. to squeeze through. The pixies can also peer between shaped like a toad with jeweled pins (40 gp), and an
the boards. ornate black iron mangle set with moonstones (45
gp). In addition, a level 3 magic item lies on top of one
of the workbenches. Together, these comprise trea-
sure parcels 3, 7, and 9.
Ethel’s music box is kept here on a high shelf,
releasing a babble of animal barks when opened.
The pixies can identify the otters’ voices with a DC 9
Nature check, but can’t communicate with them; they

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Dressmaker’s Dummy Level 4 Controller Suit of Armor Level 3 Soldier When the characters enter this room, read:
Medium natural animate (construct) XP 175 Medium natural animate (construct) XP 150 A bubbling iron cauldron straddles the hearth in this
HP 50; Bloodied 25 Initiative +6 HP 47; Bloodied 23 Initiative +5 pigpen of a kitchen. Sagging shelves line the walls, laden
AC 18, Fortitude 15, Reflex 17, Will 16 Perception +5 AC 19, Fortitude 16, Reflex 15, Will 13 Perception +6 down with dried herbs, stoppered potion bottles, and moldy
Speed 6 Darkvision Speed 5 Darkvision
vegetables. A weathered sea chest sits in the corner amid a
Immune disease, poison; Vulnerable 5 fire Immune disease, poison
Traits Standard Actions
pile of nets, and a giant recipe book is spread out over the
O Creaking Dance F Aura 3 m Slam F At-Will kitchen table. Two doors exit from either side, one leading
Any construct ally that starts its turn in the aura can shift 1 Attack: Melee 1 (one creature); +8 vs. AC deeper into the cottage, the other heading back outside. The
square as a free action. Hit: 2d6 + 4 damage. floor is scattered with vicious-looking rat traps.
Lead the Dance Triggered Actions
If the dummy moves, any creature grabbed by the dummy m Backhand Slam F At-Will Perception DC 12: The character spots a torn
moves with it, staying grabbed in a space of the dummy’s Trigger: An enemy adjacent to the armor makes an attack
scrap of paper poking out from under the nets, one of
choice adjacent to the dummy. that does not include the armor as a target.
Standard Actions Effect: The armor uses slam against the triggering enemy.
five page fragments hidden in this room.
m Slam F At-Will Str 16 (+4) Dex 15 (+3) Wis 11 (+1)
Attack: Melee 1 (one creature); +9 vs. AC Con 15 (+3) Int 1 (–4) Cha 1 (–4) Five rat traps are placed about the kitchen.
Hit: 2d4 + 6 damage, and the target is grabbed (escape DC Alignment unaligned Languages — The kitchen is protected by another of Ethel’s
14). The dummy can grab only one creature at a time. enchantments, which causes various objects to spring
Minor Actions 8 Toy Soldiers Level 1 Minion Soldier to life when the characters touch the chest or tamper
C Spin Your Partner F Recharge when the dummy starts Tiny natural animate (construct) XP 25 each with the cauldron. These fight until destroyed, but
its turn grabbing a creature HP 1; a missed attack never damages a minion. Initiative +2
Effect: The dummy releases the creature it is grabbing and
they won’t chase the pixies outside the kitchen.
AC 17, Fortitude 13, Reflex 13, Will 13 Perception +5
pushes it up to 3 squares. At the end of this movement, Each animated object shares the same stat block
Speed 4 Darkvision
the dummy makes the following attack. Immune disease, poison
but has its own unique attack.
Attack: Close burst 1 centered on the pushed creature Standard Actions
(creatures in the burst); +7 vs. Reflex m Slam F At-Will 5 Rat Traps Level 1 Minion Trap
Hit: 1d4 + 4 damage, and the target falls prone. Attack: Melee 1 (one creature); +6 vs. AC Object XP 25 each
Skills Acrobatics +11 Hit: 3 damage, plus 1 damage for every ally adjacent to the Detect automatic Initiative —
Str 15 (+4) Dex 18 (+6) Wis 16 (+5) soldier. HP 1
Con 10 (+2) Int 2 (–2) Cha 1 (–3) Str 3 (–4) Dex 10 (+0) Wis 11 (+0) AC 10, Fortitude 10, Reflex 5, Will —
Alignment unaligned Languages — Con 11 (+0) Int 1 (–5) Cha 1 (–5) Immune all conditions, necrotic, poison, psychic, ongoing
Alignment unaligned Languages — damage.
hear repeated calls of “Where am I?” and “What’s Triggered Actions
happening?” Unwinding the music box releases the
voices as motes of spectral light, which hover about
10. Kitchen M Attack F Encounter
Trigger: A creature enters the trap’s square and fails a DC 8
worriedly until the box is rewound and the motes go Combat Encounter Level 3 (750 XP) Dexterity check.
back inside. Attack (Opportunity): Melee 0 (the triggering creature); +4
A page torn from Ethel’s cookbook exposes yet vs. Reflex
another of her weaknesses, but the pixies must defeat Hit: 1d6 + 4 damage. If the target is Tiny, it is also
restrained and takes ongoing 5 damage (save ends both).
more guardians to exploit it.
Countermeasures
Light: Bright light from the fire. F Disable: Thievery DC 8 (standard action). Success: The
Monsters: 5 animated objects (3 boathooks, 1 bel- trap is disabled.
lows, and 1 flower-pressing book).
Traps: 5 rat traps.

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5 Animated Objects Level 2 Skirmisher Cookbook If they brew it correctly, the pixies can concoct 1d4 +
Small natural animate (construct) XP 125 each
This molded cookbook is packed with recipes both 3 flasks of toadcackle.
HP 36; Bloodied 18 Initiative +6
mundane and magical. It once held instructions
AC 16, Fortitude 13, Reflex 17, Will 12 Perception +1 Toadcackle Level 11 Uncommon
Speed 0, fly 6 Darkvision
for brewing toadcackle—a medicinal draught that is
anathema to hags—but Rotten Ethel tore up the page The fumes of this draught drive hags mad with pain and
Immune disease, poison, sleep
and scattered its pieces around the kitchen. Pixie confusion.
Standard Actions
m Slam F At-Will characters who reassemble it can brew the potion Alchemical Item: Volatile 350 gp
Attack: Melee 1 (one creature); +7 vs. AC A Attack Power (Poison) F Consumable (Standard Action)
using ingredients found on the shelves.
Hit: 1d10 + 4 damage. Attack: Area burst 1 within 10 (hags in the burst); +14 vs.
Effect: The object shifts up to 2 squares. Reflex
If the characters examine the cookbook, read: Hit: 3d6 poison damage.
Str 14 (+3) Dex 17 (+4) Wis 11 (+1)
Con 12 (+2) Int 2 (–3) Cha 6 (–1)
One of the recipes has been roughly torn from the book, Miss: Half damage.
Alignment unaligned Languages — leaving just a ragged stump entitled “Toadcackle.” Beneath Effect: The target is slowed and gains vulnerable 10 to all
this is a fragment of text: “This curative draught eases the damage (save ends).

Boathooks: The boathooks stay close to the pain of piles and buboes. Its vapors have the strangest effect
flower-pressing book and try to drag pixie characters on hags, who recoil from even the slightest” Treasure
between its snapping pages. The treasure chest is locked (Thievery DC 19 to
The characters can find each additional scrap by open). It contains a level 4 magic item and 80 gp.
Standard Actions passing a DC 12 Perception check. They each bear Pixies searching the shelves also find a mortar and
M Yank F At-Will
Attack: Melee 1 (one creature); +7 vs. AC
different instructions and can be found in any order. pestle made of onyx (15 gp), and a bag of bulbs and
Hit: 1d10 + 4 damage, and the object slides the target up seeds from rare Feywild plants (25 gp of nature ritual
to 2 squares. First scrap (under crate): “sniff. To brew, first components). Together, these account for treasure
appease the cauldron spirit by spitting in the water.” parcels 2 and 8.
Bellows: The bellows try to blow pixie characters Second scrap (found among nets): “Add the toe of
into the fire or push them down into the rat traps. a fire newt and mix well with bullywug jelly. Do not”
Third scrap (under table): “add spider eggs to
11. Study
Standard Actions Combat Encounter Level 3 (750 XP)
C Blast of Air F At-Will
thicken the brew until fully mixed.”
Attack: Close blast 3 (Tiny creatures in the blast); +5 vs. Fourth scrap (among shelves): “Stir in five pairs of
toad legs, but be sure to” Brandel’s girlfriend is kept here under the watch-
Fortitude
Hit: The object pushes the target up to 3 squares, and the Fifth scrap (caught in drain): “season well with ful eye of Curdlemilk, Rotten Ethel’s viper familiar.
target falls prone. ground centipede before drinking.” Knowing that death awaits her once her duties are
complete, Luella plays a clever game of procrastina-
Flower-Pressing Book: The flower-pressing book The potion must be brewed in the order above, with tion to prolong her time in the world.
flaps about in search of enemies to crush, its pages any mistakes causing the concoction to erupt in a poi- Light: Dim light from the candles.
gummed with squashed pixies. sonous cloud. Monsters: Curdlemilk (albino viper familiar).
Luella has been tasked with writing letters to Ethel’s
Standard Actions Triggered Actions sisters in the Murkendraw, offering stakes in the hag’s
M Press F At-Will C Poisonous Cloud (poison) F At-Will
Attack: Melee 1 (one creature); +7 vs. AC
new domain. If the pixies have quietly infiltrated the
Trigger: The potion ingredients are mixed out of order.
Hit: 1d10 + 4 damage, and the object grabs the target Attack: Close burst 2 (creatures in the burst); +5 vs. Reflex
cottage, Luella is transcribing Curdlemilk’s dictation
(escape DC 13). The target takes ongoing 5 damage until Hit: 2d10 + 2 poison damage. when they arrive.
the grab ends. Miss: Half damage.

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If the characters sneak up to this room, read: toward Ethel and could even be persuaded to betray Curdlemilk Level 3 Solo Skirmisher
Muffled conversation drifts from the room ahead. Two her if the price was right. Of course, as a creature of Tiny immortal beast (familiar, reptile) XP 750
voices are talking in Common—a woman and a creature pure evil, Curdlemilk is just as likely to turn on the HP 180; Bloodied 90 Initiative +5
that speaks in a sibilant whisper. pixies when they’re least prepared. AC 18, Fortitude 15, Reflex 17, Will 16 Perception +7
Speed 6, swim 6 Low-light vision
“Should a sorceress really be addressed like that?” asks Curdlemilk tries to flee if he is reduced to 50 hit
Saving Throws +5; Action Points 2
the woman. points or fewer, slithering between the floorboards Traits
The reply comes with a note of frustration. “What’s and then sliding down the drain into the lake. Too Snap Out of It
wrong this time?” proud to admit failure to his mistress, he’ll creep back If Curdlemilk is ever unable to use slithering attack due
“Well, it’s probably nothing. It’s just that ‘dear Jen’ to exact revenge once his wounds have healed. to being dominated, immobilized, restrained, slowed,
sounds so . . . common. Shouldn’t it at least be ‘your or stunned, then the effect imposing the condition ends
ladyship’?” Table of Combustibles instead of Curdlemilk using slithering attack.
Standard Actions
The hissing creature pauses over this for a moment. A character can overturn the table of combustibles m Bite (poison) F At-Will
“You’re right, damn you. Start over, and be quick this time.” with a standard action and a successful DC 19 Ath- Attack: Melee 1 (one creature); +8 vs. AC
letics check. In addition, the character can fall prone Hit: 1d8 + 3 damage, and ongoing 5 poison damage (save
As Curdlemilk dictates, Luella craftily quibbles over as part of the standard action to avoid the attack. ends).
the details, dragging out the task as best she can. R Hypnosis (charm, psychic) F Recharge 5 6
Their conversation continues in this vein for as long Standard Actions Attack: Ranged 5 (one or two creatures); +6 vs. Will
as the pixies hang around to listen. C Table of Combustibles (fire, poison) Hit: The target is dominated (save ends).
Effect: Make the following two attacks. Triggered Actions
Attack 1: Close burst 2 centered on the table (creatures in M Tail Slap F Recharge when first bloodied
When the characters enter the room, read: Trigger: An enemy adjacent to Curdlemilk misses him with
the burst); +4 vs. Fortitude
You emerge into a gloomy study lit by low-burning candles. Hit: Ongoing 5 poison damage (save ends). an attack.
Hundreds of oddities clutter the shelves, confounding you Attack 2: Close burst 2 centered on the table (creatures in Attack (Immediate Reaction): Melee 1 (the triggering
with pickled imps, painted animal skulls, petrified alliga- the burst); +4 vs. Reflex enemy); +8 vs. Fortitude
tor eggs, and dissected fish. Moist pitcher plants lurk in the Hit: Ongoing 5 fire damage (save ends). Hit: 2d8 + 3 damage, and Curdlemilk slides the target up
shadows, and malodorous vapors thicken the air from a to 3 squares.
M Slithering Attack F At-Will
bubbling alchemy lab. Two sets of stairs encircle the room, Luella
Trigger: An enemy is within 3 squares of Curdlemilk when
providing access to floors above and below. The keys to Luella’s manacles hang on the wall he starts his turn, or an enemy ends its turn within 3
A young woman in inky rags sits before a writing desk in nearby. She is eager to escape the hag’s lair but could squares of Curdlemilk.
the corner, her legs shackled to a hook on the wall. Dozens be persuaded to stick around if her rescuers present a Effect (Free Action): Curdlemilk shifts up to half its speed
of dead pixies are pinned to a corkboard behind her, their compelling case. Sharp as a tack, Luella is more than and uses bite against the triggering enemy.
faces locked in horrified expressions of surprise and fear. capable of luring Rotten Ethel into the pixie’s traps or Skills Arcana +9, Bluff +9
Str 12 (+2) Dex 14 (+3) Wis 13 (+2)
tricking her into leaving the cottage. A day of writing
Con 13 (+2) Int 17 (+4) Cha 16 (+4)
Curdlemilk’s casket sits on the desk next to Luella, her letters has also given her a decent idea of the bog Alignment evil Languages Common, Supernal
the ruby eyes on its surface allowing him to see every- hag’s plans, so she is well aware of what’s at stake.
thing going on around it. The viper rarely leaves the Luella has 1 hit point, defenses 10, and no effective Treasure
casket, but he keeps the lid open while dictating. attacks. Assume her ability scores are 10 (+0 modi- Most of the oddities here are worthless to anyone
With so few creatures to talk to, Curdlemilk fier) and her speed is 6 squares. but the most esoteric collector. Still, pixies searching
delights in toying with his prey before combat, while
the shelves can uncover some valuables. Two magic
his vainglorious nature makes him easy to trick
items are hidden in the clutter (level 2 and level 5),
through flattery. He also harbors a mutinous streak
alongside a cobweb fan of delicate black silk (30 gp), a

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22
Glitterdust

potion of healing, a set of gold false teeth (40 gp), a set


of three druidic jade masks (10 gp each), an ivory eye-
12. Bedroom
Exploration Encounter and Trap/Hazard
ball with a ruby iris (15 gp), and a collection of golden
Encounter (100 XP)
bird claw clasps (15 gp).
In addition, pixies searching Curdlemilk’s casket
Glitterdust is imprisoned at the foot of Ethel’s bed,
uncover the Calling the Weird ritual that Ethel uses
watched over by the mysterious thing in the mirror.
to empower her weirdstones. If this ritual is reversed
The only way to free her is to steal the key from
outside each location—a process taking 10 standard
around the hag’s neck.
actions—the stones can be disabled. Once all three
stones are disabled, the Murkendraw starts to fade
When the characters enter this room, read:
back into the Feywild.
The hag’s bedroom is lit by waves of light from a domed
bell jar. Inside is the most beautiful pixie you’ve ever seen,
her gossamer wings shining with golden radiance. As you
watch, a spinning candle chases her endlessly around her
prison, preventing her from ever standing still.
HAPPILY EVER AFTER? The rest of the room glistens with damp. A lice-ridden
Luella wouldn’t have refused Brandel’s marriage bed lurks beneath the window, half-buried under a pile of
proposal without reason. Maybe she has a secret refuse. Rotten clothes spill from a nearby cupboard, and a
fondness for another suitor, or she doubted Brandel’s set of lopsided stairs wind down to the f loor beneath. The
commitment. If so, Brandel’s arrival here could be bell jar stands on a bedside table, opposite a long mirror
all she needs to know she made the wrong decision. smeared with fingerprints.
Of course, things could be more complicated.
Perhaps Brandel and Luella never even dated, and Glitterdust has been trapped inside the jar since the
he simply misinterpreted her signals. This makes his day she was caught. The hag sets the candle to spin
arrival somewhat embarrassing, and with love unre- for three-quarters of every hour, with a few hours’
quited, he could even turn to the pixies for help in respite at night. As Glitterdust flutters about, the
winning her heart. magical powder coating her wings brushes off onto
Whatever the situation, Brandel does everything in the glass, forming a layer of glittering residue. Ethel
his power to protect Luella until they’ve escaped the scrapes this off every morning with a spoon and uses
swamp. After all, he still has a lifetime to win her over. it to empower the weirdstones.

Talking to Glitterdust
Glitterdust waves frantically for help when she sees
the pixies, encouraging them to stop the candle and
then telling them everything she knows about the
hag. Rather than risk a potentially deadly confronta-
tion, she suggests they find a way to steal the key.
Glitterdust tells the pixies all about Ethel’s daily
habits. She knows the bats work as her spies, and
although she has overheard snippets of conversation

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23
Glitterdust

between Curdlemilk and Luella, she hasn’t yet fig- The Thing in the Mirror Level 1 Trap
ured out who they are. She is currently unaware of Object XP 100
the thing in the mirror, though she has seen the hag Detect Arcana or Perception DC 9 Initiative —
pause before it as though listening to something. HP 1
AC 10, Fortitude 10, Reflex 5, Will —
Immune all conditions, necrotic, ongoing damage, poison,
The Bell Jar psychic
Glitterdust’s prison is made from magically tough- Triggered Actions
ened glass, and it can be unscrewed from its wooden M Dread Whisper F At-Will
base only after the clamps are unlocked. A character Trigger: A creature adjacent to the mirror looks into it.
can pick the lock with a DC 30 Thievery check, but Attack (Free Action): Melee 1 (triggering creature); +4 vs.
Will
the mechanism is trapped to electrify anybody tam-
Hit: The target is stunned (save ends).
pering it, dealing 1d6 + 8 lightning damage if the First Failed Saving Throw: The target is removed from play
check is failed by 5 or more. until the mirror drops to 0 hit points, at which point the
Simply twisting the knob at the bell jar’s base target appears in a random unoccupied square adjacent
causes the candle to speed up or slow down to a to the mirror.
halt. Glitterdust knows the candle is controlled from
below, but she can’t see how the knob is manipulated. Concluding the
The Thing in the Mirror A dventure
Something horrible haunts the mirror. Adventurers
With Glitterdust safe and the weirdstones disabled,
looking inside see a stick-thin form hovering behind
the pixies can return safely to King Sunfire’s court.
the bed, which silently glides forward to whisper in
As they head back through the swamps, they see
their ears. Those who listen are driven mad by fear
the Murkendraw churning back into the Feywild.
and slowly fade away from sight.
Old trees rise up from the enshrouding mud, which
The thing relays its sightings to Rotten Ethel when-
washes away with the next rain shower.
ever she visits. If the pixies discuss what to do within
Of course, Ethel might still live. If so, King Sunfire
sight of the mirror, they might find their plans swiftly
bides his time until he has a force capable of taking
foiled by the hag.
her out. Perhaps his strike team will need leaders?

About the Author


Will Doyle is a designer with Supermassive Games in the
United Kingdom, and he has previously published articles for
both Dungeon and Kobold Quarterly magazines. He would like
to thank Oban, Inkwing, Ash, and Flo Moonsung for making
this adventure happen. Will and his girlfriend Stacey run a
D&D blog at http://beholderpie.blogspot.co.uk

Fe b r u a r y 2 013 | D U N G E O N 211
24
Fall of the Gray Veil
A D&D® adventure for characters
of levels 2–4

By Christopher Perkins
Illustrations by Eric Belisle, Jason A. Engle, and Phill Simmer
Cartography by Mike Schley

The village of Baron’s Hill and its environs have turned away. Within the range of the effect, the charac-
shades of gray. All the color has leached from the land ters appear in shades of gray like everyone else, but
and its people. The houses and cottages are gray. The they’re the only ones in the village capable of solving
trees are gray. The autumn leaves are gray. So are the the mystery, dispelling the gray veil, and returning
cats, the dogs, the cows, the cornfields and the scare- color to the area.
crows that protect them, the wagons and the horses Creatures within the gray veil have no sense of
that pull them, and all else within a one-mile radius of how far it extends until they reach the outer edge
the Baron’s Hill cemetery. The cemetery’s tombstones of the expanse, where a hint of color becomes vis-
are gray too—but then, they always have been. ible. The colors gradually return to normal as one
“Fall of the Gray Veil” takes place during the advances beyond the soft edge of the unnatural
autumn season because it suits the intended mood grayscape. Clever characters who circumnavigate
and ties into the adventure’s underlying themes of the gray expanse can ascertain that the Baron’s Hill
death and decay. The adventure plays equally well in cemetery rests “dead center” in the middle of the gray
winter, spring, or summer—although, admittedly, the veil. Investigation of the hilltop graveyard reveals
title loses its double meaning in other seasons. that it is haunted. As the characters search the cem-
etery for clues, they sense the presence of an invisible
T he Gray Veil ghost—the vestige of a young boy named Fin who was
trampled to death by a horse three years ago.
The fact that their world has turned to gray is discon- The adventurers can confirm that Fin’s unrest is
certing to the residents of Baron’s Hill, but apart from the source of the “curse” that has befallen Baron’s
frayed nerves, the so-called “gray veil” has had no Hill and the surrounding land. Further investigation
harmful effects as far as anyone can tell. Still, many reveals that the child was blind from birth and had
concerned villagers are inclined to pack up their never known red, purple, green, blue, or any other
belongings and leave, afraid that the disappearance of color. The gray veil is a manifestation of how Fin
color is a harbinger of more terrible things to come. imagines the world around him.
The adventurers happen to be staying in the vil-
lage of Baron’s Hill or passing close by when they
notice that all the colors have mysteriously faded

TM & © 2013 Wizards of the Coast LLC. All rights reserved. Fe b r u a r y 2 013 | D U N G E O N 211
25
Fall of the Gray Veil

Fin’s U nrest children, who occasionally see him fishing with his
hands by the creek or skulking around his forlorn
To lift the gray veil, the characters must determine homestead. Distressed locals urge the adventurers to
the cause of Fin’s unrest. Exploration of the cem- confront Grygori and determine whether he or Yorn USING THIS ADVENTURE
etery reveals no recent burials or upheavals. But is responsible for the theft of bones from the Baron’s The village of Baron’s Hill fits easily into any corner of
communing with Fin’s spirit reveals that someone Hill cemetery, and whether the two of them have your campaign world. If you’re running an Eberron®
has plundered his remains, and indeed, characters anything to do with Fin’s unrest. If the adventurers campaign, consider placing the village near a manifest
who dig up the graves discover that most of them are investigate Grygori Dilvia, they discover that he is a zone to Mabar, the Endless Night. If you’re running a
empty. The theft of bones from the cemetery points to ghast. Forgotten Realms® campaign, the lair of the main
a shadow from the village’s past—a strange necroman- When he is confronted in his lair, Grygori claims villain works well as an abandoned temple of Shar. If
cer named Talther Yorn. to have all but forgotten Talther Yorn, but the adven- you’re running a campaign in the Nentir Vale, consider
An adventuring companion of the late Baron turers can verify that he is lying. Grygori knows that placing Baron’s Hill on the western edge of Gardbury
Davian Ryckhar (for whom Baron’s Hill was named), Yorn never really left as he was asked to. Rather, Downs, south of Winterhaven, or near the Old Hills
Talther Yorn built a tower on the outskirts of the vil- with the help of Grygori and others, the necroman- east of Thunderspire, just off the King’s Road, or on
lage. Though he mostly kept to himself, he did hire cer has spent the past several years expanding an the eastern road between Hammerfast and Harken-
some cheap mercenaries and put them to work as old tomb and carving out a new home beneath the wold, near the foothills of the Dawnforge Mountains.
grave robbers to support his necromantic research. hills. Hoping to erase an old injury, the necromancer
At first, the old barrows and battlegrounds that were became a vampire, and he has continued to conduct
common to the region provided Yorn with plenty of his evil experiments within his secure underground
skeletal remains for his experiments. But as his hire- sanctuary to this day. The characters can either follow from their coffins, and return to the surface, leaving
lings stripped these tombs and fields one by one, the Grygori to Yorn’s new lair or force the ghastly grave the grave dirt undisturbed. Characters might unearth
villagers grew increasingly concerned about Yorn’s robber to take them there. Either way, they’re in for a one of these potions in Grygori’s cave.
activities. Finally, Baron Ryckhar worked up the cour- fight when they show up on Yorn’s doorstep. To lay Fin’s spirit to rest and lift the gray veil, the
age to ask his former comrade-in-arms to leave and adventurers must search Talther Yorn’s dungeon
take his “research” with him. Yorn abandoned his
tower, and as the years passed, rumors grew that it
A Grave M atter lair and retrieve the dead child’s earthly remains.
By studying the necromancer’s research notes, they
was haunted. At present, the tower is nothing more Talther Yorn instructed Grygori to steal bones from discover that Yorn has already reduced Fin’s bones
than a rotted-out shell infested with vermin. the Baron’s Hill cemetery on moonless nights over to powder to create his horrid concoction, which he
Baron Ryckhar went off to fight in a war and never the course of several months. The necromancer has has administered to one of his goblin underlings.
returned, leaving behind an empty estate and no been grinding the bones to a fine powder, which he Once they have dealt with Yorn, the characters must
family. His will bequeathed his money and holdings combines with other ingredients to create a necrotic capture or kill the elusive undead goblin before it
to the villagers of Baron’s Hill, who used some of the admixture that transforms living creatures into escapes, return with it to the cemetery, and place it in
coin to raise a statue in Ryckhar’s honor. No living undead horrors. He has been testing this foul concoc- Fin’s grave.
soul in the village knew (or cared, for that matter) tion on assorted animals, a few wayward travelers, If Yorn captures the characters, he injects them
what had happened to Talther Yorn. and a mob of goblin underlings. with his necrotic concoction. At that point, they’re as
One of the grave robbers who worked for Yorn Determined to keep his activities and continued good as undead.
was a man named Grygori Dilvia, who took to living presence hidden from the local villagers, Yorn con-
in the hills after Yorn’s departure. Grygori still keeps ceived a way to remove bones from the local cemetery
to himself and inhabits an old cave north of the vil- without digging up the graves. He furnished Grygori
lage. He is something of a bogeyman to the local with potions of spectral form, which allowed the ghast
to phase through solid ground, remove the bones

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Fall of the Gray Veil

Beginning the If the characters are in Baron’s Hill when the gray
veil sets in, they witness its effect on the villagers. At
passersby who might be able to help solve the mystery
of the gray veil and end the curse on Baron’s Hill.
A dventure first, widespread panic and confusion reign supreme. Though she tried to stay awake and alert for as long
Then, as the morning wears on and no immediate as possible, Azure eventually dozed off. Her absent-
Baron’s Hill lies about a mile north of a major trade threat appears, the villagers begin to discuss what minded younger brother, Jasper, was supposed to
road that runs west to east between two larger settle- has happened. In relatively short order, they reach relieve her a few hours ago, but he forgot to do so.
ments that are several days apart on foot. The village the conclusion that a curse has befallen them. By If the characters wake the sleeping dwarf, Azure is
is a common waypoint for weary travelers seeking mid-afternoon, the local priest calls a meeting in the glad to see them and tells them everything she knows
cozy beds after long days of travel. baron’s estate (area B), during which a schism forms about the “gray veil”—which isn’t much except that it
Some other quest might bring the adventurers to between those who think it best to flee and those appeared suddenly and, so far, hasn’t brought harm
Baron’s Hill. In the fields around the village are many who want to stay and find the cause of the “gray veil” to anyone. You can decide how long ago the gray veil
ancient barrows that house the remains of fallen that has fallen upon Baron’s Hill. If the characters appeared, although it should’ve happened within the
soldiers and kings—as well as their possessions. The are present, the villagers ask them to put their talents past couple days.
characters might come here on a quest to find an item to work. If the characters refuse to help, many of the
hidden in one of these burial mounds. Alternatively, villagers voice suspicions that the party is somehow MAJOR QUEST: LIFT THE GRAY VEIL
they might have heard rumors of a lost dungeon in the responsible for bringing this “curse” to the village. 3rd-Level Major Quest
hills nearby, or they might have been hired by wealthy To complete this quest, the characters must obtain
landowners to track down a roving group of brigands If the characters are traveling along the trade what’s left of Fin’s remains from Talther Yorn (area H)
that has been threatening the trade road of late. road that runs south of the village, read: and inter them in the village cemetery (area C). This
If none of these hooks suits your campaign, the You’ve been following the trade road for days now, swap- action lays Fin’s ghost to rest and lifts the gray veil
adventurers might be following the trade road to ping news with other weary travelers, but today, the traffic from the town.
some other destination when they decide to rest for has died down. The lonely stretch of road weaves gently
the night, or perhaps they see the gray veil over Bar- through a sea of grassy hills that all seem the same. Then, The characters must first determine that the cem-
on’s Hill as they pass by and decide to investigate. as you round a wide curve, an odd sight appears ahead. etery lies at the center of the gray veil, and that the
Nestled among the hills north of the road is a scattering of zone is a manifestation of Fin’s unrest. The easiest
If the characters start in the village, read: cottages, farms, and trees cast in haunting shades of gray. A way to accomplish the first task is to follow the edge
You have stopped for the night in a sleepy village nestled large gray house on a distant, gray hill overlooks the village. of the zone (area E) and pinpoint the cemetery (area
among the hills north of the trade road. But after a restful This bleak zone seems to stretch for miles, engulfing nearby C) at the center of it. As for the second task, skill
sleep in a cozy bed at the village’s small inn, you awake to forests and hills. Near the discernible edge stands a gray checks made in the cemetery hint at Fin’s presence
find something horribly amiss. All the color in your room mill next to a gray creek, and a grim, gray field of burial and permit the characters to commune with the boy’s
is gone, replaced with tones of gray. Even your gear has mounds that crouch, half hidden, in the tall gray grass. spirit.
turned gray. Whatever curse has befallen this place stops short of Fin wants his bones returned, and his ghost will
A quick glance out the window reveals that the world engulfing the trade road. At the spot where the village road not rest until his remains are once again in their
outside has turned gray as well, as though some thief had meets the main road stands a wooden post with a sign proper grave. When the characters visit his grave,
come slinking into the village in the dead of night and pointing toward the village. Gold lettering on the sign iden- though, it appears undisturbed. This puzzling fact
robbed the place of color. A few villagers stand outside, their tifies the place as BARON’S HILL. Asleep at the foot of the might lead characters to realize that Fin’s grave is not
puzzled faces and disheveled nightclothes as gray as ash. signpost is a female dwarf dressed like a commoner. the only one that has been plundered and defiled.
Worse still, reflected in the window glass is your own gray At some point, the characters must bring their
phantom image. It seems that whatever curse has befallen The dwarf is Azure Hallowgrog, a villager chosen discoveries to the villagers of Baron’s Hill, because
the village has snared you as well. to stand watch by the trade road and flag down only these local folk can lead the investigation toward

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Fall of the Gray Veil

Grygori Dilvia, the hermit who used to rob graves for


a living. From Grygori, they can learn what has hap-
Hound of Ill Omen
Medium shadow beast (undead)
Level 7 Soldier
XP 300
A. Village of
pened to Fin’s bones. HP 80; Bloodied 40
AC 23, Fortitude 19, Reflex 20, Will 18
Initiative +10
Perception +10
Baron’s H ill
Speed 8; phasing Darkvision Davian Ryckhar was of noble birth and a high-rank-
Hounds of Ill Omen Immune disease, poison ing soldier in the service of the king. When he had no
Combat Encounter Level 1 (300 XP) Traits more wars to fight, he took to adventuring. Eventually,
O Ill Omen F Aura 2
Any enemy that spends a healing surge while in the aura is
the king made Ryckhar a baron and awarded him a
Although many villagers think the gray veil is an ill slowed until the end of its next turn. sizable parcel of land, upon which he built a manor
omen, it is actually harmless. Nevertheless, those who Insubstantial house. A community quickly sprang up around it, and
believe that the gray veil portends the village’s doom The hound takes half damage from any damage source, thus the village of Baron’s Hill was born.
cannot be consoled, and many want to flee. except those that deal force damage or radiant damage. Baron Ryckhar left the village to serve in one last
Fin, the dead blind boy whose ghost haunts the In addition, if the hound takes radiant damage, it loses the campaign and never returned, and the village has
Baron’s Hill cemetery (area C), cannot lift the gray insubstantial trait until the end of its next turn.
been without a governing landowner since. The vil-
veil until his spirit is laid to rest. Nothing is prevent- Standard Actions
m Bite F At-Will
lage vicar, Hector Yzardo, also serves as the resident
ing the townsfolk (and the adventurers) from leaving Attack: Melee 1 (one creature); +12 vs. AC priest, and whenever a matter of utmost importance
the area, so they aren’t necessarily trapped. Hit: 2d8 + 6 damage. comes to light, he dutifully gathers his fellow villagers
To increase the threat to Baron’s Hill, you can Effect: The target is marked until the end of the hound’s in the baron’s residence (area B) to discuss the issue.
have ghostly hounds of ill omen descend upon the vil- next turn. If only a vote can resolve the matter, every attending
lage, drawn to the area by Fin’s unrest. The spectral C Howl of Doom (psychic, thunder) F Encounter adult has a hand in the verdict, with Hector tallying
hounds prowl the edge of the gray veil (area E), hunt- Attack: Close blast 5 (enemies in the blast); +10 vs. Will
and proclaiming the results. The villagers enjoy this
Hit: 2d10 + 11 thunder damage, and the target is cursed.
ing and attacking anyone who leaves. Among the first form of self-government, although they pray for the
Until the target is no longer cursed, it takes 3 psychic
to face the hounds are Randal Puddle and Willow damage whenever it misses every target with an attack health and welfare of their distant king.
Goodriver, the halfling storekeepers (area A). As power. At the end of each extended rest the target takes, The village’s current population is roughly 250,
determined as they are to flee Baron’s Hill, a harrow- it makes a DC 16 Religion check to try to end the curse. mostly humans and halflings with a scattering of
ing encounter with a lone hound forces them to turn First Failed Check: The psychic damage increases to 6. other races.
back and abandon any hope of departure. Second Failed Check: The psychic damage increases to 9. Most of the village proper is left for you to flesh
Characters approaching the edge of the gray veil Third Failed Check: The target dies.
out. Some noteworthy features and residents are
Miss: Half damage.
(area E) see one hound of ill omen watching them briefly described below.
Triggered Actions
from afar. If they exit the gray veil and continue to C Howl of the Pack (fear, thunder) F At-Will
head away from Baron’s Hill, the hound charges and Trigger: An enemy within 3 squares of the hound and If the players need a descriptive overview of Bar-
attacks them with its bite attack. If it’s having trouble marked by it willingly moves away from it. on’s Hill, read:
driving the characters back toward Baron’s Hill, it Attack (Immediate Interrupt): Close blast 3 (the triggering Several grassy hills surround the peaceful village, whose
can summon an additional 1d6 hounds by howling, enemy in the blast); +10 vs. Fortitude predominantly wooden buildings have stone chimneys and
which brings reinforcements in 1d4 + 1 rounds. The Hit: 2d10 + 4 thunder damage, and the target grants
clay roof tiles. A few older stone cottages with thatch roofs
combat advantage until the end of its next turn.
hounds of ill omen are much higher level than the provide housing for smaller families and elderly folk.
Str 16 (+6) Dex 20 (+8) Wis 14 (+5)
characters; even so, they don’t attack anyone who Con 16 (+6) Int 4 (+0) Cha 12 (+4) A packed dirt road leads north into the village. The first
retreats back toward the village. Alignment unaligned Languages — building on the west side of the road is the stone mill, with
Once the characters re-inter Fin and lift the gray its great wooden wheel sticking out over a winding creek
veil, the hounds of ill omen fade away. that disappears into a nearby forest.

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Fall of the Gray Veil

The next major structure along the road is the Dead


Crow Inn, at the heart of the village. This two-story wooden
building has posts out front for tying off horses, and nests
of birds are tucked beneath its many gables and cornices. At
the end of the road hunches a squat, narrow, wooden store,
where residents can purchase all manner of common goods.
Behind it, abutting a still pond, stands a wooden church
with a tall steeple.
Two nearby hills overlook the village. A wagon trail
winds up the western hill to the village cemetery, where
several generations of the village’s dead lie beneath gray
tombstones. A similar trail climbs the eastern rise to a large
house that looms quietly above all.

Locations that characters are likely to explore in Bar-


on’s Hill include the mill, the inn, the store, and the
church. The former hilltop residence of Baron Ryck-
har and the quiet village cemetery are described in
areas B and C, respectively.

Rutledge Mill
The only remarkable aspect about the village mill is
its proximity to the trade road. The miller, Olaf Rut-
ledge, lives here with his wife, Amelia, and their four
children (two sons and two daughters). They kindly
point visitors seeking shelter to the Dead Crow Inn
up the road. The Rutledges know they’re close to the
edge of the gray veil, but they have no explanation for
the phenomenon. They are unwilling to leave the mill
and have adopted a wait-and-see attitude.

Dead Crow Inn


The proprietor of the Dead Crow Inn is a half-orc
ranger named Gargok. A retired adventurer, he
named his establishment after his former adventur-
ing band. The Dead Crows dissolved when they lost
all but two members battling trolls in the hills some
years ago. Gargok fondly remembers his adventuring

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days and still keeps his swords above the barroom they use to fetch supplies on occasion. Randal doesn’t he’s indecisive and can’t make any decision without
mantel, honed and ready. mind making a special trip to procure something first reaching some sort of consensus with others.
The half-orc has a pronounced limp, courtesy of a his store doesn’t normally carry; he sells such “spe- He naturally defers to anyone who carries even the
troll that bit his leg, but he gets around with the aid cialty items” for double the normal price. Willow also faintest whiff of authority. He has no insights into the
of a birch walking stick. He’s never without his black makes apple, berry, and pumpkin pies, which she cause of the gray veil, which plainly worries him. If he
mastiff, Snarl, which faithfully and dutifully follows sells for 4 sp each (or 5 cp by the slice). could flee without embarrassing himself, he would. If
him around. Locals refer to the formidable yet sur- Randal and Willow are deeply concerned about the characters seem at all interested in getting to the
prisingly docile hound as “Gargok’s shadow.” the gray veil. They are willing to hear what other bottom of the mystery, Hector applauds their efforts
The other surviving member of the Dead Crows, respectable villagers have to say, but they immedi- and does whatever he can to assist, short of putting
a human wizard named Cassandra Talvin, blows ately began packing up their wagon in preparation for himself in harm’s way.
through the village once or twice a year to check on departure as soon as the phenomenon arose. (Randal Hector’s church is dedicated to whichever god
Gargok and make sure business is good. Fortunately says they have friends in other settlements who will best serves your campaign, and iconography appro-
for Gargok, he has little to complain about these days: take them in until “things blow over.”) Other villag- priate to that faith adorns the interior. Hector was
He recently married a much younger local girl named ers who depend on the store have urged the halflings an apothecary’s apprentice in his younger years, and
Dezlyn Rillsgar (a human), and they have a half-orc to stay, but their minds are made up. The only thing although he never excelled at the profession, he has
baby girl named Fiona, who spends much of her time that keeps them from leaving immediately is Randal’s brewed a handful of minor healing potions, which he
with Dezlyn’s parents and older sister in a cottage on determination to cram as many of their belongings offers free of charge to any character brave enough
the west side of the village. Even though he’s a half- into the wagon as possible. to imbibe one. If a character drinks one of Hector’s
orc, Gargok has no enemies (no living ones, anyway), potions, roll 1d6 to determine the result: 1–2, the
and the other villagers consider him a natural leader.
Gargok has no explanation for the gray veil and is
Village Church character regains 1d6 hit points but is weakened until
he or she takes an extended rest; 3–4, no effect; 5–6,
probably the villager least distraught by its presence. Father Hector Yzardo, the portly, middle-aged vil- the character regains 1d6 hit points.
As long as it does no obvious harm, he maintains a lage priest, is also the appointed vicar of Baron’s At your discretion, Hector might have a religious
“business as usual” mentality, although it doesn’t take Hill—a role he takes seriously. His church is a well- ritual scroll or two tucked away in the church. He
an Insight check to glean that he’s concerned about maintained wooden structure that backs onto a pond, gladly provides these scrolls to the adventurers in
his family’s safety. which is home to hundreds of frogs. Their incessant times of need.
Gargok’s inn has guest rooms on the upper floor, croaking keeps Hector awake at night and drives him
with two beds to a room. A bed costs 5 cp per night, “to the brink of madness,” or so he is fond of saying.
and a meal costs 1 sp. A flagon of ale costs 1 cp, or 5 Gargok has offered the priest a room at the inn, but
cp for the “good stuff.” Hector has repeatedly declined the half-orc’s gener-
ous offer. Neighbors who’ve witnessed the exchange
suspect that Hector is terrified of Snarl, Gargok’s
Puddle’s Goods hound—which is true. Hector is afraid of many things,
Passing caravans resupply the village store every in fact, including what he calls the “gray veil,” which
month, but the store also sells local goods, including he thinks is an ill omen.
bread, flour, corn, apples, berries, pumpkins, tur- Hector’s superiors in the clergy sent him to the
nips, radishes, and homemade items such as baskets, village shortly after Baron Ryckhar left. He replaced
sacks, shoes, and hemp rope. The store offers little in the previous priest, Father Emil Letharen, who died
the way of adventuring gear, but the proprietors—an in his sleep one winter after a long illness. Hector
unmarried halfling couple named Randal Puddle also took up the mantle of vicar when Gargok politely
and Willow Goodriver—have a pony and wagon that declined to assume the role. Hector means well, but

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B. Baron’s H ill C. Cemetery Only the character (or characters) who can sense the
Estate The characters can learn all they need to know about ghost’s presence can hear its whispered words. Fin
the gray veil here. The Baron’s Hill cemetery, on the cannot guide the characters to his grave, since he has
Baron Davian Ryckhar’s former residence is the other hand, doesn’t give up its secrets easily. no visual or spatial awareness. (He’s just as blind in
oldest structure in the village, and the villagers now death as he was in life.) A tombstone near the cem-
use it as a meeting hall. Servants once loyal to the Read: etery’s northern periphery bears the name FIN, and
baron have long since departed, but the locals do A four-foot-high iron-wrought fence surrounds this forlorn the dates inscribed upon it indicate that the child
their best to keep the neglected house from caving in hilltop cemetery, where gray headstones mark scores of died at age nine about three years ago.
on itself. silent graves. The tombstones share a uniform design. A Characters who can sense the ghost can ask Fin
glance at the names and dates etched upon them reveals questions, which he answers to the best of his ability:
Read: that several generations of deceased villagers lie buried
Situated atop a hill overlooking the village, this lonely under this hill. A faint chill pervades the area. Who are you? “Fin.”
gray house affords a commanding view of the surround- How did you die? “I don’t know.”
ing countryside. The gray roof sags and creaks, and many Nearly all the headstones are the work of a sarcastic Are you from the village? “No.”
of the windows are hidden behind gray shutters, several of but likeable dwarf stonemason named Argus Grim- Where are you from? “Far away.”
which are falling loose or missing slats. Crows seem to like bold, who has lived in the village since its founding Do you have family here? “No.”
the place quite a lot, as evidenced by the thistle and twig and who actually laid the foundation for Baron Ryck- Where is your family? “Dead. Mother, father,
nests stuffed into the eaves and tucked into the corners of har’s estate (area B). Beyond their similarity in design, sister . . . all dead.”
windowsills. the tombstones are unremarkable. If the characters What happened to your family? “They were
A dusty driveway circles around a twelve-foot-tall statue speak to Grimbold about his handiwork, he remarks killed by evil men.”
atop a listing stone pedestal in front of the old house. The that he altered his tombstone design only once—for Are you responsible for turning everything
statue depicts a noble fellow in the prime of his life, gazing the necromancer Talther Yorn, who paid extra to gray? “I don’t know.”
toward the west with sword held close. have a more distinctive tombstone carved for his dead What do you want? “I want to rest.”
apprentice, Kalara (see area D for details). Why are you not at rest? “My bones! Gone!”
The villagers took some of the money left to them Fin’s ghost cannot leave the cemetery, but it can Who took your remains? “I don’t know.”
by Baron Ryckhar and paid a sculptor to carve the sense the presence of living creatures within it. The Has anyone else visited the cemetery
nobleman’s handsome likeness into stone. The statue ghost cannot manifest physically, but some characters recently? “I don’t think so.”
of Ryckhar is otherwise unremarkable. can feel its presence, and it can communicate with
The house is unoccupied, and most of the rooms anyone capable of sensing it. When the characters Fin can sense only the living, and the gray veil is a
are empty. The villagers have been using the old enter the cemetery grounds, the one with the high- manifestation of his unrest, not a deliberate attempt
dining room as a meeting hall. The dining table has est passive Perception score automatically senses the by the ghost to spread fear and panic.
been pushed against one wall to make room for sev- ghost’s unnatural presence. Clerics who worship gods After Fin’s ghost has answered any questions put
eral rows of wooden chairs facing a plain wooden of death or mages specialized in necromancy might to it, a character can make a DC 13 Insight check
lectern. also sense the ghost, at your discretion. to conclude that the gray veil is tied to his unrest
Characters searching the rest of the house can (assuming that the players haven’t made the con-
hear rats in the walls and birds in the attic. Under the When a character senses the ghost, read: nection already). A successful DC 13 Religion check
main staircase and in the back of the main pantry You sense an unnatural presence haunting the hilltop. It confirms that the only way to lay this ghost to rest
are staircases that descend to the dirt-floored cellar, seems to reach out to you, and suddenly you hear the voice is to return the child’s remains to its grave. Another
which is shrouded in cobwebs and crawling with of a child whispering in your mind. “Help me!” it cries. Religion check at the same DC reveals that the boy’s
harmless vermin.

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spirit somehow got “lost” on the way to the afterlife The wood of Fin’s child-sized coffin has rotted ways. First, the cemetery lies at the very center of
and remains eternally bound to the cemetery. away, which gives the initial impression that someone the effect—a fact that the characters can ascertain by
Characters making inquiries in the village learn or something smashed through it, but a DC 11 Nature exploring its edge (area E). Second, they can speak to
the following facts about Fin: check confirms that the damage is natural. The coffin Holgar and Karla Razlek.
F Four years ago, a local farmer named Holgar contains nothing but dirt and wood splinters; Fin’s Karla was relieved when Fin died, because he
Razlek found the boy stumbling through a field in burial garb and bones are indeed gone. This is trou- was deeply troubled and required her undivided
the dead of winter, half frozen to death. Brigands bling news to the villagers, including Fin’s adoptive attention. She and Holgar also confess that Fin suf-
had killed his parents and older sister, forcing the family, the Razleks. fered from constant nightmares about the brigand
boy to flee his distant homestead. Holgar took As the characters exhume more graves, they dis- attack that killed his family. His screams woke the
the boy in, even though his wife and sons weren’t cover more empty coffins. For each coffin exhumed, household and frightened the other boys, and other
thrilled with the idea. roll 1d6: on a result of 1–5, the coffin is empty, its con- members of the household would occasionally hear
tents looted. If the characters ask locals who might be voices and sounds of the brigand attack as though it
F Fin lived with the Razleks for less than a year. One
plundering the cemetery, they get many fearful looks were happening in their home, suggesting that Fin
fateful evening, a horse trampled him to death
as well as the following information: had the power to project his psyche.
while he was crossing the road in front of the fam-
ily’s cottage. The horse was pulling an ale wagon, F An old tower nearby was once the residence of a
and the dwarf merchant at the reins wasn’t local. shady human necromancer named Talther Yorn. D. Yorn’s Tower
The merchant swore that he didn’t see Fin dart in He used to hire mercenaries to plunder bones
from the old barrows and battlefields around Talther Yorn’s former residence has a reputation for
front of his horse and wagon until it was too late. being haunted. For this reason, locals shun the tower.
here—for what purpose is anyone’s guess.
F The Razlek family still lives in Baron’s Hill. At
Fin’s funeral, several villagers overheard Holgar’s F Yorn was an acquaintance of Baron Ryckhar’s— Read:
wife, Karla, calling the boy’s untimely death “a some might say a friend, although it’s odd that Dead gray leaves swirl around the crumbling foundation of
relief.” the baron would keep such dark company. Ten a dilapidated, three-story tower that appears at first glance
years ago, when villagers expressed concern about to be nothing more than a hollow shell. An open doorway
F The authorities ruled Fin’s death an accident
Yorn’s desecration of old burial mounds, the two on the ground floor beckons, but the boarded-up windows
because the boy was blind. It’s commonly believed
men had a falling out, and Ryckhar asked Yorn to warn all to stay away. The roof looks like a tattered witch’s
that he either stumbled blindly into the horse’s
leave, which he did without hesitation. The necro- hat, with its torn-off shingles and gaping holes, but an iron
path or underestimated the speed at which the
mancer hasn’t reared his ugly head since, and his lightning rod still crowns its apex.
horse was moving.
tower remains abandoned to this day. Local chil- Perception DC 9: East of the tower, about thirty feet
dren think it’s haunted. away, stands a gray headstone marking a lone grave. The
Close examination of Fin’s grave reveals that the dirt
has not been disturbed in years. In fact, none of the F One of the mercenaries in Yorn’s employ stayed carved shape of a raven crowns the top of the tombstone.
graves look recently disturbed. behind. His name is Grygori Dilvia, and he lives
Almost everyone in the village, with the excep- like a hermit just outside of Baron’s Hill. He never The grave near the tower belongs to an evil protégé
tion of the half-orc innkeeper Gargok and the village wanders into the village, though his nearest neigh- of Talther Yorn’s who died in a botched necroman-
priest Hector Yzardo, has family buried here. The bors occasionally glimpse him fishing with his tic experiment that also left her master disfigured.
villagers will be understandably perturbed if the hands in the creek near his cave. He’s a creepy Engraved on the headstone is the name KALARA
characters exhume graves without Father Yzardo’s sod with a history of robbing graves. If anyone’s to and nothing else. No coffin lies underneath the stone,
permission. If the characters share what they’ve blame, it’s him! but characters who dig down 6 feet discover a human
learned with the priest, they can easily convince him skeleton wrapped in a rotted black shroud. These are
to let them unearth Fin’s coffin. The characters can dispel any lingering doubts about Kalara’s earthly remains. (“Kalara” is also the com-
who is responsible for the gray veil in one of two mand word for Yorn’s magic mirror in area H22.)

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Spiders in the Spire 6 Ambush Spiders


Medium natural beast (spider)
Level 2 Lurker
XP 125 each
Spider Swarm
Medium natural beast (spider, swarm)
Level 3 Soldier
XP 150
Combat Encounter Level 4 (900 XP) HP 28; Bloodied 14 Initiative +8 HP 44; Bloodied 22 Initiative +6
AC 16, Fortitude 12, Reflex 14, Will 13 Perception +8 AC 19, Fortitude 13, Reflex 16, Will 15 Perception +3
Anyone who explores the tower quickly discovers that Speed 8, climb 8 (spider climb) Tremorsense 5 Speed 6, climb 6 (spider climb) Tremorsense 5
it has become infested with monstrous spiders. Traits Resist half damage from melee and ranged attacks;
Monsters: 6 ambush spiders, 1 spider swarm. Camouflage Vulnerable 5 to close and area attacks
The spider can make Stealth checks to become hidden Traits
when it has cover or concealment instead of needing supe- O Swarm Attack F Aura 1
If the characters peer inside the tower, read:
rior cover or total concealment. Any enemy that starts its turn in the aura is slowed until
Here and there within the tower’s stony husk stand massive Standard Actions the start of its next turn.
heaps of detritus, including collapsed wooden staircases m Bite F At-Will Swarm
and broken furnishings. The wooden f loor between the Attack: Melee 1 (one creature); +7 vs. AC The swarm can occupy the same space as another creature,
first and second levels has rotted away, leaving a jagged Hit: 1d8 + 5 damage. and an enemy can enter its space, which is difficult terrain.
hole, and the visible portion of the second f loor is thick with M Venomous Bite (poison) F At-Will The swarm cannot be pulled, pushed, or slid by melee or
cobwebs. Attack: Melee 1 (one creature the spider is hidden from); ranged attacks. It can squeeze through any opening that is
+7 vs. AC large enough for at least one of the creatures it comprises.
Perception DC 19: A human-sized spider creeps out
Hit: 1d8 + 5 damage, and the target is slowed and takes Web Walk
of plain sight and disappears into a dark cranny. ongoing 5 poison damage (save ends both). The spider swarm ignores difficult terrain composed of
First Failed Saving Throw: The target is immobilized webs.
This adventure includes no map of the tower, but its instead of slowed and takes ongoing 5 poison damage Standard Actions
interior space is easy to imagine. The tower is basi- (save ends both). m Swarm of Fangs (poison) F At-Will
cally a hollowed-out cylinder 20 feet wide and 60 feet Special: When charging, the spider can use this attack in Attack: Melee 1 (one creature); +6 vs. Reflex
tall. At one point, it was divided into three levels con- place of a melee basic attack. Hit: 1d6 + 3 damage, and ongoing 5 poison damage (save
Skills Acrobatics +9, Stealth +9 ends).
nected by a wooden staircase that hugged the inside
Str 13 (+2) Dex 17 (+4) Wis 14 (+3) Skills Athletics +6, Stealth +9
wall, but the staircase and much of the two upper Con 10 (+1) Int 4 (–2) Cha 7 (–1) Str 11 (+1) Dex 17 (+4) Wis 14 (+3)
floors have collapsed. The ground floor is difficult Alignment unaligned Languages — Con 12 (+2) Int 1 (–4) Cha 7 (–1)
terrain, and the webs that fill the second floor are Alignment unaligned Languages —
thick enough to grant partial cover to creatures lurk- Characters who disturb the corpses or explore
ing beyond them. the tower prompt the spiders to rush forth and attack to find. The goblins’ weapons (short swords and cross-
Scaling the walls of the tower without climb- en masse. The spider swarm hides under a section bows) are unremarkable.
ing gear requires a DC 15 Athletics check, since of collapsed staircase on the ground floor, while the Development: Yorn’s tower is a red herring,
the rough-hewn stone offers ample handholds and ambush spiders lurk in various crannies 20 to 30 feet insofar as it provides no leads or clues to the necro-
footholds. Characters can easily remove the boards above. mancer’s whereabouts. Grygori (area G) might try to
covering the windows. The second-floor windows are Tactics: The spider swarm is relentless and fights lead the characters here if he wants to be rid of them.
20 feet above ground, and the third-floor windows until slain. The ambush spiders are canny and use He knows the tower is infested with spiders that shun
are 40 feet above ground. their camouf lage trait and Stealth skill to hide until him (the spiders find the ghast’s stench repulsive),
Talther Yorn removed his valuables before vacat- they can charge and use venomous bite. but he can certainly use the spiders to do away with
ing the tower. Then, less than a week ago, a pair of Treasure: Each dead goblin wears leather armor troublesome adventurers.
goblins decided to hole up here and fell prey to the and carries a pouch containing 1d6 sp and 2d6 cp. In
spiders. Their rotting corpses, both punctured with addition, one of the goblin corpses conceals a potion
fang marks, lie amid the wreckage on the ground of healing, which requires a DC 13 Perception check
floor.

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E. Edge of the When the characters first approach a barrow, roll


1d6. On a roll of 1–5, they spot signs of excavation on
G. Grygori’s Cave
Gray Veil one side of the barrow, exposing part of a clay brick and Creek
wall buried deep within the mound. This opening is
The gray veil extends from the Baron’s Hill cem- the work of gravediggers unearthing bones for Tal- Talther Yorn hired Grygori Dilvia to plunder ancient
etery in all directions (including up), out to a range of ther Yorn’s experiments. Such excavations are several barrows and battlefields for bones, and Grygori
roughly one mile. years old. enjoyed the mindless work. The spirits of the dishon-
Each barrow is roughly 100 feet in diameter and ored dead cursed Grygori and slowly transformed
As characters approach the edge of the gray veil, 30 feet tall, with steep, sloping sides and a flat top him into a ghast. Grygori isn’t sure at what point he
read: covered with large basalt slabs that a stone giant became an undead creature, but he retains enough of
The gray veil has a soft but discernible edge where, in a would have trouble knocking over. Characters who his human intelligence to know that the villagers of
few paces, the world transitions from shades of gray to the inspect the slabs notice etchings too faint to decipher Baron’s Hill would hunt down and destroy him if they
normal colors of the season. An insect crossing the thresh- carved into their mossy surfaces. These weather- understood his true nature. Thus, he keeps to himself
old going toward Baron’s Hill is stripped of its vibrant color, worn runes are the names of the soldiers and kings and shuns the locals, daring to creep into the village
while another crossing in the other direction instantly entombed below. cemetery only under cover of darkness—and then
regains it. A 50-foot-diameter, 10-foot-high hollow tomb only when Talther Yorn demands it.
made of clay bricks is hidden beneath each mound. Monster: Grygori Dilvia (ghast).
Characters who take the time to follow the edge of the More often than not, an excavated tomb contains
gray veil can determine that it covers a circular area nothing more than corroded bits of armor and rusted When the characters first approach Grygori’s
roughly two miles in diameter, centered on a point in weapons stained with dried blood, since Talther’s lair, read:
Baron’s Hill. Characters can pinpoint the exact center gravediggers removed all the bones. Just visible through the gray autumn trees is a burbling
of the circle by making a DC 12 group Intelligence Development: If the characters discover a barrow creek flanked by still reeds. The ground slopes up from the
check. If at least half of the characters succeed on the that has not yet been violated, they can dig through creek toward a rocky hillside. About twenty feet up the hill
check, they correctly pinpoint the cemetery (area C). If the mound to reach the tomb inside. What they find is a ten-foot-diameter hole covered with a crudely fashioned
the group check fails, the characters erroneously pin- there is up to you. curtain of reeds, twigs, and leaves. Seven evil-looking scare-
point the Baron’s estate (area B) instead. Excavating a barrow is a time-consuming affair, crows stand in a semicircle around the cave mouth.
requiring hundreds of man-hours of backbreaking
F. Barrow Fields labor, and it is beyond the scope of this adventure. At Grygori does not remain in one location for very long;
the characters might spot him down by the creek
some future point in your campaign, the characters
Ancient battles were fought on the fields surrounding might gain a quest that requires them to revisit the catching fish with his claws, or he might be deep in
Baron’s Hill. These forgotten conflicts ended with the barrow fields, excavate a tomb, and retrieve a long- his cave, devouring a meal. He might also be away
survivors gathering the remains of their slaughtered lost relic from a bygone war, or some other item of when the characters first arrive, meeting with Talther
dead—corpses, armor, and weapons—and entombing consequence. It’s also possible that plundering the Yorn or one of the necromancer’s other agents. In the
them beneath earthen mounds. These barrows sur- barrow triggers a dreadful curse, similar to the one latter case, he might show up just as the characters
vive to the present day. that transformed Grygori Dilvia into a ghast (see area are exiting his cave. When and where the party con-
G, below). fronts the ghast are up to you.
When the characters explore one of these Tactics: Grygori is a straightforward melee com-
barrow fields, read: batant who likes to rip immobilized prey to pieces
A great field stretches before you. Rising here and there are with rabid claws or feast on it with devouring bite.
gray hillocks with large black rocks set upon them. These If the characters don’t attack Grygori on sight, he
mounds are too eerily similar to be natural formations. listens to what they have to say and even answers

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Ghast Level 6 Brute area G7, although the potions are actually in area G5,
Medium natural humanoid (undead) XP 250 and his treasure is in area G9. A successful Insight
HP 85; Bloodied 42 Initiative +6 check (opposed by Grygori’s untrained Bluff check)
AC 18, Fortitude 18, Reflex 17, Will 16 Perception +5 reveals that he’s trying to lure the party into a trap.
Speed 6 Darkvision
Grygori has strong instincts for self-preservation,
Immune disease poison; Resist 10 necrotic; Vulnerable 5
radiant
and he knows he’s the party’s best hope of finding
Traits Talther Yorn. If he’s bloodied, the characters can
O Stench of Death F Aura 1 cajole him into leading them to Yorn’s lair (area H), if
Any living creature that starts its turn within the aura is they promise to release him unharmed at that time. If
slowed until the end of the ghast’s next turn. he can misdirect the party to Yorn’s abandoned tower
Standard Actions (area D) instead, he does so in a proverbial heartbeat.
m Bite F At-Will

K eyed E ncounters
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 1d12 + 6 damage, and the target is immobilized until
the end of the ghast’s next turn.
M Rabid Claws F At-Will Refer to the map of Grygori’s cave and creek for the
Effect: The ghast makes the following attack twice. following location descriptions.
Attack: Melee 1 (one immobilized creature); +11 vs. AC
Hit: 1d12 + 4 damage.
M Devouring Bite F Recharge if the power misses G1. Creek
Attack: Melee 1 (one immobilized or unconscious creature); Exploration Encounter
+11 vs. AC
Hit: 3d12 + 7 damage. Trout swim upstream in this creek to spawn in the
Triggered Actions
lake to the north. The creek is 3 feet deep and dif-
C Death Burst (necrotic) F Encounter
Trigger: The ghast drops to 0 hit points.
ficult terrain. If Grygori is here, he’s standing in the
Attack (No Action): Close burst 2 (living creatures in the creek catching fish with his bare claws.
burst); +9 vs. Fortitude
Hit: 1d12 + 5 necrotic damage, and ongoing 5 necrotic
damage (save ends).
G2. Scarecrows
Skills Athletics +12, Stealth +11 Exploration Encounter
Str 19 (+7) Dex 16 (+6) Wis 14 (+5)
Con 15 (+5) Int 7 (+1) Cha 13 (+4) Grygori stole some tattered clothes from the village,
Alignment chaotic evil Languages Common stuffed them full of leaves and twigs, and set them on
posts around the entrance to his lair. The scarecrows
their questions. Although he’s a ravenous undead have stuffed burlap sacks or pumpkins for heads, and
creature, he still has a few shreds of humanity left. some of them wear old hats.
If questioned, Grygori readily admits to stealing Grygori put up the scarecrows to frighten children
bones from the village cemetery and using potions and keep them away from the cave. Although they
of spectral form (obtained from Talther Yorn) to are eerie-looking, they are not dangerous. A charac-
phase through the ground. If asked where he keeps ter can uproot a scarecrow (DC 11 Strength check)
the potions (or any other treasure), he replies, “In a or attack it (AC 10, Fortitude/Reflex 5, 10 hit points,
hidden chest.” He is referring to the hanging chest in vulnerable 5 fire).

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G3. Cave Mouth and awkward, requiring a standard action to open


or close. Beyond is a 15-foot-long tunnel ending in
Exploration Encounter
a shaft that descends 45 feet to area G4. A crude
wooden ladder fills the shaft; creatures can climb the
A drape made of interwoven reeds, twigs, and leaves
ladder at half speed, or at full speed by succeeding on
covers the entrance to this area. Parting it reveals an
a DC 20 Athletics check.
old cave beyond.

When the characters first peer inside, read: G4. Lower Den
This dry cave has a ten-foot-high ceiling, and a gray bear- Trap/Hazard Encounter (450 XP)
skin rug sprawls on the dirt f loor. Set into one wall is a
ten-foot-deep natural alcove that someone has converted Characters can reach this unlit cave by descending
into a cell with a crude but sturdy-looking wooden gate. the corkscrew tunnel or Grygori’s secret ladder.
Four gray goats stare at you from behind the wooden bars. Traps/Hazards: 1 spiked pit, 2 flesh-eating dust
A rusty padlock dangles from the iron latch that secures the traps.
gate. A five-foot-wide, eight-foot-high tunnel cuts deeper
into the hillside. If the characters slide or fall down the corkscrew
tunnel, read:
The bearskin rug is all that’s left of the cave’s previous The corkscrew tunnel gives way to a ten-foot-wide spiked pit
occupant. Grygori killed the bear and kept its hide in one corner of a dark cave that reeks of death.
as a trophy. The iron key that unlocks the cell lies in
the dirt under the rug. Characters can also pick the If the characters enter the cave via the ladder,
padlock (DC 15 Thievery check) or smash it (AC 15/ read:
Fortitude 15, Reflex 5, 10 hit points, resist 5 to all The ladder descends forty-five feet to the bottom of the
damage). shaft, which lies at one end of a short tunnel that opens
Grygori captures wild goats and eats them. If the into a dark cave. In the northeast corner is an open pit, and
characters release the goats, they bolt for the exit. The alcoves dot the west wall. Rough-hewn staircases lead up to
cell reeks of animal waste and contains nothing of the south and east. The stench of death fills your nostrils.
value.
Corkscrew Tunnel: The open tunnel to the south Characters searching the cave find a pick and a
is a crude but effective slide trap. After 10 feet, the shovel leaning against the far wall of the westernmost
passage begins to curl to the left while descending alcove. The cave also contains some more interesting
sharply at a 45-degree angle. The walls and floor here features, detailed below.
are made of smooth, raw stone. A creature that slides Secret Doors: The western half of the cave con-
down or fails a DC 21 Athletics check made to climb tains three alcoves. Set into the back of each one is
down falls into the spiked pit at the bottom (see area a heavy secret door that requires a DC 21 Percep-
G4). tion check to spot and a standard action to open or
Secret Tunnel: Grygori avoids the corkscrew close. The secret doors have no locks, and they open
tunnel entirely by using this secret passage. A char- to reveal hidden tunnels (areas G6–G9) that Grygori
acter searching the south wall notices the secret door dug out himself using the pick and the shovel.
with a DC 20 Perception check. The door is heavy

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Fall of the Gray Veil

Spiked Pit: Any character who slides or tumbles 2 Flesh-Eating Dust Traps Level 2 Trap Child Scarecrow: The 3-foot-tall doll is dressed
down the corkscrew tunnel (see area G3) falls into Object XP 125 each in rags stuffed with leaves, and its wooden shoes are
a 10-foot-wide, 10-foot-deep spiked pit in the north- Detect Perception DC 20 Initiative — filled with rocks. The assemblage is wired to a small
east corner of the cave. The spikes are simply sharp Immune attacks flint plug covering an oil-filled compartment hidden
wooden stakes embedded in the stone. Triggered Actions in the floor. If the doll is picked up or tampered with,
C Attack (acid) F Encounter
Trigger: A creature enters the trapped square.
the flint plug pulls free, causing a spark that ignites
Spiked Pit Level 4 Trap Attack (Immediate Reaction): Close burst 1 (creatures in the the oil, which in turn triggers a fiery explosion.
Object XP 200 burst); +5 vs. Fortitude
Detect automatic Initiative — Hit: 2d8 + 8 acid damage. Child Scarecrow Level 3 Trap
Immune attacks Miss: Half damage. Object XP 150
Triggered Actions Effect: The trap is disarmed. Detect Perception DC 21 Initiative —
M Attack F At-Will Countermeasures Immune attacks
Trigger: A creature enters one of the pit’s four squares. F Disarm: Thievery DC 13 (standard action). Success: The Triggered Actions
Attack (No Action): Melee 1 (the triggering creature); +9 vs. trap is disarmed. C Attack (fire) F Encounter
Reflex Trigger: A creature moves or tampers with the scarecrow.
Hit: The target falls 10 feet to the bottom of the spiked pit,
takes 3d10 + 6 damage, and falls prone. G5. Charnel Cave Attack (Immediate Reaction): Close burst 1 (creatures in the
burst); +6 vs. Reflex
Miss: The target returns to the last square it occupied, and Trap/Hazard Encounter (150 XP) Hit: 3d6 + 10 fire damage.
its movement ends immediately. Miss: Half damage.
Countermeasures Effect: The scarecrow is destroyed, and the trap is
Grygori eats his meals here and typically resides here
 scape: Athletics DC 15 (move action). Success: The
FE disarmed.
character can climb out of the pit.
when he’s not fishing, expanding his lair, or perform-
ing some sordid task for Talther Yorn. Countermeasures
F Disarm: Thievery DC 21 (standard action). Success: The
Stairs: Two short flights of rough-hewn stairs Trap/Hazard: 1 child scarecrow. trap is disarmed. Failure (16 or lower): The trap triggers.
climb 5 feet to area G5. The stairs are treated as dif-
ficult terrain to ascend and normal terrain otherwise. When the characters reach this cave, read: Treasure: One of the niches carved into the south
Grygori has trapped both staircases. The middle The foul stench of death hangs heavy in the air. Rotting wall contains an empty burlap sack and a hollowed-
step of each flight is a loose slab of stone set atop a fat animal carcasses and brittle fish bones litter the f loor, and out turnip with a cork in the top. The turnip holds the
pouch of flesh-eating dust. Any character who steps dug into the walls are small niches packed with tiny animal equivalent of two potions of spectral form. Grygori uses
on the slab without first disarming the trap releases skulls. Delicate mobiles made of twine, twigs, and dead this magical elixir to phase in and out of buried cof-
a cloud of acidic dust that fills the staircase and all crows dangle from the ten-foot-high ceiling. A woodcutter’s fins, and the burlap sack to carry stolen bones.
adjacent squares before settling. axe, a crossbow, and a quiver of bolts lean against the north
Treasure: Characters who disarm the staircase wall, between the rough-hewn staircases. In the far corner Potion of Spectral Form Level 5 Uncommon
traps can retrieve the pouches of flesh-eating dust (one stands a small child with its back to you.
This thin liquid transforms you into a spectral apparition.
per staircase) and hurl them. Each pouch of dust can be Consumable: Potion 50 gp
used only once, or sold to an interested buyer for 10 gp. The brittle fish bones crunch underfoot, and the rot- Power F Consumable (Minor Action)
ting carcasses include two goats, a deer that Grygori You become insubstantial and gain phasing until the end
Standard Action caught drinking from “his” creek, and a wild pig. The of your next turn. While insubstantial, all attacks made by
A Pouch of Flesh-Eating Dust (acid) “child” in the corner is a doll similar to the scare- you deal half damage except those that deal force or psychic
Attack: Area burst 1 within 10 (creatures in the burst); +5 crows in area G2, only smaller (about the size of an damage, and you take half damage from all attacks except
vs. Fortitude adult halfling). This is, in fact, another one of Gry- those that deal force or psychic damage.
Hit: 2d8 + 8 acid damage. gori’s crude traps.
Miss: Half damage.

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G6. North Tunnel G7. Secret Shaft Rot Grub Swarm


Medium natural beast (swarm)
Level 4 Brute
XP 175
Trap/Hazard Encounter (125 XP) Combat Encounter Level 1 (175 XP) HP 63; Bloodied 31 Initiative +3
AC 15, Fortitude 15, Reflex 14, Will 15 Perception +2
Beyond the secret door, Grygori has excavated a The secret door opens to reveal an alcove containing Speed 5 Darkvision
40-foot-long, 8-foot-high, unlit tunnel. He’s also another nasty surprise. Resist half damage from melee and ranged attacks;
rigged the west–east stretch of the tunnel with a trap. Monster: 1 rot grub swarm. Vulnerable 5 against close and area attacks
Trap/Hazard: Wooden caltrops. Traits
O Swarm Attack F Aura 1
When the characters open the secret door, read:
Any enemy that starts it turn within the aura takes 5
When anyone rounds the tunnel corner, read: The secret door opens to reveal the bottom of a dark shaft. damage plus 2 extra damage for each additional rot grub
The west–east arm of this dead-end tunnel descends at a A decrepit wooden chest hangs from the twenty-foot-high swarm adjacent to the enemy.
slight angle, and water seepage has filled the last twenty ceiling by a frayed rope. Swarm
feet with mud. The swarm can occupy the same space as another creature,
The rope is looped over a rusty pulley bolted to the and an enemy can enter its space, which is difficult terrain.
The mud gradually deepens as one travels west ceiling. A large knot secures the other end of the The swarm cannot be pulled, pushed, or slid by melee or
ranged attacks. It can squeeze through any opening that is
toward the dead end, where the depth is 5 feet. After rope to a hook above the secret door, so that the chest
large enough for at least one of the creatures it comprises.
the first 5 feet, the mud becomes difficult terrain. The hangs 10 feet above the floor. A character can unfas- Clumsy Attacker
area holds nothing of interest other than the trap. ten the rope and attempt to lower the chest gently to The rot grub swarm cannot make basic attacks.
Spiked Floor: Grygori has hidden a tripwire the floor, but doing so triggers the trap. Standard Actions
under the mud, 10 feet down the west–east stretch of Hanging Chest: Grygori has rigged the pulley on M Infesting Bite F At-Will
hallway (15 feet east of the dead end). A tripped char- the ceiling with a blade designed to cut the rope as Attack: Melee 1 (one creature); +9 vs. AC
acter falls headfirst into the adjacent square (west of the chest is lowered. When the rope snaps, the chest Hit: The target takes ongoing 5 damage (save ends).
First Failed Saving Throw: The target takes ongoing 10
the tripwire), which is lined with sharp wooden cal- falls. The chest is very brittle and breaks apart when
damage (save ends).
trops hidden below the mud. A character using a pole caught or when it hits the floor, releasing the swarm Second Failed Saving Throw: The target takes ongoing 15
or weapon to prod the mud gains a +5 bonus to Per- of rot grubs contained within. The rot grubs are small damage (save ends).
ception checks made to detect the trap. enough that the swarm can move through cracks in Str 10 (+2) Dex 13 (+3) Wis 11 (+2)
the bottom of the secret door to pursue fleeing prey. Con 13 (+3) Int 2 (–2) Cha 4 (–1)
Wooden Caltrops Level 2 Trap The chest is fragile and has AC 10, Fortitude/ Alignment unaligned Languages —
Object XP 125 Reflex 5, and 1 hit point. A character who climbs up
Detect Perception DC 20
Immune attacks
Initiative — the shaft and presses an ear against the chest can
make a DC 25 Perception check to hear the rot grub
G8. South Tunnel
Triggered Actions Exploration Encounter
swarm writhing around inside it.
M Attack F Encounter
Trigger: A creature crosses a tripwire stretched between Grygori began excavating this tunnel after he became
two squares. frustrated with water seepage in the north tunnel
Attack (No Action): Melee 1 (triggering creature); +5 vs. (area G6). The unlit tunnel bends northward, then
Reflex
extends another 20 feet before coming to a dead end.
Hit: 2d6 + 8 damage, and the target falls prone.
Countermeasures
A side passage heading south leads to area G9.
FR
 emove: Once the trap is detected, the spikes on the Grygori hasn’t had time to place any sort of trap or
floor can be safely removed (no skill check required). monster here.

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G9. Grygori’s Loot Treasure: Beyond the secret door is a small,


8-foot-tall chamber with an unlocked wooden chest
Talther’s dungeon lies within the gray veil, and the
necromancer is just as confused by the sudden disap-
Trap/Hazard Encounter (300 XP)
resting against the far north wall. The chest contains pearance of color as everyone else. It hasn’t occurred
various baubles that Grygori found in the graves of to him that he might be responsible—at least indi-
Grygori keeps his personal hoard in a secret vault at
the Baron’s Hill cemetery, as well as other valuables rectly. Rather, he has concluded that the gray veil is
the end of this passage. The dark tunnel leads south
he has acquired over the years. In total, the hoard harmless, and investigating it is not worth the inter-
for 15 feet before bending east, then finally turning
consists of ten pieces of cheap jewelry (worth 10 gp ruption to his necromantic experiments.
north and coming to an abrupt end—or so it seems.
each), six pieces of fine jewelry (worth 100 gp each),
Trap/Hazard: 1 spring-loaded javelin trap.
one piece of exquisite jewelry (a platinum brooch When the characters can see area H1, read:
Secret Door: A character searching the end of
worth 1,000 gp), and a level 5 magic item. Fog reduces visibility to thirty feet or so, masking the steep
the tunnel can detect the secret door with a DC 21
Attempted sale of the jewelry in Baron’s Hill car- gray hill ahead until you are almost upon it. Carved into its
Perception check. It takes a Perception check result
ries a noncumulative 10 percent chance per item rocky face is a ten-foot-tall, ten-foot-wide, twenty-foot-deep
of 25 or higher to realize that the door is not made of
sold that someone recognizes the piece as belong- alcove housing a pair of gray stone doors. The alcove walls
stone, but rather a brittle material similar to papier-
ing to a dead family member or former resident, and flanking the entrance have arrow slits cut into them. All is
mâché. A character who searches the back wall
demands its immediate return. quiet, and not a creature stirs.
for secret doors must first cross the 5-foot-square
section of floor in front of it, which is actually a pres-
sure plate. The pressure plate is rigged to a pair of H. Yornhaven Yornhaven actually has two entrances—the obvious
one, and a hidden one. Both are described below.
spring-loaded wooden javelins mounted behind the Talther Yorn’s underground lair used to be the tomb
secret door. When a creature steps on the pressure of an ancient warlord named Deveric Stormtalon,
plate, the javelins punch through the secret door like whom history has all but forgotten. The necromancer
Main Entrance
knives through paper. A character can smash or walk has spent the past several years quietly expanding The main entrance (area H1) is carved into the south
through the secret door easily. his abode. Specifically, he has been converting crypts side of an enormous and steep hill and is difficult
into classrooms while attracting a sordid retinue of to spot from a distance because of the ever-present
Spring-Loaded Javelins Level 3 Elite Trap followers. He hopes to turn the dungeon complex into fog. The good news for the party is that the fog also
Object XP 300
a thriving school of necromancy and share his knowl- obscures any approach.
Detect Perception DC 21 (pressure plate) Initiative — The main entrance has no guards standing out-
edge with other evil minds.
Immune attacks side, but guards watch the entrance through arrow
Triggered Actions Grygori Dilvia might be persuaded to lead the
characters to Yornhaven, or the characters might find slits to either side of it. The front doors are also
M Attack F Encounter
Trigger: A creature steps on the trapped square. the dungeon complex without the ghast’s help. The Arcane Locked, making them difficult to force open.
Effect (Immediate Reaction): The trap makes the following characters could get lucky and find a trail of foot- Characters can use stealth to reach the doors, but
attack twice against the triggering enemy. prints (human-sized or goblin-sized) leading toward any attempt to pick the lock or force their way inside
Attack: Ranged 10 (the triggering creature); +8 vs. AC Yornhaven. If they haven’t already encountered the trips the alarm and brings the dungeon’s defenders
Hit: 2d6 + 10 damage. out in force. Characters can also walk up to the doors
ghast, they might catch sight of Grygori making his
Countermeasures and knock, but unless the guards recognize them or
 isarm: Thievery DC 21 (standard action). Success: The
FD
way to or from Yorn’s secret lair.
A perpetual fog surrounds Yornhaven, trapped know they’re coming, the characters still draw fire
trap is disarmed. Failure (16 or lower): The character trig-
gers the trap, which gains a +2 bonus to the attack rolls. by the hills north of the village. The fog completely and trip the alarm.
obscures the main entrance beyond a range of 30 If Grygori (area G) accompanies the party, the
feet, which is one reason why the necromancer chose guards recognize him and open the front doors to let
this location as his new lair. the ghast in. At that point, Grygori turns on the char-
acters and orders the guards to slay them all.

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Secret Entrance
The other entrance to Yornhaven is a 50-foot-deep, nat-
urally formed chimney leading down to a sealed cave
(area H15). The chimney is set farther back on the hill,
so the characters cannot see it from the ground. Swarms
of bats exit the chimney at dusk and return shortly
before dawn, so characters watching the hill from a high
vantage point see the bats come and go at these times.
For more information on the secret chimney and
the cave below it, see area H15. If the characters infil-
trate the dungeon stronghold by this route, they stand
a better chance of catching the necromancer and his
followers by surprise.

Dungeon Features
Talther Yorn’s dungeon complex has many recurring
features, which are described below:
Ceilings: Most ceilings are 10 feet high. One nota-
ble exception is area H25, which has a 20-foot-high
vaulted ceiling.
Doors: Interior doors are made of heavy oak
with iron hinges and handles. Talther Yorn and his
half-orc servant, Urn, each carry a key that opens all
locked doors in the dungeon. A character can pick
a lock with a DC 20 Thievery check, or force a door
open with a DC 18 Strength check, or attack a door
(AC/Fortitude 20, Reflex 5, 60 hit points).
Secret doors are unlocked, made of stone, and
blend in well with the surrounding stonework.
Detecting a secret door requires a DC 21 Perception
check. A typical secret door has either a pressure
plate or a lever to open it. A character who detects a
secret door also finds the method to open it.
Light: Torches in skull-shaped sconces illumi-
nate most corridors and rooms (except as noted in
the text). Although the torches give off smoke that
blackens the ceilings, they have the added benefit of
keeping the dungeon warm and dry.
Stairs: Staircases are carved from stone and are
difficult terrain to ascend (normal terrain otherwise).

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Yorn’s Assassins 4 Veteran Assassins


Medium natural humanoid, human
Level 4 Skirmisher
XP 175 each
halberds, as well as shields, heavy cloaks, and hang-
ing quivers of crossbow bolts.
Before becoming a recluse, Talther Yorn was an HP 54; Bloodied 27 Initiative +7 Stone Doors: A DC 21 History check reveals that
adventurer. One of the evil forces he encountered AC 18, Fortitude 16, Reflex 16, Will 15 Perception +4 the two-headed hawk engraving is the emblem of the
was a fanatical death cult called the Grave, whose Speed 6
fallen warlord whose tomb this place once was. (At
assassins wielded bone swords. After he became a Standard Actions
m Bone Longsword (weapon) F At-Will
your discretion, a successful check might allow the
vampire, he reached out to the Grave and lured the
Attack: Melee 1 (one creature); +9 vs. AC character to recall the name of this warlord: Deveric
organization into service with the promise of spread-
Hit: 1d8 + 3 damage. If the target is granting combat Stormtalon. Alternatively, it could be a figure from
ing death across the land.
advantage to the veteran assassin, the target takes ongo- you own campaign’s history.) Talther Yorn has per-
To ensure the assassins’ loyalty, Yorn cast a ritual ing 5 damage (save ends). formed an Arcane Lock ritual on the doors, which
that turns them into thralls with rheumy mist in their r Crossbow (weapon) F At-Will require a DC 26 Strength or Thievery check to open.
eyes. Characters who look into the assassins’ eyes Attack: Ranged 20 (one creature); +9 vs. AC
(The necromancer and his allies can open them nor-
don’t see their own reflections, but rather the face of Hit: 1d8 + 3 damage.
M No Escape (weapon) F Recharge 5 6 mally.) The doors’ hinges are on the inside, and the
Talther Yorn. The mist clears when the assassin dies.
Requirement: The veteran assassin must have combat doors push inward when opened. Smashing through
advantage against the target. the doors is possible, but each door has AC/Forti-
Keyed Encounters Attack: Melee 1 (one creature); +9 vs. AC tude 25, Reflex 5, 200 hit points, and resist 10 to all
Refer to the map of Yornhaven for the following loca- Hit: 2d8 + 3 damage, and the target falls prone and is damage.
slowed (save ends). Treasure: Each assassin carries a pouch contain-
tion descriptions.
Minor Actions ing 2d20 gp and 1d6 gems worth 50 gp each.
Flanking Step F At-Will
H1. Main Entrance Effect: The veteran assassin can shift 1 square if the shift

Combat Encounter Level 2 (700 XP)


puts it in a flanking position against an enemy.
Skills Athletics +10, Bluff +8, Stealth +10
H2. Foyer
Str 16 (+5) Dex 17 (+5) Wis 14 (+4)
Exploration Encounter
Talther Yorn doesn’t like unwanted visitors, so he Con 14 (+4) Int 13 (+3) Cha 13 (+3)
employs assassins to keep his dungeon safe, slay Alignment evil Languages Common This thoroughfare connects the eastern wing of the
intruders, and deliver any corpses to him for anima- Equipment bone longsword, crossbow, 20 bolts dungeon (areas H3–H15) to the western wing (areas
tion as zombies. H16–H22). It also leads to what used to be the central
Four veteran assassins stand watch in the guard- tomb (area H25).
Monsters: 4 veteran assassins (named Gaston
rooms—two per room. They have crossbows loaded
Hedgely, Naethyn Mires, Ruttiger Prilke, and Sardon
and ready to fire, and they watch the entrance Read:
Villard; see “Yorn’s Assassins” above for details).
through the slits in the walls. If any strangers enter This ten-foot-high, forty-foot-long hall has a wooden door
the stronghold, the assassins draw their swords and set in the middle of the western wall and another in the
When the characters can see the doors, read:
engage in melee combat. middle of the eastern wall, plus a double set of wooden
A carving of a two-headed hawk wearing a breastplate
Arrow Slits: The arrow slits taper to a width of 6 doors in the north wall with a stone carving of a two-
adorns the stone double doors. Its outstretched wings curl
inches and grant superior cover to creatures inside headed hawk above them. A tapestry depicting scenes of
upward majestically, and its talons grasp a pair of swords.
the guardrooms. A veteran assassin can shoot at any glorious battle hangs from an iron rod on either side of the
The arrow slits to either side of the doors are too narrow
target in the square adjacent to the arrow slit, or any double doors. Standing in two corners, facing the northern
to crawl through, but the rooms beyond are torchlit, as evi-
square adjacent to that square. set of doors, are identical statues depicting hawk-headed
denced by the orange light spilling out of these openings.
Guardrooms: Each of these 10-foot-square rooms warriors clad in armor and clutching spears in their clawed
Perception DC 21: You see moving shadows in the
is bare except for a wooden rack mounted to the south gauntlets.
guardrooms.
wall. The rack contains an assortment of spears and

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Once every hour, an assassin from area H3 passes


through this hall to check on the guards in the south-
Development: Sounds of combat here alert the
assassins sleeping in area H6. They arrive 3 rounds
H6. Assassins’ Quarters
Combat Encounter Level 5 (1,050 XP)
ern guardrooms (area H1). Otherwise, the hall is after combat begins.
unguarded. Sounds of combat here alert the inhabit- Treasure: Each assassin carries a pouch contain-
The mercenary assassins who work for Talther Yorn
ants of area H3, who arrive in 2 rounds. ing 2d20 gp and 1d6 gems worth 50 gp each.
sleep in these eight rooms.
Statues: The warlord Deveric Stormtalon com-
Monsters: 6 veteran assassins (named Derris
manded soldiers who wore helmets shaped like hawk
heads and capes that looked like stylized wings.
H4. Kitchen and Pantry Arkwright, Cavil Brook, Sandor Edgely, Thander
Exploration Encounter Mistlebarke, Barlow Webb, and Edwin Westgale; see
These statues actually represent the soldiers as hawk-
“Yorn’s Assassins” and statistics).
headed humanoids with talons for hands. The statues
are harmless and provide partial cover to creatures The kitchen contains two cluttered tables, a shelf,
and an assortment of crates containing foodstuffs Each of these rooms looks the same:
standing behind them.
(mostly dried meat and fruit) and casks of ale, most of This ten-foot-square room has a bunk bed in one corner and
Tapestries: The two tapestries, though finely
it acquired by the bandit captain Severine (see area a wooden chest pushed against the far wall.
wrought in their day, have deteriorated with age and
fray easily. Each offers an artist’s interpretation of H10) from brigands.
The smaller eastern room is a pantry containing At any given time, eight veteran assassins are resting
a battle fought and won by the warlord entombed
more supplies and a 50-foot-deep well. A bucket tied in these rooms. (The remaining assassins are in areas
in this dungeon (rendered in various shades of gray
to a 50-foot rope rests atop a crate nearby. Climbing H1, H3, and H25). Place the assassins wherever you
until the curse of the gray veil is lifted). Each tapestry
the well shaft requires a DC 15 Athletics check. see fit; a given room might contain two assassins, one
weighs 15 pounds and brings 50 gp if sold.
assassin, or none. All of the assassins are light sleep-
ers and awaken to loud noises in nearby areas. They
H3. Mess Hall H5. Larder keep their weapons within easy reach.
Combat Encounter Level 2 (700 XP) Exploration Encounter The chests contain traveling gear.
Treasure: Each assassin carries a pouch contain-
Talther Yorn’s evil henchmen fraternize here while A large patch of brown mold grows on the ceiling ing 2d20 gp and 1d6 gems worth 50 gp each.
devouring meals. of this 15-foot-square, 10-foot-high room. Nine iron
chains fastened to the ceiling end in meat hooks, and
Monsters: 4 veteran assassins (named Lesard
Devayne, Jorr Featherblade, Brostus Mainger, skinned animal carcasses hang from three of them. H7. Latrine
The brown mold keeps the room ice cold—so cold, Exploration Encounter
and Havar Slimdagger; see “Yorn’s Assassins” and
statistics). in fact, that any creature in the room for longer than
1 minute must succeed on a DC 13 Endurance check The complex has two latrines—one in the western
every minute thereafter or take 1d10 cold damage. wing of the dungeon, and another in the eastern
Read:
wing. Each of these small cubicles reeks of urine and
Two wooden dining tables stand in this torchlit chamber.
contains a stone bench with a hole cut into it. Below
Chairs surround the tables, which are strewn with wooden
the hole is a 10-foot-deep, 2-foot-diameter shaft that
flagons and food scraps. In the north wall is a wooden door.
opens into a 15-foot-wide, rough-hewn cistern con-
taining 3 feet of water mixed with human waste.
Regardless of the time, four veteran assassins are
here, talking and eating. Periodically one stands up
and heads into the kitchen (area H4) for more food or
drink, or heads to the latrine (area H7), or checks on
the guards stationed at the main entrance (area H1).

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H8. Urn’s Quarters 50 feet to a natural underground cistern filled to a


depth of 20 feet with fresh water. Resting on the lip of
a wine glass resting on it. Other furnishings include a desk,
a chair, and a tall wooden wardrobe. The north wall has a
Exploration Encounter
the well is a bucket tied to a rope that’s looped over a door in its easternmost end, and the south wall has a door
pulley bolted to the 10-foot-high ceiling. The shaft has in the middle.
A half-orc death mage named Urn Shatterskull sleeps
abundant handholds and requires a DC 15 Athletics
here at odd hours. He is not in his quarters when the
check to climb. The desk contains a few sheets of parchment, a quill,
adventurers first arrive; he’s torturing a prisoner in
Hidden Niche: About 30 feet down the shaft is a jar of ink, a deck of Three-Dragon Ante™ cards, and
area H28.
a 5-foot-deep niche in the western wall. A character little else. The wardrobe holds traveling clothes and
standing at the top of the well can spot the niche with a backpack containing a full canteen and six days of
Read:
a DC 21 Perception check if he or she has darkvision trail rations.
In this chamber is a bed draped in sheets of stitched skin,
or a light source that can shine bright light out to 6 The southern closet contains the bandit captain’s
plus a desk, a chair, a wardrobe, and a chest with a built-
squares or more. Tucked into the back of this niche private stash of supplies, all of them stolen. A small
in lock. Hanging on the east wall is a morbid collection of
is a locked wooden chest, hidden here by the bandit brazier rests on the floor, and a broom stands in one
masks made from hide, bone, and other materials. One of
captain Severine (area H10). corner.
the masks is missing, as evidenced by a single bare hook.
Severine has a key to the chest concealed on her The lantern and wine glass resting atop the bed-
person, but a character can also pick its lock (DC 21 side table are ordinary.
Urn likes to make and wear masks. Twenty-three
Thievery check) or smash open the chest (AC/Forti- Bandit Captain: Severine is a true mercenary
masks currently hang on the eastern wall, and each
tude 20, Reflex 5, 25 hit points). and survivor. When confronted by hostile intruders,
one has a unique appearance. None of them are magi-
Treasure: The chest contains a sack with 500 sp, her first instinct is to negotiate a truce. She fights only
cal or valuable. The bed sheets are made of stitched
a sack with 250 gp, two potions of healing, and a level 6 in self-defense. Talther Yorn pays well, but Severine
skin from a variety of humanoids, most of them Urn’s
magic item. does not pretend to enjoy the necromancer’s company
personal kills.
or that of the cutthroats he employs as guards. She
Scraps of cloth, strips of leather, animal fangs, and
other raw materials that Urn uses to make masks H10. Bandit Captain’s is wanted for many crimes and uses Yornhaven as
a sanctuary, nothing more. The adventurers’ arrival
litter the top of the desk. The wardrobe contains a
ghastly assortment of hand-stitched apparel, but
Quarters means that the old tomb is no longer secure enough
Roleplaying Encounter or Combat Encounter for her needs.
again, nothing of value.
Level 3 (1,000 XP) Severine has never been in the western wing
Urn carries a key that unlocks his chest. A charac-
(areas H16–H22) and doesn’t know about the secret
ter can also pick the lock (DC 21 Thievery check), or
Talther Yorn employs a sly half-elf bandit captain doors in areas H23, but she has been everywhere
smash the chest open (AC/Fortitude 20, Reflex 5, 25
named Severine Darthal to acquire foodstuffs and else. Whenever she and Talther Yorn have business
hit points).
other supplies from goblin bandits and human brig- to discuss, they meet in his “classroom” (area H25).
Treasure: The chest contains an assortment of
ands known to haunt the region. When she’s not away She can provide the following additional information
ritual components worth a total of 500 gp, as well as a
gathering supplies, she’s here with her two pet guard under duress, or as part of a negotiated effort to win
level 6 magic item.
drakes, Kroag and Roane. the party’s trust:
Monsters: Severine Darthal (half-elf bandit cap- F Talther Yorn recently performed a necroman-
H9. Well Room tain), 2 guard drakes. tic ritual that transformed him into a vampire.
Exploration Encounter A month ago, before his transformation, he paid
When the characters enter this room, read: Severine to acquire a coffin, but she doesn’t know
This room contains a well surrounded by a 2-foot- This square room is immaculate. A comfortable bed stands where he keeps it.
high wall of mortared stone. The well shaft plunges against the far wall, next to an end table with a lantern and

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F The necromancer has an ogre zombie for a body-


guard. Arcane script, like that found on many
Treasure: Severine carries a pouch containing
50 gp. She keeps the rest of her treasure in area H9,
H11. Bandit Captain’s Cellar
Trap/Hazard Encounter (150 XP)
ritual scrolls, covers the ogre’s dead flesh. Talther hidden from the greedy eyes of Yorn’s vile henchmen.
also has a half-orc servant named Urn Shatter-
Severine (area H10) enjoys fine wine and keeps a
skull, who has a mask fetish. Half-Elf Bandit Captain Level 6 Skirmisher (Leader)
modest supply here. She also knows that Talther
F Talther Yorn has put the word out that he’s look- Medium natural humanoid, half-elf XP 250
Yorn’s hired assassins sometimes steal a bottle or two
ing for apprentices, but so far no one has stepped HP 69; Bloodied 34 Initiative +9
AC 20, Fortitude 18, Reflex 19, Will 18 Perception +8
while she’s away on business.
forward. Severine has spies in nearby settlements Trap/Hazard: 1 chest of darts.
Speed 6
“fishing” for likely candidates. Standard Actions
F The necromancer lured a gang of goblins to his m Longsword (weapon) F At-Will Read:
stronghold and has been using them as test sub- Attack: Melee 1 (one creature); +11 vs. AC Wooden racks laden with wine bottles cover the eastern
jects. He has turned several of them into zombies Hit: 2d8 + 5 damage, and the captain shifts 1 square. and southern walls. A large wooden chest stands against
r Dagger (weapon) F At-Will
and tricked the others into thinking this trans- the north wall directly across from the door.
Attack: Ranged 5/10 (one creature); +11 vs. AC
formation makes them more powerful. The little Hit: 2d4 + 7 damage.
cretins are holed up in a secret cave nearby. (Sev- M R Slash and Dash (weapon) F Recharge 4 5 6 The room contains the following features:
erine reveals the secret door in area H11, which Effect: The captain uses longsword, shifts up to 2 squares, Secret Door: Hidden behind a wine rack in
leads to the goblins’ lair.) and then uses dagger. the northeast corner is a secret door. Tugging on an
M Triggered Slash (weapon) F Recharge 5 6 empty bottle on the middle shelf causes that 5-foot
F Talther Yorn tasks Grygori Dilvia with retrieving
Attack: Melee 1 (one creature); +11 vs. AC section of rack to swing outward on concealed hinges,
bones from the Baron’s Hill cemetery, then grinds Hit: 1d8 + 4 damage, one ally shifts 1 square and makes a
the bones into dust. Severine suspects that the exposing an open doorway with a rough-hewn tunnel
melee basic attack as a free action.
dust is a key component in the necromancer’s vile Skills Athletics +11, Diplomacy +11, Insight +8, Stealth +12
beyond (area H12). The secret door can be opened
rituals. Str 16 (+6) Dex 19 (+7) Wis 11 (+3) from the other side by releasing a wooden catch near
Con 13 (+4) Int 10 (+3) Cha 16 (+6) the floor and simply pushing on the backside of the
F Before he found Severine, Talther Yorn employed
Alignment unaligned Languages Common, Elven wine rack.
a trio of bandits to do grunt work. They started to Equipment leather armor, longsword, 6 daggers Treasure: The wine racks contain 50 bottles of
demand too much money for their labors, so Yorn
fine wine (worth 10 gp each) and 15 bottles of exqui-
had them killed and then brought them back as
2 Guard Drakes Level 2 Brute site wine (worth 100 gp each).
subservient ghouls. He uses them to guard the Small natural beast (reptile) XP 125 each Wooden Chest: The large chest in the corner
dungeon, where he keeps a few stray prisoners HP 48; Bloodied 24 Initiative +3 is unlocked but trapped. Opening the lid releases a
under lock and key. AC 15, Fortitude 15, Reflex 13, Will 12 Perception +7 flurry of poisoned, spring-loaded darts. The chest
F No one in the complex, including Talther Yorn, Speed 6
contains nothing other than the trap.
seems to know what has caused everything to turn Standard Actions
m Bite F At-Will
gray.
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d10 + 3 damage, or 1d10 + 9 while the drake is
Tactics: Severine uses triggering slash to enable within 2 squares of an ally.
one guard drake to make extra melee basic attacks Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
alongside her. The drakes deal more damage with Con 18 (+5) Int 3 (–3) Cha 12 (+2)
their bite attacks while they fight within 2 squares of Alignment unaligned Languages —
their mistress.

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Chest of Darts Level 3 Trap One goblin cutthroat stands in the square north of under the bridge use the same tactics described
Object XP 150 the bridge; the other two are hiding under the bridge above.
Detect Perception DC 21 Initiative — and have readied actions to scurry up into flanking Treasure: In addition to the magic torch, the
Immune attacks positions when an enemy tries to cross the chasm. characters find 1d10 cp and 1d10 sp stashed on each
Triggered Actions Bridge: The bridge has 3-foot-high railings on captured or killed goblin. In addition to coins, each
C Attack (poison) F Encounter
Trigger: The chest is opened.
each side and is safe to cross. goblin has a 1-in-6 chance of possessing a small gem
Attack (Immediate Reaction): Close burst 1 (creatures in the Chasm: The chasm plunges 50 feet into a 20-foot- or valuable trinket worth 50 gp.
burst); +8 vs. AC deep pool of still water. A creature that falls into the
Hit: 2d6 damage plus 3d6 poison damage. chasm doesn’t take damage but could drown if it’s 3 Goblin Cutthroats Level 1 Skirmisher
Effect: The trap is disarmed. wearing heavy armor and can’t stay afloat (see the Small natural humanoid XP 100 each
Countermeasures Athletics skill description for swimming rules). The HP 30; Bloodied 15 Initiative +5
 isarm: Thievery DC 21 (standard action). Success: The
FD AC 15, Fortitude 13, Reflex 14, Will 13 Perception +2
walls of the chasm have abundant handholds and
trap is disarmed. Failure: The trap triggers. Speed 6 Low-light vision
require a DC 15 Athletics check to climb.
Standard Actions
Everburning Torch: Wedged into a crack in the
H12. Secret Tunnel south wall is an everburning torch that has two special
m Short Sword (weapon) F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Exploration Encounter properties, which are described below. A character Hit: 1d6 + 5 damage, or 2d6 + 5 if the goblin has combat
can ascertain both properties with a DC 13 Arcana advantage against the target. In addition, the goblin can
This unlit, rough-hewn tunnel contains a carved check. The torch’s flame is actually green in color, but shift 1 square.
staircase located just beyond the secret door in area this hue is not apparent until the gray veil is lifted. R Dagger (weapon) F At-Will
This unique everburning torch is worth 1,000 gp to an Attack: Ranged 10 (one creature); +6 vs. AC
H11. The tunnel’s northern end narrows to a width of
Hit: 1d4 + 5 damage.
only 1½ feet. Medium creatures must squeeze to get interested buyer.
Move Actions
through this opening. Deft Scurry F At-Will
Characters navigating this tunnel with light Properties
Effect: The goblin shifts up to 3 squares.
F Creatures within the torch’s bright light radius (5
sources cannot surprise the goblin guards stationed Triggered Actions
squares) cannot regain hit points.
in area H13. Goblin Tactics F At-Will
F Undead creatures within the torch’s bright light radius (5
Trigger: A melee attack misses the goblin.
squares) are weakened.
Effect (Immediate Reaction): The goblin shifts 1 square.
H13. Bridged Chasm Skills Stealth +8, Thievery +8
Combat Encounter Level 1 (300 XP) Secret Door: A secret door on the northern ledge Str 13 (+1) Dex 17 (+3) Wis 14 (+2)
opens to reveal a short, 2-foot-wide tunnel leading to Con 14 (+2) Int 8 (–1) Cha 8 (–1)
area H14. Alignment evil Languages Common, Goblin
This cave occupies a key position between Talther Equipment leather armor, short sword, 2 daggers
Yorn’s complex and the goblin caves to the north. Tactics: If the characters enter from the south,
Monsters: 3 goblin cutthroats. the goblin on the north ledge hurls daggers at them.
When he runs out of daggers, he opens the secret H14. Goblin Caves
Read: door and flees, closing the door behind him to slow Combat Encounter Level 1 (500 XP) and Trap/
A single torch sticking out of the south wall illuminates a pursuers. While he’s alerting the goblins in area H14, Hazard Encounter (200 XP)
natural cave bisected by a deep chasm. A sturdy wooden the two cutthroats hidden under the bridge try to
bridge spans the gap, leading to a five-foot-deep ledge on flank enemies while attacking with their swords. Talther Yorn convinced a goblin war chief that he
the north side. There, a lone goblin stands guard. If the characters enter from the north, the goblin could make the goblin troops stronger by perform-
Perception DC 18: Two more goblins lurk under- on the ledge runs across the bridge and holds his ing necromantic experiments on them. The war chief
neath the bridge. ground. When bloodied, he tries to flee. The goblins ordered the goblins holed up in this small network of

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caves to serve as test subjects for the necromancer’s 3 The imbiber is blinded until he or she takes a short
rituals, and Yorn has duped them into believing that 2 Hidden Pits Level 1 Trap rest.
his experiments will make them rich and powerful. Object XP 100 each 4 The imbiber is weakened until he or she takes a
Monsters: Vlark (goblin hex hurler), 6 goblin cut- Detect Perception DC 19 Initiative —
short rest.
ters, 2 goblin cutthroats (see area H13 for statistics). Immune attacks
Triggered Actions 5 The imbiber’s ears transform into goblin ears for
Vlark occupies the furnished cave to the northwest.
The cutters gather in the eastern caves, while the cut-
M Attack F Encounter the next 24 hours.
Trigger: A creature enters the trap’s square.
throats lurk in the southwest cave. 6 The imbiber regains a spent healing surge and is
Attack (Immediate Reaction): Melee 1 (the triggering crea-
Traps/Hazards: 2 hidden pits. ture); +4 vs. Reflex
immune to charm and fear effects for the next 24
Hit: The target falls 10 feet to the bottom of the pit, taking hours.
Read: 1d10 damage and falling prone.
A network of small, damp caves spreads out ahead. The Miss: The target returns to the last square it occupied and 6 Goblin Cutters Level 1 Minion Skirmisher
ceiling is uneven but averages ten feet high, whereas the its movement ends immediately. Small natural humanoid XP 25 each
Effect: The pit is no longer hidden. HP 1; a missed attack never damages a minion. Initiative +5
floor is mostly flat, with a few stalagmites rising here and
Countermeasures AC 16, Fortitude 12, Reflex 14, Will 11 Perception +1
there. In a couple of places, the f loor gives way to an open F Reveal: Once the pit is detected, the covering tarp can Speed 6 Low-light vision
pit. Torches set into the walls cast many shadows. be removed as a minor action (no skill check required). Standard Actions
m Short Sword (weapon) F At-Will
Tucked in various nooks and crannies are four Tactics: Vlark, the goblin hex hurler, tries to Attack: Melee 1 (one creature); +6 vs. AC
mounds of straw and leaves that the goblins use as remain adjacent to at least one ally, so that he can use Hit: 4 damage, or 5 damage if the goblin has combat advan-
beds. The goblin hexer who leads the group has more lead from the rear. He tries to catch as many enemies tage against the target.
comfortable accommodations—a bed, a desk, a chair, as possible in his vexing cloud and sustains the cloud Triggered Actions
and a closet containing alchemical supplies and an Goblin Tactics F At-Will
as a minor action on subsequent rounds while using Trigger: A melee attack misses the goblin.
assortment of potions (see “Treasure” below). blinding hex and stinging hex against particularly trou- Effect (Immediate Reaction): The goblin shifts 1 square.
Boulder: The goblins have blocked the entrance blesome foes. Skills Stealth +5, Thievery +5
to area H15 with a large round boulder. A character The goblin cutters and cutthroats try to flank ene- Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
can roll aside the boulder with a DC 21 Strength mies and gain combat advantage. A goblin might also Con 13 (+1) Int 8 (–1) Cha 8 (–1)
check, exposing a 4-foot-high, 2-foot-wide passage. try to bull rush a character into a nearby pit. Alignment evil Languages Common, Goblin
The boulder keeps the bat swarms in area H15 out of Equipment leather armor, short sword
Treasure: Each goblin carries 1d10 cp and 1d10
the goblins’ caves. sp, and has a 1-in-6 chance of having a small gem or
Pits: Marked on the map are two open pits and valuable trinket worth 50 gp.
two hidden pits. All the pits are 5 feet wide and 10 The alcove in the northeast corner of the hexer’s
feet deep. Climbing out of a pit requires a DC 10 Ath- cave contains a shelf of alchemical concoctions, most
letics check. of them foul-tasting failures. Hidden among them are
Open Pits: A character can sidestep or leap over an two flasks of alchemist’s essence (level 6; one releases
open pit with a DC 5 Acrobatics or Athletics check; a cloud of poison, the other a ball of fire), and three
anyone who falls into one of these pits takes 1d10 unidentifiable magical concoctions. (Roll a d6 to
damage. Detritus covers the bottoms of the pits. determine their effects once imbibed.)
Hidden Pits: Gray leather tarpaulins covered with
1 The imbiber loses a healing surge.
dirt conceal these two pits. The goblins are aware of
these traps and try to trick enemies into triggering 2 The imbiber’s hair falls out. It grows back
them. normally.

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Goblin Hex Hurler Level 3 Controller (Leader) 3 Bat Swarms Level 2 Skirmisher When the characters enter this area, read:
Small natural humanoid XP 150 Medium natural beast (swarm) XP 125 each Bat guano and rubble cover the floor of this dank cave. A nat-
HP 46; Bloodied 23 Initiative +3 HP 35; Bloodied 17 Initiative +6 ural chimney in the middle of the ten-foot-high ceiling leads
AC 17, Fortitude 14, Reflex 15, Will 16 Perception +2 AC 16, Fortitude 13, Reflex 16, Will 13 Perception +6
up toward the surface, and a knotted rope hangs from it.
Speed 6 Low-light vision Speed 0, fly 10 (hover) Darkvision
Standard Actions Resist half damage against melee and ranged attacks;
m Staff (weapon) F At-Will Vulnerable 10 against area and close attacks A boulder blocks a 4-foot-high, 2-foot-wide exit in the
Attack: Melee 1 (one creature); +8 vs. AC Traits south wall, which leads to area H14.
Hit: 1d6 + 7 damage, and the goblin can slide the target 1 O Hindering Swarm F Aura 1 A character can climb the knotted rope without
square. Enemies in the aura take a –2 penalty to melee and ranged needing to make an Athletics check.
R Blinding Hex F At-Will attack rolls.
Attack: Ranged 10 (one creature); +6 vs. Fortitude Evasive Flight
Hit: 2d6 + 1 damage, and the target is blinded until the A flying bat swarm does not provoke opportunity attacks H16. Dining Hall
end of the goblin’s next turn. when it moves. Exploration Encounter
R Stinging Hex F Recharge 5 6 Swarm
Attack: Ranged 10 (one creature); +6 vs. Will The swarm can occupy the same space as another creature,
and an enemy can enter its space, which is difficult terrain.
This chamber is where Talther Yorn eats his meals
Hit: The target takes 3d6 + 1 damage if it moves during its
turn (save ends). The swarm cannot be pulled, pushed, or slid by melee or and entertains guests (of which he has few, not surpris-
A Vexing Cloud (zone) F Encounter ranged attacks. It can squeeze through any opening that is ingly). Although he has no apprentices currently, the
Effect: Area burst 3 within 10. The burst creates a zone that large enough for at least one of the creatures it comprises. necromancer expects future ones to eat here as well.
lasts until the end of the goblin’s next turn. Enemies take Standard Actions
a –2 penalty to attack rolls while in the zone. m Swarm of Fangs F At-Will When the characters enter this area, read:
Sustain Minor: The zone persists until the end of the Attack: Melee 1 (one creature); +7 vs. AC
This room contains a dining table and six chairs. The
goblin’s next turn, and the goblin can move it up to 5 Hit: 1d8 + 6 damage.
Str 8 (+0) Dex 17 (+4) Wis 10 (+1)
north, south, and east walls each have a single door.
squares.
Triggered Actions Con 11 (+1) Int 1 (–4) Cha 6 (–1)
Goblin Tactics F At-Will Alignment unaligned Languages — A small room to the south contains crates and sacks
Trigger: A melee attack misses the goblin. of dried foodstuffs, plus casks of cheap wine and
Effect (Immediate Reaction): The goblin shifts 1 square.
Lead from the Rear F At-Will
H15. Bat Cave drinking water. Stacks of dishware, eating utensils,
and drinking cups sit atop a small table in the north-
Trigger: An enemy hits the goblin with a ranged attack. Exploration Encounter or Combat Encounter
east corner.
Effect (Immediate Interrupt): The goblin can change the Level 1 (375 XP)
attack’s target to an adjacent ally of the goblin’s level or
lower. Two entrances lead into this cave: a blocked tunnel H17. Apprentice’s Quarters
Skills Stealth +10, Thievery +10 leading to area H14, and a 50-foot-high, naturally Exploration Encounter or Combat Encounter
Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
formed chimney that leads to the surface. A knotted Level 1 (31 XP)
Con 14 (+3) Int 9 (+0) Cha 18 (+5)
Alignment evil Languages Common, Goblin
rope is tied around a spike at the top of the chimney
Equipment leather robes, staff implement and hangs down to the cave floor. The goblins use the These three rooms are side-by-side in the western
rope to enter and leave the dungeon, but only at night wing of the dungeon. Talther recently had them
when the bat swarms are gone. furnished in expectation of taking on apprentices,
Monsters: 3 bat swarms. These swarms hunt at although he has made little progress so far in finding
night, leaving the cave at dusk and returning shortly worthy candidates.
before dawn. Monster: 1 goblin zombie (hiding in the north-
ernmost room).

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When characters enter one of these rooms, read:


This unlit chamber contains a bed draped in bearskin, a
H18. Library H19. Necromancer’s Den
Exploration Encounter Combat Encounter Level 1 (312 XP)
small table, a desk, a chair, and a tall wooden wardrobe.
Carved skull motifs adorn the furnishings.
During his not-so-illustrious adventuring career, Tal- Hidden behind a secret door (see area H23), these
ther Yorn amassed a sizable collection of tomes from two rooms contain Talther Yorn’s alchemical labora-
A DC 21 Perception check detects a faint odor of
lost libraries. He keeps many of these books here, for tory and coffin.
decay in the northernmost room. The smell comes
the edification of his future apprentices. Monsters: 2 goblin zombie bugsacks. When a
from a goblin zombie hiding in the wardrobe. It leaps
goblin zombie bugsack is destroyed, it bursts open
out and attacks if anyone opens the door to its refuge.
When the characters enter this area, read: and releases a centipede swarm in its square.
If the characters leave the wardrobe undisturbed, the
Floor-to-ceiling bookshelves line every wall of this unlit
zombie stands silently inside it and does not emerge.
chamber, but books fill only part of each shelf. Shrunken When anyone enters the southern room, read:
heads, stuffed rodents, skulls, and other ghastly bits of bric- This unlit room appears to be an alchemist’s lab. The south
Goblin Zombie Level 2 Minion Brute a-brac take up the dead space between book spines. In the wall is lined with wooden shelves containing cobwebs,
Small natural animate (undead) XP 31
middle of the room stands a heavy wooden desk and a chair flasks, and alchemical equipment. The room also contains
HP 1; a missed attack never damages a minion. Initiative +1
AC 14, Fortitude 14, Reflex 14, Will 12 Perception –1
made of f lesh pulled taut over lashed bones. A tinderbox an iron stove, a cluttered table, and two large chests. Stand-
Speed 5 Darkvision rests atop the desk near a small mountain of unlit, half- ing in the middle of the room is a sculpted wooden lectern
Immune disease, poison melted candles. with an open book resting on it. Two goblin zombies, their
Standard Actions rotten teeth bared, leap from dark corners!
m Grab and Gnaw F At-Will The desk has three drawers, all of them empty.
Attack: Melee 1 (one creature); +7 vs. AC Treasure: The books cover a wide variety of sub- When anyone opens the northern door, read:
Hit: 3 damage, and the zombie grabs the target (escape
jects tangentially related to necromancy, including More cobwebs fill the corners of this room, which contains
DC 13). Until the grab ends, the target takes ongoing 5
damage.
anatomy, anthropology, spiritualism, and taxidermy. only a wooden coffin. Its lid is carved in the likeness of a
Triggered Actions The library contains more than one hundred books, monstrous bat and held shut by iron clasps resembling skel-
Deathless Hunger F Encounter and the entire collection (which weighs a total of 150 etal fingers.
Trigger: The zombie is reduced to 0 hit points, but not by a pounds) is worth 2,500 gp to an interested buyer. The
critical hit. collection of oddities on the shelves is worth another Bugsack: A goblin zombie bugsack is identical to a
Effect (No Action): Roll a d20. On a 15 or higher, the zombie 500 gp. goblin zombie (see area H17) except that its deathless
is instead reduced to 1 hit point.
The desk has three drawers, two of which are hunger power is replaced with the following triggered
Skills Stealth +6
Str 11 (+1) Dex 11 (+1) Wis 7 (–1)
empty. The bottom drawer contains an unlocked action.
Con 10 (+1) Int 1 (–4) Cha 3 (–3) ebony coffer (worth 100 gp) containing six ghoul can-
Alignment unaligned Languages — dles (worth 10 gp each). A ghoul candle sheds light as Triggered Actions
a normal candle, but its light is invisible to undead. Bugsack F Encounter
Trigger: The zombie drops to 0 hit points.
Talther’s gravediggers used these candles when they
Effect (No Action): The zombie bursts open, and a centipede
ventured into barrows or explored haunted battle- swarm appears in its space.
fields at night, hoping to avoid the notice of any
resident undead creatures.

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Centipede Swarm Level 2 Brute creation of zombies by alchemical means. The pages already explored. See “Run, Zombie, Run!” for more
Medium natural beast (swarm) XP 125 to which the book lies open list the ingredients and information.
HP 44; Bloodied 22 Initiative +4 instructions for creating a necromantic fluid that Remains to Be Seen: Three jars of powdered
AC 14, Fortitude 14, Reflex 15, Will 12 Perception +1 Yorn unimaginatively refers to as bone juice. Accord- bone sit on a middle shelf along the south wall. Each
Speed 6, climb 6 (spider climb) Darkvision
ing to the book, this substance can turn a living one is labeled with a name and a number, indicating
Resist half damage against melee and ranged attacks;
Vulnerable 10 against area and close attacks
creature into an obedient zombie without the need the individual to whom the remains belonged and his
Traits for an animation ritual. A quick read of Yorn’s tome or her age. (Talther Yorn obtained the information
O Swarm Attack F Aura 1 provides the following information: from Grygori Dilvia, who read it off the tombstones
Each enemy that starts its turn within the aura takes 3 F Creating or using bone juice is an inherently evil in the Baron’s Hill cemetery.) None of the three jars
damage plus 2 extra damage per additional centipede
act. bears Fin’s name. A thorough search of the room
swarm adjacent to the enemy. leads to the discovery of an empty jar labeled “Fin/9”
Swarm F When bone juice is injected into a living subject,
on the small table against the west wall.
The swarm can occupy the same space as another creature, death comes quickly. Within an hour, the corpse
and an enemy can enter its space, which is difficult terrain.
Treasure: This room contains the equivalent
reanimates as a weak-willed zombie under its cre-
The swarm cannot be pulled, pushed, or slid by melee or of an alchemist’s workshop (see Adventurer’s Vault™ 2,
ator’s control.
ranged attacks. It can squeeze through any opening that is page 79), plus two unlocked chests. Chest 1 contains
large enough for at least one of the creatures it comprises. F The bone juice admixture must be perfect. Many of four blocks of incense (see area H21) and five hollow
Standard Actions Talther Yorn’s early bone juice concoctions killed gourds, each containing a potion of spectral form (see
m Swarm of Mandibles (poison) F At-Will his subjects without reanimating them. area G5). Chest 2 contains three sacks of bones that
Attack: Melee 1 (one creature); +5 vs. AC
F The key ingredient in bone juice is powdered bone. Talther Yorn has not yet ground to powder, all of
Hit: 2d6 damage plus 1 extra damage for each additional
centipede swarm adjacent to the target, and ongoing 5
Talther recently discovered that the more dis- them looted from the Baron’s Hill cemetery. Hidden
poison damage (save ends). A creature already taking eased the bone, the greater the chance that the under the sacks is a level 7 magic item.
ongoing poison damage is also weakened (save ends). “end result” (in other words, the zombie) will go
Skills Stealth +9
Str 9 (+0) Dex 17 (+4) Wis 10 (+1)
berserk. Thus, the bones of the elderly are less
desirable than the bones of the young.
H20. Storeroom
Con 14 (+3) Int 1 (–4) Cha 6 (–1) Combat Encounter Level 1 (525 XP)
Alignment unaligned Languages —
F Talther’s last entry reveals that he recently injected
bone juice made from the remains of a child named This innocuous storage room contains two secrets,
Coffin: Tiny holes in the lid allow Talther Yorn Fin into a “willing” goblin subject, and the experi- one benign and one malevolent.
to enter the coffin in mist form. Iron clasps keep the ment was successful. The goblin is unnamed, but Monster: 1 skeleton crate (plus conjured skele-
coffin sealed, although a successful DC 21 Thievery Talther remarks in passing that the creature has tons), 1 centipede swarm (see area H19 for statistics).
check or Knock ritual can unlock them. Charac- only one eye.
ters can also smash open the coffin (AC/Fortitude When the characters enter this area, read:
20, Reflex 5, 50 hit points). It contains grave dirt. One-Eyed Goblin Zombie: Characters who This storage room contains a bookshelf crammed full of
A splash of holy water or a ritual prayer requiring read Talther Yorn’s alchemical journal learn the next bound tomes, a closed cabinet, a wooden trunk, a barrel
a standard action and a successful DC 21 Religion step toward ending the curse of the gray veil: They stuffed with torches, and a crate.
check consecrates the grave dirt, preventing Yorn must find the one-eyed goblin zombie created from
from using his grave healing trait. Fin’s powdered remains. It isn’t any of the zombies A successful DC 21 Arcana check made to detect the
Lore: The book on the lectern contains Talther encountered here, nor is it confined to any particu- presence of magic reveals a necromantic aura around
Yorn’s meticulous notes (written in Common) about lar room. The creature roams Yornhaven and might the crate, which stands against the north wall. Noth-
his various alchemical experiments, most of which be anywhere, including a location the party has ing else in the room is magical or remarkable.
focus on the reanimation of dead tissue and the

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Skeleton Level 3 Soldier Skeleton Crate Level 3 Elite Lurker


Medium natural humanoid (undead) XP — Medium natural animate XP 400
HP 45; Bloodied 22 Initiative +6 HP 68; Bloodied 34 Initiative +5
AC 19, Fortitude 15, Reflex 16, Will 15 Perception +3 AC 19, Fortitude 17, Reflex 17, Will 17 Perception +1
Speed 8, climb 4 Darkvision Speed 0 Tremorsense 5
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Immune disease, poison; Vulnerable 5 fire
radiant Traits
Traits Crate Form
Speed of the Dead The crate cannot make basic attacks or manipulate
The skeleton gains a +2 bonus to attack rolls and deals 1d6 objects. All melee attacks against the crate are made with
extra damage on opportunity attacks. combat advantage.
Standard Actions Hide in Plain Sight
m Longsword (weapon) F At-Will When the crate is first encountered, a creature must
Attack: Melee 1 (one creature); +8 vs. AC succeed on a DC 21 Perception check to discern it is a
Hit: 1d8 + 5 damage, and the target is marked until the end creature rather than an object.
of the skeleton’s next turn. Standard Actions
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
 Conjure Skeleton F At-Will
Con 13 (+2) Int 3 (–3) Cha 3 (–3) Effect: The crate disgorges a skeleton, which appears in the
Alignment unaligned Languages — nearest unoccupied square and acts immediately after
Equipment longsword the crate in the initiative order. Such a skeleton cannot
move more than 10 squares from the crate and disap-
The bookshelf contains 30 blank journals (worth pears when it drops to 0 hit points or at the end of the
5 gp each), which Talther Yorn intends to share encounter.
Special: The crate can have up to three skeletons disgorged
with future apprentices. The cabinet contains blank
at a time. Such skeletons are worth no XP.
scrolls, fresh quills, jars of ink, and 150 gp worth Move Actions
of common ritual components. The wooden trunk Crate Hop F At-Will
holds empty flasks and gourds, perfect for containing Effect: The crate shifts 1 square and takes 1d6 damage.
potions and elixirs. Str 10 (+1) Dex 11 (+1) Wis 10 (+1)
Barrel of Centipedes: The barrel contains a cen- Con 10 (+1) Int 7 (–1) Cha 3 (–3)
tipede swarm that Talther Yorn plans to coax into Alignment evil Languages —
another one of his goblin zombies to create a goblin
zombie bugsack. Any character who opens the barrel
can, with a successful DC 13 Dexterity check, replace 
 Tactics: The skeleton crate begins disgorging
the lid before the swarm escapes. skeletons immediately upon opening, placing them
Secret Door: A secret door in the north wall between itself and its enemies. The skeletons mark
pushes outward to reveal a dusty L-shaped corridor enemies that they hit with their swords, hopefully
leading to area H21. drawing attacks away from the crate.
Skeleton Crate: The crate is a horrible arcane
construct called a skeleton crate. Although it has no
effective attacks of its own, it disgorges skeletons to
slay its enemies. The crate can have no more than two
skeletons active at once.

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H21. Necromancer’s Study F It has been dead for decades but has no real sense 1+ Phantom Warriors Level 4 Soldier
of time. Medium shadow humanoid (undead) XP 175 each
Exploration Encounter or Combat Encounter HP 36; Bloodied 18 Initiative +7
Level 1+ (350+ XP) F Its sworn duty is to guard the tomb of Deveric
AC 18, Fortitude 16, Reflex 15, Will 16 Perception +7
Stormtalon, the Dread Hawk, a mighty war- Speed 0, fly 6 (hover); phasing Darkvision
This room is Talther Yorn’s private study, where he lord blessed by the gods. The Dread Hawk won Immune disease, poison
communes with the spirits of the dead. countless victories against armies of monstrous Traits
Monsters: 1+ phantom soldiers. humanoids before falling in battle in the fields Insubstantial
south of the tomb. The phantom warrior takes only half damage from any
damage source except those that deal force damage.
When the characters enter this area, read: F The Dread Hawk’s remains lie within the “Great Phantom Tactics
Intoxicating smoke hangs in the air of this square room, Tomb” (area H25). The phantom soldier can lead The phantom warrior has combat advantage against any
issuing from a pair of large stone braziers that f lank a door the characters there if they want to pay their enemy that has another phantom warrior adjacent to it.
set in the middle of the north wall. A desk, a chair, and a respects, but it attacks them if they try to open or Standard Actions
bookcase suggest that this room is a study. otherwise desecrate the warlord’s sarcophagus. m Phantom Sword (necrotic) F At-Will
Attack: Melee 1 (one creature); +9 vs. Reflex
F The necromancer (Talther Yorn) has great power Hit: 1d8 + 7 necrotic damage.
Talther Yorn makes incense that allows him to com- over the dead. He communes with the dead sol- Effect: The target is marked until the end of the phantom
mune with the spirits of the dead—specifically the diers to learn more about the Dread Hawk and warrior’s next turn.
fallen soldiers that haunt this tomb. A character who purports to admire and respect the warlord’s Str 18 (+6) Dex 16 (+5) Wis 11 (+2)
studies the incense and succeeds on a DC 21 Arcana accomplishments. The necromancer has been Con 12 (+3) Int 10 (+2) Cha 18 (+6)
or Religion check understands its purpose. A char- careful not to disturb the Dread Hawk’s remains. Alignment unaligned Languages Common
acter who spends at least 5 minutes inhaling the
F The necromancer recently transformed himself
incense smoke can see the faint, gray spectral forms
of soldiers floating throughout the tomb. The effect
into a vampire. His coffin is hidden in a secret H22. Yorn’s Quarters
chamber south of the Great Tomb, and the phan- Combat Encounter Level 1 (200 XP)
lasts for 1 hour. The phantom soldiers wear helmets
tom warrior can lead the characters there (to area
that resemble stylized hawk heads, gauntlets shaped
H19) if urged to do so. When he was alive, Talther slept in this room. Now
like hawk talons, and capes resembling wings. They
drift through the dungeon corridors and rooms as if F The command word to activate the magic mirror that he’s a vampire, this chamber sees far less use.
they’re on endless patrol. in area H22 is “Kalara.” Despite this, Talther still keeps it well guarded.
Phantom Warrior: A character must be able to Monster: 1 flesh tapestry.
sense a phantom warrior to interact with it, and get- Characters might have trouble following the phantom
ting its attention requires a DC 13 Charisma check. warrior through the tomb unless they have potions of If the characters enter from the south, read:
A character can also get a phantom warrior’s atten- spectral form or other ways to phase through walls, Dust and cobwebs suggest that this room sees little use, yet
tion by attacking it, but doing so makes the creature since the spectral soldier has no physical limitations the furnishings imply that its occupant enjoys the finest pos-
visible to everyone, and it fights until destroyed. One on its movement. sessions. A gossamer canopy hangs over a four-poster bed
round after combat is joined, 1d4 additional phantom Treasure: The desk is a glorified table without against the east wall. Other furnishings include a cabinet
warriors appear and join the battle. drawers. Atop it are a few reading candles in wooden with doors of stained glass, an iron-bound wooden chest, a
A phantom warrior that senses a character’s pres- candlesticks. The bookshelf contains an assortment bookcase lined with dolls, a desk and matching chair with
ence and hasn’t been provoked into attacking the of historical and religious texts worth 500 gp for the a tall, wood-framed mirror mounted to the wall above it,
party can answer simple questions in Common. It entire collection. and an exquisitely crafted wardrobe with clawed feet. A
knows the following information: handsome, embroidered rug is sprawled across the floor. In
ghastly contrast, a tapestry made of stitched flesh stretches
across the northern wall, hanging from an iron rod.

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If the characters enter from the north, they must push


past the flesh tapestry before they can see the rest
to a phantom soldier (see area H21). “Kalara” was
the name of Talther Yorn’s first protégé; her skeletal
H23. Hall of Statues
Exploration Encounter
of the room. The undead tapestry attacks any living remains lie buried in area D.
creature that moves adjacent to it. Since becoming a vampire, Talther no longer
This well-traveled corridor connects the foyer (area
Bookcase: Talther keeps his doll collection here. casts a reflection and can no longer access the secret
H2) to the old warlord’s tomb that now serves as Tal-
The dolls are ugly things made of straw-stuffed burlap compartment behind the mirror. It contains a level 7
ther Yorn’s lecture hall (area H25).
or cloth with wooden buttons for eyes and stitched magic item.
mouths. The necromancer occasionally uses these Secret Door: A secret door set in the middle of
When the characters enter this area, read:
dolls in rituals, “baptizing” them in the blood of the north wall leads to an L-shaped hallway contain-
This torchlit corridor has evenly spaced alcoves lining its
prisoners or enemies so that he can torture the crea- ing a staircase that descends 10 feet to another secret
western and eastern walls. Within each alcove, strung with
tures they represent with wracking pains or horrible door in the western wall of area H26.
cobwebs, is a granite statue depicting a human knight wear-
nightmares. Tapestry: Talther Yorn stitched and animated this
ing a stylized helm with a birdlike beak, as well as gauntlets
Cabinet: The cabinet contains assorted trinkets undead creature, which tears itself free of the iron
resembling talons. Each statue clutches a stone shield and
and mementos belonging to individuals or creatures rod and flops across the floor in pursuit of prey.
spear. Double doors are set into both ends of the hall.
whom Talther Yorn has slain over the years. The con-
tents include a silver ring (worth 1 gp) on a shriveled, Flesh Tapestry Level 5 Soldier The statues “guard” the way to their warlord’s tomb.
dismembered dwarf finger, a wyvern’s horn, a copper Large natural animate (undead) XP 200
They are chipped and cracked with age, but not magi-
locket containing a halfling woman’s sketched por- HP 60; Bloodied 30 Initiative +5
AC 21, Fortitude 17, Reflex 17, Will 16 Perception +7
cal or extraordinary. Characters who linger in this
trait (worth 1 gp), a pair of carved ivory dice, and a
Speed 4 Tremorsense 5 corridor for too long might encounter one or two vet-
bugbear chieftain’s tongue. None of the items are par-
Immune disease, poison eran assassins entering from the south and heading
ticularly valuable.
Traits north to relieve those standing guard in area H25.
Desk and Wardrobe: The desk contains cloth Flesh Wrap Secret Doors: Behind two of the statues are secret
scraps, needles, and spools of thread for making dolls. While the tapestry is grabbing a creature, damage dealt to doors leading to areas H19 and H24.
The wardrobe holds nothing but a few dark robes. the tapestry is halved, and the creature it is grabbing takes
Mirror and Treasure: The mirror hanging above an equal amount of damage.
the desk is magical and conceals a niche in the south- Standard Actions H24. Secret Storeroom
west wall. The mirror is held to the wall with greater m Lash F At-Will
Trap/Hazard Encounter (150 XP) and Combat
Attack: Melee 1 (one creature); +9 vs. AC
sovereign glue (level 8; see Mordenkainen’s Magnificent Encounter Level 1 (75 XP)
Hit: 1d8 + 5 damage.
Emporium™, page 132). A DC 21 Strength check pries M Engulf F Recharge when the tapestry has no creature
the mirror loose, but also shatters it. grabbed Talther Yorn hides his private collection of ritual
If a character speaks the proper command word Attack: Melee 1 (one creature); +7 vs. Reflex scrolls and components here. He also keeps three
while looking into the mirror, his or her reflection Hit: The target is grabbed (escape DC 15). While the target undead pets confined to this room.
begins to reach out of the mirror, holding in its hands is grabbed, it is blinded, restrained, and takes ongoing 10 Monsters: 3 skeletal cats.
the contents of the concealed compartment behind damage, and no creature other than the tapestry has line
of sight to it.
the mirror. Likewise, if an item is held within 1 foot When the characters enter this area, read:
Str 11 (+2) Dex 13 (+3) Wis 10 (+2)
of the mirror, the reflection reaches out, takes it, and Con 12 (+3) Int 6 (+0) Cha 3 (–2) Beyond the secret door is a ten-foot-square room bereft of
places it inside the compartment. A character trained Alignment unaligned Languages — dust and cobwebs. Six-foot-high shelves line the southern and
in Arcana can deduce the power of the mirror with eastern walls, and resting upon them are numerous ritual
a DC 21 Arcana check. Characters can either guess components and rolled-up scrolls. Two skeletal cats watch the
the command word (“Kalara”) or learn it by speaking room from the tops of the shelves, while a third crouches atop a
chest on the floor. An iron key protrudes from the chest’s lock.

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The three skeletal cats were once Talther Yorn’s living Trap: Turning the iron key clockwise unlocks the MINOR QUEST: RETURN RYCKHAR’S
pets. They do not attack unless either the characters chest, while turning it counterclockwise or remov- REMAINS
attack them first, or their master commands them ing it from the lock releases a cloud of poisonous gas 3rd-Level Minor Quest (50 XP/character)
to do so. Left to their own devices, they follow the that pours out from tiny holes in the lid. Smashing the If the characters deliver Davian Ryckhar’s bones
characters wherever they go, occasionally getting chest open also releases the gas. The skeletal cats are to Father Hector Yzardo in Baron’s Hill, the priest
underfoot while remaining aloof. The cats lack the immune to the poisonous vapors. sees to it that the baron receives a proper burial and
ability to purr, yowl, or make other vocal sounds, but eulogy.
their bones and claws click eerily when they move. If Poison Gas Chest Level 3 Trap
a character makes any effort to befriend the skeletal
cats, they might exhibit behavior that seems friendly,
Object
Detect Perception DC 21
XP 150
Initiative —
H25. Lecture Hall
such as attacking a goblin zombie, fetching a thrown Immune attacks Combat Encounter Level 2 (661 XP)
object, or leaping into the character’s arms. This Triggered Actions
behavior hides their true loyalty to their longtime
C Attack (poison) F Encounter Talther Yorn has taken a dead warlord’s tomb and
Trigger: The chest is opened improperly or smashed. turned it into a lecture hall. Since the necromancer
master and creator, Talther Yorn. Attack (Immediate Reaction): Close burst 2 (creatures in the has no apprentices or students at present, he uses
burst); +8 vs. AC
the hall for meetings with his various agents and
3 Skeletal Cats Level 1 Minion Skirmisher Hit: 3d6 + 6 poison damage.
Tiny natural animate (undead) XP 25 each Miss: Half damage.
henchmen.
HP 1; a missed attack never damages a minion. Initiative +6 Effect: The trap is disarmed. Monsters: 2 veteran assassins (named Hanson
AC 15, Fortitude 11, Reflex 15, Will 11 Perception +5 Countermeasures Greer and Grilthas Lavarre; see “Yorn’s Assassins”),
Speed 8, climb 4 Darkvision F Disarm: Thievery DC 21 (standard action). Success: The 5 goblin zombies, 1 goblin zombie bugsack. The
Immune disease, necrotic, poison trap is disarmed. Failure (16 or less): The trap triggers. bugsack is indistinguishable from the other goblin
Standard Actions zombies.
m Bite F At-Will Treasure: The chest contains the bleached In addition, if the characters disturb the warlord’s
Attack: Melee 0 (one creature); +6 vs. AC bones of Baron Davian Ryckhar, which Talther Yorn sarcophagus, four phantom warriors (see area H21
Hit: 3 damage.
acquired at great cost shortly after the baron died. A for statistics) phase through walls and attack.
Move Actions
Scamper F At-Will
character who uses a Speak with Dead ritual on the
Effect: The cat shifts up to its speed, ignoring difficult bones learns that Ryckhar died honorably in defense When the characters enter this area, read:
terrain. of the king’s crown, and that his only wish was to be This large chamber has a vaulted ceiling twenty feet high.
Triggered Actions laid to rest in Baron’s Hill. He doesn’t know why Tal- Lit torches evenly spaced along the walls illuminate bas-
Grave Curse F Encounter ther Yorn would want his remains. (Some things are reliefs of knights riding giant hawks into battle. Rows of
Trigger: An enemy within 10 squares of the cat drops the better left to the imagination.) wooden benches face a large dais supporting a granite sar-
cat to 0 hit points.
Characters searching the shelves find numer- cophagus etched with runes. The lid of the sarcophagus is
Effect (No Action): The triggering enemy gains vulnerable 5
necrotic until it takes an extended rest.
ous ritual scrolls: Arcane Lock, Brew Potion, Corpse flat and upon it rest two candelabra, a book, and a goblin
Str 3 (–4) Dex 18 (+4) Wis 11 (+0) Light, Detect Secret Doors, Excavation, Knock, Magic skull. Against the north wall stands a throne of pale marble
Con 10 (+0) Int 1 (–5) Cha 1 (–5) Circle, Phantom Steed, Read Omens, Silence, Skull flanked by wrought-iron candlesticks bearing full sets of
Alignment unaligned Languages Common Watch, Speak with Dead, and Undead Servitor. Next flaming candles. A giant mural painted on the north wall
to the ritual book rests an unlocked wooden coffer depicts dozens of jet-black skeletons clutching weapons, leap-
containing 250 gp worth of ritual components. ing into the air, and dancing. The mural is crudely rendered
and seems at odds with the room’s more majestic décor.
Two leather-clad humans and a mob of goblin zombies
loiter here. They take umbrage at the intrusion.

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The bas-reliefs, the dais, the sarcophagus, and the Triggered Actions 2 Veteran Assassins Level 4 Skirmisher
throne are all part of the warlord’s original tomb; M Longsword (weapon) Medium natural humanoid, human XP 175 each
Talther Yorn added everything else after he decided Trigger: A creature picks up the longsword. HP 54; Bloodied 27 Initiative +7
Attack: Melee 1 (the triggering creature); +8 vs. Will AC 18, Fortitude 16, Reflex 16, Will 15 Perception +4
to turn the giant crypt into a lecture hall. The necro-
Hit: The target is dominated (save ends). While dominated, Speed 6
mancer painted the mural of skeletons on the north the target attacks its nearest ally and gains a +2 bonus to Standard Actions
wall, demonstrating his limited artistic skill. all defenses. m Bone Longsword (weapon) F At-Will
Double Doors: Two sets of double doors lead to Effect: The sword turns to dust. Attack: Melee 1 (one creature); +9 vs. AC
areas H26 and H27, respectively. Both are locked M Short Sword (weapon) Hit: 1d8 + 3 damage. If the target is granting combat
(see “Features of the Dungeon”). Trigger: A creature picks up the short sword. advantage to the veteran assassin, the target takes ongo-
Goblin Skull: Talther Yorn performed a Skull Attack: Melee 1 (the triggering creature); +8 vs. Reflex ing 5 damage (save ends).
Hit: 2d6 + 10 damage. If this damage reduces the target to r Crossbow (weapon) F At-Will
Watch ritual on the otherwise ordinary goblin skull
0 hit points or fewer, the target turns to dust. Attack: Ranged 20 (one creature); +9 vs. AC
atop the sarcophagus. The skull mentally alerts the Effect: The sword turns to dust. Hit: 1d8 + 3 damage.
necromancer whenever it sees intruders enter this M No Escape (weapon) F Recharge 5 6
room. The skull’s Perception check modifier is +13 Tactics: The veteran assassins and the goblin Requirement: The veteran assassin must have combat
for purposes of detecting hidden characters. zombies attack intruders on sight. When the bugsack advantage against the target.
Marble Throne: Any creature that sits in the is destroyed, a centipede swarm spills out of it. The Attack: Melee 1 (one creature); +9 vs. AC
throne feels as if he or she is a bird of prey soaring Hit: 2d8 + 3 damage, and the target falls prone and is
swarm has no allies and simply attacks the nearest slowed (save ends).
among the clouds. It’s an exhilarating and unset- creature (or creatures) to it.
tling sensation, and the land over which the creature Minor Actions
The phantom warriors emerge from the walls to Flanking Step F At-Will
believes itself to be flying could be anywhere in the attack the party for disturbing the sarcophagus. They Effect: The veteran assassin can shift 1 square if the shift
campaign world. The throne has no other power. manifest as armored humans wearing helmets with puts it in a flanking position against an enemy.
Sarcophagus: The lid of the sarcophagus weighs a distinctive hawklike design, gauntlets resembling Skills Athletics +10, Bluff +8, Stealth +10
2,000 pounds and requires a DC 25 Strength check bird talons, and capes resembling feathered wings. Str 16 (+5) Dex 17 (+5) Wis 14 (+4)
to push aside. The interior cavity is roughly 3 feet Con 14 (+4) Int 13 (+3) Cha 13 (+3)
They accuse the characters of being thieves and defil- Alignment evil Languages Common
wide, 8 feet long, and 3 feet deep, and it contains the ers, and they cannot be reasoned with. Equipment bone longsword, crossbow, 20 bolts
lacquered, well-preserved corpse of Deveric Storm- Treasure: Each assassin carries a pouch contain-
talon, the Dread Hawk. In death, the human warlord ing 2d20 gp and 1d6 gems worth 50 gp each.
is 7 feet tall and wears a ceremonial suit of gold
armor (worth 7,500 gp) with hawk motifs worked
into its breastplate, greaves, and pauldrons. His face
is hidden behind a golden death mask (worth 2,500
gp) shaped like a hawk’s visage and set with jade eyes.
Perched on his shoulder is the stuffed, preserved
body of his faithful hawk companion. Clutched to the
warlord’s chest are two cursed swords—a longsword
and a short sword—that detect as magical.
Longsword: This blade contains a malevolent spirit
that tries to dominate someone who picks it up.
Short Sword: This blade stabs the first character to
pick it up, then turns to dust.

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6 Goblin Zombies Level 2 Minion Brute If the skull in area H25 alerts Talther Yorn to information only while dominated or when subjected
Small natural animate (undead) XP 31 each the presence of intruders, the party cannot surprise to a Speak with Dead ritual (after he’s destroyed).
HP 1; a missed attack never damages a minion. Initiative +1 either the necromancer or his zombies. One of Talther Yorn’s hands is shriveled and use-
AC 14, Fortitude 14, Reflex 14, Will 12 Perception –1 Monsters: Talther Yorn (vampire necromancer), 1 less—the result of a botched necromantic ritual that
Speed 5 Darkvision
ogre zombie (hulking zombie), 6 goblin zombies (see also killed his evil protégé, Kalara (see area D). The
Immune disease, poison
Standard Actions
area H25 for statistics). necromancer had hoped that becoming a vampire
m Grab and Gnaw F At-Will Other Creatures: 1 goblin cutter (see area H14 would rid him of the disfigurement and guilt, but so
Attack: Melee 1 (one creature); +7 vs. AC for statistics). far it hasn’t. As it stands, in his vampire state he no
Hit: 3 damage, and the zombie grabs the target (escape longer feels pain from the withered limb, which is
DC 13). Until the grab ends, the target takes ongoing 5 When the characters approach this room, read: better than nothing.
damage. A magic circle inscribed with a triangle dominates the f loor Talther carries a syringe that holds one injection
Triggered Actions and glows with a faint light. Torches in sconces seem to of bone juice, a lethal necromantic serum that trans-
Deathless Hunger F Encounter
Trigger: The zombie is reduced to 0 hit points, but not by a
f licker with malign anticipation. forms its recipient into a zombie. He was planning to
critical hit. In the middle of the room, a fat undead ogre with dark inject the goblin cutter with it, but he’s happy to use
Effect (No Action): Roll a d20. On a 15 or higher, the zombie writing scrawled all over its zombified f lesh stares with it against an adventurer instead (see “Tactics” in this
is instead reduced to 1 hit point. blank, dead eyes. It’s so large that its bloated head nearly section).
Skills Stealth +6 rubs the ten-foot-high ceiling. Lurking in the ogre’s shadow Magic Circle: Before he turned himself into a
Str 11 (+1) Dex 11 (+1) Wis 7 (–1) is a terrified goblin being held by six other, leering goblins vampire, Talther Yorn enchanted this circle to magi-
Con 10 (+1) Int 1 (–4) Cha 3 (–3)
with rotting f lesh. One goblin zombie cracks its neck as cally restrain undead creatures. (It was a precaution
Alignment unaligned Languages —
it turns its head to determine the source of the intrusion, in case his undead experiments went berserk.) Char-
while another groans hungrily. acters can use the circle’s power to their advantage.
The goblin zombie bugsack has the following power
Gleaning the power of the circle requires a DC 14
instead of deathless hunger:
If Talther Yorn is present, add: Arcana check made as a free action.
Triggered Actions
A gaunt, pale-f leshed man clad in dark robes steps out from
behind the hulking ogre zombie. He clutches a syringe in Standard Actions
Bugsack F Encounter
one hand, and his other hand looks withered and useless. Magic Circle F At-Will
Trigger: The zombie drops to 0 hit points.
Effect: A creature adjacent to the circle makes a DC 21
Effect (No Action): The zombie bursts open, and a centipede “You’ve made a terrible mistake coming here,” he says in a
Arcana check. If the check succeeds, all undead creatures
swarm appears in its space. sonorous voice. “Your last mistake.” within the circle are restrained (save ends).

H26. Ritual Chamber Talther Yorn has no interest in parleying with unin-
vited guests. Like any self-respecting necromancer, he
Secret Door: A secret door in the southwest
Combat Encounter Level 3 (761 XP) corner opens outward, revealing an L-shaped hallway
would rather kill them and animate their corpses. To with a staircase leading up to area H22.
that end, he strives to dispose of the party as quickly Storeroom: A door in the southeast corner opens
Talther Yorn is probably here with his zombie hulk
as possible. If the characters goad him into talking into a 10-foot-square room containing wooden
bodyguard when the party arrives, because here is
about what he did with Fin’s bones, he gloats that he shelves of ritual components, a crate of torches, a
where the vampire necromancer performs most of his
ground the bones to powder, mixed the powder with chest filled with wax candles, and seven large burlap
magical rituals. Yorn is preparing to inject a goblin
some other ingredients, and injected the concoc- sacks (“body bags”) containing goblin corpses. These
with bone juice, which will transform it into a zombie
tion into a goblin to turn it into a zombie. He knows are the remains of the goblins who didn’t survive Tal-
(see area H19 for more information on this necro-
that the goblin had only one eye, but he divulges this ther Yorn’s experiments.
mantic concoction).

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Tactics: Talther Yorn stays close to the hulk- including the Arcane Locked doors at the main
ing zombie so that it reaps the benefits of his unholy entrance (area H1), for which he doesn’t need a key.
strength aura. The necromancer avoids melee combat Zombie Curses: Talther Yorn’s hulking zombie
and prefers to invoke the necromantic curses is a creature of considerable girth. Written in black
scrawled on the hulking zombie’s dead flesh (see ink across its corpulent flesh are necromantic curses
“Zombie Curses”). Talther uses beguile to dominate a that Yorn alone can invoke. Invoking one of these
bloodied enemy so that he can administer an injec- dire powers is a standard action, and the effects orig-
tion of bone juice. Talther’s syringe contains only one inate from the zombie.
shot of the substance, but if he misses with the attack,
he can try again. Standard Actions
C Curse of the Cold Grave (cold, necrotic) F Encounter
Standard Action Attack: Close burst 3 (enemies in the burst); +6 vs.
M Syringe (necrotic, weapon) F Recharge if the attack misses Fortitude
Attack: Melee 1 (one dazed, restrained, stunned, or uncon- Hit: 2d8 + 8 cold and necrotic damage, and the target is
scious creature); +8 vs. Reflex slowed (save ends).
Hit: 2d4 + 15 necrotic damage. If the damage reduces the Effect: The hulking zombie makes a melee basic attack as a
target to 0 hit points or fewer, the target dies and rises as free action.
a zombie shambler (Monster Vault ™, page 295) at the start C Curse of the Dead Flesh (healing, necrotic) F Encounter
of its next turn. (A Small creature uses the goblin zombie Attack: Close burst 3 (enemies in the burst); +6 vs.
statistics instead.) A new zombie has a 50 percent chance Fortitude
to be free-willed. Otherwise, it obeys its creator. Hit: 2d6 + 6 necrotic damage.
Effect: One undead ally in the burst regains 10 hit points,
and the hulking zombie makes a melee basic attack as a
If he’s low on hit points, Talther Yorn tries to free action.
beguile and then bite an enemy, allowing him to regain C Curse of the Rattled Bones (necrotic) F Encounter
hit points. If the hulking zombie is destroyed and Tal- Attack: Close burst 3 (enemies in the burst); +6 vs.
ther is bloodied, the necromancer assumes mist form Fortitude
and flees to area H19, seeping under doors that stand Hit: 1d8 + 8 necrotic damage, and the target gains vulner-
in his way. able 5 necrotic (save ends).
Effect: The hulking zombie makes a melee basic attack as a
The zombie hulk likes to attack prone or grabbed
free action.
creatures because it deals more damage to them. It C Curse of the Shattered Spirit (fear, psychic) F Encounter
also makes a free melee basic attack whenever Tal- Attack: Close burst 3 (enemies in the burst); +6 vs. Will
ther Yorn triggers one of the necromantic curses Hit: 3d6 + 6 psychic damage, and the target grants combat
scrawled on its bloated flesh. advantage (save ends).
The goblin zombies gnaw on creatures they grab. Effect: The hulking zombie makes a melee basic attack as a
The goblin cutter is named Glum, and he tries to free action.
flee at the first opportunity. He poses no threat to
the characters, and if escape is impossible, he helps
them by attacking the nearest goblin zombie. If asked
about a one-eyed goblin, Glum says he knows a goblin
matching that description (see “Run, Zombie, Run!”).
Treasure: Talther Yorn carries an iron skeleton
key that opens all locked doors in the complex, not

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Hulking Zombie Level 4 Brute Vampire Necromancer Level 5 Elite Controller M Bite (healing) F At-Will
Large natural animate (undead) XP 175 (Leader) Attack: Melee 1 (one dazed, dominated, stunned, or uncon-
HP 70; Bloodied 35 Initiative +1 Medium natural humanoid (undead) XP 400 scious creature); +8 vs. Fortitude
AC 16, Fortitude 18, Reflex 14, Will 14 Perception +1 HP 116; Bloodied 58 Initiative +5 Hit: 2d10 + 2 damage, and the vampire regains hit points
Speed 4 Darkvision AC 19, Fortitude 16, Reflex 17, Will 18 Perception +9 equal to the damage dealt.
Immune disease, poison Speed 7, climb 4 (spider climb) Darkvision R Beguile (charm, psychic) F At-Will
Traits Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Attack: Ranged 5 (one creature that can see the vampire);
Zombie Weakness radiant +8 vs. Will
A critical hit automatically reduces the zombie to 0 hit Saving Throws +2; Action Points 1 Hit: The target is dominated (save ends), or the target can
points. Traits choose to take 2d8 + 6 psychic damage instead.
Standard Actions O Unholy Strength (necrotic) F Aura 2 Minor Actions
m Slam F At-Will Any undead ally in the aura deals 5 extra necrotic damage. Change Shape (polymorph) F At-Will (1/round)
Attack: Melee 2 (one creature); +9 vs. AC Burned by Sunlight (radiant) Effect: The vampire can alter its physical form to appear
Hit: 2d12 + 2 damage, or 2d12 + 8 against a prone target Whenever the vampire starts its turn in direct sunlight, it as a Tiny bat or a cloud of mist. In either form, it gains
or one that is grabbed by another creature. takes 5 radiant damage. a fly speed of 10 and can immediately shift up to its fly
M Zombie Rush F At-Will Grave Healing (healing) speed. In bat form, the vampire retains its bite and beguile
Effect: The zombie charges and makes the following attack If the vampire takes an extended rest in or on its grave powers, but cannot use claw or undead master. In mist
in place of a basic attack. dirt, it regains all of its hit points. It cannot rest while in bat form, it becomes insubstantial and cannot attack. It can
Attack: Melee 2 (one creature); +7 vs. Fortitude form or mist form. retake its normal form as a minor action.
Hit: 2d12 + 2 damage, and the zombie pushes the target 1 Standard Actions Skills Arcana +11, Bluff +11, Insight +9, Religion +11,
square and knocks it prone. m Claw (necrotic) F At-Will Stealth +10
Triggered Actions Attack: Melee 1 (one creature); +10 vs. AC Str 14 (+4) Dex 16 (+5) Wis 14 (+4)
Deathless Hunger F Encounter Hit: 2d8 + 4 necrotic damage. Con 10 (+2) Int 18 (+6) Cha 18 (+6)
Trigger: The zombie is reduced to 0 hit points, but not by a Undead Master F At-Will Alignment chaotic evil Languages Common
critical hit. Effect: The vampire can use claw twice, or it can use claw
Effect (No Action): Roll a d20. On a 15 or higher, the zombie once and allow one undead ally within 5 squares of it to
is instead reduced to 1 hit point. make a basic attack as a free action.
Str 20 (+7) Dex 8 (+1) Wis 8 (+1)
Con 20 (+7) Int 1 (–3)
Alignment unaligned Languages —
Cha 3 (–2)
H27. Dungeon When the characters enter this area, read:
Combat Encounter Level 3 (775 XP including Several doors lead from this torchlit dungeon chamber.
Urn Shatterskull) Rusted shackles hang on the north wall next to two rickety
chairs and a table strewn with daggers, slings, short swords,
Talther Yorn keeps prisoners here. Sometimes he and what appears to be a small adventuring kit. A large cell
CAPTURED! lets his half-orc servant torture them before he kills enclosed by floor-to-ceiling iron bars contains a terrified
If the characters are defeated or surrender at any them, but in either case, the necromancer uses their female halfling cowering upon a bed of rotten straw. Next
point during their exploration of Yornhaven, their remains in fell necromantic rituals. to her is a wooden waste bucket. In the middle of the cage
captors take them to area H27, strip them of their Monsters: 3 ghouls. If combat erupts, Urn Shat- wall is a locked, barred door. Three gray ghouls surround
weapons, and separate them into the three eastern terskull (see area H28) joins the fray the following the cage and reach their long arms through the bars, taunt-
cells. Depending on the size of the group, one or two round. ing the halfling with hisses and hungry cackles.
characters might be thrown in with the halfling pris- Other Creatures: Wynn Shadowfoot (halfling
oners. The party’s weapons are placed on the table thief ), 3 halfling stouts. If the characters make no attempts to hide, add:
outside while the characters await torture. Before When the halfling sees you, she screams, “Help me!” The
that happens, give them a chance to escape. ghouls turn toward you with hungry eyes and jagged,
toothy grins.

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The ghouls are the remains of three human bandits case some “accident” or “misfortune” makes her the Halfling Thief Level 2 Skirmisher
who used to perform odd jobs for Talther Yorn until sole inheritor of the party’s hard-won loot. Small natural humanoid XP 125
they demanded a little too much money for their ser- Storeroom: The 10-foot-square room to the south HP 34; Bloodied 17 Initiative +6
vices. They make enough noise to attract the attention contains two half-empty crates of trail rations used to AC 16, Fortitude 13, Reflex 16, Will 14 Perception +1
Speed 6
of the half-orc death mage in area H28, who appears feed the prisoners. The shelves along the south wall
Traits
1 round after combat is joined. The ghouls are afraid are bare, but the eastern shelves are stocked with Nimble Reaction
of the half-orc and do his bidding. unused weapons and wooden boxes containing pieces The halfling gains a +2 bonus to AC against opportunity
Cells: The three locked doors set into the eastern of armor (mostly leather) and clothing. These items attacks.
wall lead to 10-foot-square cells containing straw pal- belonged to the goblins that were transformed into Standard Actions
lets. The middle cell holds three halfling prisoners zombies and appear to be of goblin manufacture. m Dagger (weapon) F At-Will
(Berry Talltale, Otto Merricamp, and Cricket Haven- Table: The table has all the halflings’ weapons on Attack: Melee 1 (one creature); +7 vs. AC
Hit: 2d4 + 5 damage, plus 1d6 damage if the halfling has
hill). They all work for Wynn Shadowfoot (see below) it, plus Wynn’s adventuring kit. (The halflings are
combat advantage against the target.
and are thrilled that someone has arrived to save wearing their armor.) Effect: The halfling can shift 1 square.
them. r Throwing Dagger (weapon) F At-Will
The cell doors have no windows or bars and are 3 Ghouls Level 5 Soldier Attack: Ranged 5 (one creature); +7 vs. AC
locked from the outside, but anyone with a set of Medium natural humanoid (undead) XP 200 each Hit: 2d4 + 5 damage, plus 1d6 damage if the halfling has
thieves’ tools can pick the door’s lock from the inside. HP 63; Bloodied 31 Initiative +8 combat advantage against the target.
One can attempt to pick the lock with an improvised AC 21, Fortitude 17, Reflex 19, Will 16 Perception +2 M Mobile Melee Attack F At-Will
Speed 8, climb 4 Darkvision Effect: The halfling moves up to 4 squares, using dagger at
tool, but a –5 penalty applies to the Thievery check.
Immune disease, poison; Resist 10 necrotic any point during the move. This movement does not pro-
See “Features of the Dungeon” for more information voke opportunity attacks from the target of the attack.
Traits
on locked doors. Weakened Paralysis Skills Acrobatics +9, Stealth +9, Thievery +9
Locked Cage: A character can pick the lock on Whenever the ghoul takes radiant damage, one creature Str 12 (+2) Dex 16 (+4) Wis 11 (+1)
the cage door with a DC 21 Thievery check, or smash immobilized or stunned by the ghoul can make a saving Con 10 (+1) Int 10 (+1) Cha 14 (+3)
it (AC/Fortitude 25, Reflex 5, 30 hit points, resist 10 throw against one of those effects. Alignment unaligned Languages Common
to all damage). Standard Actions Equipment leather armor, 6 daggers
The halfling prisoner is a thief and self-styled m Claws F At-Will
Attack: Melee 1 (one creature); +10 vs. AC
tomb-raider named Wynn Shadowfoot. She bought a
Hit: 2d6 + 6 damage, and the target is immobilized (save
very rare, very expensive treasure map that led to the ends).
entrance of the tomb and was somewhat surprised M Ghoulish Bite F At-Will
to find an evil necromancer lairing within. (Talther Attack: Melee 1 (one immobilized, restrained, stunned, or
Yorn confiscated and burned her expensive map.) unconscious creature); +10 vs. AC
Wynn employs four halfling stouts as cohorts, Hit: 4d6 + 6 damage, and the target is stunned (save ends).
mainly to carry her adventuring gear and spot traps. Skills Stealth +11
Str 14 (+4) Dex 19 (+6) Wis 11 (+2)
Three of her cohorts are locked in the middle cell,
Con 15 (+4) Int 10 (+2) Cha 12 (+3)
while the fourth is being tortured in area H28. Alignment chaotic evil Languages Common
If Wynn is set free, she gladly joins the party but
demands an equal portion of the spoils. (“After all, I
found this dungeon first!”) If the party turns down
the partnership, she might tag along anyway, just in

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3 Halfling Stouts Level 2 Minion Skirmisher Urn Shatterskull Level 4 Controller this encounter, he wears a leather half-mask with wolf
Small natural humanoid XP 31 each Medium natural humanoid, half-orc XP 175 fangs and a mane of crow feathers. He also has other
HP 1; a missed attack never damages a minion. Initiative +3 HP 50; Bloodied 25 Initiative +2 masks hanging on the walls of his quarters (area H8).
AC 16, Fortitude 12, Reflex 14, Will 14 Perception +5 AC 18, Fortitude 16, Reflex 17, Will 15 Perception +3 Tactics: Urn tries to catch as many enemies as
Speed 6 Speed 6 Low-light vision
possible in his swarm of flies, moving it around on
Traits Standard Actions
Nimble Reaction m Rotting Touch (necrotic) F At-Will
subsequent rounds as needed. He likes to use rot-
The halfling gains a +2 bonus to AC against opportunity Attack: Melee 1 (one creature); +9 vs. AC ting touch, then retreat and use withering ray against
attacks. Hit: 2d6 + 5 necrotic damage, and the target loses necrotic the same target. When Urn drops to 0 hit points, his
Standard Actions resistance or immunity until the end of Urn’s next turn. death mark triggers.
m Short Sword (weapon) F At-Will R Withering Ray (necrotic) F Recharge 5 6 Treasure: Urn carries a bone key that he mod-
Attack: Melee 1 (one creature); +7 vs. AC Attack: Ranged 10 (one creature); +7 vs. Reflex eled after Talther Yorn’s skeleton key. It opens all of
Hit: 4 damage. Hit: 2d6 + 5 necrotic damage, and the target is slowed and
the locked doors in the dungeon except the Arcane
r Sling (weapon) F At-Will takes ongoing 5 necrotic damage (save ends both).
Attack: Ranged 10/20 (one creature); +7 vs. AC A Swarm of Flies (zone) F Encounter Locked doors at the main entrance (area H1). This
Hit: 4 damage. Attack: Area burst 1 within 10 (creatures in the burst); +7 chamber contains nothing else of value.
Triggered Actions vs. Fortitude
Second Chance F Encounter
Trigger: An enemy hits the stout with an attack.
Hit: 2d6 damage, and the burst creates a zone of swarming
flies that lasts until the end of the encounter. A creature
H29. Secret Treasure Vault
Effect (Immediate Interrupt): The triggering enemy must that starts its turn in the zone takes 5 damage and does Trap/Hazard Encounter (250 XP) and Combat
reroll the attack roll and use the new result. not have line of sight to squares more than 3 squares Encounter Level 5 (1,050 XP)
Skills Acrobatics +8, Thievery +8 away from it. As a minor action, Urn can move the zone
Str 11 (+1) Dex 15 (+3) Wis 9 (+0) up to 2 squares. A secret door conceals this room, and with good
Con 10 (+1) Int 10 (+1) Cha 14 (+3) Triggered Actions reason: Talther Yorn hides his loot here. He has also
Alignment any Languages Common Death Mark (necrotic) F Encounter
Equipment leather armor, short sword, sling, 20 sling bullets Trigger: An enemy drops Urn to 0 hit points.
left a nasty surprise here for would-be thieves.
Effect (No Action): The triggering enemy takes 2d6 + 11 Traps/Hazards: 2 glyphs of warding (lightning).
necrotic damage. Monsters: 6 green slimes.
H28. Torture Chamber Skills Arcana +10, Intimidate +6
Combat Encounter Level 1 (175 XP) Str 15 (+4) Dex 11 (+2) Wis 13 (+3) When the characters peer inside, read:
Con 10 (+2) Int 16 (+5) Cha 9 (+1) Cobwebs abound in this secret room, which appears to be
Alignment evil Languages Common, Giant
This room is where Talther Yorn and his half-orc ser- some kind of vault with a stucco ceiling and walls. Two
Equipment robes, mask
vant, Urn, interrogate prisoners—more to satisfy their treasure chests with iron bands and fittings rest side-by-side
sadistic pleasures than to obtain information. against the south wall, and a wooden rack mounted to the
Monster: Urn Shatterskull. Urn joins the ghouls western wall holds several pieces of resplendent apparel,
in area H27 if combat erupts there. The halfling strapped to the rack is dead. A DC 9 including a cloak, a pair of boots, a pair of gloves, and a
Heal check reveals that he died minutes ago as a circlet. Hanging from the ceiling by short iron rods are six
When the characters enter this area, read: result of the torture inflicted upon him. One of the one-foot-diameter globes filled with viscid gray liquid.
The stench of sweat and blood fills this room, the purpose halflings in area H27 can inform the characters that
of which is eminently clear given the shackles on the walls, the dead halfling’s name was Wesley Glibwhistle. Talther Yorn amassed a respectable amount of trea-
the coiled whips and soiled aprons on hooks, the wooden Wesley’s torturer is a vile half-orc death mage sure during his brief adventuring career, and he
torture rack standing to the south, and the stone chopping named Urn Shatterskull. He has been Talther Yorn’s keeps much of it here.
block spattered with dry blood. Strapped to the torture rack loyal servant for more than fifteen years. Urn revels Glass Globes: Each globe contains a single green
is a male halfling who’s either dead or unconscious. in the suffering of others, and he has a mask fetish. In slime, but the gray veil makes it difficult to determine

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the exact nature of the substance. A character must 2 Glyphs of Warding (Lightning) Level 2 Trap 6 Green Slimes Level 4 Lurker
succeed on a DC 14 Dungeoneering or Nature check Object XP 125 each Medium natural beast (blind, ooze) XP 175 each
to identify the “gray ooze” as green slime. The iron Detect Arcana or Perception DC 15 Initiative — HP 47; Bloodied 23 Initiative +9
rods attached to the globes connect to a web of copper Immune attacks AC 18, Fortitude 17, Reflex 17, Will 14 Perception +2
wires that run across the ceiling, down the south Triggered Actions Speed 4, climb 4 Blindsight 10
C Attack (lightning) Traits
wall, and up the backs of the two chests. Characters Trigger: A creature touches the object bearing the glyph. Ooze
have no chance to spot the wires unless they chip Attack (Immediate Reaction): Close burst 3 (creatures in the While squeezing, the ooze moves at full speed rather than
away their stucco covering on the ceiling and walls. burst); +5 vs. Reflex half speed, it doesn’t take the –5 penalty to attack rolls,
Smashing a glass globe (AC 15, Fortitude/Reflex Hit: 2d6 + 3 lightning damage. and it doesn’t grant combat advantage for squeezing.
5, 8 hit points, vulnerable 5 thunder) causes the slime Special: Once the glyph is triggered, it disappears and Standard Actions
within to fall into the square below. Characters have cannot be triggered again. m Slam (acid) F At-Will
line of sight but not line of effect to the green slimes Countermeasures Attack: Melee 1 (one creature); +7 vs. Reflex
F Disable: Thievery DC 15 (standard action). Requirement: Hit: 5 acid damage, and ongoing 5 acid damage (save ends).
while they are contained within the globes. The character must be adjacent to the glyph. Success: M Engulf (acid) F At-Will
A character can detach a globe from the iron rod The character disables the glyph. Failure (14 or lower): Attack: Melee 1 (one creature); +7 vs. Reflex
suspending it with a DC 21 Thievery check. If the The glyph triggers. Hit: 1d6 + 3 acid damage, and the slime grabs the target
check fails by 5 or more, the globe shatters, and the (escape DC 18). Until the grab ends, the target takes
green slime inside makes a melee basic attack as a Treasure: Chest 1 is filled to the brim with coins ongoing 10 acid damage. Attacks that hit the slime deal
free action against the character. half damage to the slime and half damage to a single
(2,500 cp, 1,000 sp, and 775 gp). Chest 2 contains a
creature grabbed by the slime.
Chests: The two chests are unlocked but stuck to desiccated, severed dwarf hand resting palm-down Skills Stealth +10
the floor with greater sovereign glue (level 8; see Mor- on a black satin pillow. The withered hand wears Str 11 (+2) Dex 16 (+5) Wis 11 (+2)
denkainen’s Magnificent Emporium, page 132). Prying three gem-studded gold rings (worth 250 gp each) Con 17 (+5) Int 1 (–3) Cha 1 (–3)
one loose requires a DC 21 Strength check. Charac- and has an elaborate scar on its palm that appears to Alignment unaligned Languages —
ters who inspect the chests can try to detect the glyph be a treasure map. Where the map leads is beyond
of warding traps placed upon them. Touching either the scope of this adventure, but see “Concluding the must find this one-eyed zombie and bury it—dead or
chest triggers its glyph and also sends a jolt of elec- Adventure.” undead—in Fin’s grave.
tricity through the system of copper wires and iron The rack on the western wall holds a complete The one-eyed goblin zombie doesn’t stay in any
rods connecting the chest to the glass globes. The jolt magic item set called Resplendent Finery (see Adven- specific location. Ever since his transformation, he’s
is enough to shatter the globes, releasing the green turer’s Vault 2, page 104). The set includes resplendent been wandering around Yornhaven, doing his best to
slimes without harming them. The slimes expand as gloves (level 5), resplendent boots, a resplendent circlet, stay out of sight and finding clever places to hide. Per-
they fall to jointly cover the entire room, and each and a +2 resplendent cloak. haps this wandering is a strange side-effect of having
slime can use engulf as a free action against any crea- a young boy’s powdered bones animating him, but it’s
ture directly underneath it. Run, Z ombie, Run! not a trait shared by the other goblin zombies.
If the characters question Glum, the goblin in
Characters who question Talther Yorn or find his area H26, or interrogate a captured goblin from area
research in area H19 can discover what happened to H13 or H14, they can learn that the one-eyed goblin’s
Fin’s remains. The necromancer ground the young name was Blink. Years ago, a scorpion stung Blink in
boy’s bones into powder and used the powder as the eye, and he survived only because another quick-
an ingredient in the bone juice that transformed a thinking goblin bit out his eye before the poison could
helpless one-eyed goblin into a goblin zombie. Once kill him. Blink’s savior then accidentally swallowed
the characters have the information they need, they the eye and died.

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a bonus or penalty to all skill checks made as part


of this challenge based on the number of PCs who
MAKING THINGS HARDER are actively involved: –5 for one character, –2 for two
characters, no modifier for three characters, +1 for
It’s unlikely that characters will be able to take very
four characters, or +2 for five or more characters. The
many short rests in Yornhaven (areas H1–H29),
modifiers represent the ease or difficulty with which
which is why only a few encounters are above the
Blink can slip through the party’s dragnet.
party’s level. If you want to make the dungeon harder,
Second, have the PCs roll initiative. Each player,
though, have more enemies show up. For example,
on his or her character’s turn, can choose to aid
another necromancer might arrive at Yornhaven with
another character (using the Aid Another rule; see
his or her entourage to meet with Talther on some
Rules Compendium, page 128) or choose a primary
private matter, or a group of brigands might show up
skill from the selection below and make a skill check.
with a delivery for Severine (area H10).
(If a player can think of a creative use of another skill
not on the list, make a judgment call as to whether
that skill can be of use or not.) A failed check counts
The search for Blink, the one-eyed goblin zombie, as one failure, while a successful skill check counts as
begins with you determining his starting location. one success. If a check succeeds by 5 or more, it also
You can choose any room or corridor in Yornhaven. cancels one failure.
Blink is never in one place for very long. If the charac- Complexity: 5 (10 successes before 3 failures).
ters have left a trail of corpses in their wake, Blink is Primary Skills: Dungeoneering, Insight, Nature,
smart enough ( just barely) to realize that it’s not safe Perception, Religion.
for zombies to be walking around in plain sight. Dungeoneering (DC 14): “There are only so many
Blink’s goal is to leave the dungeon. The only exit places where a zombie can be.”
that he (dimly) recalls is the natural chimney in area Insight (DC 14): “If I were a goblin zombie, where
H15, but he’s not smart enough to remember how to would I hide?”
get there (assuming he’s not there already). He can’t Intimidate (DC 14): “Have you seen a one-eyed
open the main entrance doors by himself, but if the goblin zombie shamble through here recently? Don’t
characters open them and leave them open, he might lie to me, or I’ll hurt you.” (A character must have
escape that way as well. someone or something to intimidate to make this
check.)
Nature (DC 21): “Everything leaves a trail. Foot-
Skill Challenge: Find Blink prints, little bits of rotting flesh, whatever.”
Skill Challenge Level 4 (875 XP) Perception (DC 21): “Listen! Do you smell
something?”
You do not need to run this encounter as a skill chal- Success: The characters find Blink wherever you
lenge if the players seem interested in scouring the think it’s appropriate.
dungeon for signs of the one-eyed goblin zombie. If Failure: Blink escapes. Even if the characters
your players are happier making skill checks to locate cut off obvious avenues of escape, the goblin zombie
the little bugger, then this challenge is for them. might slip through their fingers in some other way.
First, determine how many player characters For example, Blink could fall down the well in area
are actively involved in the search for Blink. Apply

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Goblin Zombie Level 2 Minion Brute For example, the Hand of Fate ritual conjures a magi- lay Fin’s spirit to rest, such as a high-level ritual, but
Small natural animate (undead) XP 31 cal hand that points the caster in a certain direction, such a solution is beyond the scope of the adventure
HP 1; a missed attack never damages a minion. Initiative +1 but depending on where it’s cast, it might not provide and might involve an altogether new quest.
AC 14, Fortitude 14, Reflex 14, Will 12 Perception –1 very precise information about Blink’s whereabouts. If the characters have not destroyed Talther Yorn,
Speed 5 Darkvision
If it helps narrow the search area, consider awarding he might one day return to exact revenge. But for
Immune disease, poison
Standard Actions
a +1 or +2 bonus to skill checks made as part of the now, after he realizes that someone knows about
m Grab and Gnaw F At-Will effort to find the goblin zombie. his sanctuary, he has little choice but to pack up his
Attack: Melee 1 (one creature); +7 vs. AC belongings and leave the area as quickly as possible.
Hit: 3 damage, and the zombie grabs the target (escape Roleplaying Blink (He’s not looking to pick a fight with the locals and
DC 13). Until the grab ends, the target takes ongoing 5 Blink, the one-eyed goblin zombie, can be roleplayed would rather be left alone to conduct his vile experi-
damage. ments.) The vampire necromancer can travel only at
in any way you like. He might be afraid of the party
Triggered Actions night. If the characters act quickly, they can intercept
Deathless Hunger F Encounter
and try to run away at every opportunity, or he could
Trigger: The zombie is reduced to 0 hit points, but not by a be a nasty little bugger who would chew through the him before he leaves, or they can let him go and loot
critical hit. fighter’s codpiece given half a chance. whatever treasure he leaves behind.
Effect (No Action): Roll a d20. On a 15 or higher, the zombie If the characters recover the treasure map writ-
is instead reduced to 1 hit point.
Skills Stealth +6
Concluding the ten on the severed hand in area H29, someone in the
village might be able to help them decipher it. Argus
Str 11 (+1)
Con 10 (+1)
Dex 11 (+1)
Int 1 (–4)
Wis 7 (–1)
Cha 3 (–3)
A dventure Grimbold, the local dwarf stonemason who carves
headstones for the cemetery, or Rhuna Hallow-
Alignment unaligned Languages — Once they have Blink or his corpse in custody, the grog, the domineering matriarch of a local family of
characters can return to Baron’s Hill and lay the goblin dwarves, might know to whom the severed hand once
H9, or into the chasm in area H13 and be swept away to rest in Fin’s grave. If Blink is still animate, the char- belonged—a famous dwarf adventurer or infamous
by an underground stream. He might climb down the acters must bind him to keep him from digging his dwarf brigand, perhaps. Ultimately, such details are
hole in one of the latrines (area H7) and hide under way out. Alternatively, a holy prayer accompanied by a for you to decide, but how hideously fitting it would
the reeking filth, never to be seen again (unless the successful DC 14 Religion check might be enough to be for a severed hand to point the characters toward
characters are thorough enough to search there, gods consecrate the ground around the entombed zombie their next grand adventure!
help them). Or he might hide in the barrel of centi- and restrain it indefinitely.
pedes stashed in area H20 and be devoured. This About the Author
possibility has the unfortunate consequence of leav- After the goblin has been buried, read: Chris Perkins was poring over old black-and-white issues
ing behind no remains, although the characters can As the last shovelful of dirt falls on the young boy’s grave, of Dungeon magazine when the idea of the “gray veil” konked
still fulfill their quest by burying the gorged centi- the gray grass around Fin’s headstone turns a deep shade him on the head. An adventure set in a place where every-
pedes in Fin’s grave! The possibilities are endless. of green. Color begins to spread outward from this point, thing has turned shades of gray is pretty weird, but Chris
adds: “If you like swarms, undead, or swarms of undead, this
restoring wildf lowers and trees to their natural beauty.
adventure’s for you.”
Using Rituals As the gray veil retreats, all seems right with the world,
Characters might use rituals to help them locate or and a quiet peace settles on the hilltop cemetery. Mean-
track Blink, in which case the skill challenge might while, people in the village below begin to throw open
prove unnecessary depending on how successful the their window shutters and emerge from their homes to
rituals are. If you are uncertain as to whether a ritual bask in the wonder of it all.
is helpful or not, you can rule that a ritual of ques-
tionable efficacy might simply grant a +1 or +2 bonus If the characters fail to capture Blink, the gray veil
to skill checks made as part of the skill challenge. persists. It’s possible that another way might exist to

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62
Beyond
the Crystal
Cave
A D&D® adventure for 1st-level
characters

By Steve Townshend
Illustrations by Alexey Aparin, Steve Ellis,
Jeremy Jarvis, Jason Juta, Milivoj Ćeran, and
Ben Wootten,
Cartography by Jason A. Engle

Foreword
If the title of this adventure rings a bell, then you
might have a recent memory of Beyond the Crystal
Cave—and yes, this is the adventure you remember
from 2011, when it was part of the Dungeons &
Dragons Encounters™ program, now packaged as a
Dungeon magazine feature.
If your familiarity with Beyond the Crystal Cave goes
back farther than a few months, then you’re either a
grizzled veteran of the game or a big fan of D&D his-
tory, or both. For more about how Beyond the Crystal
Cave became part of that history, turn to the after-
word on page 122.

TM & © 2013 Wizards of the Coast LLC. All rights reserved.

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A dventure The Feywild placed wards to prevent anyone from disturbing the
peace of Porpherio and Caerwyn. These wards also
Background Unknown to Lady Tamora and her people, the wall
between the Feywild and the world is thin near
had the side effect of making time pass more quickly
on the island than in the outside world—one day in
For a year, unnatural winds and mists have battered Crystalbrook. Local lore speaks of an oracular cavern
Porpherio’s Garden is one week in the world. The
the area around the town of Crystalbrook. Worse, nearby, which townsfolk and the fey call the Crystal
archfey never learned of the fey crossing in the Crys-
bizarre blue-skinned fey creatures have emerged Cave. Only the fey suspect that this cave contains a
tal Cave, so it remains open.
from the fog to pillage and murder. Townsfolk blame doorway into the Feywild. Neither group knows the
these misfortunes on the fey of the nearby Sildaine whole truth presented in this section.
Forest. The fey, who also suffer, claim innocence, Long ago, Caerwyn, a half-human daughter of False Stewards
faulting Crystalbrook’s people for hidden black magic the Green Lord, the archfey Oran, fell in love with a Soryth, a hag exiled from the eladrin city Astrazalian,
that has attracted the wrath of primal spirits. human mage named Porpherio. This mage was the recently came to Porpherio’s Garden through the Crys-
Problems between the townsfolk and the fey con- adopted son of Tiandra, the archfey known as the tal Cave. She brought her xivort (Monster Manual® 3)
tinue to escalate. Crystalbrook’s warriors trespass Summer Queen. When Caerwyn and Porpherio mar- minions and her fiendish companion, Kalbon, with
into the forest to hunt game and the mist monsters, ried, Oran and Tiandra worked together to create a her. Once on the island, Soryth and Kalbon discov-
but such intrusions lead inevitably to clashes with magical island for their children. Upon the isle, the ered its secrets. Upon finding the entombed souls of
elf forest wardens. Townspeople have bullied and archfey placed a magical spring—the Fountain All Porpherio and Caerwyn, Soryth sensed the ghosts’
cheated fey visitors. Brash fey have stolen livestock Heal—which has great power. Oran and Tiandra also influence over the island. Hoping to use the isle’s
from the town’s outlying farms and played harmful enchanted the island so that its beauty endures as magic to exact revenge on her enemies, Soryth set
pranks on the townies. Sildaine elves tax caravans long as their children remain true to each other. about trying to take control. Eventually, she hit upon
on routes that pass through the forest. Travelers have Porpherio later linked the island to a worldly a diabolical scheme—she and Kalbon could absorb
been harassed along nearby roads, resulting in sev- retreat in a crystal-filled cavern, the Crystal Cave. He the sleeping souls without destroying them. In effect,
eral deaths, countless injuries, and more accusations. augmented the oracle within this cave to share his Soryth and Kalbon intended to, as far as the laws of
The course of events changed nearly two weeks bliss with the world. Then he spent his days with his the island were concerned, become Porpherio and
ago, when Orlando—son of Lady Anya Tamora, ruler wife, shaping his island’s natural beauty. Caerwyn Caerwyn.
of Crystalbrook—went missing. On the same day, an called their home Porpherio’s Garden. Soryth sensed the wards on the souls’ tomb and
elf maiden named Juliana vanished. She happens to Despite his fey blood and the Fountain All Heal’s knew she could not take both souls completely. To
be the daughter of Lord Carric, chief among the Sil- magic, Caerwyn eventually died of old age. In grief, avoid setting off the strongest wards, she and Kalbon
daine elves. Lady Tamora and Lord Carric suspect hoping to preserve his isle and his love, Porpherio absorbed only a small part of each soul. Thus, the vil-
that Orlando and Juliana are lovers, although the seized his wife’s soul before it could pass into shadow. lains gained imperfect control over the isle. The hag
leaders disagree on the specifics. With her permission, as well as that of the archfey, learned that to complete her vile work, she needed
The loss of and search for the missing youths the mage built a tomb where his soul and Caerwyn’s the souls of two other lovers, one human and one fey.
has taken the fire out of Lady Tamora and Lord could sleep together forever. He then sent his soul With such victims, Soryth could combine all four
Carric. Both recently appealed to the ruler of Sybar, from his body into the crypt, where his devotion to souls, absorbing enough of Caerwyn and Porpherio to
a nearby city, for mediation and aid. Count Varis Caerwyn, and hers to him, could be quietly eternal. command the island, with enough left over to fill the
Sybar sees this as an opportunity to head off growing Through that love, the garden could remain. tomb with sleeping souls to fool the archfey wards.
tensions that might lead the Crystalbrook and Sil- Oran and Tiandra agreed to leave the island to its About two months ago, in island time, Soryth used
daine factions to war against one another. Hoping to inhabitants. Together, they made the encircling seas her powers and the fey crossing in the Crystal Cave
maintain stability in the region, he sent out a call for treacherous. They filled the air bordering the isle to send forth dreams into the minds of suitable lovers.
adventurers. with the swirling mist and cold wind of fey grief, leav- The breach that Soryth opened between the planes
ing the isle itself in its endless summer. Both archfey has allowed the weather around Porpherio’s Garden

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to leak into the world. This rampant magic has also to trouble the town. After quelling the situation, the Session 11: The characters enter the walled
attracted or created dangerous creatures within the characters can talk to the leaders of each faction. garden of the Palace of Spires only to face more of
Crystal Cave. Further, Soryth’s xivorts have taken Session 2: The characters travel through the deep Soryth’s slaves. After solving a puzzle, the characters
plenty of opportunities for mischief during their mis- reaches of the Sildaine Forest to the Crystal Cave. open the way into the palace interior.
tress’s distraction. The cave is not without its dangers. Session 12: The characters enter the Palace of
Session 3: Feywild influences grow stronger as Spires but find the way barred. To proceed, they have
the characters venture on. The cave’s magic lends to solve the mysteries of the palace’s grand hall and
Archfey Agents life to the mud in one cavern. After overcoming mud make it past Kalbon.
Despite Soryth’s subtlety, Oran and Tiandra have monsters, the characters find the fey crossing. Session 13: The characters head up to the palace
sensed their children’s restless souls. Neither archfey Session 4: The characters arrive in Porpherio’s roof to finally confront Soryth and save Juliana. In
is aware of the cause. Both dispatched agents to the Garden. When they explore the woods, they find the end, each character gains the favor of the fey in
island to discover what is going on. Oran sent Ragnar, a Juliana in a clearing. From the elf maiden, and lep- the form of a wish from the Fountain All Heal.
mighty verbeeg mercenary, with a contingent of Green rechauns attempting to console her, the characters
Fey. Tiandra sent Uma, a briar witch dryad, with a cote-
rie of Summer Fey.
learn a little about the chaos that has transpired.
Then Soryth attacks, curses the characters, and kid-
Character
Soryth and Kalbon used all their powers to sow naps Juliana. Backgrounds
discord between the archfey agents and throw them Session 5: To learn more and gain aid, the char-
off the track. Nevertheless, just before the events of acters seek out one or both of the archfey agents. The Characters created for this adventure gain access
this adventure, Uma and Ragnar discovered the truth party must undergo a test to gain the agent’s favor. to one of the following two character backgrounds.
and attacked Soryth as she performed her ritual. The Session 6: The characters go to find Orlando for Backgrounds were first introduced in Player’s
ritual’s magic went wild, resulting in swapped souls, the archfey agent they are championing. On the way, Handbook 2, and they confer a benefit based on the
addled minds, and a curse. Orlando now carries part the characters encounter dangerous plants. associated skill. When a player creates a character
of Porpherio’s soul, and Juliana part of Caerwyn’s. Session 7: When the characters find Orlando’s using one of these backgrounds, he or she can select
Uma, Ragnar, and their respective followers are supposed captor, the nymph reveals more of the truth one of the following background benefits:
now at odds. Each knows the other failed in a joint of events on the island. Orlando is now safe within a F Gain a +2 bonus to checks with one skill associ-
effort, creating friction between them. But this enmity palace at the center of a lake. One of Soryth’s slaves ated with the background.
is mixed with the hag’s curse, which prevents the attacks as the characters cross that lake. F Add one skill associated with the background to
agents from easily taking action. Seeking a simple solu- Session 8: The characters find Orlando hidden that character’s class skills list for the purpose of
tion, Ragnar sent his cousin Basal to kill Orlando and within the palace discovered in the last session. As choosing trained skills.
unleash the souls he contains. Uma wanted no part of the characters make ready to leave the palace with
such a plan, so she broke her alliance with the giant. Orlando, Ragnar’s cousin Basal attacks. Each of these backgrounds also plays a part in how
Now, only the heroics of capable newcomers can set the Session 9: The characters return to discover the story of the adventure unfolds.
two archfey agents aright. Ragnar and Uma together. After revelations are
shared, the agents reforge their alliance. They help Crystalbrooker
A dventure the characters prepare for an assault on Soryth’s lair. You grew up in Crystalbrook, a small agricultural
As the characters rest, the hag’s lackeys attack.
Summary Session 10: The characters enter the maze that
community on the plains near the Sildaine Forest
and the town’s namesake, the stream known as the
The following is a summary of each session. serves as the gateway to the Palace of Spires demi- Crystalbrook. Familiar with the town and its troubles,
Session 1: The characters arrive in Crystalbrook plane, Soryth’s lair. The maze is dangerous, and you’re also known as a capable individual there. You
to find a group of xivorts has come out of the mist Soryth’s boggle allies try to thwart intruders. know the town’s ruler, Lady Anya Tamora, and her

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son, Orlando, to some degree. Lady Tamora is fair but


stern, sanctioning retaliation against fey incursions
T reasure Unique Items
During this adventure, the characters discover a
and doing her best to protect her people. Orlando As the characters progress, they have the opportunity
number of unique items that are tools for advanc-
is brave and honest, but he has shown no interest in to gain treasure in the form of gold pieces, valuables,
ing the narrative. To enter the Palace of Spires, for
rulership since his father died a decade ago. He has and magic items.
example, the characters need four keys— a shamrock,
refused involvement in any action against the Sil- Use the following table to determine unidentified
an oak leaf, a sprig of mistletoe, and the leaf of a rose.
daine fey. magic items, or choose from it based on the adventur-
These keys are the most important of the unique
Do you know the Tamora family well? What was ing group’s needs. Numbers in parentheses indicate
items in the adventure. Make sure the party has all
your job in Crystalbrook before you answered Count the source of the item, as noted below the table.
four when the time comes.
Varis’s call? What was your reputation beyond your
known competence? Do you think badly of the fey TREASURE TABLE
in the nearby woods? Have you or your family had d20 Result
trouble with the Sildaine fey? What about others you 1 2 potions of healing (1, 2)
know? Have you harmed the fey in some way? 2 +1 magic armor (1, 2)
Associated Skills: Endurance, Nature. 3 +1 magic weapon (1, 2)
4 +1 amulet of protection (1, 2)
5 +1 magic wand, orb, staff (1, 2)
Sildaine 6 +1 amulet of protection (1, 2)
You grew up in the ancient Sildaine Forest, maybe in 7 +1 vicious weapon (1)
the elven village that stands alongside the Crystal- 8 Shield of deflection (1)
brook as it runs through the woods. You know all 9 Gauntlets of blood (1)
too well of the area’s recent troubles. The woodland 10 +1 magic rod (2) or +1 magic totem (3)
realm usually provides for all, but recent events— 11 Bottled twilight (3)
weather, strange creatures, and incursions from 12 Faerie field catalog (3)
the nearby town of Crystalbrook—have disturbed 13 Unseelie candle (3)
the tranquility of your home. Carric, Lord of the 14 +1 wand of fear (4)
Sildaine, has established edicts to keep non-fey out 15 +1 weapon of accuracy (4)
of the forest and tax those passing through on the 16 +1 wintersnap armor (4)
roads. But even his youngest daughter, Juliana, is 17 Exceptional factotum helm, level 4 (4)
among those reluctant to follow the decrees. You’ve 18 +1 weapon of speed (4)
always known her as determined, curious, and 19 +1 gloaming armor (4)
daring. Perhaps she knows something others don’t. 20 Roll twice more (reroll if 20 comes up again)
How well do you know Lord Carric, his wife 1. Heroes of the Fallen Lands
Myran, and his children, especially Juliana? What do 2. Heroes of the Forgotten Kingdoms
you do in the Sildaine Forest? What do the other fey 3. Player’s Option: Heroes of the Feywild
of the forest think of you? Why did you answer Count 4. Mordenkainen’s Magnificent Emporium
Varis’s call? What do you think of the overbold towns-
folk of Crystalbrook? Have you or any you care about
had trouble with them? Did you act against the town
in any way?
Associated Skills: History, Nature.

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Session 1: am. Use your talents to keep the peace and find the missing
youths, Juliana and Orlando.
Gate Crashers
“To help ensure your success, I offer each of you fifty Encounter Level 2
The Call pieces of gold on behalf of Lady Tamora and Lord Carric.
I’ll double the amount upon your return. Also, take this
Setup
The adventure begins in Sybar within Count Varis’s document, which marks you as agents of Sybar in these
palace. Despite their different backgrounds and matters. I guarantee you more wealth and honor, tokens of 3 xivort slashers (S)
loyalties, the characters have answered the count’s my thanks and admiration, if you succeed. 2 xivort darters (D)
summons. Players should know the gist of the prob- “To do so, my friends, you must stop the sides from 2 xivort net casters (N)
lems on the frontier. If they don’t, remind them of the fighting and return both youths alive to their parents. Each 3 wounded townsfolk (T)
facts from the first four paragraphs of the Adventure faction is likely to blame the other if you fail, leading to the Wendig, local drunk (W)
Background, page 64. possibility of open hostilities. I recommend you begin by
questioning the lady and the lord.” When the characters reach Crystalbrook, read:
To start, read: Mist pours through the town’s open gate and flows over the
You have waited within the great hall of Count Varis’s Count Varis cares deeply for the outcome of this walls. Through gaps in the fog, you see small creatures that
palace for a while since the nervous castellan left you with task, and he is genuinely impartial. His document is have dark blue skin and large, orange eyes. From the bodies
these other folk. intended only to show Lord Carric and Lady Tamora scattered around the plaza, it looks like the town guards
that the characters have his blessing to help in this held their own, but the tide turned against them.
Prompt each player to introduce his or her character, situation. If needed, the count reiterates the nature of As a bell starts to ring deeper inside the town, one of the
giving the player a moment to describe the charac- the problem. Once the characters finish speaking and creatures drags a net-bound citizen toward the opening in
ter’s appearance and background. Allow the players asking questions, Varis excuses himself, explaining the wall. Sounds of activity come from nearby shops. Then
to roleplay character interactions if they wish. that he needs to return to his work. the little monsters spot you.

When everyone is ready to continue, read: When the characters set out, read: All the characters, whether from Crystalbrook or
After an hour, the castellan returns to the hall. He seems Crystalbrook is on the way from Sybar to the Sildaine Sildaine, recognize the creatures as those that have
more at ease as he says, “The count can see you now.” Forest. As you travel toward the town, despite the normal been troubling the area for months. This attack shows
He leads you into a small chamber where the count, a warmth of this season, the wind grows cold. Chilly mist unusual boldness.
handsome young human with numerous smile lines on his billows around you, dampening spirits and clothing. Characters can start outside the town along the
tanned face, leans over a desk covered with papers. As you Crystalbrook’s walls come into view eventually, promising edge of the map or in the first row of squares inside
enter, the count writes on a document, imprints his seal relief from the weather. the opening. Place only the xivorts the characters can
on the paper, sprinkles dust on the ink, and sets the paper But something is amiss. Screams emerge from the town see, bringing in others as they attack. The net caster
aside. The count dismisses the castellan with a gesture. gates, which stand open in the mist. nearest the gate is bloodied and has only two nets.
Smiling warmly, the count says, “Please sit down,” The darter inside the building is bloodied, and its
indicating luxurious couches and chairs opposite the desk. Continue with the Gate Crashers tactical encounter. dream venom dart is expended.
“I apologize for the wait. I’ll never catch up on matters of
state, but I have a task for you that can lighten the burden
for me and everyone in this region.
Tactics
“I ask you to officially represent me in the matter of the The xivorts’ cruelty forces them to test their new foes.
problems between the town of Crystalbrook and the fey If four xivorts fall, however, the rest try to withdraw.
of the Sildaine Forest. In this, you must be impartial, as I

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Xivort Slashers: These xivorts attack the largest


or tallest character in the party. They also like to slash
T
those whom net casters have brought down or tied up. DEAD AND WOUNDED
Xivort Net Casters: The bloodied net caster gives
up his prize once battle begins—dragging the full net Characters from Crystalbrook might recognize the S
slows him too much. Both net casters try to bind ene- dead and wounded here—Alek (wounded guard),
mies in nets so that all xivorts have more freedom of Benn (dead farmer), Cassi (wounded food vendor),
Mark (dead clerk), Simon (dead guard), and Willam G
movement and better targets.
Xivort Darters: These creatures attack and move, (wounded halfling guard). Encourage the players to
4
focusing on characters who attack from a distance decide whom they know. All Crystalbrookers recog-

Portcullis
nize the townie in the net as the local drunk, Wendig. 1 N W D
rather than in melee.
Wounded Townsfolk: As combat starts, the
wounded townsfolk crawl for cover. Use them for role-
playing, as well as to help the characters with shouted G S
warnings and suggestions to close the gate.
3 Xivort Slashers (S) Level 1 Skirmisher 3
Small fey humanoid
2 Xivort Darters (D) Level 1 Artillery 2
Small fey humanoid HP 26; Bloodied 13 Initiative +4
AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1 N
HP 22; Bloodied 11 Initiative +2
Speed 5 Darkvision
AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1
Speed 5
Standard Actions
Darkvision S
m Short Sword (weapon) F At-Will
Standard Actions
Attack: Melee 1 (one creature); +6 vs. AC T D T
m Dagger (weapon) F At-Will
Hit: 1d6 + 5 damage.
Attack: Melee 1 (one creature); +6 vs. AC
r Dagger (weapon) F At-Will
Hit: 1d4 + 3 damage.
Attack: Ranged 5/10 (one creature); +6 vs. AC
r Dart (weapon) F At-Will
Hit: 1d4 + 3 damage.
Attack: Ranged 5/10 (one creature); +6 vs. Reflex
Hit: 1d4 + 3 damage.
Triggered Actions
Cunning Step F At-Will
R Dart Volley (weapon) F At-Will
Effect: The darter uses dart twice.
Trigger: An enemy adjacent to the slasher is hit by an
attack.
Mist
R Dream Venom Dart (poison, weapon) F Encounter At the start of each round, roll 1d4. Until the start
Effect (Free Action): The slasher shifts 1 square.
Attack: Ranged 5/10 (one creature); +6 vs. Reflex of the next round, mist lightly obscures an area in
Shadow Step (teleportation) F At-Will
Hit: 1d4 + 3 damage, and the target is dazed (save ends).
Trigger: An enemy adjacent to the slasher hits it. a burst 3 centered on the square that matches your
Triggered Actions
Darter’s Step (teleportation) F At-Will
Effect (Immediate Reaction): The slasher teleports to another result. Mark each area or the center of each area.
square adjacent to the triggering enemy.
Trigger: An enemy adjacent to the darter hits it.
Skills Bluff +5, Stealth +7
Effect (Immediate Reaction): The darter teleports 2 squares.
Str 13 (+1) Dex 14 (+2) Wis 12 (+1)
Str 13 (+1) Dex 14 (+2) Wis 12 (+1)
Con 10 (+0) Int 10 (+0) Cha 11 (+0)
Con 10 (+0) Int 10 (+0) Cha 11 (+0)
Alignment evil Languages Common, Elven
Alignment evil Languages Common, Elven
Equipment leather armor, short sword, 4 daggers
Equipment dagger, 4 darts

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2 Xivort Net Casters (N)


Small fey humanoid
Level 1 Controller Conclusion
HP 26; Bloodied 13 Initiative +3
When the battle is over, read:
AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1 Surviving townsfolk cheer or relax with groans of pain.
Speed 5 Darkvision Wendig struggles free, tripping over the net as he stands.
Traits “Thanksh!” he says, stumbling forward with alcohol-
Cruel Slasher tinged breath preceding him. “We’re lucky you came. I bet
The net caster gains a +2 bonus to damage rolls against those crittersh were going to eat me!”
prone, immobilized, slowed, or restrained enemies.
Standard Actions
m Short Sword (weapon) F At-Will
Xivorts: If the characters capture any xivorts,
Attack: Melee 1 (one creature); +6 vs. AC the creatures can be cajoled (Intimidate DC 12) into
Hit: 1d6 + 5 damage. revealing that their mistress let them run free after
A Net (weapon) F At-Will she went “beyond the Crystal Cave.” They call their
Attack: Area burst 1 within 5 (creatures in burst); +5 vs. mistress “Soryth, the Dream Queen.” Other xivorts
Reflex went with her and “Kalbon, the Horned King.”
Hit: The target is restrained (save ends).
Guards: Soldiers arrive from farther inside the
Minor Actions
R Bolas (weapon) F At-Will
town. They begin to clean up and finish off any living
Attack: Ranged 5 (one creature); +5 vs. Reflex xivorts. One of them, Sheriff Brandis, tells Wendig to
Hit: The target falls prone and cannot stand up until the lead the characters to House Tamora.
end of the net caster’s next turn.
Triggered Actions
Shadow Step (teleportation) F At-Will
House Tamora
Trigger: An enemy adjacent to the net caster hits it. When the characters approach the manor, read:
Effect (Immediate Reaction): The net caster teleports to
Features of the Area another square adjacent to the triggering enemy.
When you approach the gates of Tamora Manor, two burly
guards in chainmail cross halberds to stop you.
Illumination: Bright daylight. Str 13 (+1) Dex 16 (+3) Wis 12 (+1)
Con 10 (+0) Int 10 (+0) Cha 11 (+0) Wendig says, “These folksh’re here to shee Lady
Fountain, Goods, and Stalls: Squares contain-
Alignment evil Languages Common, Elven Tamora, and you besht let ’em pass. They killed that bunch
ing these features are difficult terrain.
Equipment leather armor, short sword, 2 bolas, 4 nets of crittersh at the gate.”
Walls: These stone fortifications are 20 feet high
The guards look you over and relax. “Still need to know
(Athletics DC 20 to climb), topped with crenellated A creature that makes a successful DC 21 Strength your business,” says one.
walkways. The crenellations are 3 feet high. Ladders lead check as a standard action can raise the portcullis When the characters introduce themselves, the
up to both walkways on either side of the gate opening. with brute force, but it stays up only as long as the guards react better to non-fey and town natives.
Gate: The gate is a wooden portcullis (see Rules creature holding it continues to make successful Wendig’s favorable report and the count’s official
Compendium, page 175), presently locked in the up Strength checks each round. document convince the guards to take the characters
position 10 feet off the ground. A creature in a gate Buildings: The structures to the north and south to see Lady Tamora in the manor’s great hall. Despite
mechanism square (marked G on the map) can of the plaza are enclosed (the walls of the buildings Wendig’s desires, the guards leave him behind at the
unlock the mechanism by succeeding on an Athletics are blocking terrain). The wall of a building can be manor gate unless the characters want him along.
check or a Thievery check (DC 8 as a standard action, climbed with a DC 20 Athletics check (the roofs
DC 19 as a minor action). are 10 feet above the ground). Mist does not extend
When both mechanisms are unlocked, the port- inside the buildings.
cullis crashes down in the center of the gate opening.
It can be raised again by repeating the process.

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Beyond the Crystal Cave

Lady Tamora When the characters are finished with Lady Tamora,
they still need to see the Sildaine Lord.
F Carric thought Juliana was warming to him when
she asked him to recount legends of the Crystal
Lady Anya Tamora is a strong, direct ruler who is
Cave he used to tell her when she was younger.
accustomed to having her way. She is refined but
fiery, and she is wary of fey characters in the party. Sildaine L ord Now Carric believes Juliana might have gone to
the cave in search of fairy tales. If the characters
But the lady is mostly worried about her son, and As the characters head into the woods, read: show him the note to Orlando, Carric realizes that
she is pleased the characters have come to find him Even among the trees of the Sildaine Forest, cold wind and Juliana might have a different purpose in mind.
and thwarted the xivort attack. Orlando is the last mist make travel uncomfortable. Suddenly, a dozen elves
heir of the Tamora line. That fact and her motherly F Fey of the Sildaine use the oracular powers of the
emerge from the woods, some with bows in hand, others cave from time to time, but the oracle is cryptic
love mean that Lady Tamora sees his importance to with hands on sword hilts.
Crystalbrook as beyond measure. In conversation, and the experience more of a novelty than any-
“What are you doing here?” asks an armored female elf. thing useful. Recently, wardens and travelers have
Lady Tamora reveals the following information.
spotted dangerous creatures near the cave. No one
F Orlando used to go out courting most nights. Lady Again, the characters have to explain themselves. has gone there recently. (Carric knows nothing of
Tamora could tell her son was in love. These forest wardens react better to and prefer to Soryth, Kolban, and the xivorts.)
F Orlando doesn’t have a mean or vindictive bone speak with fey characters. They are forceful and
severe toward non-fey. The count’s document con- F Carric intends to offer the characters a map show-
in his body. He’s a young dreamer with visions of
vinces the wardens to take the characters to Lord ing a trail to the Crystal Cave, but he quickly
adventure, rather than duty, in his head.
Carric. All the wardens escort the party. discovers that his personal copy is missing. Now
F Lady Tamora discovered a note in Orlando’s room, all but certain that Juliana has gone to the cave, he
which she gives to the characters. The note reads: procures an older copy of the map from his scribe.
Dearest Orlando, do not fear. No matter what the When the characters arrive, read:
Eventually you arrive at an elegant village along a wide F He warns the party that he suspects the cave con-
trouble between our people, I am yours. We can go to a
creek. Wind has been unkind to parts of the settlement, tains a fey crossing. Although he doesn’t know
place in the forest my father once told me of—a cavern
but it retains its fey beauty. Your escorts take you aloft where the crossing is or where it might lead, he
of crystal where it is said that wishes are granted to the
among buildings built in the trees. From a graceful home fearfully acknowledges that Juliana might be look-
purest of heart. There can be none purer than ours. Meet
slightly larger than others emerges a tall elf with long green ing for it. He suggests that the characters head for
me tonight, and we shall go to the Crystal Cave and
robes and a dour expression. At the explanation from your the Crystal Cave, offering one potion of healing as a
away from here forever. —J
guides, his expression softens. token of assistance.
F Lady Tamora is sure that “J” stands for Juliana.
Despite her current accord with Lord Carric, the “I am Carric, Lord of the Sildaine,” says the elf. “How
lady believes the fey used Juliana to lure Orlando into can I help you?” E nding the Session
a trap. She thinks they plan to hold Orlando hostage When the characters prepare to head for the Crystal
for ransom or some worse nefarious purpose. Carric is traditional, polite, and gracious, but he
has less patience for non-fey characters. Like Lady Cave, this session ends.
F Tamora has heard tales of the Crystal Cave. Once, Tamora, he is grateful that Count Varis sent the char-
the barbarians of this area traveled to the cave to
use its oracular powers. Crystalbrookers now con-
acters to help find Juliana. In conversation, he reveals Reward
the following information. At the end of the session, each of the characters gains
sider it a perilous place in fey territory. When she
found the letter, though, the lady sent a party to F Weeks before the youths disappeared, Juliana was 200 XP.
search for Orlando near the Crystal Cave, but the behaving strangely, making up reasons to travel in Treasure: The characters acquired 50 gp each, as
searchers never returned. (She knows nothing of the woods alone. Her thoughts were far away. well as potions of healing from Lady Tamora and Lord
Soryth and her cohorts.) F Forest wardens saw Orlando and Juliana together Carric.
F Tamora gives the party one potion of healing as a near the woodland verge. Carric questioned his
reward for volunteering to find Orlando. daughter, but she remained silent and defiant.

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Session 2: to the east is still. The southern passage probably con-


tinues on. To the east is likely a dead end.
Dungeoneering (DC 19): The echoes behave
Each character can make a DC 19 Perception
check. Those who succeed are not surprised.

Echo Cave very abnormally for the shape of the chamber. If the group Stealth check succeeded, read:
Tiny echoes reflect your breathing and careful footfalls, but
In the last session, the characters learned that the Life-giving magic from the fey crossing preserved the a bizarre reverberation answers from the eastern passage.
lovers likely fled to the legendary Crystal Cave. The spiritual remains of those who have died here over
pursuit begins with travel to the cave. the ages, but Soryth’s recent corruption of the area Each character can make a DC 12 Perception
has awakened one of these remnants as an angry check. Those who succeed are not surprised.
When you are ready to begin, read: undead creature. This echo spirit lingers near the
Following the Sildaine map, you trek through the woods main cavern since it was attracted to the sounds of When the echo spirit appears, read:
for a few hours until you arrive at the cave’s location. The the original Crystalbrook search party fleeing the Vibrations from the east take form. A sinister humanoid
moss-hung cavern huddles beneath a long, high slope. Flow- ooze that resides within. The echo spirit appears shape glides, gibbering and moaning, into the room.
ers and undergrowth are lush here. almost as soon as any intruders enter, but it gibbers
and moans in a way that sounds like the echoes the
If the characters look for tracks outside the cave, cavern naturally produces.
a successful DC 12 Perception check reveals that If the characters want to stifle these natural
numerous humanoids have passed through here echoes, they can attempt a group Stealth check (DC
over the past few days. Most of the tracks are those of 12). If the check succeeds, the sounds are muted and
small, clawed humanoids (xivorts). A successful DC the Perception check to hear the approach of the
19 check reveals the tracks of two Medium human- monsters in the tactical encounter is easier.
oids, in shoes or boots, walking close together. Before the characters investigate either of the side
As the characters discover when they enter the passages, continue with the Cavern Dwellers tacti-
cave, the place is in darkness. (The description below Start
cal encounter.
assumes that the characters have a light source.)
E
When the characters come inside the cave, read: Cavern D wellers
Beyond the hanging moss draped over the cave entrance, Encounter Level 1
the passageway veers to the right a short distance before
opening up into a high cavern. This cavern has an uneven
floor littered with chunks of splintered rock. Stalactites Setup
hang down from high above. Two natural halls lead out of 1 echo spirit (E)
the larger cave—one to the east and the other south. 1 ochre jelly (O)
Every sound lingers here and reverberates. As you pro-
ceed, the echoing grows stronger. No monsters are visible when the heroes enter..

Arcana (DC 12): The echoes are a magical effect If the group Stealth check did not succeed, read:
of this cave. Echoes—sonic memories of the noises you made moving
Dungeoneering or Nature (DC 12): Air is
moving out of the southern passage, but the opening
through the cave—ripple in the air. Eerie reverberations mix
with the echoes. O

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Beyond the Crystal Cave

Echo Spirit (E)


Medium shadow humanoid (undead)
Level 2 Elite Controller Tactics echo spirit is destroyed, the echoes act erratically
until they too are destroyed.
HP 72; Bloodied 36 Initiative +4

 Echo Spirit: This creature is crafty enough to
Ochre Jelly: This ooze emerges from its lair on
AC 16, Fortitude 13, Reflex 15, Will 14 Perception +0 split a party of enemies. It knows that the ochre jelly
its initiative during the round following the surprise
Speed 6 Darkvision lairs to the south, so it first moves up to the nearest
round. It attacks the nearest creature or the enemy
Immune disease, poison; Resist 5 necrotic, 10 thunder enemies and slides those foes toward the ooze. It then
Saving Throws +2; Action Points 1
that dealt it the most damage since its last turn. Like
uses its powers to drive opponents into sharp stalag-
Traits the echo spirit, the ochre jelly fights until it dies.
mites. The echo spirit is no ally of the ooze, but it aims
Insubstantial
its hatred at other sentient creatures. It fights until
The spirit takes half damage from all attacks except
those that deal force or radiant damage. If it takes radiant
slain. Features of the Area
damage, the spirit loses this trait until the start of its next Spirit Echoes: The echoes stick close to the echo Illumination: It’s dark.
turn. spirit’s enemies to impede enemy movement. If the Echoing Thunder: Creatures gain vulnerable 2
Standard Actions thunder while in this cave.
m Touch of Fear (fear, psychic) F At-Will Stalagmites: Areas of stalagmites on the map are
Ochre Jelly (O) Level 3 Elite Brute
Attack: Melee 1 (one creature); +5 vs. Will
Large natural beast (blind, ooze) difficult terrain. A creature takes 1d4 damage if it is
Hit: 2d6 + 3 psychic damage, and the spirit slides the
target up to 2 squares.
HP 102; Bloodied 51 Initiative +0 pulled, pushed, or slid to a square that contains these
AC 15, Fortitude 16, Reflex 14, Will 14 Perception +2 long, sharp rocks.
C Echo Barrage (fear, thunder) F At-Will
Speed 4, climb 4 Blindsight Rocks: Rubble on the floor is difficult terrain.
Attack: Close blast 3 (enemies in the blast); +5 vs. Will
Immune blinded, gaze effects; Resist 5 acid
Hit: 2d6 + 2 thunder damage, and the spirit slides the Exits: There are two exits out of the cave, other than
Saving Throws +2; Action Points 1
target up to 2 squares.
Traits
the passage the characters came through when they
Minor Actions entered. See “Conclusion” for where these exits lead.
Ooze
m Spiritual Echoes F Recharge when the spirit uses psychic
While squeezing, the ooze moves at full speed rather than
reverberation
half speed, it doesn’t take the –5 penalty to attack rolls, Spirit Echo Level 2 Minion Controller
Effect: Three spirit echoes appear within 10 squares of the
and it doesn’t grant combat advantage for squeezing. Small shadow animate (undead)
spirit. These creatures act just after the spirit in the initia-
tive order.
Standard Actions HP 1; a missed attack never damages a minion. Initiative +3
m Slam (acid) F At-Will AC 16, Fortitude 13, Reflex 15, Will 13 Perception +0
Triggered Actions
Attack: Melee 1 (one creature); +8 vs. AC Speed 4 Darkvision
C Psychic Reverberation (fear, psychic) F Recharge when
Hit: 2d6 + 1 damage, and ongoing 5 acid damage (save Immune thunder
first bloodied
Trigger: An enemy hits the spirit with an attack.
ends). Traits
Attack (Immediate Reaction): Close burst 10 (the triggering
Move Actions O Echo of Terror (fear, psychic) F Aura 1
Flowing Form F At-Will An enemy that starts its turn in the aura takes 3 psychic
enemy); +5 vs. Will
Effect: The ochre jelly shifts up to 4 squares. damage. If an enemy that started its turn in the aura
Hit: 2d6 + 3 psychic damage, and the spirit slides the
target 1 square and knocks it prone.
Triggered Actions ends its turn outside the aura, the enemy takes 3 psychic
Split F Encounter damage, and the echo pulls the enemy 1 square.
Effect: The spirit becomes invisible until the end of its next
Trigger: The ochre jelly becomes bloodied. Vulnerable to Banishment
turn or until it attacks.
Effect (No Action): The jelly splits into two creatures, each If adjacent to the echo, an enemy can attempt an Arcana,
Str 8 (+0) Dex 17 (+4) Wis 8 (+0)
with hit points equal to one-half its current hit points. Nature, or Religion check (DC 13 as a standard action; DC
Con 12 (+2) Int 6 (–1) Cha 15 (+3)
Effects on the original ochre jelly do not apply to the 20 as a minor action) against the echo. If the check suc-
Alignment evil Languages Common
second one. ceeds, the echo takes 1 damage.
Str 13 (+2) Dex 8 (+0) Wis 12 (+2) Str 3 (–3) Dex 15 (+3) Wis 8 (+0)
Con 11 (+1) Int 1 (–4) Cha 1 (–4) Con 10 (+1) Int 3 (–3) Cha 10 (+1)
Alignment unaligned Languages — Alignment evil Languages —

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Conclusion Lesser Tuathan Road Whistle Level 5 Common


After the battle concludes, the characters can take Blowing a note on this whistle calls forth a sparkling path
a short rest and explore the area. When they decide TUATHAN ROAD WHISTLE that leads you toward your destination.
Wondrous Item 1,000 gp
to investigate the southern passage, continue with During this adventure, this whistle is truly useful only Utility Power F Daily (Standard Action)
Oracle Cavern. If they enter the eastern tunnel, go to during Session 10, wherein it has a special effect. At Effect: You blow the whistle while picturing in your mind a
Haunted Cave. all other times within the Crystal Cave or Porpherio’s destination you have visited before. A path made of shim-
Garden, the path the whistle creates leads in the mering light, which only you and your allies can see, leads
Oracle Cavern direction the characters are already headed. toward that destination until you take an extended rest.

A character who moves close enough to see the south- What are the dangers of the cave? “The magic of
ern wall clearly can attempt a DC 12 Perception the cave is its danger. Passage to the Feywild is its danger.
check to notice that faded chalk writing marks the A monstrous and mindless predator once lurked within this
wall near the opening. After that, a successful DC 19 When the characters ask a question, read: place, as did the remnants of one dead.” (This statement
History check reveals that the markings are ancient Your question echoes through the cavern, and then rever- refers to the monsters the characters already fought.)
symbols once used by human barbarians of the Black berates back down the passageway from which you came, What happened to those who never returned?
Eagle Tribe, which roamed this area in bygone days. finally dissipating into silence as it goes. A moment later, “They perished here in this complex, or they went to the
The markings indicate an oracle. the sound of your voice returns from the subterranean dark- place beyond the Crystal Cave, beyond this oracle’s sight
The ochre jelly lurked in this passage. Detritus in ness and gives an answer in words that are not yours. and sense.”
the entryway consists of small bits of material that Can you help us find Orlando and Juliana?
an ochre jelly cannot digest. Tiny pieces of metal and This oracle cavern contains magic from the Feywild The cavern manifests a lesser tuathan road whistle,
smooth stone make up several small heaps upon the and from Porpherio. The cavern answers general which appears upon the floor beside the silver letters.
floor, including a pair of stone dice. questions and might provide inexpensive mundane Can you heal us/me? The cavern allows each
The passage slopes slightly downward, becom- items, or more, to help those in need. Here are some character to regain 3 hit points (us) or one character
ing ever damper as it descends. (The map on page questions the cavern might answer for the characters to regain 10 (me).
71 depicts only the start of the route to the cavern, and deeds the cavern can perform.
ending where the passageway descends beneath the Did Orlando and Juliana come here? “The lovers The passage out of this cavern leads to the Cave of
open area the characters came from.) you speak of passed this way and traveled farther, beyond Mud, which the heroes will find in the next session.
the Crystal Cave.” If the characters have not yet explored the eastern
As the characters enter the passage, read: Isn’t this the Crystal Cave? “Yes, tales and lore exit and want to do so, continue with Haunted Cave.
Faded chalk markings line the walls for nearly fifty feet call this the Crystal Cave. The cavern that truly owns that Otherwise, go to Ending the Session.
until the passage opens into a round cavern with glassy name is deeper within this complex.”
walls of black rock. On the f loor at the entrance, the word
“Ask” is inscribed in Common in f lowing silver letters.
What’s in the true Crystal Cave? “Beyond earth
given life is the slow-falling water and the crossing into the
H aunted Cave
A natural passage slopes downward out of this cavern. Bright Land.” (Arcana or History DC 8: Bright Land is The echo spirit came from this cave.
another name for the Feywild.)
Each character can ask a single question and receive Who is/created the oracle? “Porpherio, a great When the characters go east, read:
a brief answer from the oracle. Once a character has mage, wrote the word “Ask” on the stone, and he added to The eastern passage bears north quickly, and its walls grow
asked a question and received an answer, the oracle the magic here, but he did not create this oracle. This oracle wetter as you move onward. Beyond the rubble of a shat-
answers no further questions from that character for simply is.” tered flowstone curtain, the tunnel ends in a round cave.
a month. Answer questions as you choose, but the
answers should be vague.

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Like sharp teeth, stalagmites jut from the f loor toward an


array of stalactites hanging from the ceiling.
A skeleton wearing ancient chainmail lies here, impaled
Session 3: When the mud men attack, read:
The surface of the muddy pool sparkles much like the
enchanted stream that trickles into its perimeter. Tiny
upon a stalagmite. The equipment this unfortunate person
once carried is ruined, but the jeweled gold amulet the
The Crystal Cave points of light rise in pairs from the murk. Burbling sounds
follow the appearance of the lights as humanoids of oozing
corpse still wears is unsullied by age. The characters ended the previous session heading mud—some small and malformed, others more like humans
down a descending passageway deeper into the cave caked in mud—form around each pair of glittering eyes.
Heal (DC 12): The skeleton is that of a male human. complex. Begin this session with the Cave of Mud With slopping noises, the creatures stagger forward.
History (DC 19): Equipment remnants on the skel- tactical encounter.
eton suggest that this person was a member of the Black
Eagles, a barbarian tribe that once roamed this area. Cave of Mud
G
Encounter Level 1
The skeleton’s gear is worthless. Scattered near its
hip is 10 gp per character and a gem worth 20 gp per
character. Around the skeleton’s neck is a +1 amulet Setup G

of health. If you prefer, the gold amulet is nonmagical 3 mud men (M)
and replaces the gem as a valuable treasure. You can 5 or more mud man graspers (G)
then roll once on the Treasure Table, page 66. M
This cave is a dead end. When the players are ready to start, read: G M
The sound of running water turns out to be coming from
E nding the Session a stream that fills part of the cavern ahead with a muddy
pool. This stream, sparkling like a ribbon of stars, f lows
The characters eventually continue on past the oracle out of the northern passageway on the opposite side of the M G
and deeper into the Crystal Cave. cavern. No echoes resound here as they did in the caves
above. Only an occasional droplet, falling from a stalactite,
When the characters are finished in the Oracle punctuates the stream’s babble. In the midst of the pond
Cavern, read: stand three mounds of dried mud clustered in a triangle. G
The passageway slopes further downward, and the f loor Two pale humanoid hands caked in dried mud stiff ly
becomes damp. From somewhere below, the sound of run- protrude from different mounds, each hand reaching for
ning water creates subtle echoes that grow louder as you the other. One hand is thick and masculine, the other femi-
proceed in their direction. nine and delicate. The feminine hand wears a gold ring on
its ring finger.
The session ends here.
The three non-water squares near the middle of the
Reward map are the mounds of dried mud. Mud men doze
Each character gains 300 XP for exploring the cavern nearby in the muddy pool, unseen. They rise to attack
and battling the monsters. if anyone enters the pool or moves to a square west or Characters who succeed on a DC 11 Perception
Treasure: Characters might have gained a lesser north of the mounds of dried mud. check detect some hint of movement in the mud
tuathan road whistle (see the sidebar). The skeleton in Sildaine characters know that Juliana had no gold before the mud men fully emerge. Characters who
the Haunted Cave also has treasure (see above). ring, but realize she might have obtained one recently. fail the check are surprised.

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Tactics 3 Mud Men (M) Level 2 Brute


Medium elemental magical beast (earth, water)
5 Mud Man Graspers (G) Level 1 Minion Controller
Medium elemental magical beast (earth, water)
Mud Men: Each mud man hurls a mud ball first, HP 43; Bloodied 21 Initiative +2 HP 1; a missed attack never damages a minion. Initiative +1
forcing melee characters to engage them in the mud. AC 14, Fortitude 15, Reflex 13, Will 13 Perception +7 AC 15, Fortitude 14, Reflex 12, Will 12 Perception +1
They rely on amorphous body to shift deeper into the Immune disease, poison Darkvision Immune disease, poison Darkvision
mud, away from melee attackers, to further hinder Speed 5 (swamp walk) Speed 4 (swamp walk)
foes with mud ball attacks. Traits Traits
Mud Man Graspers: The graspers advance and Relentless Assault Relentless Assault
The mud man gains a +2 bonus to attack rolls against The mud man gains a +2 bonus to attack rolls against
charge to use engulf, aiming to pin their opponents
slowed or immobilized creatures. slowed or immobilized creatures.
down so that their allies can freely attack from range. Standard Actions Standard Actions
m Slam F At-Will m Slam F At-Will
Features of the Area Attack: Melee 1 (one creature); +7 vs. AC
Hit: 2d6 + 4 damage.
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 5 damage.
Illumination: It’s dark. R Mud Ball F At-Will m Engulf F At-Will
Mud Mounds: These three mud mounds are Attack: Ranged 10 (one creature); +5 vs. Reflex Requirement: The mud man must not have a creature
about 3 feet high, wide and strong enough to stand Hit: 2d6 + 2 damage, and the target is slowed until the grabbed.
on. They are difficult terrain. end of the mud man’s next turn. If the target is already Attack: Melee 1 (one creature); +4 vs. Fortitude
Rockpiles: These squares are difficult terrain. slowed, it is immobilized until the end of the mud man’s Hit: The mud man grabs the target (escape DC 13), which
next turn. is also pulled into the mud man’s space. Until the grab
Pool: Shallow water and mud combine to make
Triggered Actions ends, the target takes ongoing 5 damage and the mud
this wet area difficult terrain. The pool is also the Amorphous Body F Encounter man is immobilized.
source of the mud men’s power. A character who Trigger: The mud man is hit by a melee attack. Str 16 (+3) Dex 13 (+1) Wis 13 (+1)
makes a successful DC 12 Arcana check perceives Effect (Immediate Reaction): The mud man shifts up to 3 Con 13 (+1) Int 3 (–4) Cha 8 (–1)
the magic of the pool and its connection to the mud squares. Alignment unaligned Languages Primordial
men. See “Development” for more. Skills Stealth +7
Str 16 (+4) Dex 13 (+2) Wis 13 (+2) At this point, the characters can take a short rest and
Con 13 (+2) Int 6 (–1) Cha 8 (+0)
Development Alignment unaligned Languages Primordial
explore further. When they decide to examine the
mud mounds, continue with the following section.
The magic pool infuses the mud in it, creating aggres-
sive mud man graspers that grow into full-fledged Conclusion Mud Mounds
mud men. Until all the mud men are defeated, at the The characters can examine the area only after the
start of any round in which no graspers are on the mud men are defeated. A character who is adjacent to one of the mud
map, one grasper rises from the pool on the graspers’ mounds in the middle of the pool can break it open
turn. It emerges (as a move action) in a square adja- When the battle ends, read: easily, revealing its contents. The two mounds that
cent to the three dried mud mounds and not adjacent As the last of the mud creatures collapses, the concentrated have reaching hands contain the corpses of humans
to any enemy. eldritch energy that held their forms together disperses in from Crystalbrook, a male and a female, mummi-
Arcana or Nature (DC 12 standard action the damp air. The muddy pool ceases its burbling, the glit- fied in the mud. The other contains a halfling. These
or DC 19 minor action): Characters who use the tering lights fade beneath the surface, and the pool becomes people—Kale (male human warrior), Bella (female
primal power source can make a Nature check lifeless and still. human hunter), and Dane (male halfling “gentleman
instead of an Arcana check. A character who suc- adventurer”)—are members of the first search party
ceeds on this check can prevent a new grasper from sent to find Orlando and Juliana. Characters from
emerging for 1 round. Crystalbrook recognize these poor souls, and Sildaine

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Beyond the Crystal Cave

characters might (History DC 8). Those who recog-


nize the bodies know that the search party had five
Dungeoneering (DC 8): Clusters of crystal
appear in increasing size and abundance in the cave
Cave E ntrance
members, but Hamish and Argus, twin brothers who walls. The “stars” on the walls are reflections in the This cavern borders the fey crossing.
are also fierce warriors, are not here. crystals.
Treasure: Each of the corpses has a backpack, When the characters enter, read:
flint and steel, and a torch. The humans have 15 As the characters continue, read: At the end of the tunnel, the cave walls are entirely made
arrows each. The halfling also carried 50 feet of The tunnel broadens. A small, clear pool stands here, with of sparkling crystals. The glittering passageway opens up
hempen rope, 10 sling stones, and a set of thieves’ brilliant crystal formations rising from beneath its surface. into a domed crystal cavern that reflects light in rainbow-
tools. All their other gear is ruined by the mud. Items The cave and stream continue to the northeast, crystals hued patterns. Mirror images of these starlike lights reflect
of value on the corpses include 5 gp per character, a jutting prominently from stone and water alike. A faint tin- from the broad, placid pool in the floor. A waterfall on the
gold ring (5 gp per character), and a +1 magic weapon kling emanates from the crystals. far side of the cavern feeds the pool, although the torrent
or another item you determine by rolling on the seems to be frozen in time. Like clear jewels, droplets of
Treasure Table, page 66. The halfling’s boot also has Perception (DC 8): The tinkling is actually spray hang stationary in midair, and the water’s suspended
a hidden slot in the heel (Perception DC 19 to find) music, each crystal’s voice arranged in a slow har- plunge does little to disturb the stillness of the pool.
containing a gem (20 gp per character). As Crystal- mony with others. This music seems to grow stronger At the nearer end of the cavern, the pool feeds the
brookers know, Dane always was a sneaky little guy, amid larger clusters of crystal, especially farther stream that runs into the tunnels below. Tinkling music,
so a Crystalbrooker receives a +2 bonus to the Percep- along the tunnel. like that of tiny wind chimes, fills the air, as if the crystals
tion check to search Dane. are singing. Their pure notes resonate in perfect harmony
If the characters look in the pool, they discover a with one another.
Leaving the Area silver locket with its neck strap caught around a crys-
tal formation at the bottom. Inside is a portrait of a Arcana (DC 8): Magic is so strong here that the
When the characters exit this cavern through the beautiful, brown-haired female elf whom Sildaine fey crossing Lord Carric mentioned is likely to be
northern passage, they can explore further. Continue characters recognize as Juliana. Characters from close at hand. The nearness of the crossing could
with Tunnel of Starlight. Crystalbrook recognize the locket as Orlando’s. explain the waterfall’s state.
The lovers lost the locket while they were pass-
T unnel of Starlight ing through the waterfall in the Crystal Cave, and No exits are apparent in this large cavern. To move
the stream carried it here. If any doubt remained, on, the characters must go through the waterfall. If
Leading from the Cave of Mud, this tunnel turns and
this item confirms that the two passed this way. See the characters investigate further, the specifics of the
twists, sloping ever upward until it enters the Crystal
“Reward” on the next page for details of the locket as phenomena in this room are delineated here.
Cave.
treasure. Lights: The multicolored lights on the cavern ceil-
When the characters are finished exploring the ing and the surface of the pool are reflections of the
As the characters travel, read:
tunnel, they can move on to the Cave Entrance. characters’ light sources. They move in response to
The tunnel follows a gradual slope upward, running a wild
the movements of the reflected light sources.

course through the darkness. A stream tumbles along a
Music: The harmonious tones come from within the
channel in the middle of the passage, the water ref lecting
crystals as if the rocks are somehow alive, although
light as if the surface is crystal rather than liquid. Soon, the
they can neither speak nor move.
cave walls begin to behave in a similar way, almost as if tiny
Pool and Waterfall: The pool is 8 inches deep,
stars were embedded in them.
and the waterfall feeds it. Water in the pool tastes
pure. At the west side of the cavern, the water in
the stream flows from the pool at a natural rate as it

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descends into the tunnel. Near the middle of the pool, Failure: Whenever a character fails a check to This chamber was once the place where Porpherio
the water flows more slowly through time, so it is as move through the waterfall, the character takes 1d10 and Caerwyn regularly visited the world, and Juli-
resistant as tar. From the middle of the pool to the damage and is knocked prone. ana and Orlando passed through this room on their
waterfall, the water is so slow and solid that charac- Damaging the Waterfall: If a character makes way into the Feywild. When the characters enter the
ters can walk freely upon its surface. a successful weapon attack against the waterfall (AC tunnel in the fresco, go to Ending the Session.
Arcana (DC 12): The enchanted water in the pool 12, Reflex 12, Fortitude 12, Will —), the attack cre-
must flow from a place in the Feywild where time
travels more slowly.
ates a weakness in the surface, and all checks to move
through the waterfall from that point on gain a +2
E nding the Session
Arcana (DC 19): The state of the water does not bonus. Multiple hits do not increase this bonus. The session ends after the characters enter the
necessarily indicate how slowly time flows beyond Parting the Waterfall: A character who makes painted tunnel.
the waterfall, just that a difference in time flow exists a successful cold or force attack against the waterfall
between this world and the one beyond. can freeze or part a portion of it. Frozen water can be When they do so, read:
Nature or Perception (DC 12): The water does indeed shattered, and parted water is easier to pass through. You proceed through the tunnel in the fresco, down a pas-
move, but its movement is extremely slow. It takes at If the water is frozen or parted, all checks to move sage that seems natural except for the forest painted on it.
least a minute for a water droplet to fall an inch, and through the waterfall from that point on gain a +4 From ahead comes the scent of salt air, the whisper of crash-
more than two hours for water to fall from the top to bonus. Multiple hits do not increase this bonus. ing waves, the sound of weeping, and tiny voices rhyming.
the bottom of the waterfall. Teleportation: A character who has perceived the
Perception (DC 12): A room is visible on the other
side of the waterfall. Reflected light from the crystals
existence of the room beyond the waterfall can use
a teleportation power to move through the waterfall
Reward
At the end of the session, each character gains 250
reveals that the room is furnished. into the room.
XP for battling the mud men and crossing through
the waterfall in the Crystal Cave.
Entering the Waterfall When the characters move through the waterfall,
proceed to the Observation Room.
Treasure: Orlando’s locket is worth 25 gp, but the
To reach the room on the waterfall’s far side, the char- characters might later give it up. The characters also
recovered some treasure in the Cave of Mud.
acters must pass through the waterfall. Due to the
slowed progress of the water, this task is harder than Observation Room
it first appears. When the characters enter, read:
Moving Through: Objects or creatures moving Carved into the rock behind the waterfall is a round room.
at a normal pace (or faster) into the water impact it A plush couch and a finely carved wooden table stand on
as though it is a solid object. Anyone who attempts to an exquisite mosaic f loor. The f loor—upon which are the
pass through the waterfall in this way must succeed remains of a shattered crystal decanter and two glasses—
on a DC 20 Athletics or Endurance check to do so. depicts birds, animals, fruits, and f lowers. An intricate
The key to moving through the waterfall is to knotwork pattern surrounds it all. This knotwork forms
pass through it at the same rate the water is moving. the root system for the fresco of an enchanted forest that
Characters who move slowly through the waterfall sprawls across the entire back wall, broken only where a
need to succeed on a DC 8 Athletics or Endurance tunnel leads from the chamber.
check to do so.
If the players toy with passing through the water Perception (DC 12): Wet footprints of shoe-wear-
but fail to discern that moving slowly is better, an ing humanoids have dried here, leaving marks on the
Arcana check or a Nature check (DC 12) can provide floor. Two sets of such prints lead from the room into
this useful information. the tunnel.

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Session 4: Seashore have already explored the woods and experienced


the tactical encounter, go to Ending the Session,
To go to the shore, the characters retrace their steps page 81.
Fairy Ring along what they know as the tunnel that led from the
Crystal Cave. L eprechaun Woods
At the end of the last session, the characters exited
the room behind the waterfall through a mysterious If the characters go to the shore, read: If the characters head away from the shore, they head
tunnel. They begin this session traveling through that Down the path that should be a tunnel, you come to a rocky into leprechaun territory.
same passage. shore on the brink of a storm-tossed sea. Wrecks of half a
dozen ships are shattered upon the shoals. The path con- When the characters go into the woods, read:
As the characters proceed, read: tinues into a grotto, while the stream diverts into a narrow Sounds of weeping become louder as you move down the
The woodland fresco continues on the cave walls in the fissure in the rock. On the sea, a furious, mist-filled wind path toward a small clearing in the woods. There, an elf
tunnel beyond the Crystal Cave. But as you travel farther, tears at the ships and the waves. Despite this, the breeze maiden sits in a patch of clover, sobbing into her hands.
rock formations like actual wooden trunks gradually upon the shore is gentle and warm. Dancing and singing around her are several short gnomes
replace the ones in the fresco. The space between the trunk- that have pale skin and red hair, as well as green hats and
like rocks glows like sunlight under the trees. Nature (DC 8): The windblown mist on the sea coats. They appear to be trying to console her, calling her
Suddenly, the cave disappears in the midst of an idyllic calls to mind the unseasonable fog and wind in the “Caerwyn.”
woodland like that painted upon the cave walls. Tall trees world around Crystalbrook and the Sildaine Forest. The maiden wears the garb of a Sildaine warden. When
thrive on all sides, and beams of warm sunlight penetrate she reveals her face, it is that of Juliana. But her hair is
the canopy above. A worn path runs alongside the same Nothing specific can be done or found here. Use the black instead of brown.
sparkling stream that was in the cave. You stand in the time to create the atmosphere of this strange land.
center of a wide circle of toadstools. Beach: The strand is small and rocky, and apart Arcana (DC 12): The gnomelike creatures are
Behind you, the path follows a twisting corridor of trees from broken wood from the wreckage, little can be leprechauns, rumored to be descended from gnomes.
toward the sound of crashing waves. On the path ahead, found. Although the water near the shore is gently Shorter than gnomes, they thrive on mischief and
you hear voices and someone weeping. rolling, just beyond the shoals, the sea has huge possess wondrous magical powers. They are said to
whitecaps. Wild water and high wind smashes into dwell near places where wishes and gold are close at
Arcana (DC 12): The toadstool ring is a fairy ring, anyone who enters the sea beyond the shoals, tossing hand.
commonly found at fey crossings that lead from the the character back into calm water. Such a character
world to the Feywild. takes 1d10 damage from the ordeal. The leprechauns are attempting to cheer Juliana
Perception (DC 12): Tracks of small humanoids Cave: This sea grotto is shallow and empty except with funny rhymes that they say “Caerwyn” always
and two human-sized humanoids can be seen here. for puddles of salt water. enjoyed. At the moment, they are focused on their
Some of the older small tracks are of clawed bare Stream: The waters of the stream enter a small merriment, and they answer the characters’ queries
feet, but the newer ones and larger ones have shoes. fissure in the rock, eventually feeding back into the only with riddles and nonsense.
The older ones are reminiscent of the creatures that Crystal Cave as the waterfall. This fissure is tiny, and
fought the party at Crystalbrook’s gate. All the tracks a creature has to be able to breathe underwater to When the characters approach, read:
lead along the path toward the weeping sound. survive the journey. The fey crossing from the Crystal Juliana notices your approach and stands up. She sniffs
Cave is a one-way route for the characters. and wipes away her tears. Regaining her composure, she
If the characters go back down the path toward the looks around in confusion.
sound of crashing waves, continue with Seashore. If When the characters finish exploring the shore, con- “Hello,” she says. “In hopes you are friends, I ask you:
they head toward the weeping sound, go to Lepre- tinue with Leprechaun Woods. If the characters Where are we?”
chaun Woods.

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Talking to Juliana or trick (Arcana or Thievery DC 12). Gnomes can


understand leprechauns better, so a gnome character
Juliana becomes nervous if the characters cannot tell
gains a +4 bonus to the check for this scene.
her where she is. She reacts emotionally, but she is
If a character tries to please, whether the attempt
polite. Characters from the Sildaine Forest she treats
succeeds or fails, the leprechauns watch or listen
with vague familiarity. This close, characters can tell
intently, then laugh uproariously or react as you
she has one blue eye and one green, the latter hue
think appropriate. If even one character succeeds in
being Juliana’s normal color. Under questioning, Juli-
entertaining the fey, they agree to talk sense to the
ana might reveal the following information.
characters.
When did you arrive here? “If I recall correctly, I
Here are some facts the leprechauns can tell.
left another forest last night, through a frightening cave. I
Where are we? “This is an island in the Feywild seas,
was with a man . . . Porpherio! But I’ve slept since then, and
wild without a warden. We call it, as Caerwyn did, Porphe-
I’ve had such terrible dreams.”
rio’s Garden.”
Where is Orlando/Porpherio? “My love was
Who is Caerwyn? “Caerwyn is the daughter of the
here with me when we awoke under the radiant gaze of a
Green Lord, Oran. She and Porpherio, her husband, once
woman fairer than any I have ever seen. He ran after her,
ruled this garden. They have slept for very long, and now
praising her beauty, abandoning me here. Has he forgotten
they’re back, but something’s wrong.”
me?” (She starts to weep again.)
Wrong? “Caerwyn’s mind is part of Juliana’s, and Por-
Why do the leprechauns call you Caerwyn?
pherio’s mind is part of Orlando’s. Soryth pulled that trick,
“Everyone here calls me Caerwyn, since that is my name.”
but how she did it, nobody knows.”
But you’re Juliana, aren’t you? “Yeh . . . yes. That
Soryth? “The Dream Queen, Soryth, now rules here.
is another of my names . . . I think.”
She is wicked, a hag, a master of fear. But it seems she
Well, which name is it? “I don’t know. Something
reawakened the sleeping couple, although the agents of the
has happened to me, hasn’t it? Am I still dreaming?”
archfey came to burst that bubble.”
How can we help? “The little folk here told me that
Who are the agents of the archfey? “Ragnar
two powerful beings have come to this forest, representing
serves the Green Lord, Caerwyn’s father. Uma serves the
the archfey. The warrior giant Ragnar makes camp on
Summer Queen, Tiandra. She is Porpherio’s mother, but
this side of the island. For some reason, he has forsworn
not by f lesh, for Porpherio was one of those lucky enough
his alliance with a dryad witch named Uma, who resides
to reside in a fairy creche. The two agents came when the
to the east. I was hoping one of these beings might help me
spouses stirred in their tomb. They made war on the hag,
or wake me from this dream. Maybe you’ll take me? These
then brought a new doom.”
leprechauns can’t . . . or won’t.”
They fought the hag? “Uma learned tricksy Soryth’s
tricksy trick this island to steal. Uma told Ragnar, and
Talking to the Leprechauns Ragnar grabbed his spear and his shield. He and Uma went
The leprechauns continue speaking in riddles and to stop the wicked song, true, but in the end, the song got
rhymes until convinced to do otherwise. They laugh them, too. Juliana and Orlando were there, prisoners of the
at characters who fail to understand them. Then they hag. But when the song went wrong, they slipped free of
encourage the characters to share a dance (Acrobat- that snag.”
ics or Athletics DC 12), joke (Bluff DC 12), rhyme or
tune (Diplomacy DC 12), good story (History DC 12),

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Players can try to interpret the clues in the speech “Thought you could escape me, Caerwyn?” she says. Soryth: The hag is here only to kidnap Juliana.
of the leprechauns. Skill checks can also be made to “Not even death can protect you from my magic. Now come, Soryth uses visions of desire on the characters, then
show what the characters know. for we have a task to complete.” She casts her hand in a employs dream step to escape with Juliana, teleporting
Arcana (DC 8): It sounds as if the hag was in the wide arc, and suddenly Juliana stands transfixed, her eyes into the forest and out of sight. If she must, she spends
middle of some sort of ritual that went awry when distant and unseeing. an action point to do all this as quickly as possible
Ragnar and Uma attacked. If Juliana was there, this “And you,” says the hag, gesturing in your direction, without interference from the heroes.
magical failure might explain Juliana’s condition. “Stand away from my prize, or pay the price. Do not think
Arcana or History (DC 12): Oran, the Green to meddle in affairs that are not your own.” Leprechaun (L) Level 2 Lurker
Lord, is lord of all Green Fey and one of the most Small fey humanoid, gnome
powerful archfey alive. Moody, wild, and impulsive, When the characters take a hostile action, or if they HP 30; Bloodied 15 Initiative +8
he is attuned to all growing things. refuse to leave Juliana’s side, the hag attacks. She AC 16, Fortitude 13, Reflex 15, Will 14 Perception +6
Tiandra is queen of the Summer Fey, her power remains only for a round—see her statistics, page 119, Speed 5 Low-light vision
Standard Actions
on a par with Oran’s. She has a tempestuous romance and the “Tactics” section on this page.
m Dagger (weapon) F At-Will
with the Green Lord, punctuated by bitter feuds. The Attack: Melee 1 (one creature); +7 vs. AC
Summer Queen is a subtle fey of exceeding grace. She When a fight starts, read: Hit: 2d4 + 4 damage.
is also fond of creatures from the world. “To me, my dark little soldiers!” shouts the hag in a voice False Presence (illusion, psychic) F At-Will
that could surely be heard from a mile away. “By the power Requirement: The leprechaun must be invisible.
Before the characters can ask any more questions or of this island, I curse you to remain until I can deal with Effect: A false image of the leprechaun appears in an unoccu-
discuss the situation further, Soryth, who is looking you! By the power of this island, I bind you to aid me!” pied square adjacent to an enemy to which the leprechaun
is also adjacent. That enemy must make an opportunity
for Juliana, shows up on the scene. Continue with the This last statement is aimed at a leprechaun that has
attack against the false presence, using the leprechaun’s
tactical encounter Soryth Appears. not yet escaped the clearing. His eyes glaze over. defenses. If the opportunity attack misses, the enemy
takes ongoing 10 psychic damage (save ends). If the oppor-
S oryth A ppears As Soryth attacks, read: tunity attack hits, the enemy takes 10 psychic damage.
The hag gestures forcefully, the air around her filling with Vanish (illusion) F At-Will
Encounter Level 1 vibrations and tendrils of shadow. Nightmare forms begin Effect: The leprechaun becomes invisible until the end of its
to take shape . . . next turn or until it uses a power.
Minor Actions
Setup As Soryth escapes, read:
R Useless Object (illusion) F Recharge if this attack misses
Soryth (S) Attack: Ranged 10 (one creature); +5 vs. Will
A stiff grin spreads across the hag’s face as she separates Hit: With weapon attacks and implement attacks, the
3 or 4 xivort slashers (X)
into five wisps of dark mist. These wisps encircle Juliana, target takes a –2 penalty to attack rolls and is weakened
1 leprechaun (L)
who starts to disappear. Juliana awakens from her trance (save ends both).
Juliana (J) Triggered Actions
and struggles against the misty tendrils. She cries out and
claws at the mist, ripping some of the tendrils away and Fade Away (illusion) F Encounter
Characters begin in the start area. Xivorts don’t Trigger: The leprechaun takes damage.
casting them to the ground.
appear until the start of their turn. Effect (Immediate Reaction): The leprechaun uses vanish.
Skills Arcana +7, Bluff +8, Stealth +9, Thievery +9
When the encounter starts, read: Tactics Str 8 (+0) Dex 17 (+4) Wis 10 (+1)
Con 12 (+2) Int 12 (+2) Cha 15 (+3)
The leprechauns scatter as a woman in gray robes steps out Leprechaun: This charmed creature tries to stay Alignment unaligned Languages Common, Elven
from behind a pile of boulders. Half her face is the withered out of sight and out of harm’s way, favoring the use of Equipment dagger
countenance of a crone, while the other half is beautiful and his nonweapon attacks.
resembles Juliana.

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Xivort Slashers: These creatures rush in from Soryth’s Bloodstone: The character who has
their positions as soon as they can. Each focuses ini- the highest passive Perception notices that the ten-
tially on covering Soryth’s escape, then attacks the drils Juliana pulled away from her body have formed
nearest or weakest-looking target. themselves into a polished red gem that thrums and X
vibrates. This is Soryth’s bloodstone (see “Reward”).
Development
Leprechaun: This creature is compelled to attack Features of the Area
(Insight DC 8 to determine this fact if the characters Illumination: Bright daylight. S
do not understand it at the start). Once the lepre- Boulders: These rocks are 5 feet high (Athletics
chaun is bloodied, his eyes clear, but he keeps fighting DC 8 to climb) and blocking terrain. L
out of fear and confusion (Insight DC 8). Diplomacy Debris: The fallen trees and the jumble of rubble
or Intimidate (DC 8) can make him back down. Note near the boulders are difficult terrain. J
whether the characters are merciful to the charmed Forest: The trees are 20 feet high (Athletics DC 8
leprechaun. This point is important in session 12. to climb). Undergrowth and thick canopy render the
Reinforcements: Unless the fight is already hard forested area lightly obscured. X
Start
on the characters, another xivort slasher arrives from Lucky Shamrock Patch: The grove of trees in
behind the boulders at the start of the third round. the center of the map represents a clear field of clover
rather than trees. Creatures standing in the clover
3 or 4 Xivort Slashers (S) Level 1 Skirmisher can reroll any natural d20 result of 1.
Small fey humanoid
HP 26; Bloodied 13
AC 15, Fortitude 12, Reflex 13, Will 13
Initiative +4
Perception +1 E nding the Session
Speed 5 Darkvision X
Standard Actions The day fades into twilight as the characters take
m Short Sword (weapon) F At-Will a short rest after the battle. Leprechauns emerge
Attack: Melee 1 (one creature); +6 vs. AC from the forest to invite the characters to hide and
Hit: 1d6 + 5 damage. rest for the night. They go to a hollow tree that has
r Dagger (weapon) F At-Will chambers in and under it. There, the leprechauns
Attack: Ranged 5/10 (one creature); +6 vs. AC tell stories, begging the characters for perfor-
Reward
Hit: 1d4 + 3 damage. Each character earns 250 XP for finding Juliana,
mances similar to what occurred in Speaking
Triggered Actions interacting with the leprechauns, and encountering
Cunning Step F At-Will
with Leprechauns.
The leprechauns can tell the characters any- Soryth. Each character should now have 1,000 XP,
Trigger: An enemy adjacent to the slasher is hit by an attack.
Effect (Free Action): The slasher shifts 1 square. thing they need to know about the archfey agents enough to advance to level 2.
Shadow Step (teleportation) F At-Will and Soryth’s curse. They tell the characters that Treasure: Soryth’s bloodstone can be affixed to a
Trigger: An enemy adjacent to the slasher hits it. Soryth lives in a hidden castle, the Palace of Spires. rod, a staff, or a wand, or it can be used as an orb.
Effect (Immediate Reaction): The slasher teleports to another To locate it, the characters need leaves as keys—one Thus, the characters gain a +1 implement of the appro-
square adjacent to the triggering enemy.
shamrock, one oak, one rose, and one mistletoe. The priate type. The leprechauns also give the characters
Skills Bluff +5, Stealth +7 a shamrock and two potions of healing, and they teach
Str 13 (+1) Dex 14 (+2) Wis 12 (+1)
leprechauns provide a shamrock.
By the end of this session, the characters should the character who had the highest check result in the
Con 10 (+0) Int 10 (+0) Cha 11 (+0)
Alignment evil Languages Common, Elven know enough to decide which archfey agent they will Speaking with Leprechauns contest the scent of gold
Equipment leather armor, short sword, 4 daggers visit, either the Green Fey or the Summer Fey. fey gift (see Player’s Option: Heroes of the Feywild).

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Session 5: which lies a glen where several satyrs and wilden feast and
play. Posts f lank the path leading into the glen, their tops
wrought with wooden faces comprised of carved oak leaves.
now hunts for him in hopes of slaying him and sending his
soul into shadow so the hag can’t have him. He’s hidden
well, for sure, since Basal has yet to return with his head.”
The Test From the edge of the glen, a satyr staggers forward,
holding a f lagon brimming with drink. “Newcomers!” he
Can we see Ragnar? “The trouble is, friends, that
Ragnar isn’t the trusty sort. How’s he to know you aren’t in
As the session begins, refresh the players on what has cheers, “Welcome!” cahoots with that dryad witch and here to cause trouble?
come before, especially the information about the I know—I’d trust you, of course. But Ragnar’ll have my
archfey agents and the keys. The heroes awaken in Nature (DC 8): The trees here are all oaks. hooves if I just dance you into his camp.
the tree that serves as the leprechaun lair. “Tell you what. Cause some mischief with me. Vex Uma.
The satyr introduces himself as Robin, Ragnar’s I’ll have a tale to tell old Ragnar, and you’ll have his favor.
As the characters exit the tree, read: skald, messenger, and fool. He welcomes visitors to What do you say?”
The forest is again bathed in warm sunlight outside the lep- the glen, and he offers food and strong drink. The fey What kind of mischief? “Uma has befriended
rechauns’ tree. Leprechauns gather to watch you depart. here have plenty, with five mead barrels among them. two young unicorns. The beasts don’t trust us, but with
One says, “Seek one of the agents of the archfey if you your help, we can bring them over to Ragnar’s side. Then
wish our fate and yours to sway. But beware, neither will
freely give aid. Soryth’s song has addled them so they have Talking with the Green Fey Ragnar and Uma might even make peace, and we can get
back to good work and fell deeds. See, the unicorns didn’t go
forgotten their way. They’ll test you well if they may.” The Green Fey are a merry bunch, and they treat the with us when we attacked the hag. They might even know
The leprechauns all disappear, their giggling fading into characters like old friends. Half intoxicated already something we’ve forgotten. Will you do it?”
the morning air. at this early hour, Robin and his friends cheerfully
answer questions, perhaps revealing the following. If the characters agree, continue with Rustling Uni-
Perception (DC 8): Fresh tracks from Soryth’s Why are Ragnar and Uma at odds? “Ragnar corns. The Green Fey show no hard feelings if the
claw-footed fey minions can be seen all over the area. knows the witch Uma caused us to fail at our great task characters want to talk to Uma first. In this case, go to
here in this place.” Summer Glade, page 86.
The characters know that Ragnar, agent of the Green What was this task? “We went into battle to silence
Lord, is to the west. Uma, the Summer Queen’s agent,
dwells to the east. If the characters seek out the
a hag’s foul song and rescue the soul of the Green Lord’s
daughter, said to sleep on this isle. But we failed. The hag Rustling U nicorns
verbeeg Ragnar, continue with Green Glen. Inter- and the girl were lost to us, and we found ourselves bound After the characters agree, read:
actions with the briar witch dryad Uma begin in here by a curse the hag laid on us.” Robin leads the way through the woods, past a serene lake
Summer Glade, page 86. How did Uma fail Ragnar? “Ragnar knows. None and across an ornate bridge over the enchanted stream.
of us saw it, but the dryad is subtle where Ragnar would be The woods give way to a wide meadow where two young
Green Glen brave and forthright. Perhaps her magic failed. Her pur-
pose was to rescue the Summer Queen’s son, Porpherio, and
unicorns play in grass of varying lengths. A few trees, sev-
eral shrubs, and two calm pools break up the sward. At the
Satyrs and wilden dwell at the edge of Ragnar’s camp. perhaps she succeeded at our expense. If you ask me, I miss edge of the forest, the Green Fey wait.
the dryads, aye, gents?” (The fey toast and laugh.) “If we wish to avoid war, and we do, we can go no far-
As the characters travel, read: We saw a hag kidnap Juliana/Caerwyn. “You ther,” says Robin. “You must cross into Uma’s territory and
Morning light brightens as you move toward Ragnar’s saw this lady? If the hag has her, she is in the hidden Palace nab the unicorns. Sneak up or convince them you mean no
camp. A lively melody played on wood pipes guides you of Spires, accessible only through a twisted maze that harm. Then, coerce them to our cause. Oh, Uma will be so
from afar. The smell of a campfire and roasting meat f loats we entered once but can no longer. The hag has used her angry, she’ll choke on her own branches!”
on the breeze. Pipe music and sounds of song continue, a powers to curse us, which bars us from it.”
chorus of raucous laughter interrupting it occasionally. What do you know of Porpherio/Orlando? “He The Green Fey provide each character who wants one
Your path follows the contour of a narrow rise beyond was with the hag when we attacked. Ragnar’s cousin Basal a lasso of silk rope. Rather than working as weapons,

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these lassos are potentially useful in the upcoming stealthy characters. Success on this check grants a Perception (DC 19): Creeping through the tall
skill challenges. +2 bonus to primary skill checks until the end of the grass and brush are three tiny winged humanoids
challenge. armed with bows. When the nymph shouts, they take
Skill Challenge: Approach Success: Characters gain a good position. They
can place themselves as they wish in the tactical
aim.

This challenge begins when characters set out from encounter after you place the unicorns. Those who The “nymph” is a hamadryad, and she doesn’t wait for
the woods toward the unicorns. used Stealth successfully during the challenge start an answer. She attacks. As combat starts, characters
Complexity: 1 (requires 4 successes before 3 the encounter hidden from the monsters. who failed to spot the pixies grant combat advantage
failures). Failure: The characters bungle the approach, and to the tiny fey during the first round of combat.
Time Frame: Each character can make a check in the unicorns are distrustful. Characters begin the
this challenge once per minute.
Primary Skills: Arcana, Bluff, Diplomacy,
encounter in the start area, and none are hidden.
Skill Challenge: Finish
Nature, Stealth. Continue with the Unicorn Wrangling tactical This challenge begins when the tactical encounter
Arcana (DC 13): The character knows that unicorns encounter. starts. Characters who speak Elven to the unicorns
are intelligent magical beasts that speak Common gain a +2 bonus to Bluff checks and Diplomacy
but prefer Elven. They can be reasoned with, and they
respect arcane and primal power, as well as an affin- U nicorn Wrangling checks in this challenge.
Complexity: 2 (requires 6 successes before 3
ity for nature. Although the first successful Arcana Encounter Level 4 failures).
check doesn’t count as a success in the challenge, the Time Frame: Each character can make a check in
characters now know they can speak Elven to the uni- this challenge as a standard action.
corns. Those who do so gain a +2 bonus to Bluff and Setup Special: If the characters damage either unicorn
Diplomacy checks made in the challenge. 1 hamadryad charmer (H) or kill any fey in this encounter, each incident counts
Arcana (DC 13): After the first successful Arcana 3 pixie archers (P) as one failure in the challenge.
check, a character who uses the arcane power source 2 young unicorns (U) Primary Skills: Acrobatics, Athletics, Bluff,
can put on a minor display to arouse the unicorns’ Diplomacy, Thievery.
curiosity. The characters have already entered the meadow. Acrobatics or Athletics (DC 13): The character lassos
Bluff (DC 20): The character approaches openly Place the unicorns, then have the players place their or jumps astride a unicorn, or otherwise impresses
but has a lasso in hand. Other characters who are also characters according to the skill challenge result. with physical prowess.
holding lassos can use aid another to assist in this Place the other monsters only when they are seen. Bluff (DC 20): The character makes up a story
check. about why the unicorns should follow the characters.
Diplomacy (DC 13): The character approaches As the characters prepare to make their next Diplomacy (DC 13): The character tells the truth
openly with empty hands. Other characters can use move, read: about the characters needing the unicorns to solve
aid another to assist in this check. All of a sudden, a striking dark-haired nymph in a red dress problems on the island.
Nature (DC 13): A character who uses the primal enters the glade. Thievery (DC 13): The character lassos a unicorn or
power source can put on a minor display to impress “Halt, intruders!” she shouts, holding a gnarled staff performs an act of legerdemain that attracts the uni-
the unicorns, enticing them closer. aloft. “What do you think you are doing?” corn closer.
Stealth (DC 20): The character keeps low and uses The unicorns shy away at the sound of her voice. Secondary Skills: Arcana, Nature
the grass and other cover to approach the unicorns. Arcana or Nature (DC 13): A character who uses
Secondary Skill: Insight Insight (DC 9): The nymph’s aggressiveness con- arcane power (Arcana) or primal power (Nature) can
Insight (DC 13): The character can tell how the fuses and agitates the unicorns. put on a minor display as in the previous challenge,
unicorns are reacting and if they see any would-be

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granting a +2 bonus to primary skill checks until the Pixie Archers: These archers fly and shoot, avoid- the unicorn gallops away. Although the unicorns
end of the challenge. ing melee combat. Each archer saves pixie dust until a are competitive enough to enjoy a good contest, they
Success: The characters coerce the unicorns into melee attacker comes near, or to thwart enemy con- warn the characters against killing or seriously harm-
coming peacefully, or they impress the unicorns cealment or invisibility. ing the other fey. A unicorn might use horn touch to
enough to make the beasts want to follow to see what Unicorns: The unicorns are confused when the help a bloodied hamadryad or pixie ally.
is so important. If the unicorns agree to accompany hamadryad shows up. They attack the characters in Eventually, the hamadryad and the pixies come to
the characters, the other fey stop attacking. the first round (basic attacks only), but they continue understand that the characters aren’t out to hurt the
Failure: The characters fail to convince either of to attack only if they are damaged or if the heroes use unicorns, and (when you deem it appropriate) they
the unicorns. After a round or two more, Robin yells lethal force against the other fey. become less aggressive. They aim to subdue or drive
from the forest edge for the characters to retreat. The off the characters, rather than using lethal force. If
enemy fey do not pursue. It was a good try, so Robin
still agrees to take the characters to meet Ragnar.
Development they reduce a character to 0 hit points or fewer, they
knock that character unconscious rather than cause
The unicorns quickly come to see the characters’ the character to be dying.
wrangling attempt as a great game, so roleplay them
Tactics this way. When a unicorn is lassoed, it uses fey step 2 Young Unicorns (U) Level 4 Skirmisher
Hamadryad: After using spellbinding beauty right to slip free and mocks the character playfully. A uni- Large fey magical beast
away, this creature maneuvers for combat advantage corn might gently buck off a rider, helping to make HP 52; Bloodied 26 Initiative +8
so she can use beguile as often as possible. sure the rider doesn’t get hurt from the fall before AC 18, Fortitude 16, Reflex 17, Will 15 Perception +8
Speed 8 Low-light vision
Hamadryad Charmer (H) Level 3 Controller 3 Pixie Archers (P) Level 2 Artillery Standard Actions
Medium fey humanoid Tiny fey humanoid m Hooves F At-Will
HP 45; Bloodied 22 Initiative +3 HP 30; Bloodied 15 Initiative +4 Attack: Melee 1 (one creature); +9 vs. AC
AC 17, Fortitude 14, Reflex 15, Will 16 Perception +8 AC 16, Fortitude 13, Reflex 15, Will 14 Perception +8 Hit: 2d6 + 5 damage, and the unicorn shifts up to 2
Speed 6 (forest walk) Low-light vision Speed 4, fly 6 (altitude limit 1) Low-light vision squares.
Standard Actions Standard Actions M Piercing Charge F At-Will
m Root Staff (weapon) F At-Will m Rapier (weapon) F At-Will Requirement: The unicorn must charge.
Attack: Melee 1 (one creature); +8 vs. AC Attack: Melee 1 (one creature); +7 vs. AC Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8 + 2 damage. Hit: 1d8 + 6 damage. Hit: 3d6 + 5 damage, and the unicorn pushes the target 1
Effect: The hamadryad can slide the target 1 square. r Longbow (weapon) F At-Will square and knocks the target prone.
C Beguile (charm) F At-Will Attack: Ranged 10 (one creature); +9 vs. AC Move Actions
Attack: Close blast 3 (one creature granting combat advan- Hit: 1d10 + 4 damage. Fey Step (teleportation) F Encounter
tage to the hamadryad); +6 vs. Will M Fey Shot (weapon) F Recharge 5 6 Effect: The unicorn teleports up to 5 squares.
Hit: The hamadryad slides the target up to half its speed, Effect: The pixie uses longbow twice. Minor Actions
and then the target must make a basic attack as a free A Pixie Dust (charm) F Encounter Horn Touch (healing) F Daily
action against a target of the hamadryad’s choice. Attack: Area burst 1 within 5 (creatures in the burst); +7 Effect: An adjacent ally regains 10 hit points.
Minor Actions vs. Reflex Skills Nature +8
Spellbinding Beauty F Recharge 5 6 Hit: The target is dazed and gains no benefit from conceal- Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
Effect: Every enemy that can see the hamadryad grants her ment or invisibility until the end of the pixie’s next turn. Con 12 (+3) Int 10 (+2) Cha 15 (+4)
combat advantage until the end of her next turn. Skills Stealth +9 Alignment unaligned Languages Common, Elven
Str 10 (+1) Dex 15 (+3) Wis 14 (+3) Str 6 (–1) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 12 (+2) Cha 17 (+4) Con 12 (+2) Int 12 (+2) Cha 12 (+2)
Alignment unaligned Languages Common, Elven Alignment unaligned Languages Common, Elven
Equipment robes, staff Equipment leather armor, rapier, longbow, 20 arrows

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Features of the Area H Reward


Illumination: Bright daylight. At the end of the session, each character gains 300
Boulders: These rocks are 5 feet high (Athletics P P XP for interacting with the Green Fey, rustling the
DC 9 to climb) and blocking terrain. unicorns, and battling the Summer Fey.
Bushes: These plants are difficult terrain, and Treasure: If the Green Fey learn that the charac-
bush squares are lightly obscured. ters need leaves as keys, a quiet wilden points out the
Ponds: These pools contain shallow water, which oak trees and makes sure the characters gain a fine
is difficult terrain, oak leaf.
Trees: The trees are 30 feet high (Athletics DC 9 The satyrs teach the most successful reveler among
to climb), and the trunks are blocking terrain. Above the characters—the one with the highest check result
10 feet, the branches and leaves render the area at the gathering above—the feast of recuperation fey gift
lightly obscured. (see Player’s Option: Heroes of the Feywild).
U When Robin returns, he tells the characters he
Conclusion is taking them to see Ragnar. Before the characters
move on, Robin gives them +1 magic armor or one
When the characters retreat, with the unicorns in magic item from the Treasure Table, page 66. He also
P
tow or without them, the battle is over. If the unicorns
accompany the party, they are willing to use horn
U gives each character a moonstone worth 50 gp.

touch, if that power is still available, for the characters’


benefit.
Continue with Ending the Session, below.

E nding the Session


Start
Even if the characters failed to win over the unicorns,
Robin allows them to take a short rest, then gleefully
leads them back to the Green Fey camp.
the tale of the unicorn heist with a focus on humor-
When the characters go, read: ous moments. They ask the characters to entertain
You retreat to Ragnar’s camp. Robin runs along beside you, (by making various skill checks, all DC 13)—dancing
laughing and congratulating you on your work. Soon, you or tumbling (Acrobatics or Athletics), telling jokes
arrive back through the leafy-faced posts that guard the (Bluff ), rhyming or making music (Diplomacy), tell-
entryway into the campsite. ing tales (History), or performing tricks (Arcana or
“I shall go tell Ragnar of your bravery,” says Robin with Thievery). Satyrs celebrate their brothers, so a satyr
an elaborate bow. “He’ll surely wish to see you thereafter. character gains a +4 bonus to any check to entertain
Meanwhile, drink and eat and make merry.” the fey in this scene.
The Green Fey are also curious about what the
If the characters succeeded in bringing the unicorns characters have learned since their arrival on the
here, Robin takes them with him. The Green Fey island. Use this as an opportunity to remind the play-
start drinking and eating again, as well as weaving ers what their characters should know.

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Summer Glade Why are Uma and Ragnar at odds? “That brash
green-skinned fool blames Uma for our failure to stop the
through a twisted maze that we can no longer enter due to
Soryth’s power over this place and her curse upon us.”
The characters arrive in this scene if they decide to Dream Queen, Soryth, completely. He insults our beautiful Can we see Uma? “Uma fears Ragnar’s wrath, and
approach the Summer Fey camp peacefully. mistress’s courage, when it is his rashness that caused our she sees none who have failed to prove they have no love for
failure and sorrow.” Ragnar. If you can prove this to us, through action, we can
If they do so, read: What do you mean, “completely”? “We came take you to see Uma.”
The Summer Fey camp is across the island, over an ornate here, our queen having learned that her son’s soul slept fit- What can we do? “We have a great idea, Kelindria!”
bridge across the enchanted stream, out of the forest, fully in his tomb alongside his wife, Caerwyn. The hag was shout the pixies.
and through a broad meadow where two young unicorns engaged in an evil rite to use the souls to take control of the “Yes,” says Kelindria, raising her eyebrows, “the pixies
play. The forest on this side of the island is at the height of island. When Ragnar’s Green Fey attacked directly, the were forbidden from doing this deed themselves, but I sup-
summer, the warm breeze heavy with scents of f lowers. As magic went wild and, Uma says, Porpherio’s soul went, at pose you could. They want to lure some bears into the Green
you enter a flowering glade, three tiny fairies on gossamer least partially, into another of the hag’s captives—a young, Fey camp to destroy the mead barrels there.”
wings fly to greet you. Dressed in shiny leather that looks handsome man. The other part went into the hag’s consort, “They’ll mourn the loss of their mead,” says Nettle, “but
like fish scales, they f loat effortlessly upon the air. a fiend we call Kalbon, the Horned King.” maybe it’ll motivate them to do a little more than drink.”
“Guests!” one female says. Where is this “handsome man” now? “He is lost
“Perhaps they know some games,” says the other female. to us. When the magic went wild, we were scattered over If the characters agree, continue with Bear Baiting.
“Maybe they’re Green Fey spies!” says the male. the island. We rejoined our forces, but have not had time The Summer Fey show no hard feelings if the
“Do not be rude, Nettle,” says a beautiful dark-haired to find Caerwyn and Porpherio. Uma says that Ragnar characters want to talk to Ragnar first. In this case, go
nymph as she emerges into the glade. She carries a staff told her he plans to kill the man that contains Porpherio’s to Green Glen, page 82.
and wears a red dress covered with countless f lowers. soul to deny the hag her prize. Uma split with him over this
murderous plot.” Bear Baiting
Nature (DC 8): Mistletoe hangs from trees here. Can you tell us more about the island? “Long
ago, it was a gift from Oran, Lord of the Green Fey, and Cobweb, Peaseblossom, and Nettle provide clay pots
The three pixies are named, in the order they spoke, Tiandra, our Summer Queen, to Caerwyn and Porpherio of honey mixed with mead equal to, two plus the
Cobweb, Peaseblossom, and Nettle. The “nymph” is on their wedding day. It bestows great powers upon its rulers, number of characters.
actually a hamadryad named Kelindria. She and the such as a fountain that cures all and a hidden palace that no
pixies welcome the characters to the glade. one can enter when forbidden from it, as we have now been. As the pixies explain, read:
When Caerwyn died, Porpherio kept her soul and built a “You’re going to need these,” says Peaseblossom.
“To lure the bears from their cave,” says Cobweb.
Talking with tomb where both could sleep away eternity as silent rulers of
this place. They never expected a plot like Soryth’s.” “Then, bam! Into the Green Fey Camp!” shouts Nettle,
the Summer Fey What is Soryth’s plot? “Soryth’s song, as some call punching his own hand.
The Summer Fey are fascinated with the characters the ritual, would have placed the souls of Porpherio and “The honeyed mead is to throw so the bears follow you,”
and ask them to tell tales of the mortal world. In con- Caerwyn under the hag’s control—probably in her body and says Cobweb.
versation, the pixies are childlike, enthusiastic, and that of the Horned King. Uma knows more.” “But keep some so they can smell it,” says Nettle.
overbold. They rattle off questions and thoughts at The hag has Caerwyn/Juliana. “This is dire news. “Also so the bears want more,” says Peaseblossom.
random, continue one another’s sentences, and rarely She must be stopped. Maybe you bold few can succeed “Crush the mead barrels to get it!” says Cobweb.
pause for breath. Kelindria acts as a moderator, an where we have failed.” “Caution, though, my bold friends. You need to be quite
eye in the storm that answers most of the characters’ How do we find Caerwyn/Juliana? “If Soryth stealthy,” says Kelindria. “The bear cave is on the edge of
questions. When the characters speak with them, the has her, she is in the hidden Palace of Spires, accessible only Green Fey territory, and the bears are faster than you are,
Summer Fey might reveal the following. so be careful in finding and enticing them.”

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The pixies give the characters directions to the bear If the characters succeed in the challenge, read: Failure: The bears chase the characters. Each
cave and the Green Fey camp. Two young brown bears play in front of the cave, unaware character must succeed on a DC 20 Endurance check
of your observation. The cave is shallow, and a larger bear— or lose a healing surge in the chase.
Skill Challenge: Infiltration the mother, perhaps—sleeps within.
When this challenge ends, continue with the Hon-
This challenge begins when the characters set out Failure: The characters take a –2 penalty to eyed Chaos tactical encounter.
from Uma’s territory to the bear cave. checks in the next skill challenge except for Intimi-
Complexity: 1 (requires 4 successes before 3
failures)
date checks, to which they gain a +2 bonus. Honeyed Chaos
Time Frame: Each character can make a check in If the characters fail the challenge, read: Encounter Level 5
the challenge once per minute. Two young brown bears play in front of the shallow cave
Primary Skills: Endurance, Nature, Perception,
Stealth
as you approach. Sensing you, they f lee inside, rousing a
larger bear that is likely their mother.
Setup
Endurance (DC 8, group check): The characters 2 satyr brawlers (S)
attempt to move through Green Fey territory with 2 wilden hunters (W)
speed and efficiency. Each character makes an Skill Challenge: Luring 2 young bears (Y)
Endurance check, and the party earns one success in
the challenge if at least half the checks are successful.
Bears 1 bear (B)
5 mead barrels (M)
This challenge begins when the characters try to lure
Nature (DC 13): The character can pick a good trail
the bears. The goal here is to break the mead barrels, and the
through the woods, as well as identify tracks accu-
Complexity: 1 (requires 4 successes before 3 characters know this fact.
rately to avoid the Green Fey and find the bears.
failures)
Perception (DC 13): The character acts as a guide,
Time Frame: Each character can make a check in When the characters arrive, read:
noting natural features, promising tracks, and good
the challenge once per minute. You burst into the glen, startling several satyrs and wilden
trails in the woods.
Primary Skills: Athletics, Bluff, Intimidate, in the midst of a revel at their campsite. The fey stare at
Stealth (DC 13, group check): Even though speed is
Nature you through drink-dazed eyes, and then they spot the bears
essential, noise must be kept to a minimum. Each
Athletics (DC 8): The character accurately tosses a behind you. They stand aghast for a moment, and then
character makes a Stealth check, and the party earns
honey mead pot, spacing multiple throws (if appropri- some flee in panic. Only a few defiant ones remain behind.
one success in the challenge if at least half the checks
ate) to lure the bears along. In the south end of the camp, you spot your targets. Five
are successful.
Bluff (DC 13): The character waves an open honey mead barrels stand on end around the site.
Secondary Skills: Acrobatics, Athletics
mead pot to lure the bears into following.
Acrobatics or Athletics (DC 20): The character helps
Intimidate (DC 20): The character angers a bear, If the characters succeeded in the “Luring Bears” skill
the party along a rough path of deep gullies, fallen-
causing it to give chase. challenge, they gain a surprise round. Do not roll ini-
tree bridges, and short climbs to the rolling terrain
Success: The bears start to follow the characters tiative for the bears (see “Tactics”).
in which the bears reside. This check, if successful,
at a leisurely distance, enjoying the sweet bait. Then
grants a +2 bonus to the group’s Stealth checks until
they start to move closer to the characters, just as
the end of the challenge.
the heroes move out of the forest into a clearing. The Handling the Bears
Success: The characters find the bear cave.
characters gain a surprise round in the upcoming tac- If a character does any of the things described below,
tical encounter. then on its next turn, the affected bear chases the
character.

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A bear that’s chasing a character stops if it moves Throwing Honey 2 Young Bears (Y) Level 2 Brute
adjacent to a barrel or a square covered with honey A character can throw a honey mead pot as a ranged Medium natural beast
mead from one of the pots. A bear attacks a barrel HP 45; Bloodied 22 Initiative +3
attack (+5 vs. Reflex if targeting a creature or an
that it stops adjacent to, or it stops for 1 round to eat AC 14, Fortitude 15, Reflex 14, Will 13 Perception +2
object). Any creature, object, or square hit by the pot Speed 7
the honey mead in a spot covered in the stuff. becomes covered in honey mead for the rest of the Traits
Attack: A character who damages a bear is chased Devour
by that bear even if the animal is next to a mead 2 Wilden Hunters (W) Level 2 Lurker Any creature grabbed by the bear at the start of the bear’s
barrel. If a character damages a young bear, the char- Medium fey humanoid turn takes 1d6 + 4 damage.
acter is also chased by the mother bear. HP 33; Bloodied 16 Initiative +8 Standard Actions
Bluff (DC 13): As part of a move action, a charac- AC 16, Fortitude 13, Reflex 15, Will 14 Perception +9 m Claw F At-Will
ter carrying a honey mead pot can move adjacent to a Speed 6 Low-light vision Attack: Melee 1 (one creature); +7 vs. AC
bear to attract its attention. Traits Hit: 2d6 + 5 damage.
Camouflage M Bear Grab F Encounter
Nature (DC 13 standard action, DC 20 minor The hunter can attempt a Stealth check to hide when it has Effect: The bear uses claw twice against the same target.
action): A character can get a bear to chase him or cover or concealment instead of needing superior cover or If both attacks hit, the target falls prone, and the bear
her, gaining a +4 bonus to this check if he or she is total concealment. grabs the target (escape DC 13) if it has no other creature
carrying a honey mead pot. Sniper grabbed.
Whenever the hunter is hidden and misses with a ranged Str 17 (+4) Dex 14 (+3) Wis 12 (+2)
2 Satyr Brawlers (S) Level 3 Brute attack, it remains hidden. Con 15 (+3) Int 2 (–3) Cha 10 (+1)
Medium fey humanoid Hidden Shot Alignment unaligned Languages —
HP 55; Bloodied 27 Initiative +3 The hunter deals 5 extra damage against enemies from
AC 15, Fortitude 16, Reflex 15, Will 15 Perception +2 which it is hidden.
Bear (B) Level 5 Brute
Speed 6 Low-light vision Standard Actions Large natural beast
Standard Actions m Short Sword (weapon) F At-Will
HP 80; Bloodied 40 Initiative +3
m Gore F At-Will Attack: Melee 1 (one creature); +7 vs. AC
AC 17, Fortitude 19, Reflex 16, Will 16 Perception +3
Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 5 damage.
Speed 8
Hit: 2d6 + 6 damage. r Longbow (weapon) F At-Will
Attack: Ranged 20/40 (one creature); +7 vs. AC
Traits
M Running Gore F At-Will
Devour
Requirement: The satyr must charge. Hit: 1d10 + 3 damage.
Any creature grabbed by the bear at the start of the bear’s
Attack: Melee 1 (one creature); +8 vs. AC Triggered Actions
turn takes 1d8 + 5 damage.
Hit: 2d8 + 6 damage, and the satyr pushes the target up to Pursuit of the Hunter F Encounter
Trigger: An enemy ends its movement within 2 squares of
Standard Actions
2 squares. The satyr can then move to the nearest square
m Claw F At-Will
adjacent to the target. the hunter
Attack: Melee 1 (one creature); +10 vs. AC
Triggered Actions Effect (Immediate Reaction): The hunter shifts 3 squares.
Hit: 2d8 + 7 damage.
Dazing Gore F Encounter Until the end of its next turn, the hunter’s ranged attacks
M Bear Grab F Recharge when first bloodied
Trigger: The satyr hits an enemy with running gore. against the triggering enemy deal 5 extra damage and
Effect: The bear uses claw twice against the same target.
Effect (Free Action): The target is dazed (save ends). ignore cover and concealment.
If either attack hits, the target falls prone, and the bear
Stumbling Blow F Recharge 5 6 Skills Athletics +6, Stealth +9
grabs the target (escape DC 15) if it has fewer than two
Trigger: The satyr uses gore and misses. Str 11 (+1) Dex 16 (+4) Wis 17 (+4)
creatures grabbed.
Effect (Free Action): The satyr shifts up to 3 squares to a Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Str 20 (+7) Dex 13 (+3) Wis 13 (+3)
square adjacent to an enemy and uses gore again. Alignment unaligned Languages Common, Elven
Con 20 (+7) Int 2 (–2) Cha 12 (+3)
Skills Bluff +8, Nature +7 Equipment leather armor, short sword, longbow, 20 arrows
Alignment unaligned Languages —
Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
Con 15 (+3) Int 10 (+1) Cha 15 (+3)
Alignment unaligned Languages Common, Elven

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encounter. If the pot misses, it lands in a square near-


Y Y E nding the Session
est to the thrower that is also adjacent to the target. In
any case, a thrown pot is destroyed.
B All three pixies applaud the characters’ return. Kelin-
dria points out that the true goal of their encounter with
Start
Tactics the bears was to show a lack of loyalty to Ragnar, and
the heroes have done that in a very feylike way. She goes
The fey quickly discern that the characters are the to ask Uma to grant an audience with the characters.
perpetrators of this chaos. They attack the characters While everyone waits, the pixies ask for perfor-
and avoid the bears. If the bears attack the fey (such mances (see Ending the Session on page 85). In this
as if one or more of the satyrs and the wilden become socializing, the pixies play favorites. Any pixie charac-
covered in honey mead), have the players make the S
ters gain a +4 bonus to skill checks made in this scene.
attack rolls and the damage rolls for the bears.
Bears: The bears go last in the initiative order, the
Large mother bear going last. Each attacks the near- Reward
est target from among a mead barrel, a target covered M At the end of the session, each character gains 300
in honey mead, or a character carrying a honey mead W M XP for the party’s accomplishments.
pot, in that order. Too interested in food, the bears Treasure: If the Summer Fey learn about the keys,
make no opportunity attacks. They keep no targets then Cobweb points out the mistletoe.
W
grabbed if mead can be had instead. If a bear attacks The pixies give the most entertaining character—
a mead barrel, the animal remains next to that barrel M S the one with the highest check result—a spidersilk sack
until the end of the encounter or until the bear takes (see Player’s Option: Heroes of the Feywild).
damage. M Kelindria returns to take the characters to Uma.
Satyrs: These fey try to keep the characters away Before they depart, she gives the party +1 sylvan
from the mead barrels and protect the wilden. A satyr armor or one magic item from the Treasure Table,
might push a character into the campfire. M page 66. She also gives each character a silver ring
Wilden: The hunters use the trees for camouflage with a knotwork pattern (50 gp).
to better employ sniper and hidden shot. At the start of
the battle, each wilden climbs a tree adjacent to its terrain. Above 10 feet, the branches and leaves render
starting position. the area lightly obscured.
Mead Barrels (M): Each barrel is made of wood
Features of the Area and stands 3 feet high. It is difficult terrain. A barrel
has AC 5, Reflex 5, Fortitude 12, Will —, and 20 hit
Illumination: Bright daylight. points.
Bushes and Debris: The small plants and fallen Tents: These shelters are difficult terrain, and
trees are difficult terrain. they collapse if anyone enters their space.
Campfire: A creature that ends its movement
(forced or otherwise) or ends its turn in the fire takes
5 fire damage. Conclusion
Forest Trees: These plants are 20 feet high (Ath- Once all the mead barrels are broken, the charac-
letics DC 9 to climb). The large tree south of the ters can retreat and take a short rest. Continue with
debris area is 40 feet high, and its trunk is blocking Ending the Session, below.

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Session 6: Robin leads the way into another meadow, parting


branches for easy passage. Like a king, a green-skinned
giant sits on a carved wooden chair upon a raised stone. His
Fey Agents face is grim under a mass of black braids that match his
eyes. He wears fine hide armor and a cloak of purple fur.
After completing mischief for the fey, the characters To his left is a wooden shield carved with a smiling face of
meet one of the archfey agents, Ragnar or Uma. If oak leaves, and at his right is a boar spear and a wooden
the characters wrangled the unicorns, Robin the f lagon. Well-armed satyrs and wilden attend him, and
satyr takes them before Ragnar—continue with Ver- some others cook good-smelling foods over the campfires.
beeg Ego. Characters who broke the mead barrels “Ragnar, soldier of the Green Lord,” says Robin with a
follow Kelindria to see Uma in Summer’s Face, on bow and f lourish. “Ask of him what you will.”
the next page.

Verbeeg E go Talking with Ragnar


Ragnar is devious, moody, rash, sarcastic, and given
If the characters successfully coerced the unicorns to wrath. He broods over his failure against Soryth.
into the Green Fey camp, the creatures are stand- His anger at Uma is misplaced, but his hazy memory
ing beside Ragnar when the characters meet him. of the attack prevents him from admitting any fault.
Include them in your description. He can reveal the following. (He uses any names he
knows, such as Orlando’s, in the following dialogue.)
As the characters approach Ragnar, read: What’s the story here? Ragnar can tell the char-
Robin speaks as he leads. “Ragnar is a warrior,” he says, acters information from The Feywild and Archfey
“a hero among the Green Fey. Treat him with respect. He Agents sections of the Adventure Background,
is already impressed with your exploits. He might even pages 64 and 65, but he knows nothing of the island’s
make you his champions, since we are now all but powerless connection to the world. However, Ragnar assumes
against the hag. What a great tale that will make, eh?” the characters used a fey crossing to come here, so he
questions them about it, finishing with, “This crossing
must have been how the hag came to the island.”
What’s with this hag? “The hag, Soryth, the so-
called Dream Queen, is a wicked exile from the eladrin
VERBEEG LORE city of Astrazalian. She came here and found the key to
Arcana (DC 13): The creature on the makeshift the island’s control—the souls of my lord’s daughter and
throne is a verbeeg, a giant of the Feywild. Verbeegs her husband. The Summer Fey witch Uma told me that
are usually warriors, but they are also tricksters. wards on the tomb where the souls slept were to warn the
Arcana (DC 20): Verbeegs lean toward behavior archfey if anyone disturbed those resting within. Soryth
that worldly folk might consider to be wicked. These did, which is why we’re here. Soryth has discerned a way
fey giants are sly, egotistical creatures that take to thwart the wards and seeks to use the souls of the arch-
advantage of any weakness. Verbeegs make no oath fey’s children to gain power over this place. We attacked
lightly, but they keep any promise to the letter. her as she cast a great spell to that end, but victory was
denied us. Now, we are cursed, bound to this island and
against invading Soryth’s lair again.”

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Soryth’s lair? “Yes, the Palace of Spires, a hidden When the characters are ready to start out on their unclear. Uma already knows Juliana and Orlando
world of its own beyond a great maze of brambles.” hunt for the nymph, go to the Barkburrs tactical by name—she heard them call to each other when
(Ragnar can tell the characters about the keys.) encounter on the next page. Soryth’s spell went wrong.
Were Orlando and Juliana with the hag? “Yes, What’s the story here? Uma can tell the char-
they were there when we attacked. Uma later told me that
the hag’s magic was manipulating the souls of the children
Summer’s Face acters information from The Feywild and Archfey
Agents sections of the Adventure Background,
of the archfey and those mortals. When our attack broke With the pixies excitedly following, Kelindria takes pages 64 and 65, but she doesn’t know about the fey
the magic, souls and minds were swapped. All of us awoke the characters to see Uma. crossing. She questions how the characters arrived
in the forests here. We regrouped, but we did not find the here, and when she learns of the crossing, she says,
ones you speak of.” As the characters approach Uma’s throne, read: “Tiandra and Oran must not have known of this crossing.
Juliana thought she was Caerwyn. “Yes, Uma Kelindria leads you through undergrowth full of fragrant That must be how the hag came here.”
told me that when the hag’s magic went wrong, minds and f lowers. She parts the greenery ahead, revealing a meadow Who is this hag? “The Dream Queen, Soryth, is
souls changed places. Caerwyn’s is, at least partly, inside on the edge of a placid lake that ref lects the perfect sky. an exile from Astrazalian, an eladrin city. An evil crea-
this Juliana. It follows that Porpherio’s is partly inside the “Uma will be happy to see you,” Kelindria says with a smile, ture indeed, she came here to take control. The only way
human male.” gesturing for you to go forward. she could hope to do so is to use the souls of the isle’s true
Why do you feud with the Summer Fey? “Uma The Summer Fey camp has no shelter, but two rose stewards, Caerwyn and Porpherio. Brazenly, she has done
should have been able to contain the magic that thwarted arbors stand to either side of a throne of woven vines bloom- just that with a subtlety few can match. Archfey are sub-
and cursed us, and scattered the souls. She failed. Further, ing with f lowers. A verdant hedge maze opens behind the tler still, which is why the wards my queen placed on the
she is unwilling to help in the solution I have devised. I seat. Upon the living chair sits a beautiful female fey in a island alerted her. She sent us to find out what was going
don’t work with weaklings.” golden gown bedecked with f lowers and jewels. Her hair is on. We discovered Soryth’s plot, and with the Green Fey,
What was your plan? “I sent my cousin Basal to the color of copper touched with gold where the sunlight hits we attacked her before she could complete her black magic
slay the one who is Porpherio. If Basal succeeds, the soul it. Sad eyes, white like an eladrin’s, gaze at you as you come song. Our attack was obviously ill conceived, for we failed
will be freed and the hag denied her power. I told Uma forward. Nymphs, pixies, and dryads dance, sing, and play to thwart her. Now the hag’s power on this isle binds us
of this plan, and the witch named me a murderer. Let in the meadow and in the water, but many among them from trying again, leaving, and sending a message to the
her drown in her perfume in her camp yonder until the stare at you and come close to the throne as you do. Summer Queen.”
Summer Queen calls her home.” As you draw near, Uma smiles—just a little—but with Where is Soryth that you can’t find her? “She is
Why haven’t the archfey come? “They don’t that smile the air becomes warmer, and the earth and vines in the Palace of Spires, a tiny plane connected to this island
know what has happened. Their own wards, some now nearby bloom with new growth. “Welcome,” she says in a through a magical maze.” (Uma can tell the characters
under the hag’s control, prevent us from contacting them.” sweet voice, “I am Uma. I hear my fairies have had you up all about the keys if needed.)
to no good.” She looks at the pixies who have followed you, Were Orlando and Juliana with the hag? “The
When the discussion ends, read: who redden at her slight reproach. Uma then turns back to two mortals were there, yes. Soryth was using their souls
A sly look crosses Ragnar’s features. For the first time he you, saying, “What can one such as I can do for you?” as part of her ritual. I think she planned to let their souls
smiles, and he says, “My scouts saw Porpherio in the arms sleep while she and her consort, the Horned King Kalbon,
of a nymph in the southwestern forest this morning. Basal
has yet to catch him, obviously. Were I to move now, I have
Talking with Uma absorbed most of the souls of the archfey’s children. Had
she succeeded, she and Kalbon would have become mas-
Uma is compassionate, gracious, and patient, but she
no doubt that Uma would counter me. But she might not ters of this place. Our attack caused the magic to go wild,
is also initially indecisive. She is trying to formulate a
notice you. If you can find the nymph and bring Porpherio and the souls Soryth was manipulating traded places
plan to fix the troubles on the island, but she is vexed
to me, we shall decide how to mend this mess. Move swiftly. unpredictably. Now Juliana and Orlando walk the edge of
with Ragnar and his bellicose ways. Uma thinks that
If Basal finds your man first, he is surely dead.” destruction, each containing the mind and soul of another.
Ragnar’s rashness is exactly what caused the failure
Hope yet remains, however.”
during the first attack on Soryth, but her memory is

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Hope? “Yes, if we can undo the soul swapping and 2 Bloodthorn Vines (B) Level 2 Soldier Vine Horror (V) Level 5 Controller
thwart Soryth, perhaps we can yet prevail. I believe fate has Medium natural beast (plant) Medium natural humanoid (plant)
sent you to me for just that reason.” HP 41; Bloodied 20 Initiative +3 HP 63; Bloodied 31 Initiative +6
Why do you feud with the Green Fey? “Ragnar AC 18, Fortitude 15, Reflex 12, Will 14 Perception +3 AC 19, Fortitude 17, Reflex 18, Will 16 Perception +9
Speed 5 (forest walk) Blindsight 10 Speed 6 (forest walk, swamp walk), swim 6 Blindsight 10
attacked too boldly. If he had given me time to unravel the
Standard Actions Traits
magic carefully, none of this would have happened. Now, he m Striking Vines F At-Will Malleability
plans to simply murder Orlando to deny Soryth her goal. Attack: Melee 1 (one creature); +7 vs. AC The vine horror can squeeze through spaces 1 inch wide. It
He has sent his oaf of a cousin, the verbeeg named Basal, to Hit: 1d8 + 5 damage. doesn’t have to squeeze to enter larger openings.
do the deed. How can one work with such lazy simpletons? M Impaling Thorn (healing) F Recharge when the vine Standard Actions
“Thankfully, Basal has not succeeded. I have learned doesn’t have a creature grabbed m Claw F At-Will
that the addled Orlando chased a summer nymph into the Attack: Melee 1 (one creature); +5 vs. Fortitude Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d8 + 4 damage, and the vine grabs the target (escape Hit: 2d8 + 4 damage.
forest just yesterday. Would that it had been one of my sis-
DC 13). C Vicious Vines F Recharge when first bloodied
ters. But that was not to be.” Sustain Standard: The vine sustains the grab until the end Attack: Close burst 3 (enemies in the burst); +8 vs. Reflex
of its next turn, the target takes 2d8 + 4 damage, and the Effect: The target is restrained and takes ongoing 10
When the discussion ends, read: vine regains 5 hit points. damage (save ends both).
Uma speaks gently but firmly. “If we fail to act quickly, Minor Actions Skills Stealth +11
Ragnar’s folly will cost us dearly. I ask you to champion Pulling Vines F At-Will Str 16 (+5) Dex 18 (+6) Wis 14 (+4)
me in my cause. Please seek out the summer nymph, find Effect: The vine shifts 1 square, pulling any creature it has Con 15 (+4) Int 9 (+1) Cha 10 (+2)
grabbed into a space adjacent to it. Alignment evil Languages Common, Elven
Orlando, and bring him to me. If I act directly, conf lict with
Str 17 (+4) Dex 10 (+1) Wis 14 (+3)
the Green Fey is inevitable. Innocents could be harmed. Con 17 (+4) Int 2 (–3) Cha 6 (–1) sparkling in the sun, has been driven into the roots of the
Spare us this violence, and act on my behalf?” Alignment unaligned Languages — closer of those trees.
When the characters are ready to start out on their If fewer than half the characters succeed on the Nature (DC 9): The trees here are mostly old oaks
hunt for the nymph, continue with the Barkburrs DC 13 Perception check below, start the party in the with mistletoe among their branches.
tactical encounter. Surprised area on the map. The group notices the Perception (DC 13): Green vines that have crim-
area’s dangers only after wandering among them. son thorns lurk among the roots of two trees here. In
Barkburrs Characters who succeeded on the check, along with the branches of one of the humanoid-shaped oaks is
the monsters (except for the vine horror), gain a sur- a shiny object. Success on this check allows a DC 13
Encounter Level 2 prise round. Nature check to identify the bloodthorn vines.
If half or more of the characters succeed on the Perception (DC 20): The humanoid-shaped trees
Setup Perception check, the party begins in the Start area have tiny wooden protrusions that look out of place.
2 bloodthorn vines (B) on the map. Nobody is surprised. Success on this check enables a DC 20 Nature check
1 vine horror (V) to identify the barkburrs on the trees.
2 barkburr trees (T) When the characters approach the grove, read:
The forest descends into a narrow hollow that contains a As the party spots the dangers here, combat begins.
Place none of the monsters until the characters come grove of old trees with enough space separating them to
allow in the summerlike sun of the island. Undergrowth is
into the grove and see the creatures. Some of the
threats here can be seen before the encounter begins, sparse here and the atmosphere very still. Near the center Tactics
but the vine horror lurks out of sight. of the grove are two particularly gnarled, sparsely leafed The denizens of this corrupt grove are allies, with the
trees of vaguely humanoid shape. A sword, its jeweled hilt vine horror in the lead.

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Bloodthorn Vines: Like the beasts they are, each 2 Barkburr Trees (T) Level 2 Hazard
V
of these plants attacks the nearest character or the Object
character who dealt the vine the most damage on the Detect Perception DC 20, Nature DC 20 to identify
last round. Once a vine has a target grabbed, though, HP 34
AC 16, Fortitude 16, Reflex 10
the plant sustains the grab and drags the grabbed
Immune poison, all conditions; Vulnerable 5 fire
creature toward the barkburr trees. As long as the Triggered Actions
vine horror remains alive, these creatures do not flee. C Lignifying Barkburrs (poison) F At-Will
T
Vine Horror: The vine horror stays out of sight Trigger: An enemy ends its turn within 4 squares of the
until all the characters and the bloodthorn vines have barkburr tree trunk. B
acted. It then emerges from hiding and uses vicious Attack (Opportunity Action): Close burst 4 (the triggering
vines on as many characters as it can catch in the enemy in the burst); +8 vs. Reflex
Hit: 1d10 damage, and the target is slowed and takes ongo-
burst to restrain them within range of the barkburr
ing 5 poison damage (save ends both). B Surprised
trees. This creature mocks its fleshy foes in Elven as it First Failed Saving Throw: Ongoing 5 poison damage, and
fights. If the characters defeat the barkburr trees and the target is immobilized (save ends both).
the bloodthorn vines, the vine horror retreats. Second Failed Saving Throw: The target is petrified until
one of the following conditions is met.

Barkburrs F A power, such as holy cleansing, releases the target.


F The barkburr tree responsible for the petrifying effect T
Barkburrs are nonsentient mobile plants that can is destroyed, and its sap is applied to the target’s fore-
inject a lignifying poison into victims who come head before a full day passes.
too close. A single barkburr looks like a diminutive Countermeasures
conical wooden formation. Barkburrs can infest F Disable: Nature DC 21 (minor action) or DC 13 (stan-
dard action); three successes disable the tree’s attack.
normal trees, making those trees barkburr trees. Failure (DC – 5 or lower): The tree attacks as a free action.
If a nearby nonplant creature acts violently against F Delay: Nature DC 13 (minor action); the barkburr tree Start
nearby plants, barkburrs react by attacking the non- does not attack on this turn.
plant creature and injecting a toxin that turns the
creature into wood. After such a creature is lignified Trees: Those trees that are not barkburr trees
(petrified), it grows into a gnarled tree. If barkburrs are 30 feet high (Athletics DC 9 to climb), and their Reward
create a tree in this way, they infest the new tree trunks are blocking terrain. Above 10 feet, the At the end of the session, each character gains 200
rather than the nearby normal trees. branches and leaves render the area lightly obscured. XP for accepting the task to find Orlando and over-
Someone who has training in Nature can touch a Barkburr Trees: These trees are lignified human- coming the vicious plants.
barkburr tree and empathically influence the bark- oid creatures that ran afoul of barkburrs that once Treasure: The characters can find oak leaves and
burrs not to attack. If the tree on which barkburrs live infested normal oak trees in this grove. The 15-foot- mistletoe growing here. At this point, they should
is destroyed, the barkburrs quickly perish. tall barkburr trees are like other oak trees, except have shamrock, mistletoe, and oak leaves,
their sparse leaves offer no means of hiding. The sword among the roots is a +1 luckblade—a
Features of the Area heavy or light blade of a type you can choose to fit a
Illumination: Bright daylight. E nding the Session character in the party, or the glittering object in the
tree branches is another magic item you roll on the
Bushes and Rocks: Squares containing under-
growth and rubble are difficult terrain. When the characters overcome the plants, recover Treasure Table, page 66. In either case, the nonmagi-
the treasure here, and complete a short rest, the ses- cal item of the two is a jeweled object worth 75 gp per
sion ends. character.

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Session 7: What about Juliana? “Her fate is . . . different. My


purpose for her was fulfilled when she spoke to you in the
leprechaun wood near the fairy ring. I did not foresee that
Rosaline shows the characters the proper route to
take off the hilltop to find Oakstaff. Continue with
Oakstaff’s Grove.
Finding Orlando Soryth would find her so quickly. But her safety is still well
within your control.” Oakstaff’s Grove
The characters continue their journey, and they soon What do you mean? “Soryth waits with bated
run across two of the most powerful creatures living breath to have Porpherio, who is also Orlando, in her claws When the characters go to find Oakstaff, read:
on the island. again. Then, the black song shall be sung anew. Therefore, Down the other side of Rosaline’s hill, in a shadowy part of
Juliana is safe while Orlando is safe. As Oakstaff can tell the forest, is a grove of old trees, each vaguely humanoid in
Rosaline’s H ill you, Orlando is safe for now.” shape. As you draw near, a wizened face becomes apparent
Why can’t you take out Soryth? “Even I am pre- on the trunk of the tallest and stoutest of them. Two small
When everyone is ready to start, read: cavities form its eyes, a knobby branch its nose, and moss a
vented from entering the Palace of Spires without the leave
Leaving the nightmare hollow behind, you ascend through green beard around its mouth. The whole tree twists in your
of the island’s masters. And even if I could do so, I might
ever denser forest. You eventually emerge into an open direction as you approach.
not. You see, it is not my destiny—not the beginning of my
meadow atop the hill you’ve just climbed. The place has “Who comes, so grim-faced and bold, to see old Oak-
road to greatness. My work lies elsewhere.”
weather and foliage present only in the height of summer, staff? Is it the ones Rosaline spoke of?” he says. Then he
Is facing Soryth our destiny? “Possibly. You don’t
and a lone tree grows at its center. Like an ancient goddess, takes a step in your direction.
really wish to know your fate before it comes for you, do
a female fey, her eyes as radiant as twin suns, emerges from
you? I can say that you have begun a momentous work. I
the tree. Her appearance calls to mind Juliana’s description This is Oakstaff the treant (Monster Vault, page 266).
hope you see it through to the end.”
of a woman fairer than any other. He is gregarious, opinionated, and honest. Once
Can you help us at all? “Haven’t I? But, no, I see
“Peace,” she says. “I would share words with you.” a knight among the Green Fey, he disapproves of
what you mean. Yes, my bold ones, I can help you. But for
my help you must promise to talk to Oakstaff, and you Ragnar, whom Rosaline told him about. He some-
This creature is a summer nymph (Monster Manual 3, times waxes nostalgic with old war stories about
must do as he bids. Be not afraid, for he is kind and will not
page 153) named Rosaline. Older and more powerful fomorians and other dark fey.
lead you astray. Will you do as I ask?”
than other creatures on the island, Rosaline concerns
herself with the larger issues of the cosmos. She per- After the characters identify themselves, read:
When the characters agree to visit Oakstaff,
ceives most creatures as pieces in a cosmic game, and “Wait, wait,” rumbles the tree-creature. “Follow me to a
read:
to her, the events on the island are now unfolding as place where you can be at your leisure while we converse.”
Rosaline produces two small crystal containers that have
they should. Sensing Soryth’s purpose, but unable to Oakstaff leads you to a grotto through which a stream
vapor swirling within them. She smiles again, warmly,
stop the hag in the Palace of Spires, Rosaline sepa- flows, with lots of rocks for comfortable seating.
saying, “You will know when you need these. It won’t be
rated Orlando from Juliana.
long now.”
Rosaline is warm but enigmatic. She seems Oakstaff knows much of what has transpired on the
to know more than she lets on. In addition to the isle, such as the following.
The party gains two vials of horse’s breath. Rosaline
material in the Adventure Background, page 64, Do you have Orlando? Oakstaff winks and says,
gives any hamadryad in the party an extra vial of
Rosaline can reveal the following information. “We can talk plainly in this shadowy grove. It and my
horse’s breath, calling it “a gift between sisters.”
Where is Orlando? “When Orlando, who is also grotto, here, are unknown to the Dream Queen as yet.
Porpherio, chased me through the woods yesterday, it was
Horse’s Breath Level 6 Uncommon Porpherio . . . Orlando, I took from the bald hilltop this
no frivolity. I sought to protect him from Soryth and fore- morning, from Rosaline, whom you must know.”
Consumable 75 gp
saw that others would soon follow him. Heroes. You, I now Where is he? “I saw the manling safely to the Water
Utility Power F Consumable (Minor Action)
see. Early this morning, I took him to Oakstaff, a treant Effect: A mount or vehicle you are riding gains an extra Palace out on the lake. That’s where Porpherio’s real secrets
who is my friend and shall be yours if you do rightly.” move action.

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dwell. The place is warded against evil, such as the likes of


that confounded fiend and his foul lady, that hag.
Rider’s Water Level 3 Uncommon A riel Attacks
This magical water can create a mount from a little animal.
“Rosaline said others might come seeking him. You Consumable 30 gp Encounter Level 2
must be the ones. Takes me back to quests I undertook when Utility Power F Consumable (Minor Action)
I was Sir Oakstaff . . .”
We should be going to get Orlando. “Why?
Effect: A Tiny natural beast or a Tiny fey creature that you
pour this water on becomes a Large creature that has the
Setup
Where can you take him that’s safer than the palace?” mount keyword. The effect lasts until your next extended Ariel, pixie wind mage (A)
We have to retrieve him for Ragnar/Uma. rest. Unless the DM rules otherwise, this creature has the 4 waterspouts (W)
statistics of a horse (Monster Vault, page 297). Tiny otters (O)
“Look, my f leshy friends, choosing sides in this strife is
no good. Due to Soryth’s power over this isle, no native of
When the characters are ready to go, Oakstaff tells The characters begin in the Start area shown on the
this island can enter her lair and stop her. The visiting fey
them how to find the Water Palace. Continue with map. This area is the size of the raft if the characters
waff le and rage while Soryth works to undo us all. Would
The Lake. are using that vessel.
that I could go into the Palace of Spires and f latten her. I
can’t, of course. The way is shut to me, as I said. But maybe
my knighting days aren’t over. T he L ake When the encounter begins, read:
“I’ll tell you what. You go down to the island and take When you are well out into the lake, a voice shouts, “This
The lake isn’t far from Oakstaff ’s grove. island’s mine, fools! Soryth and I have already won!”
the lad back to the fey like you were asked. I’ll go speak to
those youngsters and see if I can make them see reason. The On the shore you just left, a male pixie in blue robes flies
When the characters go to the lake, read: just above the grass. Over him floats the shadowy image of
sooner all that’s done, the sooner we can get back to fighting In the middle of a serene lake is a tiny, forested isle where
the real villains, eh? a fanged man with large horns. The image looks as if it is
a small palace of white stone stands. The water is crystal sculpted of dark smoke.
“Ah, I recall the time I set out to form an alliance clear, showing the lake’s gravel bottom. Schools of multi-
against the servants of Thrumbolg . . .” To the pixie, the fiendish vision says, “Kalbon, master
colored minnows swim below the surface, mirroring the of this isle, commands you into battle, slave. Summon your
Can you help us in any other way? “No offense iridescent dragonf lies darting through the air above. In the
intended,” Oakstaff says and winks, “but you folk look winds. Crush these intruders, then bring me Orlando.”
deeper part of the lake, a group of young otters frolic, rising, The face looks like it might continue its rant, but as the
greener than my leaves. Maybe I can help you more.” submerging, and playing without care. A little way down
Over about an hour, while you relax, the treant shapes pixie moves over the water, the air shimmers. Like smoke on
the shoreline, a wide, f lat-bottomed raft rests on the water an unseen wind, the foul vision fades.
wood into vials—one for each of you. These he fills with next to a small wooden dock. A long pole, for guiding the
stream water while mumbling unintelligibly. “Yes,” is all the pixie says.
vessel across the water, lies beside the raft. Four small water spouts erupt near him and move for-
“There,” he says, “I’m sure these will help. The water Arcana (DC 20): The lake water has a magical
has flowed through the roots of great trees and the hidden ward like predatory beasts.
aura. It is some sort of protective magic.
places of this island. It has the magic of growing things in it,
now that I’ve told it what to do. Arcana (DC 13): Some magical effect on the
Characters can use the raft to travel between the water, a protective ward perhaps, forced the fiend’s
“That reminds me of a time in Shinalestra . . .” shore and the island, or they can try to swim (Athlet- supernatural sending to end.
ics DC 9). It’s also possible to use the rider’s water on Insight (DC 13): Even from this distance, the
Each character gains one dose of rider’s water. Oak- the otters if the characters can attract the tiny ani-
staff gives any hamadryad character an extra dose of glazed look in the pixie’s eyes is apparent.
mals (Nature DC 13). If the party uses the raft, one
rider’s water, calling it “a present for a dear cousin.” person must pilot it using the pole. That character
must have two hands free. Tactics
When the characters leave the shore, continue Ariel: This enslaved pixie starts by using tem-
with the Ariel Attacks tactical encounter. pest on the characters. He then sustains that power,

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preferring wind gust for subsequent attacks. He saves


pixie dust to use against those whom he thinks might
Development Otters
Ariel: This pixie is without total free will (Insight The otters (Tiny natural beasts, one per character)
soon engage him in melee. See Development.
DC 13). Once he is bloodied, his eyes clear, but he stay out of the fray and in their spot on the map
Waterspouts: These creatures swirl up to their
keeps fighting because he is confused and afraid unless you or the characters do something to change
enemies and use spinning spout to hurl those foes into
(Insight DC 9). A successful Bluff, Diplomacy, or that. A character can try to attract the otters toward
the water. When they can, they use the same power
Intimidate check (DC 13) can make him back down. the raft (Nature DC 20) or swim toward them while
to damage opponents in the water. Unlike Ariel, these
He surrenders, begging for mercy, if he is damaged keeping the curious creatures calm (Nature DC 13).
elementals attack until they are destroyed.
after becoming bloodied. The monsters do not treat the Tiny otters as enemies.
Ariel, Pixie Wind Mage (A) Level 4 Controller
An otter is useful only if a character uses rider’s water
Tiny fey humanoid, pixie 4 Waterspouts (W) Level 2 Skirmisher to transform it into the following mount.
Small elemental magical beast (air, water)
HP 54; Bloodied 27 Initiative +6
AC 18, Fortitude 15, Reflex 17, Will 16 Perception +7 HP 36; Bloodied 18 Initiative +6 Giant Otter Level 1 Skirmisher
Speed 4, fly 6 (altitude limit 1) Low-light vision AC 16, Fortitude 14, Reflex 15, Will 13 Perception +3 Large natural beast (mount)
Standard Actions Speed 4, fly 6 (altitude limit 1)
HP 28; Bloodied 14 Initiative +5
m Wind Spear (weapon) F At-Will Traits AC 15, Fortitude 12, Reflex 14, Will 11 Perception +5
Attack: Melee 1 (one creature); +9 vs. AC Insubstantial Shifting
Speed 6, swim 6
Hit: 2d6 + 5 damage, and Ariel slides the target 1 square. While shifting, the spout takes half damage from all
Traits
C Wind Gust F At-Will attacks except those that deal cold damage.
Aquatic Advantage (mount)
Attack: Close blast 3 (creatures in the blast); +7 vs. Reflex Sensitive to Cold
In aquatic combat, a giant otter gains and grants its rider
Hit: 1d10 + 4 damage. Whenever the spout take cold damage, until the end of its
a +2 bonus to attack rolls against nonaquatic creatures.
Effect: Ariel slides the target up to 2 squares. next turn, it loses its insubstantial shifting trait and gains
Creatures that have the aquatic keyword consider the otter
C Tempest (zone) F Encounter vulnerable 5 to the next attack to hit it.
and its rider to be aquatic.
Attack: Close blast 5 (enemies in the blast); +7 vs. Reflex Standard Actions Standard Actions
Hit: 2d6 + 5 damage, and Ariel pushes the target up to 3 m Slam F At-Will
m Bite F At-Will
squares. Attack: Melee 1 (one creature); +7 vs. AC
Attack: Melee 1 (one creature); +6 vs. AC
Miss: Half damage. Hit: 2d6 + 3 damage.
Hit: 2d4 + 4 damage.
Effect: The blast creates a windy zone that lasts until the M Spinning Spout F Recharge when first bloodied
Move Actions
end of Ariel’s next turn. An enemy that starts its turn Effect: The spout shifts up to 4 squares, and it makes one
M Playful Slide F At-Will
within the zone is slowed until end of Ariel’s next turn. attack against each enemy it moves adjacent to.
Effect: The otter shifts up to 3 squares and makes the fol-
Sustain Minor: The zone persists until the end of Ariel’s Attack: Melee 1 (one creature); +5 vs. Fortitude
lowing attack at any point during its move.
next turn, and Ariel can move the zone up to 2 squares. Hit: The spout slides the target up to 2 squares and knocks
Attack: Melee 1 (one creature); +4 vs. Fortitude
A Pixie Dust (charm) F Encounter it prone. An enemy in the water takes 2d6 + 3 damage
Hit: The target is knocked prone.
Attack: Area burst 1 within 5 (creatures in the burst); +7 instead of being knocked prone.
Str 14 (+2) Dex 16 (+3) Wis 11 (+0)
vs. Reflex Move Actions Con 12 (+1) Int 2 (–4) Cha 12 (+1)
Hit: The target is dazed and gains no benefit from conceal- Shifting Wind F At-Will
Alignment unaligned Languages --
ment or invisibility until the end of Ariel’s next turn. Effect: The spout shifts up to 2 squares.
Skills Arcana +8, Stealth +11 Str 10 (+1) Dex 17 (+4) Wis 14 (+3)
Con 12 (+2) Int 5 (–2) Cha 8 (+0) Otters that are transformed and then not used as
Str 6 (+0) Dex 18 (+6) Wis 10 (+2)
Con 14 (+4) Int 12 (+3) Cha 16 (+5) Alignment unaligned Languages understands Primordial mounts do not join the fight but might be helpful in
Alignment unaligned Languages Common, Elven another way if the characters are creative.
Equipment robes

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Features of the Area E nding the Session


Illumination: Bright daylight.
The session ends after the characters resolve the
Lake Water: The water is 8 feet deep and calm
encounter (and perhaps speak to Ariel) and come
(Athletics DC 9 to swim).
ashore on the island of the Water Palace.
Raft: The raft sinks if it is reduced to 0 hit points.
Since the raft relies on humanoid propulsion, Ariel’s
tempest can slow it. Reward
At the end of the session, each character gains 250
Raft Huge vehicle XP for dealing with Rosaline and Oakstaff, and for
HP 45
AC 10, Fortitude 10, Reflex 5 O battling Ariel and the elementals.
Treasure: Ariel carries one piece of fine polished
Immune necrotic, poison, all conditions
amber with a fey insect in it (30 gp) per character. He
Speed swim 3
Pilot
gives these freely for sparing his life.
The pilot must stand at the stern, wielding a 12-foot pole. The characters also have any doses of horse’s breath
Load and rider’s water that they received and didn’t use.
Six Medium creatures; 600 pounds of gear.
Out of Control
If not piloted, the raft moves 1d3 – 1 squares in a random Start
direction (minimum 0).

Conclusion
If the characters spared Ariel and talk to him, con-
tinue with Questioning Ariel. Otherwise, go to
Ending the Session. Ariel also has Treasure (see W A
below). Note whether the characters were merciful to W W W
Ariel. This point is important in session 12.
If the characters transformed any otters, the beasts Porpherio’s wards, which guard the Water Palace
remain in mount form until the end of this chapter. against evil.
Ariel knows little about Soryth’s plan or the
Questioning Ariel island’s magic, but he does know that Juliana is in the
Palace of Spires.
If the characters allow Ariel to survive and question
After he divulges what he can, Ariel vows to hide
him after the battle, the pixie apologizes for attack-
from the villains but to tell the other fey of the char-
ing, claiming he was under the power of Kalbon, the
acters’ mercy.
Horned King (Insight DC 9 reveals that he believes
Continue with Ending the Session.
what he is saying).
Ariel can tell the characters that Kalbon sent him
to bring back Orlando—running into the characters
was a coincidence. The pixie also reveals that Kalbon
and Soryth sent him because they cannot yet pass

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Session 8: Raft: This raft floats next to the dock, and a pole
to pilot it lies alongside it.
Roses: The roses that grow here can provide
Perception (DC 13): A set of footprints proceeds
down the stairs and across the room. (These prints
are the same booted ones that might have been found
Water Palace another key. See Treasure, page 101.
Stairway: The stairs lead over the channel, up to
outside the palace.)

After their encounter with Ariel, the characters make the veranda, and to the Palace Interior. The characters are free to explore the room.
it to shore on the isle where Porpherio’s Water Palace Perception (DC 8): Footprints of a booted humanoid Trapdoor: Following the tracks discussed above to
stands. After reconnoitering briefly, they begin at the lead from the grass up the stairs, although the dirt their endpoint reveals this door. Otherwise, searching
Palace Exterior. that indicates them on the bottom stairs diminishes might reveal it (Perception DC 13). If the characters
as the tracks ascend. open the trapdoor, go to Orlando.
If any character has a passive Perception of 20 or Trees: Unusual tracks lead ashore near the trees. Furniture: The furniture is normal but ornate.
higher, read: They are Oakstaff ’s tracks (Nature DC 8), which Glasses, Decanter, and Tray: These items are
As you come ashore, you notice a green-skinned giant come out of the water, move onto the island, then turn exquisitely crafted. (See Treasure, page 101.) The
moving cautiously along the verge of the forest beyond the around. Where the tracks turn around, the charac- decanter is half full of water, and the glass nearest
far shore. He carries a spear and shield, his hair the light ters might find the footprints of a booted humanoid the trapdoor also contains a little water. A character
golden color of straw. (Perception DC 13) leading to the stairway. near this glass sees that water has been spilled on the
table and on the floor near the trapdoor. Characters
Palace E xterior Palace I nterior find the trapdoor right away if they search the area
because of these clues.
When the characters move inland, read: When the characters enter the palace, read: Paintings: Each painting portrays a single figure.
The isle is smaller than it seemed from the far shore, proba- In the bright sunlight, the interior of the palace glows white Although they are in separate paintings, the subjects
bly little more than 200 paces from end to end. Aside from through the rounded translucent ceiling, almost as though appear to gaze fondly at each other. One painting
the palace and its features, the island has a thick stand of the entire structure were made of crystal. The water f low- shows a handsome man who has silver hair and
deciduous trees, where roses grow in the shade, and a small ing from the roof has no apparent source, but it makes a wears lavish clothing. A glow of power surrounds
dock, where a raft floats in the water. strange, familiar music inside the palace. A short set of him, and his laughing eyes glint with the spark of a
The palace resembles a great tunnel of unblemished steps leads down from the veranda into a large oval cham- keen intellect. The other portrays a beautiful female
white marble with a rounded ceiling accented with gilded ber where two luxurious chairs stand at either end of a fey who has black hair and also dresses in a royal
metal fittings. Gigantic glazed windows occupy immense fine table. A crystal glass has been set at either place, and fashion. Serenity flows from her.
arches at the front and back of the structure, and the long a crystal decanter stands upon a small silver platter on the Tomes: These books are all by Porpherio. The
sides of the palace are columned arcades open to the air. table near the chair farthest from the steps. Two framed tomes are numbered 1 to 194, and each covers a year
Water falls from the domed roof, down a channel in paintings hang upon the walls, f lanking long stone shelves of day-to-day life upon the island. Volume 194 reveals
the sides, past the windows, and into another channel that that hold tomes and other objects. Porpherio’s intent to entomb his soul. The journal’s
encircles the palace. This channel merges again on either
last lines read: My life and power I seal into the tomb with
side of the palace to f low into the lake. Stepping stones cross Arcana (DC 13): The structure is not magical, Caerwyn’s soul. Our devotion shall be preserved inside this
the channel, and a curved stairway leads over the channel although the fountain on the dome’s top is. The music eternal garden, which shall be preserved in turn. Blissful
and up to a veranda on a higher level. it makes is part of the magic. sleep shall be ours, forever, and the garden shall endure.
Dungeoneering (DC 20): The area of this room
The characters can explore the isle, based on what suggests that the stone floor here is very thick.
the players can visualize from your description. Perception (DC 8): The music is the same as the
Channel: The stepping stones allow easy access soft music of the crystals in the Crystal Cave.
over the water to the veranda.

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Orlando Don’t you remember being part of the hag’s


ritual? “No, I don’t. I remember some bad dreams a few
When the characters open the trapdoor, read: nights ago. Am I still dreaming?”
As you open the hatch, the tip of a rapier pokes out and a
male voice shouts, “Back! You’ll not take me alive!” Orlando seems less coherent than Juliana was. The
As his eyes adjust to the light that f loods into where he characters likely have a key tool to free part of his
is hidden, a young, fit man lowers his blade. His expression memory—the locket found in Session 3. If the players
changes from one of anger to one of confusion. don’t remember it, the characters do, so feel free to
“ Do I know you?” he says. “Do you know Juliana?” remind them.
Orlando’s Locket: If the characters give Orlando
The young man climbs out of the shaft and looks at his locket, he suddenly remembers more. He recalls
the characters in bewilderment. Crystalbrookers that Kalbon and Soryth captured him and Juliana
recognize the man as Orlando, but his hair is silver when they emerged from the Crystal Cave three or
like that of the man in the painting in this room—not four days ago. The villains took the couple to a hidden
black, as it actually is. One of his eyes is blue, and the palace, keeping them prisoner for a day or so. Then the
other is green, but Orlando actually has two blue eyes. fiend bound them and took them to a garden house on
the palace roof. The hag started to sing strange words,
Talking to Orlando but soon after, a green giant rushed into the room
alongside numerous fey. Orlando got free during the
Orlando recognizes any Crystalbrookers among the struggle, but there his memory fails him again.
party, but his full memory is beyond his grasp. Once The Porpherio aspect of Orlando can then tell the
he is made aware of Juliana’s plight, he wants nothing characters what Soryth was trying to do (and that one
more than to save her. In conversation with the char- day on the isle equals a week in the world). He knows
acters, Orlando might say the following. that he should be dead alongside Caerwyn. But his
What happened to you? “I awoke in a forest, and soul is now alive inside Kalbon and Orlando. Por-
a lady with eyes like the sun drew me away before I knew pherio can confirm that the fiend the characters saw
what was happening. She took me to a hill with a lone tree commanding Ariel at the lake is Kalbon.
atop it. A walking tree, Sir Oakstaff, my old friend . . . came Orlando/Porpherio’s greatest priority is rescu-
and took me away. He brought me here today, saying I’d be ing Caerwyn/Juliana. If the characters explain the
safe. When I heard you coming, I hid in . . . well, there.” request of the archfey agent they dealt with, he is
Your old friend? Your secret place? “Yes, this is willing to go along to see either Uma or Ragnar.
my Water Palace. Magnificent, isn’t it?” Ending the Discussion: Even if the characters
You think you’re Porpherio? “Think? I am Por- fail to give Orlando his locket, he agrees to follow
pherio . . . aren’t I? What are you driving at?” them back to the archfey agent the characters are
Why did you leave Caerwyn/Juliana? “I’d never aiding. Grateful to the characters for their current
do that! Where is she? Is she with you?” and potential help, Orlando points out the trea-
You left her behind, didn’t you? “I don’t remem- sure they could glean from this place, beginning
ber seeing her. I saw only Rosaline when I awoke. Was with mentioning the roses that grow on the palace
Juliana there? Where is she now? I must find her!” grounds. As he is about to continue, Ragnar’s cousin
The hag took her again. “What? A hag? Then we Basal arrives to kill Orlando. Continue with the Ver-
must rescue her! Who’s with me?” beeg Dilemma tactical encounter.

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Verbeeg Dilemma Development Basal, Verbeeg Hunter (B) Level 4 Solo Skirmisher
Large fey humanoid (giant)
Killing Orlando is Basal’s mission, but he is willing to
Encounter Level 4 HP 220; Bloodied 110 Initiative +7
talk first. Whether the heroes refuse to talk (because AC 18, Fortitude 18, Reflex 16, Will 15 Perception +8
they are aiding Uma), or they reveal that Ragnar sent Speed 8 Low-light vision
Setup them, Basal offers a deal before they can attack him. Saving Throws +5; Action Points 2
Basal (B) Traits
When he does, read: Hunter’s Agility
Orlando (O)
Basal can stand up from prone as a minor action.
Trapdoor (T) Basal raises a hand and addresses you, saying, “I have a
Hunter’s Resilience
duty to fulfill, as it seems do you. We should contest for the Whenever Basal ends his turn, any dazing, stunning, or
Basal arrives stealthily, but he does so to impress prize, yes? Here’s my proposal—we fight until one side is dominating effect upon him ends.
rather than surprise. Any character who has a pas- defeated or submits, and the victor gets Orlando. Fighting Verbeeg Stealth
sive Perception of 20 or higher notices the giant just all of you at once seems fair to me. Basal can make a Stealth check to become hidden as long
before he speaks. “What say you? I am willing to listen to other terms for as one square he occupies has superior cover or total con-
the combat, if you have suggestions.” cealment from the creature he is attempting to become
hidden from.
When Basal arrives, read: Standard Actions
“Well, my quarry is found, attending a party no less,” says Encourage the players to have their characters offer m Spear (weapon) F At-Will
a thin, smirking giant that has appeared atop the steps. some different rules (presumably of a nonlethal vari- Attack: Melee 2 (one creature); +9 vs. AC
He has green skin and pointed ears, and hair and eyes the ety). The verbeeg agrees to conditions such as fighting Hit: 1d10 + 7 damage, and Basal shifts 1 square.
golden color of straw. He leans on a spear and loosely car- to subdue rather than kill and refraining from attack- r Bewildering Bolt (psychic) F At-Will
ries a wooden shield carved in the likeness of a laughing ing Orlando unless Basal defeats the characters. If the Attack: Ranged 10 (one creature); +7 vs. Will
characters don’t want to offer any rules, Basal acts as Hit: 2d6 + 5 psychic damage, and the target cannot attack
elf ’s face. His armor is the hide of some blue-furred beast,
Basal until the start of the target’s next turn.
the fur turned inward. described in “Tactics.”
M Hunter’s Momentum F At-Will
“Ragnar sends his greetings, Orlando. I am Basal of the Basal is not willing for the characters to include Effect: Basal makes three basic attacks.
Green Fey. Many apologies for spoiling the party, but it’s Orlando on their side in the combat unless Orlando Move Actions
time for you to die.” is a fair target during the fight. Orlando is Basal’s first Bound F At-Will
Orlando looks on in shock, but Basal makes no immedi- target if the characters refuse to cooperate. Orlando Effect: Basal shifts up to 4 squares, and he can ignore diffi-
ate move. does not enjoy being excluded from the fight, but he cult terrain and move through enemy spaces.
abides by any arrangements the characters make. Minor Actions
C Lunging Sweep (weapon) F Recharge each time Basal
The characters start within 2 squares of the trapdoor. hits three different targets with hunter’s momentum
They might realize that Basal is the same kind of
creature as Ragnar. If the characters met Ragnar in
Tactics Attack: Close blast 3 (creatures in the blast); +7 vs. Reflex
Hit: 1d8 + 5 damage, Basal knocks the target prone, and he
Basal: The verbeeg hunter attempts to dispatch
Session 6, they might already know about verbeegs. can shift 1 square.
Orlando first if the young man is part of the fight. If Triggered Actions
If they didn’t, they can attempt Arcana checks now to
the rules allow Basal to kill Orlando, Basal asks for M Sweeping Riposte (weapon) F At-Will (1/round)
determine the following information about Basal.
the fight to stop as soon as he does so. Trigger: An enemy hits Basal with an attack.
Arcana (DC 13): This is a verbeeg, a fey giant,
Against multiple foes, Basal divides his attacks, Effect (Free Action): Basal uses spear against the triggering
and a young one. Verbeegs are warriors and
since doing so is to his advantage with the recharge of enemy. If he hits, he knocks the target prone.
tricksters. Skills Athletics +12, Bluff +9, Stealth +10
lunging sweep. Basal fights to kill unless the characters
Arcana (DC 20): Verbeegs have a reputation for Str 20 (+7) Dex 16 (+5) Wis 12 (+3)
asked for a different victory condition.
being sly bullies at best. They love games, but any ver- Con 15 (+4) Int 11 (+2) Cha 14 (+4)
The verbeeg uses his mobility to divide the char- Alignment unaligned Languages Common, Elven, Giant
beeg readily exploits loopholes in the rules.
acters and escape defenders. Whenever he can, he Equipment hide armor, light shield, spear

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Orlando (O) Level 2 Skirmisher Orlando: If Orlando is in the combat on the char-
Medium natural humanoid, human acters’ side, a player chooses his actions and makes
HP 40; Bloodied 20 Initiative +6 his attack rolls, damage rolls, and checks. Orlando
AC 16, Fortitude 14, Reflex 14, Will 14 Perception +6 attempts to defend himself if Basal attacks him.
Speed 6
Traits
Skirmish Features of the Area
If Orlando ends a move on his turn at least 3 squares from
Illumination: Bright light.
where he started the move, he deals 1d6 extra damage
with melee attacks until the start of his next turn.
Bookshelf: Each stone bookshelf is 15 feet tall
Standard Actions (Athletics DC 9 to climb). The shelves are carved out
m Rapier (weapon) F At-Will
Attack: Melee 1 (one creature); +7 vs. AC
of the wall and cannot be moved.
Chairs and Table: Squares containing these fur- B
Hit: 1d8 + 6 damage, and Orlando shifts 1 square. nishings are difficult terrain.
Skills Athletics +8, Diplomacy +9 Stairs: The stairway is difficult terrain.
Str 14 (+3) Dex 16 (+4) Wis 10 (+1)
Trapdoor: Unless the characters close the trap-
Con 16 (+4) Int 10 (+1) Cha 17 (+4)
Alignment good Languages Common, Elven
door, its square is a 10-foot-deep pit with a ladder
Equipment leather armor, rapier leading down into it.

saves sweeping riposte for a foe that dares to attack him Conclusion
on his turn. Skewer is also useful for sliding a trouble- When this encounter concludes, continue with
some enemy away. T
Ending the Session.
The giant gains combat advantage by knocking
his foes prone. He attacks targets that are granting
combat advantage to him whenever he can, risking E nding the Session O

opportunity attacks to do so as long as he is not blood- If Basal killed Orlando, he takes Orlando’s head as
ied. He can squeeze under the table to use verbeeg proof for Ragnar. After resting and gaining rewards,
stealth to gain combat advantage, but this ploy works the characters return to their archfey agent to begin
only once. When the characters are aware of it, they the next session.
can look under the table to prevent its use.
Once Basal is bloodied, he attempts to kill Orlando
unless the characters’ rules prohibit him from doing Reward
so. (Basal’s ground rules dictate that the victor takes Each character gains 350 XP for finding Orlando, aspect knows that the characters need the rose leaf.
Orlando, but don’t specify in what state.) Characters learning more, and battling Basal. If the characters He knows why they need it only if he has his locket.
can use Diplomacy or Intimidate (DC 20) to stop saved Orlando, each gains 150 extra XP. Each char- They are now likely to have all the leaves necessary
him. A successful Intimidate check (DC 20) can also acter should now have 2,100 XP, or 2,250 XP if the for entering the Palace of Spires in Session 10.
cause a bloodied Basal to yield. When Basal has 45 party saved Orlando. Any character who has 2,250 Several items in the Water Palace are valuable,
hit points remaining, he yields. When he does so, XP advances to level 3. including the crystal decanter and glasses (20 gp
Basal is not surrendering but merely ceasing hostili- Treasure: The characters need to pluck a leaf per PC). If the characters search the area or Orlando
ties. If the characters don’t do the same, he renews his from one of the roses growing at the palace before points out the treasures, they find one potion of healing
attacks. they leave. If Orlando survived the encounter, he on a bookshelf, as well as one item you pick for a spe-
reminds the characters of this fact. His Porpherio cific character or roll on the Treasure Table, page 66.

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Session 9: Porpherio’s old magic, should keep any of the mixed


souls in this world. That means that Kalbon and
Soryth can be slain without fear of losing the soul
DEATH AND HONOR
Resolution Orlando’s Death: If Orlando perished at the Water
pieces within them.
If Orlando is alive, Ragnar admits aloud that it was
After finding Orlando, the characters travel back to Palace, the ensuing dialogue reflects that fact. Uma an ill-conceived plot to kill the young human, since
the archfey they agreed to help. Roleplay this scene, sadly acknowledges the cost of her indecisiveness. the souls would have stayed on the island. If Orlando
using the following as a guide. Once the truth is clear, Ragnar curses his rash decision had been killed, it would have been only a matter of
to “slay the boy.” The archfey agents resolve, together, time before Soryth and Kalbon discovered the soul
Ill M et by to see an end to the villainy that caused this grief. in the tomb. Uma adds that, since the mixed souls
Basal’s Fate: If the characters killed Basal, Ragnar
Moonlight asks them for an explanation of the events. If the char-
remain intact outside the Shadowfell, safe from true
death, the Fountain All Heal is, with certainty, able to
acters acted unfairly in the combat, Ragnar becomes restore all to its proper order.
When the characters return to the archfey, read: suspicious no matter what they say. If the characters
Twilight descends over Porpherio’s Garden again. The don’t own up to their deeds, Orlando tells Ragnar the
full moon begins to rise. On your way to the fey camp, you After Orlando speaks, read:
truth. The archfey is angered, but willing to wait until After Uma and Ragnar have absorbed Orlando’s words,
approach the toadstool ring through which you came to this after Soryth is defeated to pursue a vendetta.
isle. There, the pale light reveals large groups of fey. On the they stand in silence for a long while.
eastern bank is Uma with her nymphs and pixies. On the “We have been careless,” Uma says at last.
other side is Ragnar, satyrs and wilden at his f lanks. Far- “And let that hag play us for fools,” says Ragnar.
ther away, Oakstaff straddles the stream. “I am sorry we bickered foolishly,” Uma says.
“Ill met by moonlight, proud Uma,” Ragnar says. “The the characters but did not kill Orlando. The heroes “Vengeance shall alleviate my shame,” Ragnar says. He
old knight summons us to speak.” might have Orlando’s body if he died. If Orlando is turns to regard you. “These strangers have opened our eyes
“Speak of what, brash Ragnar?” Uma says. “Your dead and no one has his body, Uma sends her fey to and proven themselves cunning champions.”
haughty wrath extinguishes civil words and fans the f lames fetch it. If either Basal or Orlando is not present, see “As well as able heroes,” says Uma. “Able heroes who can
of war between us.” the Death and Honor sidebar before going on to go places from which we are now forbidden.”
“Here come the strangers,” Ragnar says. “Let them Orlando Speaks. Ragnar considers her words and allows himself a feral
speak. Then I’ll have done with you.” grin. “The Palace of Spires is barred to us, but these bold
“Peace,” says Oakstaff. “Be still.” Orlando Speaks ones have proven that they can bridge gaps we cannot.”
“Well, what say you?” asks Uma as she extends her
If Orlando is alive and has his locket, he has become hand and smiles. “Would you care to have us in your debt?”
If Orlando is alive, read:
more lucid. Without his locket, Orlando is still When the characters agree to take on Soryth, the
All eyes turn to Orlando.
befuddled. Uma takes a few minutes to soothe him, agents promise a boon when the task is done—a drink
“Come, dear one,” says Uma. “We shall protect you.”
encouraging him and Porpherio to work as one to speak. from the Fountain All Heal (but without the usual
The dryad extends her hand to Orlando, but Ragnar
If Orlando is dead, Ragnar takes a few minutes to per- drawback) for each character. The fountain binds a
pounds his spear on his shield.
form a dark rite that forces Orlando’s head to speak. drinker to this island until death, but Uma claims she
“Think that you can protect him?” thunders the giant.
Orlando reveals that, even if he dies (or has died), can counter that curse.
“Bring him to me!”
his mixed soul should flee back to the tomb that Por-
“Peace!” booms Oakstaff. “Be still!”
pherio built to house his and Caerwyn’s souls. The
The players can decide how to initiate conversation. If
two souls within Otlando, his own and Porpherio’s,
Orlando is dead, his head is in Basal’s hands. Basal is
are incomplete—part of each also resides within
at Ragnar’s side if Basal survived his encounter with
the fiendish Kalbon. This unusual fact, alongside

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M ission Briefing When the briefing is done, read:


“You are brave to undertake this quest,” Ragnar says. “Your
Treasure
For the characters’ heroic efforts so far, Uma and
After the characters agree to confront Soryth, Ragnar chances of survival against Soryth are slim.”
Ragnar give the party a magic item. If the characters
and Uma, with their attendant fey, explain the mis- “Yet you are this island’s last hope,” Uma says. “If only
bested Basal but did not kill him, Ragnar requires
sion to the characters. we possessed something that once belonged to the hag, even
his cousin to give this item. From the Treasure Table,
F Reiterate from the Adventure Background, page a token, we could use it against her.”
page 66, pick an item for a specific character or roll
64, anything the players don’t know, especially “No such luck, witch,” says Ragnar.
on the table. The fey also give the characters one
how Soryth can gain power over the island. If she potion of healing and any keys they lack.
and Kalbon absorb the souls in their entirety, they The characters have Soryth’s bloodstone, which they
gain mastery over the isle and the Fountain All acquired in Session 4. If the players don’t remember,
Heal. This event would be a potential disaster of one of the leprechauns present in that encounter is Development
cosmic proportions. listening to the conversation, and she points it out. Once the archfey agents have briefed and rewarded
When it is presented to them, Oakstaff, Uma, the characters, the fey begin to make camp on the
F The Palace of Spires is a demiplane. The Summer
and Ragnar place an enchantment upon Soryth’s spot. Uma and Ragnar retire with Oakstaff to discuss
Fey, the Green Fey, and creatures native to this isle
bloodstone. matters and make amends for their conflict. A small
cannot enter it. To gain entry, the characters must
Uma then returns the stone to the characters, group of fey guides the characters to the edge of the
navigate the palace’s bramble maze to its center,
saying, “Until the next moonrise, if you wield this token maze that leads to the Palace of Spires, so that the
and then use the keys on the sundial there. This
before Soryth, you shall suffer less at her hands. Display it characters can set out immediately upon waking. The
is a good time to check on the keys the party has
so she can see it, and she shall know fear before you strike.” fey help the party set up two tents, then depart.
acquired (see Treasure).
Ask the characters how they set up camp and if
F Experience has shown that Soryth has influence Soryth’s Bloodstone they set any watches—find out who and when. Also
over some of the island’s natives. It’s very likely she This crimson stone hums with fey power. important is if they keep a fire or other light source lit.
has even more power over those within the Palace of Property As the party takes an extended rest, Soryth’s xivorts
Spires. You and allies within 10 squares of you gain a +2 bonus to attack. Continue with the Dream Stealers tactical
F Both archfey agents see any evil fey, such as saving throws against charm effects, fear effects, and illusion encounter.
Soryth’s xivorts, as enemies that need to be dis- effects. You and such allies also take a –2 penalty to attack
rolls against one another.
patched. Uma begs the characters to spare any
Utility Power (fear) F Daily (Minor Action)
charmed creatures within the palace, however. Effect: Until the end of your next turn, enemies within 10
Ragnar scoffs at this idea: “War is war,” he bellows. squares of you that use powers that have the charm, fear, ORLANDO’S ROLE
(If the characters killed Basal, he uses that “unnec- or illusion keyword take a –4 penalty to attack rolls with
essary death” as an example.) those powers and cannot score critical hits.
If Orlando is alive, he is present during the prepara-
tions to infiltrate the palace, and he objects to being
F Once the characters defeat Soryth, the way for the left out of the plans to rescue his love. Uma and
fey to reach the island should be open again. They Ragnar convince him that he must remain with the
will come as quickly as possible to lead the charac- fey, out of Soryth’s reach, but promise him that he can
ters to the Fountain All Heal. accompany them into the palace when Soryth falls.

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Dream Stealers characters and stand up, but when the battle starts,
characters who were sleeping are still prone.
When the xivorts attack, read:
Small blue-skinned, orange-eyed creatures hoot and give
Encounter Level 2 If no character senses the monsters, or no watch is battle cries as they pour out of the darkness. The couple in
set, the xivorts gain a surprise round. In this case, all front giggle maniacally as they start to roll logs downhill
Setup the characters start prone.
Characters begin within the start area on the map.
from the forest near the maze entrance.

1 xivort shadow caller (C)


1 xivort net caster (N)
Some should be inside the tents.
Two xivort slashers have a rolling log (see below).
Tactics
3 xivort slashers (S) Rather than rolling initiative for the slashers as a The xivorts are unwilling to surrender, but survivors
2 xivort darters (D) group, roll separate initiative for each one. might retreat if the fight goes badly.
2 rolling logs (L)
Xivort Net Caster (N) Level 1 Controller
Xivort Shadow Caller (C) Level 2 Artillery (Leader)
In the middle of the night, xivorts approach silently Small fey humanoid
Small fey humanoid
through the maze and then stealthily to the edge of HP 26; Bloodied 13 Initiative +3
HP 32; Bloodied 16 Initiative +3
AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1
the characters’ camp. Any characters on watch who AC 16, Fortitude 14, Reflex 14, Will 13 Perception +6
Speed 5 Darkvision
have a passive Perception of 17 or higher become Speed 5 Darkvision
Traits
aware of the approach. They can warn the other Standard Actions
Cruel Slasher
m Dagger (weapon) F At-Will
The net caster gains a +2 bonus to damage rolls against
2 Xivort Darters (D) Level 1 Artillery Attack: Melee 1 (one creature); +7 vs. AC
prone, immobilized, slowed, or restrained enemies.
Small fey humanoid Hit: 1d4 + 4 damage.
r Shadow Phantoms (fear, implement, psychic) F At-Will
Standard Actions
HP 22; Bloodied 11 Initiative +2 m Short Sword (weapon) F At-Will
Attack: Ranged 10 (one creature); +7 vs. Will, with a +1
AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1 Attack: Melee 1 (one creature); +6 vs. AC
bonus per creature adjacent to the target
Speed 5 Darkvision Hit: 1d6 + 5 damage.
Hit: 1d8 + 4 psychic damage, and the target grants combat
Standard Actions A Net (weapon) F At-Will
advantage until the end of the shadow caller’s next turn.
m Dagger (weapon) F At-Will Attack: Area burst 1 within 5 (creatures in burst); +5 vs.
R Deathmark Bolt (implement, necrotic) F Recharge 4
Attack: Melee 1 (one creature); +6 vs. AC Reflex
56
Hit: 1d4 + 3 damage. Hit: The target is restrained (save ends).
Attack: Ranged 10 (one creature); +7 vs. Will
r Dart (weapon) F At-Will Minor Actions
Hit: 1d8 + 4 necrotic damage, and one of the shadow call-
Attack: Ranged 5/10 (one creature); +6 vs. Reflex R Bolas (weapon) F At-Will
er’s allies adjacent to the target can make a melee basic
Hit: 1d4 + 3 damage. Attack: Ranged 5 (one creature); +5 vs. Reflex
attack against the target as a free action.
R Dart Volley (weapon) F At-Will Hit: The target falls prone and cannot stand up until the
R Shadow Strangler (implement) F Encounter
Effect: The darter uses dart twice. end of the net caster’s next turn.
Attack: Ranged 10 (one creature); +7 vs. Reflex
R Dream Venom Dart (poison, weapon) F Encounter Triggered Actions
Hit: The target is immobilized and takes ongoing 5 damage
Attack: Ranged 5/10 (one creature); +6 vs. Reflex Shadow Step (teleportation) F At-Will
(save ends both).
Hit: 1d4 + 3 damage, and the target is dazed (save ends). Trigger: An enemy adjacent to the net caster hits it.
Triggered Actions
Triggered Actions Effect (Immediate Reaction): The net caster teleports to
Shadow Step (teleportation) F At-Will
Darter’s Step (teleportation) F At-Will another square adjacent to the triggering enemy.
Trigger: An enemy adjacent to the shadow caller hits it.
Trigger: An enemy adjacent to the darter hits it. Str 13 (+1) Dex 16 (+3) Wis 12 (+1)
Effect (Immediate Reaction): The shadow caller teleports to
Effect (Immediate Reaction): The darter teleports 2 squares. Con 10 (+0) Int 10 (+0) Cha 11 (+0)
another square adjacent to the triggering enemy.
Str 13 (+1) Dex 14 (+2) Wis 12 (+1) Alignment evil Languages Common, Elven
Str 11 (+1) Dex 14 (+3) Wis 11 (+1)
Con 10 (+0) Int 10 (+0) Cha 11 (+0) Equipment leather armor, short sword, 2 bolas, 4 nets
Con 14 (+3) Int 17 (+4) Cha 16 (+4)
Alignment evil Languages Common, Elven
Alignment evil Languages Common, Elven
Equipment dagger, 4 darts
Equipment dagger, wand

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3 Xivort Slashers (S) Level 1 Skirmisher 2 Rolling Logs (L) Single-Use Terrain D D C
Small fey humanoid Standard Action
Special: A log is 1 square wide by 3 squares long. Its space N
HP 26; Bloodied 13 Initiative +4
is difficult terrain.
AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1 Downhill
Requirement: A creature must be adjacent to and uphill
Speed 5 Darkvision S S S
from the long side of the log. The attack must originate
Standard Actions
from a square of the log adjacent to the target. Log Log
m Short Sword (weapon) F At-Will
Attack: Close blast 3 (creatures in the blast); +4 vs. Reflex
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 2d4 + 4 damage, and the target is knocked prone.
Hit: 1d6 + 5 damage.
Effect: The log continues to occupy the space at the blast’s
r Dagger (weapon) F At-Will
edge farthest downhill from the origin square.
Attack: Ranged 5/10 (one creature); +6 vs. AC
Hit: 1d4 + 3 damage.
Triggered Actions Xivort Net Caster: This xivort targets an obvious
Cunning Step F At-Will defender first, trying to bind that character so that his
Trigger: An enemy adjacent to the slasher is hit by an or her skills are of little benefit in restricting other
attack. xivorts’ movement.
Effect (Free Action): The slasher shifts 1 square.
Xivort Darters: These creatures avoid melee. Start
Shadow Step (teleportation) F At-Will
Trigger: An enemy adjacent to the slasher hits it.
They shift and use dream venom dart against melee
Effect (Immediate Reaction): The slasher teleports to another attackers that come too close.
square adjacent to the triggering enemy.
Skills Bluff +5, Stealth +7
Str 13 (+1) Dex 14 (+2) Wis 12 (+1)
Features of the Area
Con 10 (+0) Int 10 (+0) Cha 11 (+0) Illumination: Dim moonlight unless the camp-
Alignment evil Languages Common, Elven fire is lit. It provides bright light out to 6 squares.
Equipment leather armor, short sword, 4 daggers Bushes and Debris: The small plants and fallen
trees are difficult terrain.
Xivort Shadow Caller: Leading from the rear, Campfire: A creature that ends its movement
the shadow caller uses its powers primarily to provide (forced or otherwise) or ends its turn in the fire takes
easier targets for its allies.
Xivort Slashers: On its first turn, each slasher
5 fire damage.
Forest: These trees are 20 feet high (Athletics DC
E nding the Session
adjacent to a log rolls the log into the characters or the 9 to climb). Undergrowth and thick canopy leaves After the encounter concludes, the characters finish
camp. Then they join the fray, attacking characters render the forested area lightly obscured. an extended rest. They begin the next session by jour-
who are granting combat advantage or threatening Tents: These shelters are difficult terrain, and neying to the maze.
the darters or the shadow caller. they collapse if anyone or anything enters their space.

Reward
Conclusion At the end of the session, each character gains 200
The session ends when the xivorts are defeated. Con- XP for establishing peace between the archfey agents,
tinue with Ending the Session. planning the mission, and defeating Soryth’s xivorts.
A character who began this session with 2,100 XP
now has 2,300 XP and advances to level 3.

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Session 10: (The character has mistaken the intense red rose
scent for that of the white roses.)
Nature (DC 21): The overwhelming floral per-
Dead ends and retraced steps confound the charac-
ters. Each character loses a healing surge and must
make a DC 13 Endurance check. Failure on the
The Maze fume of the red roses all but hides the fact that the
white roses give off no discernible scent.
check subjects the character to the effect of the yellow
rose perfume.
The maze’s hedge walls are 15 feet high and 10 or
more feet thick. Although they seem like intertwined
thorny rose bushes, they are immune to damage. A Eastern Path (White) Red Rose Perfume
Effect: The target takes a –2 penalty to Perception checks
character who attempts to climb (Athletics DC 13) or If the characters choose this path, read: until the end of the next encounter. Until then, when-
remain atop the hedges takes 1d6 damage for each Following the hedge wall around, the eastern path stays ever the target becomes bloodied, it also takes ongoing 5
round it does so. A character atop or above the wall near the perimeter of the maze. The white roses along the damage (save ends).
sees none of the maze’s pathways. way are pleasant to look at but have no scent.
Characters can navigate the maze by making Obstacles
choices at decision points. They can roll skill checks The characters suffer no adverse effects from the
to better determine the route. If the characters have white roses. After the rose path is resolved, read:
the lesser tuathan road whistle from Session 2, the fey The path leads to a thick wall of dead, thorny branches that
blocks further progress. Gaps in the branches show that the
magic of the whistle interacts favorably with the
maze. The whistle falls out from among the gear of
Northern Path (Yellow) path continues on the other side. To the right is a ragged
the character carrying it. It keeps falling out until the If the characters choose this path, read: hole in the hedge wall, cutting through several corridors as
characters use its power. If they do, they occasionally The northern path leads near the heart of the maze, where if some monstrous beast carved a path through the hedges.
see hints of a glowing path, so they gain a +2 bonus to yellow roses bloom in great numbers. As you journey, the Arcana (DC 13): The dead branches give off a
skill checks made to navigate the maze. perfume of the yellow roses sets your mind wandering and magical aura, while the hole in the hedges does not.
your course drifting. Arcana (DC 21): The magic is hard to classify,
When the characters enter the maze, read: perhaps because it affects the mind. Maybe the dead
The maze walls are thick hedges more than a dozen feet The characters travel a circuitous route before find- branches are less physical trouble than they seem.
high, bristling with needlelike thorns. Abundant tiny red ing their way. Each character loses a healing surge
roses, yellow roses, and white roses bloom on the hedges, fill- and must make a DC 13 Endurance check. Failure The characters can try Crossing the Dead Wall or
ing each corridor with a sweet smell. Soon, the main route on the check subjects the character to the effect of the take their chances with Holes in the Hedges.
branches into three separate passageways. White roses line yellow rose perfume.
the eastern passage, with yellow roses to the north and red
roses to the south. Yellow Rose Perfume
Crossing the Dead Wall
Effect: The target takes a –2 penalty to Perception checks The dead wall of thorns is a solid illusion, treacher-
ous only to those who believe in it. Characters have
T hree Paths
until the end of the next encounter. Until then, whenever
the target is bloodied, it is also slowed (save ends). some options to cross it—each character must make a
Here the characters can choose whether to enter the check. Those who try to cross the dead wall by flying
Eastern Path, the Northern Path, or the South- Southern Path (Red) or teleporting must attempt the Insight check.
ern Path. After the chosen path is resolved, go to Acrobatics (DC 21): Avoiding thorns, the charac-
If the characters choose this path, read:
Obstacles. ter squeezes through gaps in the branches.
At first, the path of red roses seems to lead directly into the
Nature (DC 13): Red and white roses here give Arcana (DC 21): Manipulating the magic of the
heart of the maze. But as you travel, the sickly sweet per-
off a heavy scent. The yellow roses just smell sweet. wall, the character passes through, granting a +2
fume overcomes your senses, sending you off course.

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bonus to checks made to pass through the wall from


this point on.
Success: The character makes it through the shift-
ing passages unscathed and reaches the center of the
Pursuing the Boggles
The boggles intend to lead the party into an ambush.
Athletics (DC 21): Avoiding thorns, the character maze.
When the characters pursue, they must attempt a
climbs over the wall. Failure: The effort winds the character, costing
special DC 13 group skill check. Each character can
Insight (DC 13): With faith, the character walks him or her an additional healing surge.
choose one skill from among Athletics, Endurance,
right into the wall and through it. A character who
Insight, and Perception.
fails this check while flying or teleporting ends up Continue with The Sundial.
Adjust the Boggle Ambush tactical encounter
disoriented and with the mistaken impression of
according to the result of this group check.
having passed through the dead wall. T he Sundial All of the characters succeed: The heroes stay
Success: The character makes it through the dead
When the characters reach the center of the so close to the boggles that the creatures are forced to
wall unscathed and reaches the center of the maze.
maze, read: fight sooner than they had hoped. Remove the blink
Failure: Scratched severely, the character loses a
A clearing occupies the maze’s center. In the middle of this trickster and the dew frond from the encounter.
healing surge.
clearing, a short stone pillar, fashioned in the shape of a Half or more of the characters succeed: The
dragon’s claw, supports a square stone sundial. Depressions boggles almost succeed, but the party catches up too
Continue with The Sundial.
shaped like different plants—shamrock, oak, mistletoe, and soon. Remove the dew frond from the encounter.
rose—decorate the sundial, one at each corner. Fewer than half of the characters succeed:
Holes in the Hedges The boggles are waiting for the characters. Run the
When the characters try this route, they find it easy When the characters retrieve the keys from their encounter as written.
for a few minutes. At the next hole, however, the packs, they notice that one of each type has turned to Continue with the Boggle Ambush tactical encoun-
hedges start to shift around the characters. Each silver and taken the exact shape of one of the depres- ter on the next page.
character loses a healing surge. sions in the sundial.
The maze is realigning itself to foil the characters.
They can attempt to counter this threat in a few ways. When the characters place the keys, read:
Each character must attempt one check, but no one As you place the leaves in the grooves, the leaves glow and
can succeed on an Endurance check until the party hum in unison. Then, two dark holes limned in purple light
succeeds on at least one other check. If the party suc- appear in the air, and blue-gray clawed hands reach out of
ceeds on all three DC 21 checks, those attempting the holes. Each one snatches a different key. Several paces
Endurance checks from that point on gain a +2 bonus away, you spot the rest of the creatures, each a foul little
to those checks. goblinlike monster reaching half its arm into another hole
Arcana (DC 21): The character manipulates the in space. Both yank their arms back, clutching your keys,
magic of the maze to slow the changes so the charac- and sprint into the maze, laughing gleefully.
ters can move through with less impediment.
Insight (DC 21): A malign intelligence seems Arcana (DC 13): These creatures are boggles, evil
to be moving the hedges, and using this insight, the fey that like to torment people.
character predicts the movements.
Perception (DC 21): As the maze shifts, hints on
the grassy ground allow the character to see the old
path and find the way.
Endurance (DC 13): The character rushes after
those leading the way.

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B oggle A mbush As the characters catch up to the boggles, read:


The creatures finally give up running from you. Laughing,
If the dew frond can be seen, read:
A plant with long, multipart, swordlike fronds and a stalk
Encounter Level 2, 3, or 5 they turn to fight. Echoes of their laughter come from other with blood-red fruit occupies the middle of the maze here.
parts of the maze, suggesting they have friends nearby. Nature (DC 14): This plant is a dew frond, a pred-
Setup ator that reacts to nearby creatures by stabbing and
grabbing them with its fronds. It then sucks blood.
1 boggle blink trickster (B) Boggle Sight Stealer (S) Level 3 Lurker
Small fey humanoid Nature (DC 21): The dew frond is vulnerable to
1 boggle sight stealer (S) fire and cuts those who fail to escape it.
HP 37; Bloodied 18 Initiative +10
3 boggle chase tricksters (C)
AC 17, Fortitude 15, Reflex 17, Will 13 Perception +8
1 dew frond hazard (D) Speed 6, climb 6 Darkvision Dew Frond (D) Level 4 Hazard
Resist 5 fire Object
The result of Pursuing the Boggles tells you the Traits Detect automatic; Nature DC 14 to identify
number of enemies in this encounter. Place only Dimensional Window HP 40
those monsters the characters can see. The boggle can make Thievery checks against any creature AC 16, Fortitude 16, Reflex 10
within 10 squares of it that it is aware of. Immune psychic, forced movement, all conditions;
Boggle Blink Trickster (B) Level 4 Artillery Standard Actions Vulnerable 5 fire
Small fey humanoid m Claw F At-Will Triggered Actions
HP 43; Bloodied 21 Initiative +7 Attack: Melee 2 (one creature); +8 vs. AC M Grasping Frond F At-Will
AC 18, Fortitude 16, Reflex 18, Will 14 Perception +9 Hit: 2d6 + 4 damage. Requirement: The dew frond must have no more than two
Speed 6, climb 6 Darkvision M Neck Bite F At-Will creatures grabbed.
Resist 5 fire Attack: Melee 2 (one creature grabbed by the boggle); +6 Trigger: A creature the dew frond is not grabbing starts its
Traits vs. Reflex turn within 2 squares of the dew frond.
Dimensional Window Hit: 4d6 + 8 damage. Attack (Opportunity Action): Melee 2 (the triggering crea-
The boggle can make Thievery checks against any creature Miss: Half damage. ture); +9 vs. AC
within 10 squares of it that it is aware of. R Peek-a-Boo Trick (teleportation) F At-Will Hit: 2d6 damage, the dew frond grabs the target (escape
Standard Actions Requirement: The boggle must have no creature grabbed. DC 14; see also Countermeasures), and the target takes
m Dimension Claw F At-Will Attack: Ranged 10 (one creature); +6 vs. Reflex ongoing 5 damage until it escapes.
Attack: Melee 10 (one creature); +11 vs. AC Hit: The boggle teleports the target to an unoccupied Countermeasures
Hit: 2d6 + 5 damage. square within 2 squares of the boggle, and the target is F Delay: Nature DC 21 (free action 1/round); the dew
R Double Diversion Trick F Recharge when first bloodied grabbed (escape DC 13). The target is blinded until the frond does not attack on this turn.
Effect: The boggle uses dimension claw twice. grab ends. The boggle must remain within 2 squares of F Release: Nature DC 21 (minor action) or DC 14 (stan-
Move Actions the target for the grab to persist. dard action); the dew frond releases one creature it is
Dimension Hop (teleportation) F At-Will Move Actions grabbing.
Effect: The boggle teleports up to 3 squares. Dimension Hop (teleportation) F At-Will
Triggered Actions Effect: The boggle teleports up to 3 squares.
Teleport Trick F Encounter Triggered Actions Tactics
Trigger: The boggle takes damage from a melee attack. M Face Rip (teleportation) F Encounter
All the boggles are aware of the dew frond’s melee
Effect (Immediate Reaction): The boggle teleports up to 3 Trigger: A creature grabbed by the boggle escapes the grab.
Effect (Immediate Reaction): Melee 2 (triggering creature).
reach. They don’t willingly come that close.
squares.
The target takes 1d8 + 5 damage, and the boggle tele- Blink Trickster: This creature uses dimension hop
Skills Athletics +9, Stealth +12, Thievery +12
Str 15 (+4) Dex 20 (+7) Wis 14 (+4) ports up to 3 squares. to stay mobile, attacking from a different direction as
Con 13 (+3) Int 5 (–1) Cha 6 (+0) Skills Athletics +8, Stealth +11, Thievery +11 often as possible.
Alignment evil Languages Common, Goblin Str 15 (+3) Dex 20 (+6) Wis 14 (+3) Chase Tricksters: These creatures attack in con-
Con 13 (+2) Int 5 (–2) Cha 6 (–1) cert with other boggles, using foot snare trick to hinder
Alignment evil Languages Common, Goblin

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escape and chase trick to maneuver foes into poor tac-


tical positions, such as near the dew frond.
Features of the Area
Illumination: Bright daylight.
Sight Stealer: This creature prefers to pair with
Hedge Walls: The trees and brambles on the
a chase trickster to flank and use peek-a-boo trick as
map represent hedge walls, which are blocking ter-
often as possible. S
rain that is 15 feet high and bristling with thorns.
A creature that attempts to climb (Athletics DC 13)
3 Boggle Chase Tricksters (C) Level 4 Skirmisher
Small fey humanoid
or remain atop the wall takes 1d6 damage for each
HP 53; Bloodied 26 Initiative +9
round it does so. If a creature is forced to move to a
D C
AC 18, Fortitude 16, Reflex 18, Will 14 Perception +9 hedge wall square, that creature takes 1d6 damage,
Speed 6, climb 6 Darkvision and its movement stops in the square it was in before
Start
Resist 5 fire it would have entered the hedge wall.
Traits
Dimensional Window
The boggle can make Thievery checks against any creature Conclusion B
within 10 squares of it that it is aware of. After the characters defeat the boggles, the party can C
Standard Actions take a short rest, search for treasure (see Reward),
m Claw F At-Will
reclaim the keys from the boggles, and return to the
Attack: Melee 2 (one creature); +9 vs. AC
sundial. When they place the keys into the sundial a C
Hit: 2d6 + 5 damage.
Move Actions second time, go to Ending the Session.
Dimension Hop (teleportation) F At-Will
Effect: The boggle teleports up to 3 squares. Reward
Minor Actions Each character gains 300 XP for navigating the maze
M Foot-Snare Trick F At-Will (1/round)
and battling the boggles.
Effect: Melee 1 (one creature flanked by the boggle). If the
target moves more than 3 squares during its next turn, it
Treasure: The keys are silver (20 gp per charac-
falls prone at the end of that turn. ter) and remain with the characters after they pass
Triggered Actions beyond the maze. One boggle carries a magic item
Chase Trick (charm) F Recharge when first bloodied you determine using the Treasure Table, page 66.
Trigger: A creature misses the boggle with a melee attack.
Effect (Immediate Reaction): The boggle shifts up to 3
squares and then pulls the triggering creature to a square
E nding the Session
adjacent to it. The triggering creature’s movement pro-
When the party replaces the keys, read:
vokes opportunity attacks. If the creature ends this
movement without taking damage from an attack, it can
The last of the leaves fits into its matching groove, and the
make a melee basic attack against the boggle as a free maze around the clearing starts to spin. Faster and faster it
action. turns, until the hedge walls are nothing more than a green
Skills Athletics +9, Stealth +12, Thievery +12 blur. Soon, the maze is spinning so rapidly that the walls
Str 15 (+4) Dex 20 (+7) Wis 14 (+4) vanish entirely . . . along with the rest of the maze.
Con 13 (+3) Int 5 (–1) Cha 6 (+0)
Alignment evil Languages Common, Goblin The adventure resumes in session 11.

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Session 11: Garden Defenders Three of Soryth’s blue-skinned xivort lackeys also lurk
here, along with one of the gray-skinned boggles. These fey
Encounter Level 4 hoot and cheer as the humans move forward.
The Garden Setup Insight (DC 13): The humans seem calm, as if
In the previous session, the characters navigated the they are wandering in a dream. Their eyes are glazed.
hedge maze and used the sundial to leave the maze 1 boggle body snatcher (B)
for parts unknown. In this session, they arrive in the 2 human berserkers (H) Characters begin in the start area. The creatures
palace garden, where they must deal with the garden 1 xivort shadow caller (C) attack immediately, but see “Development.”
defenders and figure out how to enter the palace. 2 xivort slashers (S)
4 musical bowers (M)
When everyone is ready to begin, read: Development
When the spinning stops, you find yourselves in a short When the characters enter the garden, read: Human Berserkers: These brothers, Hamish
tunnel of white stone. Behind you, through two wrought Two burly, red-headed humans approach the gate. Each and Argus, are from Crystalbrook, and Soryth’s fey
iron gates, the ironwork shaped like an elaborate labyrinth, is clad in leather and has a golden circlet upon his head, magic is controlling them. Crystalbrookers recognize
is a meadow, a lake, and the Water Palace. Ahead sprawls which seems out of place. The hefty axe in each one’s hands, the two as members of the original search party who
a lush walled garden, exploding with color. Flowers of every however, seems fitting. were not found among the dead in the Cave of Mud
variety bloom in dreamlike hues beneath countless hovering (page 74). Sildaine characters might recognize the
butterflies. The flowers’ fragrant perfume f loats in the still 2 Xivort Slashers (S) Level 1 Skirmisher two (History DC 9).
air like the faint, sweet music that plays from the corner Small fey humanoid
bowers where the garden’s walls intersect. HP 26; Bloodied 13 Initiative +4 2 Human Berserkers (H) Level 4 Brute
AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1 Medium natural humanoid
A shallow, mirrorlike pool filled with golden fish spans
Speed 5 Darkvision HP 66; Bloodied 33 Initiative +4
the garden’s middle. To either side of the pool, walkways Standard Actions AC 16, Fortitude 17, Reflex 16, Will 15 Perception +2
of stones and pebbles create straight avenues around the m Short Sword (weapon) F At-Will Speed 7
flowerbeds, eventually converging at another gate on the Attack: Melee 1 (one creature); +6 vs. AC Standard Actions
opposite end of the pool. The far gate closes off a marble Hit: 1d6 + 5 damage. m Greataxe F At-Will
stairway that leads to the silvery double doors of a magnifi- r Dagger (weapon) F At-Will Attack: Melee 1 (one creature); +9 vs. AC
cent white palace, which towers above the glorious scene. Attack: Ranged 5/10 (one creature); +6 vs. AC Hit: 1d12 + 9 damage, or 1d12 + 21 if the berserker scores
Hit: 1d4 + 3 damage. a critical hit.
Suddenly, it becomes apparent that you are not alone in
Triggered Actions R Handaxe F At-Will
the garden. Cunning Step F At-Will Attack: Ranged 5/10 (one creature); +9 vs. AC
Trigger: An enemy adjacent to the slasher is hit by an Hit: 2d6 + 6 damage.
Continue with the Garden Defenders tactical attack. Triggered Actions
encounter. Effect (Free Action): The slasher shifts 1 square. Battle Fury F Encounter
Shadow Step (teleportation) F At-Will Trigger: The berserker is first bloodied.
Trigger: An enemy adjacent to the slasher hits it. Effect (Free Action): The berserker can charge. After it
Effect (Immediate Reaction): The slasher teleports to another charges or chooses not to, it uses greataxe with a +4
square adjacent to the triggering enemy. bonus to the attack roll and the damage roll.
Skills Bluff +5, Stealth +7 Skills Athletics +11, Endurance +10
Str 13 (+1) Dex 14 (+2) Wis 12 (+1) Str 18 (+6) Dex 14 (+4) Wis 11 (+2)
Con 10 (+0) Int 10 (+0) Cha 11 (+0) Con 16 (+5) Int 10 (+2) Cha 12 (+3)
Alignment evil Languages Common, Elven Alignment unaligned Languages Common
Equipment leather armor, short sword, 4 daggers Equipment leather armor, greataxe, 2 handaxes

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When Hamish or Argus is first bloodied, he snaps In any event, Soryth’s magic prohibits Hamish and Human Berserkers: Hamish and Argus engage
out of his charmed state, and after that a Bluff, Diplo- Argus from joining the fight on the characters’ side, in toe-to-toe fighting until circumstances dictate oth-
macy, or Intimidate check (DC 15) can cause him to but if properly influenced, they cease fighting and erwise (see “Development” above).
cease fighting. The brothers recognize Crystalbrook- move away from the fray.
ers instantly, granting such characters a +4 bonus to
M M
these checks. Tuathans and barbarians, with whom
the brothers feel a kinship, gain a +2 bonus to these
Tactics
Boggle Body Snatcher: This creature tries to use B
checks.
body snatch on the mightiest adventurer. It leaves a
boggle sweat stain in any place an enemy might have to S
Boggle Body Snatcher (B) Level 5 Controller move through.
Small fey humanoid
HP 61; Bloodied 30 Initiative +7 Xivort Shadow Caller (C) Level 2 Artillery (Leader)
AC 19, Fortitude 17, Reflex 19, Will 15 Perception +9 Small fey humanoid
Speed 6, climb 6 Darkvision HP 32; Bloodied 16 Initiative +3
Resist 5 fire AC 16, Fortitude 14, Reflex 14, Will 13 Perception +6
Traits Speed 5 Darkvision
Dimensional Window Standard Actions
The boggle can make Thievery checks against any creature m Dagger (weapon) F At-Will
within 10 squares of it that it is aware of. Attack: Melee 1 (one creature); +7 vs. AC H
Standard Actions Hit: 1d4 + 4 damage.
m Claw F At-Will r Shadow Phantoms (fear, implement, psychic) F At-Will
Attack: Melee 2 (one creature); +10 vs. AC Attack: Ranged 10 (one creature); +7 vs. Will, with a +1
Hit: 2d6 + 6 damage. bonus per creature adjacent to the target
R Body Snatch (charm) F Recharge 4 5 6 Hit: 1d8 + 4 psychic damage, and the target grants combat Start
Attack: Ranged 5 (one creature); +8 vs. Will advantage until the end of the shadow caller’s next turn.
Hit: The target is dominated (save ends). Until the target R Deathmark Bolt (implement, necrotic) F Recharge 4
saves against this effect, the boggle is removed from 56
play, and the target gains a +2 bonus to attack rolls and Attack: Ranged 10 (one creature); +7 vs. Will
damage rolls. When the effect ends, the boggle returns Hit: 1d8 + 4 necrotic damage, and one of the shadow call- H
to play in an unoccupied space of its choice within 5 er’s allies adjacent to the target can make a melee basic
squares of the target. attack against the target as a free action.
Move Actions R Shadow Strangler (implement) F Encounter
Dimension Hop (teleportation) F At-Will Attack: Ranged 10 (one creature); +7 vs. Reflex
Effect: The boggle teleports up to 3 squares. Hit: The target is immobilized and takes ongoing 5 damage
Minor Actions (save ends both). C
Boggle Sweat Stain F At-Will (1/round) Triggered Actions
Effect: The boggle’s current square is greased until the end Shadow Step (teleportation) F At-Will
of the encounter. Whenever any creature other than a Trigger: An enemy adjacent to the shadow caller hits it.
boggle willingly enters the greased square, that creature Effect (Immediate Reaction): The shadow caller teleports to S
falls prone. another square adjacent to the triggering enemy.
Skills Athletics +9, Stealth +12, Thievery +12 Str 11 (+1) Dex 14 (+3) Wis 11 (+1)
Str 15 (+4) Dex 20 (+7) Wis 14 (+4) Con 14 (+3) Int 17 (+4) Cha 16 (+4)
Con 13 (+3) Int 5 (–1) Cha 6 (+0) Alignment evil Languages Common, Elven
Alignment evil Languages Common, Goblin Equipment dagger, wand
M M

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Xivort Shadow Caller: This creature maneuvers came to the muddy cave, the mud men divided and Queen’s court. A person who openly wears this flower
to keep allies between itself and enemies. overwhelmed the party members. Cut off from the is often regarded as a friend of the fey.
Xivort Slashers: These creatures attempt to pro- others, Hamish and Argus retreated farther into the
vide flanking for the other melee combatants. cavern. They successfully passed through the Crystal
Cave’s waterfall.
Musical Bowers
Soft music plays from the crystal bowers in the cor-
Features of the Area When they came to the fairy ring, they went on.
Soon after, they ran afoul of Kalbon, who surprised ners of the garden, where tiny crystals are embedded
Illumination: Bright daylight. and defeated them without any help. Then, the fiend in the walls. Cushioned seats carved in the walls here
Musical Bowers (M): Sweet, soporific music brought them to the hag. She ensorcelled the two, invite rest and sleep.
plays from the corner bowers. Any creature that and everything since has been like a nightmare that Perception (DC 13): Music here sounds just like
moves adjacent to or into a bower’s square can gain 5 escapes clear memory. the song of the crystals from the Crystal Cave, but
temporary hit points, but if it does so, it grants combat The brothers can describe Kalbon (page 115), who here in the Feywild, instead of tinkling crystalline
advantage until the end of its next turn. usually lurks in the palace’s grand hall. They warn notes, it seems as though a chorus of tiny voices is
Flowerbeds: Once per flowerbed, the first time that he is an awesome fighter who grows tougher if he humming this melody.
a creature enters the bed, dozens of butterflies take severely wounds (bloodies) or knocks his foes uncon- Arcana (DC 13): The music is magical, and it con-
wing, rendering the area lightly obscured until the scious. When he is injured, he is capable of setting tains a restful, healing charm. Taking a brief respite
end of the triggering creature’s next turn. the air near him on fire. here could energize you and your companions.
Pool: This shallow water is difficult terrain.
Walls: The garden walls are 30 feet high and con-
structed of smooth, white stone (Athletics DC 25 to Features of If the party takes a short rest here, each character
regains 5 extra hit points for each healing surge he or
climb). Anyone who climbs over the wall to the out- the G arden she spends. At the end of the short rest, each charac-
side ends up back inside the garden. ter must attempt an Endurance check (DC 9).
The garden contains the following features. Point If half or more of the characters succeed: The
Conclusion them out as the characters explore. Back through the
entry tunnel, the iron gates leading outside the palace
temptation to rest longer is strong, but the characters
rouse themselves.
The characters can continue to explore the garden. grounds are magically locked. At present, they cannot If fewer than half of the characters succeed:
Have them do so (continue with Hamish and Argus) be opened. The music of the bowers lulls the characters into
before they take a short rest. a hypnotic trance. Each character grants combat

H amish and A rgus Flowerbeds advantage until the end of his or her first turn in the
Horned King tactical encounter in session 12.
The flowerbeds that flank the pool contain blooms of
The two berserker brothers might be a source of every color and kind imaginable, arranged in pleas-
information if they both survived the encounter. If ing patterns and covered in butterflies. If they search Palace Doors
one brother died, the survivor is inconsolable. He the flowerbeds, the characters might find a special The mirrored doors at the opposite end of the pool
ignores the party, unless he is somehow compelled to flower that can help them in the next session. from where the characters entered are the only
speak, and mutters about the doom that searching for Perception (DC 21): In one of the flowerbeds is apparent way into the Palace of Spires. The upper
Orlando brought down on everyone. If both brothers an extraordinary flower that slowly changes color. stories of the palace along this side of the garden
survived, they have a story to tell, which goes like this. Uma wore such a flower as a decoration on her gown. (Athletics DC 25 to climb) have dozens of long win-
The search party from Crystalbrook found the Arcana (DC 13): This flower is a rare Senaliesse dows, but they are constructed of raw force and do
Crystal Cave and managed to avoid the ochre jelly. chrysanthemum, said to grow in the Summer not permit entry.
(They encountered no echo spirit.) When the party

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When the characters approach the doors, read:


Polished mirrored metal on the palace doors ref lect the
E nding the Session
beautiful garden and the pool, which itself ref lects the The session ends after a character’s reflection opens
upper reaches of the castle. The doors fail to display images the palace’s mirrored doors.
of you, however, and they have neither handles nor key-
holes. Above the doors, carved into the stone in Elven, are
the words “To thine own self be true.”
Reward
Two tall columns—each carved to resemble a female elf Each character gains 350 XP for battling the garden
warrior holding a scimitar—f lank the doors like guards at defenders. If they spared Hamish and Argus and
attention. gained information from the brothers, each character
Passive Perception (DC 13): The reflecting pool gains 100 extra XP. Also, note this act of mercy—it is
displays your images as if the pool were the doors. important in session 12.
Arcana (DC 9): The doors are magically locked Treasure: The golden circlets Hamish and Argus
and unlikely to be forced open. Some kind of magical wear are fine eladrin items worth a total of 50 gp
trigger must be needed to open them. per character. If the brothers survived, they are glad
Arcana (DC 21): The warrior maiden columns are to give the items to the characters. Otherwise, char-
magical—probably guardians of some sort. They are acters can just take the circlets. If only one of the
likely to be aggressive only if the palace is attacked. brothers survived, he could not care less about the
jewelry.
The doors are locked. Opening them is a puzzle that such as nods. If a character asks his or her reflection
the characters must solve. Doing so must be accom- to move away to another area, such as through the
plished at the Ref lecting Pool. No creature in the doors toward the palace, it does so. It opens the doors
garden knows the secret of opening the doors. Soryth in the reflected view of that place—and the doors
refuses to reveal the secret to her servants, and she open in the real world.
has never revealed it to a slave.
When a character’s ref lection carries out the
proper instructions, read:
Reflecting Pool Your ref lection nods and vanishes from the pool. The
The shallow pool is filled with golden fish. While it is ref lection reappears in the mirrored palace doors. With a
undisturbed, the pool reflects like a mirror. bow, the ref lection reaches forward as if grasping a handle
on each door. A moment later, the palace doors open wide.
When a character examines the pool, read: The warrior maiden statues speak in unison, saying,
The pool reflects the palace perfectly. Your ref lection is “Enter in peace.”
familiar, but it is an idealized version of you, the way you
might wish to be depicted in a portrait. As you look on, you If the characters want to explore further, allow
begin to feel as though you are engaging in a staring contest them to do so. When they’re ready to continue, go to
with another actual person. Ending the Session.

The reflections do exactly what the characters do,


except they do not mimic speech. They respond to
questions and requests with gestures and movements,

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Session 12: the white marble to glow. In the room, upon a large, ornate
rug, four chairs stand around a table set with a crystal
Horned K ing
decanter and four glasses. At the other end of the hall, Encounter Level 4 or 5
Grand Hall twin jets of water burst from a circular fountain and spiral
through the air, as though the water is alive. Two doors exit
Setup
The characters start this session just as they are about the chamber, one to the left and another to the right. From
to enter the palace proper. In this session, the players the left door comes the squawking of birds. Kalbon, Horned King (K)
can use the map to visualize which areas of the grand As you move to enter the hall, the female elf warrior 2 caryatid columns (C)
hall they are exploring. statues that f lank the door again intone, in perfect unison, 2 pixie archers (P)
“Enter in peace.”
S olving the H all Soryth senses that intruders are meddling with the
magic binding the fountain. She sends Kalbon to
Characters who try to pass while wielding weapons
This session contains a few puzzles that unlock areas check on what is happening, and he and his slaves
or implements encounter an invisible barrier of force
and events. Here is a summary of what the characters arrive as soon as the characters reenter the Entry
that prevents them from entering. Those who stow
must do. Hall after solving the first of the puzzles. Caryatid col-
all such items in a sheath, scabbard, pouch or other
1. Stow weapons and implements in the Entry Hall container can enter the hall freely. Only a staff, which umns become apparent when they act, which is only
in order to gain admission to the palace. might be used for walking, is exempt. Each time after a character draws a weapon or an implement;
2. Teach the birds in the Master Bedroom the song someone tries to enter with a forbidden item drawn, see “Tactics.”
of the crystals. the warrior statues repeat, “Enter in peace.”
Just after the characters reenter the hall, read:
3. Remove the soot and blood from the sun mosaic in From the inverted water surface above, a dark figure plum-
the Steward’s Quarters. When the characters enter the grand hall, read:
The furniture in this room is of the same make as the fur- mets into the hall. The scent of brimstone precedes this
nishings found in the Crystal Cave and the Water Palace. bulky, orange-skinned humanoid, who has massive arms,
When the characters accomplish either the second or batlike wings, and a thorny hide. As he lands, his burning
the third task and return to the Entry Hall, begin the On the table, the decanter and the glasses emit the same
tinkling melody that sounded in the Crystal Cave. eyes fall on you.
Horned King tactical encounter, below. When the “You are too late, fools,” he says, “but I welcome you.
characters have accomplished both the second and You’re just in time to die.”
third tasks and returned to the Entry Hall, go to The Dungeoneering (DC 9): The decanter and the
glasses must have been carved from perfect pieces of Pixies armed with bows drop out of the water after him,
Fountain, page 116. falling only to be caught in fountain water and placed,
the crystal from the Crystal Cave.
flying, just above the floor.
E ntry H all The singing glasses and the decanter are valuable (50
gp per character). They are the “rocks” that can be Insight (DC 9): The pixies wear the glazed look of
The characters start outside the Palace of Spires.
used to teach the birds in the Master Bedroom to all the fey slaves of Kalbon and Soryth.
When everyone is ready to begin, read: sing (see page 116).
If the caryatid columns activate, read:
At the top of the stairs that lead to the mirrored doors, a
The carved columns that flank the palace doors change
smaller set of steps goes into a grand hall beyond. Even
from statues to lifelike humanoids. Each one’s scimitar
from outside, you can tell the hall is a place of air and light.
turns to steel. These beings of stone march toward you.
Broad rays of sunlight stream from skylights above, causing

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Features of the Area Kalbon, Horned King (K) Level 4 Elite Brute (Leader)
Medium immortal humanoid (devil), cambion
Illumination: Bright light. HP 132; Bloodied 66 Initiative +4
Doors: The outer doors are open; the inner doors AC 16, Fortitude 17, Reflex 16, Will 15 Perception +8
are as the characters left them. Speed 6, fly 6 Darkvision
Fountain: The fountain is difficult terrain. Due to Resist 10 fire
the spiraling water, a creature standing in the foun- Saving Throws +2; Action Points 1
tain treats all squares beyond the fountain as if they Traits
O Burning Anger F Aura 1
were lightly obscured.
P While Kalbon is bloodied, any enemy that ends its turn
Furniture: The furnishings are difficult terrain. within the aura takes 5 fire damage.
Statues: These figures are blocking terrain. Clumsy Flier
Kalbon takes a –2 penalty to attack rolls while flying.
C
Development Devilish Tactics
An ally flanking with Kalbon deals 1d6 extra damage.
Pixies: The characters could have been merciful K Triumphant Surge
to the leprechaun in Session 4, merciful to Ariel in Kalbon gains 10 temporary hit points each time he blood-
Session 7, and merciful to Hamish and Argus Ses- ies an enemy or reduces an enemy to 0 hit points or fewer.
sion 11. A character might be wearing the Senaliesse Standard Actions
chrysanthemum from Session 11. If any two of these
C m Slam F At-Will
Attack: Melee 1 (one creature); +9 vs. AC
possibilities are true, the charm on the pixies breaks Hit: 2d8 + 6 damage.
M Gore F At-Will
2 Pixie Archers (P) Level 2 Artillery P Attack: Melee 1 (one creature); +9 vs. AC
Tiny fey humanoid Hit: 2d10 + 4 damage, and Kalbon pushes the target up to
HP 30; Bloodied 15 Initiative +4 2 squares.
AC 16, Fortitude 13, Reflex 15, Will 14 Perception +8 M Relentless Advance F At-Will
Speed 4, fly 6 (altitude limit 1) Low-light vision Effect: Kalbon uses gore, then shifts up to 2 squares to a
Standard Actions square adjacent to an enemy, and then uses slam. If he
m Rapier (weapon) F At-Will hits the same target with both attacks, he knocks that
Attack: Melee 1 (one creature); +7 vs. AC target prone.
Hit: 1d8 + 6 damage. C Horned King’s Assault F Recharge when first bloodied
r Longbow (weapon) F At-Will Requirement: Kalbon must move to a square adjacent to the
Attack: Ranged 10 (one creature); +9 vs. AC blast’s origin square during the same turn he uses this
Hit: 1d10 + 4 damage. before combat begins. They call the characters power.
Fey Shot (weapon) F Recharge 5 6 “friends of the fey” and flee the encounter, despite the Attack: Close blast 3 (enemies in the blast); +9 vs. AC
Effect: The pixie uses longbow twice. Horned King’s threats to catch and eat them. Hit: 2d10 + 4 damage, and Kalbon pushes the target up to
A Pixie Dust (charm) F Encounter Otherwise, when each pixie is first bloodied, 2 squares and knocks the target prone.
Attack: Area burst 1 within 5 (creatures in the burst); +7 it snaps out of its charmed state (Insight DC 9 to Effect: Kalbon shifts to a square on the edge of the blast at
vs. Reflex least 3 squares from the origin square.
notice). Afraid of Kalbon, it keeps fighting. A char-
Hit: The target is dazed and gains no benefit from conceal- Skills Acrobatics +9, Athletics +11, Intimidate +10
ment or invisibility until the end of the pixie’s next turn.
acter who succeeds on a DC 13 Bluff, Diplomacy, or
Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
Skills Stealth +9 Intimidate check can influence a pixie to stop fight- Con 16 (+5) Int 12 (+3) Cha 17 (+5)
Str 6 (–1) Dex 17 (+4) Wis 14 (+3) ing. Soryth’s power still prevents the pixies from Alignment evil Languages Common, Supernal
Con 12 (+2) Int 12 (+2) Cha 12 (+2) helping the characters.
Alignment unaligned Languages Common, Elven When they stop fighting, the pixies fly out of the
Equipment leather armor, rapier, longbow, 20 arrows hall and into the garden.

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Tactics They treat Kalbon as an ally. If, at any time, no char-


acters are wielding weapons or implements, aside
attacked. The spirits are immune to damage. If char-
acters attack them, they sink back into the fountain
Kalbon: This fiend’s motivating traits are his
from a staff, the columns move back to their posts and rise again in a few seconds to continue their play.
cruelty and fury. Kalbon uses horned king’s assault on
and then resume their inert body of stone state. If the A character can climb the wall (Athletics DC 30)
his first turn even if doing so provokes opportunity
players fail to figure this out, allow an Insight check up to the inverted water surface 30 feet overhead.
attacks. He prefers to use gore on his foes, incorpo-
(DC 9) for the characters to do so. Doing so is of little use. The water is a barrier that can
rating slam with relentless advance when he can. The
Pixie Archers: These fey snipe as they fly around be passed only by the spirits carrying a would-be visi-
cambion takes risks to attack characters whom he
the fringes of the battle. They use pixie dust only when tor through from the fountain below.
thinks he can bloody or knock unconscious. When
they can avoid hitting an ally. The nymphs’ speech hints at the puzzles that await
burning anger activates, Kalbon tries to stay close to
in the Master Bedroom and the Steward’s Quar-
more foes. He fights to the death, promising Soryth’s
worst vengeance as he falls. Conclusion ters. Characters can return to the fountain when
both of the puzzles are solved.
Caryatid Columns: The columns stay in body of When Kalbon is defeated, the characters are free to
stone form, rolling initiative only when a character explore the rest of the grand hall. Use the sections When the characters return successful, read:
draws a weapon or an implement other than a staff. below as necessary. “Now we shall serve you as we may,” the nymphs say. They
form the water into the shape of a spiral staircase, winding
2 Caryatid Columns (C)
Medium natural animate (construct)
Level 3 Elite Brute
T he Fountain all the way up to the water above.
HP 110; Bloodied 55 Initiative +1 As the characters approach the fountain, read:
AC 15, Fortitude 16, Reflex 13, Will 14 Perception +2 After the nymphs create the water stairway, go to
As you near the fountain, the translucent forms of two
Speed 6 Darkvision Ending the Session.
Immune disease, poison
beautiful nymphs clad in gossamer gowns become evident
amid the f low. The aquatic spirits chase one another in
Saving Throws +2; Action Points 1
Traits a chaotic spiral through the air all the way up to another M aster Bedroom
Body of Stone water surface, defying gravity high above. Squawking sounds can be heard coming from this
Before the caryatid column takes its first turn, it has resist
25 to all damage. Once it activates, the column loses this
room while the characters are in the grand hall.
Arcana (DC 13): These spirits are not really
resistance until the encounter ends.
nymphs. They are elemental spirits given that shape. When the characters open the door, read:
Standard Actions
m Scimitar (weapon) F At-Will
Perception (DC 13): Beyond the inverted water A fine bed, plush couches, and ornate wooden furniture are
Attack: Melee 1 (one creature); +8 vs. AC above, the faint sound of chanting is audible. only some of the wonders of this luxurious bedroom. Upon
Hit: 2d8 + 4 damage, or 1d8 + 20 damage if the column the floor, a mosaic depicts the cycle of the seasons. High
scores a critical hit. Soryth has bound the spirits in the fountain to her above, in a transparent dome, songbirds sit upon gilded
M Double Attack F At-Will power. Normally, they help carry visitors to the upper
Effect: The column uses scimitar twice.
perches, each bird squawking instead of singing. Covering
level. Now, they cannot do so until those who would the back wall, an enormous tapestry portrays Porpherio
Triggered Actions pass perform the proper rites, which alerts the hag.
Guardian’s Pursuit F At-Will and Caerwyn standing in front of a crystal in a glade.
Trigger: An enemy willingly leaves a square adjacent to the
If the characters speak to them, the nymphs say: Around the couple are creatures from the world and the
column. “Soryth bound us to bar passage to all until day conquers Feywild, from stags and lions to unicorns and owlbears.
Effect (Immediate Reaction): The column shifts up to 3 night and rocks teach birds to sing.” All the creatures have their heads raised and their mouths
squares closer to the triggering enemy.
open, as if joining in a shared song.
Str 17 (+4) Dex 10 (+1) Wis 12 (+2) The spirits say no more than this, although they
Con 15 (+3) Int 3 (–3) Cha 3 (–3) repeat the phrase if asked. Otherwise, they carry on
Alignment unaligned Languages — Arcana (DC 13): The birds are magical in nature,
with their game, oblivious to anything except being perhaps constructs or very realistic illusions.

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Nature (DC 13): None of these birds is singing.


They all just squawk unnaturally.
Arcana (DC 9): The runes here are the cause of
the darkness and brimstone smell in this room. They
E nding the Session
can be undone, but care must be taken to clean the To end the session, read:
The characters must teach the songbirds to sing the mosaic off. The inverted water wavers and disappears as the water
song of the crystals, which has been heard in various Heal (DC 9): The runes are written in blood. staircase connects to it. From somewhere up there, you hear
places throughout the adventure. This can be done if Religion (DC 21): The magic used here is diaboli- a female scream.
a character recalls the music heard in the bowers in cal in nature, so divine energy is the best to counter it.
the garden, in the Water Palace, in the Crystal Cave, The session concludes as the characters climb the
or from the crystal items in the Entry Hall. The In this room, the characters must clean the soot and water stairs leading up to the roof garden.
characters can accomplish this in a few ways. blood from the sun mosaic. They must unweave the
Arcana (DC 21): The character uses a ghost sound
cantrip (or another power you deem appropriate) to
magic carefully in one of the following ways—one
character making a check while other characters can
Reward
reproduce the music. assist using other skills on the list. Each character gains 450 XP for solving the puzzles
Diplomacy (DC 21): The character sings or whis- Arcana (DC 21): The character controls the and defeating Kalbon. Grant each character 100
tles the right notes. magic as it is undone. extra XP if they spared the pixies. A character who
Crystal Decanter and Glasses: If the characters Religion (DC 13): The character prays or chan- has gained all the experience possible in this adven-
bring out the crystal glasses or the decanter from the nels divine energy into the circle, countering its evil. ture now has 3,750 XP and advances to level 4.
entry hall, the birds soon mimic the music. Thievery (DC 21): The character carefully wipes Treasure: Valuables can be found in the Entry
When the birds hear the right music, read: away the runes and soot as the magic weakens. Hall, the Master Bedroom, and the Steward’s
One by one, the songbirds pick up the tune. From the cha- Success: The magical darkness is purged. Quarters, all described above.
otic squawking emerges a rippling, soothing sound of birds Failure: The magic of the runes gives out, but it
chirping in harmony. does so with an explosion of hellfire. Each character
takes 1d10 fire damage from the explosion.
Treasure: Stowed in a wardrobe is a magic item
you determine using the Treasure Table, page 66. When the magic is undone, read:
As soon as the mosaic is free of stain and the sun is
Steward’s Quarters revealed, daylight f lows in through the transparent dome
above.
When the characters open the door, read:
Scents of brimstone and burned wood waft from the open This is “day conquering night,” one of the two acts
door, and the room contains gloom that light from the hall necessary to unlock The Fountain (see the previous
can’t brighten. Fine furnishings here—a desk, bookcases, page).
and more—are all charred or smashed. On the f loor, a soot Treasure: In the desk, the characters can find an
stain and dark arcane runes eclipse a mosaic of the sun. A ivory box with gold inlay (20 gp per character), inside
tapestry, depicting Porpherio and Caerwyn dressed in wed- which is a pair of vials (two potions of healing).
ding attire in front of this palace, covers the back wall. The
domed ceiling glitters like the night sky.

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Session 13: Soryth (S) Level 5 Solo Controller (Leader)


Medium fey humanoid, hag
HP 252; Bloodied 126 Initiative +4
Miss: Half damage, Soryth slides the target up to 2 squares
toward the burst’s origin square, and the target is slowed
(save ends).

Ever After AC 19, Fortitude 16, Reflex 17, Will 18


Speed 6
Perception +9
Low-light vision
Move Actions
Dream Step (teleportation) F Recharge when first bloodied
Effect: Soryth teleports herself and one creature within 5
In the previous session, the characters defeated Saving Throws +5; Action Points 2
Kalbon. This session begins as they ascend to the Standard Actions squares of her up to 10 squares. Soryth and the creature
m Compelling Staff (charm, psychic, weapon) F At-Will are invisible to all but each other until the end of Soryth’s
upper levels of the Palace of Spires.
Attack: Melee 1 (one creature); +10 vs. AC next turn.
Hit: 1d8 + 2 damage, and the target makes a melee or Minor Actions
When everyone is ready to begin, read: ranged basic attack against a target of Soryth’s choice. A Dream Seeds F Recharge when no twig blights are present
Near the top of the spiral water stairway, a fresh-faced, ranged basic attack made in this way provokes no oppor- Effect: Four twig blight seedlings appear within 10 squares
female half-elf who has black hair walks gracefully among tunity attacks. If the target’s attack misses, the target of Soryth. None can appear adjacent to an enemy, and
statues in a garden house that has a clear dome. Her plain takes 5 psychic damage. all must appear on natural terrain. The twig blights take
gray robes and gnarled staff are odd, considering her r Nightmare Charm (charm, fear, psychic) F At-Will their turns just after Soryth in the initiative order.
breathtaking beauty. Attack: Ranged 5 (one creature); +8 vs. Will Triggered Actions
Hit: 2d8 + 4 psychic damage, and Soryth slides the target Field of Delusions (charm, illusion, psychic) F At-Will
Through the open doors on either side of the house is Trigger: An enemy starts its turn within 3 squares of Soryth
up to 4 squares.
rooftop palace garden. To the left side, the garden has a Nightmare Compulsion F Recharge 5 6 while she is conscious.
mound upon which Juliana reclines, unmoving. Effect: Soryth makes two basic attacks. Effect (No Action): Soryth slides the triggering enemy up to 2
When the fey female notices you step onto the landing, A Visions of Desire (charm, illusion, psychic) F Encounter squares, and the target must make a melee or ranged basic
her lips twist into a frown. “No longer have we cause for Requirement: Soryth must not be bloodied. attack against the target’s nearest ally. A ranged basic attack
conflict. I have what I desire, and I forgive your trespasses. Attack: Area burst 2 within 10 (enemies in the burst); +8 made in this way provokes no opportunity attacks. If the
vs. Will target’s attack misses, the target takes 5 psychic damage.
Serve me, and I shall grant your fondest wishes.”
Hit: 2d8 + 6 psychic damage, and Soryth slides the target Skills Arcana +10, Bluff +11, Insight +9, Stealth +9
up to 4 squares toward the burst’s origin square. A target Str 15 (+4) Dex 14 (+4) Wis 15 (+4)
The hag is unwilling to back down now that she has that slides into or adjacent to the origin square is immo- Con 15 (+4) Int 16 (+5) Cha 19 (+6)
distributed the souls of Caerwyn and Juliana as she bilized (save ends). Alignment evil Languages Common, Elven, Giant
wished. She knows that she can raise Kalbon from the Equipment robes, staff
dead if need be. When it becomes clear the characters
do not want an alliance or that violence is inevitable,
When the battle begins, read: When she does so, read:
continue with the Soryth Returns tactical encounter.
Radiant with power, the now-beautiful hag raises her staff The hag laughs, and foul energy washes over the garden.
aloft. “Love and faith have been the keys to my dominion Dead branches, roots, and foliage form into small, evil-
S oryth R eturns over this place,” she says. “Now, I command this isle. What- looking plant creatures.
Encounter Level 5 ever fine emotion motivates you, pathetic fools, it shall also
be your undoing!” Soryth becomes aware of Soryth’s bloodstone as soon
From the thick foliage of the roof garden, Soryth’s as the character holding it starts his or her turn,
Setup sword-wielding xivorts creep toward you, their bulbous whether the character presents the stone or not.
Soryth (S) orange eyes f lickering with malice.
2 xivort slashers (X) When Soryth senses the bloodstone, read:
Soryth quickly calls forth twig blights (see Tactics). A shadow of doubt darkens the hag’s youthful face, and as
Characters start within 1 square of the water stair, she looks at you, she shudders. “A foul trinket,” she says.
which is the pool on the map. “Tricks of jealous fey that owe me blood. I shall deal with
them after your failure is complete.”

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Tactics Map Edges: While Soryth is alive, if a crea-


ture moves off the edge of the map, even inside
All the monsters know about the map edges (see Fea-
the garden house, that creature is teleported to
tures of the Area).
the square adjacent to the edge on the opposite
Soryth: The hag opens with visions of desire, then
side of the map. The creature then continues its
uses dream seeds to enable her twig blights to hinder
movement.
the party. Whenever she can, she uses nightmare
Mound: Moving up this hill is difficult terrain.
compulsion to slide a character adjacent to her with
Statues: The Medium figures are blocking
nightmare charm and follow up with compelling staff.
terrain. Large statues are difficult terrain, and a crea-
She might also use dream step to cull a character from
ture can use the statue to gain partial cover.
X the party. Otherwise, she is unafraid to enter melee
when she can, using field of delusions against her foes
Tree: This old oak is 30 feet high (Athletics DC 9
to climb), and the trunk is blocking terrain. Above
and her aura to benefit allies.
10 feet, leaves render the area lightly obscured.
Twig Blight and Xivorts: These creatures work
Water Stair: This “pool” is solid ground during
together to attack with combat advantage and protect
the battle.
Soryth. When Soryth is defeated, the twig blights die
and the xivorts flee.
2 Xivort Slashers (X) Level 1 Skirmisher
Features of the Area Small fey humanoid
HP 26; Bloodied 13 Initiative +4
Illumination: Bright daylight. AC 15, Fortitude 12, Reflex 13, Will 13 Perception +1
Bushes: These plants are difficult terrain, and Speed 5 Darkvision
S bush squares are lightly obscured. Standard Actions
m Short Sword (weapon) F At-Will
Doors: These clear doors are open.
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d6 + 5 damage.
Twig Blight Seedling Level 3 Minion Skirmisher r Dagger (weapon) F At-Will
Small fey humanoid (plant) Attack: Ranged 5/10 (one creature); +6 vs. AC
HP 1; a missed attack never damages a minion. Initiative +6 Hit: 1d4 + 3 damage.
AC 17, Fortitude 13, Reflex 16, Will 14 Perception +2 Triggered Actions
Speed 5 (forest walk), climb 5 Low-light Vision Cunning Step F At-Will
Standard Actions Trigger: An enemy adjacent to the slasher is hit by an
m Claw (poison) F At-Will attack.
Attack: Melee 1 (one creature); +8 vs. AC Effect (Free Action): The slasher shifts 1 square.
Hit: 5 poison damage, plus 2 poison damage if the target is Shadow Step (teleportation) F At-Will
granting combat advantage to the seedling. Trigger: An enemy adjacent to the slasher hits it.
Triggered Actions Effect (Immediate Reaction): The slasher teleports to another
square adjacent to the triggering enemy.
X Blighter’s Dodge F At-Will
Trigger: An attack misses the seedling. Skills Bluff +5, Stealth +7
Effect (Immediate Reaction): The seedling shifts 1 square. Str 13 (+1) Dex 14 (+2) Wis 12 (+1)
Skills Stealth +9 Con 10 (+0) Int 10 (+0) Cha 11 (+0)
Str 8 (+0) Dex 17 (+4) Wis 12 (+2) Alignment evil Languages Common, Elven
Con 10 (+1) Int 6 (–1) Cha 10 (+1) Equipment leather armor, short sword, 4 daggers
Alignment chaotic evil Languages Elven

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Beyond the Crystal Cave

Development the moment. After slaying any xivorts that escaped


the rooftop, Green Fey and Summer Fey come up
Summer Queen, to know what has come to pass here and to
join us if they wish.”
Juliana: Juliana is unconscious.
from the grand hall as Uma and Ragnar speak with Two forms materialize in the tomb. One takes shape,
Heal (DC 13): Her life is fading quickly.
the characters. Familiar faces—such as Robin, Nettle, amid the smell of a thriving forest, as a mighty male
Religion (DC 21): Her soul is not within her body.
Cobweb, Kelindria, and Peaseblossom, as well as (per- eladrin bedecked in a mask of green leaves and clothes
haps) Ariel, Hamish, and Argus—are among them. that look like living plants. His dark eyes grimly survey the
Conclusion Orlando also comes up the stairs if he lives. room. The other form takes shape in a warm glow, until a
When the characters defeat Soryth, read: Juliana recovers soon after, and she is reunited radiant female eladrin dressed in gold, jewels, and booming
The hag falls to her knees, bitter defeat written upon her with Orlando. If Orlando is dead, Juliana is heartbro- flowers appears. Her smile warms the chamber.
perfect face. “Oh, Kalbon,” she says, “would that I were a ken. Uma comforts her, saying, “Fear not, dear one. The All the fey bow low to the newcomers.
devil, so that I might have your company in the Hells.” Fountain All Heal can restore your love to you. Let us go.” “All is as it should be. You have done a mighty deed,”
The beauty of the hag’s form peels away as it takes the When all is said and done, Ragnar and Uma lead says Oran, looking at you.
form of pure light, and she screams. When the light fin- the characters to The Tomb. “Yes,” says Tiandra, “mighty indeed. You have earned
ishes pulling free, it f lits over to touch Juliana, then it f lies your drink, and freedom from its binding.”
from the garden into a white dome nearby. Soryth, again a T he Tomb “But first things first,” says Oran. “Uma has partaken.
twisted crone, is left silent. Drink, Ragnar, and make your wish.”
When the characters enter the tomb, read: Ragnar smiles and drinks, saying “I wish for prowess
Continue with High Garden. The fey lead you inside the white dome. You see that from and the authority among the fey that is my due.”
the inside, the dome is transparent. Within it is a tomb, its “It is yours,” says Tiandra.
H igh Garden occupants resting eternally beneath the sun and stars. Two
white marble sarcophagi—one carved in the likeness of Por-
“But freedom I do not grant you,” Oran says, his voice
rising. “No, Ragnar, you shall be bound to this island, its
When the characters defeat Soryth, Juliana is still pherio, the other Caerwyn—are side by side upon a circular greatest master and greatest servant. To those who call this
alive, and her soul has returned to her body. dais. An elegant fountain, whose waters f low along a small place home, you shall ever after be known as the Green
channel before exiting the tomb in a waterfall along the Man, the name of Ragnar forgotten. Now, go!”
When the characters have defeated Soryth, read: back of the palace, is all that separates the stone coffins. Ragnar disappears in a flurry of falling leaves.
At the topmost garden, two f lowerbeds of red and white “Uma,” says Tiandra, “you shall take the place of Rosa-
roses flank a broad cobblestone avenue that leads to a If a character touches a sarcophagus, it becomes line on the bald hill, serving the fey of this island for me.”
domed structure of white stone. The light from Soryth went transparent, revealing the perfectly preserved body of Tiandra smiles. “I know you wish it.”
into that dome. Porpherio or Caerwyn within. The waters within the With a bow and a sad smile, Uma says, “Yes, my queen.
Ragnar and Uma suddenly materialize in a toadstool tomb comprise the Fountain All Heal. I wish to remain here for a while.”
circle nearby. “Now, heroes,” says Oran, “drink and wish, unburdened
“You have succeeded beyond all we dared hope,” Uma Fountain All Heal by the price the fountain exacts.”
says. “With the hag’s power broken, all her enchantments “What shall you have?” asks Tiandra.
When you are ready, read:
are dispelled, and the palace is open to us once again.”
Uma gestures to the pure water bubbling up between the
“Fell deeds well done,” says Ragnar with a grin. “Now, Drinking from the fountain brings a character back
sarcophagi. “This is the Fountain All Heal,” she says.
it’s time for your reward.” to full health and counts as an extended rest. The
“Drink from it, if you will, and make the wish that was
water can restore life, and the archfey use it on behalf
offered you. But let me drink first, so that we can keep our
If Orlando died, the agents have his body with them. of any character who died. Tiandra allows Juliana a
promise that the fountain should not bind you to this isle.”
Ragnar has not forgotten his oath of vengeance against wish if Orlando died—when she uses it, Orlando is
Uma takes a drink of the water, then says aloud, “I
characters who slew Basal, but he set that aside for made whole and lives again, his soul intact.
wish for the archfey, Oran the Green Lord and Tiandra the

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The fountain is specific in interpretations, and it


can neither alter the past nor grant experience points.
E nding the of Spires to contact Lady Tamora and Lord Carric. The
two leaders believe the characters’ account of events on
If he or she wants to, a player can invent a tale about A dventure the island to be truthful and hold a feast in the party’s
how the character’s wish comes true and tell the story honor. (The leaders dispatch hunters and wardens to
to the others. Here are some possible wishes and how When the party is finished wishing, read: recover the original search party’s bodies if necessary.)
they could manifest. “It is time to say goodbye,” says Tiandra. In Crystalbrook and the Sildaine Forest, the characters
Ability Score Increase: The character’s lowest “And you must return to your own land,” says Oran. enjoy the status of heroes.
ability score increases by 2—the fountain shores up “As for Orlando and Juliana,” says Tiandra, “the inno- Count Varis honors his promise upon the return of
weaknesses rather than increasing strengths. cents in this game, they can stay if they wish.” the characters. He gives each character 50 gold pieces
Wealth: Within a month, the character receives “Whether you rise to greatness or live peacefully here,” and publicly awards each one a silver medal of honor.
3,400 gold pieces, a fortune to a commoner. says Oran to the two, “this palace is yours.” The characters are also celebrated in Sybar.
Magic Item: Within a month, the character
Only a few loose ends remain. The archfey can clear
receives an uncommon magic item of up to four levels
higher than the character’s level. up any mysteries about the adventure the players Reward
Inf luence: Within a month, the character fail to understand. Orlando and Juliana wish to stay. At the end of the session, each character gains 500
receives a position of influence in a realm of his or However, they owe the heroes a debt of gratitude—if XP for defeating Soryth, reuniting the lovers, dealing
her choice. In that region, the character gains a +2 the characters insist they do so, the lovers return to with the archfey, restoring Crystalbrook, and bring-
bonus to all Charisma-based checks involving non- the world. Hamish and Argus, if alive, either stay ing peace to the region.
hostile creatures familiar with the character’s status. with Orlando and Juliana as the couple’s servants, or
Happiness: Within a month, the character the brothers return to the world alongside everyone. About the Author
Steve Townshend is a freelance D&D designer whose recent
receives an intangible, fulfilling reward of the player’s credits include Monster Vault™: Threats to the Nentir Vale, Mad-
choice. When this event occurs, the character’s inner When the lovers decide what they will do, read:
ness at Gardmore Abbey™, and Heroes of the Feywild™. The
contentment grants him or her resist 5 psychic. Tiandra says to you, “When you awaken, it will be as if banderhobbs and Oublivae, Demon Queen of Desolation, are
Longevity: The fountain adds 100 years to the from a dream. The oracle in the Crystal Cave shall remain two of his favorite creations for D&D.
character’s natural life span, and the character gains a boon to the world for all time, but the crossing shall
a +2 bonus to death saving throws, saving throws hereafter be closed to all but the innocent seeking refuge.
against poison effects, and checks against disease. Perhaps we shall meet again, but for now, sleep. Sleep . . .”
Something Else: Improvise within the above You awaken in the warm sun in a meadow full of wild-
parameters if a character wishes for something else. f lowers on the edge of the Sildaine Forest. Crystalbrook is
If the wish benefits someone other than the wisher, it within sight, its gates open.
is more likely to come true. Tiandra and Oran might
reward a truly selfless wish, such as the revival of the Three weeks have passed since the characters left in
original Crystalbrook search party, with a boon. This search of the Crystal Cave. Weather that wracked the
boon is a fey gift of up to five levels higher than the region for a year vanished completely a few days ago.
character’s level. See Player’s Option: Heroes of the Fey- Lady Tamora and Lord Carric have begun to reforge
wild for more on fey gifts. ties, and Sildaine fey can be seen among the folk of
If a character wishes for the revival of the slain Crystalbrook. Healing might take a little while, but
members of the search party, Tiandra indicates it the process has already begun.
is so. The once-dead searchers are in Crystalbrook Orlando and Juliana are greeted with much joy and
when the characters return. celebration if they returned to the world. If they did
not, the lovers have already used magic in the Palace

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Beyond the Crystal Cave

A fterword: UK modules, and in some adventures—such as the


original Beyond the Crystal Cave—combat was rather
A P ioneer A mong severely punished. The original adventure trans-
planted the Romeo and Juliet story into a Faerielike
A dventures subdimension called Porpherio’s Garden, which
existed on an island in the world of Greyhawk. The
Designer’s notes by Steve Townshend
characters in the adventure had Shakespearean
names and motivations. There were no villains what-
Nearly thirty years ago, UK1: Beyond the Crystal Cave
soever, and apart from a few dangers in the cave
became the first Dungeons & Dragons adventure of
leading to Porpherio’s Garden, the adventurers had
its kind. Designed by British writers Dave J. Browne,
no true adversaries. The way to “win” in Beyond the
Tom Kirby, and Graeme Morris, it was also the first
Crystal Cave was simply to solve the garden’s puzzles,
module produced by TSR Ltd, the recently formed
avoid fey trickery, avoid combat, and ask the lovers to
United Kingdom subsidiary of TSR, Inc.
come home.
The UK series of modules focused on a different
This new version of Beyond the Crystal Cave retains
play experience from the standard combat-oriented
many encounters and locations from the original,
style of early D&D adventures. Roleplaying, prob-
while adapting the adventure for use during a season
lem-solving, and folklore were key elements of the

SPECIAL NOTES FOR THE DUNGEON MASTER


From the introduction in the original adventure:

It will quickly become apparent to the DM that this is no ordinary adventure. It is possible for a group of
1st level characters to wander gently through the garden and succeed where a bullying group of 8th level of Dungeons & Dragons Encounters™ play. Like
characters could well fail. Diplomacy and tact will win the day where violence and aggression will lose it. the original module, this version focuses on interac-
Normally the DM would reward experience points in relation to the number and type of monsters killed. tion, puzzle-solving, mood, flavor, and story elements.
It is strongly suggested that for this adventure experience points are awarded on a different basis. Success Although it follows the structure of the original, it
in an encounter with garden creatures may be judged as acquiring information or help without fighting and adds villains into the mix.
without antagonising the individual or group. In some cases this will prove extremely difficult. After suc- Due to the nature of the adaptation, this adventure
cessful encounters (usually an encounter can be considered successful if the party leaves the monsters on is somewhat atypical of the Dungeons & Dragons
friendly terms) players may be awarded experience points as if they had overcome the monster(s). In making Encounters seasons that preceded it, and the most
judgments, the DM should use his customary discretion, probably using as a yardstick the attitude of players successful groups will likely be the ones in which the
during encounters. players and the DM focus on a more immersive play
. . . the whole scenario will be a sore temptation to many players to behave in an aggressive fashion— experience exploring the world, the puzzles, and the
killing every monster in sight and taking their treasure. This kind of behaviour will yield them little in this story, rather than the tried-and-true combat of the
adventure. week. As it was in UK1, so it is in this adaptation of
. . . To conclude this introduction, the authors wish you well in running “Beyond the Crystal Cave” and Beyond the Crystal Cave.
they sincerely hope you have fun doing so. The adventure is designed to be both amusing and irritating to
players, though simply amusing to the Dungeon Master.

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COMING NEXT MONTH
NEVER SAY DIE THE VILLAGE OF HOMMLET
By Claudio Pozas By Gary Gygax & Andy Collins
Stripped of your armor and weapons, you are Ten years after the fall of the Temple of Elemental
cast into a maze of thickets and hunted like Evil, the village of Hommlet still lives in dangerous
rabbits. If you want revenge, you must first survive times. Bandits and strange monsters are gathering
Yeenoghu’s evil hunters. A D&D® adventure for at a ruined moathouse on the village’s outskirts,
characters of levels 5–7. and brave adventurers are needed to clear it out.
This 4th Edition D&D adventure for characters of
levels 3–5 updates the classic AD&D™ adventure
COURT OF THE DARK PRINCE module T1, The Village of Hommlet by Gary Gygax.
By John “Ross” Rossomangno
An angel of Kord is trapped in the Argent Palace
on Azzagrat, where the demon lord Graz’zt holds
sway. Descend into the Abyss, if you dare! A D&D
adventure for characters of levels 28–30.

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