Dungeon Magazine 205
Dungeon Magazine 205
Dungeon Magazine 205
Wrath
A D&D® adventure for characters
of levels 4–6
By Logan Bonner
Illustrations by Chris Seaman
Cartography by Jason A. Engle
Background
The town of Raske thrives on trade, but its residents
remain insular. They allow travelers to use their
docks, stay at the inn, and trade at their shops, but
they’re suspicious of anyone who stays more than a
couple of days. Newcomers learn quickly to assimilate
or be shunned.
About a year ago, this resistance to outsiders
became more violent. A group called the Red Angels
began harassing—and later attacking—strangers who
caused trouble in Raske. Members of the group keep
TM & © 2012 Wizards of the Coast LLC. All rights reserved.
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their identities secret by wearing feathered red cloaks As part of the pact, Vellus gained infernal powers If you prefer a more indirect approach, the
and hooded masks. The group’s most recent attack of invisibility and teleportation, plus the ability to hurl adventurers might come to Raske for any number of
was directed against a sharp-dressed tiefling thief flames and shroud himself in smoke. These abilities reasons. The town is a trading hub, located alongside
named Chath, who had been picking pockets and work only at night, a limitation imposed by Askavan. a major river and a prominent trade road. You can
cheating townspeople. He was beaten to death, then During the day, Vellus is caged inside the succubus’s change the names of the river and road to suit your
set afire, his burning body left in the street. extraplanar lair. home game or chosen campaign setting.
Now, months after his death, Chath has apparently The final murders take place in a short period as
returned from the grave for revenge. Jemos, the cap-
tain of the town guard, was brutally murdered a few
Running the Vellus tries to meet his deadline. However, the time
frame of the recent death of Jemos is dependent on
nights ago, a red cloak left as evidence of his member- A dventure how and when the adventurers arrive in Raske. If the
ship in the Red Angels. Witnesses saw the tiefling time between the first murder and the adventurers’
appear from nowhere in a cloud of smoke, then disap- This adventure is set up as a mystery on a deadline. arrival is more than a day or two, add rumors in the
pear in a gout of flame. Now the townsfolk think that The adventurers have only a limited amount of time “Structuring Play” section below, indicating that the
Chath’s ghost is on the loose and hell-bent on deadly to prepare for the tiefling’s return. Characters choose ghost has been spotted in town over previous nights
revenge. how to use this time in the morning, afternoon, and but has been unable to locate his intended targets.
The truth is far more complicated. “Chath” wasn’t night on any given day. How they spend their time
just one person, but rather the twin brothers Zaedros
and Vellus Stoygard. The two shared the Chath name
and whether they piece the clues together determines
their success in the adventure. Structuring P lay
as they committed petty crimes throughout the To successfully complete this adventure, the char- When the adventurers arrive, signs on the wall
realm, staying far apart to confuse the authorities. acters must learn the identities of the remaining Red around the town warn that a murderous ghost lurks
Never remaining in one place too long, they main- Angels and protect them, or they must confront and in Raske. The atmosphere is tense. People in the
tained contact with each other by sending coded thwart Vellus in his plans. An ambitious group might streets are talking, making it easy for the characters
messages through couriers, caravans, and the occa- decide to do both. In the end, the characters might to learn what’s going on.
sional Sending ritual. also clash with Askavan when she tries to claim Vel-
✦ Recently, a ghost murdered the captain of the town
When Vellus lost touch with his brother, he began lus’s soul.
guard, a human male named Jemos, and three
to search for him and eventually learned that Zaedros other guards in the town’s southern guardhouse.
had been murdered. Though he vowed revenge on Adventure Hooks The captain was clearly the target.
the Red Angels, he recognized the risk involved in You can plant the seeds for this adventure before it ✦ The ghost is a remnant of a tiefling named Chath,
taking the group on. Vellus therefore took advantage is under way, letting the events flow into the overall who was a stranger in Raske, as well as a thief and
of a family heirloom to summon a patron—a succubus narrative of your campaign. confidence artist.
named Askavan. One of the Stoygard brothers might steal from the ✦ Chath ran afoul of the Red Angels, a group of mys-
With a pact signed in blood, Vellus gambled his adventurers or make off with an item they were plan-
soul. The devil provided Vellus with the identities of terious vigilantes. The Red Angels conceal their
ning to acquire. Alternatively, the characters could identities and are dedicated to protecting Raske
his brother’s killers and granted him magical powers hear stories about the town of Raske and the vigilante
to aid his vengeance. But she also gave Vellus a dead- from criminals and troublemakers. Chath was
gang that preys on troublesome outsiders. An ally of killed by the group for his petty crimes—and as a
line: He has to kill all the Red Angels before the sun the party might end up a target of the Red Angels, or
rises after the next full moon. If he succeeds, his warning to others.
could join the group. You might even consider replac-
brother will be raised and returned to him, alive and ing Captain Jemos as the first murder victim with ✦ The belief that Chath is a ghost centers around
well. If not, his and his brother’s souls are forfeit. someone the adventurers know. the supernatural abilities he displayed during the
attack. Though the well-dressed thief appears as
he once did, he demonstrated powers he did not
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Vellus Stoygard Level 6 Solo Lurker Hit: 2d8 + 6 fire damage, and Vellus pushes the target up to
Medium natural humanoid, tiefling XP 1,250 4 squares.
HP 280; Bloodied 140 Initiative +12 Miss: Half damage, and Vellus can push the target 1 square.
AC 20, Fortitude 17, Reflex 19, Will 18 Perception +8 Move Actions
Speed 6 Low-light vision Ghost Fire (fire, illusion, teleportation) ✦ Recharge 4 5 6
Resist 10 fire Effect: Each creature adjacent to Vellus takes 5 fire damage,
Saving Throws +5; Action Points 2 and Vellus becomes invisible until he hits or misses with
Traits an attack or until the end of his next turn. He then tele-
O Infernal Smoke ✦ Aura 1 ports up to 10 squares. He does not need line of sight to
Squares within the aura are lightly obscured to creatures the destination square.
outside of the aura. Sustain Standard: The invisibility persists until the end of
Combat Advantage Vellus’s next turn or until he hits or misses with an attack.
Vellus deals 2d6 extra damage against any creature granting Triggered Actions
combat advantage to him. Hell’s Wrath ✦ At-Will
Standard Actions Trigger: An enemy within 20 squares of Vellus hits him with
m Short Sword (weapon) ✦ At-Will an attack.
Attack: Melee 1 (one creature); +11 vs. AC Effect (Immediate Reaction): The triggering enemy gains
Hit: 3d6 + 8 damage. vulnerable 5 to all damage until the end of Vellus’s next
r Hellfire Bolt (fire) ✦ At-Will turn, and Vellus makes a basic attack against the trigger-
Attack: Ranged 20 (one creature); +9 vs. Reflex ing enemy.
Hit: 2d8 + 5 fire damage, and ongoing 5 fire damage (save Askavan’s Gift (psychic) ✦ At-Will
ends). Trigger: Vellus begins his turn subject to any harmful effect.
Double Attack ✦ At-Will Effect (No Action): All harmful effects on Vellus end, and he
Effect: Vellus makes two basic attacks. takes 20 psychic damage.
C Concussive Flames (fire) ✦ Encounter Skills Bluff +11, Intimidate +11, Stealth +13, Thievery +13
Requirement: Vellus must be bloodied. Str 12 (+4) Dex 20 (+8) Wis 10 (+3)
Attack: Close burst 3 (creatures in the burst); +9 vs. Con 14 (+5) Int 12 (+4) Cha 16 (+6)
Fortitude Alignment evil Languages Common
Equipment leather armor, 2 short swords, scorpion amulet
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Dead Wrong: If the adventurers believe that a yelling out clues such as, “You’ll pay for what you did gods, and many outsiders have to conceal their wor-
ghost is committing the murders, they might target to Zaedros!” ship of other deities or risk being shunned.
Vellus with powers or magic that specifically affect The Suspect Roster table summarizes the main
undead. The living Vellus is, of course, immune to
such effects.
Fighting Vellus secondary characters involved in the adventure and
their usual locations. These are the characters whose
Fiery Manifestations: Vellus is wreathed in When Vellus shows up, his goal is to kill anyone actions and circumstances involve them with the
smoke and fire, but “Chath” had no magic in life. He whose death fulfills his pact. His direct attacks will Red Angels, and they should be the central figures in
must be getting magical power from somewhere. kill any one of the Red Angels in 3 rounds, with you the adventurers’ investigation. Use the roster to help
The Price of Vengeance: His brother’s death has narrating those attacks. If the adventurers get in his decide which important citizens appear in a given
made Vellus distraught and filled him with bloodlust. way, Vellus targets them, intending to make them scene or where they go if any character follows them.
Nothing short of the painful deaths of his sworn ene- examples of his wrath. Other NPCs who get in his The description of each character can be used to help
mies can satisfy him or fulfill his infernal contract. In way are treated as minions, each of whom is disposed play out scenes.
his mania, he might reveal details about his true self, of in a single round.
As long as he still has time remaining to fulfill his SUSPECT ROSTER
pact, Vellus retreats after he is bloodied. If he can, he Suspect Locations
returns later the same night after spending his single Cindra Raske Raske estate or trade office, shops
healing surge to regain 70 hit points. If he is blood-
RITUAL INVESTIGATION Elenka Temple
ied a second time on the same night, he retreats until Emorin Shops, Red Eye Inn
As they investigate, the adventurers might employ the following night. Each new night, Vellus has full Igam Docks, fisher shacks, Red Eye Inn
ritual magic to glean insight from the victims of Vel- normal hit points. Kador Raske Raske estate or trade office, temple
lus’s crimes. However, publicly performing any ritual
Knute Usually with Cindra, sometimes Kador
that allows a character to interact with the dead can
cause the already wary townsfolk to actively shun
R aske Oku Southern guardhouse, Red Eye Inn
Rukkevinta Red Eye Inn
the adventurers. The town of Raske thrives on trade, sitting as it does Tommik His home, other homes being warded,
Last Sight Vision: The character performing the between a northward bend of the River Kethering guardhouses, Red Eye Inn, shops
ritual sees a tiefling matching Chath’s description and a major east–west road. These two routes bring all
appear out of nowhere and kill the victim with his kinds of goods through town, and the major families Cindra Raske,
short swords or hellfire bolts. Have the character of Raske have grown rich off tariffs and warehousing.
make a DC 15 Perception check to notice the scor-
Heir to the Raske Fortune
pion-tail amulet Vellus wears. The only living child of Kador Raske, Cindra is a tall
Speak with Dead: The corpses of the murdered
People human female with a solid build. Her dark hair and
Red Angels know only as much about the tiefling Many townsfolk trace their lineage back to the first ice-cold blue eyes give her a haughty demeanor, and
as they knew in life—very little. If asked about the settlers of Raske, and they are suspicious of outsiders. she rarely smiles among those she considers her infe-
identities of other Red Angels, the spirit resists. An Though they don’t hold the extreme views of the Red riors. She has a rich, high voice, which she disguises
adventurer must succeed on a DC 22 Diplomacy Angels, they do support native Raske citizens over with a throaty accent in her Red Angel persona.
check to gain a single name, phrased as the answer those from outside the town. Information: In the aftermath of her mother’s
to one question. If the Diplomacy check fails, the Traders and travelers seldom stay in Raske long. disgraceful past (see “Rumors”), Cindra began to
question is wasted. Multiple questions can be used Those who do make the town a permanent home notice crimes going unpunished in Raske and looked
to learn multiple names. have to assimilate into Raske’s culture, keeping to for a way to stop outsiders from causing trouble. She
themselves any views that don’t fit in. Raske’s people started the Red Angels and recruited others to her
worship Avandra, Erathis, and Pelor above other cause. As the most aggressive member of the group,
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she pushes for using even harsher methods to deal By the same token, the priestess also believes that the stout female with red hair, a freckled face, and a pipe
with outsider threats to the town. Red Angels are violent lawbreakers. she constantly smokes or chews on, Igam looks the
Daen Orso, Cindra’s husband, is the heir to the Roleplaying: Elenka thinks before she speaks. part of a simple, cheerful fisher.
second largest family in Raske. They have two chil- Her views focus her conversation on topics that ben- Information: Igam doesn’t own a business, have
dren, Thom and Mia. efit the community. She believes the adventurers if a position of power, or come from a respected family.
Roleplaying: Cindra believes deeply in tradition they say the murderer isn’t a ghost, imploring the However, her ancestors have been fishing the river
and propriety. She has an aloof, regal manner and characters to protect Raske against the real threat. since the earliest days of Raske’s founding. In the
doesn’t like being questioned by impertinent people, Rumors: One of the Red Angels is described morning, she spends her time fishing. Later in the
particularly those without a place in Raske’s society. as having a raspy voice like Elenka’s. Her regular day, she sells fresh fish between the shacks and the
This resistance extends to adventurers. meetings with Kador Raske to discuss religious and warehouses (see locations 7 and 8), as do many other
If she’s revealed as a Red Angel, Cindra refuses to community matters also arouse speculation. How- fishers.
name the other members, especially if those inter- ever, it seems unlikely that Elenka would take it upon After seeing so many outsiders behaving in unsa-
rogating her are lower on the social ladder. She holds herself to protect the town, since she was once an vory ways in the docks section of town—including
it as a point of pride that she won’t break down and outsider. fouling the river with their garbage and filth—Igam
turn against her comrades. became fed up. Secretly, she also wanted a little
Rumors: Cindra’s mother abandoned her family Emorin the Tailor excitement in her life. She joined the Red Angels after
when Cindra was a teenager. The person her mother Nearly seven feet tall, Emorin is rail-thin and highly seeing them run off a group of halfling vagabonds
fell in love with was a rich trader from far to the west, formal in dress and bearing. He can’t help but stand that had been squatting in a warehouse and filching
and Cindra saw the shattering of her world as a crime out in Raske. fish. After she correctly identified Knute as a member
that the law couldn’t punish. A vocal advocate for the Information: If he is questioned about Igam or and approached him, he helped her join.
Red Angels, she describes the group as protecting the Rukkevinta, Emorin acknowledges a friendship with Igam’s Red Angel mask includes a fake beard.
good people of Raske from lawless intruders. the two despite not sharing their political views. He Roleplaying: Igam is cheerful but a bit too forth-
Set to take over the mercantile might of her family admits that when Igam and Rukkevinta are together, right. Although she’s willing to take risks for what she
when her father retires or dies, Cindra tries to serve they often talk about how outsiders are a “bad believes in, she’s superstitious and isn’t brave enough
as an example of how the elite of Raske should look element.” to face the threat of Chath’s ghost. Igam openly says
and behave. She is always dressed well and carries Roleplaying: Emorin is refined, but not snobbish. that the Red Angels are righteous folk who take care
herself regally, even if she is a little snooty. He likes to gossip, and it doesn’t take much work to of troublemakers. She would rather face pain or death
extract information from him. He believes the Red than reveal their secrets.
Elenka, Procurator of Erathis Angels are bad for his business, and that their cloaks Rumors: A few people in town have seen Igam
The elder priest in the Raske temple, Procurator are garish. and Knute talking from time to time, which seems
Elenka believes in the doctrines of Erathis. An elderly Rumors: Like one of the Red Angels, Emorin is strange given the difference in their social standing.
human female with a sturdy build and a raspy voice, very tall. He plays in a weekly game of Three-Dragon Igam is openly contemptuous of unsavory characters
she dresses well and has a keen mind. Ante with Rukkevinta and Igam. Cindra Raske who congregate around the docks, almost daring
Information: To fulfill the doctrines of the frequently commissions expensive clothing from them to try to start trouble.
goddess of civilization, Elenka believes she must Emorin, and even the well-dressed thief Chath was
maintain stability. Raske has traditions and family known to be a paying customer. Kador Raske, Town Patriarch
lines that date back to the founding of the town. The patriarch of the Raske family controls the largest
Elenka wants to preserve that heritage. She believes Igam the Fisher share of trade in the town. His hair has gone white,
that newcomers must assimilate into Raske the way The lower-class dwarf who calls herself Igam seems and his memory’s not as good as it used to be, but
she did, by adhering to its laws and social structure. most unlikely to be a member of the Red Angels. A
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Kador is not yet ready to retire and give Cindra con- Roleplaying: Knute doesn’t need to say anything believe that she’ll unduly favor outsiders in matters of
trol of the family business. to intimidate most people, so he keeps his mouth the law. It is well known that Jemos didn’t like Oku,
Information: Kador doesn’t know that Cindra shut. If asked, he says the Red Angels aren’t his con- but the late captain could find no fault with how she
and Knute are members of the Red Angels. He cern unless they bother the Raske family. However, did her job.
doesn’t think he has anything to worry about from if he sees strong evidence that the adventurers can
the so-called ghost, so he goes about business as effectively meet Vellus’s threat and protect the towns- Rukkevinta, Innkeeper
usual—including throwing a private party to show folk, he might come forward. If he becomes worried The halfling Rukkevinta runs the Red Eye Inn.
that fear is beneath him. about the safety of the other Red Angels, particularly Though her brown hair is graying, her sharp green
Roleplaying: Kador is affable as long as he’s Cindra, he tries to persuade the members of the eyes and athletic build show that she remains alert
shown the respect he thinks he deserves as the group to reveal themselves and accept the adventur- and fit. She spends her workday tending the inn’s bar.
patriarch of the greatest family in Raske. He doesn’t ers’ protection. Information: Rukkevinta fell in with the Red
demand deference, just courtesy. Because he once Rumors: Although Knute has never harmed Angels after a night when Igam had a little too much
benefited from their actions when a half-orc cutpurse any townsfolk, his appearance and reputation make to drink and spilled the beans regarding the vigilante
stole his money, Kador believes the Red Angels are people afraid of him. gang. Rukkevinta wanted in, and the others didn’t
folk heroes. He openly says so. take much convincing. Years of dealing with rowdy
Rumors: As the most powerful resident of Raske, Oku, Captain of the Guard patrons have worn down her patience, and she keeps
Kador is highly involved in the town guard and knew After Captain Jemos was murdered, his second-in- a close watch out for visitors who might cause trouble.
Captain Jemos well. He’s also a deeply religious command was hastily promoted. Oku has brown skin Roleplaying: Rukkevinta always seems to be in
person who frequently visits the temple and has dis- and wears her black hair in a close-cropped style. Her a bad mood. She has little patience, and she is quick
cussions with Procurator Elenka. chainmail and weapons are kept clean and in good to make her workers take care of problem custom-
Fifteen years ago, when Cindra was still a teen- repair. ers. Usually tight-lipped regarding the Red Angels,
ager, Kador’s wife ran off with a wealthy trader who Information: Oku heard that Jemos had unof- she might be pushed to say that the town guard ought
frequently passed through Raske. The incident made ficial dealings with many merchants and families in to take care of trouble, not letting the vigilantes’ vio-
Kador more distrustful of outsiders. Raske. She knows that Cindra Raske met frequently lence scare off valuable customers.
with the former captain, supposedly to report threats Rukkevinta denies her involvement with the Red
Knute, Bodyguard and offenses made against the Raske family. In fact, Angels as long as she can, but if any other Red Angel
A massive figure close to seven feet tall, Knute is a Jemos frequently covered up petty crimes committed is murdered, she starts to lose her nerve. She won’t
dour and silent human male with short blond hair by the members of Raske’s elder families, particularly directly reveal her role in the group or the other Red
and a clean-shaven face. He carries a longsword, a when the wronged party was an outsider. Angels’ identities, but she might point the adventurers
shield, and a longbow, and he wears scale armor. Roleplaying: Oku is harried from dealing with toward specific locations they should investigate.
Information: The Raske family bodyguard the panicked townsfolk, the loss of four guards, and Rumors: Raske natives know that even though
watches over Kador, as well as Cindra, her husband a supernatural menace. She keeps her conversations Rukkevinta doesn’t say much, she listens to just about
Daen Orso, and their two children, Thom and Mia. short and to the point. When it comes to the Red every conversation that takes place in the bar.
When one of the Raskes heads to town, Knute goes Angels, she believes they flout the law and need to be
along for protection. brought to justice. Tommik, Occult Expert
Knute was the first person Cindra asked to join Rumors: Oku is an immigrant to Raske, and she Raske’s self-styled authority on paranormal phenom-
the Red Angels. Even though he’s not entirely sure the was a victim of the Red Angels when she first arrived ena, Tommik is a doddering old gnome with wild
vigilante group is a good idea, he goes along to ensure in town. She faced resistance when she joined the white hair and a scuffed clay pipe. His long leather
Cindra’s safety. He is sworn to keep her role in the town guard and as she rose in rank. Townsfolk who coat is lined with pockets containing all kinds of
Red Angels a secret, particularly from Kador Raske. support the Red Angels bristle at Oku’s new rank and substances meant to detect or trap evil spirits, plus
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RASKE 8 enough.
People: Rukkevinta (halfling proprietor), Okenn
(half-elf steward), Dez and Gilda (human servers).
1 Most of the inn’s patrons come into town on the boats
2 and caravans that pass through Raske, staying for a
3 few days before shipping out again.
9 7 Setting: Locals receive better service than out-
siders, and Rukkevinta is willing to make itinerants
move to “make room for regulars.”
Rumors: As one might expect, the Red Eye is a
center of community gossip.
10 6 Chath’s Stay: The townsfolk have the dead tiefling
4 and his ghost on their minds. He is described as a
“dapper thief,” and was often observed at the tailor’s
5 shop.
Common Connection: If the characters succeed on a
DC 22 Streetwise check, they are able to determine
that all the Red Angel victims stayed or spent time
regularly at the inn shortly before being attacked by
the group. They can also find out this information by
11 asking about the victims specifically.
Weekly Game: Everyone knows of the weekly
Three-Dragon Ante game Rukkevinta, Igam, and
Emorin play together.
12
Clue: Rukkevinta’s red cloak and mask are hidden
in the ceiling of her quarters if she is still alive.
150 feet
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RASKE
Setting: If the adventurers visit the Raskes, they
are treated to fine tea, high-quality meat and cheese,
MANOR
and evasive answers to any questions.
Rumors: An ancestor, Earl Raske, founded the
town when the great road was still being cut through
the forests. The family built the estate when it first
became wealthy.
Other Estates
Three other wealthy families have estates outside
town, though none are the equal of the Raske estate.
Study Orso Estate: The Orsos own a large manor house
and a smaller cottage along the road to the east of
Raske. Daen Orso, the family’s heir, married Cindra
Raske and now lives at the Raske estate. Only three
o = 5 feet
Orsos still live at the Orso estate—Callindra (Daen’s
mother), her sister, Gwenmyr, and Gwenmyr’s
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husband Georg. The Orsos have two servants, plus a If Askavan appears to claim Vellus, read:
bodyguard hired since the appearance of the ghost. A smoky portal appears out of thin air, and an incredibly
Podriggan Estate: This small manor house beautiful human female steps forth. She speaks with a voice ASKAVAN’S LAIR
stands along the river between the Orso estate and that is deep and alluring.
the Raske trade offices. The Podriggans have been “I claim Vellus Stoygard by the terms of our contract.
the least of Raske’s wealthy families for some time. I alone have the right to his soul and that of his departed
Members of the Podriggan and Vesult families are brother. No one may challenge me on this. If you believe you
away on a joint vacation they take every year. They’ve have a grievance, address me in my chamber. But I warn A
been gone since before Zaedros was killed, but their you, my grasp of infernal law is f lawless.”
staff of three remains.
Vesult Estate: North of the great road, the Vesult Askavan has used change shape to appear human.
estate is of fairly new construction. The Vesults were T
treated like trespassers when they brought their
money and influence to the town two decades ago.
Facing Askavan
Since then, they’ve cemented themselves as full mem- Combat Encounter Level 6 (1,300 XP)
T
bers of the community. Since they’re away on vacation
with the Podriggans, only their butler remains. Askavan’s power is built on tricking powerful char-
acters into dangerous bargains. As such, her flowery
challenge is designed to goad the adventurers into fol-
Other Homes lowing her to her lair, where she believes she has the I
The most senior workers from the docks and ware- advantage.
houses live in modest homes scattered throughout Light: Pools of burning slime fill the area with
Raske, as do a smaller number of lumberjacks, craft- bright light.
ers, and town guards. A few traveling merchants have Monsters: Askavan (A), 2 tar devil guards (T), 1
houses in town but rarely spend much time here. imp (I).
Tommik‘s house stands close to the old wall, just o = 5 feet
south of the guardhouses. When the characters enter Askavan’s lair, read:
The portal opens up to a grotto of black stone. Steps lead column rising above the burning pool nearest to the portal.
A skavan down to a cavern f loor set with pools of f laming, bubbling
slime. Three large cages of black iron are set across from
It watches closely from its perch.
The succubus Askavan commands a small extra- the portal—two elevated on ledges with stairs leading up to At first, Askavan tries to negotiate with the charac-
planar lair that keeps her largely independent of the them, and another on the f loor near one of the pools. ters, offering them power in the hope that they will
hierarchy of the Nine Hells. Working to increase her “Welcome to my home,” says the human female. “Let’s enter into doomed bargains just as Vellus did. If she
power in the world, she tempts mortals and chains get down to business, shall we?” is unsuccessful, she calls her attendants and attacks.
them into her service. Perception DC 15: Lurking mostly submerged in one When she does, she drops her human disguise for
The terms of Askavan’s bargain with Vellus make of the burning pools across from the portal is a pale-skinned her true infernal form. The succubus’s allies start out
it highly unlikely that the tiefling can accomplish his devil with black horns curving over its head. Black tar seeps hidden if no character has spotted them.
goal of killing all the Red Angels before dawn after from its skin. Another similar creature watches from the
the full moon. Askavan has no reason to intervene on adjacent pool.
the tiefling’s behalf, showing up only to collect Vellus Perception DC 19: A tiny, crimson-skinned human-
after he dies or runs out of time. oid with horns, bat wings, and a tail clings to a natural
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Askavan, Succubus (A) Level 9 Elite Controller Hit: The target chooses either to be dominated by Askavan 2 Tar Devil Guards (T) Level 4 Soldier
Medium immortal humanoid (devil, shapechanger) XP 800 until the end of Askavan’s next turn or to take 2d10 + 10 Medium immortal humanoid (devil) XP 175 each
HP 180; Bloodied 90 Initiative +8 psychic damage and fall prone. HP 53; Bloodied 26 Initiative +7
AC 23, Fortitude 19, Reflex 21, Will 23 Perception +8 Move Actions AC 20, Fortitude 15, Reflex 17, Will 15 Perception +7
Speed 6, fly 6 Darkvision Devilish Swiftness (teleportation) ✦ At-Will (1/round) Speed 6 Darkvision
Resist 10 fire Effect: Askavan teleports up to 5 squares and makes a Resist 10 fire; Vulnerable 5 acid
Saving Throws +2; Action Points 1 melee attack. Traits
Traits Minor Actions O Hot Reek (fire) ✦ Aura 1
O Infernal Luck ✦ Aura 2 Change Shape (polymorph) ✦ At-Will Any enemy that starts its turn in the aura takes 2 fire
Enemies in the aura take a –4 penalty to saving throws. Effect: Askavan alters her physical form to appear as a damage and cannot shift during that turn.
Standard Actions Medium humanoid until she uses change shape again or Standard Actions
m Corrupting Touch (fire, necrotic) ✦ At-Will until she drops to 0 hit points. To assume a specific indi- m Khopesh (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC vidual’s form, Askavan must have seen that individual. Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 4 damage, and ongoing 5 fire and necrotic Other creatures can attempt a DC 30 Insight check to dis- Hit: 1d8 + 7 damage.
damage (save ends). cern that the form is a disguise. R Tar Net (fire) ✦ Recharge if no creature is restrained by
Effect: Askavan slides the target up to 2 squares. Triggered Actions this power at the start of the devil guard’s turn.
M Charming Touch (charm) ✦ Recharge when no creature is Loyal Consort (charm) ✦ At-Will Attack: Ranged 5 (one creature); +7 vs. Reflex
affected by this power Trigger: A melee or ranged attack targets Askavan while she Hit: 1d6 + 4 fire damage, and the target is restrained (save
Attack: Melee 1 (one creature); +12 vs. Will is adjacent to a creature dominated by her or affected by ends). The devil guard can pull the target up to 4 squares
Hit: The target cannot attack Askavan. The effect lasts until her charming touch. to a square adjacent to it.
Askavan or one of her allies attacks the target or Askavan Effect (Immediate Interrupt): The triggering attack instead Str 12 (+3) Dex 17 (+5) Wis 11 (+2)
drops to 0 hit points. If the target is affected by charming targets the creature dominated by Askavan or affected by Con 13 (+3) Int 10 (+2) Cha 12 (+3)
touch at the end of the encounter, the effect lasts until her charming touch. Alignment evil Languages Supernal
Askavan fails to touch the target during a 24-hour period. Skills Bluff +15, Diplomacy +15, Insight +13 Equipment khopesh, net
C Seductive Words (charm, psychic) ✦ At-Will Str 11 (+4) Dex 18 (+8) Wis 19 (+8)
Attack: Close burst 10 (one nondeafened creature in the Con 10 (+4) Int 15 (+6) Cha 22 (+10)
Alignment evil Languages Common, Supernal Imp (I) Level 3 Lurker
burst); +12 vs. Will
Small immortal humanoid (devil) XP 150
HP 40; Bloodied 20 Initiative +8
Tactics Cages: Black iron cages hold Askavan’s victims. AC 17, Fortitude 13, Reflex 17, Will 15 Perception +8
The devils coordinate to bring down intruders one One contains the burned body of Zaedros, and Speed 4, fly 6 Darkvision
another holds Vellus if he is here. The third is empty. Standard Actions
by one. Askavan moves around the battlefield, stay- m Bite ✦ At-Will
ing near anyone she has charmed or dominated to Portal: The portal leads back to wherever Askavan
Attack: Melee 1 (one creature); +8 vs. AC
protect herself with loyal consort. When they emerge, appeared. It remains open for 1 minute, then closes.
Hit: 1d6 + 5 damage.
the tar devils focus on preventing characters from An adventurer in the lair can reopen the portal at its Vanish (illusion) ✦ At-Will
approaching Askavan. The imp uses its tail sting to last location with a DC 12 Arcana check. Effect: The imp becomes invisible until the end of its next
make enemies more susceptible to Askavan’s charms. Rubble: Debris-filled squares are difficult terrain. turn or until it hits or misses with an attack.
M Tail Sting (poison) ✦ Recharge when the imp uses vanish
Attack: Melee 1 (one creature); +8 vs. AC
Features of the Area Hit: 2d8 + 3 damage, and the target takes ongoing 10
poison damage and a –2 penalty to Will (save ends both).
Burning Slime: The lower areas of the lair are
Skills Arcana +9, Bluff +9, Stealth +9
filled with bubbling, flaming slime. A creature that Str 12 (+2) Dex 17 (+4) Wis 14 (+3)
enters the burning slime or starts its turn there takes Con 16 (+4) Int 16 (+4) Cha 16 (+4)
5 fire damage. A creature can take this damage only Alignment evil Languages Common, Supernal
once per turn.
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Infernal Wrath
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Unfriendly Skies
A D&D® adventure for characters
of levels 21–23
By Doug Hyatt
Illustration by Claudio Pozas
Cartography by Mike Schley
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Unfriendly Skies
Ancient Earthquake Dragon Level 24 Elite Soldier First Failed Saving Throw: The target is instead petrified 10 Shardstorm Level 23 Minion Skirmisher
Huge elemental magical beast (dragon, earth) XP 12,100 (save ends).
Vortex Whirlwinds
HP 456; Bloodied 228 Initiative +22 Minor Actions Medium elemental magical beast (air, earth) XP 1,275 each
AC 40, Fortitude 37, Reflex 37, Will 35 Perception +19 C Rising Tremors F Recharge at the start of any turn when
HP 1; a missed attack never damages a minion. Initiative +21
Speed 8 (earth walk), burrow 4, fly 6 (clumsy) Darkvision, quaking earth is aura 1
AC 37, Fortitude 35, Reflex 36, Will 34 Perception +17
Saving Throws +2; Action Points 1 tremorsense 10 Effect: The quaking earth expands to aura 3. At the start of
Speed 0, fly 8 (hover)
Traits the dragon’s next turn, the quaking earth expands to aura
Immune disease, poison
O Quaking Earth F Aura 1 5. At the start of its following turn, the dragon makes the
following attack.
Traits
When any enemy in the aura makes an attack that does not O Sandblast F Aura 1
include the dragon as a target, that enemy falls prone and Attack (No Action): Close burst 5 (enemies in the burst); +27
While in the aura, any enemy takes a –2 penalty to all
takes 15 damage. vs. Reflex
defenses.
Threatening Reach Hit: 4d8 + 14 damage, and the target falls prone and cannot
stand up (save ends).
Standard Actions
The dragon can make opportunity attacks using claw m Abrasive Slam F At-Will
against any enemy within 3 squares of it. Effect: The quaking earth aura reverts to its original state
Attack: Melee 1 (one creature); +26 vs. Fortitude
Standard Actions and size (aura 1).
Hit: 15 damage.
m Bite F At-Will Triggered Actions
Move Actions
Attack: Melee 2 (one creature); +29 vs. AC Sudden Quake F At-Will
Vortex Step F At-Will
Hit: 4d8 + 14 damage. Trigger: The dragon is pulled, pushed, slid, or knocked
Effect: The whirlwind shifts up to 4 squares.
m Claw F At-Will prone.
Str 12 (+12) Dex 27 (+19) Wis 22 (+17)
Attack: Melee 3 (one creature); +31 vs. AC Effect (Free Action): Each enemy in the dragon’s aura falls
Con 24 (+18) Int 5 (+8) Cha 6 (+9)
Hit: 4d6 + 10 damage. prone.
Alignment unaligned Languages Primordial
M Double Attack F At-Will Str 26 (+20) Dex 27 (+20) Wis 25 (+19)
Effect: The dragon uses bite and claw or uses claw twice. Con 28 (+21) Int 24 (+19) Cha 22 (+18)
When the ritual begins, read:
M Earthen Maw F Recharge 5 6 Alignment unaligned Languages Common, Draconic,
Primordial
As Emeth begins the ritual, the crystals nearest the tower
Attack: Melee 2 (one creature); +29 vs. Reflex
begin to pulse with a bright white light. Over the next few
Hit: 4d10 + 11 damage, and the target is restrained (save
ends).
minutes, the shrieking from the earthmotes rises to a nearly
intolerable level, and the tower begins to vibrate beneath
your feet. The pressure of the wind grows to match the
the tower, using her quaking earth and rising tremors
to keep as many party members prone and focused
Event 3: Skylord’s Wrath noise—but then both suddenly end.
Combat Encounter Level 26 (46,800 XP) The jagged shards on the nearest earthmotes shatter,
on her as possible. The rocktempest gargoyles spread
spraying fragments of crystal into the air. Before you can
their damage among the characters, clinging to the
As Emeth performs his ritual, Skylord Moravar and react, a half-dozen giant, blue-skinned humanoids emerge
sides of the tower or to earthmotes in stone form. They
his fellow djinns emerge from their crystalline pris- from those motes—djinns, armed and ready for battle.
then use flying strike to tear through the adventurers,
ons. Samaa turns against the group, revealing her Emeth slumps to the ground, exhausted. “I don’t under-
ending up next to a relatively weak melee combatant.
true allegiance as the djinns attack. stand,” he cries. “Where is the storm?”
If reduced to 100 hit points or fewer, Kul’Gira
Light: Lightning dances from mote to mote, filling Samaa cackles gleefully as she takes to the air. “Fools!”
retreats to her lair at the far edge of the sea of earth-
the encounter area with bright light. the sphinx says. “The ritual has released the storm I sought!
motes. If she retreats or dies, the whirlwinds dissipate
Monsters: Skylord Moravar, Samaa, 2 djinn wind- Greetings, master!”
and her gargoyle allies flee.
bows, 3 djinn thunderers, 1 djinn stormsword. The mightiest-looking and most richly dressed djinn
nods to Samaa, then turns his attention to you. “I claim
this tower as the first spoils of my new empire. Relinquish
it, and I shall leave you alive.”
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Skylord Moravar, Level 26 Elite Controller M Wind Strike (weapon) F At-Will 2 Djinn Windbows Level 22 Skirmisher
Djinn Caliph (Leader) Effect: Moravar uses falchion, flies up to his speed, then uses Large elemental humanoid (air) XP 4,150 each
Large elemental humanoid (air) XP 18,000 falchion again. HP 204; Bloodied 102 Initiative +21
HP 482; Bloodied 241 Initiative +19 C Subjugating Shout (psychic, thunder) F Recharge 5 6 AC 36, Fortitude 33, Reflex 34, Will 33 Perception +15
AC 40, Fortitude 37, Reflex 38, Will 39 Perception +20 Attack: Close blast 5 (enemies in the blast); +29 vs. Fortitude Speed 6, fly 8 (hover) Blindsight 10
Speed 6, fly 8 (hover) Blindsight 10 Hit: 3d10 + 22 psychic and thunder damage, and the target Immune disease, poison; Resist 15 thunder
Immune disease, poison; Resist 15 thunder is dazed (save ends). Standard Actions
Saving Throws +2; Action Points 1 First Failed Saving Throw: The target is also weakened (save m Slash of Thunder (thunder) F At-Will
Traits ends both). Attack: Melee 2 (one creature); +27 vs. AC
O Favorable Winds F Aura 5 Minor Actions Hit: 2d10 + 19 thunder damage.
Allies in the aura do not provoke opportunity attacks with Sandstorm Aura F Encounter r Windbow (weapon) F At-Will
their ranged attacks. Moravar can slide any enemy that Effect: Until the end of Moravar’s next turn, Moravar and Attack: Ranged 10/20 (one creature); +27 vs. AC
starts its turn in the aura up to 3 squares. allies in his favorable winds aura gain partial concealment. Hit: 2d10 + 19 damage.
Standard Actions Any enemy that ends its turn in the aura takes 15 damage. R Brutal Zephyr (thunder) F Recharge 5 6
m Falchion (weapon) F At-Will Sustain Minor: The effect persists until the end of Moravar’s Attack: Ranged 30 (one creature); +25 vs. Reflex
Attack: Melee 2 (one creature); +31 vs. AC next turn. Hit: 2d12 + 19 thunder damage.
Hit: 2d10 + 23 damage, or 6d10 + 43 damage if Mora- Skills Bluff +27, Diplomacy +27, Insight +25 Miss: The windbow can make the attack a second time
var scores a critical hit, and the target is slowed (save Str 25 (+20) Dex 23 (+19) Wis 25 (+20) against a target within 10 squares of the first target. If
ends). Con 25 (+20) Int 26 (+21) Cha 29 (+22) the second attack hits or misses, the power ends.
First Failed Saving Throw: The target is instead immobilized Alignment evil Languages Common, Primordial Triggered Actions
(save ends). Equipment falchion C Blowback (thunder) F Encounter
Trigger: An enemy scores a critical hit against the windbow.
Attack (Free Action): Close burst 2 (creatures in the burst);
If the adventurers surrender the tower, Moravar Crosswinds: Updrafts and crosswinds blow
+25 vs. Reflex
descends to the ground, forces the characters off, then between the jagged motes to partly hold up falling Hit: 3d10 + 18 thunder damage, and the windbow pushes
soars off into the sky. Otherwise, the Skylord, Samaa, creatures. Whenever a creature falls, it falls no more the target up to 5 squares.
and the other djinns attack. than 25 feet per round until it has descended more Effect: The windbow gains 1 action point.
than 200 feet. If it is still falling at that point, the Skills Bluff +23, Insight +20
creature falls normally to the ground 500 feet below. Str 24 (+18) Dex 27 (+19) Wis 19 (+15)
Lightning Motes: The surface of each mote is Con 20 (+16) Int 22 (+17) Cha 24 (+18)
Alignment unaligned Languages Common, Primordial
TOWER ALTERATIONS covered with elementally resonant crystals. The ritual
Equipment longbow, 20 arrows
When Emeth performs the ritual, thundercloud tower has caused more energy to be released from the light-
gains the following improvements. ning motes. Any nonelemental creature that ends
movement abilities use those powers to cause charac-
F Speed improves to fly 10 (hover). its turn on a mote’s surface now takes 30 lightning
ters to fall from the tower or the earthmotes.
F The tower’s attack power can be used up to twice damage.
The thunderers and the windbows stay at range
per encounter. Tactics: Samaa’s sphinx’s foresight benefits her
to attack the adventurers, though they remain in
F All defenses of the tower increase by 2. allies, the djinns, in this fight. She harasses the adven-
Moravar’s aura if they can. Moravar and the storm-
F Any creature that is attuned to the tower’s control turers and Emeth with pounce, using frightful roar at
sword engage the characters in melee and protect
circle and starts its turn there gains a +2 power every opportunity. Her aim is to make sure that Mora-
their ranged allies. The Skylord uses sandstorm aura to
bonus to attack rolls with thunder powers and var survives.
shroud the top of the tower as he slides melee charac-
lightning powers during that turn. Each djinn starts combat flying adjacent to
ters out of position for their attacks.
or above an earthmote, with the thunderers far-
Skylord Moravar is too confident to retreat from
thest from the party. Any djinns that have forced
mere mortals. His subjects, on the other hand, lose
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3 Djinn Thunderers Level 20 Artillery Djinn Stormsword Level 24 Soldier powerful enemies might someday seek to claim the
Large elemental humanoid (air) XP 2,800 each Large elemental humanoid (air) XP 6,050 magic vessel for themselves. But that is a story for
HP 146; Bloodied 73 Initiative +16 HP 222; Bloodied 111 Initiative +21 another day.
AC 34, Fortitude 34, Reflex 32, Will 32 Perception +16 AC 40, Fortitude 38, Reflex 36, Will 36 Perception +19
Speed 6, fly 8 (hover) Blindsight 10 Speed 6, fly 8 (hover) Blindsight 10
About the Author
Immune disease, poison; Resist 15 thunder Immune disease, poison; Resist 15 lightning, 15 thunder
Doug Hyatt is the author of several recent articles in Dragon
Standard Actions Standard Actions and Dungeon magazines, and he is a computational biolo-
m Scepter (weapon) F At-Will m Scimitar (weapon) F At-Will
gist living in Tennessee. In his spare time, he enjoys chess,
Attack: Melee 2 (one creature); +25 vs. AC Attack: Melee 2 (one creature); +29 vs. AC
Dominion, and Magic: The Gathering®. You can follow him on
Hit: 2d8 + 18 damage. Hit: 2d10 + 21 damage, or 6d10 + 41 damage if the storm-
Twitter as @doug_hyatt.
A Thunderburst (thunder) F At-Will sword scores a critical hit. Additionally, the stormsword
Attack: Area burst 2 within 20 (creatures in the burst); +25 marks the target until the end of the stormsword’s next
Developer
vs. Fortitude turn. Chris Sims
Hit: 1d10 + 16 thunder damage, and the target is dazed R Spinning Vortex (cold, thunder) F Recharge 6
until the end of the thunderer’s next turn. Attack: Ranged 5 (one creature); +27 vs. Reflex Editor
A Imperious Thunder (thunder) F Encounter Hit: 4d12 + 18 cold and thunder damage, and the target is Scott Fitzgerald Gray
Attack: Area burst 2 within 20 (creatures in the burst); +25 immobilized (save ends).
vs. Reflex C Whirlwind Dervish (lightning, thunder) F Recharge Managing Editors
Hit: 2d10 + 5 thunder damage, and ongoing 15 thunder when an enemy scores a critical hit against the stormsword Kim Mohan, Miranda Horner
damage (save ends). Attack: Close burst 2 (creatures in the burst); +29 vs. AC
Miss: Ongoing 15 thunder damage (save ends). Hit: 4d8 + 18 lightning and thunder damage. Development and Editing Lead
Minor Actions Minor Actions Jeremy Crawford
Zephyr Step (teleportation) F Recharge 6 R Come to Me F At-Will (1/round)
Effect: The thunderer teleports up to 20 squares. Attack: Ranged 5 (one creature); +27 vs. Fortitude Senior Producer
Triggered Actions Hit: The stormsword pulls the target up to 5 squares.
Christopher Perkins
C Rage of Storms (thunder) F Encounter Skills Bluff +22, Insight +24
Producers
Trigger: An enemy scores a critical hit against the Str 28 (+21) Dex 25 (+19) Wis 25 (+19)
Greg Bilsland, Stan!
thunderer. Con 22 (+18) Int 19 (+16) Cha 20 (+17)
Attack (Free Action): Close burst 2 (creatures in the burst); Alignment unaligned Languages Common, Primordial Senior Creative Director
+23 vs. Reflex Equipment scimitar Jon Schindehette
Hit: 3d10 + 14 thunder damage, and the thunderer pushes
the target up to 5 squares. Art Director
Effect: The thunderer gains 1 action point.
Skills Insight +21
Conclusion Kate Irwin
Str 26 (+18) Dex 23 (+16) Wis 23 (+16) When the characters have defeated Moravar and Illustrator
Con 20 (+15) Int 21 (+15) Cha 19 (+14) Claudio Pozas
Samaa, Emeth requests additional assistance in
Alignment unaligned Languages Common, Primordial
gathering samples from the crystalline earthmotes. Cartographer
Equipment scepter (mace)
Although the ritual didn’t summon the storm as he Mike Schley
expected, Emeth believes his master might appreciate
having some pieces of the Sea of Tarukk to examine. Digital Studio Consultant
heart and flee if he is slain. Only Samaa stays to fight
Daniel Helmick
on, flying into a murderous rage and attempting to The wizard also asks the adventurers for a ride back
slay the character who landed the killing blow on to the giant lord’s hold. Publishing Production Manager
Moravar. As word spreads of the adventurers’ deeds, Angie Lokotz
the legend of thundercloud tower grows. Other
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Demonomicon of Iggwilv
Shemeshka
the Marauder
By Brian R. James and Todd Stewart
Illustration by Tony Foti
Shemeshka the Marauder is as much a fixture of the Sigil, known to planar explorers as the Cage or the
extraplanar metropolis of Sigil as its portals, smog, City of Doors, is a mind-bending, fantastic place—a
and razorvine. The “King of the Cross-Trade” is some- bustling and cosmopolitan planar city built on the
thing of a paragon of her kind, and she is curiously inner rim of a giant torus. A neutral meeting ground
unique. She combines a raavasta’s moral depravity of otherwise fractious powers, philosophies, and
with the golden veneer of a pampered and cultured religions, Sigil paradoxically claims to be the center
noble—and she possesses all the arrogant pretension of the cosmos yet exists in no truly defined place. Its
of both. Yet, a noble is unlikely to slay a peasant with innumerable portals lead to all corners of the mul-
a whisper and a twitch of her fingers, or to send the tiverse, yet gods and other equally powerful entities
peasant’s severed head home in a box with a bill for are barred from Sigil by the city’s enigmatic ruler, the
the cleaning of her bloodstained dress. Lady of Pain. She keeps the peace and banishes trou-
blemakers to perish in extradimensional mazes.
T he Cage Shemeshka the Marauder is a fixture in the Cage.
Buying and selling secrets and souls, she has a hand
Everything is a game to Shemeshka. She has been in the in virtually everything that happens in Sigil through
Cage longer than almost any other entity still alive there, her network of spies and informers. The Marauder
and her position is secure enough that only the Lady of surrounds herself with the trappings of wealth and
Pain could topple her easily. Perhaps excepting A’kin the luxury, but such pleasures mean little compared to
Friendly Fiend—an enigma in his own right—she has no her lust for secrets and her ability to use those secrets
rivals but for the ones she creates, or those she allows to to control and manipulate those around her.
rise and fall again in cycles that might be centuries long. It Shemeshka is utterly amoral, and she is a liar
amuses her. But if it’s all just a grand game, what real and above all else. She views other creatures as her play-
tangible goal has Shemeshka set her mind set upon? And is things. The reward for dealing with Shemeshka can
it in Sigil or not? be tremendous, but her bargains always come at
—The Demonomicon of Iggwilv great cost. In the end, the Marauder neither seeks
control for its own sake, nor covets the destruction
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and contract-binders. Rather than hiding some pro- skilled—or the brave and ignorant—to work for her). hands of cards, games of dice, and a spin at the gam-
found secret or crime, Shemeshka might have buried The Council of Innkeepers, the Arcane Brotherhood, bling house’s namesake wheel.
her past simply to soothe an ego that couldn’t accept the Builder’s Fellowship, the Mortuary Guild, and Crafted from the iron rim of an enormous wheel
having once been less than she is now. others are more divided in their loyalties. pulled from a marut war machine, the Fortune’s
Wheel is gilded and adorned with ivory nails carved
King of the Cross-Trade The Fortune’s Wheel of baphitaur horns. The wheel is mounted vertically
and spun until a clicking strip of boiled leather brings
Shemeshka directly oversees or indirectly influences One of Shemeshka’s landmark businesses and favor- it to a stop, indicating a square between two of the
hundreds of business ventures (most of them unlaw- ite haunts is the Fortune’s Wheel, a well-known nails. Bets are placed and paid off on a wooden table
ful), operates scores of illegal markets throughout the Sigil tavern, inn, and gambling house. Located in set before the wheel. The odds are terrible, but some
Cage, and uses her various proxies to influence every the heart of the Lady’s Ward, Fortune’s Wheel is the bubber (the down-and-out of the City of Doors) will
major guild and political body in Sigil. city’s premier social hot spot. The house is run by an always be desperate to try for the golden square and
The Mutual Trade Association represents many of underworld organization known as the Knights of the its 1,000-to-1 payout. Alternatively, some patrons
Sigil’s businesses, and it was formed by Shemeshka, Cross-Trade, with Shemeshka ensconced as its leader. place the minimum 10 gp bet for a try at the Mage’s
the reclusive storm giant entrepreneur Zadara, and Prize—a random relic imbued with arcane power.
a powerful oni mage known as Estavan. Since its Common Room The Mage’s Prize is changed out every ten days.
formation, Shemeshka has become the organiza- Every inch as opulent as a king’s audience chamber,
tion’s de facto leader. The Marauder also commands the Wheel’s tavern common room is plush and spa- Fortune’s wheel
major influence within the Order of Master Clerks cious. Brisk yet attentive servers flit between finely d100 Color Payout
and Scribes (but faces competition from Jeremo the crafted tables and chairs. A great vaulted ceiling 1–79 Black None
Natterer), the Runner and Escort Guild (run by Kylie looms overhead, adorned with colorful murals depict- 80–89 Red 1 to 1
the Tout), the Entertainer’s Guild (run by a renegade ing storied events from Sigil’s history. 90–96 Green 3 to 1
succubus formerly of the Society of Sensation), and The common room’s signature feature is the enor- 97–99 Silver Mage’s Prize
the nascent Adventurer’s Guild (used to recruit the mous dragon’s head that arches over the bar. Though 00 Roll a d10:
it appears to be a carving at first glance, the dragon 1–9 Green 3 to 1
head turns to address newcomers in the Draconic 10 Gold 1,000 to 1
tongue. Those familiar with the physiology of dragon-
Kylie the Tout kind recognize this creature as a shadow dragon. Shemeshka’s Court
Patrons who become overly boisterous are kindly Shemeshka can observe the action around the For-
This red-haired, charismatic young tiefling heads
asked to leave and never return. If that request goes tune’s Wheel from the balcony of her public chamber
up the Runner’s and Escort’s Guild. Shemeshka
unheeded, the perpetrator is shackled before the on the gambling house’s second floor. Here, the King
protected her for decades from the previous guild-
dragon’s maw and either devoured by the dragon or of the Cross-Trade takes audience with those canny
master, Autochon, who owed the Marauder his life by
enveloped by the wyrm’s caustic breath attack. Such or naive enough to attract her attention. Shemeshka
way of circumstances she originally arranged. Upon
unpleasantness is thankfully rare, however, with the doesn’t require sleep, and her illicit business dealings
Autochon’s death, Shemeshka turned the guild over
dragon preferring to regale patrons at the bar with begin in the evening and carry on well into the early
to Kylie. Many wonder why Shemeshka continually
tales of its adventures. hours of the following day.
favors the mercurial tiefling rather than discarding
her as she does every other pawn, to which some When Shemeshka desires solitude, she retires
Games of Chance to her private chambers within the Azure Iris, the
whisper that Kylie is nothing less than the raavasta’s
own daughter. The Wheel has several public chambers dedicated small inn nestled atop the Fortune’s Wheel. The inn’s
to games of chance. Here, the bloods (Sigil’s profes- rooms are magically warded, and the privacy and
sionals and experts) come to mingle with the elite for
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Estavan the Merchant Lord designs of unfathomable significance, and the ornate
walking stick he carries is actually a magic polearm
of silver, and a perpetual scowl marks his features.
His piercing blue eyes betray a still-fierce intellect
As the most prominent representative of the Planar
known as a naginata. and a keen desire to one day exact his revenge on
Trade Consortium in Sigil, Estavan takes an interest
Shemeshka.
in the city’s largest commercial transactions. After
arranging for the disappearance of Estavan’s prede- Ramander the Wise
cessor, Shemeshka secured the allegiance of the oni A powerful human wizard and self-styled “Master of Satugla the Grand Assessor
mage merchant lord, though he is no mere puppet. Portals,” Ramander once located many choice por- With the Blood War between devils and demons in a
Estavan keeps an office in the Clerk’s Ward, tals in Sigil. After purchasing the land they stood on, state of uneasy truce, Shemeshka’s raavasta kin have
though, from the outside, it doesn’t appear to be a he charged a nominal fee for the use of he portals—a transformed the Blood Rift. That vast canyon cutting
place where an oni mage could work comfortably. thing forbidden by the Lady of Pain. Often seen as through the infinite layers of the Abyss has become
The stairs up to the second-floor office are narrow, Shemeshka’s apprentice, Ramander long enjoyed the a vital artery of demonic commerce. Carved into the
and the door at the top of the stairs was designed for Marauder’s protection as the two engaged in a decade- walls of the Blood Rift at the base of Khin-Oin is the
human-sized creatures. Inside the well-appointed long partnership, with Shemeshka providing advice beating heart of abyssal trade—a boomtown of avarice
office, however, the lavish furnishings are crafted and goading him closer to incurring the Lady’s wrath. and debauchery known as Morglon-Daar.
to match the oni’s large frame. The merchant lord is Ramander vanished into thin air one night along Shemeshka has made inroads with several of the
rarely seen outside his office, and he is never spotted with his manor in the Lady’s Ward. His mazing came lords that govern this abyssal cesspool, but she prefers
on the streets of Sigil. Most suspect that a bronze door after hosting Shemeshka for the evening, at which to entreat with the Grand Assessor whenever possi-
in his office serves as a portal to remote destinations time he expected an expansion of their business and ble. As Blightlord of the Spray (one of Morglon-Daar’s
throughout the cosmos. personal relationship. With convenient prescience, five regions), Satugla is aware of nearly every crea-
Estavan can be ostentatious, manipulative, and the fiend left before the Lady of Pain consigned ture and vessel that passes in and out of the city. His
merciless if it suits him, but he can also be a power- Ramander to his fate—and she had Ramander’s log- extensive network of spies and informants makes the
ful friend and ally for characters who stay on his good book of portal locations and keys in hand. The deeds Grand Assessor a valuable asset for Shemeshka and
side. He is meticulous and uncaring in his business to his holdings were transferred to Shemeshka’s name her schemes.
dealings, snapping up or shuttering rival businesses upon his presumed death. At the Marauder’s behest, Satugla’s agents have
by the dozen. Ramander still lives, however, trapped in his begun smuggling lesser yugoloths out of Morglon-
Through Estavan, Shemeshka hopes to one day personal maze, powerless and cognizant of the Daar to a remote corner of the Blood Rift. There, the
bend the Planar Trade Consortium to her will. Marauder’s betrayal. Having discovered a portal into demons are conscripted into the service of Bavamach,
Unknown even to the Marauder, Estavan is secretly his prison, Shemeshka occasionally sends mock- Archgeneral of the Blood Rift. A legendary com-
aligned with the Fraternity of Order—an organization ing love letters to torment him further. For his part, mander grown frustrated by the peace of the Blood
of high-minded lawmakers who seek to extinguish Ramander perpetually seeks the exit, and he has War, Bavamach is said to have designs on an assault
chaos from the universe. As Shemeshka manipulates recently discovered a way to send messages out— on Khin-Oin meant to depose Phraxas.
Estavan to further her own schemes, Estavan works either seeking to arrange his revenge or asking for Appearance: Shemeshka rarely lacks for physical
subtly to steer the Marauder according to his own help to make his escape. companionship, but she finds Satugla’s rakish charm
agenda. It remains to be seen whose machinations Appearance: A human of average height and and striking comeliness particularly irresistible. Like
will win out in the end. build, Ramander stands out only by virtue of the Shemeshka, Satugla is a well-groomed, jackal-headed
Appearance: Estavan, an eleven-foot-tall oni, is ostentatious number of magic rings, amulets, and raavasta with short, nearly pitch-black fur. His eyes
rarely seen by those who have no business with him. Ioun stones on his person, and by the bejeweled magic are amber orbs, bright and without pupils. Scars
Those who do know him recognize the merchant lord staff he carries. Age and imprisonment have taken crisscross his bare, muscular chest; the Grand Asses-
by his red silk kimono and flashy gold necklace. His their toll on his once-handsome appearance. His long sor covers his lower extremities with a sarong crafted
polished horns and ornate ivory tusks are carved with black hair and close-cropped beard show streaks of the finest silk.
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Shemeshka the Marauder
Shylara the Manged to hide the constant smell of fresh blood that hangs
about her like an acrid, cloying perfume.
Shemeshka’s history of apprentices, close business
Shylara’s erratic, gilded madness dances in her
partners, and consorts reads like a dead book appen-
luminous emerald eyes. She hates the Marauder even
dix of the especially powerful and naive. A fellow
as she desires her, desperate to change her fate as
raavasta from the Blood Rift, Shylara served as both
Shemeshka’s miserable, discarded creation.
the Marauder’s apprentice and public consort sev-
eral centuries ago. As pompously vain as Shemeshka,
About the Authors
Shylara was dismissed and cursed by the Marauder’s Brian R. James lives in the Seattle area with his wife, four
sadistic jealousy awhile ago. Shylara’s cursed flesh children, and house full of geek paraphernalia. His game
incessantly itches with a supernatural mange, thus design credits include The Grand History of the Realms™,
granting Shemeshka’s former paramour her title and Open Grave: Secrets of the Undead™, Demonomicon™, Monster
nickname. Vault: Threats to the Nentir Vale ™, and Menzoberranzan: City of
Since parting ways and losing her status as a Intrigue ™. Follow Brian online at twitter.com/brianrjames.
favored student and consort, Shylara obsesses over
Todd Stewart is a scientist during the day and author by
the Marauder. Still infatuated with her former mis- night, lairing in Raleigh, NC, with two cats and his equally-if-
tress, she doesn’t so much seek revenge as a chance to not-more-nerdy better half. His game design credits include
prove herself worthy. The Great Beyond: A Guide to the Multiverse, Undead Revisited,
Shylara primarily dwells in the Tower of Incarnate and Book of the Damned III: Horsemen of the Apocalypse, as well
Pain, on the boundary between the Blood Rift and as multiple articles for Dragon and Dungeon magazines.
the abyssal realm of Pazunia. She moves between
Developer Producers
there and other realms in the Abyss as her business
Matt Sernett Greg Bilsland, Stan!
compels her, but Sigil remains the overwhelming
focus of her attention. Spurned, jealous, and unques- Editor Senior Creative Director
tionably insane, Shylara sends agents into the City Scott Fitzgerald Gray Jon Schindehette
of Doors to push and probe at Shemeshka’s plots.
Managing Editors Art Director
Shylara pays for rumors, desperate as she is to follow Kim Mohan, Miranda Kate Irwin
her former mentor’s every move. She has a standing Horner
offer for the Marauder’s head, to which Shemeshka Illustrator
retaliated with a similar offer for her former protege’s. Development and Editing Tony Foti
Shemeshka offered only half the bounty, a point not Lead
Jeremy Crawford Digital Studio Consultant
lost on the infuriated Shylara. Daniel Helmick
Appearance: Unlike the perfectly groomed and Senior Producer
shining appearance of Shemeshka’s coppery fur, Christopher Perkins Publishing Production
Shylara’s pelt is a bloody, mangy mess of weeping Manager
Angie Lokotz
sores, bare patches, and self-inflicted wounds from
her incessant scratching. Illusions largely hide her
condition, and she dresses in exotic finery like her
mentor as she overcompensates for her true appear-
ance. Shylara’s look often borders on the scandalously
revealing. Her profound and delusional vanity fails
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6
Prey for
Smiley
Bob
By Christopher Perkins
Illustrations by Matt Dixon
Cartography by Mike Schley
Background
Riverslye Homestead is a halfling commune (popula-
tion 33) located near the White River in the Barony
of Harkenwold. For years, the halflings have coex-
isted peacefully with a ferocious bear they call Smiley
Bob. This neighborly accommodation came about
after an encounter between Bob and a halfling adven-
turer named Reed Tinderfoot, who severely wounded
the bear with his sword. The scar the bear earned in
that fight stretches from the corner of its mouth to its
ear, giving its face the semblance of a smile.
Until recently, Smiley Bob has avoided the half-
lings. Twice in the past week, however, the bear has
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Prey for Smiley Bob
sneaked onto the homestead, grabbed a halfling by To start, read: the recent attacks. Prior to the abductions, the
the britches, and taken off with its prize. You’ve been killing time in Albridge, a village that stands Riverslye halflings had no issues with their ursine
along the King’s Road where it crosses the White River in neighbor.
A dventure Synopsis the barony of Harkenwold. The village elder, a hale and
white-haired old half ling named Gerrad, has put out a
✦ The halflings call the bear Smiley Bob because
of its scar, which stretches from one corner of the
The halflings of Riverslye Homestead hire the adven- call for adventurers. Two miles west of Albridge is a small bear’s mouth to its left ear. From a certain point
turers to deal with the bear in whatever manner they half ling commune called Riverslye Homestead. In the of view, the grievous wound looks like a ghastly
deem appropriate. The adventure assumes that the past week, a bear has attacked the homestead twice, and smile.
heroes agree to undertake this major quest. the half lings have asked Gerrad to send help. Though he
✦ Smiley Bob lives in an abandoned windmill two
Smiley Bob inhabits an old windmill some two doesn’t know how much coin the commune has to offer,
miles from the homestead. Upon arriving at the miles southwest of the homestead. The old wind-
Gerrad also promises free food and lodging for a month in
windmill, the adventurers quickly learn what’s really mill sits atop a grassy hill and isn’t hard to find.
Albridge if you agree to help the Riverslye half lings solve
going on. A gang of Daggerburg goblins has recently their bear problem.
moved into the area. By dressing up as halflings, the The halflings urge the adventurers to deal with
goblins have trained Smiley Bob to snatch halflings Smiley Bob in whatever way seems most appropriate
If the heroes agree to help, read:
and bring them back to the windmill. A few goblins to them. Because they all share an affinity for nature,
You follow the river west for two miles, to a point where its
were sacrificed as part of the training process, but the the people of the homestead are loath to suggest that
south bank rises into five grassy hillocks. The small hills
results speak for themselves. the bear be killed, though they accept that this might
have been hollowed out to form quaint little cottages, and
Ultimately, the adventurers must deal with the gob- be the only way to keep the commune safe.
the entire homestead is surrounded on the west, south, and
lins and their devious leader, a goblin ranger named The halfling families have pooled their money,
east sides by a four-foot-high wall of neatly piled rocks. Sev-
Tarpoo. Smiley Bob is another matter. The bear pres- and they offer to pay the adventurers a total of 100 gp
eral rafts and boats line the shore of the river to the north.
ents a deadly challenge for a 1st-level party, but the for their help. This amount can be increased to 150
Families of half lings go about their chores in small
adventurers don’t have to fight or kill the animal to gp with a DC 13 Bluff check, Diplomacy check, or
groups. A few others stand watch behind the rock wall.
complete their quest. In fact, if the characters are Intimidate check.
As you arrive, the half lings stop what they’re doing and
clever, they might convince Smiley Bob to join them. approach. They seem eager to meet you. MAJOR QUEST: DEAL WITH SMILEY BOB
1st-level Major Quest (100 XP/character)
E ncounters The heroes can learn the following information by The characters complete this quest by ensuring
talking to the halflings of Riverslye Homestead. that Smiley Bob no longer poses a threat to the half-
This adventure is divided into five encounters.
✦ Twice in the past week, a bear known as Smiley lings of Riverslye Homestead.
Bob has attacked the homestead. On each occa-
Encounter 1: Riverslye sion, the bear snatched a halfling and trundled off
Encounter 2: Old Windmill
Roleplaying Encounter before it could be confronted. The first victim, a
precocious halfling boy named Happy Shoals, was Combat Encounter Level 1 (150 XP)
The adventure begins when the heroes arrive at taken three days ago. The second victim, a female
Riverslye Homestead. They learn of the halflings’ halfling named Punkin Rockhucker, was taken The heroes’ search for Smiley Bob leads to an old
troublesome neighbor and receive a quest. yesterday. windmill and an encounter with goblins.
Light: Daylight.
✦ Five years ago, a halfling adventurer named Reed
Monsters: 6 goblin snipers.
Tinderfoot ran afoul of the bear and dealt it a
grievous wound. Since that encounter, the bear
has avoided all contact with halflings up until
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Prey for Smiley Bob
When the party reaches the old windmill, read: ✦ The goblins ate the first halfling prisoner. The
A slouching, dilapidated stone windmill rises atop a rocky second prisoner is still alive in Tarpoo’s quarters
crag ahead. Beneath its torn sails, a wood-framed doorway on the upper floor of the windmill.
stands open. In front of the windmill lurk several small ✦ Tarpoo and several of his flunkies have gone fish-
humanoid creatures with dirty yellow skin and pointy ing, but should be back shortly. When they return,
ears—goblins! They hurl rocks at each other as if playing Tarpoo plans to prepare his famous fish-’n’-half-
some kind of crude game. So far, they haven’t noticed you. ling stew.
The adventurers can approach the windmill from 6 Goblin Snipers Level 1 Minion Artillery
any direction. The goblins are in two groups of three Small natural humanoid XP 25 each
each. Both groups are south of the windmill and HP 1; a missed attack never damages a minion. Initiative +3
roughly 10 squares apart. AC 13, Fortitude 12, Reflex 14, Will 12 Perception +1
The goblins are currently without their leader, so Speed 6 Low-light vision
rather than stick to their guard duties, they’ve divided Traits
into teams to play a game they call “hit your pals Sniper
If the goblin misses with a ranged attack while hidden, it
with rocks.” The rocks they hurl at one another aren’t
remains hidden.
thrown with enough force to deal damage. Standard Actions
Each round that passes before combat begins, m Short Sword (weapon) ✦ At-Will
make a single Perception check for the goblins, Attack: Melee 1 (one creature); +8 vs. AC
opposed by the adventurers’ group Stealth check (see Hit: 4 damage.
Rules Compendium™, page 128). If the goblins win r Shortbow (weapon) ✦ At-Will
the opposed check, they notice the adventurers and Attack: Ranged 20 (one creature); +8 vs. AC
Hit: 4 damage.
attack. Every time a goblin drops to 0 hit points, roll a
Triggered Actions
d6. On a roll of 6, any remaining goblins scatter and Goblin Tactics ✦ At-Will
flee down the hillside, never to be seen again. Trigger: The goblin is missed by a melee attack.
The goblins speak Common. If one is captured, the Effect (Immediate Reaction): The goblin shifts 1 square.
characters can learn the following information. Skills Stealth +8, Thievery +8
Str 13 (+1) Dex 17 (+3) Wis 12 (+1)
✦ The goblins came from Daggerburg, a fortified
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
town on the far side of the Harken Forest. (They’re Alignment evil Languages Common, Goblin
a long way from home.) Their leader, Tarpoo, is Equipment leather armor, short sword, shortbow, 20 arrows
a goblin ranger. The goblins followed the White
River to Harkenwold, where they stumbled upon
the halfling homestead and the old windmill. Encounter 3: Poke the Bear
✦ Tarpoo had the idea to train the bear to kidnap
Combat Encounter Level 1 (500 XP)
halflings. For weeks, Tarpoo made his fellow gob-
lins dress up as halflings and goaded the bear into After they deal with the goblins outside the windmill,
chasing and capturing them. Several goblins were the adventurers can explore the building’s interior.
mauled to death in the process. There they face Smiley Bob and the bear’s goblin
handlers.
✦ The bear is sleeping inside the windmill, with
Light: Dim light through the open doorway.
three goblins watching him.
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Monsters: 1 bear (Smiley Bob), 3 goblin 3 Goblin Cutthroats Level 1 Skirmisher Bear Level 5 Brute
cutthroats. Small natural humanoid XP 100 each Large natural beast XP 200
HP 30; Bloodied 15 Initiative +5 HP 80; Bloodied 40 Initiative +3
When the heroes can see inside the windmill AC 15, Fortitude 13, Reflex 14, Will 13 Perception +2 AC 17, Fortitude 19, Reflex 16, Will 16 Perception +3
Speed 6 Low-light vision Speed 8
but have not entered it, read:
Standard Actions Traits
The ground floor of the windmill is a musty, wide-open m Short Sword (weapon) ✦ At-Will Devour
space littered with animal bones and droppings. The old Attack: Melee 1 (one creature); +6 vs. AC Any creature grabbed by the bear at the start of the bear’s
millstone is apparently being used as a crude dining table, Hit: 1d6 + 5 damage, or 2d6 + 5 if the goblin has combat turn takes 1d8 + 5 damage.
judging by the scattering of wooden bowls and leftovers. A advantage against the target. In addition, the goblin can Standard Actions
dirty staircase leads to the upper f loor. Sleeping soundly shift 1 square. Claw ✦ At-Will
near the foot of the stairs is a monstrous bear with a nasty R Dagger (weapon) ✦ At-Will Attack: Melee 1 (one creature); +10 vs. AC
Attack: Ranged 10 (one creature); +6 vs. AC Hit: 2d8 + 7 damage.
scar across its face. From the shadows, three goblins step
Hit: 1d4 + 5 damage. Bear Grab ✦ Recharge when first bloodied
forward armed with swords. Though they glare at you, they Move Actions Effect: The bear uses claw twice against the same target.
stand as though ready to awaken the bear! Deft Scurry ✦ At-Will If either attack hits, the target falls prone, and the bear
Effect: The goblin shifts up to 3 squares. grabs the target (escape DC 15) if it has fewer than two
The adventurers begin the encounter outside, with Triggered Actions creatures grabbed.
one or more of them near the open doorway. The bear Goblin Tactics ✦ At-Will Str 20 (+7) Dex 13 (+3) Wis 13 (+3)
lies at the foot of the stairs. One goblin stands on the Trigger: The goblin is missed by a melee attack. Con 20 (+7 Int 2 (–2) Cha 12 (+3)
Effect (Immediate Reaction): The goblin shifts 1 square. Alignment unaligned Languages —
stairs, while the other two occupy squares adjacent to
Skills Stealth +8, Thievery +8
the millstone. Str 13 (+1) Dex 17 (+3) Wis 14 (+2)
These goblins hoped that the guards outside would Con 14 (+2) Int 8 (–1) Cha 8 (–1) attack one of the goblins, the bear follows the second
dispatch the intruders. The last thing they want to do Alignment evil Languages Common, Goblin command. If such conflicting orders cause Smiley
is wake the bear while Tarpoo isn’t around to help Equipment leather armor, light shield, short sword, 2 daggers Bob to attack no one on its turn (or if no one succeeds
control it. However, given the choice between fighting on a check to direct the bear’s attack), it does nothing
the adventurers or the bear, they prefer to take their
chances with Smiley Bob.
Bear Attack other than look threatening.
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Prey for Smiley Bob
responds poorly to threats. If the party fails and the ✦ Tarpoo and his gang intend to stay until they’ve
bear is not bloodied, it refuses to join the characters captured and eaten all the halflings at Riverslye
and wanders off. If the party fails and the bear is Homestead.
bloodied, it attacks the adventurers and fights until ✦ The goblins ate Happy Shoals, the other halfling
slain. prisoner. Happy was already dead and gone by the
If the characters attempt to befriend Smiley Bob, time Punkin showed up.
the party receives an additional 100 XP as a bonus
✦ Tarpoo keeps a box hidden under a pile of clothes
reward, whether the effort is successful or not.
and wigs in one corner of the room. The box is
easily retrieved and contains the goblins’ shared
Encounter 4: Punkin Stew treasure (see below). The clothes and wigs are
Roleplaying Encounter poorly crafted disguises to make goblins look like
halflings. The goblins used the disguises to train
This short noncombat encounter takes place on the Smiley Bob to attack halflings.
upper floor of the old windmill.
Punkin is terrified of goblins and isn’t very effective
When the adventurers climb the stairs, read: in combat. Use the statistics for the goblin sniper to
The stairs ascend to a dark and musty space that reeks of represent her if necessary, but she has 18 hit points.
cooked fish. Slivers of sunlight seep through thin cracks She can attack only if she is provided with a weapon.
in the walls, illuminating a thatch bed sized for a goblin Treasure: Amid Tarpoo’s otherwise worthless
and a small fire pit with a makeshift spit. Huddled in the belongings is an unlocked wooden box containing When you’re ready to begin the encounter, read:
southeast corner is a bound, gagged, and blindfolded half 300 sp and an amethyst (100 gp). A gang of five goblins approaches the windmill from the
ling female. She begins to tremble at the sound of your north. All wear piecemeal leather armor and are laugh-
approach. Encounter 5: ing and cavorting as they walk. Two goblins are carrying
a small barrel, while two others carry fishing poles made
The halfling is Punkin Rockhucker, and seeing her Fish in a Barrel from spears. A fifth carries a bow and has a quiver of
safely back to Riverslye Homestead is a minor quest. Combat Encounter Level 1 (575 XP) arrows slung across his back.
MINOR QUEST: RESCUE PUNKIN This encounter assumes that the adventurers stick The players can situate their characters anywhere
1st-level Minor Quest (50 XP/character) around the old windmill until Tarpoo and his goblin they wish. The goblins come from the north, but you
The characters complete this quest by freeing flunkies return from their fishing trip. If the charac- can spread them out as long as the two goblins carry-
Punkin and escorting her safely back to Riverslye ters decide to go hunting for the goblins down by the ing the barrel are adjacent to one another. The barrel
Homestead. river, create a new map and adapt the encounter as contains half a dozen White River trout.
necessary. When the goblins reach the edge of the map,
Despite being blindfolded, Punkin has kept her ears Before the encounter begins, the adventurers have Tarpoo senses that something is amiss when the
open since she was kidnapped. She knows Goblin time to take a short rest and prepare an ambush. goblins left behind to guard the windmill cannot be
and has overheard the following information. Light: Daylight. seen. He stops in his tracks and boldly announces
✦ The goblin leader is named Tarpoo. He and several Monsters: 1 goblin ranger (Tarpoo), 4 goblin his return (in Goblin), expecting one of the goblin
other goblins went fishing and could return at any cutthroats. bear handlers to reply. If no response is forthcom-
time. Tarpoo says when he returns that he plans to ing, Tarpoo orders the goblin cutthroats to advance
make “fish-’n’-halfling stew.” while he stays in the back, takes cover behind the fish
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Prey for Smiley Bob
Goblin Ranger Level 4 Artillery 4 Goblin Cutthroats Level 1 Skirmisher to move on. He is a bear, after all, and not much of an
Small natural humanoid XP 175 Small natural humanoid XP 100 each adventurer at heart.
HP 44; Bloodied 22 Initiative +6 HP 30; Bloodied 15 Initiative +5 On the other hand, if the party includes a druid or
AC 18, Fortitude 15, Reflex 17, Will 15 Perception +9 AC 15, Fortitude 13, Reflex 14, Will 13 Perception +2 a ranger, Smiley Bob might form a special bond with
Speed 6 (forest walk) Low-light vision Speed 6 Low-light vision
that character and remain a steadfast companion.
Traits Standard Actions
Sly Dodger m Short Sword (weapon) ✦ At-Will
Likewise, you might consider making the bear a com-
The goblin takes only half damage from attacks against Attack: Melee 1 (one creature); +6 vs. AC panion character (see Dungeon Master’s Guide® 2).
which it has concealment or cover. Hit: 1d6 + 5 damage, or 2d6 + 5 if the goblin has combat
Standard Actions advantage against the target. In addition, the goblin can About the Author
m Short Sword (weapon) ✦ At-Will shift 1 square. Chris Perkins is the D&D Senior Producer at Wizards of
Attack: Melee 1 (one creature); +9 vs. AC R Dagger (weapon) ✦ At-Will the Coast. He is also the creator of the Iomandra campaign
Hit: 2d6 + 4 damage. Attack: Ranged 10 (one creature); +6 vs. AC setting, which inspires a weekly web column called The Dun-
r Shortbow (weapon) ✦ At-Will Hit: 1d4 + 5 damage. geon Master Experience. “Prey for Smiley Bob” was inspired
Attack: Ranged 15 (one or two creatures); +11 vs. AC Move Actions by Chris’s teddy bear collection and is dedicated to Teddy, a
Hit: 1d8 + 4 damage. Deft Scurry ✦ At-Will stuffed bear given to Chris the day he was born.
R Kill Shot (weapon) ✦ Recharge when the attack misses Effect: The goblin shifts up to 3 squares.
Attack: Ranged 15 (one creature); +11 vs. AC Triggered Actions Developer Senior Creative Director
Hit: 3d8 + 4 damage, and the target falls prone. Goblin Tactics ✦ At-Will Chris Sims Jon Schindehette
Triggered Actions Trigger: The goblin is missed by a melee attack.
Sly Goblin Tactics ✦ At-Will Effect (Immediate Reaction): The goblin shifts 1 square. Editor Art Director
Trigger: The goblin is missed by a melee or ranged attack. Skills Stealth +8, Thievery +8 Scott Fitzgerald Gray Kate Irwin
Effect (Immediate Reaction): The goblin shifts 1 square. Str 13 (+1) Dex 17 (+3) Wis 14 (+2)
Managing Editor Illustrator
Skills Nature +9, Stealth +11, Thievery +11 Con 14 (+2) Int 8 (–1) Cha 8 (–1)
Kim Mohan Matt Dixon
Str 13 (+3) Dex 18 (+6) Wis 15 (+4) Alignment evil Languages Common, Goblin
Con 14 (+4) Int 8 (+1) Cha 13 (+3) Equipment leather armor, light shield, short sword, 2 daggers
Development and Editing Cartographer
Alignment evil Languages Common, Goblin Lead Mike Schley
Equipment leather armor, short sword, shortbow, 20 arrows Jeremy Crawford
attack a specific target (DC 12 if the party previously
fed one or more goblins to the bear). With a success- Digital Studio Consultant
Senior Producer Daniel Helmick
barrel (to gain the benefit of his sly dodger trait), and ful check, on Smiley Bob’s next turn, the bear follows Christopher Perkins
readies his shortbow. the most recent command successfully given to it. Publishing Production
Tarpoo fights until slain. When he drops to 0 hit Producers Manager
points, any remaining goblins panic and flee. Conclusion Greg Bilsland, Stan! Angie Lokotz
Treasure: In addition to his armor and weap-
ons, Tarpoo carries a level 2 common or uncommon When the adventurers reunite Punkin Rockhucker
magic item of your choice. with her family and inform the halflings that their
bear problem is solved, they gain any related rewards.
With the goblins slain or driven off, Smiley Bob loses
Smiley Bob’s Revenge interest in the halflings and no longer poses a threat
If the adventurers convinced Smiley Bob to join their to Riverslye Homestead.
ranks, they can turn the bear against the goblins. As a If the bear has joined the party, how long it
minor action, a character can attempt a DC 15 Diplo- remains with the group is up to you. At some point,
macy check or Nature check to command the bear to you can decide that the time has come for Smiley Bob
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Court of Stars:
The Trinket Lord
By Karl Resch
Illustration by Tony Foti
Where do lost things go? “What would you lose,” he asked, “in order that
Some say that such items vanish to a special what is lost become found?”
place reserved for misplaced objects. Others insist
that nothing is ever lost, only stolen. And still others
believe they know exactly where lost things go, for
From Slave
they were once lost themselves. to K nave
The stories told by the formerly lost are as varied
as the people themselves. Perhaps one explorer was The lore that surrounds the Trinket Lord is fragmen-
trapped in the icy mountains, snow pelting her face tary, but one can assemble the pieces into a larger
with every step and blocking out the sun. Maybe a narrative that approximates the life history of this
second trekked through an empty desert, endlessly paradoxical archfey.
charting a course to nowhere across a sand sea. A According to some tales, the gnome Tuxil was born
third might have wandered aimlessly through a dark into slavery in the fomorian kingdoms. Because the
forest. Wherever these lost individuals were, one gnome didn’t truly belong to the dark realm, he was
thing was clear: They had no direction and no hope. always a misfit. Other stories say that Tuxil spent his
Although the tales of the lost unfold differently, youth with the creatures of the forest, rather than
all of them end the same way. At some point, a small with his fellow gnomes, and that one day he was cap-
brown fox appeared in the path of the wanderer. Each tured in the woods and sold into slavery. Regardless
person chose to follow the fox as it bounded away out of which version is accepted, both make one point
of the mountains, toward a small oasis, or to a place clearly: Tuxil’s early years were unpleasant; he never
where the trees weren’t so thick. Eventually, the trav- knew where he was supposed to go or who he was
eler stood before a small ring of trees, and the fox supposed to be.
leaped through the branches ahead. Pushing through Many gnomes believe that the Trinket Lord was
the foliage, each wanderer encountered the same enslaved in the fomorian kingdom called Inbharann,
thing: a great heap of possessions—weapons, armor, the wealthiest of that race’s subterranean realms.
statues, paintings, wagons, baubles, and much more. Every day of his captivity, Tuxil saw the river of cool,
Atop the heap sat a gnome with reddish hair, examin- molten gold that ran through the kingdom, and he
ing a plaything he had plucked from the pile. He sat saw how the gold was used to purchase many great
for a moment before smiling broadly and acknowl- treasures for the fomorian overlord. Even though
edging the new arrival. he lived among fantastic splendor, the gnome was
allowed to own nothing but the hovel he inhabited.
TM & © 2012 Wizards of the Coast LLC. All rights reserved. A u g u s t 2 012 | D U N G E O N 2 0 5
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The Trinket Lord
Lost, then Found Quest for Treasure Thieves and treasure hunters with fey origins pay
tribute to the Trinket Lord, hoping that he will favor
Eventually, Tuxil escaped with the other gnomes of As time went on, Tuxil realized that other things of
them as they plunder ancient tombs and lost hordes.
Inbharann. The group made for the surface, and the value were waiting to be collected. The world held
Skalds compose epic ballads of his generosity, and
newly freed gnomes settled in places of their choos- great secrets and treasures that were locked away, not
illusionists speak of his skill at trickery and mis-
ing. But Tuxil had no place to call his own. He had possessed by anyone. His new home provided him
chief. “Going to meet the Trinket Lord” is a common
known little but the cruelty of Inbharann, and life with weapons and armor that amplified his magic,
expression indicating that the speaker plans to
on the surface was strange for him. He became a giving him the skills he needed to search for anything
become wealthy.
wanderer, not knowing what he sought but hoping to he desired.
Tuxil revels in all such tributes, and chooses indi-
find it. There were many places to dwell within the At first, the gnome kept his endeavors small. He
viduals who demonstrate great potential to become his
Feywild, but none seemed fitting to him. The eladrin traded in the Murkroot and sought items that could
servants. To some people, he is merely a patron, one
cities were too regal for his tastes, the Murkendraw be found in eladrin cities, adding them to his pile. Yet
who rewards success and punishes failure. To others,
Swamp too dangerous. these mundane possessions were not enough. Tuxil
he is a teacher, passing down parts of his arcane
Eventually, Tuxil wandered to a place where the wanted relics of legend—objects that had been lost for
knowledge and item lore. To a lucky few, he is both.
trees grew thick and the paths were uncharted. Every ages and that no others living today possessed.
Tuxil’s mastery of his home is astounding. The
turn he took seemed to bring him back to where He journeyed to the fallen city of Cendriane,
gnome knows every item that makes up the hovel, its
he started. Panicked and confused, he ran, wind- where he visited ancient libraries to research the
properties, and its precise location. It takes him only a
ing through the trees and shrubs until he came to a locations of forgotten fey treasures. He spoke with
moment to procure a requested item, and the Trinket
clearing. The gnome stopped to catch his breath for a eladrin nobles about the other planes of existence
Lord is quick to offer many enticing treasures when
moment and was awestruck by what he saw. and the treasures to be found in those realms. And he
proposing a trade.
In the center of the glade was a pile of treasures chased after them all.
To visitors, the hovel is a mess. Statues, fabric,
both mundane and magical. As Tuxil walked closer to Tuxil’s cache grew ever larger, and he documented
weapons, chamber pots, wagons, pottery, armor,
investigate, he heard a clatter as more items appeared everything he owned and stored it in its proper place.
cooking gear, alchemical items, books, artwork,
atop the pile, causing some of the objects to roll down His prowess in matters of thievery and magic far sur-
rations, and other objects are everywhere, piled atop
to his feet. The gnome didn’t know what he had passed that of the rest of his race. Tuxil was no longer
one another, reaching to the ceiling. Some have con-
found, but he didn’t care. At that moment, he real- an escaped gnome slave, but a master of treasures.
jectured that lich phylacteries and forgotten rituals lie
ized that he enjoyed being lost—just as lost as was the The Trinket Lord was born.
hidden among the heaps. Most items in the hovel are
small mountain of treasures before him. Those items
objects that have been separated from their owners—
belonged to the person who discovered them, and
that person was Tuxil. Finders keepers, indeed.
T he Hovel some of them misplaced, and others cast away on
As the gnome searched through the pile, he found of H ansels purpose. New ones appear every day.
Though parts of the hovel cave in and slide as the
items that he had never dreamed existed. His knowl-
Many adventurers refer to the Trinket Lord’s dwelling gnome searches for trinkets, the entire structure has
edge of magic grew as he studied the trinkets. Each
as the Hovel of Hansels because discovering the loca- never collapsed. The movement of some objects always
day he spent in the glade, more and more objects
tion is considered a sign of good fortune. Tuxil refers to reveals new items that had been buried. Despite the
appeared atop the hill of possessions. Tuxil began to
it simply as his home. The gnome often disguises him- delicate appearance of some of the trinkets, none of
move the items around, forming a hollowed-out struc-
self as a fox to guide those who are lost to his demesne. them is ever broken or damaged by the minor land-
ture. His old hovel in Inbharann had been small and
He offers them a place to rest and, most important, the slides that occur. Visitors to the hovel are not as lucky
dirty, fit only for a slave, but now he created a grand
chance to trade with him. The prospect of acquiring and must take care not to be injured when parts of
home of his own.
new objects brings out his generous nature. the structure shift and slide. When the Trinket Lord
grants permission for a guest to search for an item, he
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The Trinket Lord
does so with a mischievous glint in his eye. He alone adventurers to another plane to retrieve an item that Potion of Feyspeak Level 3 Common
can run nimbly atop the piles, never faltering or fall- he cannot claim himself. The adventurers must nego- This golden liquid looks like honey, but the gift it gives is far
ing, while others struggle to make their way. tiate their reward before they leave the hovel, because sweeter.
Many archfey know the location of the hovel and once the group departs, Tuxil considers the deal to be Consumable: Potion 30 gp
visit it regularly, seeking items from the Trinket Lord final (such are the ways of the fey). Utility Power ✦ Consumable (Minor Action)
and trading knowledge and rumors of other trea- Alternatively, the Trinket Lord will trade items for Effect: You drink the potion. For the next 5 minutes, you
sures. Tuxil is always cordial and polite, respecting information. Various treasure hunters have sought can speak with and be understood by any fey beast.
his visitors’ status while they respect his. However, him out to learn rumors about the last known loca-
some archfey scheme to steal certain trinkets, send- tions of certain valuables. Just because Tuxil does not Amulet of Truth
ing minions and lackeys (and sometimes adventurers) possess an item does not mean that he has no knowl- In the Feywild, nothing is ever entirely as it seems.
to infiltrate the hovel. Most of these attempts fail; the edge of it. The Trinket Lord crafted these amulets after infiltra-
place is such a clattering, confusing mess that would- The gnome is known to be unhappy with some of tors began visiting his hovel to steal items for their
be thieves have a hard time finding anything or the trades he has made in the past, and sometimes he patrons. Fey thieves favor the amulets, which allow
masking their presence from Tuxil. hires a group to steal an item back from its current their wearers to sense the presence of creatures and
Those who successfully steal from the hovel learn owner. When they return it to the hovel, Tuxil might hidden areas.
that its contents are protected by the Trinket Lord’s offer to trade it to them—hoping to strike a better bar-
curse. One by one, all the thief ’s other magical pos- gain this time. Amulet of Truth Level 12+ Uncommon
sessions lose their powers. Some denizens of the
Used in the Feywild to discover spies, the amulet reveals that
Feywild—including certain powerful hags—can break
this curse, but always for a price. The simplest way to
T rinkets of all is not as it appears.
the Hovel
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
end the curse is to return the stolen item to the hovel. Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Neck Slot
Tuxil’s home is a vast repository of wondrous objects
Trading with (which means it can contain any sort of treasure you
Enhancement Bonus: Fortitude, Reflex, and Will
Property
the Trinket Lord see fit). Two special items that the Trinket Lord cre-
ated for his own purposes are described below.
You gain an item bonus to Insight checks equal to the
amulet’s enhancement bonus.
Tuxil is always after new items and eagerly trades C Utility Power ✦ Daily (Minor Action)
with adventurers, but he is no fool. He becomes Effect: Close burst 10. You know the location of one secret
aggravated with those who make bad offers or seem Potion of Feyspeak door or trapdoor in the burst, and you gain an item bonus
to insult his knowledge of valuables. As a rule, the In his fox form, the Trinket Lord learns many secrets to Thievery checks equal to the amulet’s enhancement
gnome will trade for items of equal or greater rarity. from the beasts of the Feywild. Applying his own bonus until the end of the encounter.
Although he has no problem trading an uncommon C Utility Power ✦ Daily (Minor Action)
knowledge of magic, he brews potions to allow others
Effect: Close burst 5. Until the end of your next turn, you
item for a visitor’s rare item, he will never trade an to speak with these creatures as well. can sense the presence of creatures in the burst that are
uncommon item for a common one. subject to an illusion effect or a polymorph effect.
The most likely way for adventurers to meet the
Trinket Lord is as a patron. Over the years, Tuxil has
granted portions of his power to numerous fey pact Other Treasures
warlocks in the hope that they will bring him new The Trinket Lord’s hovel contains many seemingly
treasures from across the planes. mundane items. The following table presents some
The Trinket Lord is not above other forms of unusual nonmagical items he might offer to adventur-
bartering. For example, he might send a group of ers. Each item has a 1 in 5 chance of instead being the
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magic item presented to its right. You can describe The Trinket Lord Level 22 Elite Lurker C Sunder Relic (varies) ✦ Recharge 5 6
the items however you wish, embellishing their Small fey humanoid, gnome XP 8,300 Attack: Close blast 5 (enemies in the blast); +25 vs. Reflex
descriptions to make the items seem more marvelous HP 312; Bloodied 156 Initiative +19 Hit: 3d10 + 9 damage, and ongoing 15 damage (save ends).
or downplaying them to make them seem ordinary. AC 36, Fortitude 32, Reflex 35, Will 34 Perception +20 Miss: Half damage, and ongoing 5 damage (save ends).
Speed 7 Low-light vision Minor Actions
From the Hovel’s Hoard Saving Throws +2 (+5 against charm effects); Action Points 1 Elusive Invisibility (illusion) ✦ At-Will (1/round)
d20 Treasure Magic Item Traits Effect: The Trinket Lord becomes invisible until the end of
O Nullifying Aura ✦ Aura 5 his current turn or until he hits or misses with an attack.
1 Chair with minotaur-horn headrest Throne
Enemies in the aura cannot use magic item powers, other Change Shape (polymorph) ✦ At-Will (1/round)
of dominion
than powers of consumable items. Effect: The Trinket Lord alters his physical form to appear
2 Shadar-kai tattoo kit Tattoo of vengeance Indomitable Spirit as a Tiny fox until he uses change shape again or until he
3 Dragonchess set The immortal game Any dominating or stunning effect on the Trinket Lord ends drops to 0 hit points. While in this form, he takes no pen-
4 Necklace of dragon teeth Pale tooth at the start of his turn. alty to Stealth checks for moving up to his speed, and he
5 Spinning wheel Floating shield Magic Item Mastery gains a +10 power bonus to Stealth checks. He can make
6 Inkwell with hippogriff quill Spymaster’s quill Whenever the Trinket Lord attacks, choose two of the no attacks in this form.
following damage types: acid, cold, fire, force, lightning, Triggered Actions
7 Crystal prism Ioun stone of perfect language
necrotic, psychic, thunder, or radiant. The damage dealt by C Fey Resolve ✦ Encounter
8 Sundial from the City of Brass Cinder of Gazra
the attack changes to the chosen types. Trigger: The Trinket Lord is first bloodied.
9 Chunk of meteorite Orb of enduring magic Standard Actions Attack (Free Action): Sunder relic recharges, and the Trinket
10 Wooden ocarina Tuathan road whistle m/r Activate Magic Item (varies) ✦ At-Will Lord uses it. He then becomes invisible until the end of his
11 Bar of magnetic ore Rod of smiting Attack: Melee 1 or Ranged 10 (one creature); +25 vs. Will next turn or until he hits or misses with an attack.
12 Sharkskin flippers Boots of swimming Hit: 6d6 + 9 damage. Skills Arcana +24, Stealth +20, Thievery +20
13 Lightning rod Daern’s instant fortress M/R Gnomish Tactics ✦ At-Will Str 16 (+14) Dex 19 (+15) Wis 18 (+15)
Requirement: The Trinket Lord must be invisible. Con 18 (+15) Int 27 (+19) Cha 24 (+18)
14 Ivory music box Pixie music box
Effect: The Trinket Lord uses activate magic item twice. Alignment unaligned Languages Common, Elven
15 Hang glider Greater flying carpet
Equipment bracers, helm, 5 wands, 2 rings
16 Telescope Lens of discernment
17 Rowboat with oars Feather boat He or she can barter with the Trinket Lord or accept When the Trinket Lord enters combat, the DM’s
18 Gardener’s tools Hill tamer crook a quest to gain the desired object. Alternatively, as creativity gets a chance to shine. Tuxil’s powers
19 Vanity mirror Spying mirror (one of a pair) mentioned above, Tuxil seeks many treasures that are revolve around the magic items he has available, and
20 Hourglass Sands of restored opportunity scattered across the planes, and he might hire adven- there is practically no limit to what might be found in
turers to collect some of them for him. DMs can use the hovel. Perhaps the gnome begins a fight by wield-
Using the T rinket the Trinket Lord to advance their plots in this way. ing a fiery sword, switches to a gauntlet that ripples
For example, if you want your adventure to lead to a with lightning, and later picks up a wand that fills his
L ord dragon’s lair, Tuxil might recruit the player characters foes with fear.
to obtain an item from the monster’s hoard. As an alternative reward, Tuxil might give the fey
Being unaligned, Tuxil makes for interesting fey
The adventurers can also be hired to guard an gift scent of gold to those who please him, especially
interactions in campaigns. His bartering nature gives
item that is being sent to the hovel as part of a trade. If the fey warlocks he instructs to find various treasures.
DMs a way to weave adventures and rewards into any
the characters deliver the prize, they gain favor with
Feywild campaign, and he can introduce the player
the Trinket Lord, who will remember their service.
characters to a new world of powerful allies and
Perhaps later the gnome will provide information
enemies.
they seek or introduce them to another prominent
Of course, the Hovel of Hansels is a good location
member of the Court of Stars.
to use if a character is searching for a certain item.
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E nemies, A llies, and The most common allies of the Trinket Lord are
the wandering animals of the Feywild. In his fox
rituals. It has passed among the gnarled hands of per-
secuted witches and hag covens. The Witch of Fates
M inions form, Tuxil can communicate with these creatures has promised the gnome many exotic items in trade
freely, and he has persuaded many beasts to remain for the cauldron, and he cannot resist her offer.
The Trinket Lord is a loner, preferring to stay in his close to his hovel in case he needs them to repel Tuxil believes the large, iron-red cauldron to be in
hovel with his treasures. However, he is not without intruders. The largest and most dangerous of these the possession of the Misteye Coven, a group of hags
servants and allies, and he has made his share of ene- creatures include displacer beasts and owlbears. that dwells deep within the Oblivion Bog, located in
mies throughout the years. In addition, various horrors from the Feywild lurk the Shadowfell. He has sent the call out to his war-
nearby in hopes of snatching easy prey. locks to retrieve it for him. In addition, the Witch of
Feygrove chokers also attempt to dwell around the Fates has offered to provide the services of a band of
demesne, but the Trinket Lord keeps them away so adventurers who might be able to retrieve the caul-
that would-be traders don’t fear for their lives. Every dron with Tuxil’s guidance.
Tuxil’s Constructs now and then, Tuxil hires adventurers to eliminate
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Stocking the Shelves
By Matt Sernett
Illustration by Howard Lyon
A noble’s parlor, a wizard’s study, the scroll “fact” that pelicans feed their young blood from their
vault in a monastery, the Library of Korranberg breasts.
in Eberron, Candlekeep in Faerûn, the Great The bestiaries in your campaign might be just as
Library of Greyhawk—like the real world, D&D “fanciful” as those of the real world, or they might
worlds are filled with places that are filled with relate facts that your players can rely upon and use.
books. It’s great fun to imagine the PCs riffling If you want to use a D&D monster in a unique way or
through scrolls among the dusty stacks or discov- present some particular truth about your campaign
ering a treasure trove of lore in the dungeon . . . (vampires can’t cross running water, basilisks are
but then what? As a DM, what do you fill those born of snake eggs warmed by cockerels, or a medusa
bookcases with? can be turned to stone by seeing her own reflection),
It can be tough to come up with titles for such a bestiary can be a great way to accomplish that.
works on the spur of the moment, let alone their
contents and authors. And creating the material
in advance means putting a lot of work into some-
Annax’s Armorial
thing the characters might not experience. Annax’s Armorial, also called The Heraldry of Heaven,
That’s where this article comes in. Here are is a large, leather-bound volume written and beauti-
some ready-made ideas for fantastic books, as well fully illustrated by the meticulous hand of Annax,
as advice on using works of great (or not so great) a wizard who converted to worship of Ioun and
literature to add to the flavor of your campaign. became a priest of high status. It records the name,
rank, allegiance, appearance, mission, and person-
TM & © 2012 Wizards of the Coast LLC. All rights reserved. A u g u s t 2 012 | D U N G E O N 2 0 5
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which are said to give any conjurer of an immortal particularly after having infiltrated a covey of dop- Riot spreads like a disease among the lower classes,
absolute power over it. The names are believed to be pelgangers. Blood spatters what should be the final the wealthy increasingly retreat into isolation and
not in text itself, but coded in the heraldry. page of the Folio of the Formless, leaving the reader to debauchery, intrigue and divisive coups threaten the
wonder about the fate of the author and how the book ruling families, and whispers of demonic incursion
Folio of the Formless found its way into circulation. spread. All this occurs as the long-simmering conflict
with Arkhosia seems to finally be coming to a boil.
Somewhat befitting its title, the Folio of the Formless
is a large leather binder containing looseleaf notes L egends and L ore Lady Von Harken clearly believes the empire to be
poised on the brink of destruction.
in script that at first glance appears to have been In a world of magic, myths are history. The stories we The goal of the book is not, however, to save Bael
made by several different hands. The sketches on the might call fairy tales and legends could describe very Turath and turn the empire from its path, but instead
many broad sheets of parchment, however, reveal the real events. to entreat the reader to hasten its end. According to
consistent style of a single artist and author. By sort- Lady Von Harken, to end the empire “would be a
ing through the many pages, one can glean a rough
outline of the story of this mysterious author. Appar- The Jotun Edda mercy granted the world.”
Ever since the original copy was discovered, schol-
ently he or she used a hat of disguise and other similar The Jotun Edda tells the story of the Dawn War from
ars have argued about its authenticity, with many
magic to infiltrate the small societies of various types the point of view of giantkind. This poem in the Giant
asserting it to be a piece of Arkhosian propaganda.
of shapechangers in order to record and ultimately tongue is inscribed in fine Davek script around the
Regardless, the manuscript offers many accurate
reveal their secrets. When read in order, the notes curves of seven 5-foot-long, 5-inch-wide cylinders
details about Bael Turath before its fall, which trea-
reveal an increasing paranoia on the part of the of black stone, the stone giant equivalent of scrolls.
sure hunters have oftentimes found useful.
author and an inability to trust his or her own eyes, An unknown carver cleverly crafted each pillar so
that the poem could be read around its diameter in
successive vertical lines that use the letters of the Literature
horizontal words for new verses. The Jotun Edda sup- Even in a world where magic is real, people enjoy fic-
posedly describes many evil deeds performed by the
BOOKS AS TREASURE tion. The drive to create and tell stories and to revel in
immortals that the gods hid from mortal memory. the written word drives people of all stripes to record
A picture might be worth a thousand words, but just These secrets of the gods might reveal where gods
how much is a thousand words worth? their ideas in poetry, plays, novels, and other forms of
and primordials fell, and therefore where potent written expression.
The simple answer is that you can decide what- weapons and armor might lie forgotten.
ever value you like for books as treasure. Of course,
different people are likely to value a book differently,
Rise and Fall of the Turathi The Versifier at Work
depending on their background and inclination. An The real name of the elf author known as the Versi-
average person likely has no interest in buying a book Lady Dania Von Harken, a human writing in the fier was Adriel Eisryn, but the moniker she was given
that a collector or someone more knowledgeable decade before the calamitous fall of Bael Turath, by her human patron, King Theymos the Third,
might pay hundreds of gold pieces for. On the other crafted Rise and Fall of the Turathi as an impassioned stuck. The Versifier’s plays are regularly performed
hand, in a world where writing and printing are less plea to her compatriots. A member of the elite herself, on stages two hundred years after her death, and orig-
common than today, more people place value on she describes the history of the Turathi Empire from inal copies of her plays and poems fetch high prices
the written word just on principle, and certainly any its earliest days to its sorry state during her lifetime. among cultured collectors. This untitled work, unlike
illuminated manuscript is likely to be viewed by most She spends most of the book describing Bael Turath her finished and titled works, demonstrates the Ver-
people as a work of great effort and art. in her era: a nation ruled by dissolute aristocrats sifier’s creative process. Through the scratched-out
and bloated with conquest, unsteady as it stands lines, notes in the margins, and appended scraps of
on the backs of its slaves and subjugated enemies.
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Stocking the Shelves
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Stocking the Shelves
written matter is. For a book with a detailed history, About the Author
the hook is a natural outgrowth of that story. Matt Sernett is a writer and game designer for Wizards of
A hook doesn’t need to be that complicated, the Coast who has worked on both Dungeons & Dragons®
though. Starting with the story of your campaign as a and Magic: The Gathering ®. Recent credits include Halls
of Undermountain™, Neverwinter™ Campaign Guide, and Scars
backdrop, you can use books as both prizes and plot
of Mirrodin™. When he’s not making monsters or building
devices. Here are a few “books with hooks” that can worlds, he’s watching bad fantasy movies you don’t realize
turn an ordinary volume into one of extraordinary exist and shouldn’t bother to learn about. You can follow him
significance. on Twitter, where he’s @Sernett.
✦ A kingdom’s tax records with the dates and routes
of tax collectors Editor
✦ A business’s profit books, which list payouts for Stan!
“services rendered” on dates just after murders of
Managing Editor
some prominent citizens
Kim Mohan
✦ A lexicon of the Giant language with tips about
interacting with orcs and different orc dialects Development and Editing Lead
Jeremy Crawford
✦ A guide to corporeal undead made of undead; the
book moans and whispers as its pages are turned Senior Producer
Christopher Perkins
✦ The shipping records of a prominent merchant
company that reveal shipments of contraband, Producers
such as slaves Greg Bilsland, Stan!
✦ The ledgers of a metalsmith, which reveal the
Senior Creative Director
recent sale of a large number of weapons and Jon Schindehette
armor to a contingent of diplomats new to the city
Art Director
✦ A contract between an efreet and another indi-
Kate Irwin
vidual, promising aid on three occasions if the
contract holder merely says the efreet’s name; one Illustrator
more task remains (two having been marked as Howard Lyon
used), but there are scorch marks on the document
Publishing Production Manager
as well Angie Lokotz
✦ A genealogy of a noble family with a brilliantly
illustrated family tree that mentions one of the
character’s relatives among the branches
✦ A dwarven text describing the principles involved
in creating secure burial and treasure vaults
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