Dungeon Magazine 175

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ISSUE 175 | February 2010

A D ungeons & D rag ons ® Roleplaying Ga me Supplement


Co n t e n t s

4 Scales of War: 63 Creature Incarnations: 3 Editorial


Terror of Tiamat  Living Spells  By Steve Winter
By Dave Noonan By Peter Lee What’s the iconic trapping and symbol of dungeon
The Scales of War Adventure Path concludes! The Living spells are unike any form of natural life. adventuring? The door, of course.
epic-level adventurers have beaten and scattered They have no earthly needs: they don’t eat, sleep,
Tiamat’s army. The Dragon Queen is reeling
as her throng splinters and turns against itself.
or reproduce. They don’t communicate. They only
attack, trying to fulfill the direction provided by
79 Dungeoncr af t 
By James Wyatt
The heroes must smash their way through the their arcane instinct.
James discusses the latest changes to his f ledgling
remnants of her dying host and confront Tiamat campaign.
herself in the heart of her fortress. The fate of
the world is about to be decided! A Scales of War 69 E xplore Fairhaven: 8 3 Ruling Skill Challenges 
adventure for 30th-level characters. Vill ains and Vagabonds
By Mike Mearls
By Jeff LaSala Mike continues to educate on the nature of skill
49 Chaos Scar: The Shrine of Beneath the shining veneer of Fairhaven live those challenges, with unique applications and examples.
Gl ass-Spire Forest  without an elaborate agenda, those who are too
selfserving or independent to align with schemes
By Cal Moore outside their own. These are the survivalists of
Somewhere in the Chaos Scar is a forest of glass Fairhaven, itinerant rogues and knaves—wayward
that sings plaintively in the wind. How did it arise, souls, perhaps not so unlike adventurers.
and what mystery does it conceal? A Chaos Scar
adventure for 2nd-level characters.
76 Eye on the Realms 
57 E xplore Ikemmu  By Ed Greenwood
Wherever in the Realms you find battlefields,
By Matt James fortresses, or long-established settlements, you
In a city that is known for being a source of exotic will also find hauntings. One such that has risen
trade, Ikemmu is a hardy and militant enclave that to popular notice only recently is a spectral, f lying
offers more than meets the eye. Meanwhile, the lady elf who has become known as “the Gentle
shadowy sister-haven of Ikemmu resides within Ghost of Silverymoon” for her kindly manner.
On the Cover
the Underdark. This shadar-kai city serves as
Illustration by Lucas Graciano
bastion and axis of both the Underdark and the
Shadowfell.

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No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
e ditorial
175


Du ngeon

Editor-in-Chief
Fe b r u a r y 2 010

Chris Youngs
Doors
Senior Art Director Jon Schindehette

Web Specialist Steve Winter


Let’s talk about doors. A door represents difficulty because it prevents char-
Web Production Bart Carroll Of course, when I write “door,” I mean “obstacle,” acters from easily getting at what’s on the other side. The
because that’s what a door is. Any sort of obstacle serves door might be locked, stuck, or sealed with magic. Some
Contributing Authors Ed Greenwood, Matt James,
basically the same function as a door, but a door makes a means must be found to get it open. That might be brute
Jeff LaSala, Peter Lee, Mike
nice metaphor. force or it might be solving a clever puzzle. Either way,
Mearls, Cal Moore, David Noonan,
The presence of a door introduces several things into there’s no moving forward until that hurdle is cleared.
James Wyatt
your game: the unknown, temptation, difficulty, and a Finally, a door represents a branching of the path.
Developers Peter Schaefer, Stephen branching of the plot. Unless your door sits at the end of a dead-end hallway,
Schubert, Rodney Thompson A door represents the unknown for the obvious reason characters have a choice to make: go through the door,
that you don’t know what’s on the other side; there’s a door with all its potential struggle, danger, and reward, or pass
Editors Miranda Horner, Steve Winter
between you and it. What adventurer can resist the lure it by and continue on down the corridor. The DM needs to
Cover Artist Lucas Graciano of the unknown? Isn’t uncovering the unknown at least be ready for both eventualities. One decision might lead to
part of what drives characters to become adventurers in riches, glory, and salvation while the other leads to pain,
Contributing Artists Wayne England, Michael
the first place? We all know about reluctant heroes forced death, and catastrophe. As in life, all of those need to be
Franchina, Jorge Lacera,
to serve the greater good by unwelcome destiny, but I’ve on the table as possible outcomes. Where there’s no risk,
Raven Mimura, William O’Connor,
grown a bit tired of them. Another breed of fortune-hunter there are no heroes.
David Rapoza, Evan Shipard,
strikes out into the world in a straightforward quest for What effect have doors had on your D&D games? How
John Stanko, Matias Tapia
adventure, glory, wealth, or simply to satisfy their wan- have adventures grown or changed direction because
Cartographers Sean Macdonald, Mike Schley derlust. A famous writer of Westerns (I forget which one) characters did, or did not, go through a particular door?
wrote that Americans moved west “to git something, to Let us know at [email protected].
Publishing Production Specialists Angelika Lokotz, Erin Dorries,
git away from something, or just to git.” My favorite char-
Christopher Tardiff
acters fall into that category. They’re the types who are
Web Development Mark A. Jindra fascinated by doors.
A door represents temptation because it implies that
D&D Creative Manager Christopher Perkins
something worth having is on the other side. The person
Executive Producer, who installed the door thought it was a good idea to seal
D&D Insider Chris Champagne off whatever lies beyond, implying great value … or great
danger. By its nature, a door appeals to a lust for adven-
Director of RPG R&D Bill Slavicsek
ture, wealth, and glory.

Special Thanks
Richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke
Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Peter
Lee, Mike Mearls, Kim Mohan, Cal Moore, Peter Schaefer, Stephen
Schubert, Matthew Sernett, Rodney Thompson, James Wyatt
Last Breath
of
the Dragon Queen
An adventure for 30th-level characters
By David Noonan
“Tiamat who formed all things, illustration by Lucas Graciano & William O’Connor
Made in addition weapons invincible; cartography by Sean Macdonald and Mike Schley
TM & © 2010 Wizards of the Coast LLC All rights reserved.

she spawned monster-serpents,


Sharp of tooth, and merciless of fang;
With poison, instead of blood,
she filled their bodies.

Fierce monster-vipers
she clothed with terror,
With splendor she decked them,
she made them of lofty stature.
Whoever beheld them,
terror overcame him,
Their bodies reared up and none
could withstand their attack.”

—Enuma Elish, The Epic of Creation,


L.W. King trans.

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Last Breath of the Dragon Queen

“Last Breath of the Dragon Queen” is an adventure for times. Furthermore, she’s discovering that encourag- of Fiery Splendor, nor does he know where within
five 30th-level characters. By the end of the adventure, ing competition and rivalry among her underlings is those caverns Tiamat’s lair could be found.
the characters should have saved the universe, slain at best a double-edged sword. Many of Tiamat’s lieu- The Platinum Dragon does, however, have a lead.
a god, and achieved their epic destinies, thus ending tenants are taking advantage of the Dragon Queen’s Centuries ago, a paladin named Berath led a cru-
the campaign. This adventure is the final chapter in distraction to settle old scores and climb the pecking sade into the Caverns of Fiery Splendor. He’d grown
the Scales of War adventure path, the culmination of order on the backs of their rivals. weary of the endless struggle between Bahamut
events that started with “Rescue at Rivenroar” thirty As soon as word reached Tytherion of the defeat at and Tiamat and declared that only a frontal assault
levels ago. The “Last Breath of the Dragon Queen” the City of Brass, the great dragons, soldiers, cultists, against Tiamat would end her “games of deceit and
also plays well as a standalone adventure and can and many of Tiamat’s most powerful agents started death.” Bahamut counseled against Berath’s crusade,
be adapted for the conclusion of any world-spanning deserting her, carrying off much of her wealth and but Berath and a host of knights rode boldly into the
campaign with Tiamat as the final foe. leaving her vulnerable. From the ancient wyrms that Caverns of Fiery Splendor, determined to slay Tiamat
In “Last Breath of the Dragon Queen,” the char- advised Tiamat to the lowly dragonborn guards on and end the war.
acters travel to Tiamat’s lair in the Caverns of Fiery her ramparts, everyone took what they could and fled Although noble, such an effort was doomed to
Splendor in Azharul, which is part of Tytherion, the to some dark, quiet corner, fearful of a world with a failure. Despite several victories within the caverns,
Endless Night. There they face Tiamat’s most loyal diminished Tiamat—and fearful they’d face Tiamat’s no one from Berath’s crusade reached Tiamat’s lair
guardians, then the Dragon Queen herself in all her wrath when she decides who’s to blame for recent or escaped to tell the tale. Berath himself, however,
five-headed splendor. They aren’t fighting a reflection events. is a different story. Sustained by his desire to end
of Tiamat, an avatar of Tiamat, an aspect of Tiamat, If Bahamut’s army arrived to confront Tiamat in the dragons’ war and buoyed by Tiamat’s weakness,
or anything less than the actual goddess at the zenith her lair right now, they would find that much of it he has recently rematerialized as a ghost haunt-
of her power. If the characters succeed, they will have had already been looted by Tiamat’s fleeing servants. ing the Caverns of Fiery Splendor. Bahamut sensed
achieved something truly epic—a fitting end to a cam- But Bahamut can’t get his army to Tiamat’s lair in the return of one of his most strident paladins and
paign spanning more than a dozen adventures. Tytherion—it’s exhausted, battered, disorganized, and instructed Berath to scout a safe path through the cav-
still engaged in restoring some semblance of order to erns and to guide a smaller but more potent second
Background the City of Brass. Furthermore, the Platinum Dragon crusade that will slay Tiamat once and for all.
is worried that darkening Tytherion’s skies with Bahamut has another agent within the Caverns
The battle for the City of Brass is over—and the good metallic dragons and an army of paladins would be as well, though he doesn’t realize it. Zehir has no
guys won. But the city is in ruins, Bahamut’s army counterproductive. An invading army might galva- love for Bahamut, but he’s been locked in a territorial
is in disarray, and Tiamat is desperately trying to nize Tiamat’s forces to end the infighting and unite struggle with Tiamat for millennia over who controls
recover from her army’s appalling defeat. against the enemy they were born and bred to fight. Tytherion. Zehir is thinking along the same lines as
The Dragon Queen is finding it difficult to do so. Bahamut has more than a shining army at his Bahamut: Sending a horde of snakes into the Caverns
As the goddess of greed, envy, and wealth, Tiamat disposal, however: He has a small group of mortals of Fiery Splendor would only provide common cause
used those motivators to great effect among her wor- that collectively rival the gods in power (the heroes, for Tiamat’s erstwhile allies. One of Zehir’s spies, how-
shipers, soldiers, and allies. Now that she’s fallen on in other words). In all this disarray, a small group ever, has seen part of Tiamat’s lair firsthand, and it’s
hard times, Tiamat is finding few allies—dragons or of heroes trying to infiltrate Tiamat’s lair might not certainly to Zehir’s advantage if that information gets
otherwise—willing to stand with her now that the attract much attention—assuming they can reach into the hands of Tiamat’s enemies, even if they are
chips are down. In short, Tiamat is discovering that Tiamat’s lair in the first place. For obvious reasons, Bahamut’s friends.
her very nature doesn’t induce loyalty in uncertain Bahamut has little insight into the mazelike Caverns

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Last Breath of the Dragon Queen

Adventure Synopsis cavern. Five caverns, five dragons—defeat them


and the heroes don’t need to worry about the five
At the start of the adventure, the adventurers meet disintegrators. The Quests
Bahamut in his “Old Man with the Canaries” guise As the characters enter the five dragons’ chambers, In “Last Breath of the Dragon Queen”,” the PCs are
(by now they should know exactly who they’re talk- they learn that each of the ancient dragons is a brood at or near their final state. They’re either 30th level
ing to). Bahamut explains that Tiamat’s dragon allies mother carrying Tiamat’s eggs in a forced breeding or will be within a few encounters. There isn’t much
are deserting her, driven by cowardice, fear of Tia- effort that has so far failed. For all her power, Tiamat point in acquiring great quantities of further experi-
mat’s temper, and greed for the treasures in Tiamat’s is unique among dragonkind and cannot lay eggs her- ence or treasure. By now the characters should be as
domain. While Bahamut’s army has achieved a great self. The characters defeat each brood mother in turn, well-equipped as they’re ever going to be. And the
victory, it is in no shape to march on Tytherion itself. rendering the disintegrators useless. adventure is fundamentally simple: Go to Tiamat’s
The characters are, Bahamut explains, capable of kill- Then, it’s a battle royale with Tiamat: a no- lair and defeat her, ushering in a new age and a trans-
ing Tiamat once and for all if they can get to her lair holds-barred battle with a full-fledged deity. If the formed world. Thus it’s difficult to justify the same
before she has a chance to regroup and gather her characters win, Bahamut arrives and shows them the sort of quests they’ve had in the past.
allies around her. Furthermore, Bahamut gives them world utterly transformed by their actions: a world One possible exception is this: If one or more char-
instructions for meeting Berath, the ghost of a paladin free from the greed and envy that Tiamat upheld. At acters has unfinished business in regard to an epic
who once sought to slay Tiamat. And a mysterious that point, the heroes move on to their individual epic destiny (see Epic Destinies on page 48), it might be
agent of Zehir meets the characters and gives them a destinies, and you can set the stage for your next cam- helpful for the player if you describe the resolution
password that a spy near Tiamat’s lair will ask for. paign if you wish. of the epic destiny with a quest.
Bahamut gives the heroes a powerful gift—canaries
that can transform into gold dragons—and transports Preparing for Adventure
them to Tytherion. There the characters see Tia- “Last Breath of the Dragon Queen” is largely a self-
mat’s forces fleeing, fighting among each other, and contained adventure, requiring little in terms of to brush up on, and you’re seeking ways to streamline
looting their own fortress. After a brief battle, they advance preparation. If you’ve been playing the Scales those moments at the table. Go ahead and tell your
meet Berath, who guides them through the Caverns of War adventure path from the beginning, you know players what you’re up to. If you explain that you’re
of Fiery Splendor. Just before they enter, they meet your players and your DMing style better than we do. just trying to make sure you’re up to speed with the
Theel, one of Zehir’s spies in the Caverns. We’re confident in your ability to prepare. rules, the players won’t have any lingering suspicions
Theel takes the characters to the Fountain Running a 30th-level adventure is inherently com- that you’re trying to thwart their every move. (Not all
Chamber, where they can see Tiamat’s shadow far plex. Here are three tips that will save you time and players think like this, but some do, and it’s a perfectly
above them. They learn she’s sequestered herself effort when the dice are actually rolling. natural impulse.)
on the floating platform and is using scrying ritu- Know the Heroes: If one character employs the Know Dragons: An adventure laden with drag-
als to threaten and cajole her far-flung supporters. stealth rules nearly every round, take the time before ons in all their solo-monster glory is a fitting end for
The characters quickly discover that a potent array the session to educate yourself so you can adjudicate a long campaign like Scales of War, so “Last Breath
of disintegrator beams and warding magic prevents it quickly. Look at each character sheet and ask your- of the Dragon Queen” intentionally has more than
intruders from simply flying or teleporting up to the self: “What tricks is this guy going to pull?” You aren’t its fair share of “boss fights” against dragons. If you
Dragon Queen. Each of the five disintegrators, Theel necessarily looking for ways to counter character tac- spend 30 minutes looking at the various dragon stat
explains, is linked to an ancient dragon in a nearby tics. You’re looking for aspects of the rules you need blocks and thinking about key tactical considerations

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Last Breath of the Dragon Queen

(how best to use a breath weapon, when to spend you can mask your intention and surprise them a bit. Nor do you need to worry much about treasure.
action points, what are the advantages and disadvan- If possible, use casual conversation in the days and “Last Breath of the Dragon Queen” is a focused
tages of flying, and so on), you’ll be better prepared weeks before running “Last Breath of the Dragon adventure, and the characters are under a time con-
for the encounters you’re going to run. Queen” to gather material for those flashbacks. straint: they must get to Tiamat before she rebuilds
Dragon battles are a learning process for both you Get your players to reminisce about their favorite her network of defenders and allies. Furthermore, the
and your players, and we’ve designed “Last Breath of the moments from previous adventures, then use those campaign ends when this adventure does. Aside from
Dragon Queen” so that everyone at your table will get memories as the basis for flashbacks in encounter that, killing the goddess of wealth, greed, and envy
“better” at dragons (either fighting them or fighting as G11. Draw out reticent players with leading questions ushers in a world where wealth means a lot less. Com-
them) as the adventure progresses. Your tactics will nat- about what adventures they really enjoyed, when they bine the time constraint, the campaign’s end, and the
urally evolve, and so will those of the characters. By the knew they had a great character, and so forth. But devaluation of wealth itself, and you find yourself run-
time the heroes face off against Tiamat, everyone at your that’s just the first step. ning an adventure where acquired treasure doesn’t
table should be an absolute expert in dragon battles. When you need to describe the flashbacks, you’ll mean anything. If the players receive vast wealth,
Prepare the Flashbacks: Throughout the adven- also be running a literal god on the table—you’re going they’ll never have the opportunity to spend it.
ture, Tiamat is surrounded by scrying frames: massive to be a busy DM. And you don’t want to put the high Treat this unusual situation as an opportunity:
portals (not unlike modern-day video screens) that drama of the Tiamat battle ‘on pause’ while you think Throw the treasure gates open wide! The characters
she uses to contact her allies and worshippers across up a good flashback. So the second step is to write will spend most of the adventure in the halls of the
the universe and also as a focus for divination rituals. those down ahead of time and have them ready to go. goddess of wealth, so it stands to reason that the place
When the PCs confront Tiamat on her platform, the Then you can use all of your precious brain capacity would be positively dripping with treasure. This is
scrying frames show key moments where the charac- for the in-the-moment work of being Tiamat. your chance to shower the heroes with it. If the PCs
ters previously triumphed over adversity and defeated still want something specific for their characters,
Tiamat’s forces. (Tiamat is none too happy that the What You Need work it into the adventure early (the Treasure section
scrying frames have apparently turned on her, too.) (and Don’t Need) to Play below shows you how). Otherwise, go ahead and give
This is a chance to remind the players—not the This adventure contains everything you need to them the proverbial moon. It does no harm and it will
characters, but the players—of all they’ve been play, including background information, setup, add extra resonance to the denouement, where the
through to reach the conclusion of the adventure encounters, and maps. You might wish to review any characters see the concept of material wealth itself
path. You’ll want two prepared-in-advance “highlight appropriate Dungeons & Dragons® 4th Edition rules taken down a peg or two.
reel” moments for each hero plus a few key moments before play begins. Throughout the adventure, we’ve provided mon-
of general interest, such as the breaking of the siege in The most important thing you can do before each etary treasure beyond the norm. Consider that a
the City of Brass. Every round during the battle with session is to give each encounter the PCs are likely to first step. This is the lair of the scariest dragon in the
Tiamat, describe a moment briefly: “The northwest reach a two-minute read. That should give you a basic world, and she happens to be the goddess of wealth,
scrying frame comes to life, showing Dendrantos familiarity with monster abilities and tactics and a so you can literally pave the hallways with gold and
delivering the final blow against Arantor (from sense of what other rules (often ones related to skills encrust every door handle with gems if you like. If the
“Betrayal at Monadhan”), then collapsing from the or terrain) will come into play. goddess of wealth can’t afford such excess, who can?
ongoing cold damage.” It’s also worth noting the things you won’t need.
The best source for those flashback moments is Once characters reach 30th level, they’re done as far
the players themselves. Ask them to provide a couple as character advancement goes. You don’t need to
of “highlight reel” moments in advance. It’s best if track or award experience points anymore. Just cross
it off your to-do list.
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Last Breath of the Dragon Queen

Using Tactical Encounters Some encounters include monsters that are Features of the Area
hidden or that do not appear until later in the fight. This section describes special features of the map.
Each encounter includes several common elements,
Do not place those monsters on the map unless at If the location has items or areas of interest that
as described below.
least one hero has succeeded on the Perception check the characters can interact with, those features are
Encounter Level to notice them, or when they enter combat. described. Look here to see whether a door is out of
Each tactical encounter assumes a group of five player the ordinary, if an altar has a secret compartment,
Read-aloud Text
characters. All the encounters are 30th level—and and the like.
Read-aloud text provides information about what the
some would be higher, if characters higher than 30th
level existed. The final battle against Tiamat, for exam-
characters can see and are aware of. You don’t need to Adapting the Adventure
read it word for word. Feel free to paraphrase and use Fighting Tiamat is a big deal. It’s so big that we’ve
ple, would be just another room in the dungeon . . . for
your own words, especially where read-aloud text is intentionally built the entire adventure to build to
theoretical 35th-level characters.
provided in a question-and-answer format. Use read- that climax. While the events of “Last Breath of the
Until all characters reach 30th level and cease
aloud text wisely. It is written for the most common Dragon Queen” are set in motion by the specifics of
to care about experience points, a group earns the
approach to a particular situation, but the PCs’ the Scales of War adventure path up to this point, it’s
XP value noted with the encounter. This amount
actions might require you to alter the information in straightforward to envision other paths that might put
should be divided by the number of group members
any number of ways. 30th-level heroes on Tiamat’s doorstep.
whether they’ve reached 30th level or not, with an
equal amount awarded to each character. Be sure As long as you can set up a believable reason why
Monster Statistics
that everyone reaches 30th level by the end, however, Tiamat is in her lair and without multiple layers of
Encounters include statistics blocks for each monster
because it would be a major disappointment to a cultists, loyal dragons, and other worshippers to
type present in the encounter. If more than one mon-
player if everyone else’s character achieved their epic defend her, “Last Breath of the Dragon Queen” works
ster of a particular kind is present, the statistics block
destiny while you remained behind, 5,000 XP short. without the specifics of the City of Brass siege and
indicates how many creatures are present.
Bahamut’s direct involvement. Most of the adaptation
Setup Tactics occurs in the adventure’s introduction and aftermath.
This section of a tactical encounter provides you with The chamber-by-chamber, session-by-session flow of
This entry describes special actions the monsters take
the basic parameters of the encounter. It gives you a the adventure can remain unchanged.
to defeat the adventurers. Sometimes this means the
key to the monsters in the encounter so you can locate Because Tiamat is so vulnerable without a literal
monsters take advantage of special features of the
them on the tactical map, then provides context or army of dragons to defend her, you can even run “Last
area or make use of special powers or equipment.
background information. The map of each encounter Breath of the Dragon Queen” in worlds that use a
Tactics are an important part of both a monster’s ‘per-
area indicates where the monsters are located when different pantheon. Tiamat doesn’t need to be a god-
sonality’ and what makes an encounter challenging,
the encounter begins. The setup section also describes dess for this adventure; she could merely (merely!) be
so try to not back away from the monsters’ tactics in
what monsters are doing and how they react when a 35th-level dragon. In this case you’ll want to scale
order to soften the encounter.
the characters arrive. down the adventure’s aftermath, which deals with the
Map impact of a deity’s death, but the adventure itself can
Each encounter includes a map keyed with the initial remain intact.
locations of each monster. The map also indicates the
location of any special features of the area.

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Last Breath of the Dragon Queen

Conversation
Treasure
with Bahamut
As with previous installments of the Scales of War that urge; characters will never get a chance to actu- The adventure starts in the City of Brass shortly
campaign, “The Last Breath of the Dragon Queen” ally use an item acquired after Tiamat’s demise. after the events of “Test of Fire.” After the characters
makes use of the parcel system of treasure rewards as Instead, load up the early parcels A–E with the good have taken care of their immediate needs and had
described in the Dungeon Master’s Guide. Because the stuff, especially if one or more characters have fallen an extended rest, a silver dragon from Bahamat’s
campaign ends when this adventure does, all treasure behind the curve gearwise. personal retinue, Girithanian, finds them and invites
is taken from remaining items on the players’ wish Parcel A: _______________________ them to an audience with Bahamut himself.
lists. This is their last chance to pick up those rewards, Death from Above (X1).
Girithanian takes you to the ramparts near the main gate
after all. Tiamat is the goddess of greed, so there is a Parcel B: ________________________
to the City of Brass. All around is a storm of activity: efreet
staggering amount of material wealth in her lair . . . Death from Above (X1).
workers repairing walls, Bahamut’s soldiers scurrying from
and in the end, it’s all just window dressing. At 30th Parcel C: _______________________
errand to errand—and the air above you is positively thick
level, the PCs are fundamentally beyond the game’s Hall of Vanquished Champions (G5).
with metallic dragons soaring and swooping.
ordinary economics, and it doesn’t matter what they Parcel D: _______________________
Watching it all from an intact section of wall is a kindly
spend their vast treasure on after the adventure is Hall of Vanquished Champions (G5).
old man with long white hair. He wears robes that appear
over. If they succeed, they will have created a world Parcel E: _______________________
to be made of liquid platinum, and orbiting him like a halo
without greed. Coins will still have value as a medium Audience chamber (G1).
are seven yellow canaries.
of exchange, but treasures won’t be coveted the way Parcel F: _______________________
“Hail, heroes,” Bahamut intones. “Though the cost was
they are in the traditional world of D&D (or the real Audience chamber (G1).
high, together we’ve dealt the Dragon Queen a grievous
world, for that matter). Parcel G: ________________________
blow. Yet she lurks in Tytherion, and Tiamat will certainly
Players wouldn’t be players if they didn’t want Green brood mother (G4).
rise again. Unless . . .
something, so the characters should accumulate ten Parcel H: ________________________
“Unless you can perform one final deed for me, for our
treasure parcels by the end of the adventure. You can Observatory (G9).
army, and indeed, for all those who reject evil.”
supply these treasures in whatever way you wish, but Parcel I: ________________________
the following list presents the most likely encounters Blue brood mother (G10). Give the characters a chance to respond, make formal
to bear treasure. During your preparation, assign par- Parcel J: ________________________ pledges of support, and so on. Keep in mind that
cels from those that follow to the encounters in the Blue brood mother (G10). despite his relatively ordinary appearance, Bahamut
spaces provided. is a full-fledged god and always comports himself
Use the players’ wish lists to come up with magic At this point, we’re beyond the guidelines in the Dun- with a certain gravitas. When the heroes are ready
items for the first six parcels. Traditionally, DMs save geon Master’s Guide. Any item regardless of level is just to hear more, Bahamut favors them with a wry smile
the best treasures for the adventure’s climax. Resist fine in any of the above parcels. Go nuts! and continues.

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“My draconic children favor elegant turns of phrase, but I’ll however you must. Slay her on the spot—and let her know “But recently—perhaps because of Tiamat’s current
be blunt: I want you to kill Tiamat. Not her aspect, not her that the world will be better off for her demise.” troubles—Berath’s ghost contacted me. I see the doubt on
avatar, but the deity herself. Too long has her evil spread your faces, but I’m sure it’s him and he’s still loyal. There
The PCs will undoubtedly have questions at this
through the universe. Too long have she and I fought each are certain bonds between faithful worshipper and god that
point. Let the conversation flow naturally. Bahamut
other to a standstill. cannot be subverted. Berath took great joy when he learned
isn’t holding anything back—he’s clearly beyond that
“I believe I can get you to the vicinity of her lair. And that you would be finishing the job that he started.”
point now. For the first time in centuries, he genu-
there is such power within you . . . If anyone can defeat Other Allies: “As I said, even my most powerful dragons
inely believes that Tiamat’s defeat is possible. The only
Tiamat in lethal battle, it is you.” cannot match your power. And if they did, their presence
thing Bahamut doesn’t know is the exact disposition
After a pause, Bahamut continues. of Tiamat’s remaining defenders. would certainly draw every chromatic dragon from across
“As you know, I’m acutely aware of what it takes to kill a Here are example answers to questions characters the plane. In my divine wisdom, adding anyone else would
god. Among those who answered our call here in the City of probably will ask. attract attention without actually helping you kill Tiamat.
Brass, no one matches your power. Look at the army you see With one exception . . .
Tytherion: “I can send you to Tytherion to the general area “As I ponder your question, something occurs to me.
before you. Other than you, no one here would be more than
of Tiamat’s Lair. I do not know details of her demesne, the I’m going to do something I’ve never done before. Each of
a momentary annoyance to Tiamat.
Caverns of Fiery Splendor. That’s where Berath comes in.” you, take one of these canaries. Just as I’m no ordinary old
“Only a small group can reach Tiamat at this crucial
moment. Her forces are in disarray, fleeing the Dragon Berath/The Agent: “Ah, Berath . . . a ghost who haunts man, so too are these not ordinary canaries. The canaries
Queen’s wrath and fighting one another. She has lost the caverns of Tytherion and is as loyal to me beyond will flitter about until you ask for their aid. Then one will
control of most of her followers. But look at my army. It’s the grave as he was in life. He can guide you through the transform into a gold dragon that will fight on your behalf
in no shape to close ranks and march on Tytherion, either. Caverns of Fiery Splendor and to the very gates of Tiamat’s for a minute or two—until the magic that transformed them
It would take a miracle for us to recover, reorganize, and inner lair. I’ve contacted him, and he’s expecting you to draws them back to me.”
reequip for another battle. meet him at the main entrance to the Caverns of Fiery
“Miracles are what I do, but even if you assume that Splendor.” Give each character a canary. It’s a one-use item that
miracle, then you have a shining army marching on does the following:
Berath’s History: “Centuries ago, a paladin named
Tiamat’s lair. And when we march, Tiamat’s dispersed, Berath . . . one of my most beloved servants . . . grew weary
distracted forces will have a common foe to unite against. Bahamut’s Golden Canary Level 30
of striving against the Dragon Queen’s minions. He’d
These harmless-seeming canaries are gold dragons in disguise.
You see where I’m leading this?” earned a little weariness after his hundredth dragon slain,
Wondrous Item priceless
Give the players a chance to follow Bahamut’s I suppose. He gathered a host that almost rivaled the army Power (Consumable F Summoning): Standard Action. A sum-
­reasoning. Then pick it up and restate the mission. we had here, and against my wishes led a crusade into the moned Large gold dragon appears under your control in an
Caverns of Fiery Splendor. I wish I’d done more to stop unoccupied space within 20 squares. The dragon has speed
“I ask you to do what my army cannot—what I myself 8, fly 10 (hover) and, unlike a typical summoned creature,
him, but I could fault neither his ability nor his resolute
cannot. Meet my agent in Tytherion, travel to Tiamat’s Lair, has its own defenses and hit points (all defenses 34; hp
purpose. Tiamat was well prepared against Berath’s 120).
Minor Action: +27 vs. AC; 1d12 + 10 damage.
Oppor-
and slay her utterly. Her stronghold is being looted by her
crusade, and none of the paladins under his banner tunity Attack: +27 vs. AC; 1d12 + 10 damage.
own rapacious dragons, and you should have little difficulty
escaped. I mourned Berath’s loss—as did all who follow me—
assailing what would otherwise be an impregnable fortress.
and relegated his crusade to a sad chapter of history.
Carve your way through what remains of Tiamat’s guards

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Bahamut Taking Part: “Absolutely not. Suffice it to blowing. Others used the crisis as an opportunity to settle enthusiastically exhorting some mortals to do the
say that Tiamat and I have significant wards designed old scores with one another, to advance in the ranks by same thing to another god. Tiamat is an evil god and
specifically for each other. For obvious reasons, I must killing their superiors, or simply to loot Tiamat’s treasury. Bahamut’s most bitter rival, to be sure. But if you think
be more careful when it comes to matters of . . . personal Because Tiamat is the goddess of greed, I imagine it’s quite the players at your table would appreciate it, try to por-
security, shall we say.” a treasury. tray Bahamut as somewhat conflicted, torn between
Tiamat’s True Death: “It’s possible that Tiamat has “Undoubtedly there are those who remain loyal to his desire to expunge Tiamat’s evil in the world while
safeguarded against utter death much like I did, but it’s Tiamat and those who cannot escape her watchful eyes. If chastened a bit that he’s resorting to such measures.
unlikely. Suffice it to say that no one knows Tiamat’s they were numerous or powerful, we wouldn’t be seeing this
character better than I do, and such foresight isn’t her style. sort of upheaval among Tiamat’s followers—upheaval that’s Preparations
She’s adept—perhaps more adept than I—at coordinating spreading across all planes.” The PCs can make whatever last-minute purchases
multiple plans and improvising new evils on the spot. But Retreat: “If you need to make a tactical retreat, you can they want in the City of Brass before departing.
the long play has never been her forté.” come back here or to a citadel of your choosing. Berath Because the city suffered during the siege and subse-
may have scouted out a temporary shelter. Do not tarry quent battle, you’re within your rights to limit what
Pay: “For the death of my greatest foe . . . for the expunging they can purchase for their trip. But, as noted in the
of one of the world’s great evils . . . for the slaying of a god? overlong before pressing onward, however. Every hour
you delay is an hour Tiamat will use to marshal her Treasure section of the introduction, you can have a
I’ll throw open my treasure-houses to you. Take whatever free hand with available wealth.
and as much as you desire.” remaining force and persuade her followers that she’s as
powerful as ever.” One other event occurs before the characters head
Bahamut smirks as he says this, because he knows what to Tytherion: a visit from a mysterious stranger. An
Tiamat’s death will mean for the very concept of wealth. Timing: “If you must take time to prepare, so be it. You ordinary efreet (or someone else if you have a specific
are uniquely suited to this task, and I can’t call on anyone NPC you’d like to re-use) delivers a short, anonymous
If the heroes want payment in advance, use the else with your potence. But know this: Each of Tiamat’s five letter to the heroes. It states:
treasure guidelines in the Introduction. If some of heads is whispering, threatening, browbeating, pleading,
the PCs are undergeared, then this is a good way to and bargaining with her far-flung followers and allies Dear Liberators of Bahamut,
make sure they’re ready for the tribulations awaiting. to come to her aid. The more you delay, the stronger she Even those who do not march under Bahamut’s flag
Go ahead and give any of the magic item treasures grows.” support you in your future aims. Should you meet a
(taking them out of the encounters they’d otherwise solitary black figure in your upcoming journey, uttering
appear in). As the treasure section indicates, feel free Bahamut genuinely believes this, but even he has the word “Chuhirimasté” will earn you friendship and aid
to bury the characters in material wealth such as underestimated the disorder and fratricide in Tia- along the way.
coins and gems. mat’s ranks. As long as the characters don’t take a —An Ally of Convenience
month off in the middle of the adventure (or some-
Tiamat’s Defenses: “Tiamat risked much when she thing similarly foolish), Tiamat won’t be able to The efreet will say (and divinations will confirm)
came here, stripping her stronghold of most of its armed persuade allies to defend her lair (at least not allies that a yuan-ti gave him the letter and a thousand
might. Few of those dragons survived the battle, much less capable of stopping 30th-level heroes.) gold coins, with instructions to keep the money and
returned to Tytherion. Of the remainder, we have reliable Roleplaying Notes: Bahamut isn’t a tragic figure deliver the letter.
reports—including from Berath—that Tiamat’s tendency in the classical sense, but there’s an ironic twist The letter is from agents of Zehir. The “solitary
of rule through fear and avarice doesn’t work when her here that wouldn’t be out of place in Greek tragedy. black figure” mentioned is Theel, whom the charac-
lackeys doubt her power and her ability to pay. Many Bahamut is the only god who has recently died— ters will meet at the entrance to Tiamat’s Lair.
simply fled, waiting to see which way the proverbial wind is fundamentally killed by mortals, and yet now he’s

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The Old Man Level 36 Solo Soldier (Leader) Bahamut’s Mercy (minor; at-will) F Healing
with the Canaries Ranged 30; two targets; each target can spend a healing
Medium immortal humanoid XP 0 surge and regain an additional 25 hit points.
Initiative +26 Senses Perception +32
 Bahamut Runs Rampant (standard; encounter) F Polymorph
HP 1,645; Bloodied 822; see also discorporation
 Bahamut assumes his draconic form (see Bahamut).
AC 52; Fortitude 47, Reflex 45, Will 47
 Seven Canaries
Resist 20 cold, 20 fire
 Bahamut has seven trained canaries which he can
Saving Throws +5; whenever an attack causes an effect on transform into gold dragons. Some of his powers expend
Bahamut that a save can end, he immediately makes a these canaries. All the canaries return during a short rest.
saving throw. Bahamut also makes saving throws at the end Discorporation (when bloodied)
of his turn as normal.
 When Bahamut becomes bloodied, he discorporates and is
Speed 8, teleport 5
 unable to take physical form for a time.
Action Points 2 Alignment Lawful Good Languages Supernal

r Unarmed Attack (standard, at-will) F Weapon Skills Arcana +31, Athletics +33, Diplomacy +32, Endurance
+41 vs. AC; 1d12 + 20 damage, and the target is dazed until +34, Heal +32, History +31, Insight +32, Intimidate +32,
the end of its next turn. Religion +31

A Gold Dragon Rescue (standard, uses one canary) Str 31 (+28) Dex 23 (+24) Wis 28 (+27)
Area burst 1 within 30, centered on ally; +41 vs. AC; the Con 33 (+29) Int 27 (+26) Cha 29 (+27)
target is stunned (save ends). Effect: The ally in the origin Equipment: robe
square gains fly 10 until the end of its next turn. Description: When he’s not holding court in his shining castle,
R Summon Gold Dragon (standard, uses one canary) F Bahamut walks the natural world in the most unassuming
Summoning of disguises: an elderly man accompanied by seven
Ranged 20; Bahamut summons a Large gold dragon in an trained canaries. This old man, variously called a sage or
unoccupied space within range. The dragon has speed 8, fly a hermit in folklore, travels from place to place with no
10 (hover) and, unlike a typical summoned creature, has its apparent purpose. He’s quick to offer advice, information,
own defenses and hit points (all defenses 34; hp 120).
Minor or assistance to other travelers. One folk tale in particular
Action: +27 vs. AC; 1d12 + 10 damage.
Opportunity Attack: is told with a hundred variations: The sage with the
+27 vs. AC; 1d12 + 10 damage. canaries shares a campfire with roadside travelers, offering
Bahamut’s Blessing (standard; at-will) mysterious advice that borders on prophecy. Still, the
Ranged 30; two targets; each target gains a +10 bonus to travelers would have regarded the old man as nothing more
attack rolls, a +10 bonus to skill checks, and a +10 bonus to than a curiosity if it weren’t for the monsters that attacked
damage rolls. the camp. Imagine their surprise when the old man started
Bahamut’s Cleansing (minor; at-will) throwing around unfathomably powerful magic and turning
Ranged 30; two targets; each target can end one effect a his canaries into gold dragons.
save can end.

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Departure Arriving in Tytherion are soaring. As you watch, a large red dragon claws at a
blue dragon, and they tussle in midair while plummeting
When the PCs are ready, Bahamut directs Giritha- Girithanian sends the heroes to a portal circle near
earthward. Looking closer at the towers, you can see
nian to perform a Planar Portal ritual to send them to the main entrance to Tiamat’s main fortress, one of
crumbling edifices and other signs of recent battle. The
Tytherion. Through the portal, the characters see: the few artificial structures in the lowland region of
towers are about a mile away.
Girithanian completes the ritual, and you see, shimmering Azharul. The terrain is a volcanic moonscape devoid
through the portal, a rocky desert with red-limned volcanic of vegetation, with only pockmarked craters and slug- As the characters approach the towers, they see more
peaks in the distance. You cannot make out size or color gish rivers of lava scattered across its surface. The evidence of chaos in Tiamat’s realm: dragons, human-
through the haze, but you can see distinctly draconic PCs arrive at twilight—because it’s always twilight in oid soldiers, and other followers of Tiamat fleeing the
silhouettes in the sky. Tytherion. fortress, many burdened with loot from the Dragon
Amid the rubble of this volcanic wasteland are five immense Queen’s treasuries. Furthermore, the volcanic plain
When the characters step through the portal, they between the characters and the towers is strewn with
towers that stretch to the sky. They’re arranged in a ring
arrive in Tytherion and trigger the “Death from wrecked wagons, dragon carcasses, and other evi-
and connected by a high ridge with one gap cut in it—
Above” encounter (page 17). dence of conflict and retreat.
clearly the intended entrance. Above the towers, dragons

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While there are many dragons and other monsters Each ship is a conveyance crewed by dragonborn sail- Berath can take the heroes to the beginning of the
about, there’s almost no one capable of threatening the ors, but it’s easiest to treat them as creatures in their tunnel that leads directly to the fountain chamber,
heroes. If the players seem keen to start a fight (whether own right. but he’s never been inside—because he can’t go inside.
to capture a prisoner for questioning or just because), After that encounter, Berath manifests and makes In some cosmic sense, he won’t let himself do as a
feel free to handle it with a brief narration or just his presence known to the characters. ghost what he could not accomplish in life.
declare them the victors. A battle between the PCs and There’s little more than this that Berath can do. He
the high-paragon/low-epic opposition here isn’t a battle The Five Great Towers cannot interact with the world other than by speak-
that needs to be played out in round-by-round detail. Each tower encompasses hundreds of thousands of ing and making himself visible; no picking objects
Nor do any prisoners even try to keep what secrets square feet . . . all of it thoroughly sacked. Delving up, attacking monsters, etc. The reverse is also true:
they know from the characters. They’re a frightened, into it room by room is a waste of time for everyone Berath can’t be targeted by creatures and can’t be
demoralized lot. Any of the dragons or other refu- at your table, so quickly describe extensive armories, harmed by anything. He’s not undead or even a crea-
gees from Tiamat’s domain know that the defenses smithies, arsenals, and barracks within each tower. ture, really. He’s a ghost in the classic sense of the
are in such disarray as to be nonexistent. As for the Corpses—mostly of dragons and dragonborn war- word, clinging to some vague, spiritual existence only
Dragon Queen herself, she’s holed up in her inner riors—are strewn throughout. because of the enormity of his sacrifice and his close
lair somewhere within the Caverns of Fiery Splendor, connection to Bahamut. Berath cannot abide proxim-
but she hasn’t emerged or communicated with them Meeting Berath ity to evil creatures, and he disappears when they’re
in days. The prisoners can, if coerced, draw a sketchy Once the characters have dispatched the Azharul near. Thus he can’t be present during a battle, nor can
map of the Caverns of Fiery Splendor that bears some Dominion ships, Berath appears before the heroes. he scout ahead very well.
resemblance to reality, but none of them know where Expanding Berath: As written, Berath is just a
There’s a momentary shimmer in the air, and the
Tiamat’s lair is within it. basic guide for the characters. He offers a safe hideout
translucent form of a ghostly human in battered plate
and provides directions to Tiamat’s Lair. If you think
Bypassing Travel armor and a dragon-helm appears. “I am Berath,” it says,
your table wants a deeper interaction with Berath,
“and your coming was foretold by no less than a vision from
Once the characters are in Tytherion, they may wish feel free to expand his role in the adventure. It might
the Platinum Dragon himself. Together, let us complete the
to use a True Portal ritual or similar magic to tele- take a skill challenge (using the rules described in
holiest of all crusades! Onward!”
port right to Tiamat. Let ‘em. They’ll skip the Death Dungeon Master’s Guide 2) to win Berath’s trust. As you
From Above encounter and miss meeting Berath and The PCs will probably engage Berath in conversation portray Berath, emphasize the horrors he endured
Theel, but Tiamat herself is protected by a 35th-level at this point. He’s eager to get moving, but he’s even watching his crusade collapse within the caverns and
Forbiddance ritual that covers all but the 10 feet clos- more eager to win the characters’ trust and maximize suggest that he may no longer be entirely sane. If the
est to the floor in the fountain chamber. The heroes their chances against Tiamat. During the conversa- players take a liking to Berath, you can even ignore
arrive on the border of the forbiddance zone near the tion, Berath tells the tale of his crusade and describes the “Berath can’t go inside Tiamat’s Lair” restriction
fountain, and they’ll have to deal with the dragon-eye his soldiers whittled down by ambush after ambush and let him commiserate with the characters and
disintegrators without Theel’s warning. within the Caverns of Fiery Splendor. At Berath’s last applaud their efforts throughout the adventure. Don’t
stand, a small side cavern was nearly covered by a let him be brought back to life, however; Berath is
Death From Above ­collapsing wall and now would make a disguised base most effective as a tragic figure.
As the PCs get within a quarter-mile or so of the five for the characters—especially if they inscribe a portal
great towers, they encounter the one denizen of the circle there.
area that’s actually a threat: Azharul Dominion ships.

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Getting Through the Theel is willing to converse with the characters,


Caverns of Fiery Splendor but as a spy, she has an intense dislike for being out in
the open and instinctively doesn’t say more than she
The Caverns of Fiery Splendor aren’t empty, but
must. If pressed, she’ll admit that she works for Zehir.
they’re certainly devoid of creatures that pose a chal-
She’ll even speculate on Zehir’s motives—a wounded
lenge for 30th-level heroes. Periodically describe
or dead Tiamat would let Zehir expand his territory
high-paragon and low-epic dragons and other deni-
here in Tytherion. (The Tiamat/Zehir “turf war” in
zens in the tunnels, and ask the players whether they
Tytherion is known to any hero who succeeds at a DC
intend to fight it out, ignore, or slip past the monsters.
25 Religion check.)
Then describe the characters succeeding at those
Theel hasn’t been beyond the fountain chamber,
efforts. Time at the gaming table is too precious to
but she can warn PCs that disintegration beams
waste on encounters whose outcome is foregone.
emerge from the eyes of the dragon-head doorways.
“Last Breath of the Dragon Queen” is all about
Furthermore, she suggests that the magic of each
Tiamat’s lair itself, but the Caverns of Fiery Splendor
dragon head is tied to whatever lives beyond the
are also home to other points of interest described (in
doorway—and whatever that is, it isn’t Tiamat herself,
April, when the book will be published) in The Plane
because she’s on a platform floating above the foun-
Above: wandering darksworn and adamantine doors
tain chamber.
that imprison the souls of chromatic dragons who
had the temerity to worship other gods. The charac- “The disintegtratorsssss . . . are potent indeed. They nearly
ters ultimately have more important business in this ssssslew me in a flash when I tried tampering with them.
adventure, but a future campaign may bring your But my resssssearch indicates that if you slay whatever lays
players (if not their existing heroes) back to the Cav- beyond each dragon-mouth, it’ll disssssable the dragon-
erns of Fiery Splendor. eyesssss.”
As described in the Bypassing Travel section above,
Theel also has an illusion-hidden cave nearby that
a True Portal ritual can bypass all the travel (and the
the characters can use as a base if they wish. It has a
chance to meet Theel). Berath can pass through the
portal circle inscribed within it.
portal the same as anyone else. If the PCs choose this
Theel won’t willingly fight at the characters’ sides,
route, just move ahead to the Fountain Chamber.
forcefully reminding them if necessary that she is a
Finding Theel spy, not an assassin. Her orders are to provide infor-
mation to the heroes, then watch the fireworks and
Theel, an ebony-scaled yuan-ti spy, is hiding (Stealth
report back to Zehir’s exarchs on what happens.
+29) near the entrance to the tunnel that leads to the
Expanding Theel: Theel is as evil as they come,
fountain chamber. She’ll reveal herself to anyone not
and your table may decide to ignore or fight her.
obviously working for Tiamat, relying on her viper
That’s fine—they can figure out how the disintegra-
strike to turn invisible and escape if necessary. If she
tor beams work on their own. Theel isn’t exactly
hears the characters give the password (“Chuhiri-
thrilled about her current assignment, which requires
masté”), Theel bows and says, “Let’s get you inside so
you can confront the Dragon Queen.”

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her to a) expose herself to danger, and b) work with


her ­natural enemies. If you think your group would
enjoy it, you can expand the interaction with Theel to
encompass a skill challenge to earn her trust or other-
wise extract her aid.
Berath and Theel definitely do not form a mutual
admiration society. As long as the players are engaged
in the middle of the conversation, don’t be shy about
portraying the contempt the paladin ghost and the
yuan-ti spy feel for each other.

Theel Level 28 Skirmisher


Medium natural humanoid, yuan-ti (reptile) XP 13,000
Initiative +26 Senses Perception +23
HP 254; Bloodied 127
AC 42 (44); Fortitude 39 (41), Reflex 41 (43), Will 35 (37)
Resist poison 20
Speed 7 (9); see also slither away
m Falchion (standard, at-will) F Poison, Weapon
+33 vs. AC; 2d4 + 7 damage, and ongoing 10 poison
damage (save ends).
r Longbow (standard, at-will) F Poison, Weapon
Ranged 20/40; +33 vs. AC; 1d10 + 10 damage, and
ongoing 10 poison damage (save ends).
M Sudden Strike (standard, recharge ⚄ ⚅) F Weapon
Theel can move up to 7 squares and attack; +33 vs. AC;
4d4 + 7 damage, and the target is dazed (save ends).
M Viper Strike (standard, at-will) F Illusion, Weapon
+31 vs. Will; 6d4 + 7 damage, and Theel becomes invisible
and can shift 2 squares. Theel remains invisible until the
start of her next turn. Miss: The target takes half damage,
and Theel shifts 1 square, but does not turn invisible.
Slither Away
While bloodied, Theel gains +2 speed and a +2 bonus to all
defenses.
Alignment Evil Languages Common, Draconic
Skills Bluff +21, Dungeoneering +23, Insight +23, Perception
+23, Stealth +29, Thievery +29
Str 24 (+21) Dex 30 (+24) Wis 16 (+17)
Con 22 (+20) Int 18 (+18) Cha 14 (+16)
Equipment: arrow x20, falchion, leather armor, longbow

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O1: Death from Above This encounter is unusual in that it takes a convey- 3 Azharul Dominion Ships Level 28 Elite Artillery
ance crewed by low-level sailors and treats it as a Gargantuan natural animate (construct) XP 26,000 each
Initiative +24 Senses Perception +19
Encounter Level 29 (78,000 XP) creature for the purposes of combat. Doing so is both
Hissing Corona (Lightning) aura 4; any creature that enters
easier and more satisfying than slaughtering dozens the aura or starts its turn there takes 10 lightning damage.
Setup of minions in cramped ship quarters. It requires a HP 394; Bloodied 197
3 Azharul dominion ships (D) certain mental flexibility on everyone’s part to accept AC 40; Fortitude 40, Reflex 42, Will 38
Immune thunder; immune poison, disease, psychic,
the abstraction that ships can be treated as creatures.
This encounter serves as something of a warm-up charm, fear (melee and ranged only; see Collective
The dominion ships’ collective operation and crew Operation below)
for the PCs, and it presents them with an unusual
suppression abilities should cover most common Saving Throws +2
foe: flying war galleys that function like individual Speed fly 10 (hover)
interactions between the characters and the crew
creatures. Action Points 1
directly, but let your common sense—and your sense m Dragonborn Marines on Deck (minor 1/round, at-will) F
When the characters are a quarter-mile from the of fun—rule the day. Weapon
entrance to the Caverns of Fiery Splendor, read: Your descriptions of the battle are key to making +33 vs. AC; 3d8 + 6 damage.
r Thunder-Echo Projectors (standard, at-will) F Thunder
Emerging from the twilight skies above you are three sailing the encounter work. As you describe each hit, con-
Ranged 20/40; +35 vs. AC; 3d6 + 10 thunder damage.
ships. Lightning coruscates around their hulls. Each one sider whether it makes more sense for the “damage” Effect: The thunder projector makes a secondary attack
has a bulbous projector of some sort on its prow, just below to be depicted as against the crew or the ship itself. against every other creature within 5 squares of the
where its figurehead would be. They swoop toward you, and primary target, originating the attack from the primary
An archer launching volleys of arrows upward? You
target: ranged 10; +33 vs. Reflex; 2d8 + 10 thunder
you can make out sailors—dragonborn, perhaps?—manning might say, “one of your arrows hits a dragonborn damage.
ballistae on the deck. holding a map—perhaps a navigator—and he falls Collective Operation
screaming to his doom.” A Black Fire attack from the The dominion ship is operated by multiple dragonborn
Perception Check crew, and attacking or controlling them individually
wizard, on the other hand, might be described as “the
DC 25: There is no doubt that the sailors are doesn’t hamper the ship. The ship is subject to close and
hull is deeply scorched by your magic, and much of area attacks normally, but ranged and melee attacks with
dragonborn.
the rigging catches ablaze.” the poison, disease, psychic, charm, or fear keywords don’t
Religion Check harm the dominion ship.

DC 30: These are Azharul dominion ships—elite Tactics Crew Suppression


A creature adjacent to the dominion ship can spend a
guardians of Tiamat’s part of Tytherion. The dominion ships’ captains are not subtle. They standard action to attack the visible crew members. They
prefer to simply hover over their enemies and bom- don’t fight back; such an “attack” automatically succeeds.
It does no damage but leaves the dominion ship unable
bard them with the thunder-echo projector. If the
to make its melee attack (save ends). If the same creature
heroes fly up and engage a dominion ship in melee, performs the crew suppression attack three rounds in a
the other dominion ships move far away (at least row, the thunder-echo projectors are likewise unable to
20 squares and maybe the full 40) and attack the attack (save ends).
Alignment Evil Languages Draconic (crew)
melee combatants with their projectors. The ships Str 27 (+22) Dex 30 (+24) Wis 20 (+19)
are immune to thunder damage, so they don’t need to Con 23 (+20) Int 14 (+16) Cha 22 (+20)
worry about friendly fire.

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Last Breath of the Dragon Queen

Crenellated Walls: Provide cover, except from Perception Check


dominion ships overhead and less than 5 squares DC 23: The muttering is a low female voice. You can’t
away horizontally. Like the towers, the walls are vul- make out words but it sounds angry.
nerable to the thunder-echo projector. Each square of DC 33 (and hero speaks Draconic): You can
wall crumbles and collapses when it takes 25 thunder make out bits of speech in Draconic. You hear the voice
damage. This doesn’t damage adjacent creatures, but say, “You’ve crossed me for the last time, mortal . . .”
it eliminates the cover and renders that square diffi- A few minutes later, you hear “call it an alliance of
cult terrain. convenience . . . ” and “ . . . think of the current disorder
Cliffs: 30 feet high; Athletics DC 25 to climb. as an opportunity . . . ”
Crater: Difficult terrain inside the crater. The
craters provide cover, except from dominion ships Arcana Check
overhead and less than 5 squares away horizontally. DC 23: It’s clear that a powerful Forbiddance ritual—
Dragon Carcass: Difficult terrain. one more powerful than mortals can accomplish—covers
most of this chamber.
Fountain Chamber
The Trap
When the characters reach the entrance to Tiamat’s The dragon-eye disintegrator beams intentionally go
Lair, Berath goes no further, wishes them well with far beyond an ordinary trap—even an ordinary trap
tears in his eyes, and disappears. Theel slithers for 30th-level characters. Its intent is simple: render
forward and leads the characters about a quarter- any PC it hits incapable of a sustained battle after-
mile down a wide, winding tunnel to the fountain ward without significant aid, so that the characters
chamber. don’t entirely bypass the rest of the adventure and
You find yourself at the bottom of a tall chamber lit by a tackle Tiamat straightaway. They can do so if they
perpetual geyser of magma that streams upward several wish, of course, but they’ll go into battle battered
and bruised. Especially if Theel or one of the brood
Features of the Area hundred feet. At its top is a metallic platform, floating near
mothers explains it, the characters will realize they
the roof of the chamber but not touching the sides—almost
Illumination: This cavern has only the illumina- need to defeat all five brood mothers to ascend to
as if it is buoyed and held aloft by the magma fountain.
tion the PCs bring with them. Tiamat’s platform.
Around the chamber are five immense dragons, each as
Towers: These provide superior cover, but they Nor can the disintegrators be evaded or over-
large as a barn, carved in relief along the lower perimeter of
automatically take damage whenever someone within whelmed. They pierce the magma fountain and strike
the chamber. Each has open jaws that serve as a doorway to
5 squares gets hit with a thunder-echo projector. They heroes on the other side, and they shoot quickly
a tunnel sloping downward. The eyes of each dragon glow,
collapse when they’ve taken 50 damage, dealing 5d10 enough to attack every character who ascends,
casting soft beams of light that dance across the chamber
damage to anyone inside them. Those squares are whether it’s one or many.
walls like searchlights in the night sky.
then filled with rubble and count as difficult terrain. The disintegrator beams take magic from the
brood queens, but they do so in a manner more like
hydraulics than electrical circuitry. Shutting down

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Last Breath of the Dragon Queen

just some of the dragon heads (by killing the relevant and other allies that she’ll ignore shouts, threats, and
brood queen) doesn’t diminish the potency of the insults from the characters. If the heroes get clever
disintegrators. There’s just as much magic, even if it’s and send some sort of message skyward, Tiamat oblit-
going through fewer apertures. The PCs must disable erates it, cackles, and continues her rebuilding efforts.
all five dragon heads to shut down the disintegrators. Only the actual presence of enemies on the platform
If the characters aren’t getting it, deal the damage gets her attention.
from the disintegrators and let them fight Tiamat for
Dragon-Eye Disintegrator Beams Level 30 Solo Blaster
a while on the platform. Characters might die as a
Hazard 95,000 XP
result, but 30th-level characters have the means to
A white spotlight-beam emerges from the eyes of each dragon,
resurrect themselves. Think of that early battle as an transfixing each flying creature in the room.
appetizer. Heroes who’ve been abused by the disinte- Hazard: Every creature who moves higher than 10 feet above
grators and then Tiamat will certainly try their luck the floor of the fountain chamber gets hit by disintegrator
with the brood mothers at that point, and they’ll be beams.
Perception
scheming payback tactics the whole time. That’s satis- F No check is required to see the glowing eyes on each
fying drama for you. dragon-head entrance.
Arcana
The Forbiddance Ward F DC 30: The eye-beams will disintegrate anything that flies
upward toward Tiamat’s platform.
Tiamat has cast the Forbiddance ritual (at her level, F DC 35: Tampering with the eye-beams may trigger them,
35th) so it covers the entire chamber except for the but they draw energy from a powerful life-force beyond the
bottom 10 feet. She wanted her followers to be able dragon-doors.
Trigger
to teleport to her vicinity, after all. Any attempt to When a creature moves into or starts its turn in a square
scry on Tiamat fails, and any attempt to teleport into more than 10 feet above the floor.
the chamber results in the creature appearing on the Attack
Opportunity Action Ranged 150
chamber’s floor.
Target: Every creature in range within the forbiddance zone
Once PCs are within the forbiddance zone, they other than Tiamat.
can teleport within it. Only teleporting from outside Attack: +40 vs. Reflex
the zone is prohibited. Characters can climb the Hit: 10d10 + 100 damage and 3d6 healing surges. A creature
reduced to 0 hit points by the disintegrator’s damage is
walls or f ly up 10 feet, suffer a barrage from the dis- destroyed; it has been reduced to a pile of fine gray dust.
integrators, then teleport the rest of the way if they Countermeasures
have the means. F Killing all five brood mothers disables the disintegrator
beams.
Getting Tiamat’s Attention F Four successes at a DC 40 Arcana or Thievery check disables
one dragon-head disintegrator, but each attempt, successful
Tiamat is a goddess, she’s not entirely herself at the or not, triggers the beams against every creature in the
moment, and she’s desperately trying to reestablish chamber except Tiamat, including those on the ground.

some sort of organization among her followers. She’s


so busy contacting her high priests, powerful dragons,

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Last Breath of the Dragon Queen

G1: Audience Chamber Tactics the floor. If it reaches the end of the path while the
battle is still raging, you have a choice. You can have
Only Quanathrik is visible at the start of the fight. In
Encounter Level 30 (103,000 XP) it wink out of existence entirely, or blink back to the
the first round, he moves into the mosaic area and
start of the path, or reverse direction . . . or you can
says, “Behold the shard of annihilation!” The shard
Setup appears at the end of that round (initiative 0) and
have it break free from its path and make a beeline for
Quanathrik, exarch of Tiamat (Q) the nearest creature, something it’s never done before
starts working its way along its path. (Be sure Qua-
1 dread wraith assassin (D) and a great surprise to Quanathrik. Let your sense of
nathrik is not in a spot where he could be hit by the
Shard of annihilation trap pacing and drama decide which is right for you.
shard’s first move.)
Tiamat’s advisors and occasionally the Dragon Queen The shard of annihilation is part of the fun for this Dread Wraith Assassin Level 31 Lurker
herself would hold formal audiences with visiting encounter, so try to keep either Quanathrik or the Large shadow humanoid (undead) XP 23,000
dignitaries in this chamber. It was also home to cere- dread wraith assassin near the mosaic at all times, Initiative +28 Senses Perception +21; darkvision

Shroud of Night (Necrotic) aura 5; bright light in the aura is
monies where Tiamat would anoint a new champion, even if it would make tactical sense for them to both
reduced to dim light, and dim light becomes darkness.

consort, or exarch. Traitors to Tiamat’s cause were retreat to the balconies. Both need not be there, but at HP 206; Bloodied 103

often chained to the center of the mosaic, then pub- least one of them should be. Regeneration 20 (if the dread wraith lord takes radiant
Quanathrik: Quanathrik is built on an ancient damage, regeneration is negated until the end of the
licly executed with the shard of annihilation.
wraith’s next turn)
blue dragon chassis, and in this adventure you’ll get AC 45; Fortitude 41, Reflex 43, Will 43

When the characters reach the entrance to the plenty of practice running powerful dragons. The Immune disease, fear, poison; Resist 30 necrotic,
chamber, read: interesting aspect of the monster is flipping back insubstantial; Vulnerable 20 radiant (see also regeneration)
Speed fly 10 (hover); phasing
This richly appointed room has a mosaic done in black and forth between gargantuan dragon and medium
m Dread Blade (standard, at-will) F Necrotic
pearl winding a serpentine pattern across the white marble creature. Time the “big reveal”—Quanathrik becom- Reach 2; +34 vs. Reflex; 2d10 + 10 necrotic damage, and
floor. To the right and left are balconies—one with pews ing a full-fledged dragon—for maximum impact. In the target is weakened (save ends).
and the other a bare platform. There are two sets of double dragonborn form, Quanathrik can hurl lightning C Death Shriek (when reduced to 0 hit points) F Psychic
Close blast 3; targets enemies; +32 vs. Will; 4d8 + 10
doors at the far end of the room and a dais in the center that and teleport away every round, and that’s reasonable psychic damage, and the target is dazed (save ends). Miss:
glitters with gold and platinum coins scattered across it. danger output, especially if he’s biding his time while Half damage.
A dragonborn in finely embroidered purple robes stands his breath weapon recharges. Combat Advantage F Necrotic
The dread wraith assassin deals 4d6 extra necrotic damage
at the far end of the mosaic, just at the edge of the dais. In dragon form, Quanathrik has a push along with
against any target it has combat advantage against.
his gore attack—just the thing for pushing heroes into Shadow Glide (move; encounter)
Perception Check
the shard of annihilation. The dread wraith assassin shifts 6 squares.
DC 23: There has to be a small fortune in coins on that Spawn Wraith
Dread Wraith Assassin: In about the third
dais—thousands of coins. Any humanoid killed by a dread wraith assassin rises
round, Quanathrik cries out, “Servant of the Raven as a free-willed dread wraith at the start of its creator’s
This encounter builds slowly. At first there’s just Qua- Queen, we call out to you. Honor the gift your mis- next turn, appearing in the space where it died (or in the
nathrik in his dragonborn form. In the second round, tress gave!” This brings the dread wraith assassin into nearest unoccupied space). Raising the slain creature
(using the Raise Dead ritual) does not destroy the
the shard of annihilation will start moving along the play. With Stealth +29, you need only dim the lights a
spawned wraith.
mosaic. In the third and fourth rounds, the dread little at first. Have the dread wraith go after PCs who Alignment Chaotic Evil Languages Common
wraith assassin will reveal itself and the characters are trying to stay away from Quanathrik. Skills Stealth +29

Shard of Annihilation: As described in the trap Str 24 (+22) Dex 28 (+24) Wis 12 (+16)
will realize that Quanathrik is more than just a drag-
Con 20 (+20) Int 14 (+17) Cha 28 (+24)
onborn in a fancy robe. section below, the shard follows the mosaic path on

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Last Breath of the Dragon Queen

Features of the Area


Illumination: This cavern has only the illumina-
tion the characters bring with them.
Ceiling: The ceiling of the cavern is 40 feet high,
placing it 20 feet above the balconies.
Northwest Alcove: These double doors are
barred on the inside, which should give the players
pause. If unbarred and opened, the door releases a
cascade of gems—the room was full to the brim with
them. Any character standing in the 12 squares
immediately between the doors and the dais is
harmlessly knocked prone. The gems, which are pre-
dominantly rubies, emeralds, diamonds, sapphires,
and black pearls, are collectively worth 5 million gp.
It will take one person 45 minutes to gather them
up. See the treasure section at the beginning of the
adventure for an explanation of this adventure’s
unusual treasure placement.
Dais: This platform is covered with treasure, spe-
cifically 500,000 gp in equal portions of gold, silver,
and platinum, plus treasure parcels A and F. The
entire platform is difficult terrain.
Statues: The statues have no special effect. They
are 10 feet tall and can be scaled with a DC 15 Ath-
letics check.
Floor Mosaic: The mosaic is inlaid gems. The
sphere of annihilation follows its path. Other than
that, the mosaic has no effect. The gems can’t be pried
from the floor without ruining them.

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Last Breath of the Dragon Queen

Quanathrik, Exarch of Tiamat Level 28 Solo Artillery R Breath Weapon (standard, recharge ⚄ ⚅) F Lightning Shard of Annihilation Level 29 Lurker
Gargantuan natural magical beast (dragon) XP 65,000 The dragon targets up to three creatures with its lightning Hazard XP 15,000
Initiative +18 breath; the first target must be within 20 squares of the A shard of impenetrable blackness floats along a path in-
Senses Perception +23; darkvision dragon, the second target within 10 squares of the first, scribed on the floor, leaving black motes of energy in its wake.
HP 1,290; Bloodied 645 and the third target within 10 squares of the second; +34
AC 42; Fortitude 46, Reflex 40, Will 40 Hazard: The shard of pure blackness fills one square but
vs. Reflex; 3d12 + 22 lightning damage. Miss: Half damage.
Resist 30 lightning doesn’t provide cover or block movement.
This attack does not provoke opportunity attacks.
Saving Throws +5 Perception
R Hurl Lightning (standard, available only in dragonborn form)
Speed 10, fly 12 (hover) F No check is required to see the shard.
F Lightning
Action Points 2 Arcana
Ranged 20; +34 vs. Reflex; 2d12 + 22 lightning damage.
m Gore (standard, at-will) F Lightning F DC 34: The character recognizes the shard’s nature and
This attack does not provoke opportunity attacks.
Reach 4; +34 vs. AC; 2d8 + 10 plus 2d6 lightning damage, that it’s similar to a sphere of annihilation.
C Frightful Presence (standard, encounter) F Fear
and the target is pushed 3 squares and knocked prone. Trigger
Close burst 10; targets enemies; +34 vs. Will; the target is
m Claw (standard, at-will) When a creature enters any of the squares covered by the
stunned until the end of the dragon’s next turn. Aftereffect:
Reach 4; +32 vs. AC; 2d6 + 10 damage. mosaic, the shard appears at initiative point 0 that round.
The target takes a -2 penalty to attack rolls (save ends).
M Draconic Fury (standard, at-will) Every round it moves 1d6 + 4 squares, attacking everyone
C Thunderclap (standard, at-will) F Thunder
The dragon makes a gore attack and two claw attacks. whose space it enters.
Close burst 3; +34 vs. Fortitude; 2d10 + 8 thunder damage,
M Lightning Reformation (move, available whenever breath Attack
and the target is stunned until the end of the blue dragon’s
weapon isn’t available) F Teleportation, Polymorph Opportunity Action Melee 0
next turn. Critical Hit: As above, except that the target is
The dragon teleports up to 12 squares and takes the form Target: One creature
stunned (save ends).
of a medium dragonborn. He can regain his gargantuan Attack: +32 vs. Fortitude
A Lightning Burst (standard, at-will) F Lightning
dragon form as a minor action. While in dragonborn form, Hit: 6d6 + 10 damage and ongoing 15 damage (save ends). A
Area burst 4 within 20; +34 vs. Reflex; 5d6 + 8 lightning
he cannot use his breath weapon, frightful presence, or creature reduced to 0 hit points by the shard’s damage is
damage. Miss: Half damage.
thunderclap, and his gore and claw attacks become destroyed, reduced to a pile of fine gray dust.
Alignment Evil Languages Common, Draconic
Reach 1. Countermeasures
Skills Arcana +22, Athletics +34, Diplomacy +22, Insight +23,
F Destroying or disenchanting the mosaic is the only way to
Nature +23, Religion +23
destroy the shard. Any square will suffice; they’re all AC 38,
Str 31 (+24) Dex 19 (+18) Wis 18 (+18)
other defenses 35, hp 200; resist 15 all.
Con 26 (+22) Int 17 (+17) Cha 17 (+17)

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Last Breath of the Dragon Queen

G2: Red Brood- Tactics the secondary attack negates fire resistance for the
rest of the encounter.
As with all brood mothers, emphasize the dragon’s
Mother’s Lair massive belly and use the underbelly crush whenever
Frightful presence is most effective when it’s used
early—especially because stunned characters can’t
Encounter Level 30 (110,000 XP) you can because it isolates a PC. Also, don’t forget
move away from the magma geysers. But wait a round
the dragon’s fire aura, which deals a lot of automatic
Setup damage and will almost always give it concealment
or two if it looks like the heroes will move closer to
1 red brood mother (R) the magma and closer to the dragon. Let them come
against ranged attacks.
Magma geyser trap (M) to you, in other words.
Red Dragon: The standard dragon strategy (use
Don’t be afraid to leave a flank apparently
This chamber, one of five like it, is where the red breath weapon as often as you can, then move and
unguarded or even to practically entice a rogue into
brood mother keeps her lair, laying eggs for Tiamat as melee to try to gather the characters together while
moving into a flanking position. As soon as a PC takes
fast as she can. breath weapon recharges) works well here. Use the
the bait, use tail strike to push them into the magma
breath weapon whenever you can, remembering that
When the heroes reach the entrance to the for their temerity.
chamber, read:
The entire chamber glows with a crimson light, and the Red Brood Mother Level 30 Solo Soldier sight and line of effect only to the brood mother, and no
Gargantuan natural magical beast (dragon) XP 95,000 creatures have line of sight or line of effect to it. A creature
reason is obvious: the floor of the chamber is a roiling sea that escapes the grab is no longer underneath the brood
Initiative +24 Senses Perception +26; darkvision
of magma. Three islands rise from the magma, and on the Inferno (Fire) aura 5; creatures that enter or start their turns mother and no longer restrained; the character shifts to the
furthest isle is a gargantuan red dragon. in the aura take 20 fire damage. Creatures in the aura have nearest square that is not part of the brood mother’s space.
concealment against ranged attacks. If the brood mother moves so that it no longer occupies the
It’s hard to tell at first because of the waves of heat
HP 1,390; Bloodied 695 grabbed character’s space, then the character is no longer
distorting your vision, but when the dragon shifts, you see AC 48; Fortitude 48, Reflex 43, Will 42 grabbed or restrained. Sustain Minor: The brood mother
its massive, distended belly, made lumpy with ovoid shapes Resist 40 fire sustains the grab, and the target takes 20 damage plus 10
underneath the skin. Other parts of the body are as sleek as Saving Throws +5 fire damage.
Speed 12, fly 12 (hover) R Breath Weapon (standard, recharge 5 6 ) F Fire
any dragon, but the belly makes this dragon look massively
Action Points 2 Close blast 5; +35 vs. Reflex; 4d12 + 10 fire damage, and
obese—or pregnant. m Bite (standard, at-will) F Fire the red dragon makes a secondary attack against the same
Reach 4; +37 vs. AC; 2d12 + 12 damage, plus 6d6 fire target.
Perception Check damage. Secondary Attack
DC 33: The magma is bubbling near the edges. m Claw (standard, at-will) +33 vs. Fortitude; the target’s fire resistance is negated
Dungeoneering Check Reach 4; +37 vs. AC; 2d12 + 12 damage. until the end of the encounter.
M Double Attack (standard, at-will) Miss: Half damage, and no secondary attack.
DC 28: The bubbles in the magma could be a geyser of
The dragon makes two claw attacks. Bloodied Breath (free, when first bloodied, encounter) F Fire
magma that will erupt after the slightest vibration nearby. M Tail Strike (immediate reaction, when an enemy moves to a The dragon’s breath weapon recharges, and the dragon uses
position where it flanks the red dragon, at-will) it immediately.
The magma geyser should be something of a surprise,
The dragon attacks the enemy with its tail: reach 4; +35 vs. Frightful Presence (standard, encounter) F Fear
but the players already know that magma is danger- Reflex; 4d10 + 12 damage, and the target is pushed Close burst 10; targets enemies; +35 vs. Will; the target is
ous and they may be warded against fire damage in 3 squares. stunned until the end of the dragon’s next turn. Aftereffect:
M Underbelly Crush (standard, at-will) The target takes a -2 penalty to attack rolls (save ends).
any case. Of the brood mothers, the red one is the
Targets an adjacent creature; +30 vs. Reflex; 1d12 +10 Alignment Evil Languages Common, Draconic
most dangerous. Next to Tiamat herself, this is the damage, and a Large or smaller target is grabbed, pulled 1 Skills Bluff +24, Insight +26, Intimidate +29
toughest dragon fight in the whole adventure. square into the dragon’s space, and restrained. A creature Str 34 (+27) Dex 25 (+22) Wis 22 (+21)
trapped underneath the brood mother’s bulk has line of Con 30 (+25) Int 18 (+19) Cha 19 (+19)

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Last Breath of the Dragon Queen

Magma Geyser
Hazard
Level 29 Blaster
XP 15.000
Talking to
A geyser of super-heated, acidic liquid explodes from the
the Brood Mother
ground. As she fights, the brood mother is willing to talk,
Hazard: The geyser becomes active when triggered. Thereafter, especially to taunt and scold the characters. Early in
it attacks every round on its initiative. the battle, she’ll say, “You cannot dare to oppose me—
Perception
me, who carries the Dragon Queen’s heirs!” This may
F DC 33: The character notices the bubbling before moving
within 6 squares of it. be the characters’ first hint about Tiamat’s breeding
Dungeoneering plan. The brood mother has no particular interest in
F DC 28: The character recognizes the danger of magma keeping her role secret—in fact she’s proud to serve
geysers before moving within 6 squares of it.
Initiative +3 as a surrogate mother for Tiamat. If the heroes ques-
Trigger tion whether the plan is working—because it isn’t—the
The geyser rolls initiative when one or more characters brood mother will fly into a rage and thereafter only
move within 4 squares of any magma space in the room.
roar at the PCs, not converse with them.
Each round on its initiative, it attacks. A particular geyser
goes dormant if it misses everyone or if there’s no one
in the burst to hit. It’s possible for characters to trigger Features of the Area
multiple geysers. They all act on the same initiative, but Illumination: The magma lights the room with
they might go dormant at different times. If all go dormant,
roll a new initiative if another is activated.
an eerie red-orange glow.
Attack Ceiling: The ceiling of the cavern is 30 feet high.
Standard Action Close burst 3 Eggs: There are 15 eggs here. About half are inert,
Targets Creatures in burst
but the other half will hatch red dragon wyrmlings in
Attack: +32 vs. Reflex
Hit: 2d8 + 10 fire damage and followup. 1d6 months.
Followup: +32 vs. Fortitude Treasure: Buried in a shallow trench near the
Hit: Ongoing 15 fire damage and blinded (save ends). eggs are 200 adamantine ingots worth 2,000 gp each
Miss: Half damage.
Countermeasures
and weighing 50 pounds each.
F Acrobatics DC 28: A character in the burst can minimize Magma: In addition to the geysers (described in
the damage of the geyser with a successful check made as the hazard box below), the magma itself can be lethal
an immediate interrupt before the geyser’s attack. With
to characters who are immersed in it. Treat it like
a successful check, the character takes half damage if the
geyser hits and no damage if it misses. water (in that characters must swim their way out of
it), but entering the magma or starting your turn in
the magma deals 5d10 fire damage.

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G3: Dragonborn What makes this encounter sing is the interaction to lure the PCs around and among the blocks. Don’t
between monsters and the trap. Clever heroes will forget the extra damage from no remorse—the char-
Honor Guard figure out the pattern of the moving stone blocks and acters can go prone from the champions’ secondary
can put it to work against the dragonborn. Naturally, attack, from the annihilator’s punishing strike or sweep-
Encounter Level 30 (148,000 XP) the dragonborn will be trying to do the same thing to ing assault, or because they made a saving throw to
the characters. avoid being caught in the rising and falling blocks.
Setup
1 dragonborn annihilator (D) Tactics
3 champions of Tiamat, dragonguard dragon The dragonborn annihilator is no
born champions (T) pushover, but the real threat is the
Rising and falling block trap rising and falling blocks. The more
Most of Tiamat’s allies have deserted her, but a rem- that PCs and monsters alike interact
nant of her dragonborn honor guard remains. They with them, the more exciting the
lie in wait in this chamber, ready to defend both the battle will be. Don’t be shy about
green brood mother and one of their ancestors—a letting a champion of Tiamat get
dragonborn who clings to unlife as a vampire (found pulped by a block if that’s what it
in encounter G4). takes to demonstrate the risk.
Dragonborn Annihilator:
When the characters reach the entrance to the
­Punishing strike will kill characters
chamber, read:
in this room—and as soon as the first
This room’s basalt walls have ornate runic carvings in character gets pushed into the fall-
several languages, each inlaid with a precious metal like ing block area, all the players at your
gold, silver, or orium. Several languages are represented, table will sit up and take notice. Both
and it’s a mix of outdated wards against intrusion and punishing strike and sweeping assault set
imprecations against Bahamut and other enemies of the up the annihilator and the champions
Dragon Queen. for extra damage from no remorse.
But what immediately catches your attention is the floor. You have powerful resistance from
It’s covered in silver and gold coins—deep enough that you chromatic boon, but don’t use it until
need to dig your toe in to see the black marble underneath. you’ve taken a given damage type
Perception Check twice, because it’s a choice you get to
DC 28: Slight vibrations in the center walls (actually make only once.
the blocks) suggest that they might be poised to move. Champion of Tiamat: It won’t be
Arcana Check apparent to the heroes right away, but
DC 33: The air is full of tremendous magical residue— the champions of Tiamat aren’t much of
kinetic energy of some sort. a challenge. They are durable, however, so
they’ll stick around for a while. Use them

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Last Breath of the Dragon Queen

3 Champions of Tiamat, Level 26 Elite Soldier


Dragonguard Dragonborn Champion
Features of the Area
Medium natural humanoid, dragonborn XP 18,000 each Illumination: This cavern has only the illumina-
Initiative +20 Senses Perception +16 tion the characters bring with them.
HP 470; Bloodied 235
AC 44; Fortitude 44, Reflex 42, Will 43
Ceiling: The ceiling of the cavern is 30 feet high.
Resist 36 acid, 36 cold, 36 fire, 36 lightning, 36 poison Remember that there are 30-foot high alcoves above
Saving Throws +2 each block section where the blocks fit in the “up”
Speed 5, fly 8 (clumsy)
position.
Action Points 1
m Bastard Sword (standard, at-will) F Weapon Rising and Falling Blocks: Described in the trap
+31 vs. AC (+32 while bloodied); 2d10 + 9 damage, and section below.
the dragonborn champion makes a secondary attack Coins on Floor: Each square has 2,000 gp (in an
against the same target.
Secondary Attack
equal mix of gold and silver) in it, and it takes some-
+29 vs. Fortitude (+30 while bloodied); the target is one 5 minutes to pick them all up. To save you from
stunned until the end of the dragonborn champion’s next counting, there are 136 squares with coins on them.
turn and knocked prone.
M Dragonguard’s Protection (immediate interrupt, when an
enemy adjacent to the dragonguard attacks its dragon
patron, at-will)
The dragonguard makes a basic attack against the attacker.
C Furious Blade (free, when first bloodied, encounter) F
Weapon
Requires bastard sword; close burst 1; targets enemies;
+32 vs. AC (includes the bonus for dragonborn fury); 2d10
+ 9 damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls while
bloodied.
No Remorse
The dragonborn champion deals an extra 2d10 damage on
melee attacks against a prone target.
Shake It Off (free; recharge ⚁ ⚂ ⚃ ⚄ ⚅)
The dragonborn champion automatically succeeds on a
saving throw against one effect of its choice.
Alignment Any Languages Common, Draconic
Skills Athletics +23, History +22, Intimidate +26
Str 29 (+22) Dex 20 (+18) Wis 17 (+16)
Con 23 (+19) Int 15 (+15) Cha 22 (+19)
Equipment: bastard sword, heavy shield, plate armor

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Last Breath of the Dragon Queen

Rising and Falling Blocks Level 11 Elite Blaster Countermeasures


Trap XP 1,200 F Thievery DC 28: A character in one of the block areas or
Massive stone blocks rise and fall in shafts near the center of adjacent to it when the block is fully in the chamber (at
the room. step 2) can jam it, thereby preventing further movement.
F Arcana DC 33: Certain carved runes on the blocks can be
Trap: Depending on its position, each area can be a barrier or a defaced, which will send the blocks hurtling into the pits
pit, and creatures can also be squashed under several tons one last time.
of stone.
Perception
F DC 28: Slight vibrations in the walls (actually the blocks)
Dragonborn Annihilator Level 29 Solo Soldier (save ends). The blast creates a zone that lasts until the end
suggest that they might be poised to move.
Medium natural humanoid, dragonborn XP 75,000 of the annihilator’s next turn (sustain minor). Any creature
Arcana
Initiative +26 Senses Perception +23; darkvision that enters or starts its turn in the zone takes 10 fire
F DC 33: The air is full of tremendous magical residue—
Tiamat’s Favor (Acid, Cold, Fire, Lightning, or Poison) aura damage.
kinetic energy of some sort.
5; any enemy that starts its turn within the aura takes C Fury of the Dragon (free, when first bloodied, encounter) F
Initiative +4 (roll A, B, and C separately)
20 damage of one of the following types: acid, cold, fire, Acid, Cold, Fire, Lightning, or Poison
Trigger
lightning, or poison. The annihilator chooses which type at Close burst 6; targets enemies; +34 vs. Reflex (+35 while
The trap is triggered by any movement into the room.
the start of its turn. bloodied); 4d10 + 6 damage of one of the following types:
Attack
HP 1,340; Bloodied 670 acid, cold, fire, lightning, or poison.
Standard Action Area All creatures within area
AC 49; Fortitude 44, Reflex 44, Will 45 C Sweeping Assault (standard, recharge ⚃ ⚄ ⚅) F Weapon
A, B, or C (resolved separately)
Saving Throws +5 Requires greatsword; close burst 1; +34 vs. Reflex (+35
Target: Each creature in the area
Speed 7, fly 10 (hover) while bloodied); 2d10 + 10 damage, and the target is
Effect: On the trap’s initiative count, blocks A and C move in
Action Points 2 knocked prone.
the following pattern:
m Greatsword (standard, at-will) F Weapon Chromatic Boon (immediate interrupt, when an enemy attacks
1. up into the ceiling (bottom of the block flush with the
+36 vs. AC; (+37 while bloodied); 3d10 + 10 damage. the annihilator; encounter)
ceiling, top flat against the roof of the opening);
M Dragonborn Wrath (standard, at-will) F Weapon The annihilator gains resist 30 to one of the following
2. down to form walls (bottom and top flush with the
Requires greatsword; the annihilator makes two greatsword damage types until the end of the encounter: acid, cold,
floor and ceiling);
attacks, each against a different target; +34 vs. AC; 3d8 + fire, lightning, or poison.
3. down into the floor (top flush with the floor);
10 damage. Dragonborn Fury (only while bloodied)
4. down to the bottom of the 90-foot pit (top 60 feet
M Punishing Strike (immediate reaction, when an enemy attacks A dragonborn gains a +1 racial bonus to attack rolls while
below the floor);
the annihilator with a melee attack, at-will) F Weapon bloodied.
5. up to floor level (top flush with the floor);
Requires greatsword; the annihilator attacks the triggering No Remorse
6. and so on in an endless cycle.
enemy; +36 vs. AC (+37 while bloodied); 3d10 + 10 The annihilator deals 2d10 extra damage with melee
Block B moves in the same pattern, but it begins with step 3.
damage, and the target is pushed 5 squares and knocked attacks against a prone target.
Creatures on the edge of a block can make a saving throw
prone. Alignment Evil Languages Common, Draconic, Supernal
when the block moves. If they succeed, they can slide to
C Conflagration Breath (standard; sustain minor, encounter) F Skills History +24, Insight +28, Intimidate +32, Religion +27
any unoccupied square beyond the block area and fall
Fire, Zone Str 31 (+24) Dex 30 (+24) Wis 29 (+23)
prone there. Creatures not on the periphery and creatures
Close blast 5; +32 vs. Reflex (+33 while bloodied); 4d10 + Con 28 (+23) Int 26 (+22) Cha 32 (+25)
who fail their saving throws are at the mercy of the blocks.
9 fire damage, and the target takes ongoing 10 fire damage Equipment: greatsword, plate armor
Fall into a pit when the block is up: 9d10 falling damage
Fall into a pit when the block is all the way down: 6d10 falling
damage
Crushed against ceiling: 2d10 + 40 damage.
Crushed against floor: 3d10 + 50 damage.

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G4: Green Brood- the five dragon caves. The brood mother might order 2 Vampire Lords
(Dragonborn)
Level 28 Elite Soldier
the vampires to “guard the Dragon Queen’s eggs at all
Medium natural humanoid (undead) XP 26,000 each
Mother’s Lair costs!” for example. Initiative +25 Senses Perception +19; darkvision
HP 408; Bloodied 204
Encounter Level 30 (109,000 XP) Tactics Regeneration 15 (regeneration does not function while the

Setup The trick in this battle is to play up the log-balancing,


vampire lord is exposed to direct sunlight)
AC 44; Fortitude 42, Reflex 41, Will 40
1 green brood mother (G) which should be easy for some PCs but more dif- Immune disease, poison; Resist 20 necrotic;
2 dragonborn vampire lords (V) ficult for others. It will be tempting for characters to Vulnerable 20 radiant
Saving Throws +2
stay put rather than move, but the brood mother can
Centuries ago (before she became part of Tiamat’s Speed 8, climb 4 (spider climb)
punish that tactic with her tail sweep. Action Points 1
breeding scheme), the green brood mother dallied Brood Mother: You want to force movement on m Broadsword (standard, at-will) F Weapon
with two dragonborn champions of Tiamat. She the characters and deny them the ability to move for +35 vs. AC; 3d10 + 5 damage.
couldn’t bear to lose them to old age, so she arranged M Double Strike (standard, at-will) F Weapon
themselves—an “I must move, yet I can’t move” situ- The vampire lord makes two broadsword attacks.
to have them turned into vampires. They wait upon ation. Luring glare leads nicely to underbelly crush, of M Blood Drain (standard; requires combat advantage against
her to this day, both loyal to her and repulsed because course. Beyond that, though, you have an aura that the target, recharges when an adjacent creature becomes
she cursed them so. imposes difficult terrain, challenging terrain (the bloodied) F Healing
+33 vs. Fortitude; 4d12 + 8 damage, the target is
When the heroes reach the entrance to the logs) that affects the heroes but not the monsters, and weakened (save ends), and the vampire lord regains 102
chamber, read: a breath weapon that slows its targets. And don’t forget hit points.
the dragon’s aura, which has the side effect of making R Dominating Gaze (minor, recharge ⚅) F Charm
This room is full of fetid, foul-smelling water upon which Ranged 5; +33 vs. Will; the target is dominated (save ends,
float hundreds of pine tree trunks. At the center of that it impossible for most PCs to shift while near her. with a –2 penalty to the saving throw). Aftereffect: The
floating mass is a green dragon. While it’s gargantuan, its The other key advantage you have is ongoing target is dazed (save ends). The vampire lord can dominate

swollen belly is grotesquely immense, and as you look, you damage from both your breath weapon and your bite. only one creature at a time.
C Breath Weapon (minor, encounter) F Poison
discern curved lumps beneath its belly-scales. Its wings are The longer the battle rages, the more automatic
Close blast 3; +29 vs. Fortitude; 2d10 + 5 poison damage.
spread wide, and on each sits a dragonborn. They seem to damage you’ll deal that way. Mist Form (standard; encounter) F Polymorph
be conversing. Unlike most dragons, in this case you’ll want to The vampire lord becomes insubstantial and gains a fly
save the frightful presence attack until midway through speed of 12, but cannot make attacks. The vampire lord
Perception Check can remain in mist form for up to 1 hour or end the effect
the fight. When you use it, have the vampires blood as a minor action.
DC 23: The water doesn’t look deep—just enough to float drain stunned characters to weaken them and regain Second Wind (standard; encounter) F Healing
the logs. vampire hit points. The vampire lord spends a healing surge and regains
102 hit points. The vampire lord gains a +2 bonus to all
Vampire Lords: If possible, have the vampires
Talking to keep their distance from the brood mother—they’re
defenses until the start of its next turn.
the Brood Mother affected by the lashing tail aura, too. They likewise
Alignment Evil Languages Abyssal, Common
Skills Acrobatics +28, Athletics +29, Intimidate +27
As this battle plays out, both the brood mother and Str 30 (+24) Dex 28 (+23) Wis 20 (+19)
should avoid the brood mother’s breath weapon.
the vampires talk—both with the intruders and with Con 22 (+20) Int 18 (+18) Cha 26 (+22)
They’re immune to the poison, but they’ll still be
each other. What they say (and what the characters Equipment: chain armor, broadsword
slowed. Beyond that, use dominating gaze whenever
say in return) doesn’t change the tenor of the battle,
it’s available and don’t be shy about healing—using
but it’s an opportunity for the players to learn more
second wind, blood drain, or preferably both.
about Tiamat’s breeding scheme and the nature of

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Last Breath of the Dragon Queen

Features of the Area action in that first log square. The brood mother is Eggs: There are 15 eggs here. About half are inert,
big enough to ignore the logs, and the vampires have but the other half will hatch green dragon wyrmlings
Illumination: This cavern has only the illumina-
Acrobatics +28, making a check unnecessary. in 1d6 months.
tion the heroes bring with them.
Water: The water is strongly poisonous; a creature Treasure: Scattered among the eggs are 200 jade
Ceiling: The ceiling of the cavern is 30 feet high.
that drinks the water takes 4d10 + 10 poison damage figurines representing dragonborn soldiers, each
Logs: The logs in this room are floating in water
and ongoing 10 poison damage (save ends, probably worth 3,000 gp. Also present is treasure parcel G.
two to three feet deep. Accordingly, the squares with
when the incautious PC retches the water back up).
logs in them are challenging terrain, requiring a DC
A character who is knocked prone in a water square
28 Acrobatics check when the character tries to enter
may swallow some inadvertently; avoiding this
the first log square each turn. Characters who fail
requires a DC 24 Endurance check. Water squares
the Acrobatics check fall prone and end their move
are difficult terrain.

Green Brood Mother Level 27 Solo Controller M Underbelly Crush (standard, at-will)
Gargantuan natural magical beast (dragon) XP 55,000 Targets an adjacent creature; +30 vs. Reflex; 1d12 +10
Initiative +23 Senses Perception +22; darkvision damage, and a Large or smaller target is grabbed, pulled 1
Lashing Tail aura 2; all creatures other than the dragon treat square into the dragon’s space, and restrained. A creature
the area within the aura as difficult terrain. The dragon trapped underneath the brood mother’s bulk has line of
loses this aura while airborne. sight and line of effect only to the brood mother, and no
HP 1,250; Bloodied 625 creatures have line of sight or line of effect to it. A creature
AC 43; Fortitude 39, Reflex 41, Will 39 that escapes the grab is no longer underneath the brood
Resist 30 poison mother and no longer restrained; the character shifts to the
Saving Throws +5 nearest square that is not part of the brood mother’s space.
Speed 10, fly 14 (hover) If the brood mother moves so that it no longer occupies the
Action Points 2 grabbed character’s space, then the character is no longer
m Bite (standard, at-will) F Poison grabbed or restrained. Sustain Minor: The brood mother
Reach 4; +32 vs. AC; 1d12 + 10 damage, plus ongoing 25 sustains the grab, and the target takes 20 damage plus 10
poison damage (save ends). poison damage.
m Claw (standard, at-will) C Breath Weapon (standard, recharge ⚄ ⚅) F Poison
Reach 4; +32 vs. AC; 1d10 + 10 damage. Close blast 5; +30 vs. Fortitude; 3d10 + 8 poison damage,
M Double Attack (standard, at-will) and the target takes ongoing 15 poison damage and is
The dragon makes two claw attacks. slowed (save ends both). Aftereffect: The target is slowed
M Flyby Attack (standard, recharge ⚄ ⚅) (save ends).
The dragon flies up to 14 squares and makes a bite attack C Bloodied Breath (free, when first bloodied, encounter) F
at any point during the move without provoking an Poison
opportunity attack from the target. The dragon’s breath weapon recharges, and the dragon uses
M Tail Sweep (immediate reaction, if an adjacent enemy does it immediately.
not move on its turn, at-will) C Frightful Presence (standard, at-will) F Fear
+32 vs. Reflex; 2d12 + 10 damage, and the target is Close burst 10; targets enemies; +30 vs. Will; the target is
knocked prone. stunned until the end of the dragon’s next turn. Aftereffect:
R Luring Glare (minor 1/round, at-will) F Charm, Gaze The target takes a -2 penalty to attack rolls (save ends).
Range 10; +30 vs. Will; the target slides 4 squares. Alignment Evil Languages Common, Draconic
Skills Bluff +31, Diplomacy +26, Insight +27, Intimidate +26
Str 24 (+20) Dex 30 (+23) Wis 18 (+17)
Con 26 (+21) Int 18 (+17) Cha 26 (+21)

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Last Breath of the Dragon Queen

G5: Hall of The heroes get to tangle with three very different foes: Terrifying Iron Golem: Running the iron golem
a spell-slinging lich, a golem that acts as a defender, is simple: Mark as many characters as you can with
Vanquished and a deathshrieker that’s mobile even as it reduces cleave, then be alert for opportunities to trigger dazing
the PCs’ ability to maneuver. This battle should feel as fist. Don’t forget that the golem gains a poison aura
Champions if the monsters are employing character-style tactics once it’s bloodied, and both the deathshrieker and the
Encounter Level 30 (114,000 XP) against the heroes. lich are immune to poison.
Deathshrieker: The deathshrieker has an aura
Setup Tactics that slows characters automatically. With f ly 8,
1 deathshrieker (D) This battle is a triangulation challenge for you as the it should be able to run rings around the slowed
1 terrifying iron golem (G) DM; try to keep the iron golem engaged with the heroes. This is also a great way to pin characters in
1 lich castellan wizard (L) characters, the deathshrieker darting in and out of the golem’s noxious fumes. Set yourself up for screams
harm’s way, and the wizard causing trouble from the of the damned as often as possible, but neither the
This room, rarely visited even before Tiamat’s defeat, periphery golem nor the lich are immune to it, so keep them
was intended to honor those who’d given their lives Lich Castellan: Ideally, the lich stays away from out of the burst.
in the Dragon Queen’s service. Tiamat isn’t known for the fight and launches a shadow storm at the heroes
her sense of nostalgia, so the hall is small. One of Tia- Deathshrieker Level 30 Elite Skirmisher
every round, but inevitably the PCs will engage the
Medium shadow humanoid (undead) XP 38,000
mat’s last loyal advisors remains here, contemplating lich in melee. When that happens, the lich responds Initiative +28 Senses Perception +23; darkvision
past victories and more prosperous days while await- with gaze of command. If the gaze doesn’t work or isn’t Despair (Psychic) aura 5; an enemy that starts its turn in the
ing Tiamat’s inevitable resurgence or demise. available, then it uses lich’s disdain, and if that some- aura takes 10 psychic damage and is slowed.
HP 386; Bloodied 193
how fails, it resorts to death touch. Near the midpoint AC 42; Fortitude 42, Reflex 44, Will 42
When the characters reach the entrance to the
of the battle, when combat has settled into a pattern, Immune disease, fear, poison; Resist 30 necrotic,
chamber, read:
the lich will use a lightning storm, which thereafter insubstantial; Vulnerable 15 radiant
This grand chamber features statues of dragons Saving Throws +2
becomes the best place to teleport someone to with
Speed fly 8 (hover)
everywhere, including rampant-pose dragons around the lich’s disdain. The lich will place the lightning storm Action Points 1
room’s edges and three dragons depicted in soaring poses without regard to the position of the golem or the m Slam (standard, at-will) F Necrotic
attached to the ceiling with chains. deathshrieker. It didn’t get to be a lich by ­worrying +35 vs. AC; 2d8 + 10 necrotic damage.
r Scream of Doom (standard, at-will) F Psychic
At the far end of the room is a skeletal figure in robes, over friendly fire incidents. Ranged 20; +33 vs. Will; 3d8 + 10 psychic damage.
flanked by a shadowy undead on one side and an immense It’s easy to forget two small but important aspects C Death Rattle (when the deathshrieker is reduced to 0 hp) F
iron statue on the other. of the lich: its regeneration 15 at the beginning of Necrotic
Close burst 10; +33 vs. Fortitude; 5d12 + 10 necrotic
Perception Check each turn and the free close blast 3 attack it can make
damage, and the target is weakened (save ends).
DC 28: The room smells strongly of chlorine. when it hits with lightning damage. Keep those in C Screams of the Damned (standard, recharge ⚄ ⚅) F
History Check mind. Psychic
Close burst 10; +33 vs. Fortitude; 5d12 + 10 psychic
DC 23: You recognize several of the dragons as terrors damage, and the target is dazed (save ends).
from bygone ages, notorious for their rapacity and cruelty. Alignment Chaotic evil Languages Common

Skills Stealth +31
Str 26 (+23) Dex 32 (+26) Wis 16 (+18)
Con 28 (+24) Int 10 (+15) Cha 27 (+23)

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Terrifying Iron Golem Level 30 Elite Soldier Lich Castellan Wizard Level 30 Elite Controller A Lightning Storm (standard; sustain minor, recharge ⚄ ⚅) F
Large natural animate (construct) XP 38,000 Medium natural humanoid, human (undead) XP 38,000 Lightning, Necrotic, Zone
Initiative +21 Senses Perception +16; darkvision Initiative +21 Senses Perception +27; darkvision Area burst 2 within 20; +32 vs. Fortitude; 3d8 + 10
Noxious Fumes (Poison) aura 2; while the iron golem is HP 556; Bloodied 278; see also indestructible, second wind lightning and necrotic damage. The burst creates a zone
bloodied, each creature that enters the aura or starts its Regeneration 15 (if the lich takes radiant damage, regeneration that lasts until the end of the lich’s next turn. The zone is
turn there takes 10 poison damage. doesn’t function on its next turn) considered difficult terrain. Any creature that starts its turn
HP 552; Bloodied 276 AC 44; Fortitude 42, Reflex 43, Will 41; see also second wind within the zone takes 20 lightning and necrotic damage.
AC 46; Fortitude 46, Reflex 40, Will 38 Immune disease, poison; Resist 15 necrotic The lich can sustain or dismiss the zone as a minor action.
Immune disease, poison, sleep Saving Throws +2 Indestructible
Saving Throws +2 Speed 8 When the lich is reduced to 0 hit points, its body and
Speed 6 (cannot shift) Action Points 1 possessions crumble into dust but the lich is not destroyed.
Action Points 1 m Death Touch (standard, at-will) F Necrotic It reappears (along with its possessions) in 1d10 days within
m Iron Blade (standard, at-will) +34 vs. Reflex; 3d8 + 10 necrotic damage, and the target is 1 square of its phylactery unless the phylactery is also
Reach 2; +37 vs. AC; 3d10 + 7 damage, and the target is immobilized (save ends). found and destroyed. (The lich’s phylactery is hidden in a
marked (save ends). r Lightning Bolt (standard, at-will) F Lightning secret temple in Everlost.)
M Cleave (standard, at-will) Ranged 20; +34 vs. Reflex; 3d8 + 10 lightning damage, and Second Wind (standard; encounter) F Healing
The iron golem makes two iron blade attacks, each against the target slides 3 squares and is dazed (save ends). The lich spends a healing surge and regains 139 hit points.
a different target. r Orb of Shadow (standard, at-will) F Necrotic The lich gains a +2 bonus to all defenses until the start of its
M Dazing Fist (immediate interrupt, when a creature marked by Ranged 20; +34 vs. Fortitude; 3d10 + 6 necrotic damage, next turn.
the iron golem and within its reach moves or shifts, at-will) and the target slides 3 squares and is blinded (save ends). Staff of Storms (free; encounter)
Reach 2; targets the triggering creature; +35 vs. Fortitude; R Shadow Storm (standard, at-will) F Lightning, Necrotic After making an attack that deals lightning damage, the
the target is dazed (save ends). The lich makes lightning bolt and orb of shadow attacks lich deals 3d8 + 10 lightning and thunder damage to every
C Breath Weapon (standard, recharge ⚄ ⚅) F Poison against two different targets. creature in a close blast 3.
Close blast 3; +35 vs. Fortitude; 4d8 + 9 poison damage, R Gaze of Command (minor, recharge ⚄ ⚅) F Gaze, Psychic Alignment Chaotic Evil Languages Abyssal, Common,
and ongoing 10 poison damage (save ends). Ranged 5; +34 vs. Will; 5d10 + 9 psychic damage and the Draconic, Infernal
C Toxic Death (when first bloodied and again when the iron target is dominated (save ends). Skills Arcana +31, History +31, Insight +29
golem drops to 0 hit points) F Poison R Lich’s Disdain (minor, at-will) F Psychic, Teleportation Str 21 (+20) Dex 22 (+21) Wis 25 (+22)
Close burst 3; +35 vs. Fortitude; 4d8 + 6 poison damage, Ranged 5; +34 vs. Reflex; 2d8 + 10 psychic damage, and Con 30 (+25) Int 33 (+26) Cha 28 (+24)
and ongoing 15 poison damage (save ends). the target is teleported 20 feet above any unoccupied space Equipment: staff of storms
Alignment Unaligned Languages - within 20 squares. A creature that falls takes 2d10 damage.
Str 30 (+25) Dex 17 (+18) Wis 13 (+16)
Con 28 (+24) Int 3 (+11) Cha 3 (+11)
Equipment: longsword

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Features of the Area


Illumination: This cavern has only the illumina-
tion the PCs bring with them.
Ceiling: The ceiling of the cavern is 40 feet high.
Columns: They’re solid ivory, inlaid with gold,
and they’re blocking terrain.
Statues: Each statue is encrusted with 10,000 gp
in gems that take 30 minutes to pry off each statue.
Placed at the base of the statues are treasure parcels
C and D.
Suspended Statues: The chains holding up the
statues have 25 hp and defenses of 25. If the chains
are destroyed, the statue falls to the ground, dealing
5d10 + 50 damage to any creature underneath it and
turning all those squares into difficult terrain.

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Last Breath of the Dragon Queen

G6: White Brood- Tactics extra damage with opportunity attacks, it may be
worthwhile to lure the characters into making such
Let your sense of drama and timing determine when
Mother’s Lair to reveal the presence of the deathspitters. Ideally,
moves—by leaving good flanking squares available,
for example.
Encounter Level 30 (120,000 XP) you’ll wait until the heroes think they know what the
The brood mother’s breath weapon is potent both
encounter is all about, then have the undead dragons
because of the damage it does and because it weak-
Setup rise from beneath the water’s surface. If the PCs have
ens those characters it hits. If possible, save frightful
1 white brood mother (W) reached the ramp, all the better.
presence for just before the brood mother is about to
3 dread bonespitters (D) Brood Mother: The brood mother’s aura is quite
be bloodied. This requires both timing and luck, but
Thin ice hazard effective, inhibiting movement and prohibiting most
breath weapon followed by frightful presence followed
shifting nearby and gives her concealment against
Many of the white brood mother’s eggs aren’t hatch- by bloodied breath (triggered by the few heroes that
ranged attacks. Because they probably can’t shift,
ing. Tiamat has suffused the brood mother’s chamber weren’t stunned) can be a devastating string of attacks
melee combatants will move to gain advantageous
with necrotic energy, hoping to create half-alive, half- against the PCs.
combat positions. Because the brood mother does
undead hatchlings. The white brood mother weeps
piteously over her inert eggs but flies into a rage when Ancient White Dragon Level 28 Solo Brute trapped underneath the brood mother’s bulk has line of
Gargantuan natural magical beast (dragon) XP 30,250 sight and line of effect only to the brood mother, and no
anyone threatens them.
Initiative +15 Senses Perception +21; darkvision creatures have line of sight or line of effect to it. A creature

Aura of Winter (Cold) aura 5; a creature that enters or begins that escapes the grab is no longer underneath the brood
When the characters reach the entrance to the
its turn in the aura takes 30 cold damage. The ground is mother and no longer restrained; the character shifts to the
chamber, read: treated as difficult terrain, and creatures flying in the aura nearest square that is not part of the brood mother’s space.
(other than the dragon) move at half speed. Creatures in the If the brood mother moves so that it no longer occupies the
A pool of frigid water sits in front of you. Beyond is a ramp
aura have concealment against ranged attacks. grabbed character’s space, then the character is no longer
of ice that leads up to a plateau upon which squats an HP 1,185; Bloodied 592 grabbed or restrained. Sustain Minor: The brood mother
immensely obese white dragon, its corpulent belly full of AC 42; Fortitude 47, Reflex 41, Will 42 sustains the grab, and the target takes 20 damage plus 10
eggs—each as big as a human. Resist 30 cold cold damage.
Saving Throws +5 C Breath Weapon (standard, recharge ⚄ ⚅) F Cold
Nature Check Speed 9 (ice walk), fly 9 (hover) Close blast 5; +31 vs. Reflex; 8d6 + 11 cold damage, the

Action Points 2 target is slowed and weakened (save ends both), and the
DC 26: Some of the ice on the lower part of the ramp is
m Bite (standard, at-will) F Cold white dragon makes a secondary attack against the target.
dangerously thin. Reach 4; +33 vs. AC; 2d12 + 9 damage, plus 3d12 cold Secondary Attack
Religion Check damage (plus an extra 3d12 cold damage on a successful +31 vs. Fortitude; the target’s cold resistance is negated
DC 33: The very air seems suffused with necrotic energy. opportunity attack). until the end of the encounter.
m Claw (standard, at-will) Bloodied Breath (free, when first bloodied, encounter) F Cold
The thin ice trap is a “gotcha” moment, pure and Reach 4; +33 vs. AC; 2d12 + 9 damage. The dragon’s breath weapon recharges, and the dragon uses
M Dragon’s Fury (standard, at-will) it immediately.
simple. The real surprise happens during the second Frightful Presence (standard, encounter) F Fear
The dragon makes two claw attacks. If the dragon hits a
or third round, when the deathspitters rise from the single target with both claws, it makes a bite attack against Close burst 10; targets enemies; +31 vs. Will; the target is
tainted water and give the characters something more the same target. stunned until the end of the dragon’s next turn. Aftereffect:
M Underbelly Crush (standard, at-will) The target takes a -2 penalty to attack rolls (save ends).
to worry about.
Targets an adjacent creature; +30 vs. Reflex; 1d12 +10 Alignment Evil Languages Common, Draconic

damage, and a Large or smaller target is grabbed, pulled 1 Skills Athletics +29

square into the dragon’s space, and restrained. A creature Str 25 (+19) Dex 17 (+15) Wis 18 (+16)

Con 29 (+21) Int 15 (+14) Cha 15 (+14)

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Last Breath of the Dragon Queen

Dread Bonespitters: These undead dragons ide- Thin Ice Level 25 Obstacle Eggs: There are 15 eggs here. All have dead wyr-
ally use bone shard and bone storm while flying around Hazard XP 7,000 mlings within them.
A slick sheet of ice isn’t as strong as it looks.
the periphery of the chamber, darting in to deliver Ice Plateau: The squares atop the plateau aren’t as
tail slaps only when they have a chance of pushing a Hazard: The thin ice is difficult terrain (like the rest of the ice slippery as the ramp, but they’re still difficult terrain.
on the map), but it also collapses with more than a few
character into the water. The more immobilizing they pounds of weight on it. Ramp: The squares atop the ramp are challenging
can do, the better. The brood mother can more easily Nature terrain, requiring a DC 28 Acrobatics check to nego-
line up targets within the blast of her breath weapon F DC 26: The character identifies the squares of thin ice. tiate. Characters who fail the Acrobatics check fall
Religion
if they’re immobilized. prone and end their move action one square downhill
F DC 33: The character senses the presence of necrotic
energy somewhere below the chamber. from the square where they slipped.
3 Dread Bonespitters (D) Level 29 Artillery Trigger
Huge natural animate (dragon, undead) XP 15,000 each
The ice attacks when a creature enters it.
Initiative +26 Senses Perception +20; darkvision
Attack
HP 210; Bloodied 105
Opportunity Action Melee
AC 43; Fortitude 42, Reflex 43, Will 39
Target: Creature on the ice
Immune disease, poison; Resist 30 necrotic;
Effect: The ice gives way. The creature that triggered the trap
Vulnerable 10 radiant
immediately attempts a saving throw. If it succeeds, that
Speed 10, fly 8
character is prone in any adjacent square not in the thin ice
m Tail Slap (standard, at-will)
area. If the saving throw fails, the creature is dunked into
Reach 3; +34 vs. AC; 2d12 + 10 damage, and the target is
tainted, necrotically-infused water below the ice, taking
pushed 2 squares.
20 poison damage and 20 necrotic damage. At the start of
R Bone Shard (standard, at-will)
every turn in the water, the creature takes an additional 20
Ranged 20; +36 vs. AC; 4d10 + 10 damage, and the target
poison damage and 20 necrotic damage.
is immobilized (save ends).
Countermeasures
C Bone Storm (standard, recharge ⚅) F Teleportation
F Fire damage: If thin ice squares are within the area of any
Close blast 10; +34 vs. AC; 4d10 + 10 damage, and the
fire attack, the ice collapses, even if there was no weight
target is immobilized (save ends). The bonespitter can
upon it.
teleport to any square within the blast’s area. Miss: Half
damage, and the target is not immobilized.
Alignment Unaligned Languages — Features of the Area
Str 28 (+23) Dex 34 (+26) Wis 22 (+20) Illumination: This cavern has only the illumina-
Con 30 (+24) Int 3 (+10) Cha 15 (+16)
tion the heroes bring with them.
Ceiling: The ceiling of the cavern is 30 feet high
Talking to and covered in icicles. They fall at the slightest provo-
the Brood Mother cation. Falling icicles don’t cause any damage, but the
The white brood mother isn’t as enthusiastic a par-
players won’t know that. Describe the smashing ice
ticipant as the other four brood mothers. If her eggs
dramatically for as long as it keeps the players on edge.
are threatened, for example, she’ll shriek, “Destroy
Water: The water is cold (of course), but it’s also
them for all I care! I’m unworthy to carry those eggs!
tainted by both toxins and death-energy, so that it deals
Everything here is taint and death and sorrow!” The
20 necrotic and 20 poison damage to any creature that
characters can easily goad her into a hysterical rage.
enters it or starts its turn in it. Creatures can swim in
This doesn’t have any direct effect on the combat, but
the water normally. It is 15 feet deep at its deepest.
it’s a powerful roleplaying moment.

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G7: Gate Chamber Tactics Other than immediate actions, the runescribed
dracolich uses standard dragon tactics: breath weapon
Dracolich: Unless the characters are doing some-
Encounter Level 30 (93,000 XP) when possible, melee otherwise. The dracolich’s bite is
thing truly unusual, you should get a chance to make
particularly potent against stunned enemies, and with
Setup a mesmerizing glare attack every round. That’s one of
mesmerizing glare, the breath weapon, and frightful pres-
1 runescribed dracolich consort of Tiamat (D)  the most potent powers in your arsenal—and remem-
ence, you have no shortage of ways to stun the PCs. 
Far Realm gate trap  ber, the character that triggered the mesmerizing glare
Far Realm Gate Trap: The dracolich is most
doesn’t necessarily need to be in the blast area. You’re
This room contains several portals that the gate- effective when it has enemies nearby (where it can
also likely to get a chance to get a runescribed retalia-
keeper, a dracolich older than anyone here but use melee attacks, glare at them, breathe on them,
tion, but you can take only one immediate action per
Tiamat, controls to enable Tiamat’s forces to come and and redirect attacks to them). The gate trap should
round. Unless the redirected attack from runescribed
go. Now no one wants to visit Tiamat (either from fear keep characters away from the periphery of the room,
retaliation would be particularly potent, mesmerizing
or because they believe her demise is imminent), so and it also stuns, which sets up the dragon for extra
glare is a more effective choice.
the gatekeeper finds itself with little business. damage from a bite.
When the PCs reach the entrance to the cham-
Runescribed Dracolich, Level 29 Solo Controller C Blackfire (standard, recharge ⚃ ⚄ ⚅) F Fire, Necrotic
ber, read:  Consort of Tiamat Close blast 5; automatic hit; 2d12 + 8 necrotic damage, and
Gargantuan natural magical beast (dragon, undead) X P 75,000
There’s a blue-green swirl of energy in the middle of this ongoing 15 fire damage (save ends).
Initiative +22 Senses Perception +25; darkvision C Breath Weapon (standard, recharge ⚄ ⚅) F Necrotic
chamber, and magic portals of glossy black slate around the HP 1,335; Bloodied 667 The blackfire dracolich breathes a coruscating blast of
periphery. Within the energy field is a skeletal dragon of AC 45; Fortitude 45, Reflex 43, Will 41 necrotic energy: close blast 20; +32 vs. Reflex; 3d12 + 8
immense size, its eyes glowing crimson with hate. Immune disease, fear, poison; Resist 40 necrotic; necrotic damage, and the target is stunned until the end of
Vulnerable 10 radiant the runescribed dracolich’s next turn. Miss: Half damage,
Perception Check Saving Throws +5 and the target is not stunned. Hit or Miss: The target loses
Speed 8, fly 10 (clumsy)
DC 26: There’s a flickering near two of the gates. (Roll any necrotic resistance it has (save ends).
Action Points 2 C Bloodied Breath (immediate reaction, when first bloodied,
1d8 twice and give the heroes advance warning of m Bite (standard, at-will) F Necrotic encounter)
which two maddening gates open first.) Reach 4; +34 vs. AC; 2d10 + 10 damage. Against a stunned The runescribed dracolich’s breath weapon recharges, and
Arcana Check target, this attack deals an extra 4d8 necrotic damage. the runescribed dracolich uses it immediately.
C Mesmerizing Glare (immediate interrupt, when an enemy C Glory of Tiamat (standard, while bloodied, encounter)
DC 33: Runes around the portals indicate that each
makes a melee attack against the dracolich, at-will) F Fear Close burst 5; +33 vs. Will; the target is pushed 3 squares,
gate can be used in a variant of the Planar Portal Close blast 3; +32 vs. Will; the target is stunned until the knocked prone, and dazed (save ends).
ritual, and that a designated gatekeeper can turn end of the dracolich’s next turn. Miss: The target takes a -2 C Frightful Presence (standard, encounter) F Fear
penalty to attack rolls against the dracolich until the end of
them on and off at will. Close burst 20; targets enemies; +32 vs. Will; the target is
the dracolich’s next turn. stunned until the end of the runescribed dracolich’s next
Anticipating interlopers from Tiamat’s rival evil gods, R Runescribed Retaliation (immediate interrupt, when the turn. Aftereffect: The target takes a -2 penalty to attack rolls
runescribed dracolich is targeted by a ranged attack, at-will)
the dracolich has prepared an unpleasant surprise. until the end of the encounter.
The runescribed dracolich makes an attack against the Alignment Evil Languages Draconic
The gates themselves are attuned to particularly attacking creature; +34 vs. Will; on a hit, the runescribed Skills Arcana +24, Endurance +27, History +24, Insight +25,
frightening, maddening parts of the Far Realm— dracolich redirects the attack to a target of its choice within Intimidate +23, Religion +24
places horrifying even to behold from the safety of the 5 squares of it. Str 31 (+24) Dex 26 (+22) Wis 22 (+20)
gate’s other side.  Con 27 (+22) Int 20 (+19) Cha 19 (+18)

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Last Breath of the Dragon Queen

Far Realm Gate


Trap
Level 26 Elite Blaster
XP 45,000
Features of the Area:
The gates flicker open to show horrifying, impossible vistas. Illumination: The magical vortex illuminates this
Trap: Every round, two of the gates (use 1d8 twice to room brightly. 
determine which ones) reveal a passageway to the Far Magical Vortex: While it looks dangerous, it’s just
Realm. Nothing comes through the gate, but those who a visual effect. A DC 26 Arcana check is sufficient to
look at the horrors of the Far Realm put their sanity at risk.
realize that it’s harmless. Because the vortex is trans-
Perception
F DC 29: The character sees a flicker indicating which two lucent and swirls randomly, it provides concealment
gates will open the following round. in the squares it covers.
Arcana Statues: Each statue is made of pure alabaster
F DC 33: The character recognizes the Far Realm and knows
it’s not safe to look at. encrusted with diamonds. They’re worth 100,000 gp
Initiative +8 each, but each one weighs several tons.
Trigger Gates: The gates don’t lead anywhere unless the
The gates open and close at initiative point 0. They attack
dracolich activates them with specific rituals. A DC
anyone standing within 4 squares instantly, and they make
an opportunity attack against anyone moving within 4 33 Arcana check is sufficient to adapt a Planar Portal
squares of them while they’re open. ritual to use one of the gates instead of the usual
Attack circle. During the battle, the dracolich opens gates to
Standard Action      Close blast 4
Target: All creatures in blast
the Far Realm (see the Far Realm Gate trap section). 
Attack: +28 vs. Will Eggshells: If you’re planning on a link to your
Hit: 4d10 + 5 psychic damage and ongoing 5 psychic damage next campaign (as described in the Aftermath section
and stunned (save ends both). This is a fear effect.
of this adventure), then mention that some eggshells
    Aftereffect: Dazed (save ends).
Countermeasures are scattered at the base of one of the gates.
F Thievery DC 37: A character can engage in a skill challenge
to shut down a gate. Complexity 1 (4 successes before 3
failures). Success causes that gate to stay dark even when
it would be randomly triggered. Failure causes the gate
to explode (close burst 8, 4d10 + 5 radiant damage and
stunned (save ends) to all creatures in burst). The third
failure sucks the character into the Far Realm, where he
remains until someone rescues him—an adventure in its
own right.
F A character can attack the gate framework (AC 33, other
defenses 29; hp 100; resist 15 all). When reduced to 0 hit
points, the gate explodes in a close burst 8, as above.

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Last Breath of the Dragon Queen

G8: Black Brood- Tactics Death Strangler Vines Level 28 Blaster


Trap XP 13,000
The brood mother begins by wallowing in the trench
Mother’s Lair in the middle of the chamber. Once characters get
The vines lash out at anything that approaches.
Trap: When the trap is triggered, the vines grab intruders, hold
Encounter Level 30 (101,000 XP) stuck in the vines, she won’t stay there long.
them in place, and slowly squeeze the life out of them.
Brood Mother: Of all the brood mothers in this Perception
Setup adventure, the black brood mother gains the most by F DC 28: Just before a character enters the area with the
staying mobile. She’s too large for the death strangler vines, the vegetation twitches and slithers forward slightly.
1 Black Brood Mother (B) Nature
Death strangler vines vines to affect her, so she’s happy to stand amid the F DC 33: The character recognizes the distinctive leaves of
vines and use vitriolic spray and her breath weapon death strangler vines and knows what they’re capable of.
The black brood mother had the largest cache of eggs, until the characters come to her. Once they get stuck Trigger
but so far she’s hatched only ordinary wyrmlings When a Huge or smaller enemy enters a square with vines,
in the vines, she flies off to somewhere else and
they animate and attack that creature with the following
from them. repeats the process. attack, but as an immediate reaction instead of a standard
When the PCs reach the entrance to the cham- Remember that the brood mother has an immedi- action. Then roll for the vines’ initiative. They act each
ate reaction that triggers on a missed melee attack. round on that turn, until no creature is within the trigger
ber, read: area.
Like all immediate actions, you can use it only once Attack F Necrotic
You see a trench bisecting the chamber and an immense, per turn. Immediate Reaction      Melee 0
obese black dragon lounging within it. Both ahead of and Death Strangler Vines: Note that they attack or Standard Action
behind the dragon is a thin forest of twisted, denuded trees immediately when heroes enter their squares, and
or Opportunity Action
and black vines. or Free Action
all of them attack any creature they can reach during Target: One creature
“Intruders . . . in my lair,” she hisses. “Yet I suspect you their initiative point as well. Attack: +28 vs. Reflex
do not know whose children you risk disturbing . . . mortal Hit: 2d8 + 10 damage, and the target is restrained and takes
fools . . . .” Talking to ongoing 10 necrotic damage.
Countermeasures
the Brood Mother F Athletics DC 28 or Acrobatics DC 28: A restrained
Perception Check This brood mother will try to negotiate and tempt the character can use an escape action to free himself and end
DC 28: The vegetation twitches and moves slightly of its players even as she fights. This is more roleplaying
the necrotic damage.
own volition. F Each square of vines has AC 10, Reflex 10, Fortitude 28,
flavor than an offer the PCs will seriously entertain, and hp 200. When reduced to 0 hit points, the vines in that
Nature Check because the brood mother has little to offer beyond square are destroyed.
DC 33: Those vines are clearly death strangler vines: the promise to put in a good word with Tiamat. She’ll
motile, carnivorous plants. try to tempt the heroes to give up on their assault and
Just moving around in this cavern will be a challenge, instead serve Tiamat and help her overcome “recent
because of the death strangler vines and the bulk of difficulties.” That’s laughably naive on the black
the brood mother herself. brood mother’s part, but she’s been holed up in her
lair laying eggs this whole time and is largely ignorant
of how dire Tiamat’s situation is.

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Last Breath of the Dragon Queen

Black Brood Mother Level 29 Solo Lurker A creature that escapes the grab is no longer underneath
Gargantuan natural magical beast (aquatic, dragon) X P 45,000 the brood mother and no longer restrained; the character
Initiative +27 Senses Perception +22; darkvision shifts to the nearest square that is not part of the brood
HP 1,208; Bloodied 604 mother’s space. If the brood mother moves so that it no
AC 46; Fortitude 42, Reflex 44, Will 38 longer occupies the grabbed character’s space, then the
Resist 30 acid character is no longer grabbed or restrained. Sustain Minor:
Saving Throws +5 The brood mother sustains the grab, and the target takes
Speed 10, fly 10 (hover), swim 10 20 damage plus 10 acid damage.
Action Points 2 C Breath Weapon (standard, recharge ⚄ ⚅) F Acid
m Bite (standard, at-will) F Acid Close blast 5; +31 vs. Reflex; 4d8 + 7 acid damage, and
Reach 4; +35 vs. AC; 2d8 + 9 damage, and ongoing 15 acid the target takes ongoing 30 acid damage and takes a -4
damage (save ends). penalty to AC (save ends both).
m Claw (standard, at-will) Bloodied Breath (free, when first bloodied, encounter) F Acid
Reach 4; +35 vs. AC; 1d10 + 9 damage. The dragon’s breath weapon recharges, and the dragon
M Double Attack (standard, at-will) uses it immediately.
The dragon makes two claw attacks. Frightful Presence (standard, encounter) F Fear
M Tail Slash (immediate reaction, when a melee attack misses Close burst 10; targets enemies; +31 vs. Will; the target is
the dragon, at-will) stunned until the end of the dragon’s next turn. Aftereffect:
The dragon uses its tail to attack the enemy that missed it: The target takes a -2 penalty to attack rolls (save ends).
reach 4; +35 vs. AC; 1d12 + 11 damage, and the target is C Vitriolic Spray (standard, at-will) F Acid
pushed 3 squares. Close blast 5; +31 vs. Reflex; 2d10 + 7 acid damage, and
M Underbelly Crush (standard, at-will) the target is blinded until the end of the dragon’s next
Targets an adjacent creature; +30 vs. Reflex; 1d12 +10 turn. Miss: Half damage, and the target is not blinded.
damage, and a Large or smaller target is grabbed, pulled 1 Alignment Evil Languages Draconic
square into the dragon’s space, and restrained. A creature Skills Nature +22, Stealth +33
trapped underneath the brood mother’s bulk has line of Str 26 (+22) Dex 30 (+24) Wis 18 (+18)
sight and line of effect only to the brood mother, and no Con 22 (+20) Int 18 (+18) Cha 16 (+17)
creatures have line of sight or line of effect to it.

The characters can certainly string the brood Eggs: There are 20 eggs submerged in the water.
mother along, however, and doing so may earn them About half are inert, but the other half will hatch
temporary mercy (if the black brood mother gets the black dragon wyrmlings in 1d6 months.
upper hand in battle) or more information about the Treasure: Treasure parcel H is submerged among Deep Water: The water is between 5 and 6
other inhabitants of Tiamat’s lair. the eggs. feet deep. It’s considered difficult terrain, and crea-
Tree Trunks: The trees are blocking terrain. It’s tures trying to fight in a deep water square suffer
Features of the Area a DC 15 Athletics check to climb a tree; heroes can the ­penalties and restrictions of aquatic combat
Illumination: This cavern has only the illumina- climb 20 feet up. If the brood mother moves through (described on p. 45 of the Dungeon Master’s Guide).
tion the characters bring with them. a square with a tree, she knocks it down effortlessly— Characters who can keep their heads above water
Ceiling: The ceiling of the cavern is 30 feet high. it’s effectively not there anymore. (all but dwarves, halflings, and similar creatures) can
Vegetation: The vegetation is difficult terrain, and walk on the bottom of the pool rather than swimming
it has the death strangler vines described below. with the Athletics skill, if they wish. Gargantuan crea-
tures like the brood mother ignore the water.

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Last Breath of the Dragon Queen

G9: Observatory Tactics Arcana


F DC 33: There’s a surge in kinetic energy at each bridge
This encounter is all about delivering the classic during the second round.
Encounter Level 30 (90,000 XP) Initiative +8
beholder experience one last time. Do that and you
Trigger
can’t go wrong.
Setup Beholder: It’s tempting to just use telekinesis ray,
Once activated with a minor action from the beholder,
roll 1d4 to determine which bridges will shut down first
1 beholder ultimate tyrant (B)
ray of attraction, and ray of repulsion, but that doesn’t (1 = 1 and 5, 2 = 2 and 6, 3 = 3 and 7, 4 = 4 and 8). Then
Kinetic blast trap roll initiative for the bridges, and in the following round
make for a fun battle and will force the characters to
those bridges shut down. Each subsequent round at that
This room has a divinatory purpose; Tiamat’s fortune fly, rendering the bridges irrelevant. Save those two initiative point, two more bridges close down (the next two
tellers and soothsayers use it for various rituals in an rays for after the heroes have figured out how the numerically), and the bridges that were inactive become
bridges work or to force them off the platforms and active again. Add two more bridges to the pattern until all
attempt to provide the Dragon Queen with oracular
have activated once (in the fourth round), then continue
wisdom. Tiamat tends to eat unsuccessful soothsayers. onto the bridges where they’re vulnerable. cycling through in order in the off-active-push-active cycle.
The current master of the observatory has held this The battle is the most fun when the heroes get to For example, if the initial 1d4 throw is 3, then in the first
post for only a year, is regretting his recent prediction experience a variety of eye rays, so choose them based round, bridges 3 and 7 shut off. In the second round,
bridges 4 and 8 shut off and bridges 3 and 7 reactivate. In
of Tiamat’s triumph at the City of Brass, and would on which defense you’re attacking, not on the specific
the third round, bridges 1 and 5 shut off, bridges 4 and 8
love to kill intruders to get back into the Dragon effect. If you choose eye rays randomly, that wouldn’t reactivate, and bridges 3 and 7 make their push attack. In
Queen’s good graces. be the worst thing in the world. If nothing else, it the fourth round, bridges 2 and 6 shut off, bridges 1 and
would keep the characters guessing. 5 turn back on, bridges 4 and 8 make a push attack, and
When the characters reach the entrance to the Force Bridges: They seem complex, but if you
bridges 3 and 7 remain active. In the fifth round, bridges 3
and 7 shut off, bridges 4 and 8 remain active, bridges 1 and
chamber, read: take a minute to write down the pattern at the begin- 5 make a push attack, and bridges 2 and 6 turn back on
The walls of this room are covered in stars, but they’re ning of the battle, you’ll find it goes quickly. You’ll again. This cycle repeats until the beholder is slain.
Attack (during a “push” round for that bridge)
moving across the false sky faster than ordinary stars turn on one set of bridges, turn off one set of bridges
Standard Action      Melee
would. Golden bridges connect floating steel platforms, and (perhaps sending characters plummeting to their Target: All creatures on the bridge
there’s a set of doors on the opposite end. doom), and make the push attacks on one set of Attack: +22 vs. Fortitude
An enormous beholder swoops up from below. You can bridges (which might also send heroes plummeting). Hit: 3d12 + 5 damage and push 3 squares and knock prone.
Effect: Target is pushed one square away from the center of
dimly make out the floor 120 feet below. It’s 120 feet (and thus 12d10 damage) to the bottom.
the bridge and must make a saving throw to be prone and
clinging to the edge; targets that fail take 12d10 damage.
Perception Check Magic Force Bridge Level 19 Blaster Effect (during an “off ” round for that bridge)
DC 23: The bridges occasionally flicker out of existence Trap XP 2,400 Characters standing on the bridge when it deactivates
for a fraction of a second. Bridges of golden magic force blink on and off, connecting and fall, taking 12d10 damage when they hit the cavern floor.
disconnecting the floating platforms to and from one another. Creatures who are adjacent to a floating platform can
The characters will quickly realize that the bridges Trap: When the beholder reveals itself, the bridges start to attempt a saving throw; if they succeed, they can instead be
aren’t to be trusted, but limiting themselves to the cycle through their off-active-push-active cycle. prone in an unoccupied, adjacent platform square.
Perception Countermeasures
platforms will give the beholder a significant maneu-
F DC 28: There seems to be a pattern to the timing: three F Arcana DC 33: An adjacent character can disable the trap
verability advantage in this battle. rounds on, one round off. with a successful check. The bridge no longer deactivates
F DC 33: There are faint clouds of dust that move on each to cause characters to fall through and the whirlwind push
bridge in the second round of the bridge being on, as if effect ceases for the duration of the encounter.
there’s a wind there.

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Last Breath of the Dragon Queen

Features of the Area Platforms: Characters see different starscapes on it, avoid moving the battle down—it’s more fun on
when standing on each platform, but the stars disap- the platforms. At the bottom is a human skeleton and
Illumination: The chamber is brightly lit by the
pear from view as soon as the character steps off. treasure parcel H.
starscapes—for characters who are standing on any
Chamber Floor: The floor is featureless stone Bridges: Described in the trap box on page 39.
of the platforms. Creatures on the bridges and down
120 feet below the platforms. Unless the players insist
on the chamber floor see only the glow of the bridges,
so the entire chamber is dimly lit for them. In other
Beholder Ultimate Tyrant Level 29 Solo Artillery 3—Withering Ray (Necrotic): Area burst 1 within 10; +32
words, visible light depends not on the light source Huge aberrant magical beast XP 75,000 vs. Fortitude; 2d8 + 7 damage, and the target takes ongoing
but on where the creature is standing. Initiative +20 Senses Perception +27; all-around vision, 10 necrotic damage (save ends). First Failed Saving Throw:
darkvision The target is weakened (save ends).
Ceiling: The ceiling of the cavern is 30 feet above
HP 1,080; Bloodied 540 4—Burning Ray (Fire): Area burst 1 within 10; +32 vs.
the platforms and 150 feet above the floor. AC 41; Fortitude 38, Reflex 40, Will 42 Reflex; 2d6 + 7 fire damage, and the target takes a -2
Immune petrification penalty to attack rolls and ongoing 10 fire damage (save
Saving Throws +5 ends both).
Speed fly 8 (hover) 5—Telekinesis Ray: Area burst 1 within 10; +32 vs.
Action Points 2 Fortitude; the beholder slides the target 8 squares, and the
m Bite (standard, at-will) target is knocked prone.
+36 vs. AC; 3d8 + 10 damage. 6—Frost Ray (Cold): Area burst 1 within 10; +32 vs. Reflex;
R Central Eye (minor 1/round, at-will) 2d8 + 7 cold damage, and the target takes a -2 penalty to
Ranged 30; +34 vs. Fortitude; the target is dazed and saving throws until the end of the beholder’s next turn.
slowed (save ends both). First Failed Saving Throw: The 7—Petrifying Ray: Area burst 1 within 10; +32 vs.
target is stunned (save ends). Miss: The target is slowed Fortitude; the target is slowed (save ends).
(save ends). First Failed Saving Throw: The target is immobilized instead
R Eyes of the Beholder (free, when an enemy starts its turn of slowed (save ends).
within 5 squares of the beholder, at-will) Second Failed Saving Throw: The target is petrified.
The ultimate tyrant uses eye ray against the triggering 8—Disintegrate Ray: Area burst 1 within 10; +32 vs.
enemy. Fortitude; 2d10 + 7 damage, and the target takes ongoing
C Spasmodic Rays (when first bloodied and again when the 15 damage (save ends). Aftereffect: Ongoing 10 damage
beholder ultimate tyrant drops to 0 hit points) (save ends).
The ultimate tyrant uses a random eye ray attack against 9—Ray of Attraction: Area burst 1 within 10; +32 vs.
each enemy within 10 squares. Reflex; the target takes a -5 penalty to all defenses, and at
M Eye Ray (standard, at-will) the start of the target’s turn the beholder pulls it 2 squares
The beholder ultimate tyrant uses two eye ray powers (save ends both). Aftereffect: The target takes a -2 penalty
chosen from the list below. The origin square of each area to all defenses (save ends).
burst must be centered on a different enemy. Using eye ray 10—Ray of Repulsion: Area burst 1 within 10; +32 vs.
does not provoke opportunity attacks. Reflex; the target takes a -2 penalty to Reflex, and at the
1—Madness Ray (Charm, Psychic): Area burst 1 within 10; start of the target’s turn the ultimate tyrant pushes it 6
+32 vs. Will; 2d8 + 7 psychic damage, and the target must squares (save ends both). Aftereffect: The target is pushed 3
make a basic attack against its nearest ally as a free action. squares at the start of its turn (save ends).
2—Unraveling Ray: Area burst 1 within 10; +32 vs. Antimagic Field
Fortitude; 2d6 + 7 damage, and the target takes ongoing 10 A beholder ultimate tyrant takes no damage from zone
damage (save ends). effects.
First Failed Saving Throw: The target takes 1d10 damage. Alignment Evil Languages Deep Speech, Draconic,
Second Failed Saving Throw: The target takes 2d10 damage. Common
Third Failed Saving Throw: The target takes 3d10 damage, Str 22 (+20) Dex 22 (+20) Wis 27 (+22)
and the ongoing damage from this power ends. Con 30 (+24) Int 34 (+26) Cha 38 (+28)

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G10: Blue Brood- Tornado Alley


Trap
Level 30 Minion Blaster
XP 4,750
Attack
Standard Action or Immediate Interrupt

Mother’s Lair When this trap is triggered, cyclones head from the dragon’s Area trample attack in squares entered by the cyclone
Trample: Each turn, the cyclone moves its speed and enters
perch toward you.
creatures’ spaces. This movement does not provoke
Encounter Level 30 (114,000 XP) Trap: As soon as the brood mother notices the characters, the opportunity attacks. The cyclone can end its move in an
trap triggers, and the cyclones continue until she is slain. occupied space. Huge or smaller creatures in a cyclone’s
Setup Perception
F DC 33: The dust is moving at the base of the cliff.
space at the start of their turns can act normally, but those
squares are difficult terrain and the whirling dust within
1 blue brood mother (B) Dungeoneering the cyclone blocks line of sight. When a cyclone enters a
Tornado alley trap F DC 28: The air in this chamber seems far too restless for an creature’s space, the cyclone makes a trample attack. If a
underground cavern. creature enters a square of the cyclone’s space, the cyclone
The blue brood mother has the largest clutch of eggs Initiative +2 Speed 1d6 + 8 (Roll at the start of each makes a trample attack as a free action. Gargantuan
cyclone’s move) creatures such as the brood mother ignore the cyclone’s
within her and already birthed at the moment, so Trigger effects.
she’s more cautious about putting what could poten- The brood mother triggers the first cyclone, which appears Trample Attack: +17 vs. Reflex
tially be Dragon Queen heirs at risk. and moves at its initiative point during the following round. Hit: 3d10 + 6 damage, and the target is pushed 8 squares
Each round after that, move all existing cyclones at that (always into a different cyclone lane) and knocked prone.
When the PCs reach the entrance to the cham- initiative point, then place two new cyclones at the base Miss: Half damage and the target is knocked prone
of the cliff, rolling 1d8 to determine each cyclone’s path.
ber, read: Countermeasures
If both rolls are the same, only one new cyclone appears F Acrobatics DC 23: A character can voluntarily go prone as
This long cavern has a dusty floor and rough but otherwise that round. If both new cyclones appear in the same origin an interrupt action, forcing the cyclone to miss (and thus
space, place the second one directly ahead of the first. Each
featureless stone floor. At the far end is an alcove atop a cliff taking only half damage from the cyclone’s attack).
cyclone fills a space that is 2 squares by 2 squares. F Acrobatics DC 28: A character pushed by the cyclone isn’t
where a gargantuan blue dragon rests. Its belly is swollen Move knocked prone.
with eggs. When a cyclone moves, it follows the path that matches
As it roars, wind picks up in the chamber and the dust the number rolled when it was created. Cyclones can
squeeze without penalty and can end their turns squeezed.
devils at the base of the cliff take on darker, more ominous
forms.

Perception Check
DC 33: Those dust devils are growing into full-fledged
tornados.
Dungeoneering Check
DC 28: There’s no natural explanation for wind in this
chamber.

The cyclones that sweep throughout this room don’t


affect the brood mother, but they make it quite diffi-
cult for the characters to get near the dragon and stay
near her.

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Tactics Blue Brood Mother Level 30 Solo Artillery


Gargantuan natural magical beast (dragon) XP 65,000
R Breath Weapon (standard, recharge ⚄ ⚅) F Lightning
The dragon targets up to three creatures with its lightning
When you run this battle, try to keep the cyclones Initiative +18 Senses Perception +23; darkvision breath; the first target must be within 20 squares of the
active and interesting for as long as possible. HP 1,302; Bloodied 651 dragon, the second target within 10 squares of the first,
AC 44; Fortitude 48, Reflex 42, Will 42 and the third target within 10 squares of the second; +35
Brood Mother: The blue brood mother is content
Resist 30 lightning vs. Reflex; 3d12 + 23 lightning damage. Miss: Half damage.
to view this battle as a shooting gallery, using breath Saving Throws +5 This attack does not provoke opportunity attacks.
weapon and lightning burst from its perch to the north Speed 10, fly 12 (hover) R Bloodied Breath (free, when first bloodied, encounter) F
while the characters get battered and blown by the Action Points 2 Lightning
m Gore (standard, at-will) F Lightning The dragon’s breath weapon recharges, and the dragon uses
cyclones. When the heroes finally reach the brood Reach 4; +36 vs. AC; 2d8 + 11 plus 2d6 lightning damage, it immediately. This attack does not provoke opportunity
mother, it will fly down to the middle of the map and and the target is pushed 3 squares and knocked prone. attacks.
wait for the PCs there, repeating this tactic as often as m Claw (standard, at-will) C Frightful Presence (standard, encounter) F Fear
Reach 4; +34 vs. AC; 2d6 + 11 damage. Close burst 10; targets enemies; +35 vs. Will; the target is
it’s effective. The brood mother is big enough that it
M Draconic Fury (standard, at-will) stunned until the end of the dragon’s next turn. Aftereffect:
can ignore the cyclones, so it doesn’t really care where The dragon makes a gore attack and two claw attacks. The target takes a -2 penalty to attack rolls (save ends).
it stands. M Underbelly Crush (standard, at-will) C Thunderclap (standard, at-will) F Thunder
The brood mother’s attacks are likewise more Targets an adjacent creature; +30 vs. Reflex; 1d12 +10 Close burst 3; +35 vs. Fortitude; 2d10 + 9 thunder
damage, and a Large or smaller target is grabbed, pulled 1 damage, and the target is stunned until the end of the blue
challenging when used in conjunction with the square into the dragon’s space, and restrained. A creature dragon’s next turn. Critical Hit: As above, except that the
cyclones. Save frightful presence and thunderclap for a trapped underneath the brood mother’s bulk has line of target is stunned (save ends).
moment when cyclones are bearing down on several sight and line of effect only to the brood mother, and no A Lightning Burst (standard, at-will) F Lightning
creatures have line of sight or line of effect to it. A creature Area burst 4 within 20; +35 vs. Reflex; 5d6 + 9 lightning
characters at once. If they’re stunned, they can’t avoid
that escapes the grab is no longer underneath the brood damage. Miss: Half damage.
being tossed about. Using gore to push a character into mother and no longer restrained; the character shifts to Alignment Evil Languages Common, Draconic
a cyclone, which will then push that character farther the nearest square that is not part of the brood mother’s Skills Athletics +34, Insight +23, Nature +23
away, is also effective. space. If the brood mother moves so that it no longer Str 31 (+25) Dex 19 (+19) Wis 18 (+19)
occupies the grabbed character’s space, then the character Con 26 (+23) Int 17 (+18) Cha 17 (+18)
Cyclones: With a little luck, you can set up chains is no longer grabbed or restrained. Sustain Minor: The
of cyclones that bounce a hero far away from the brood mother sustains the grab, and the target takes 20
action. If one cyclone pushes a character into another damage plus 10 lightning damage.
cyclone, that cyclone triggers and can then push the
character even further. Expect jaws to drop the first Talking to The blue brood mother delights in playing with her
time you pull off that trick. the Brood Mother food, so to speak. She’ll ridicule characters who are
Also remember that the cyclones block line of This brood mother will react strongly to threats thrown about by the cyclones and taunt them after
sight. made against its eggs by characters who are up in the every missed attack.
alcove. If characters get there while the dragon is on
the cavern floor, the brood mother will probably give
chase. It will warn the heroes that each egg contains
“the power of the Dragon Queen herself . . . power far
beyond what you can even fathom . . . ”

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Last Breath of the Dragon Queen

Features of the Area


Illumination: This cavern has only the illumina-
tion the PCs bring with them.
Ceiling: The ceiling of the cavern is 30 feet high.
Alcove: The blue brood mother starts here.
Cliffs: It takes a DC 15 Athletics check to ascend
these 20-foot-tall cliffs at half speed, granting combat
advantage during the climb, as described on p. 182
of the Player’s Handbook. Creatures that take damage
while climbing must immediately make a DC 15 Ath-
letics check (DC 20 if the damage made the climber
bloodied) or fall. Creatures about to fall can, as an
immediate action, attempt a DC 20 Athletics check
(with an additional +1 DC per point of damage) to
make a last-ditch grab at the cliff face.
Eggs: There are 25 eggs atop the plateau. About
half are inert, but the other half will hatch blue
dragon wyrmlings in 1d6 months.
Treasure: Treasure parcels I and J are scattered
amid the eggs, along with 200,000 gp in platinum
and opal jewelry.

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Last Breath of the Dragon Queen

G11: Tiamat’s Platform Arcana Check off the platform (possibly killing them and certainly
DC 33: The energy fields serve as viewscreens for scrying taking them out of the fray for a few rounds). The dom-
Encounter Level 30 (235,000 XP) or other divinatory purposes. inating gaze from the green head should be used every
round; there’s no ally as effective as a helpful enemy.
Setup This encounter appears elementally simple, but
The red head’s bite is a devastating melee attack,
Tiamat is a complex monster to control in battle. It
Tiamat (T) especially if you can hit the same character multiple
should place a memorable capstone on the campaign
times. The white head has a relatively ordinary bite
This platform is where Tiamat spends most of her if you hold nothing back.
and a rather mundane breath weapon, so when you
time, scrying on her erstwhile allies and negotiating,
use a standard action to move, try to do so during the
cajoling, or threatening them remotely. Getting here Tactics white head’s turn.
is difficult and deadly unless the characters have dis- The key to delivering an exciting fight with Tiamat
Falling: The blue dragon head’s gore attack can
abled the disintegration beams from the dragon heads is to mix it up and never become predictable. Tiamat
push characters off the platform. Even level 30 char-
in the lower fountain chamber. constantly changes tactics, even when things appear
acters will be killed by a 650-foot fall if they don’t
to be going her way. She has a formidable bag of
When the heroes reach the entrance to the have some means to mitigate it (flight, a teleport reac-
tricks; use as many as possible.
chamber, read: tion, winged boots). Even if they survive, they might
General Tips: Don’t forget the structural basics of
have no timely way to get back to the battle. By this
Once you ascend past the lip of the platform, you see Tiamat as a monster: the aura that deals 25 damage
point in their careers and the adventure, it’s possible
Tiamat in all her five-headed horror. Ten baleful eyes gaze whenever anyone starts or moves within 10 squares
that every character in the party will be capable of
at you, the hate within them almost palpable. Surrounding and resist 15 against any of her five damage types.
flight—how else did they get up here, anyway? (The
her on the rim of the platform are eight shimmering Tiamat has two key encounter powers. Use frightful
level 20 Overland Flight ritual from Dragon #366 is
energy fields. majesty as soon as possible. Once its effects have worn
especially useful in this regard.) While we don’t pro-
“You’ve thwarted my plans,” says the blue head. off, use tail sting against a character that doesn’t have
mote the idea of DMs pulling their punches, this is
“You returned Bahamut to life,” says the red. a strong Will defense. At this stage of the adventure, a
the last battle these characters will ever have, and no
“You broke my army at its moment of triumph,” says dominated hero can wreak havoc.
one wants to sit out the climax of their career and des-
the black. Breath Weapons: Chromatic breath is available
tiny because they fell down. Characters get a saving
“You’ve slain my exarchs,” says the green. sometime in the second round (probably right away,
throw to avoid falling and to land prone on the edge
“And now, you’ve invaded my innermost lair,” says the unless the characters employed stuns to keep one or
instead, but even that leaves a 45 percent chance of
white. more heads from acting). Thereafter it recharges on
going over and out.
“Cherish this moment,” say all five in unison, “because a 6; use it whenever it’s available. Breath weapons
The point is, use this push attack judiciously! Timing
this moment is your high-water mark. Now, your pain, your from the individual heads are encounter powers, and
and targeting are everything. Definitely push char-
fall . . . will fuel my rise, my rebirth!” they’re often weaker than the other action a head can
acters that can fly right off the platform, and shove
Perception Check take. Use them only when the heroes cluster together
characters that can’t fly up to the edge if they’re 4
DC 28: The shimmering energy fields are translucent, but or it’s otherwise advantageous.
squares in (then make threats like, “next turn, you’re
they seem quite solid. Individual Heads: The black head’s vitriolic spray
going over!”). Once it’s clear that the gore attack is a
is an effective breath weapon in all but name, and it’s
potential game-ender for any vulnerable character,
at-will. The blue head’s gore is best used to knock a PC
players ought to get the message and keep themselves

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Last Breath of the Dragon Queen

at least 3 squares from the edge. Sometimes this will Discorporation: Normally, Tiamat discorporates
mean giving up an attack after being pushed in order when bloodied, thus removing herself from battle and
to spend two move actions standing up and moving preserving her life. This fight takes place at the heart
away from the edge; remind players of this if someone of Tiamat’s domain and seat of her power. She will not
looks tempted to take a chance and test your good discorporate here, but fights to the death.
will, or remind them that an action point can get
them out of danger. Features of the Area
Under no circumstances should you let players think Illumination: This cavern is brightly lit by the
that you won’t push them to certain doom. If someone flame geyser below the floating platform.
is determined to be foolish, you may find yourself Ceiling: The ceiling of the cavern is 150 feet
backed into a corner with no believable way out other above the platform.
than to end their game. If that’s the case, then let the Platform: It’s a long way down for creatures that
chips and the adventurers fall where they may. get knocked off the platform: 650 feet, which means
Here’s one last option for DMs with a real flair 65d10 falling damage.
for the dramatic. The standard rule for falling is that Energy Screens: While active, these screens are
a character hits bottom immediately. That’s fine for physical barriers that act like normal walls. Every
typical falls, but this plunge is an eighth of a mile! A round at initiative point 0, randomly choose an
D&D combat round is 6 seconds long, and a body energy screen. That screen will depict a moment of
falls just 576 feet in 6 seconds (but it takes less than heroic triumph from previous adventures in the Scales
half a second to travel those last 74 feet . . .). That of War adventure path, then disappear. (You collected
means a falling character won’t technically hit the and these moments in the “Preparing the Adventure”
ground until the same initiative point for Tiamat section.) This reminds the players of how far they’ve
comes around again on the following turn. The char- come and it demoralizes Tiamat—but it also makes
acter has one full turn to try to save himself by, say, it easier for Tiamat to shove characters over the plat-
activating Bahamut’s golden canary to transform into a form edge as the walls disappear.
gold dragon beneath him or, if the dragon is already
summoned, to command it to swoop down and catch
him. Alternatively, another hero who can fly could
dive off the platform and overtake the falling char-
acter in grand cinematic style, catching him and
arresting his plunge just feet above the floor. Neither
of these things is especially realistic or even truly
within the rules, but they’re creative solutions that
ought to be rewarded and they’re tremendously dra-
matic. No one will ever forget this battle if it involves
such a heroic rescue, and that’s the real goal!

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Last Breath of the Dragon Queen

Tiamat Level 35 Solo Brute C Bloodied Breath (free, when first bloodied; encounter) Acid, R Breath Weapon (standard; encounter) Lightning
Huge immortal magical beast (dragon) XP 235,000 Cold, Fire, Lightning, Poison Tiamat targets up to three creatures with her lightning
Initiative see quintuple actions Senses Perception +29; Tiamat’s chromatic breath recharges, and she uses it breath; the first target must be within 20 squares of
darkvision immediately. Tiamat, the second target within 10 squares of the first,
Tiamat’s Aura (Acid, Cold, Fire, Lightning, Poison) aura 10; C Frightful Majesty (minor; encounter) Fear and the third target within 10 squares of the second; +39
any creature that enters the aura or starts its turn within Close burst 20; targets enemies; +38 vs. Will; the target vs. Reflex; 4d10 + 12 lightning damage, and one of the
the aura takes 25 acid, cold, fire, lightning, and poison is stunned until the end of Tiamat’s next turn. Aftereffect: target’s acid, cold, fire, lightning, or poison resistance is
damage. The target takes a –2 penalty to attack rolls (save ends). negated (Tiamat’s choice; save ends). This attack does not
HP 1,610; Bloodied 805; see also bloodied breath and Quintuple Actions provoke opportunity attacks.
discorporation Tiamat does not roll initiative. Her heads have set initiative Green Dragon Head Only
AC 51; Fortitude 51, Reflex 48, Will 49 counts of 45, 40, 35, 30, and 25 (Tiamat chooses the order r Dominating Gaze (standard; at-will) Charm
Immune attacks by creatures of lower than 20th level each round). She cannot delay or ready actions. Each head Ranged 20; +38 vs. Will; the target is dominated (save
Resist 15 acid, 15 cold, 15 fire, 15 lightning, 15 poison can activate once per round on its initiative count to take a ends).
Saving Throws +5; whenever an attack applies an effect to standard action and a minor action. Tiamat’s ability to take C Breath Weapon (standard; encounter) Poison
Tiamat that a save can end, she immediately rolls a saving immediate actions refreshes on each head’s activation. Close blast 5; +38 vs. Fortitude; 3d12 + 12 poison damage,
throw. Tiamat also makes saving throws at the end of each Discorporation and the target takes ongoing 20 poison damage and is
of her turns as normal. Tiamat will not discorporate in this battle. This is a fight to slowed (save ends both). Aftereffect: The target is slowed
Speed 10, fly 15 (hover), teleport 5 the death. (save ends).
Action Points 5; each head can use only 1 action point, and Quintuple Brain Red Dragon Head Only
Tiamat can spend an action point only once per round. Each time Tiamat becomes dazed or stunned, she loses m Bite (standard; at-will) Fire
m Claw (standard; at-will) Fire her next head activation instead. Multiple such effects do Reach 3; +40 vs. AC; 8d8 + 12 fire damage, and the target
Reach 3; +38 vs. AC; 4d10 + 12 damage. not stack. loses 1d4 healing surges.
M Tail Sting (standard; encounter) Charm Black Dragon Head Only C Breath Weapon (standard; encounter) Fire
Reach 4; +39 vs. AC; 4d10 + 12 damage, and Tiamat c Vitriolic Spray (standard; at-will) Acid Close blast 5; +38 vs. Reflex; 5d12 + 12 fire damage. Miss:
makes a secondary attack against the same target. Close blast 5; +38 vs. Reflex; 2d8 + 10 acid damage, and Half damage.
Secondary Attack: +42 vs. Will; the target is dominated the target is blinded (save ends). Miss: Half damage, and White Dragon Head Only
(save ends). the target is not blinded. m Bite (standard; at-will) Cold
C Chromatic Breath (standard; recharge ⚅) Acid, Cold, Fire, C Breath Weapon (standard; encounter) Acid Reach 3; +38 vs. AC; 6d12 + 12 cold damage.
Lightning, Poison Close blast 5; +37 vs. Reflex; 4d8 + 12 acid damage, and C Breath Weapon (standard; encounter) Cold
Can be used only after each head has acted at least the target takes ongoing 30 acid damage and a –4 penalty Close blast 5; +38 vs. Reflex; 9d6 + 12 cold damage, and
once; close burst 30; +38 vs. Reflex; 10d8 acid, cold, to AC (save ends both). the target takes a –2 penalty to attack rolls until the end of
fire, lightning, and poison damage, and the target takes Blue Dragon Head Only this head’s next turn.
ongoing 25 acid, fire, and poison damage and is slowed m Gore (standard; at-will) Lightning
(save ends both). Aftereffect: The target is slowed (save Reach 3; +40 vs. AC; 2d8 + 12 damage plus 2d8 lightning
ends). damage, and the target is pushed 3 squares and knocked
prone.

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Last Breath of the Dragon Queen

Aftermath What it means to have slain the goddess of greed, Tulm gives away his extra wealth: He can no longer fathom
wealth, and envy is probably dawning on the play- a reason to keep it. It’s not strictly out of the goodness of his
When Tiamat dies, the platform starts slowly sinking ers at this point. But try to get through the following heart, but because he no longer has the concept of greed.
toward the ground. At the halfway point, Bahamut vignettes without confirming their suspicions. “Farmer Collob is still fascinated with thoroughbred
appears in his full draconic glory. Any remaining horses. It’s just that he doesn’t despise his neighbor for
Another flash, and you’re high above another familiar
canaries flutter over to him and become full-fledged having horses that he himself lacks. That envy no longer
place: the city of Overlook. Bahamut soars to the town’s
gold dragons that bow before him. Bahamut lifts one poisons life on both sides of that fence. What’s more, it’s
outskirts, where you see a farmer mending a hole in a
talon, and the characters are fully healed and recover likely that his neighbor will sell one of those horses to Collob
pasture fence.
from all conditions. for no more than he’d charge for a common plow horse,
“A simple, pastoral scene, but consider this . . .
because he, too, sees no reason to keep something to himself
“You have the thanks of a god . . . you have the thanks of all, Farmer Collob comes to this gap every day to look at the
when it means more to someone else.
all across the many planes, all who strive for good. thoroughbred horses in his neighbor’s pasture. How he
“Good and evil alike are affected by the end of greed and
“Yet I wonder whether you understand the enormity of wished he could have horses like that! Now Farmer Collob
envy—which you saw in Hestavar. Even bulwarks of virtue
your deed. Come! Grasp my wings. I’ll show you just what is fixing the fence so he can’t peer through it anymore. Not
like the temple of Bahamut are not immune to greed.”
you’ve wrought.” because he’s given up hope, but because he no longer envies
Bahamut gives a low snort that might be a chuckle,
his neighbor.”
Bahamut is a god, so he can fly easily with the charac- might be a cough.
ters lying prone and facedown on his wings, grasping One more vignette, and then Bahamut will be in a “There’s still evil in the world, of course. The tree
the leading edges. more conversational mood. of evil has multiple roots . . . not just greed. But you’ve
fundamentally changed the world forever, heroes. I
With a silver flash, Tiamat’s Lair disappears and you find There’s another silver flash, and you find yourself flying
encourage you to visit it and see what you’ve done before . . .
yourself flying over the town of Rivenroar, where all this over Hestavar. Bahamut lands atop his own temple.
moving on.”
started what seems like forever ago. Tiamat circles lower “See my own temple. My priests have melted down
and lower over a particularly fine manor on the edge of much of the gold filigree that decorates—nay, obfuscates!— At this point, Bahamut’s role in the adventure is over,
town. the temple interior. We’re saving some for a rainy day, but though he’ll continue to praise the PCs and answer
“That belongs to Magister Tulm,” Bahamut intones. the rest we’re giving away to our brethren at the temples questions about what it all means. Shake your players’
“He’s well into his eighth decade of life, and he’s amassed a of Pelor, Erathis, and Ioun, whose temples were damaged hands, engage in some back-and-forth about how the
fortune providing advice and counsel to various dukes and while I was away.” characters fulfill their epic destinies, and congratu-
high priests . . . a fortune so great that he could never spend late yourself on a campaign well run. Our authors
With another flash, the heroes find themselves in
it all. So look!” may have set the foundation, but the guy at the head
Bahamut’s chambers in Celestia.
As you watch, an old man heaves a sack onto the back of of the table was you, and you’ve accomplished some-
a wagon, wipes his brow, then clambers into the front of the Bahamut regards you kindly with his platinum eyes. thing every bit as epic as your players.
wagon. “When you killed Tiamat, you didn’t just defeat a god. You
“Magister Tulm has just realized that he has more defeated the very wellspring of greed and envy.
money than he’ll ever need. He’s pulled his extra wealth “This doesn’t mean the end of money, but gold coins are
out of his cellar—a cellar replete with fiendish traps, by the now merely a medium of exchange. No one wants gold coins
way—and he’s going to distribute it in the town square.” or other riches for their own sake. That’s why Magister

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Last Breath of the Dragon Queen

Epic Destinies In your next campaign, you could start with a About the author
David Noonan has an extensive list of RPG credits, includ-
world where all the chromatic dragons are either
One final thing remains for you to do: Go around the ing Martial Power, Scepter Tower of Spellgard, and contributions
utterly gone or deeply slumbering. Various cults and to the 4th edition core rules. He lives in Washington state
table and ask each player what ultimately happens
other villains are trying to restore or reawaken the with his wife and two children.
to their character—how their epic destiny is fulfilled.
chromatic dragons, and the heroes are trying to pre-
Each epic destiny explains (often in the “Immortality”
vent their return to the world.
section) what happens after your final quest, but use
Artifacts for the Next World: This option breaks
that explanation as the starting point for this moment,
the fourth wall a bit, but at the conclusion of this
not the final word.
adventure, you can have Bahamut say upon his return
Some players will want to briefly roleplay the
to Celestia.
moment when they become gods themselves, when
they die and pass into the great beyond, or when they “You have changed our universe for the better, but I suspect
settle down to govern a nation or a church. Try to other worlds will need . . . an inspiration, if you will.”
make each last “moment in the sun” special for the With a single talon, Bahamut points to a well in the
player. Give each character a final sendoff that they floor of an alcove.
can be proud of and reminisce about years hence. “That well leads to a place beyond what is known,
beyond all our planes, beyond all our gods. Even I know
Your Next Campaign nothing of it. But I wonder . . . if you send some of your more
If you’re like most DMs, you’re probably already potent items down the well, will they gladden the hearts of
thinking about your next campaign. Here are a good’s defenders in that world as well?”
couple of seeds you can plant which will grow and In your next campaign, the gifts your PCs give to
blossom in whatever you have up your sleeve next. the well can wind up anywhere, transformed by the
Tiamat’s Replacement: Demigods scheming to journey into full-fledged artifacts or powered-down
“adopt” Tiamat’s portfolio of greed and envy could into forms more appropriate for low-level treasure
form the basis for a campaign all its own. If you want troves. In either case, they will form a familiar tie to
to carry over something specific from this adventure, distant legends that the players created themselves.
simply put some eggshells in the gate chamber (G7).
That will suggest to perceptive players that at least
one of the brood mother eggs hatched and escaped. Is
it truly a five-headed child of Tiamat? Only your next
campaign knows for sure.
Awakening the Dragons: As written, Tiamat’s
death merely throws chromatic dragons into disarray,
exposing their many seething rivalries. As the patron
god of chromatic dragons, Tiamat may have had con-
nections beyond the symbolic. Her death could mean
something far more fundamental.

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The Shrine of
The Shrine of Glass-Spire Forest

There are many strange places ­beyond


the great wall, that edifice which has
spawned a thousand ­stories. But Glass-Spire Forest
­perhaps none are so strange as the A Chaos Scar Adventure for 2nd-level characters.
place that ­adventurers call “the glass By Cal Moore
forest.” Those few who have returned
cartography by Sean MacDonald
from journeys in the great valley tell TM & © 2009 Wizards of the Coast LLC All rights reserved.

of the keening that arises near this


“The Shrine of Glass-Spire Forest” is a Chaos Scar Side Trek/adventure designed for five characters of 2nd level.
strange locale when the wind blows
This scenario consists of a skill challenge and two encounters, so you can run it in the Chaos Scar campaign or
to the east, as if a thousand wind as a short stand-alone adventure.
chimes had been set in motion. Some
stories even speak of a strange shrine
Adventure
within this glass ­forest, but those are
only whispers told to someone who’s Background
­willing to buy the next pint. Long ago, a meteor fell from the heavens and crashed land beyond and tales of fierce creatures and strange
into the world, carving a long valley into the earth places. One such story tells of the Glass-Spire Forest.
in its fury. The energies released warped the valley, Not far from the wall, near one of the existing
leaving bizarre terrain along with shards of mete- gaps leading into the valley, the meteorite caused
orite scattered in its wake before finally coming to the earth and stone of the valley floor to undergo a
rest at the head of the valley. The meteorite’s ener- ­transformation as it passed, pulling the land upward
gies attracted many powerful creatures. The region into spires of sharp-edged brown- and gray-colored
became a place of terror and warfare, for the those glass. In this location, a shard broke away from the
who controlled the meteorite or its shards gained meteorite to land among the newly formed glass
great power. For this reason, an ancient king had the spires, where it burrowed into the ground. After set-
valley walled off to contain the horrors. tling, the shard’s alien energies were such that the
The seal was not perfect, and over millennia the glass spires continued to grow, slowly like living trees,
land changed, allowing monsters to continue enter- and thus the Glass-Spire Forest was created.
ing the valley or to range out from it and raid nearby In time, a dolgaunt sorcerer named Xennul dis-
lands. In time, the area was seen as a proving ground covered the place. Sensing the power of the shard,
and an opportunity for adventurers, whether by Xennul used a magic ritual to construct a domed,
destroying the monsters or gaining fame and wealth glass shrine around the shard within the center of
from the hoards such creatures acquired (or, for a the glass forest. The shard continued to support the
lucky few, by acquiring a meteorite shard). Eventually, forest but also allowed Xennul to tap into its power for
the bravest adventurers began going beyond the wall, foul purposes. To that end, Xennul used the shard’s
and a few even returned alive with basic maps of the energy to warp a nearby nest of insectoid creatures

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The Shrine of Glass-Spire Forest

into a­ berrant glass guardians to protect the forest and cealed there. The character gains the knowledge of
shrine. They were inadequate, however; soon after, how to reach the Glass-Spire Forest.
more powerful creatures arrived, and they took the Tale of the Glass Forest: Stories of a shrine among
shard and killed Xennul within its own shrine. a “glass forest” beyond the wall have existed for a long
With the shard removed, the Glass-Spire Forest time. Recently, a pair of adventurers returned from
stopped growing, but traces of the shard’s power still beyond the wall with a tale of a strange forest of glass
remain in the area. The forest has become a maze of spires that shriek like giant glass chimes when the
standing and shattered spires, making travel through wind blows. They have no wish to return to the forest
it difficult and dangerous. The glass guardians have but are willing to provide the location for a price.
also survived, and they attack any who intrude upon
the shrine. In addition, although Xennul was killed, it
Treasure
handled the meteorite shard long enough that a mea- As a shorter adventure, the characters should get
sure of its essence was imprinted within the shrine. only two parcels of treasure. This adventure grants
This foul presence still lurks there and is drawn to parcels 3 and 7 from the 2nd-level list (Dungeon Mas-
the shard in the hope of being reunited with it; this ter’s Guide, page 127). One parcel comes in the form
essence calls out in whispers to those who might hear, of residuum from the remains of the glass guardians
seeking to draw potential slaves to it who it can use to equal to parcel 7’s value (170 gp), which can be sold or
retrieve the shard. used for rituals or item creation. Parcel 3 should be a
level 4 magic item drawn from the players’ wish lists.
Involving the characters Modify the treasure as needed for your party’s level.
Any of the following adventure hooks are suitable for
involving the characters in the adventure.
Starting the
The Calling: While traveling near the strange old
Side Trek/Adventure
wall, one of the characters hears the sound of glass After crossing beyond the great wall, a half-day’s
wind chimes that none of the others can hear. Mixed travel brings the characters to the Glass-Spire Forest
in with the chimes are whispers that speak of powerful as dusk sets in.
magic, ancient lore, and power to be found. If followed, When the characters see the forest, read:
the whispers lead the character to an entrance in the
wall and from there to the Glass-Spire Forest. Ahead, you see a strange sight. The late-afternoon sun
The Whispering Shard: An adventurer who glints off the tops of many tall glass spires of various earthy
managed to return from the Glass-Spire Forest colors standing at different angles. The land has been
brought back a piece of one of the glass spires as a warped and twisted, forming a forest of glass spires. As the
memento. The chunk of brown glass comes into a wind swirls among the strange formations, a soft but high-
player character’s possession, and that character pitched keening rises. Sharp glass shards carpet the ground,
begins having dreams of the forest while whispers making travel through this “ forest” difficult.
in his or her mind speak of a priceless treasure con-

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The Shrine of Glass-Spire Forest

General Details Perception check to detect pursuit, Nature can also avoid causing themselves undue injuries from brush-
be used to try to throw off pursuit (DC 15), which ing against the sharp shards (no Endurance check
The forest covers a few square miles. Because of the
removes the glass guardian nestlings from the combat required). The dome of the shrine comes into view
shattered glass littering the ground, as well as the
encounter. This check can be used only once and shortly thereafter, and the characters will enter a
strange reflections given off by the oddly angled
counts as 1 success. combat encounter with the glass guardians when
spires, navigating the forest to the shrine is a difficult
Perception (DC 15): Find safe paths and the they arrive.
and dangerous process. Doing so safely and without
best route to the shrine. This check is more difficult Failure: With each failed skill check, the char-
drawing the attention of nearby predators requires a
because of the way the glass spires warp the light, as acters make mistakes in their journey, causing them
skill challenge and takes several hours.
well as the fact that the spire edges appear smooth harm and/or alerting glass guardians in the area to
Level: 2 (XP 525)
but are actually very sharp. This skill can earn a their location, which will create a more dangerous
Complexity: 3 (requires 8 successes before 3
maximum of 2 successes. After the second failure, combat encounter when they arrive at the shrine.
failures)
a secondary Perception check is opened (one check First Failure: The character failing the check
Primary Skills: Acrobatics, Arcana, Athletics,
only) to hear the sounds of the pursuing glass guard- accidentally causes a nearby spire to shatter, sending
History, Nature, Perception, Stealth
ian nestlings (DC 10). Success opens up Stealth or shards flying in all directions. Each character loses 1
Acrobatics (DC 10): Balance on broken sections
Nature to throw off pursuit (no success/failure to over- healing surge.
of glass, move through narrow spaces between sharp
all challenge). Second Failure: The character failing the check
fragments, and use acrobatic maneuvers to avoid
Stealth (DC 15): Opens up after the second failure alerts a pair of glass guardian nestlings to the group’s
scraping against sharp shards. This skill can earn a
when a secondary Perception check is successful to presence. The nestlings will track the characters back
maximum of 2 successes.
notice pursuit. A character can gain 1 additional chal- to the shrine and join in the combat encounter there.
Arcana (DC 15): Extend your senses outward to
lenge success and remove the glass guardian nestlings This failure opens up Perception to notice (hear) the
notice the taint of the meteorite shard still within the
from the combat encounter. This check can be used guardian’s pursuit, potentially allowing the use of
glass spires of the forest, sensing the direction that
only once. a Stealth check or Nature check to throw the glass
this energy is emanating from (the shrine). This skill
Secondary Skills: Dungeoneering, Heal guardian nestlings off the trail.
can earn a maximum of 1 success.
Dungeoneering (DC 12): Because of the alien Third (total) Failure: Each character must make
Athletics (DC X): Leap over piles of shards, safely
landscape, which has some resemblance to the a DC 10 Endurance check or lose 1 healing surge to
climb spires to see the path, and help party members
Underdark, this skill can be used in place of a Nature injuries sustained while picking their way through
get through tight spaces in the path. This skill can
check, with a harder DC. the deadly glass shards. Additionally, an extra glass
earn a maximum of 2 successes.
Heal (DC 15): Successfully pad hands and feet, guardian notices the group’s presence and joins the
History (DC 15): Use knowledge of the history
or bandage minor wounds during the journey (one combat encounter at the shrine. The dome of the
and stories of the Glass-Spire Forest to identify the
check, can be aided at DC 10). This check doesn’t shrine will come into view shortly thereafter, and the
reputed location of the shrine. This skill can earn a
count toward the skill challenge success or failure, characters will enter a combat encounter with the
maximum of 1 success.
but if successful, it adds a +5 bonus to each character’s glass guardians when they arrive.
Nature (DC 10): The Glass-Spire Forest has
Endurance check if the challenge is failed.
similarities to a real forest. Use nature knowledge to
Success: If the characters earn 8 successes, they
choose the best path and avoid dangerous places. This
find their way to the shrine without alerting a nearby
skill can earn a maximum of 2 successes. After the
glass guardian to their presence and manage to
second failure, if a character has made a successful

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The Shrine of Glass-Spire Forest

Encounter 1: Glass Tactics


The nestlings will climb nearby spires to reach posi- Glass Guardians
Guardian Attack tions where they can use spire leap. The adult glass
Glass guardians are aberrant creatures created from
guardians use piercing shard to fire glass shards at
Encounter level 4 (886 XP), or giant scorpions but with a carapace made from a
the group before engaging the nearest enemy with
Encounter level 5 with the 2 nestlings glasslike substance. They walk on six segmented
lancing claw attacks. They fight to the death, since
(948 XP), or legs and have a single “arm” ending in a sharp, glassy
they were bred to guard the shrine.
Encounter level 5 with extra guardian point instead of a claw. Like scorpions, they have an
if the characters failed the skill challenge 4 Glass Guardian (G) Level 4 Brute overhanging tail, but instead of a stinger, adults have
(1,123 XP). Medium aberrant magical beast XP 175 many glass shards loosely attached at the top that can
Initiative +6 Senses Perception +3; low-light vision, be whipped at an enemy.
Setup tremorsense 4
Piercing Slivers aura 1; an enemy that ends its turn in the aura
4 glass guardians (G) takes 2 damage.
6 glass guardian nestlings (H) HP 65; Bloodied 32; see also death burst.
AC 16; Fortitude 14, Reflex 15, Will 13 6 Glass Guardian Level 2 Minion Skirmisher
Speed 6 Nestlings- (N)
The glass guardians emerge from the spires and m Lancing Claw (standard; at-will) Small aberrant magical beast XP 31
attack when the characters approach the shrine. If +7 vs. AC; 2d8 + 5 damage. Initiative +6 Senses Perception +1; low-light vision,
r Piercing Shard (standard; at-will) tremorsense 4
the party failed the skill challenge, there will be an
Ranged 5; +8 vs. AC; 1d8 damage, and ongoing 5 damage Piercing Slivers aura 1; an enemy that ends its turn in the
additional glass guardian, and there may be two addi- (save ends). aura takes 2 damage.
tional glass guardian nestlings if they weren’t thrown C Death Burst (when the glass guardian drops to 0 hit points) HP 1; a missed attack never damages a minion; see also
off the party’s trail. Close burst 2; +5 vs. Reflex; 2d6 damage, and ongoing 5 death burst.
damage (save ends). AC 15; Fortitude 13, Reflex 15, Will 12
When the characters enter the grounds near the Alignment Unaligned Languages — Speed 8, climb 6
Str 17 (+5) Dex 18 (+6) Wis 12 (+3) m Lancing Claw (standard; at-will)
shrine, read: Con 15 (+4) Int 4 (–1) Cha 8 (+1) +6 vs. AC; 4 damage.
Erected in the center of a small clearing ahead of you m Spire Leap (standard; at-will)
The glass guardian nestling must be on a surface above the
is a shrine of opaque glass. Its smooth dome is formed target. The nestling shifts 3 squares (it can jump during
from a single piece of light blue glass that caps a series of this move) before the attack; +7 vs. AC; 5 damage. Effect:
fused spires of various earthy colors. A dark archway to The nestling doesn’t take falling damage from using this
attack power.
your left presents the only entrance, but before you can
C Death Burst (when the glass guardian nestling drops to
investigate further, scorpionlike creatures made from 0 hit points)
the same stuff as the spires dart into the clearing and Close burst 2; +5 vs. Reflex; 4 damage.
advance on your position. Alignment Unaligned Languages —
Skills: Stealth +9
Str 13 (+2) Dex 16 (+4) Wis 10 (+1)
Con 13 (+2) Int 4 (–1) Cha 6 (–1)

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The Shrine of Glass-Spire Forest

Features of the Area Terrain Outside the Clearing: All terrain out-
side the clearing and the path is difficult terrain
Illumination: Bright. The party enters the clear-
because of the broken spires littering the area.
ing at dusk, but the spires enhance the fading light.
Treasure: Being aberrant creatures, some of the
Entrance to the Shrine: A large glass door sits
glass guardians’ organs have value as residuum for
within the recessed archway. The door is closed but
rituals and item enchantment. A total of 170 gp in
has a single, rectangular pane of purple glass set into
residuum can be collected from this group.
its center. Striking the pane with a fragment from any
of the glass spires will cause the pane to resonate with
a high pitch for 20 seconds (3 rounds), and then the
door will open. The door can also be forced open with
a DC 18 Strength check or a DC 17 Thievery check.
Shrine: The outer shrine walls are constructed
of sharp, ridged glass spires. They extend upward 15
feet to the edge of the dome, which climbs another
10 feet to its apex. Climbing the walls requires a DC
15 Athletics check; with any failure, the character
takes 1d6 damage from the sharp edges in addition
to falling damage. Movement on the slick domed roof
requires a DC 10 Acrobatics check to avoid slipping
and falling off the roof.
Spires: The freestanding spires in the area rise
to a height of between 10 and 20 feet (see map).
Climbing the spires requires a DC 10 Climb check;
with any failure, the character takes 1d6 damage in
addition to any falling damage. The nestlings can
automatically climb these surfaces.
Shattered Spires (S): These areas within the
clearing are difficult terrain. Any character moving
through the square must make a DC 10 Acrobatics or
Athletics check or take 1d6 damage from the sharp
shards.

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The Shrine of Glass-Spire Forest

Encounter 2: Features of the Area


Illumination: The pair of magical fonts filled
Shard Slave of with glowing water provide bright, bluish-white light
the Glass Shrine out to 15 feet. Elsewhere, the last light of the day seep-
ing through the glass walls creates dim light in the
Encounter level 5 (1,000 XP) main chamber.
Magical Fonts: The power of the meteorite shard
Setup still infuses the shrine, creating the lighted water. If
1 shard slave (S) a character douses his or her weapon or implement
in the water (a minor action), his or her next attack
The shard slave, a remnant of Xennul trapped in the made before the end of his or her next turn deals radi-
shrine, waits in the main room, hoping to dominate ant damage in addition to its normal damage types.
one or more of the characters so that it may use their Depression: A series of four narrow steps leads to
body to search for the shard that was taken from the bottom of a six-foot depression within the main
Xennul. A depression in the center of the room and chamber. Set at the bottom is a circle of thick glass
patches of treacherous flooring present terrain obsta- with a 2-inch by 6-inch by 1-inch impression within
cles and hazards for the characters. it. This once housed the meteorite shard. Each square
in the depression is difficult terrain. A character can
When the characters enter the shrine, read:
make a DC 10 Athletics check or Acrobatics check
The ceiling of the shrine’s dome glows with a faint to treat these squares as normal terrain during his
blue radiance, illuminating the structure slightly. An or her turn while moving through these squares. On
antechamber with glass basins set on either side opens into a failure, the character falls prone in the first such
the main chamber. There, narrow steps descend about 6 square entered. A DC 10 Arcana check or Religion
feet down into a rectangular depression in the floor with check reveals that something of great power (the
some sort of glass disc at its center. Beyond the depression, a shard) once resided within the impression, and mem-
pair of the strange glass guardians wait unmoving. Walls: The walls are 15 feet high and merge into
ories of it still linger throughout the shrine.
the domed ceiling. They are relatively smooth, with
When the characters move into the main room, Statues: Each statue resembles a glass guardian
the only holds provided by sharp protrusions, so that
read: but is simply inert glass. A statue has defenses of 4
a DC 15 Athletics check is required to climb. On a
and 3 hit points. Reducing a statue to 0 hit points
You sense movement from a shadowed alcove beyond the failure, the character takes 1d6 damage in addition to
causes it to explode: close burst 2; +5 vs. Reflex; 1d6
motionless guardians, which appear to be glass statues. falling damage.
damage, and ongoing 5 damage (save ends). The stat-
An ethereal humanoid figure floats forward, whispering in Treasure: A third font stands at the back of the
ues provide cover.
your minds of its precious shard as it reaches toward you shrine. Instead of holding water, it contains a pane of
with long, wispy tendrils. Although humanoid, its gaunt purple glass. Lying on top of or against this font is the
features, gaping orifices, and wormlike tongue resemble other treasure parcel; a level 4 item from the party’s
nothing familiar. Such an abomination could only have magic item wish list. Also, see the Scrying Font side-
been spawned in some alien realm. bar at the end of this adventure.

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The Shrine of Glass-Spire Forest

Treacherous Flooring: Three types of hazard- Treacherous Floor Level 2 Obstacle


ous terrain within the main chamber may cause the Hazard XP 125
characters difficulty. Each type fills two squares (see This section of floor is different from the rest. As you step on it, What if a Character
map) and looks similar to the surrounding flooring, you realize that the floor isn’t safe.
is Killed by
making it difficult to detect. The shard slave is unaf- Hazard: Six squares in the main chamber contain one of three
types of hazardous terrain: spiked, sticky, and slippery. the Shard Slave?
fected by this terrain.
Perception
F Spiked Flooring (X): Small, sharp glass spikes If the shard slave manages to kill a character, at your
F DC 15: When adjacent to one of these squares, a
stick out of the floor. character with a passive Perception of 15 or higher will option, it will inhabit that character’s body, pushing
F Sticky Flooring (Y): The floor is strangely notice the true texture of that square. the character’s soul into the background rather than
F DC 15: Any character can make an active Perception killing him or her. At that point, the next attack that
tacky, gripping at anything that comes in check to notice all hazardous terrain within 3 squares of
contact with it. hits the shard slave (and that doesn’t reduce it to 0
him or her; DC 13 if the area is brightly lit.
F Smooth Flooring (Z): The floor is extremely Trigger hit points) will seem to shatter its body and vapor-
smooth and slippery.
The hazard attacks whenever a character enters one of the ize it. In actuality, it has entered and taken control
hazard’s six squares. of the dead character’s body. If appropriate, get that
Attack (Spiked Flooring)
Tactics Immediate Reaction Melee character’s player to go along with the ruse. Give
The shard slave uses dominating tendril to try to Target: The creature that triggered the hazard. him or her the shard slave’s key motivations toward
Attack: +6 vs. Fortitude the goal of retrieving its shard. If the ruse is later
dominate or kill one or more characters. Dominated Hit: 1d6 damage, and ongoing 5 damage (save ends).
characters hear the shard whispering in their minds discovered and the shard slave is forced out of the
Attack (Sticky Flooring)
that they must retrieve the shard of power for Xennul Immediate Reaction Melee character through a ritual or other means, the char-
while it’s attached. It will try to use call of the shard
Target: The creature that triggered the hazard. acter resumes control.
Attack: +6 vs. Reflex
early in the fight when at least two characters are in Hit: The target is immobilized (save ends).
range, and then spend an action point to use double Miss: The target is slowed until the end of its next turn.
attack on two different characters if its tendrils are Attack (Smooth Flooring)
Immediate Reaction Melee
unattached. If it’s surrounded, it will either use shard Target: The creature that triggered the hazard.
reflection to escape or use shard burst to push away Attack: +6 vs. Reflex
enemies and then spend its action point to make a Hit: The target falls prone.
Countermeasures:
tendril attack. The shard slave will direct any char-
F A character who makes a successful Athletics check (DC
acter it’s dominating to attack arcane spellcasters 6 or DC 11 without a running start) can jump over a single
or those who have the ability to move its dominated square of hazardous flooring.
victims away from it. The hazardous terrain in the F An adjacent character can disable a hazardous square
with a DC 15 Thievery check if that character has some
shrine doesn’t affect the shard slave. sort of covering that can be placed over the square.
F A character can attack a hazardous square (AC 12, other
defenses 10; Hp 20; resist 5 all). Destroying a hazardous
square removes the hazard and changes it to difficult
terrain.

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The Shrine of Glass-Spire Forest

Shard Slave Level 4 Solo Controller About the Author


Medium aberrant humanoid (undead) XP 875 Cal Moore joined Wizards of the Coast in 2000 as an editor
Initiative +6 Senses Perception +8; darkvision for the Showdown line of sports TCGs. He has contributed to
HP 148; Bloodied 74 Scrying Font a wide range of trading card games, miniatures games, and
AC 16; Fortitude 13, Reflex 18, Will 17 Avalon Hill games while at Wizards. In 2009, he joined the
Use of the scrying font is at the DM’s discretion. It is RPG side of the business and hasn’t looked back. Cal has been
Resist 5 necrotic; insubstantial (if the shard slave takes radiant
damage, it doesn’t benefit from being insubstantial during
an excellent springboard to further adventures, but part of an ongoing Thursday night game with the same core
its next turn); Vulnerable 5 radiant (and see insubstantial) if you don’t want to create those adventures or have players, both as DM and player, since he joined the company.
Saving Throws +5 nothing prepared for the clues to lead to, then the
Speed 6
font can simply be dead or inoperable.
Action Points 2
m Dominating Tendril (standard; at-will) F Charm, Psychic If you choose to utilize the font of purple glass in
Reach 3; +7 vs. Reflex; 1d8 + 1 psychic damage, and the the back alcove, then it still holds some power. Any
target takes ongoing 5 psychic damage (save ends). First character trained in Arcana or Religion who comes
Failed Save: The target instead takes ongoing 5 psychic
damage and is dominated (save ends both). The tendril
within 10 feet of the font will sense the power held
remains attached until the target saves. within it. With investigation, a DC 10 Arcana check
m Double Attack (standard; encounter) or DC 12 Religion check will reveal that the font will
The shard slave makes two dominating tendril attacks.
operate as a limited scrying device. Determining its
C Call of the Shard (standard; recharge 6) F Charm, Psychic
Close burst 5; +7 vs. Will; 1d10 + 3 psychic damage, and operation requires another check: DC 15 Arcana, DC
the target takes a –2 penalty to saving throws (save ends). 17 Religion, or DC 15 Thievery (fooling about with it).
C Shard Burst (standard; encounter) F Force Success indicates that a character must make contact
Close burst 2; targets enemies; +7 vs. Fortitude; 2d8 + 3
force damage, and the target is pushed 3 squares.
with the purple stone and channel energy into it (a
Shard Reflection (immediate reaction, when the shard slave healing surge). Doing so reveals either the general
takes damage; encounter) location of the shard slave’s meteorite shard (this
The shard slave shifts 6 squares.
can lead to further adventures devised by the DM)
Alignment Evil Languages telepathy 10
Str 4 (–1) Dex 19 (+6) Wis 12 (+3) or a gigantic fortress at the head of a valley (also with
Con 13 (+3) Int 14 (+4) Cha 8 (+1) details to be supplied by the DM).

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56
Explore Ikemmu:
The Gloaming City
By Matt James
illustration by Evan Shipard & John Stanko
cartography by Sean MacDonald
TM & © 2010 Wizards of the Coast LLC All rights reserved.

Wispy strands of gray matter float ­endlessly in the colorless expanse


that is the Shadowfell. In a city that is known for being a source of
exotic trade, ­I kemmu is a hardy and militant ­enclave. Meanwhile,
deeply removed from the ­invigorating sun that exists on the ­surface,
the shadowy sister-haven of Ikemmu resides within the caliginous
and ominous caverns of the ­Underdark. It, too, serves as a ­massive
hub of trade and commerce for the two planes and is the source
of Ikemmu’s recent ­emergence as one of the more powerful of the
­shadow enclaves. ­Mystical spires tower over the city and offer insight
into its ancient creators. What dangers lurk just outside the vertical
expanses of Ikemmu is largely unknown, but one truth cannot be
denied—this shadar-kai city serves as bastion of power in both the
Underdark and the Shadowfell.
J a n u a r y 2 010 | D u n g e o n 17 3
57
Explore Ikemmu: The Gloaming City

The Legend competing hypothesis that perhaps these creatures


rather than the cloakers were the city’s builders, but
of Sphur Upra few give credence to the idea.
Now, as more travelers come and go through the
Buried deep beneath the lands of Aglarond on the city’s obsidian gates, the truth is more elusive than
surface world, the edge of the Ramparts of Night is ever. Who were the city’s winged inhabitants? Why,
now home to a thriving and vibrant city that straddles with such power, would they leave? Did the Spell-
two planes of existence on the rim of a reflective plague truly inflict such fear and doubt?
canyon. As if mirrored by some long-forgotten power,
the city of Ikemmu is a marvel amongst realities, for it Ikemmu’s Story
exists simultaneously between the Underdark and the Many races come to Ikemmu to live and trade and
Shadowfell. work. Some occupy vital domestic niches that the sha-
Ikemmu was originally known as the gloaming dar-kai, by virtue of their volatile natures, are unable
city of Sphur Upra. It now hosts the largest population to fulfill. Common shopkeepers, domestic household
of shadar-kai in all the Realms. Droves of shadar-kai staff, and other nonmilitary functions are often filled
were forced to seek refuge in the city by growing by the humans, Dark Ones, and other races that have
threats within their domain. Before the shadar-kai, made the city their home. Shadar-kai offer everything
however, the city was built and formerly occupied by in trade that they can acquire, including finely crafted
creatures known as cloakers, which accounts for its weapons, goods from the Underdark, and goods
unique design; it is built primarily vertically instead raided from the Drow, Thayans, and the Hordelands.
of horizontally as most cities are constructed. The They also raid the Shadowfell, capturing and training
ability of shadar-kai to use the shadows as a means of shadow beasts to sell or use in the military.
transportation has made this ancient city a natural Trade and religion are important components
choice for their defense against traditional enemies. of Ikemmu. Worship of the warrior god Tempus is
Little is known about the origins of the city nor the prevalent. The shadar-kai need for stimulation is sat-
original inhabitants, but much speculation points to isfied by constant training and preparation for raids
the Spellplague as the catalyst for the massive exodus. and battles, but at the same time the shadar-kai are
No sage or loremaster has been able to determine comrades in battle and in defense of their city. Deni-
with any certainty who these mysterious cloakers zens of Ikemmu rise in prominence by how well they
were or where they disappeared to. Very little was left serve and defend their city, not by how they conquer
behind by this culture other than Sphur Upra and rivals. The other races that live and trade in Ikemmu
only a few key structures remain that tell their tale. are accepted by the shadar-kai as a means of strength-
Mysterious carvings have been located in recent ening the economy, but they are generally considered
years that depict winged humanoids living side-by- second class citizens. Rarely, if at all, would you see
side with cloakers. In these carvings, mysterious such external races participating in any sort of battle,
doorlike arches appear in the city’s open markets, unless they have made a name for themselves through
graven with ritual symbols. This has given rise to a merit or decree. Ikemmu of the Shadowdark

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particularly absorbent to ritual magic, thus creating a and bear indelible scars from a fire that must have
natural defense against more potent adversaries. swept through the city in the distant past. Scholars
Regional Background: Ikemmu is a very rare and ancient city, likely not speculate that it may have been the same blue fire
Ikemmu the result of shadar-kai work and dedication. The pre- that nearly destroyed most of the known world.
vious inhabitants were adept at erecting magnificent Newer construction has expanded the city of
You hail from the mighty shadar-kai city of Ikemmu.
structures that both defy logic and captivate onlook- Ikemmu to accommodate the influx of residents
With its proximity to the multiple planes, you have
ers. The amount of detail that went into these early in recent decades. These buildings are of standard
learned to adapt to hostile environments.
structures is amazing to anyone knowledgeable on design for the Underdark and provide housing for the
You gain a +2 bonus to Arcana and Dungeoneering
such topics. Many of the dwellings are in near ruin vast majority of enclave soldiers.
checks in addition to a +2 bonus to skill checks when
using any travel ritual.

Ikemmu
Geography Ikemmu is an exciting and exotic city found deep something no enterprising person could easily forsake.
within the Underdark. With a direct connection to Defense: Much of Ikemmu’s populace is highly dis-
Ikemmu is a unique place in the Faerünian multi-
the Shadowfell, Ikemmu is an important trading post ciplined and trained soldiers who are ready to defend
verse, as it consists of two parts occupying separate
between these unique locations. their city with fervor, grace, and determination.
planes of existence. One is in the Underdark and the
Population (8,000): another 4,000 live in the sur- Inns: Blight-Keeper’s Inn, The Shallows, the Bor-
other in the Shadowfell. This unique situation affords
rounding areas and contribute to the commerce and dengath, and Iak’s Auberge. On the Shadowfell side,
Ikemmu opportunities in trade that are not found
livelihood of the shadar-kai enclave. The vast major- the only place to stay is called the Rusted Chain.
anywhere else. Shadar-kai merchants traverse the
ity of the population is shadar-kai refugees who long Taverns: Chaos, Leil’s Cup, The Wayfarer’s Ale-
ancient gate that separates the two parts of the city
ago fled from the ravages of the Spellplague to find house, and the Leaning Sword. On the Shadowfell
with rare and unique wares from both sides. Inhabit-
a more peaceful life. Small populations of other races side, Dalegot’s End, Myriad’s Horn, and the Jesting
ants of the Shadowfell are just as eager to trade for
have taken up permanent residence in Ikemmu and Joker.
items of the Underdark as those of the Underdark
are rarely seen other than in fleeting moments during Supplies: The Vilhon Expedition Company, Korky’s
who seek rare shadow items in return.
busier hours of the day. Few deva are ever seen within Cupboard, and Mordak Outfitters. On the Shadowfell
No formal roads exist in Ikemmu because of its
Ikemmu as social discrimination keeps them from feel- side, ‘Oolio’s adventuring’ is the only supply shop.
vertical design, but locals and visitors either have
ing comfortable or welcome. Temples: Shrines to the god of war, Tempus,
little trouble getting from one point to another—or
Government: Ikemmu is ruled by a plutocracy are peppered throughout Ikemmu along with dedi-
they simply can’t.
consisting of a close-knit syndicate of extremely dis- cated shines to Shar. There are secret enclaves of
Old Sphur Upra creet merchants whose identities are known by few. Ghaunadaur, but for obvious reasons they are not too
Their discretion affords them the unique opportunity publically active. Most other religions can be found if
Much of Ikemmu is constructed out of ancient obsid-
to trade with many of the black-market dealers of one searches hard enough but they do not play a large
ian stone that was harvested from the deepest recesses
Faerûn, trafficking goods between the Underdark and enough role in the city to be a centerpiece of daily life.
of the Underdark. As Creation fights against the natu-
Shadowfell. The trade is dangerous but also lucrative—
ral forces of the world, this unformed stone becomes

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The Four Towers Prison Rathmore


Of the many magnificent and awe-inspiring struc- Another location of note is a cave complex between
tures in Ikemmu, four towers attract the attention of Pyton and Helavor towers. This cave has the distinct
every visitor. While not much is known of their origi- honor of serving as the prison for Ikemmu, and it
nal purposes, it is readily apparent that they contain is an effective deterrent to would-be criminals. The
arcane empowerment that is somehow fused with horrors that lie within are not merely that of caged
divine power. Loremasters speculate that it was what cells-beasts of the caves roam freely within.
“the ancients” used to vacate the city when the Spell- To expedite trials and to prevent crowding of the
plague began its cleansing. prison, guards often let the prisoners loose with the
Facing them, the towers from left to right are promise of freedom should they escape intact. Many
Makthar, which contains the city’s principle temple to try but few achieve such a goal. When one is success-
Tempus; Pyton, which serves as one of Ikemmu’s trade ful, the shadar-kai guards are so impressed with their
centers; Hevalor, a mercantile center focused primar- skill, bravery, and ability to survive that they honor
ily on exotic goods and trade; and finally Athanon, their agreement to let them go. This, of course, also
where the warriors of Ikemmu and its ruler dwell. leads to many deaths among the most desperate pris-
Of particular note, setting them apart from the oners, but the guards have no qualms over that.
other towers, Makthar is crowned by stone spikes
with lightning that dances between each. During
each hour of the “day,” magical bells are rung that can
be heard all across the city and beyond and a beau-
tiful waterfall cascades down the cliff wall. Tower
Athanon is fenced and has carvings of Tempus’s
sword and winged humanoids etched all around it. A
single, ominous eye is carved at the top of the tower.
Three bridges connect Pyton and Hevalor at vari-
ous heights but are camouflaged against the cliff wall.
Roughly-carved stone juts up from the bridges in a
curved, tusklike shape. There are no such connec-
tions between Makthar and Athanon.

Ikemmu of the Underdark

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I1: Escape from acters must attempt at least one group Stealth check. General Nadar Level 15 Elite Soldier
Medium natural humanoid (shadar-kai, leader) XP 2,400
This skill can earn any number of successes.
Prison Rathmore Thievery (DC 15): The character opens a rusted,
Initiative +13
HP 290; Bloodied 145
Senses Perception +9

forgotten lock with an improvised pick. This skill can AC 30; Fortitude 28, Reflex 27, Will 27
Encounter Level 2 (625 XP) earn a maximum of 1 success. Saving Throws +2
Speed 6
Success: The party navigates out of Prison Rath-
Dead Man Walking . . . more and wins its freedom.
Action Points 1
m Spiked Chain (standard; at-will) ✦ Martial
Dark, dank, murky caves have been transformed into Failure: The characters become lost. They Reach 2; +22 vs. AC; 2d10 + 8 damage, and the target is
a labyrinth of seemingly endless prison cells. Guards can either surrender themselves to guards and be marked until the start of Nadar’s next turn.
move about only in groups of four or more, and the M Double Attack (standard; at-will) ✦ Melee
returned to the prison, or engage in a fight against Nadar makes two spiked chain attacks.
horrific sounds of unknown horrors echo down each Underdark monsters at their level +2 and then try the M Follow-up Attack (minor 1/round; at-will) ✦ Martial
dark corridor. As you sit, you cannot help but feel skill challenge again. +20 vs. Reflex; 1d6 + 6 damage, and the target is
utterly alone. You must do something to get out alive! knocked prone.
Shadow Jaunt (move; encounter) ✦ Teleportation
General Nadar
Escape from This elite soldier of Ikemmu is a legend amongst
Nadar teleports 3 squares and becomes insubstantial until
the start of his next turn.
Prison Rathmore the shadar-kai. Known for his brutal command of Astral Rally (standard; encounter) ✦ Healing, Teleportation
Desperate to get out of Rathmore Prison, you use all Close burst 5; all allies in the burst regain 10 hit points,
Ikemmuan forces, General Nadar is both feared and can teleport 5 squares, and make a melee basic attack
resources at your disposal to arrange your escape. revered by the armies he commands. He is a master after teleporting.
Whether sweet-talking the guard, or find resourceful tactician who fully understands the intricacies of Alignment Unaligned Languages Common, Elven
ways of escaping, you know you will not survive long ­strategic warfare.
Str 26 (+15) Dex 19 (+11) Wis 15 (+9)
Con 17 (+10) Int 14 (+9) Cha 18 (+11)
without a plan. General Nadar does not take anything for Equipment leather armor, spiked chain
Level: 2 (XP 625) granted. He believes that the end justifies the means,
Complexity: 3 (requires 8 successes before
3 failures)
so he will do whatever is required to secure victory. Tactics
General Nadar will use all resources at his disposal to
Primary Skills: Acrobatics, Perception, Insight,
eradicate his opposition. Rarely does he take prison-
Stealth, Thievery.
General Nadar is a great antagonist to introduce to ers unless specifically directed by Ikemmu’s ruling
Acrobatics (DC 15): You contort your body
your characters for a long-term plot. Adjust his level family, and he has been known to order the slaugh-
enough to fit between the bars of a locked gate. This
accordingly as characters rise in levels to keep him a ter of surrendering enemies. He will often send in
skill can earn a maximum of 1 success per character.
suitable challenge. weaker forces, sparing his more experienced units,
Perception or Insight (DC 10): The character
until an escalation of force is required.
figures out the timing of the guard patrols in order to
slip past when they aren’t nearby. Each of these skills
can earn a maximum of 1 success. He has been known to be less than honorable on the
Stealth (DC 10): The characters elude capture field of battle.
and monsters by sticking to the least-traveled areas of
the catacomb and moving as quietly as possible. All
Stealth checks must be group checks, and the char-

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Encounter Group About the Author


Matt James is a disabled combat veteran, having been
Though Nadar does travel alone from time to time, he wounded in action while serving in Iraq during 2005. When
usually has an entourage of family and supporters. not freelance writing for Dungeons & Dragons®, Matt is
chained to his desk working endlessly on developing his D&D
Level 15 Encounter (XP 6,400) website; Loremaster (http://www.loremaster.org).
You can also follow Matt’s gaming insights at www.twitter.
Nadar (level 15 elite skirmisher)
com/matt_ james_fr
1 shadar-kai painbearer (level 15 skirmisher;
MM2)
4 shadar-kai warriors (level 8 soldier; MM)

Hook: Introducing General


Nadar
General Nadar takes pleasure in doing the bidding
of the ruling family. He is well known for triggering
conflicts that force Ikemmu to call on his services. He
is not afraid of any fight. Examples of how he could
encounter the characters include:
✦ The heroes are ambushed by a patrol of General
Nadar’s forces. This was arranged on Nadar’s
orders for reasons the characters gan only guess at.
✦ General Nadar has the characters arrested for
a crime they did not commit and thrown into
Rathmore prison, purely to test their mettle. If
they get out of the prison, he challenges them
personally, purely to test his mettle.

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Creature Incarnations:
Living Spells
The essence of magic When encountered, living spells immediately attack.
in monster form Just like the destructive nature of an attack spell, a
living spell is simply fulfilling the direction provided
By Peter Lee Living spells are deadly horrors that haunt the
by its arcane instinct.
Mournlands, the cursed remains of the great nation
illustrations by of Cyre. These monstrosities at first appear to be
Michael Franchina and David Rapoza General Living Spell Lore
lingering conjurations, but they have no external
Arcana or Dungeoneering DC 16: A living spell
guidance—these spells have a life of their own.
is a magical effect that has been transformed into a
Living spells are not a natural form of life. They
creature with a life of its own. They are drawn to sites
have no need for self-preservation, and communicating
saturated with arcane energies.
with these creatures is nearly impossible. They have
Arcana or Dungeoneering DC 21: The arcane
no earthly needs: They don’t eat, sleep, or reproduce.
TM & © 2010 Wizards of the Coast LLC All rights reserved.
formulas that describe a spell have one fundamental

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Creature Incarnations: Living Spells

object undefined—the target. This omission is felt by a Living Cloud of Daggers Lore Living Flaming Sphere Level 10 Elite Skirmisher
Medium aberrant beast (blind, ooze) XP 1,000
living spell, and it fills this hole whenever it detects a Arcana or Dungeoneering DC 16: This crea- Initiative +11 Senses Perception +7; blindsight
suitable living being. ture is a living spell spawned from a wizard’s cloud Blazing Husk aura 1; any enemy that starts its turn within the
aura takes 10 fire damage.
of daggers. The arcane force that animates a living
Living Cloud of Daggers cloud of daggers is dispersed easily, causing the force
HP 220; Bloodied 110
AC 24; Fortitude 24, Reflex 22, Will 20
As a living embodiment of one of the simplest spells daggers to evaporate instantaneously. Some sages Resist 10 fire; Vulnerable cold (a living flaming sphere that
in the wizard’s arsenal, the living cloud of daggers is believe that the clouds have the ability to reform takes cold damage deals half damage with blazing husk
a common sight in the Mournlands. It hovers like a after some time, but that this time ranges from hours
until the end of its next turn)
Saving Throws +2
swarm of insects, harassing nearby creatures with its to months depending on the amount of ambient Speed fly 6 (hover; altitude limit 1)
mystical blades of force. magical energy. Action Points 1
m Slam (standard; at-will) F Fire
Living Cloud of Daggers Level 10 Minion Brute
Medium aberrant beast (blind) XP 125 Living Flaming Sphere +13 vs. Reflex; 3d6 + 8 fire damage.
M Immolating Crash (standard; usable only when charging,
Initiative +9 Senses Perception +7; blindsight The living flaming sphere is similar in appearance recharge 5 6 ) F Fire
HP 1; a missed attack never damages a minion. +13 vs. Reflex; 1d6 + 4 fire damage, and ongoing 10
to the famous conjuration, except that no wizard lays
AC 22; Fortitude 23, Reflex 22, Will 20 fire damage (save ends). The sphere pushes the target 2
Speed fly 8 (hover) claim to its creation and no arcane energy directs it.
squares and knocks it prone. Effect: The living flaming
m Slicing Daggers (standard; at-will) F Force This creature is wild and chaotic; it never stays in one sphere can shift 2 squares.
+11 vs. Reflex; 8 force damage. spot for long and it revels in fiery destruction. M Rolling Strike (move; at-will) F Fire
M Envelop (standard; at-will) F Force The living flaming sphere moves 6 squares and makes one
+11 vs. Reflex; 8 force damage. Effect: The living cloud of This creature’s immolating nature makes it a
attack at any point during the movement; +13 vs. Reflex;
daggers enters a square in the target’s space and the target dangerous threat when encountered in the wild. 3d6 + 8 fire damage, and the target falls prone. A living
takes ongoing 5 force damage (until the target no longer The blazing skin causes nearby plants to wither and flaming sphere doesn’t provoke opportunity attacks from
shares a space with the cloud). Any attack by a creature the target when moving away from it.
blacken before ultimately bursting into flame. An
other than the target that hits the living cloud of daggers Spinning Escape (immediate reaction, when an enemy hits this
also hits the enveloped creature. experienced tracker can follow the trail of ash this
creature with an attack; at-will)
Alignment Unaligned Languages — creature leaves easily, but the destination of the trail The living flaming sphere shifts 1 square.
Str 17 (+8) Dex 18 (+9) Wis 15 (+7) is dangerous in either case. One path leads to the Alignment Unaligned Languages —
Con 20 (+10) Int 3 (+1) Cha 9 (+4) Str 18 (+9) Dex 19 (+9) Wis 15 (+7)
beast itself, and the other path leads to its origin: the
Con 22 (+11) Int 4 (+2) Cha 9 (+4)
glass plateau deep in the Mournlands.
Living Cloud of Daggers
Tactics Living Flaming Sphere Tactics
A living cloud of daggers slowly stalks its foe before An inferno rages at the heart of this magical terror.
racing in to envelop it without an immediate counter- The living flaming sphere caroms across the ground,
attack. Once in combat, it persistently harries nearby ricocheting off nearby creatures and terrain. It uses
opponents, using slicing daggers only for opportunity rolling strike to maneuver into a devastating immolating
attacks or when it has enveloped a creature. When pos- crash attack when possible. When hit, it uses spinning
sible, the living cloud of daggers focuses on arcane escape to position itself next to an enemy that has not
foes, such as wizards, warlocks, and sorcerers. yet been subjected to blazing husk.

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Creature Incarnations: Living Spells

Living Flaming Sphere Lore Corrosion Web


Large aberrant beast (blind, ooze)
Level 11 Controller
XP 600
Arcana or Dungeoneering DC 16: The living Initiative +7 Senses Perception +7; blindsight
Living Spells
flaming sphere is encountered frequently in the HP 114; Bloodied 57
AC 25; Fortitude 24, Reflex 22, Will 22 in Your Campaign
Mournlands since it was a common sight in the last
Resist 10 acid; Vulnerable 10 fire
war. Anyone familiar with how a trained war wizard Living spells were originally designed for the Eberron®
Speed 6
utilizes a flaming sphere notices a living version is m Slam (standard; at-will) F Acid setting, but it’s easy to use these creatures in your
undirected—it is a rampaging and relentless force of +15 vs. Fortitude; 2d8 + 5 acid damage, and ongoing 5 acid own campaign. Any area infused with magic is a
damage (save ends).
destructive fury. Unlike the wizard’s spell, a living natural spawning ground, such as areas devastated
M Engulf (standard; usable only when no creatures are engulfed;
flaming sphere can be damaged. at-will) F Acid by the Spellplague in the Forgotten Realms® setting.
Targets one Medium or smaller creature; +15 vs. Reflex Also, these creatures can be a welcome addition
Corrosion Web (automatically hits an immobilized creature); the corrosion in any adventure that includes a source of arcane
web pulls the target into its space, and the target is
Most living spells are the animated form of a single power. For example, when a human diabolist (Monster
grabbed. Until the grab ends, the target is dazed and takes
spell, but occasionally multiple spells interact to ongoing 10 acid damage. When the grab ends, the target Manual® 2, page 114) is defeated by the characters,
form a hybrid creature. The corrosion web is an shifts to a square of its choosing adjacent to the corrosion the diabolist’s last spell is interrupted in a violent
web. When the corrosion web moves, it pulls any engulfed
example of a living spell that combines two common explosion that spawns a chillspark. Another idea
creatures with it, and it does not provoke opportunity
arcane spells: the wizard’s web and the sorcerer’s attacks from engulfed creatures. features a circle of power-hungry wizards that hopes
acid orb. Such combinations transform each spell R Towing Tendril (standard; at-will) F Acid to perform a ritual to enhance their magic. Ritual
Ranged 5; +15 vs. Reflex; 2d8 + 9 acid damage, and the experimentation is dangerous, and several failed
in unique ways; for the corrosion web, the silk fila-
corrosion web pulls the target 3 squares.
ments forming the mass of the creature are covered A Ensnaring Web (standard; recharge 5 6) F Acid, Zone
experiments have resulted in the creation of living
with a caustic slime. Like a fisher throwing a net, the Area burst 1 within 10; +15 vs. Reflex; 1d8 + 5 acid spells. Although some living spells are captured and
corrosion web ensnares foes with thin layers of its damage, and the target takes ongoing 5 acid damage and used as guardians for the wizards’ laboratory, the
is immobilized (save ends both). Effect: The burst creates a more uncontrollable experiments have escaped to
ropy body.
zone of webs that lasts until the end of the corrosion web’s
next turn. The zone is difficult terrain for the corrosion threaten the local populace.
Corrosion Web Tactics web’s enemies.
The corrosion web focuses on a single foe at a time Combustible
If the corrosion web takes fire damage while a creature is
by pulling it with a towing tendril. Once it successfully engulfed, the engulfed creature takes 10 fire damage.
uses engulf against an enemy, it keeps would-be rescu- Alignment Unaligned Languages —
ers away with repeated ensnaring web attacks. When Str 14 (+7) Dex 15 (+7) Wis 15 (+7)
Con 18 (+9) Int 4 (+2) Cha 7 (+3)
fighting with other living spells, the corrosion web
makes frequent use of ensnaring web to immobilize slows down enemies just enough to be finished off by
opponents. a sorcerer’s acid orb. This hybrid spell looks like the
collapsed remains of a spider web, but thick caustic
Corrosion Web Lore goo that dissolves skin and bone covers it.
Arcana or Dungeoneering DC 16: A corrosion
web is derived from the effects of two spells fre-
quently used in combination: a wizard’s magical web

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Creature Incarnations: Living Spells

Withering Grasp Withering Grasp Tactics Frostclutch


The ebon tentacles and enfeebling powers of this The withering grasp skulks in the shadows just out of Most living spells are chaotic blobs of bubbling magic,
living spell reveal its origins as the combination of sight until it can move out and trap a foe in a grasping but a living spell of a structured conjuration resem-
Evard’s black tentacles and ray of enfeeblement. The tentacle. It pulls nearby targets with lashing tentacles, bles the original form. In the case of the frostclutch,
dreaded composite sucks the life out of those it envel- then it follows that up by using engulf against an the oversized hands of force from Bigby’s arsenal fly
ops, weakening them to a point where they cannot unfortunate soul at the earliest opportunity. through the air, grabbing and trapping creatures in a
escape. prison of ice.
Withering Grasp Lore
Withering Grasp Level 15 Soldier Arcana or Dungeoneering DC 18: This crea- Frostclutch Level 18 Controller
Large aberrant beast (blind, ooze) XP 1,200 Medium aberrant beast (blind, ooze) XP 2,000
Initiative +12 Senses Perception +10; blindsight ture is often confused as a black pudding, but a closer Initiative +14 Senses Perception +14; blindsight
Tentacle Web aura 2; enemies treat squares within the aura as examination reveals this tentacled monstrosity to be HP 170; Bloodied 85
difficult terrain. a living spell. The withering grasp combines Evard’s AC 32; Fortitude 31, Reflex 30, Will 30
HP 148; Bloodied 74 Resist 10 cold
black tentacles and ray of enfeeblement.
AC 31; Fortitude 29, Reflex 26, Will 26 Speed fly 6 (hover)
Resist 10 fire, 10 necrotic m Chilling Touch (standard; at-will) F Cold
Speed 6, climb 6 (spider climb) +22 vs. Fortitude (automatically hits a target grabbed by
m Grasping Tentacle (standard; at-will) F Necrotic the frostclutch); 2d8 + 8 cold damage.
Reach 2; +20 vs. Reflex; 4d8 + 5 necrotic damage, and the M Frozen Grasp (standard; usable only while the frostclutch
withering grasp pulls the target adjacent to it and marks it does not have a creature grabbed; at-will) F Cold
until the end of the grasp’s next turn. +22 vs. Reflex; 2d8 + 8 cold damage, and the target is
M Engulf (standard; usable only when no creatures are engulfed; grabbed.
at-will) F Necrotic M Entomb (standard; recharge 6) F Cold
Targets one Medium or smaller creature; +20 vs. Reflex Targets a creature grabbed by the frostclutch; +22 vs.
(automatically hits an immobilized creature); the grasp Fortitude; 2d8 + 8 cold damage, the grab ends, and the
pulls the target into its space, and the target is grabbed. target is entombed in ice (save ends). While entombed, the
Until the grab ends, the target is dazed and takes ongoing target takes ongoing 10 cold damage and is stunned. No
10 necrotic damage. When the grab ends, the target shifts creature has line of effect to the target. Miss: Half damage,
to a square of its choosing adjacent to the withering grasp. the grab ends, and the target is entombed until the end of
When the grasp moves, it pulls any engulfed creatures the frostclutch’s next turn.
with it, and it does not provoke opportunity attacks from Drag (move; usable only while the frostclutch has a creature
engulfed creatures. grabbed; at-will)
C Lashing Tentacles (standard; at-will) F Necrotic Targets a creature grabbed by the frostclutch; +22 vs.
Close burst 2; +20 vs. Reflex; 3d10 + 8 necrotic damage, Fortitude; the frostclutch shifts 3 squares and pulls the
and the grasp pulls the target 1 square to an adjacent grabbed target with it.
square and marks it until the end of the grasp’s next turn. Alignment Unaligned Languages —
Ebon Clutch Str 22 (+15) Dex 20 (+14) Wis 20 (+14)
Enemies marked by the grasp are also immobilized as long Con 18 (+13) Int 5 (+6) Cha 11 (+9)
as they are adjacent to the creature.
Alignment Unaligned Languages —
Skills Athletics +18, Stealth +15
Str 23 (+13) Dex 17 (+10) Wis 17 (+10)
Con 20 (+12) Int 4 (+4) Cha 9 (+6)

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Chillspark
Although not as common, some living spells appear
Creating your own Living Spells from other arcane sources than wizard spells. The
Although 3rd Edition introduced the living spell as a spells of a sorcerer are the most common nonwizard
template, I found results in a bunch of monsters that Monster Level = (Spell Attack Level/2) + 10. spells to gain sentience. The chillspark is the living
ultimately play in the same way—a creature has only combination of two sorcerer spells: leaping lightning
so many ways to engulf a hero and deal damage. I do For living spells that were combinations of powers, I and breath of winter.
have a couple of guidelines that I followed when writ- used the average of the two spells.
Chillspark Level 20 Skirmisher
ing this article. Of course, these are just guidelines. Large aberrant beast (blind, ooze) XP 2,800
Whatever makes your game the most fun should be Power Type Indicates Monster Secondary Role Initiative +19 Senses Perception +15; blindsight
the direction you choose. Similar to a power’s level, a power’s type should also HP 132; Bloodied 66
AC 32; Fortitude 32, Reflex 33, Will 31
indicate the strength of a spell. A living cloud of dag-
Resist 15 cold, 15 lightning, insubstantial
Strength of Spell Indicates Level of Monster gers should not be as imposing as living fireball or Speed fly 8 (hover), teleport 6
Running into a living meteor swarm should be much living sleep. Your characters should cut through at-will m Slam (standard; at-will) F Cold
scarier than a simple living fireball. The Mournland living spells, so these living spells should be minions. +23 vs. Fortitude; 4d8 + 10 cold damage, and the target is
slowed until the end of the chillspark’s next turn.
in Eberron was designed to be a paragon level loca- Encounter powers end up as standard monsters, and r Lightning Strike (standard; at-will) F Lightning
tion, so a range for living spell levels between 10 and daily powers make good elites. In the case where mul- Ranged 5; +23 vs. Reflex; 4d10 + 6 lightning damage.
25 made the most sense. For all the monsters in this tiple types of powers make up a living spell, choose a M Engulf (standard; usable only when no creatures are engulfed;
at-will) F Lightning
article, I used a simple formula: standard monster.
Targets one Medium or smaller creature; +23 vs. Reflex
— Peter Lee (automatically hits an immobilized creature); the chillspark
pulls the target into its space, and the target is grabbed.
Until the grab ends, the target is dazed and takes ongoing
15 lightning damage. When the grab ends, the target
shifts to a square of its choosing adjacent to the chillspark.
When the chillspark moves without teleporting, it pulls
Frostclutch Tactics Frostclutch Lore any engulfed creatures with it, and it does not provoke
opportunity attacks from engulfed creatures.
A frostclutch quickly flies into combat and uses frozen Arcana or Dungeoneering DC 20: The frost- C Lightning Leap (standard; recharge 4 5 6) F Lightning,
grasp against the closest foe. It uses drag to move that clutch is the living embodiment of Bigby’s grasping Teleportation
foe away from any potential assistance and either hands and ice tomb. The actual hand is as varied as the Close burst 1; +23 vs. Reflex; 4d6 + 14 lightning damage.
After the attack, the chillspark teleports 6 squares and
freezes it with its chilling touch or uses entomb to put conjuration that somehow became sentient: the last then makes a secondary attack against all creatures
the foe into a block of ice. spell of a dragonborn wizard looks like an oversized adjacent to it that were not targeted by the first attack.
version of his right hand, and a conjuration of a fol- Secondary Attack: +23 vs. Reflex; 4d6 + 14 lightning
damage.
lower of Vecna is a symbolic 5-foot-tall skeletal claw.
Alignment Unaligned Languages —
Str 23 (+16) Dex 25 (+17) Wis 20 (+15)
Con 20 (+15) Int 5 (+7) Cha 12 (+11)

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Creature Incarnations: Living Spells

Chillspark Tactics Encounter Groups About the Author


Peter Lee works as a game designer for Wizards of the Coast,
The chillspark constantly leaps from target to where he splits his time between RPG design and leading the
target, causing as much chaos as it can. When pos- The destructive nature of living spells means they design for D&D Miniatures.
sible, it teleports into a space to get the most effect don’t commonly associate with other creatures, but
out of lightning leap, especially at times when it can exceptions have been seen. Living spells ignore the
attack three or four targets. Otherwise, it alternates ubiquitous undead spawned from the warriors slain
between using engulf against foes and lashing out on the Day of Mourning and elementals are found
with lightning strike. with living spells due to their similarities. In rare
circumstances, powerful wizards can control living
Chillspark Lore spells.
Arcana or Dungeoneering DC 22: Not all living
spells are drawn from the spells of a wizard. The Level 10 Encounter (XP 2,575)
chillspark is the living form of the sorcerer’s breath F 3 living cloud of daggers (level 10 minion brute)
of winter and leaping lightning. This extremely mobile F 1 living flaming sphere (level 10 elite skirmisher)
creature is nearly impossible to contain, since it F 2 mourners (level 11 controller; Eberron® Campaign
frequently transforms into a bolt of lightning to rein- Guide, page 94)
corporate a short distance away.
Level 15 Encounter (XP 6,200)
F 2 earth archon seismic strikers (level 16 soldier;
Monster Manual 2, page 14)
F 1 stormstone fury (level 14 artillery; Monster
Manual 2, page 101)
F 2 withering grasps (level 15 soldier)

Level 19 Encounter (XP 12,400)


F 2 chillspark (level 20 skirmisher)
F 1 human diabolist (level 20 artillery; Monster
Manual 2, page 144)
F 1 greater helmed horror (level 18 elite soldier;
Monster Manual, page 155) D

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“Let the Queen and her royal hounds
fix their eyes on Galifar’s vacant
throne. Let them fret about the future.
Long as they’re not looking down here
where the real work’s done, we’ll all
get along swimmingly. Down here,
there’s those who rule the streets . . .
and those who think they do.”

Explore Fairhaven:
Villains and Vagabonds
By Jeff LaSala
illustration by David Rapoza F cartography by Sean MacDonald
TM & © 2009 Wizards of the Coast LLC All rights reserved.

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Explore Fairhaven: Villains and Vagabonds

Fairhaven is a city of magic and royal intrigue, its Stormreach, Xen’drik’s outpost of civilization, and left Royal Eyes wish to investigate him. Sentinel Marshals
glittering spires a symbol of the very heights of Aun- that perilous city behind only when more than one and Tharashk bounty hunters search for him still;
dairian power. Beneath the shining veneer, criminal Storm Lord put a bounty on his head. they may be willing to enlist further assistance. Dhar-
lords prey upon the weak, and ancient forces of evil vek often makes his deals at the Underquay.
conspire with undying patience. Then there are those Dharvek in Combat
without an elaborate agenda, who are merely too self- As a scavenger of the Last War, Dharvek is equally
Dharvek Level 10 Elite Artillery
Medium fey humanoid, elf XP 1,000
serving or independent to align with schemes outside dangerous in alley altercations as on more tradi- Initiative +7 Senses Perception +9; low-light vision
of their own. These are the survivalists of Fairhaven, tional fields of battle. He is a survivalist, employing Group Awareness aura 5; non-elf allies in the aura gain a +1
itinerant rogues and knaves—wayward souls, perhaps an assortment of martial and magical techniques to racial bonus to Perception checks.
HP 164; Bloodied 82
not so unlike adventurers. See Dungeon® #170 for strike from afar and keep his enemies at bay. If things AC 23; Fortitude 21, Reflex 24, Will 23
more information on the city. go south, he uses scavenger’s survival to slip away – Saving Throws +2
through walls, if necessary. Speed 7; see also scavenger’s survival
Action Points 1
Dharvek, Dharvek’s Roustabouts m Short Sword (standard; at-will) F Weapon
+17 vs. AC; 1d6 + 5 damage.
War Profiteer To avoid entrapment, Dharvek retains only a small r Shortbow (standard; at-will) F Weapon
group of loyal hirelings. Ranged 15/30; +17 vs. AC; 2d6 + 4 damage.
A recent arrival to the city’s smuggler trade and an R Burning Arrow (standard; at-will) F Weapon, Fire
Level 8 Encounter (XP 1,802) Ranged 15/30; +17 vs. AC; 2d8 + 4 damage, and ongoing
upstart rival to the gang lord Kreelo, the elf named
10 fire damage (save ends).
Dharvek is still sought by the Sentinel Marshals of F Dharvek (level 10 artillery) R Twin Arrows (standard; at-will) F Weapon
House Deneith for years of war profiteering. He main- F 1 half-elf con artist (level 7 controller; Monster Dharvek makes two shortbow attacks.
Manual® 2, page 138) C Shocking Dissuasion (standard; recharge 4 5 6 ) F
tains a hidden storehouse of illegal weapons deep in
Lightning
the Whiteroof Ward, guarded well by deadly traps F 1 half-elf bandit captain (level 6 skirmisher;
Close burst 2; +15 vs. Reflex; 2d6 + 4 lightning damage,
and animate constructs. Rumors within Fairhaven’s Monster Manual 2, page 138) and the target is pushed 2 squares.
underworld hold that Dharvek’s vault includes a F 4 half-elf smugglers (level 6 minions, Dungeon Elven Accuracy (free; encounter)
#155) Dharvek can reroll an attack roll. He must use the second
cache of experimental arms spirited away from the
roll, even if it’s lower.
city of Eston before the Day of Mourning. Scavenger’s Survival (move; encounter)
Too vain to assume an epithet like infamous Hook: Introducing Dharvek shifts 3 squares and gains phasing during this
masterminds, Dharvek is a criminal of unknown Dharvek movement.
Alignment Evil Languages Common, Elven, Giant
scruples and devious stratagems. He amasses wealth Dharvek prefers a fluid business. As a purveyor of
Skills Bluff +16, Insight +14, Stealth +15, Thievery +15
but spends it quickly, strengthening his resources illicit magic weaponry, he knows that adventurers are Str 13 (+7) Dex 15 (+7) Wis 18 (+9)
and eschewing decadence. The dusky tone of his skin the best resource for unloading contraband or acquir- Con 16 (+8) Int 18 (+9) Cha 14 (+7)
ing more. Sometimes he funds expeditions into the Equipment leather armor, longsword, shortbow, 2 daggers
suggests the presence of drow blood in his ancestry,
but this rumor only makes his exploits, origins, and Mournland in search of more “merchandise” and is
motives all the more mysterious. Yet there may willing to hire adventurers for such a purpose. But
be some truth to the tales: Nearly fifty years ago, PCs are just as likely to cross blades with Dharvek as
Dharvek started his criminal career in the gutters of work with him, especially if Fairhaven’s elite or the

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Explore Fairhaven: Villains and Vagabonds

Fherina, Persistent Fherina’s Protection Fherina


Small fey humanoid, gnome
Level 5 Skirmisher
XP 200
The best reporting is done solo, but snooping around
Chronicler where one isn’t welcome often requires bodyguards.
Initiative +5
HP 63; Bloodied 31
Senses Perception +9, low-light vision

AC 18; Fortitude 18, Reflex 16, Will 19


An artful chronicler and freelance investigator for the If not encountered alone, Fherina surrounds herself
Speed 5
Korranberg Chronicle, Fherina Arvindi writes and sells with hired muscle. m Short Sword (standard; at-will) F Weapon
sensationalist stories for a living. Like most gnomes +8 vs. AC; 1d4 + 2 damage.
Level 4 Encounter (XP 875) r Arcane Quip (standard; at-will) F Psychic
of Zilargo, she craves information and the secrets F Fherina (level 5 skirmisher) Ranged 5; +9 vs. Will; 1d10 + 5 psychic damage, and the
of those around her. She has chosen Fairhaven for F 2 Blademark grunts (level 3 soldier; target takes a –2 penalty to attack rolls (save ends).
its political intrigue, its obsession with arcane and C Scathing Retort (immediate reaction, when Fherina is hit or
Eberron® Campaign Guide, page 213) missed by an attack; at-will) F Psychic
higher learning, and its centralized commerce among F 3 human ruffians (level 2 skirmisher; Close burst 5; targets the triggering attacker; the attacker
the Five Nations. Assuming the penname Fherina Dungeon #155) gains vulnerable 10 psychic until the end of Fherina’s next
Heartsvale, Investigative Chronicler, she is often turn.
found poking around both the University of Wynarn Hook: Catching Fherina’s Fade Away (immediate reaction, when Fherina takes damage;
encounter) F Illusion
and the Chalice Center, seeking inspiration for the Attention Fherina becomes invisible until she attacks or until the end
perfect story. If the PCs are roped into a political, criminal, or oth- of her next turn.
Muckrake (free, when Fherina damages an enemy; encounter)
erwise intriguing plot within Fairhaven (the juicier
Fherina in Combat the better!), Fherina catches wind of it. She places
The target takes a –2 penalty to Will defense (save ends).
Alignment Unaligned Languages Common, Elven
Fherina loathes combat and will shy away from it at herself deftly in their path, offering her services to Skills Bluff +12, Insight +9, Streetwise +10, Thievery +8
every opportunity, sometimes leaving allies in a lurch. them as an inquisitive, a guide, or a locksmith mage-
Str 10 (+2) Dex 13 (+3) Wis 14 (+4)
If it’s clear that a battle is swinging in her favor, she Con 15 (+4) Int 15 (+4) Cha 16 (+5)
wright—whatever might fulfill their need and garner Equipment leather armor, 2 daggers, blank book, 5 inkpens
will linger to bear witness (“Every good story’s got to their trust. In truth, Fherina just wants to observe
have strife!”), offering her arcane quip to speed things them, learn their secrets and their pasts, write a story
along and muckrake to erode an enemy’s bluster. about them, and sell it. She may even publish a serial
about the PCs as a special edition of the Korranberg
Chronicle or a national broadsheet like the Aundairian
Scroll. Such an act might turn an otherwise private
party of adventurers into local celebrities—whether
they like it or not. Depending on the PCs’ needs, this
could work in their favor or quite against it.

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Explore Fairhaven: Villains and Vagabonds

Ralsor: Scion, Pilot, Ralsor in Combat Ralsor d’Lyrandar Level 7 Elite Skirmisher
Medium natural humanoid, half-elf XP 600
Ralsor is a swaggering combatant, using hit-and-run
Scoundrel maneuvers. A swashbuckler at heart, he uses point-
Initiative +9 Senses Perception +5; low-light vision
HP 152; Bloodied 76
AC 19; Fortitude 18, Reflex 20, Will 19
House Lyrandar, bearer of the Mark of Storm, is well blank skewer to impress allies and surprise enemies.
Saving Throws +2
known for producing a host of celebrated navigators Ralsor summons both wind and thunder with the Speed 6
and upstanding scions. Ralsor d’Lyrandar, airship power of his dragonmark to throw caution to the storm Action Points 1
when his enemies get too close. m Flourishing Rapier (standard; at-will) F Weapon
pilot and dragonmarked heir, isn’t one of them. His +12 vs. AC; 1d8 + 6 damage, and Ralsor shifts 1 square.
relationship with his house is in a state of constant
flux, marked by frequent embarrassments and ongo-
Ralsor’s Motley Crew r Hand Crossbow (standard; at-will) F Weapon
Ranged 6/12; +12 vs. AC; 2d6 + 4 damage.
ing, if empty, threats of excoriation. Yet his family Ralsor likes a good scuffle to keep life interesting, but M Bladed Comeback (immediate reaction, when Ralsor takes
he relies on the heavy lifting of his threadbare crew damage; at-will) F Weapon
is highly esteemed and well established, its coffers +10 vs. Reflex; 1d8 + 6 damage.
heavy with gold. Ralsor even owns the ship he pilots, when pressed into a real fight. M Point-Blank Skewer (standard; recharge 4 5 6 ) F
assuming the role of both helmsman and captain Weapon
Level 6 Encounter (XP 1,375) Ralsor makes one rapier attack and one hand crossbow
though his crew is usually quite scarce. In truth, he is F Ralsor (level 7 elite skirmisher) attack against the same target without provoking
a masterful steersman who merely plays the part of F 2 human guards (level 3 soldier; opportunity attacks. He can shift 1 square before, after, or
an irresponsible and lousy pilot to avoid entanglement between the attacks.
Monster Manual, page 162)
C Throw Caution to the Storm (standard; encounter) F
in the commercial obligations of the house. His mem- F 3 human lackeys (level 7 minion; Thunder
bership in the Windwrights Guild was last revoked Monster Manual, page 162) Close burst 1; +10 vs. Fortitude; 4d10 + 4 thunder damage,
when he damaged yet another docking tower platform F 1 warforged resounder (level 6 artillery; and the target is pushed 1. If Ralsor misses all targets with
with the hull of his ship. Fairhaven’s Sky Knights, who this attack, he grants combat advantage until the end of
Monster Manual 2, page 206) his next turn.
ride the winds above the city on their dragonhawks, Windy Retreat (free, when Ralsor hits with a melee attack;
all know of Ralsor and despise him for his antics. Hook: Riding with Ralsor at-will)
Ralsor considers himself an aerial vagabond, If Ralsor is dazed or immobilized, that condition ends. In
Ralsor and the Thunderhead are the perfect means for
addition, Ralsor shifts 1 square.
tethered to nothing but his ship—the Thunderhead, shuttling the characters to and from Fairhaven, espe- Alignment Unaligned Languages Common, Elven
which has certainly seen better days—and the cially if the characters haven’t got a stellar reputation Str 14 (+5) Dex 18 (+7) Wis 12 (+4)
friends he takes. His closest approximation to home themselves. Ralsor will fly from the city to just about Con 12 (+4) Int 15 (+5) Cha 16 (+6)
is Fairhaven, and he docks frequently at the Third Equipment cloth armor, hand crossbow, rapier, case with
anywhere and won’t ask too many questions unless 20 bolts
Tower to visit with his longtime friend, Phorif Mira- his passengers become friends or if he suspects real
dor of the Cellar Council. He avoids his kinsmen at evil is afoot. Alternatively, he can be encountered
the Chalice Center. somewhere else altogether; although he often goes
abroad, Ralsor inevitably returns to the city for fre-
quent ship repairs . . . and mischief. The Thunderhead
has seen more than one quest to protect the relic
hidden beneath the Third Tower, and Ralsor expects
to see more. He might even enlist the PCs’ help, in
exchange for free airship travel time.

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Explore Fairhaven: Villains and Vagabonds

Staunch, Warforged Staunch in Combat Staunch


Medium natural humanoid
Level 12 Elite Controller
XP 1,400
Staunch shies from no fight. He was forged for war
Mercenary and fully expects to meet oblivion in one. He uses
(living construct), warforged
Initiative +7 Senses Perception +10
HP 246; Bloodied 123
Not all criminals in Fairhaven employ theft, black- his customized armbow to launch fiery bolts or blast
AC 26; Fortitude 26, Reflex 23, Will 25
mail, or trickery. Some simply seize what they want opponents with incendiary spray. Although he moves Saving Throws +2
with brute force—or with the aid of a blazing cross- slowly, his wheel-foot allows him to pivot quickly and Speed 4
keep his opponents at bay. Staunch uses grinding wheel Action Points 1
bow. Staunch, a crippled warforged artificer and m Icy Warhammer (standard; at-will) F Cold, Weapon
former artillerist of the Aundairian Army, is just such to knock his foes down. +17 vs. AC; 1d10 + 5 damage plus 1d6 cold damage, and
an individual. Embittered by his injuries and less than the target is slowed until the end of Staunch’s next turn.
appreciative for what he considers “inadequate com-
Staunch’s Allies r Fiery Armbow (standard; at-will) F Fire, Weapon
When not surrounded by his employers’ goons, Ranged 10; +17 vs. AC; 1d8 + 4 damage plus 1d6
pensation,” he now hires himself out to anyone with fire damage.
Staunch shares the company of likeminded warforged
a bone to pick with the Aundairian crown. Staunch C Incendiary Spray (standard; recharge 4 5 6 ) F Fire,
unsatisfied with sovereign authority. Many have even Zone
usually serves as his employers’ armorer or some-
defected from the organized service of the Lord of Close blast 3; +16 vs. Reflex; 2d8 + 5 fire damage, and
times as a head of operations for whatever thugs or ongoing 5 fire damage (save ends). The burst becomes an
Blades.
grunts they retain. Recently, he’s been in contact with incendiary zone that lasts until the end of Staunch’s next
the Emerald Claw cell that hides within the ir’Uvanto Level 10 Encounter (XP 2,975) turn. Creatures that end their turns within the zone take
F Staunch (level 12 elite controller) 10 fire damage.
family estate.
A Alchemical Blast (standard; encounter) F Acid, Thunder
Staunch’s lower left leg was destroyed by some F 5 human lackeys (level 7 minion; Monster Area burst 2 within 10; +16 vs. Reflex; 2d8 + 8 acid and
eldritch device of Cyran design during the Last War. Manual, page 162) thunder damage, and the target is dazed (save ends).
No artificer, wizard, or magewright has ever been F 2 human slavers (level 8 brute; Monster Manual 2, Miss: Half damage.
M Grinding Wheel (move; at-will)
able to repair or replace it, so he’s built a harness page 149)
Staunch shifts up to 4 squares, making the following attack
around the stump with an enchanted wheel attached. F 2 warforged captains (level 6 soldier; Monster against each creature he moves adjacent to during the
This repurposing has given Staunch a slow, distinc- Manual, page 261) shift. Staunch can only target a given creature once during
each use of grinding wheel. +16 vs. Fortitude; the target
tive gait—and a surprising edge in combat. But for this
unforgivable slight, he is delighted by the destruction
Hook: Contending With falls prone.

of Cyre and openly mocks its survivors; he applauds


Staunch Uncanny Pivot (move; at-will)
Staunch gains a +2 bonus to AC, Fortitude, and Reflex until
Queen Aurala’s rejection of Cyran refugees. Staunch’s Parties willing to treat with criminals might be he moves.
able to hire Staunch, though his price is exorbitant. Warforged Resolve (minor, usable only while bloodied;
nihilist worldview has made him resistant to intimi- encounter)
dation and unafraid of death. Employing this belligerent warforged is an ordeal
Staunch gains 14 temporary hit points.
in itself. He is not content to take casual orders from Alignment Evil Languages Common
anyone, especially not breathers. As a construct and a Str 14 (+0) Dex 12 (+7) Wis 19 (+11)
nihilist, he respects only power, magic, and material Con 19 (+11) Int 19 (+11) Cha 12 (+7)
Equipment chainmail, warhammer
wealth; spiritualism or higher ideals mean nothing to
him. Most characters will encounter Staunch in their
enemy’s service, overseeing the heavy lifting of some
deadly operation, and will probably exchange arrow-
fire before words. But . . . he can always be bought.

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Lurks and Lairs 8. The Third Tower Tower, as it has come to be known, is the newest and
least trafficked of House Lyrandar’s docking towers
When a massive fire destroyed the upscale inn
Fairhaven is well known for its universities and librar- in Fairhaven and sees more private than commercial
known as the Peryton’s Pride only a few years ago, the
ies, its temples, and its beautiful white towers. But use. A door just inside the ground floor is marked
proprietor, a retired soldier named Phorif Mirador,
what of some of its lesser known sites, the sorts of “Cellar Council,” and leads to what used to be the
rented the surface of the estate to House Lyrandar
places a newcomer only finds by ill repute or mere basement of the previous establishment.
for a surprisingly low sum. His only condition: build
happenstance? Cellar Council: More a watering hole than a
around the intact foundations of the inn, what had
proper tavern, this basement bar has become a haunt
once been a vast wine cellar. Soon after, Fairhaven’s
for anarchists, malcontents, and outspoken critics of
third and smallest airship docking tower was erected
the crown. The worst of their rebellious claims—usu-
on the site. Situated in the southwestern corner of the
ally just liquor-driven rants—are surreptitiously steered
city in the residential Laurelbough District, the Third
away from talk of revolution by Phorif himself, propri-
etor and barkeep. The veteran uses the Cellar Council
and the presence of House Lyrandar activity above
to divert attention from what he has sworn to protect:
a powerful relic that he and other soldiers of his unit
discovered in a Dhakaani ruin just inside the Cyran
border several years before the Day of Mourning. The
mystic object, now hidden in a vault below the cellar,
has bound Phorif to its fate. Only one other knows this
secret: his friend Ralsor d’Lyrandor, an airship pilot
who frequently docks his ship at the Third Tower.

9. Ir’Uvanto Family
Antiquities
On the edge of the Sovereign Ward, and in view of
the city’s largest temples, is a stately manor belonging
to the noble ir’Uvanto family. This old Aundairian
family lost most of its fortunes, its holdings, and its
children during the Last War, and has struggled
ever since to maintain both reputation and a high
standard of living. The nobles make their living now
by selling a vast collection of gems, jewelry, and
objets d’art, many of which have been looted from the
­family’s own mausoleums. The gallery itself, known
as ir’Uvanto Family Antiquities, occupies the ground
floor of the manor and is open to the public.

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Claws in the Dark: Bitterness and desperation Street Judgement: Local superstition holds that About the Author
drove the family’s patriarch, Arvos ir’Uvanto, to anyone who enters the alley and bears ill intent Jeff LaSala is a writer of speculative fiction and an artificer
of RPGs. His Eberron novel, The Darkwood Mask, was nomi-
betray his country by accepting an offer he couldn’t against the city will face the spirits of betrayal. Real nated for the Scribe Award and showcases his love for all
refuse: His estate has now become a safe house for or not, even the most intrepid of Fairhaven’s criminals things dark, monstrous, and masked. Many of his ideas are
the Order of the Emerald Claw. With a hidden cell choose to go the long way around this part of the dis- drawn from the cthonic depths of New York City, where he
(roll 1d4)... (1) Dwells with an Argentine mermaid—and even
operating in the very shadow of Fairhold, agents of the trict. Characters with knowledge of the undead might
married her. (2) Masequerades as a normal person. (3) Imag-
Order work to insinuate themselves in the city’s more be asked to investigate the haunting, especially if the ines a world splintered into sorry hemispheres. (4) Lurks like
esteemed institutions and network with its criminals. spirits of the legend have been seen leaving Vorren’s a gargoyle over his website: ashlock.org.
Not all members of the ir’Uvanto family approve of Walk. But how does one find suitable bait?
the Order’s presence, but the most reluctant have
been silenced by savage threats. Still, if any of these 11. The Underquay
sent out a servant to find help, they might be willing While most legitimate river trade operates through
to talk if they could be guaranteed protection. the dockhouses of the Whiteroof Ward, a select
number of Fairhaven’s underworld elite have a
10. Vorenn’s Walk resource of their own. Flushed to the northeast edge
In 967 YK, a favored member of Fairhaven’s aristoc- of the wharf is a quay of cracked stone seemingly
racy—and a sorcerer of no small power—set to betray used for damaged ships. An unassuming dockhouse
the city to the Thranes by selling them royal secrets. is perched on one corner and is accessed only by a
Although the crown was none the wiser at the time, single door inscribed with invisible runes of ward-
word of this act reached the ears of Fairhaven’s crimi- ing. Within lies the Underquay, a surprisingly large
nal element. On the night the nobleman intended extradimensional space that serves as tavern, can-
to flee the city, he walked calmly from his manse to teen, and customs house to the powerful and lawless.
where a ship waited to bear him safely away. But as he Those who try to report the Underquay find that some
passed through a corner alley in the Whiteroof Ward, of the authorities have been paid off, and that their
more than twenty Aundairian outlaws descended on days are now numbered.
him with daggers. He did not emerge—but neither Deadly Discretion: Characters who learn the
did his killers. Today, the alley that bears his name watchword of entry into the Underquay find them-
is believed to be haunted with his ghost and those of selves rubbing elbows with the worst of Fairhaven’s
twenty criminals. Though many stories are told of criminal element. Here the gang lord Kreelo (in one
this event, most claim that both betrayal and sorcery of his many faces) might meet with corrupt officials,
cursed the place of his death. disreputable visitors, or greedy merchants wishing
to scare off their rivals. The war profiteer known as
Dharvek often comes for business or to trade insults
with Dark Dagger rogues. Those who come looking
for trouble—or for a smuggler unafraid to break some
bones—will find it in the Quay.

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Ed Greenwood’s
Eye on
the Realms

The Gentle Ghost


Silverymoon
of

by Ed Greenwood  ✦  illustration by Matias Tapia

Wherever you find battlefields, fortresses, or long- eyes where there should be none, doors that open or Yet some, more peaceful apparitions warn or guide
established settlements in the Realms, you will also close by themselves, and items that move about of the living, or at least individuals of a particular family
find hauntings. Many folktales concentrate on the their own volition. Many such objects—a shoe, a skull, or clan. One such that has risen to popular notice
undead or walking dead, those who awaken terror, or a skeletal or mummified finger—are tokens of an only recently is a spectral, flying lady elf who has
have fearsome powers, and pose very real dangers unseen curse or force that guards a place or family, become known as the Gentle Ghost of Silverymoon,
to the living. After that, most bards turn to tales of or lashes out with fell intent at intruders … or anyone called so for her kindly manner.
the inexplicable, telling of strange lights or staring at all.

TM & © 2010 Wizards of the Coast LLC All rights reserved.

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Hauntings of horn streaming endless red ribbons of blood that is Meeting the
not its own. The unicorn always takes a different path,
Silverymoon passing freely through everything in its way—though Gentle Ghost
it largely keeps to the streets rather than plunging
The Gem of the North is a city little troubled by evil through buildings—and it seems not to see any other In addition to these other specters, a new appari-
or menacing undead, for wards, rituals, and all sorts creatures. For almost a century, this haunting has tion has joined Silverymoon’s existing hauntings.
of other spells have lain thickly upon its walled, older recurred at irregular times, and been taken as a First seen some twenty winters ago, she seems to
Northbank neighborhoods for centuries. Such magic warning of various dire events by citizens, faiths, and have grown bolder, appearing with more frequency
has also been cast deliberately and in profusion in groups. For example, it has been said that the uni- about fourteen winters back. The Gentle Ghost of
the newer Southbank as the city expanded. Simply corn’s appearance has presaged the death of a Harper, Silverymoon takes the form of a silent, translucent,
put, most of the usual causes for undeath have been as well as that of a believer of the fading faith of faintly-glowing phantom of a robed, cloaked elf lady
blocked, and those few undead that can be found in Lurue. Some believe the unicorn is a harbinger of the who flits about the streets of the city. Seen only in
Silverymoon take the form of bound guardians like passing of one of the legendary talking unicorns of moonlight, she almost always seems solid and fully
baelnorn, who watch over deep vaults where few citi- power, who are wiser and more powerful than most present from the waist up. The rest of her body trails
zens or visitors are likely to intrude. of its kind. And some believe that the appearance of away into her amorphous, flowing cloak, and often
However, this same profusion of warding magic this spirit is a warning that something valuable and into invisibility below knee-level.
has—according to many sages—played a part in vital will be stolen from Silverymoon. Most who see her say she drifts along smoothly
empowering local hauntings. Several examples F Floating heads or masks that appear before rather than moving her legs as if walking, and very
include: doors they guard. Such doors are typically the few report having seen her feet (and those who have
F Spectral, silent wandering cats. entrances to family crypts, but also certain temple all say she wears boots rising higher than her knees).
F Disembodied voices that whisper long-outdated vaults and bedchambers where particular persons Everyone who has seen her claims that she floats well
warnings, longings, or entreaties in particular rooms, died or specific secrets are still hidden. These heads above the ground. Were she standing, her feet would
passages, or alleyways. or masks speak to the living, usually threatening not be on the cobbles, but on something about 4 feet
F “Anniversary” apparitions seen only on certain dire consequences if intruders do certain things, and above them.
days of the year, during certain lunar phases, or providing cryptic clues about things intruders could All observers also agree in her coloring. She is
commemorating occasions when the Moonbridge or should do that would benefit them, or fulfill some bluish-white (a darker purple-blue in the shadows of
was created or augmented. Such ghostly figures long-standing purpose. her cowl and where her body fades away), her skin
consist of silently-hurrying, cloaked, tall elf like Apparitions of various sorts, from coaches racing of the same hue as her cloak and robes. She is dark-
beings with drawn swords and long, slender arms through the night to the long-dead heads of fami- eyed, her face beautiful and fine-featured, framed by
and fingers. These creatures drift along streets (and lies marching to dooms they met decades ago, are long, unbound flowing hair of a blue so dark as to be
sometimes through walls that now stand where common in many places in the Realms in the wake almost black. Her robes have full, flaring sleeves that
streets or alleyways once were) at great speed, faces of the Spellplague, but only the whispering voices extend just below her wrists, and a deep, V-necked
inside their cowls missing except for the burning and floating, talking heads and masks are found bodice that leaves her collarbones bare but is held
lights of their eyes. in other cities of Faerûn. The rest seem unique to together by a fine cross-chain to prevent it gaping
F The Frantic Unicorn, an agitated and wild-eyed Silverymoon. open to her waist. Her cloak is as light and flowing as
unicorn that gallops silently across the city with its the robes but has a cowl that is always up, surround-

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ing but not hiding her head. She also wears a fine When the The locales are usually fairly distant from Silvery­
chain headband that may be fastened to the cowl to moon (at least a few days’ ride), although one was
prevent it shifting (so it never conceals her face or falls Ghost Swoops actually in the city. Those who find the place shown
back off her head). Her garb never changes. to them all report a strange sensation that rose and
The Gentle Ghost moves along the streets and A rare few of the beings the Gentle Ghost meets she fell in their bodies as they moved around the spot,
alleys of present-day Silverymoon with obvious seems to recognize—not necessarily as people she’s guiding them to hidden caches. Sometimes these
awareness of objects and beings around her. Smiling met before. Most of them are certain they’ve never secret deposits have already been plundered by
gently, she looks into the eyes of those she encounters. met her before, and don’t recognize her or whoever others, but others have held powerful magic or great
Her own eyes have been described as large, dark, and she was when alive. These rare individuals she reacts wealth from the past.
solemn, sometimes with “the night stars mirrored to in dramatic fashion. She swoops down on them,
rapidly passing through them and moving on, fading
in them,” as some poetic souls have been heard to
into invisibility right after doing so. Such an encoun- Who Was She?
exclaim. She sees events around her and reactions to
her, but the impression she leaves is that she seems to ter also means she will not reappear until the next
No one knows who the Gentle Ghost was in life,
be calmly seeking someone. moonlit night.
other than an eladrin who seemed to have dwelt in
She also appears to be in no hurry, nor in any state Everyone who has experienced such an encounter
Silverymoon. Wild tales about her origins, inten-
of agitation (even when attacked), and ignores most claims to have felt an intense chill. Many victims of
tions, and nature abound, but all that is certain is
threats, queries, and comments—though observers such contact collapse on the spot, falling unconscious
that the treasures she points to date from before the
swear she gives some response to indicate that she for brief periods. Other than minor injuries from their
Spellplague, and were owned or placed by folk of
hears them. She will even turn to stare hard at some- falls, they seem unharmed by the experience, but they
Silverymoon. D
one who says something impolite about her, even far are not unaffected. Any being the Gentle Ghost of
behind her back. The Gentle Ghost can’t be touched; Silverymoon passes through instantly receives a vivid About the Author
solid objects and bodies, living or dead, pass through mental vision: a single still view of a location. Ed Greenwood is the man who unleashed the Forgotten
This scene is always accompanied by two feelings: Realms on an unsuspecting world. He works in libraries,
her as if she simply isn’t there. Such contact leaves writes fantasy, science fiction, horror, mystery, and even
her and the objects and persons she touches utterly the victim always knows the general distance and romance stories (sometimes all in the same novel), but he is
unaffected—except when she swoops. direction to the location from wherever the encounter still happiest churning out Realmslore, Realmslore, and more
with the Gentle Ghost occurred, and a sensation that Realmslore. There are still a few rooms in his house with
space left to pile up papers in . . .
something important is hidden there. No two individ-
uals who have had this encounter have seen the same
locale. The visions remain bright, detailed, and easily
recalled, although the sense of distance and direction
fades over time.

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Episode 24: In With


the Old
by James Wyatt
illustration by Wayne England

I
Last month, I celebrated the 10-year anniversary of
my employment at Wizards by taking a look back at
the various games I’ve run in those 10 years. What’s
been on my mind lately is the campaigns I ran before
that, back in my civilian days. I’ve been thinking a lot
about ‘getting the band back together’, reuniting the
friends I used to play D&D with for a journey back
Aquela
One year at a Gen Con seminar, to get a sense of
the audience, Rob Heinsoo asked a series of ques-
tions and asked for a show of hands with each one.
One question was, “How many people here have
registered the name of their D&D campaign world
as an internet domain name?” I raised my hand. My
into the campaign we played for years, set in ancient
personal home on the web is aquela.com, and I’m
Rome. In fact, as I write this, I’m on an airplane
aquelajames on Twitter. Aquela is the campaign world
headed for my home town of Ithaca, New York, a trip
I designed in high school, and at some level it sums
that I’m hoping will involve at least some D&D with
up my personal investment in D&D.
old friends.
There’s nothing particularly unique about the
At the same time, I’ve been thinking back even
world itself. It’s a water world—that’s where the name
further to the campaign world I developed when I
came from. I was looking for a word starting with AQ
was in high school and ran games in, off and on, until
to echo “aquatic,” the dictionary gave me the constel-
about 10 years ago. Partly, that’s been inspired by
lation Aquila, and I changed a letter. I then proceeded
various conversations with Jeremy Crawford, who has
to name all the gods of the world after other constella-
been running games in the same world of his creation
tions: Eridanus, Vela, Ophiuchus, Delphinus, Corvus,
for many years and many editions of D&D.
Carina, Lyra, and so on.
So I figured this time I’d talk a bit about both
In most of its incarnations over the years, Aquela
those campaigns and reflect on both what I’ve
has been dominated by a great world-spanning
learned about campaign design since then, and
empire that’s also a magocracy (ruled by wizards). I
also what they might be able to remind me about
have devoted pages and pages to detailing the world’s
world-building.
culture, starting in 8th grade social studies class
when the teacher gave us a handy form to fill out,

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outlining various categories that describe real-world and the world they now inhabit is just its latest incar- is that it can kill that sense of mystery. But one
human cultures. That worksheet is still visible in the nation. But each time he runs a game there, certain of the great strengths of a water world is that it’s
outline of my culture chapters, translated into the characters, villains, monsters, and story elements easy to drop an uncharted island anywhere you
section heads for the family, values, shelter, food, reappear. If nothing else, Jeremy’s long background want one, even if all the major archipelagos are
clothing, arts, leisure, religion, and so on. In college, running the game gives him abundant material to carefully mapped.
where I majored in religion, I expanded the religion draw on when he needs to wing it. F Monsters are everywhere. Definitely true—and
sections tremendously, writing pages and pages about For the last couple of months, I’ve been thinking especially in the oceans. I think I’ll want to stat
the Temple Cult and its practices, various popular about dusting off Aquela and running a new cam- up merfolk (though I’ve been considering calling
cults and beliefs, and more. paign there. The last time I did that in earnest was female tritons mermaids), locathah, dragon tur-
I also did a lot of rules work. I designed a lot of 1993, which was also the first time I approached tles, krakens, selkies, seawolves, and other classic
new races, mostly aquatic or semi-aquatic monsters the job in anything like the same way I would now. aquatic monsters that haven’t made an appear-
made available for player characters. (Some of that I chose a limited geographical area—a single archi- ance in 4th Edition yet. (Don’t worry, I’ll share
work was published in Dragon Magazine in an article pelago with the benefit of being a place where a when I do.) I might even revisit monsters like the
called “Heroes of the Sea.”) I designed classes, like couple of different cultures intersected. And I created scrag and the merrow, since I think I can make
a spellsword class—a hybrid warrior and spellcaster a campaign story revolving around a lich-queen (and them more interesting than just trolls and ogres
that reflected the importance of magic in the empire. heavily influenced by the Ravenloft campaign setting). with the aquatic keyword and a swim speed.
And in 2nd Edition, I designed a lot of character kits So a couple of weeks ago, I sat down and started F Adventurers are exceptional. I don’t want to change
to reflect the cultures and religions of the world. thinking about what I would do with a new Aquela that assumption. I like for the players to feel that
What’s most interesting to me, looking back at campaign. I started by looking over page 150 of their characters make a difference and have an
Aquela after almost 10 years of not really doing the Dungeon Master’s Guide, which outlines the core important role to play in the unfolding story of
anything with it, is how different my approach to assumptions of the D&D world. Which ones did I the world.
campaign-building is now. Partly, that’s the reality of want to apply to Aquela, and which would I change? F The civilized races band together. This is one I have
adult life versus life in middle and high school: I just changed in the past, and I think I want to try my
F The world is a fantastic place. Definitely true of
don’t have time to put as much work into describing old take on it. On Aquela, the fall of the ancient
Aquela, with its magocracy and aquatic dragons.
cultures and religions as I did when I was 15. I men- elven empires has left elves a much more wild,
In the past, I think I’ve occasionally strayed away
tioned at the end of my last column that I approach almost savage race than they’re commonly por-
from this and let it become too mundane, but I
the role of the Dungeon Master very much from the trayed as. Meanwhile, the dwarves are having a
don’t want to go that direction this time.
perspective that it shouldn’t require a lot of work. renaissance, perhaps on their way to being the
F The world is ancient. Also true. Like most other
But that doesn’t mean I can’t make use of the next great race, gaining ascendancy even over
fantasy worlds, Aquela has its ancient empires of
work I did when I was 15. I think, actually, that’s the humans. I aesthetically like wild elves and (Eber-
elves and humans. I’m pretty sure it can accom-
beauty of what Jeremy has done with his long-stand- ron-like) renaissance dwarves, so I’ll keep them
modate a Bael Turath and an Arkhosia, too, if I
ing world. He has run many different campaigns in in. I don’t want to make too much of the strife
decide I want them.
the same world and incorporated all of them into the and conflict between these races, because I want
F The world is mysterious. I want to dial this up more
story of the world. As our characters in his campaign player character elves, dwarves, and humans to
than I have in the past. One drawback of top-
are just discovering, the world has been destroyed play nice together. But it will still be unusual to
down world design, where you draw a map of the
and reborn many times through its mythic history, see elves in human cities.
whole known world and drill down from there,

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F Magic is not everyday, but it is natural. On Aquela, the gods’ behalf, which should work well with decisive blow for one side or the other at the end of
magic has always been everyday. I have experi- the story that’s beginning to form in my mind. the campaign.
mented with rules that let characters and even As I flesh out this idea, I have a ton of material I
So once I’d reviewed those core assumptions, I
average citizens use basic wizard cantrips. I can draw on. I just need to be careful that I don’t let
turned to page 134 in the DMG, the section on cam-
don’t want to take that too far—I think one of the the old material distract me too much. I find that
paign themes. What would be the theme of a new
things that makes a magocracy an interesting whenever I start thinking about this, I get distracted
Aquela campaign?
form of government is that there’s a sharp divi- with trying to read very old file formats, or just read-
My eyes pretty quickly landed on “Primordial
sion between the ruling class of mages and the ing through pages and pages of old stuff instead of
Threat” (page 136). One of the ideas that I built into
bulk of the citizenry who can’t use magic. focusing on generating new content.
Aquela from the very beginning was that this would
F Gods and primordials shaped the world. This is The other thing I want to approach carefully is the
be a world where the conflict between law and chaos
where my thoughts started to get really interest- amount of new rules design I take on. That’s my day
was more important than the conflict between good
ing. With the world defined by its oceans and job, after all, and I don’t want to get bogged down in it
and evil. That’s not as easily mapped out in the align-
named after the god of the sea, I had always at the expense of crafting exciting adventures for my
ment system of 4th edition as it was in past editions
made the elements important. The Temple Cult players. Does Aquela really need crabfolk as a player
of the game, but despite that, in many ways it works
of the empire had ten deities—three “gods” (a law race? I’m not sure it does.
better than it ever did. The story of the Dawn War,
goddess comparable to Erathis, plus a goddess
the conflict between gods and primordials, is funda-
of magic and learning described as the law-god-
mentally the story of the conflict between Law and The Imperium Romanum
dess’s mind, and a goddess of love described as I wrote my college honors thesis on Roman Egypt.
Chaos, with the gods on the side of Law, seeking to
her heart) and seven “elementals” (the four clas- As I worked, I got to thinking about running a D&D
preserve their creation and its ordered ways, while
sic elements plus light, darkness, and shadow). campaign set in that environment. When I went back
the primordials are forces of chaos—hence the name
So what if some or all of those “elementals” are home after graduation, it turned out that my friend
of their planar home.
actually primordials? What if they betrayed the David had been toying with similar ideas about a
So my story about the four primordials who joined
other primordials in the Dawn War and helped campaign set in Roman Britain. Suddenly, a new
the gods in the Dawn War works really well. My
the gods to win a decisive victory, earning a shared-world campaign was born, with each DM
Erathis-figure deity becomes the ruler of the pan-
place in the Temple Cult as a reward? This idea claiming a certain region of the first-century Roman
theon, the one who established order in the wake of
intrigues me, and I’ll come back to it in a minute. world as his own and characters moving somewhat
the Dawn War and continues to keep the turncoat
F Gods are distant. With its realistic religions freely among them.
primordials in check. If ever her control wavers, the
inspired by my academic background, Aquela In the briefcase by my feet right now, I’ve stuffed
results could be disastrous, starting with the ocean
has sometimes erred too far in this direction. all the documentation I could find about the very first
raging out of control.
The gods of the Temple Cult, in particular, have adventure I ran in that campaign, an exploration of an
That becomes the nugget of my campaign’s story.
been too abstract, impersonal, and uninvolved in old Egyptian tomb. My hope is that I can get enough
I’m not certain of the right implementation yet. There
the world, though I’ve had a host of lesser gods of the old group back together, while I’m in Ithaca, to
could be a breakaway sect devoted to the four pri-
and cults keeping things interesting. (One cam- revisit that campaign. I’m thinking about having every-
mordials who seek to overthrow the reign of the gods.
paign I ran on Aquela used a cult of the moon as one recreate the characters they played from scratch,
Or the primordials themselves could rise up against
the main villain.) I want to make sure, this time using 4th edition instead of 2nd, and just pretending
the gods’ power, starting a new Dawn War that the
around, that I have exarchs and angels acting on we’re starting all over. I think it could be a blast.
characters must survive—long enough to strike a

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That campaign was very talky. At the end of the have to get back into the right mindset of thinking About the Author
first adventure, the characters discovered that the about NPCs, both villains and third parties, as drivers James Wyatt is the D&D Design Manager for Wizards of the
Coast Roleplaying R&D. He was one of the lead designers for
villain was actually a wizard who had been poly- for the story of the campaign—without, of course, let- Dungeons & Dragons 4th Edition and the primary author
morphed into an orc, and my friend Paul’s wizard ting them overshadow the player characters and their of the 4th Edition Dungeon Master’s Guide. He was one of the
spent a whole followup adventure navigating the com- part in the story. designers of the Eberron Campaign Setting and is the author of
several Eberron novels.
plex social circles of the secret wizard schools of the
city of Tanis. I would love to structure that adventure Coming in for a Landing
as a skill challenge and give it more form than the
My laptop battery is getting low and we’re close to
very loose adventure I ran 20 years ago.
beginning our descent. I set out to look at these two
Interestingly, because it was a shared-world
old campaigns from a twin perspective: applying
campaign with multiple DMs, I put more effort
my current thinking about campaign design to my
into teaching people how to DM than ever before
old worlds, and seeing if those old campaigns could
or since. Some of the advice I put together survives,
improve Greenbrier in any way. It turned out that
and it’s fascinating for me to look back at it and com-
I mostly did the former with Aquela, and the latter
pare it to the advice I’ve written professionally in the
with the Imperium Romanum. But that seems OK.
last few years.
For Aquela, I went in search of the big story that
In my DMing for the Imperium Romanum cam-
the world has often lacked. The Greenbrier cam-
paign, I put a tremendous emphasis on plot and
paign has its big story—the Speaker in Dreams that
characters—really, primarily on characters as plot
escaped from Greenbrier Chasm and its influence
drivers. I had notes for hundreds of NPCs. I used
on the world. That approach, combined with some
consistent groups of NPCs as antagonists and plot
solid advice from the DMG, helped me settle on a
drivers in adventure after adventure: the Alexandrian
­campaign theme for Aquela and a new way of looking
thieves’ guild, the cult of the baboon-god Dubana,
at some of its old ideas.
and the various groups of wizards in Tanis. When I
With the Imperium Romanum, it was more a
needed to create an adventure, I looked primarily to
matter of remembering what I most enjoyed about
my database of NPCs.
that campaign and trying to apply it to what I’m run-
That’s something that has been missing from
ning now. There’s clearly more thinking to be done on
the Greenbrier campaign as I’ve been running it.
that topic, though, so stay tuned!
I devoted a column to the villains of Greenbrier,
And the only trick now is figuring out if I can
describing the Keepers, the Kindred of the Shat-
email this article back to the office in time for it to go
tered Gate, Those Who Hear, and the dragons of my
online! Wish me luck . . .
­Chamber-analogue. But I haven’t really done any-
thing with them in play. Partly, I think the lunchtime
format is getting in my way. Partly, I think I could
afford to spend just a little more time preparing for
my sessions. But perhaps the largest factor is that I

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RU LI NG SK ILL CH A LLENGES

Bringing Skills to Life


by Mike Mearls

L
Illustration by Raven Mimura

Last month, I talked about immersing your charac-


ters in a skill challenge. This month, I’m presenting
a skill challenge I ran in my Temple of Elemental Evil
campaign. If you played the original adventure, you’ll
probably notice a few changes I’ve made to the story
and characters.

Skill Challenge:
Falrinth’s Bargain
After battling the minions of the wizard Falrinth, the
characters cornered him in his laboratory. Falrinth
works for Obmi, a sinister dwarf assassin and devoted
lieutenant of the demigod Iuz. Obmi has long been
a thorn in the characters’ sides, and Falrinth recog-
nizes the characters from the dwarf ’s description of
them. When they burst into his lab, he has one goal in
mind: escape with his life and make sure that the orb
of golden death does not fall into their hands. The skill
challenge is a test to see whether the characters can Falrinth
break Falrinth’s loyalty to Obmi and persuade him to Key Traits: Voice of reason, logical and thorough,
This format is a little different from other skill
hand over the orb. delivers dire threats in an off-hand manner
challenges I’ve presented. It shows off my notes, but
it focuses more on the procedures I used to run the Goal: Escape from the heroes, prevent them from
challenge. finding the orb of golden death
Here’s the roleplaying stat block for Falrinth. I Motivation: Avoid Obmi’s wrath
used it as a reference throughout the challenge: Fears: Obmi’s wrath
Weaknesses: Greed

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Be sure to read the previous installment of this series As the characters entered the room, Falrinth deliv- Interspersing skill checks within dialogue is tricky.
for a full explanation of these entries. Most of them ered his threat. He told them that if he was harmed, Keep an ear tuned for pauses in the conversation or
are self-explanatory, but some (like key traits) have the demons would rampage through the dungeon points where the players make particularly dramatic
other layers to them. and kill the characters. Instead, he was willing to or interesting statements. If more than one player
strike a bargain for his life. At this point, the play- speaks to an NPC, let the players pick one person to
The Skill Challenge ers and I roleplayed this scene with in-character make the check and another to assist. As usual, par-
dialogue. I kept my ears open for cues to ask for skill ticularly good roleplaying should earn the player a +2
I ran this encounter as a complexity 1 skill challenge,
checks. When a player described an action that I felt or +4 bonus.
requiring 4 successes before 3 failures. It was broken
contributed to the skill challenge, I asked that player The characters can make as many of these checks
into two phases. First, Falrinth threatened the char-
for a check and tracked successes and failures. as they want until the skill challenge ends. With
acters with a horrible death. He trapped a number of
Inspecting the Runes: If a player asked about successes, Falrinth’s will begins to fold. He becomes
demons in a runic circle and told the characters that
the runes, I let him make an Arcana check. A success- more open to their proposals and more active in
if he is harmed, the demons would escape and attack
ful check contributed to the skill challenge and told bargaining with them. His resolve clearly wavers.
them. Using that threat, he tried to bargain with the
the character that while the demons would escape With each failure, Falrinth mocks the characters and
adventurers.
if the circle collapsed, such as by erasing the chalk hardens his attitude. He tells them of the cruel ven-
Once that threat set the tone, Falrinth tried to trick
lines used to draw it, there was no evidence that the geance Obmi has in store for them and that he is not
the characters into accepting a worthless gauntlet dis-
demons were bound to Falrinth’s will. They’d likely afraid to die.
guised with Nystal’s magic aura. It appeared magical,
attack him and then return to the Abyss. On a missed Searching the Room: The characters could
but an in-depth study over the course of an extended
check, the characters took a failure in the skill chal- scan the room for clues, but I set the DC high. If
rest would show the item as a fraud. Falrinth hoped
lenge and wrongly determined that Falrinth’s threat they tried to enter the room, Falrinth threatened to
to trick the characters, persuade them to leave, and
was accurate. The demons were trapped and bound unleash the demons. On a success, the characters
recover the orb once the characters had moved on.
to his will. They’d attack everyone, the characters and didn’t gain a success against the skill challenge but
Falrinth, if unleashed. they did notice that the floor along the wall between
The Encounter Talking to Falrinth: I let the players’ dialogue the workbenches, where the secret door was located,
When the characters burst into the room, I described drive whether I asked for a Diplomacy or Intimidate was surprisingly dust-free. Falrinth had walked there
the scene to them. The lab was a rectangular room check. Bluff I allowed only under extraordinary many times, preventing dust from building up.
with two workbenches, one along the southern wall circumstances. Falrinth is Obmi’s highest ranking If the characters figure out that Falrinth is lying
and another on the eastern wall. There was a space of lieutenant, and any deception would be hard to get about the demons and search the room over his
empty wall between them with a secret door leading past him. Diplomacy had the moderate DC, while objections, they might find the secret door (hard DC).
to the real lab. Between the two tables, on the floor, Intimidate and Bluff (if I allowed it) had the hard If they do find the door, Falrinth immediately attacks
were inscribed magical runes to bind the demons. DC. If the characters made their Arcana check to or flees depending on the situation. Once that hap-
A thick mist hovered above the runes, and in it, inspect the runes and told Falrinth that they had seen pens, the characters gain no XP for the skill challenge
the characters could see the flash of feral eyes and through his lie, the Intimidate DC dropped to easy. but must fight (or chase) the mage.
the occasional bestial growl.

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RU LI NG SK ILL CH A LLENGES

Studying the Mage: The characters could use traps they might blunder into if they had to find the You can also make checks secretly for the play-
Insight with a hard DC to get a read on Falrinth. orb without Falrinth’s help. Part of the art in build- ers to help add some uncertainty to the mechanical
On a success, they gained a success in the skill chal- ing skill challenges is recognizing that the challenge outcome of the scene. This tool is particularly useful
lenge and noticed that Falrinth is nervous about the cannot become a railroad. If the characters want to in more freeform skill challenges such as this one,
demons and keeps glancing at the point in the wall fight, roll for initiative. If they decide to leave, the where the players can dodge failure by attacking
where the secret door is hidden. On a failure, the challenge remains unresolved and the NPCs act in or refusing to leave Falrinth’s lair. You don’t want
characters missed both those cues and believed that their absence as you judge fit. to simply disallow such actions without any logical
he was confident and telling the truth. reason, but on the other hand, even well-meaning
Multiple Checks: Other than talking with In Play players might figure out the mechanics behind the
Falrinth, I counted only the first skill check as con- scene and be forced into an unsatisfying situation.
In my campaign, the players failed the skill chal-
tributing to a success or failure. Future checks could
lenge. They managed to miss Arcana, Insight, and About the Author
reveal information, but they did nothing to advance
Diplomacy checks, leaving them unable to persuade Mike Mearls is the Lead Designer for the Dungeons &
the challenge. Dragons® roleplaying game. His recent credits include
Falrinth to help them. He offered them the gauntlet,
­Player’s Handbook™ 3, Hammerfast™, and Primal Power™ .
which they gladly accepted and went on their way.
Success and Failure The information they learned from the failed Arcana
If the characters failed the challenge, Falrinth was and Insight checks made them think he was telling
convinced that they are too weak and foolish to the truth about the demons. After a tough battle with
oppose him. He remained faithful to Obmi and his guards, they were not ready for another fight.
resolved himself to die, if necessary, to protect his Once the characters took an extended rest, they
master’s interests. He offered them the worthless discovered the wizard’s treachery, stormed back to
gauntlet described above, confident that they could his lab, found the secret room ransacked, and swore
not see through his deception. If the characters failed vengeance against him. A new ongoing villain for my
the challenge, they couldn’t succeed at Arcana or campaign was born!
Insight checks to see through his deception. It was too I did use one bit of DM trickery to keep the char-
late to pick up on it. Once the characters left, he took acters on their toes. After failing the challenge, I kept
the orb and departed to find Obmi. the dialogue going for a few moments and asked for
If the characters succeeded, they cowed Falrinth a few more checks. That helped conceal the true
into helping them. He would show them the secret outcome from the more savvy players. I also waited
door and leave the temple, never to return. He would for a few, seeming successes before Falrinth made his
likely end up dead by Obmi’s hand. offer. In story terms, Falrinth acted cowed in order
Those, however, were only two possible outcomes. to sell the players on his deception. In mechanical
The characters could have attacked Falrinth, or he terms, I didn’t allow for the opportunity of metagame
might have decided to attack them. If a battle broke knowledge (“We made only three checks, we must’ve
out, the characters gained no XP for the skill chal- failed!”) to intrude into the game.
lenge. In addition, the hidden chamber had several

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