Dungeon Magazine 168
Dungeon Magazine 168
4 Web of Chains
By Owen K.C. Stephens
Slavers have come to the Kragholm region, and the
former-slaveholder citizens of settlements such as
Elmhollow have come to appreciate the yolk of servitude
in an all-too uncomfortable manner. But the group of
Underdark slave traders have larger plans in mind, and
the PCs must act to stop a slave empire from rebuilding.
An adventure for 13th-level PCs. On the Cover
Illustration by Kekai Kotaki
100 Dungeoncr af t
By James Wyatt
James discusses the latest changes
to his f ledgling campaign.
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ed i t o r i a l
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Web of Chains
“Web of Chains” is a D&D® adventure for five 13th- Bloody Chain from the brink of extinction and turned off to Ghorfal’s camp. The populace of Elmhollow is
level characters. This is a stand-alone adventure it into a small but dangerous raiding band. Ghorfal now cowed, unwilling to risk the wrath of whoever
featuring neogi, creatures recently presented in the still craves the greater wealth and influence he once commands the drow. The common folk toil long hours
Monster Manual® 2. It’s set in a wild, forested region commanded on his slave ships and is taking a great to refit Elmhollow as a slave-holding fortress and to
known as the Kragholm, near the village of Elmhollow. gamble to reclaim his lost status. Ghorfal leveraged cut enough lumber for Ghorfal to construct his base
As a location-based adventure, it can be adapted to fit what treasure and slaves he has left to hire enough of operations. They have worked under the drows’
any region with river, woodlands, and little local law. mercenaries to aid him in building a new, permanent control for weeks and given up any hope of rescue.
In this adventure, the heroes encounter a village stronghold. Using his old contacts, he has spread the Progress is slow, however, and Ghorfal has com-
in the grip of marauders who are forcing the local claim that he already controls a vast slave bazaar manded that deliveries of both materials and slaves be
population to aid their efforts to ravage the local area where creatures of all species can be bought and sold. increased so his bazaar is complete come next season.
for raw materials. The marauders are the forward ele- Come spring, his buyers will begin to arrive, and he Over the past few days, the young and healthy of Elm-
ment for a group of neogi slavers moving into the area, must finish his base of operations before then. hollow have been imprisoned in the slave pen for even
and the materials are being shipped downriver and Ghorfal has set his sights on the Kragholm, a valley the slightest offenses. Once a dozen prisoners have
used to construct a slave market and fortress. Follow- of small, independent communities. Ghorfal hopes been taken, the drow send them downriver to Ghorfal.
ing the river to the fortress site, the heroes encounter not only to sell its inhabitants but also to take over The remaining villagers are being worked to exhaus-
more neogi agents and eventually confront the great their small slave trade. Because he needs building tion. In the meantime, the drow and cyclopses spend
old master that rules the neogi clan. materials quickly, Ghorfal sent a band of his merce- as much time as they can in hiding, hoping to draw in
naries to take over Elmhollow, a village near the foot potential visitors to capture as further slaves.
Background of the valley. The local population is being forced to
harvest the nearby forest and float the logs downriver Adventure Synopsis
The Bloody Chain clan is an ancient group of neogi into the valley, where they will provide Ghorfal with
slavers and merchants ruled by Ghorfal the Vora- the materials he needs. Wishing to keep his neogi The heroes arrive in the forest around Elmhollow
cious, the eldest neogi of the clan. The Bloody Chain kinfolk close to him, Ghorfal has assigned a band after an uneventful trip, either summoned by an old
were once voyagers across vast seas, commanding of mercenaries, cyclopses, and drow to command friend or because it is along their existing route. The
slave ships with green sails that struck terror into Elmhollow. area is being lumbered extensively, with most of the
the hearts of all that saw them. The Bloody Chain The people of Elmhollow tried resisting the mer- villagers spending long hours cutting down trees and
traded with devils, drow, and evil giants, and they cenaries, with disastrous results. The mayor, Hayten hauling them to the nearby river. Though the people
even aspired to build their own empire until a group Stoneshanks, was killed, and a revolving series of are obviously working themselves hard, they refuse to
of heroes struck them down. Although they burned drow put in charge. The late mayor’s son and daugh- explain why they are in such a rush. They tell the PCs
all the green-sailed ships and left most of the Bloody ter (Iraz and Ethaine, who are twins) then organized to direct any questions to the mayor, who is located at
Chain neogi dead, Ghorfal and a few of his servants a resistance which attacked and drove off the drow. the southern edge of the village.
survived. Ghorfal responded by sending more drow, backed by The PCs might be able to reveal the presence of
Too large to be easily moved, Ghorfal took to cyclopses. They crushed the resistance and made it the mercenaries prior to arriving at the new slave
inland rivers and flat-bottomed barges as a way to clear that they were part of an even larger organiza- pen, or they might go there unaware of their potential
remain mobile. Through cunning trade and his tion. Iraz and Ethaine were enslaved, with Iraz kept danger. Facing off against the mercenaries, the heroes
considerable personal power, he has brought the in the local jail (now a slave pen) and Ethaine shipped discover that the drow and cyclopses want them alive
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as prisoners. Once the mercenaries are defeated, In the courtyard, the PCs confront the great old Treasure
the Elmhollow villagers (including those already master, and Ghorfal gives the order for them to be
Since this adventure is unlikely to take characters all
captured) tell the true tale of the past few months, killed rather than captured. When he is defeated
the way through 13th level, no specific treasure par-
including that all lumber and prisoners have been in this final showdown, Ghorfal swears that though
cels have been provided. Instead, use the parcels you
sent downriver at the order of a lord named Ghorfal, his empire is gone, the PCs have not seen the last of
planned for your entire party, handing them out after
who no villager has seen. For the rescue of these pris- his race.
major encounters. Suggestions of what sort of treasure
oners, the Elmhollow elders offer what reward to the
parcels might be appropriate are given periodically
PCs they can. Setting to help you decide when to hand out gold, art objects,
Following the river takes little effort, and the logs “Web of Chains” is played out in three discrete areas.
and magic items.
already sent by Elmhollow float downstream as the The adventure begins in the village of Elmhollow,
PCs ride along the bank. Though they spot signs of which has been under Ghorfal’s rule for several
other logging groups deforesting the area, none are weeks. Here the people toil under the watchful eye of Starting
encountered. The PCs do come across a small barge their captors, who themselves do their best to conceal
moving along the river, with a neogi and a cyclops on their existence until they can unleash an ambush. the Adventure
board and two mezzodemons following along. The After freeing Elmhollow, the PCs move along “Web of Chains” is a location-based adventure,
neogi seeks to capture the PCs, leading to a battle on the river toward the Chain Bazaar. They encounter meaning it begins as soon as the PCs arrive in Elm-
the log-jammed river. If the neogi realizes it is losing, further evidence of the Bloody Chain neogi clan’s hollow. They need not have any particular business
it sends a mezzodemon to warn Ghorfal that trouble growing power and face off against their first neogi in in Elmhollow. As a typical village, it can be en route
is coming, possibly leading to a chase-scene skill a battle across the log-choked river. to any place the PCs have a reason to travel to. It does
challenge. Aware of the true nature of the threat they face, not take long to realize that something odd is going
The river leads to the Chain Bazaar, an incomplete the PCs reach the Chain Bazaar. Outside the walls, on in Elmhollow, and for most groups, a mystery is
fortress where raw materials and slaves are gathered they encounter a hoard of feeding neogi spawn and incentive enough to dig deeper. If your group needs
by Ghorfal’s forces. A number of slaves can be heard must act quickly to rescue several slaves left in a pit more motivation, you can send them to Elmhollow to
screaming because they have been placed around to feed the growing horrors. The PCs can then fight deliver a message to its mayor, Hayten Stoneshanks,
the feeding pit, where neogi spawn swarms (under their way past the stronghold’s walls (or be led into from some other ally of the PCs. Any inquiry as to
the care of a bone naga) seek to consume them. One the main courtyard by Iraz, if they rescue him). Here the mayor’s whereabouts or health receives the same
of the prisoners is Iraz. If rescued, he directs the PCs they confront Ghorfal and his closest guards. response as questions about the woodcutting: Go talk
through a back route into the main courtyard of the to the mayor at the southern edge of the village.
Chain Bazaar, allowing them to bypass Ghorfal’s Before that can happen, the group needs to arrive
incomplete defenses. in the village.
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Web of Chains
Rumble on the Road area as quickly as they can, showing no signs of stopping
Council in
despite how low the sun hangs in the sky.
When you have decided why the PCs are on the road
through Elmhollow and updated them on their trav-
At the far end of the cleared area, a partially constructed Elmhollow
wooden wall is visible. The road passes through a crude
els, check the group’s highest passive Perception score This roleplaying encounter takes place after the PCs
gate, and a few buildings can be seen on the wall’s far side.
against the list below and read the information to the have freed the prisoners in the Elmhollow slave pens.
players. If players have declared that they’re alert to The workers do their best not to interact with the The characters learn details of the first attacks against
danger or are acting that way, call for active Percep- heroes. Any pause for conversation could be reason the town and try to rally the townspeople’s spirits
tion checks instead. for imprisonment by the drow. If asked a direct ques- against their persecutors.
DC 11: The Elmhollow Road winds placidly through tion, a worker replies that they need to complete a Roleplaying encounter: Council in Elmhollow
cool woods. Sunlight dapples the leaves and the road, and defensive wall around the village soon, and they plan (page 16).
birds sing cheerily in the branches. to work into the night. Questions about why the wall
DC 18: The road shows recent signs of heavy traffic, must be completed, who is in charge, or how the PCs
such as cargo-laden wagons and the movement of large can help are all answered with “Talk to the mayor, at
River War
groups of people. the south end of the village.” Although no one in Elmhollow knows exactly where
DC 23: As you approach a bend in the road that If the PCs insist on questioning the locals, use Ghorfal’s Chain Bazaar is, they all agree he is con-
opens into a clearing ahead, you realize that you no longer Encounter E2, Elmhollow. structing it downstream to the south. Following the
hear birds chirping. In brush alongside the road are a few Roleplaying encounter: E2, Elmhollow river, still choked with floating logs, the PCs eventu-
scattered lengths of discarded chain. (page 11). ally run into one of Ghorfal’s patrols. A fight breaks
Tactical encounter: E1, Rumble on the Road out along the river, with a logjam and barge making
(page 9). Breaking for a dangerous, shifting battlefield.
Tactical Encounter: River War (page 17).
Elmhollow the First Link
Upon heading to the southern end of Elmhollow,
When the party reaches the town, read the following.
the PCs run into this combat encounter (page 13). If
Chain Bazaar
As the road twists through the forest, you hear the sounds of the PCs have not realized something is amiss, they Following the river south, the PCs spy the Chain
multiple axes cutting deep into fresh wood, continuing for are ambushed at the slave pen. After defeating the Bazaar in the distance, a fortress still under construc-
several miles of travel. As sundown approaches, you come drow and cyclops mercenaries holding Elmhollow tion by Ghorfal the Voracious. Little more than a wall
to an opening in the timberland, revealing a broad cleared for the neogi, the PCs free a few slaves, including Iraz of thick logs with a few stone-and-wood towers, its
area. Hundreds of stumps show where trees have been Stoneshanks. vast interior courtyard is designed to hold slave pens,
cleared recently, creating acres of flat land. The road cuts Tactical encounter: Breaking the First Link a main keep, and an auction block for slaves once
through the center of the newly deforested region like a scar, (page 13). completed. When the PCs reach the fortress, read:
proceeding straight into a village surrounded by a wooden The sounds of hammers and saws reach you as you come
wall. Scattered groups of workers cut down trees, trim away around a bend in the river. South of you, atop a hill near the
branches, and use teams of mules to haul the logs toward river, a wooden fortress is under construction. Although it’s
the town ahead. Although most of the workers are rough- clearly far from complete, it already presents a mighty wall
looking men, some women and even children help to log the
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Web of Chains
of logs and numerous piles of raw materials. A road is being Towers: The only entrances currently into the If the PCs rescue any of the prisoners, one of them
leveled to give easy access to the river from the fortress, and Chain Bazaar are at the four corner towers. Each is Ethaine Stoneshanks, sentenced to death for trying
trees are cleared for another major road that stretches east- tower is 30 feet high and has two gates (one leading to start a slave rebellion. Ethaine can guide the PCs
west. Despite being in its early stages, the scale of the project into the tower, one leading into the courtyard of the to a weak point in the outer wall of the bazaar, near
shows the designers’ hopes to create a vast trade center. Bazaar). Stairs from the inside of the tower lead to the Ghorfal’s camp. With her aid, the PCs can bypass
Allow the players to investigate the materials near the walls, and a spiral stair leads to the top of the tower. the defensive towers entirely and attack the great old
river if they wish. No one guards the twenty- to sixty- Courtyard: Currently the entire Chain Bazaar master directly.
foot-long logs dragged out of the river, and the slaves is just one walled-off courtyard and four towers. The Tactical Encounter: Feeding Time (page 19).
working there are too tired and terrified to run even neogi must stay in tents in the open-air courtyard, as
must their guests (none of which are currently pres-
if freed.
ent). Fire pits constantly slow-cook local wildlife, and Ghorfal the
Features of the Bazaar many trees and bushes have not yet been cleared Voracious
Illumination: During the day, the neogi and their from the courtyard area.
Pits: A number of pits are used to keep slaves and To stop the attacks on Elmhollow and prevent the
allies make do with whatever dim light leaks into the construction of a major slave market, the PCs must kill
interior spaces of the stone towers. At night, torches young neogi spawn. Each pit is a 20-foot-deep earthen
hole, with no set way to get in or out. Slaves are low- Ghorfal, the great old master of the Bloody Chain clan
are lit if needed, but unless the neogi have guests that of neogi. Ghorfal is well defended, with two bog hag
require it, they leave the entire bazaar in darkness. If ered or raised by ropes when they need to be moved.
Sound: A constant low moan comes from the servants and numerous neogi and umber hulks. This
the slaves complain, they are beaten. is the climactic battle of “Web of Chains”, a confronta-
Outer Gates: These entries are metal gates: AC/ slaves of the Bazaar, making it difficult to hear any-
thing else. Increase the DC of any Perception check tion with the lord of all the mercenaries and slavers
Reflex 5, Fortitude 20, 120 hp, Thievery DC 25. the PCs have faced so far.
Inner Doors: Inner doors are wooden and rarely made to listen by 2.
Although the same map is used for both Feeding
locked. AC/Reflex 5, Fortitude 12, 40 hp, Thievery
DC 25.
Feeding Time time and Ghorfal the Voracious, they do not occur at
On approaching the Chain Bazaar, the PCs overhear exactly the same location. Instead, each takes place at
Cell Doors: These locked doors are similar to the a different section of the Chain Bazaar fortification,
outer gates: AC/Reflex 5, Fortitude 20, 120 hp, Thiev- cries of help coming from the western side. Investiga-
tion reveals a number of prisoners have been hung which currently has uniform features.
ery DC 25. Only those containing slaves are locked. Tactical Encounter: Ghorfal the Voracious
Walls: The Chain Bazaar is not as sturdy as Ghor- into a pit which contains numerous neogi spawn
swarms. Moving around the pit is a bone naga, guard- (page 21).
fal would like or as it will be once finished. All walls
are AC/Reflex 4, Fortitude 15, 60 hp. The walls are ing the neogi swarms from local predators. If the PCs
20 feet tall, and each has a walkway running along do not interfere, the spawn swarms eventually con-
the top. Some walkways are two squares wide, but sume the prisoners.
others are incomplete and only one square wide. The
wall walkways can be reached only from the strong-
hold’s four towers.
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Web of Chains
Encounter E1: The human lackeys are slaves. They are chained human lackeys think the PCs are winning—the PCs
together in pairs, and two figures who are chained outnumber the drow and drider two-to-one, or the
Rumble on the Road together can never be more than 1 square apart. A remaining drow and the drider are outnumbered and
push, pull, or slide effect can’t force a human more all are bloodied—the humans switch sides and begin
Encounter Level 12 (3,800 XP) than 1 square from the human he’s chained to. If it attacking their former captors.
would, move the affected human as far as the chain
Setup allows, then both humans fall prone in the squares 4 Drow Warriors (W) Level 11 Lurker
4 drow warriors (W) Medium fey humanoid XP 600
they occupy. Chained humans must move simultane- Initiative +13 Senses Perception +11; darkvision
1 drider fanglord (D) ously, and they have Speed 4 to reflect the difficulty HP 83; Bloodied 41
4 human lackeys (H) of moving together. They don’t need to attack the AC 24; Fortitude 20, Reflex 22, Will 19
Speed 6
same target. If one is dead, dying, immobilized, prone,
As PCs travel up the road toward Elmhollow, they m Rapier (standard; at-will) ✦ Poison, Weapon
stunned, or unconscious, the other can drag the body +14 vs. AC; 1d8 + 4 damage (×2)
encounter a drow patrol. If they’re alert, they have a 2 squares per move action. R Hand Crossbow (standard; at-will) ✦ Poison, Weapon
chance to ambush the drow; otherwise, they might Ranged 10/20; +14 vs. AC; 1d6 + 4 damage, and the drow
stumble onto the enemy unaware. Tactics warrior makes a secondary attack against the same target.
Secondary Attack: +13 vs. Fortitude; see drow poison for
This encounter is played on the Kings Road map The drow hold back initially and order the human the effect.
from the Fields of Ruin™ Fantastic Locations acces- lackeys forward. While the human lackeys are R Darkfire (minor; encounter)
sory. If you don’t have a copy, it can be downloaded between them and the PCs, the drow and drider use
Ranged 10; +12 vs. Reflex; until the end of the drow
from wizards.com as either a single sheet (www.wiz- warrior’s next turn, the target grants combat advantage to
darkfire and ranged attacks. They try to poison as all attackers, and the target cannot benefit from invisibility
ards.com/dnd/files/DDM_KingsRd_sheet.zip) or as many enemies as possible while focusing on targets or concealment.
8.5 x 11 pages that can be assembled after printing that grant them combat advantage. Combat Advantage
(www.wizards.com/dnd/files/DDM_KingsRd_tiled. The drow warrior deals an extra 2d6 damage on melee
Once the PCs kill or move past the human lack- and ranged attacks against any target it has combat
zip). eys, the drow warriors engage them in melee while advantage against.
If the PCs acheived DC 23 or higher with their the drider fanglord supports them with darkfire and Drow Poison ✦ Poison
Perception check before the encounter, they hear the web. The drider uses spider climb to move beyond the A creature hit by a weapon coated in drow poison takes a –2
drow approaching and can set up anywhere in the penalty to attack rolls (save ends). First Failed Save: The target
reach of PCs using melee weapons. is also weakened (save ends). Second Failed Save: The target
yellow box on the encounter map (anywhere within 6 If the drider fanglord is the only enemy remaining, falls unconscious until the end of the encounter.
squares of the west edge of the map). If their highest it seeks to escape by leaving the map or entering an Alignment Evil Languages Common, Elven
Perception result was less than 23, then they must set Skills Dungeoneering +11, Intimidate +8, Stealth +15
area of woods that adjoins the edge of the map, where Str 14 (+7) Dex 19 (+9) Wis 13 (+6)
up within 6 squares of the west edge and on the road. it can climb away to safety. Con 11 (+5) Int 13 (+6) Cha 12 (+6)
The drow party consists of four drow warriors The humans are armed and expected to fight (and Equipment chainmail, rapier*, hand crossbow, 20 bolts*
under the command of a drider fanglord, and they are they’ll be severely punished if they don’t), but they’re *These weapons are coated in drow poison.
accompanied by four human lackeys. This group is unwilling participants. They position themselves to
patrolling the road, on the lookout for intruders who keep the PCs away from the drow and the drider fan-
might spread an alarm if they learn what’s going on. glord. They never use a second move action to move
Their orders are to capture the intruders if possible or adjacent to a PC. If the fight reaches a point where the
to kill them otherwise.
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4 Cyclops Guards (C) Level 14 Minion The drow arachnomancer avoids melee if possible, Features of the Area
Large fey humanoid XP 250 each shooting at ranged attackers with venom ray, using
Initiative +8 Senses Perception +13; truesight 6 Buildings: The buildings here are new, sturdy
cloud of darkness to avoid attacks, and Lolth’s grasp or
HP 1; a missed attack never damages a minion construction. The only locked doors are those for the
AC 27; Fortitude 26, Reflex 23, Will 23 spider curse to slow any attacker that tries to reach
jail cells, which require a DC 25 Thievery check or
Speed 6 him. If forced into melee, the arachnomancer uses his
m Battleaxe (standard; at-will) F Weapon
DC 30 Strength check to open. Each cell contains a
spider rod to immobilize a foe and move away. If the
Reach 2; +17 vs. AC; 7 damage few young, healthy prisoners awaiting shipment to
arachnomancer sees a foe use healing powers, he hits
Evil Eye (immediate reaction, when a melee attack misses the the Chain Bazaar, including Iraz Stoneshanks, the
cyclops guard; at-will) that foe with venom blast and attacks that foe in prefer-
mayor’s son (see Developments).
The cyclops guard makes a melee basic attack against the ence to others unless threatened in melee.
attacker. Bushes: Several bushes of various sizes are scat-
The drow blademaster attacks either any target
Alignment Unaligned Languages Elven tered throughout the area. Any square with a bush
Str 22 (+11) Dex 16 (+8) Wis 17 (+8) he can flank with a cyclops or any foe that moves
is difficult terrain. A fire attack that hits a target in
Con 20 (+10) Int 11 (+5) Cha 11 (+5) close to the arachnomancer. The blademaster uses
a bush square or targets an area that includes this
Equipment hide armor, heavy shield, battleaxe excruciating stab only if a foe is in melee range of
terrain starts a fire. A character ending its move in a
the arachnomancer, to allow the drow spellcaster
Tactics a chance to fall back. If a number of foes cluster
square that is on fire takes 1d10 fire damage. If the
If the mercenaries are able to plan an ambush, they large bush next to the house is on fire, the fire spreads
together, the blademaster uses his action point to rush
are in concealed locations: Use the first location outward by one square each round to include the rest
to be adjacent to multiple foes and uses his whirlwind
listed for each creature, marked in pink. In this case, of the bush, and then the outer squares of the house.
attack and then blade mastery against the most heavily
they gain a surprise round unless a PC has a passive Any reasonable effort to extinguish a burning
armored foe.
Perception score of 25 or higher. If the PCs do learn square can succeed with a DC 15 skill check. It’s up
Since any prisoner is a potential slave, the merce-
of the mercenaries’ presence, they move toward the to the Dungeon Master to decide what is a reasonable
naries don’t want to kill the PCs. If one of the cyclops
slave pen with enough caution to prevent the merce- plan and what skills are appropriate to implement it.
or drow makes an attack that reduces a PC to 0 hit
naries from hearing them coming in time to set up an Left unchecked, the fires burn out after ten or fifteen
points or fewer, they knock the PC unconscious
ambush, and the mercenaries are set in the second minutes, though they can take the house with them.
rather than unconscious and dying. Such PCs remain
location listed for each (in purple). In this case, there Ditch: As part of their plan to turn Elmhollow
unconscious until they gain hit points or take a short
is no surprise round. into a permanent slave holding camp, the drow have
rest. (That PC should still make a saving throw at
The cyclops guards charge into battle to engage forced villagers to begin digging a defense moat
the end of his turns, because on a roll of 20, they can
foes with melee weapons, quickly dispersing among around the jailhouse. So far, it covers only a single
spend a healing surge and rejoin the fight, the same
their targets. As thugs who rarely face serious opposi- side and is only 5 feet wide and 10 feet deep. It can be
as if they had rolled 20 on a death saving throw.)
tion, they prefer to attack separate targets, damaging jumped across with a DC 5 Jump check (DC 10 with-
as many foes as possible rather than seeking to flank out a running start). Anyone pushed into the ditch, or
an enemy or put down a wounded target. They have who fails to jump it, discovers the rows of sharpened
no love for the drow, obeying them out of fear and stakes concealed in the bottom.
greed rather than loyalty. Although the cyclops
guards don’t turn on the drow, they also don’t take
risks to save them.
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Web of Chains
Developments
Though the two drow fight to the death, the cyclopses
flee if they survive until the drow are defeated. If
captured, the cyclopses reveal what little they know:
They were hired to provide muscle for the drow by a
creature that looks like something halfway between
an eel and a spider, and more of those creatures can
be found downstream. Although freed prisoners are
friendly to the PCs, they are too weak from malnour-
ishment to be effective during the fight.
A key prisoner who is rescued here is Iraz Stone-
shanks, son of the former mayor. The other captives
look up to him because of the strength, courage, and
resistance he showed while being held prisoner.
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Web of Chains
Encounter Iraz and Ethaine, Iraz fills them in on the details. He When I had the chance, I hid some of my father’s wealth,
believes that with the PCs’ help, Elmhollow can drive thinking I might be able to use it to hire mercenaries of my
E4: Council in off the attackers and win back its freedom. Most vil- own to fight back against the slavers. Now that you’ve offered
lagers, however, are too afraid to get behind this plan, your swords to us, it only seems right to pay you with it.
Elmhollow and it should be obvious to the PCs that they are too
Iraz offers the PCs a stash of treasure hidden among
Roleplaying Encounter exhausted and intimidated to be useful in a fight. The
the heaps of branches that have been lopped off of
Encounter Level 13 exceptions are Iraz and the other prisoners who were
felled trees. Give the PCs one 13th-level treasure
freed from the slave pens; they at least want to fight,
Running this Encounter even if they aren’t in any condition to do so, and Iraz in
parcel. If you don’t already have parcels set up for
the players, this is a great time to hand out one of the
This roleplaying encounter takes place after the PCs particular wants to free his sister from the slavers.
smaller money parcels, such as 1,800 gp in gems and
free the prisoners in the Elmhollow slave pens. Let it No one in Elmhollow knows who is paying and
art objects. This leaves Iraz with nothing more to pay
run as long as the players seem interested, but don’t commanding the drow beyond his name: Ghorfal.
them for further rescue, but he does promise the sup-
delay allowing the PCs to move on with the adventure. They’ve surmised that he is building a stronghold
port of the village if the PCs can defeat Ghorfal and
downstream (using the timber being logged around
With the drow and cyclopses eliminated, the people of rescue his sister Ethaine.
Elmhollow) and that that’s where he’s holding the vil-
Elmhollow don’t know what to do next. Many of them fear
more mercenaries are on the way already and that their
lagers who’ve been taken away. No one in Elmhollow Developments
has gone downriver or seen this in person, however. If the PCs decide not to seek Ghorfal, it might seem
situation will become worse when the mercenaries arrive.
If the PCs stand aside and let the villagers work that the adventure is derailed. The neogi master,
They are afraid of what will happen if they stay in town, but
out their own course of action, the majority back however, has no intention of allowing a band of
they are even more afraid of what might happen if they are
Deanen and choose to beg the drow for mercy. They adventurers to kill his agents and walk away to spoil
caught trying to leave. Most of them huddle in fear. A few
insist that the PCs leave the village immediately and his plans. If the PCs do not go downriver and deal
speak openly against you, suggesting that by killing the drow
become more insulting and ungrateful as the discus- with Ghorfal now, he sends mercenaries (more drow
and cyclopses, you’ve doomed them to brutal retribution.
sion goes on. and cyclopses; use the forces present in Breaking the
The villagers are splitting into two camps: those who If the PCs take an active part in the discussion and First Link if you don’t want to create new encounters)
want Deanen to take the lead and tell them what to try to persuade the people to resist, most support the who ambush the PCs on their way out of the area and
do, and those who prefer to follow Iraz, both because idea but object that they’re too weak to fight the drow harry them for days to prevent their escape.
he’s the son of the former mayor and because he and cyclopses; that’s what got them into this situation In addition, if the PCs do escape, eventually they
showed courage and resolve while held prisoner. to begin with. Those who support the idea of fighting hear tales about the way Elmhollow was destroyed by
Deanen sees little hope for success if the vil- back tend to be those whose family members were savage slavers in retribution for attacks against Ghor-
lage resists, so he recommends that everyone keep taken downstream. fal’s mercenaries. They learn that Iraz and Ethaine
cutting wood and following their orders as before. Despite their misgivings, the villagers get behind were executed as examples, the village destroyed, and
When more drow show up, they can honestly claim the idea of opposing the drow if the PCs can do most everyone from the village was captured and either
that outsiders were responsible for the killings and of the fighting. Otherwise, they don’t see any hope sold into slavery or worked to death by Ghorfal. A
hope for mercy. in resisting. If the PCs accept this responsibility, Iraz good way to bring this sad news is from a heartbro-
Iraz wants to fight the slavers. If the PCs are not addresses them on behalf of the village: ken, injured Elmhollow resident who manages to
yet aware of the story of Elmhollow’s rebellion and We realize that this is asking a lot of you, especially since escape and recognizes the PCs somewhere, publicly
the subsequent death of the mayor and capture of this isn’t your fight. Still, we can reward you at least a little. accusing them of cowardice and betrayal.
July 20 09 | D u n g e o n 16 8
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Web of Chains
Encounter G1: The river is choked with logs, which float slowly and Tactics
endlessly southward. Ahead you spy a small barge,
The two neogi stay on the barge if possible, using the
River War anchored against the logs and flow of the river. Two
mezzodemons as frontline troops and the cyclops
horrid creatures crouch on the wooden vessel, long jointed
Encounter Level 11 (3,300 XP) impaler as a ranged attacker. The cyclops impaler
legs bearing up their bloated, spineless bodies. A single,
prefers to stay on the far side of the river, using it as
massive cyclops stands on the raft with them, scanning
Setup the river with its lone eye. The eel-like barge riders screech
a barrier between itself and melee-oriented PCs. If
1 neogi slaver (S) directly threatened in melee, the neogi prefer to call
commands to two large, bipedal bugs, each walking along
1 neogi taskmaster (T) the impaler as a last line of defense rather than to
the shore and using long tridents to unjam logs that tangle
1 cyclops impaler (C) move off the barge.
together.
2 mezzodemons (M)
Neogi Taskmaster (T) Level 11 Artillery
Neogi Slaver (S) Level 10 Controller Medium aberrant magical beast XP 600
Although floating logs downriver from Elmhollow Medium aberrant magical beast XP 500 Initiative +7 Senses Perception +9; darkvision
Initiative +7 Senses Perception +8; darkvision HP 112; Bloodied 62
to the chain Bazaar is fast and easy, it does require HP 106; Bloodied 53 AC 23; Fortitude 22, Reflex 24, Will 23
monitoring. The river connecting the two sites is AC 24; Fortitude 21, Reflex 22, Will 23 Immune dazed
not particularly wide, and sometimes the logs jam Immune dazed Speed 8, climb 6 (spider climb)
Speed 8, climb 6 (spider climb) m Bite (standard; at-will) F Poison
together. To deal with this, a pair of neogi slavers and
m Bite (standard; at-will) F Poison +16 vs. AC; 1d6 + 3 damage, and ongoing 5 poison
their servants patrol the river in a small, flat-bot- +14 vs. AC; 1d6 + 3 damage, and ongoing 5 poison damage (save ends).
tomed barge. As the PCs follow the river toward the damage (save ends). First Failed Saving Throw: The target is R Pain Bolt (standard action; at-will) F Psychic
Chain Bazaar, they inevitably encounter this patrol. slowed (save ends). Ranged 12; +20 vs. Will; 2d6 + 2 psychic damage, and the
R Charm Bolt (standard; at-will) F Charm target takes a –2 penalty to all defenses (save ends).
Ranged 12; +15 vs. Will; the target takes a –2 penalty to R Command of Return (standard action; recharge ⚄ ⚅) F
Perception Check attack rolls on attacks that include the neogi slaver as a Psychic
DC 18: You hear sounds from downriver: splashing target (save ends). First Failed Saving Throw: The target Ranged 12; +20 vs. Will; 3d6 + 2 psychic damage, and the
treats the slaver as invisible (save ends). target must move 2 squares closer to the neogi before the
and loud cracking noises, interspaced with high-pitched
C Psychic Shackle (standard; recharge ⚄ ⚅) F Psychic taskmaster’s next turn, if possible, or the target takes an
cries and shrieks. Close blast 3; +15 vs. Will; 3d6 + 2 psychic damage, and additional 3d6 + 2 psychic damage (save ends).
the target is dazed until the start of the neogi slaver’s next Pain Goad (minor action; encounter)
If the PCs hear the barge coming, allow them to place turn. All non-neogi allies of the neogi taskmaster within 6
C Thrall Goad (minor; encounter) squares are at –2 to all defenses and +2 to attack rolls
themselves how they wish on the map and lay in Close burst 6; targets allies; the target makes a saving until the beginning of taskmaster’s next turn.
wait for the neogi. If they don’t, place them along the throw with a +5 bonus. Alignment Evil Languages Common, Deep Speech,
southern edge of the map. Either way, once the PCs Alignment Evil Languages Common, Deep Speech, telepathy 12
telepathy 12 Skills Bluff +20, Diplomacy +20, Insight +18, Intimidate +20
are arranged read:
Skills Bluff +20, Diplomacy +20, Insight +18, Intimidate +20 Str 11 (+5) Dex 14 (+7) Wis 17 (+8)
Str 11 (+5) Dex 14 (+7) Wis 17 (+8) Con 18 (+9) Int 19 (+9) Cha 21 (+10)
Con 18 (+9) Int 19 (+9) Cha 21 (+10)
July 20 09 | D u n g e o n 16 8
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Web of Chains
July 20 09 | D u n g e o n 16 8
18
Web of Chains
Tactics Speed 7
Action Points 1
The neogi spawn swarms have no tactics. They are m Bite (standard; at-will) F Necrotic
stuck at the bottom of the pit and attack anything Reach 2; +20 vs. AC; 2d4 + 6 damage, and ongoing 5
necrotic damage (save ends). Aftereffect: The target is
they can reach other than fellow neogi or Mother. If weakened (save ends).
any PCs are in the pit, the neogi attack them in favor C Death Sway (standard; at-will) F Necrotic
of the prisoners (who are too thin to smell as tasty). Close burst 3; blind creatures are immune; +21 vs. Will;
the target is dazed (save ends). If the target is already
The neogi can’t get out, and they never stop fighting
dazed, it takes 2d6 + 6 necrotic damage instead.
to reach something to eat. If a body is left in the pit Alignment Unaligned Languages Draconic, Supernal
with one or more surviving neogi spawn swarms, it is Skills Arcana +18, History +18, Insight +18, Religion +18
entirely devoured within 10 minutes. Str 22 (+14) Dex 16 (+11) Wis 20 (+13)
Con 28 (+17) Int 20 (+13) Cha 26 (+16)
July 20 09 | D u n g e o n 16 8
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Web of Chains
Mother is an ancient undead guardian, one of the Developments through. This point is near Ghorfal’s tent and con-
last treasures of the Bloody Chain clan, and has been cealed behind a bush that has not yet been cleared
Reinforcements are unlikely to arrive on their own:
protecting the clan’s young for generations. Mother from the fortress’s courtyard. Ethaine offers to show
Combat doesn’t attract much attention because the
prevents the PCs from reaching the pit if possible; it to the PCs; it could enable them to take Ghorfal by
cries of prisoners being eaten (and fighting back) are
otherwise, it does its best to move close to the most surprise and avoid fighting their way through a tower
expected, and Mother does not leave the neogi spawn
PCs possible, hoping to use its death rattle and death entrance. Ethaine also assures the PCs that the Chain
while any threat is present. If, however, the PCs are
sway. It does not go into the pit unless it has no other Bazaar is nearly undefended. Although a few neogi
spotted at any time during the encounter and they
way to attack a PC. guard the walls and Ghorfal is inside, most of his
leave to return later, Mother reports them. When the
agents and clan members are out drumming up con-
PCs do return, two cyclops guards
tracts for his unfinished auction block.
are present as well (the same as
Ethaine is aware of Ghorfal’s long-term plans and
those found in Breaking the First
the fact that he has dozens of orders for slaves already
Link, page 13).
placed with various groups, many of which are due to
Rottart, Vance, and Kire are
come here in the next few weeks. She warns the PCs
all prisoners who have been pres-
that if Ghorfal is not stopped, he might turn the fledg-
ent for weeks at the Chain Bazaar
ling Chain Bazaar into a major center for slave trading
(human male, Diplomacy +5,
or even a base for the eventual conquest of the region
Insight +5). They are too weak to
do more than follow if led, and
they make no effort to contribute
Features of the Area
Prisoners: Four prisoners are held here: Rottart,
to the PCs’ efforts. Ethaine Stone-
Vance, Kire, and Ethaine Stoneshanks. Each is sus-
shanks (human female, Diplomacy
pended above the bottom of the pit by leather thongs
+9, Insight +7) is just as weak,
tied to their wrists and to the bushes surrounding
but she refuses to give up without
the pit. Unless rescued, the prisoners begin drop-
making an effort. She spits invec-
ping into the pit beginning at the end of the second
tive at Mother for as long as she
round of the encounter, as the leather thongs or the
can, directs PCs to aid prisoner
weak bushes break under the prisoners’ weight and
who are about to die, and generally
struggles. One prisoner drops at the end of every
shouts encouragement and warn-
even-numbered round in the order listed above.
ings to the PCs.
Once in the pit, a prisoner is wounded by one attack,
If rescued, Ethaine offers
unconscious after two, and dies if attacked a third
further guidance to the PCs. She
time. Temporary hit points granted by a PC allow
helped build the wall of the Chain
a wounded or unconscious prisoner to survive one
Bazaar and managed to conceal a
additional attack, but the prisoners have no healing
weak point while doing so: One of
surges to take advantage of offered healing.
the walls has a space at the base
where a Medium creature can slip
July 20 09 | D u n g e o n 16 8
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Web of Chains
Encounter G3:
Ghorfal the
Voracious
Encounter Level 15 (6,200 XP)
Setup
Ghorfal the Voracious (G)
2 neogi slavers (N)
2 umber hulks (U)
2 bog hags (H)
July 20 09 | D u n g e o n 16 8
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Web of Chains
Ghorfal the Voracious Level 16 Controller 2 Umber Hulks (U) Level 12 Elite Soldier 2 Neogi Slavers (N) Level 10 Controller
Neogi Great Old Master (G) Large natural magical beast XP 1,400 each Medium aberrant magical beast XP 500 each
Large aberrant magical beast XP 1,400 Initiative +11 Senses Perception +13; darkvision, Initiative +7 Senses Perception +8; darkvision
Initiative +9 Senses Perception +8; darkvision tremorsense 5 HP 106; Bloodied 53
Thrall Field aura 1; each enemy within the aura takes a –4 HP 248; Bloodied 124 AC 24; Fortitude 21, Reflex 22, Will 23
penalty to saving throws. AC 30; Fortitude 33, Reflex 28, Will 27 Immune dazed
HP 157; Bloodied 78; see also larva burst Saving Throws +2 Speed 8, climb 6 (spider climb)
AC 30; Fortitude 27, Reflex 28, Will 29 Speed 5, burrow 2 (tunneling) m Bite (standard; at-will) F Poison
Immune dazed Action Point 1 +14 vs. AC; 1d6 + 3 damage, and ongoing 5 poison
Speed 6, climb 4 (spider climb) m Claw (standard; at-will) damage (save ends). First Failed Saving Throw: The target
m Scythe Claw (standard; at-will) Reach 2; +18 vs. AC; 2d6 + 8 damage. is slowed (save ends).
Reach 3; +21 vs. AC; 2d8 + 7 damage, and the target is M Grabbing Double Attack (standard; at-will) R Charm Bolt (standard; at-will) F Charm
knocked prone. The umber hulk makes two claw attacks. If both claw Ranged 12; +15 vs. Will; the target takes a –2 penalty to
R Enslaving Bolt (standard; at-will) F Charm, Psychic attacks hit the same target, the target is grabbed (until attack rolls on attacks that include the neogi slaver as a
Ranged 12; +20 vs. Will; 2d6 + 7 psychic damage, and escape). A grabbed target takes ongoing 10 damage target (save ends). First Failed Saving Throw: The target
the target is slowed (save ends). First Failed Saving Throw: from the umber hulk’s mandibles until it escapes. treats the slaver as invisible (save ends).
The target takes a –2 penalty to attack rolls on attacks The umber hulk cannot make any other attacks while C Psychic Shackle (standard; recharge ⚄ ⚅) F Psychic
that include the neogi great old master as a target. Second grabbing a creature. Close blast 3; +15 vs. Will; 3d6 + 2 psychic damage,
Failed Saving Throw: The target is dominated (save ends). C Confusing Gaze (minor, 1/round; at-will) F Gaze, Psychic and the target is dazed until the start of the neogi slaver’s
Third Failed Saving Throw: If the target is bloodied, it is Close burst 5; targets enemies; +16 vs. Will; the target next turn.
dominated until it takes an extended rest. slides 5 squares and is dazed (save ends). C Thrall Goad (minor; encounter)
C Larva Burst (when first bloodied; encounter) F Zone Alignment Unaligned Languages — Close burst 6; targets allies; the target makes a saving
Close burst 2; targets enemies; +20 vs. Reflex; 2d10 + 5 Str 26 (+14) Dex 16 (+9) Wis 14 (+8) throw with a +5 bonus.
damage, and the target is slowed (save ends). Effect: The Con 20 (+11) Int 5 (+3) Cha 11 (+6) Alignment Evil Languages Common, Deep Speech,
burst creates a zone of squirming grubs and larvae telepathy 12
that lasts until the end of the encounter. The zone is Skills Bluff +20, Diplomacy +20, Insight +18, Intimidate +20
difficult terrain. on spellcasters, and they use their thrall goad powers Str 11 (+5) Dex 14 (+7) Wis 17 (+8)
C Psychic Shackle (standard; recharge ⚃ ⚄ ⚅) F Psychic any time an umber hulk is disabled by a power a Con 18 (+9) Int 19 (+9) Cha 21 (+10)
Close blast 4; +20 vs. Will; 3d6 + 7 psychic damage, and
saving throw can end.
the target is dazed until the start of the neogi great old
master’s next turn. Ghorfal targets one PC with his enslaving bolt as when they unleash their rending claws. Once they have
Alignment Evil Languages Common, Deep Speech, many times as possible, hoping to dominate a target revealed their true forms, they maneuver to charge
telepathy 12 to use against other enemies. If a target is bloodied at any lone PC, shifting away after each attack. If
Skills Bluff +20, Diplomacy +20, Insight +18, Intimidate +20
before Ghorfal manages to dominate someone, the possible, they avoid ever being flanked or stuck adja-
Str 20 (+13) Dex 14 (+10) Wis 18 (+12)
Con 21 (+13) Int 22 (+14) Cha 24 (+15) bloodied target becomes his new enslaving bolt recipi- cent to a melee combatant. Both focus on any target
ent. Once bloodied, Ghorfal gives up on enslaving bolt that is causing significant damage to Ghorfal.
Tactics and uses his psychic shackle when available; when it No creature flees if Ghorfal is still alive. Once
The neogi try to keep the umber hulks between the hasn’t recharged, he resorts to scythe claw. Ghorfal is dead, the bog hags flee if bloodied, and
PCs and any other target. The umber hulks make con- The bog hags lie at Ghorfal’s feet, taking the forms the umber hulks flee if all the neogi are unconscious
fusing gaze attacks every turn, and they are directed to of a beautiful young eladrin woman and a comely or dead. The neogi slavers fight to the death even if
grab any PC taking a defensive or leadership role. The half-elf woman, both in apparent bondage. As long as Ghorfal is killed.
neogi slavers stay close to the umber hulks even if this no neogi or umber hulk has been bloodied, they stay
puts them at risk: They focus their use of charm bolts in that form until someone comes to rescue them,
July 20 09 | D u n g e o n 16 8
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Web of Chains
2 Bog Hags (H) Level 10 Skirmisher Conclusion Nor is this likely to be the last the PCs hear of the
Medium fey humanoid (aquatic) XP 500 Bloody Chain. Though their last great old master is
Initiative +11 Senses Perception +7; low-light vision
With Ghorfal dead, the Chain Bazaar will be aban-
dead, a few neogi slavers belonging to the clan still
Unwholesome Presence aura 3; enemies in the aura gain only doned. No other member of the Bloody Chain clan
half the normal hit points from spending healing surges.
exist, currently away on trips to establish a trade
has the power or contacts to create a major slave
HP 107; Bloodied 53; see also rending claws route. They cannot make that a reality without Ghor-
market out of nothing. Unless the simple wall-and-
AC 24; Fortitude 23, Reflex 21, Will 19 fal’s aid, especially with the Chain Bazaar incomplete,
Speed 8 (swamp walk), swim 8 tower fort is destroyed, it will be taken over by other
but not all their work is lost. Those neogi now have
m Claw (standard; at-will) forces in the area, which might cause future problems
+15 vs. AC; 1d8 + 6 damage. contacts of their own, and they might be able to
for the people of Elmhollow. No future inhabitant,
M Rending Claws (standard; recharges when first bloodied) become agents of some other force. A city of drow or
The bog hag makes two claw attacks against the same
however, is likely to do as much harm as the Blood
stronghold of giants could well employ the remaining
target; if both claws hit, the hag deals an extra 5 damage Chain clan could have if the Chain Bazaar had
to the target.
Bloody Chain neogi to become their slave traders and
become the center of the slave trade that Ghorfal
Change Shape (minor; at-will) ✦ Polymorph wandering merchants. Of course, those neogi never
envisioned. Unable to fulfill their current contracts,
A bog hag can alter its physical form to appear as a beautiful forget the adventurers who forced them to become
young female elf, half-elf, eladrin, or human (see Change the remaining neogi soon lose any power to hire mer-
little more than servants, and they look for every
Shape, page 280). cenaries or enslave towns on their own.
Evasive Charge opportunity to harass the PCs in the future.
This does not mean slavery ends in the region.
The bog hag shifts 2 squares after charging.
Alignment Evil Languages Common, Elven
Elmhollow allowed slavery before Ghorfal came, and About the Author
Skills Intimidate +12, Nature +12, Stealth +14 unless the PCs argue against it, slavery becomes a Owen K.C. Stephens is a freelance RPG writer whose
Str 22 (+11) Dex 18 (+9) Wis 15 (+7) way of life again. Iraz and Ethaine are opposed to the recent work for Wizards of the Coast includes Adventurer’s
Con 19 (+9) Int 12 (+6) Cha 14 (+7) Vault, Dragon Magic, Scum and Villainy, and The Force Unleashed
practice, but unless the PCs work to place those two
Campaign Guide.
in power (perhaps aiding them in commanding the
Developments Chain Bazaar as their own stronghold), the Stone-
Few additional residents are within the Chain Bazaar
shanks siblings won’t be able to change the tide of
currently, but if this fight becomes too easy, you can
their society.
add neogi slavers and taskmasters along with cyclops,
drow, or umber hulk servants and mercenaries. All
of these can appear as reinforcements from towers or
as returning agents of Ghorfal. If any mezzodemons
escaped the River War encounter, they should arrive
as reinforcements to Ghorfal after two rounds.
July 20 09 | D u n g e o n 16 8
23
A Tyranny
of Souls
By Robert J. Schwalb
An adventure for 19th-level characters
illustrations by William O’Connor and Kekai Kotaki
cartography by Robert Lazzaretti & Mike Schley
Listen!
The darkest hour is upon us, but we have no need
to fear and no reason for anguish. It has been foretold
that our hero will return. Her blade will shine like
a thousand stars, and our enemies will cower in its
brilliant light. Her voice will ring with the shouts
of a thousand warriors, and our enemies will wail
and gnash their teeth with fear. And her anger will
burn like a thousand suns, and our enemies will be
as cinders before her intolerable wrath. It has been
foretold that she who broke our chains will come forth
once again and lead us to glory and conquest, and in
her name we will build an empire to span all worlds,
giving no shelter, no succor, and no mercy to those
who oppose us. It has been foretold and the time is
near. Take heart warriorGith has returned, and
our ultimate victory is at hand!
July 20 09 | D u n g e o n 1 58
24
A Tyranny of Souls
Tiamat seized the githyanki city and bleeds it dry to supply her armies with arms, “A Tyranny of Souls” is an adventure for five 19th-
soldiers, and other resources. In doing so, she broke the ancient pact between the level characters. By its end, the player characters
should be 21st level. With some adaptation, however,
githyanki and red dragons, and she inadvertently loosed Gith’s soul from the Nine Hells
you can run this adventure as a stand-alone scenario
to return to her people once more. Masquerading as Vlaakith reborn, Gith seeks out the or as part of your own campaign.
Coalition to forge a temporary alliance and hopes to join forces to remove Tiamat from
Tu’narath and withdraw the githyanki from the war. Background
Tiamat casts a dark shadow across the ancient
githyanki city of Tu’narath, but the city is no stranger
The Quests rebels, they learn the movement is in shambles since to evil’s machinations. Having endured the Lich-
In “A Tyranny of Souls,” the PCs journey to Citadel the emperor’s soldiers captured their leader. The Queen’s thousand-year reign, the city has witnessed
Mercane only to discover their contacts dead. From characters must rescue Vlaakith if the Separat- astonishing wickedness. All was to have changed
there, the adventurers push on to Tu’narath, where ists would have a chance to retake the city from with Vlaakith’s assassination, but the vacuum she
they must rescue the Separatists’ leader, negotiate an Tiamat. created plunged the city into turmoil, with military
alliance, and defeat Emperor Zetch’r’r to force Tiamat Reward: 2,400 XP. commanders and pretenders all vying for her throne.
out of the ancient githyanki city. When a leader emerged to right its course, though,
Minor QuestDefeat the Emperor it would lead the githyanki into greater darkness in
Minor QuestContact the Separatists For the Separatists to take command of the city, the Tiamat’s thrall.
The adventurers are sent to Citadel Mercane to meet emperor must lose control over the dragons. The only The githyanki have never knelt to a god, but
with the Separatists’ representatives. Finding the rep- way this can happen is if he is defeated and the scepter desperate times demand desperate actions. The Lich-
resentatives murdered, the characters must discover of Ephelomonthe pact’s physical representationis Queen’s death threatened to tear Tu’narath apart,
another way to make contact with these rebel githyanki given to Vlaakith. and the githyanki were no closer to correcting their
even if this means traveling to Tu’narath. Reward: 2,800 XP. course. Zetch’r’r had a strong claim to the throne, but
Reward: 2,400 XP. his radical views and his involvement in Vlaakith’s
Major QuestThe Githyanki Withdraw from the death made him unpopular with the conservative
Minor QuestInfiltrate Tu’narath War factions. While he argued and fought, less worthy
The githyanki guard their infamous city’s location, so The PCs can negotiate with the Separatists to get them ascendants each put forward their own claims.
travelers seeking out this bastion must find a route to withdraw from the war and in doing so deliver a ter- Zetch’r’r lacked sufficient strength to take the city
to the city and, once there, find a way through the rible setback to Tiamat’s plans. by force, but each day he delayed, the damage and
cordon. Reward: 14,000 XP. violence escalated. Like Gith so long ago, Zetch’r’r
Reward: 2,400 XP. Bonus: +2,400 XP if the characters secure a 1,000- turned to Tiamat for aid. The dark goddess, with
year reprieve. plans of her own, proved a willing ally. She had long
Minor QuestRescue Vlaakith Bonus: +2,800 XP if the characters secure an coveted greater influence over the githyanki, but
When the characters make contact with the githyanki alliance. she saw the ancient pact as an obstacle. She offered
July 20 09 | D u n g e o n 16 8
25
A Tyranny of Souls
to help, promising to give Zetch’r’r full control over Adventure Synopsis body, that the legendary warrior Gith possesses the
the dragons in the city in exchange for his unswerv- young githyanki woman.
ing loyalty and fealty. Zetch’r’r knelt, and his rise to A few days before the adventure begins, a githyanki Once the characters free her and restore Vlaakith
power was assured. envoy representing the Separatists presented him- to the Separatists, they can engage in the negotiations
Bolstered by red dragons, dragonspawn, and self before the Coalition to gauge their interests in for which they were sent. The Separatists agree to
devil mercenaries, Zetch’r’r dashed his enemies and forming a short-term alliance. The representative withdraw the githyanki from Tiamat’s war, but admit
crushed all opposition in a single week. Amid the explained that not all githyanki are so eager to die their promises are worthless as long as Zetch’r’r is
ruins of Vlaakith’s old palace, Tiamat’s dark priests for Tiamat, and many see their service to the dark in power. The githyanki ask the PCs to infiltrate his
crowned Zetch’r’r emperor and the new tyrant goddess as slavery. The envoy invites the Coalition to palace, defeat the usurper, and recover the scepter of
declared his bold plans for his people, including a send representatives to Citadel Mercane, where they Ephelomon. Meanwhile, the Separatists will attack
renewed commitment to the crusade against the can bargain on neutral ground, free from Tiamat’s Tiamat’s garrisons and retake the city. The adventure
mind flayers and a new peace with their estranged ever-present eyes. Although the Coalition suspects a concludes in a deadly battle against the emperor and
kin, the githzerai. His promises amounted to little, for trap, the opportunity to weaken Tiamat’s armies is too his red dragon cohort in his personal chambers, while
Tiamat had other plans. good to pass up. The adventurers, who have proved battles rage in the skies above and in the city streets.
The Dark Lady needed soldiers for her armies, capable allies, are chosen to serve as ambassadors If the PCs succeed, Tu’narath becomes free from
weapons for her troops, and a base to launch new and negotiate the terms on the Coalition’s behalf. Tiamat and the githyanki can once more follow their
attacks against her enemies. Tu’narath provided all The heroes make the journey to Citadel Mercane, own destinies. If they fail, there will be no stopping
these things. Zetch’r’r’s goals stood in Tiamat’s way, but they soon discover their contacts are missing or Tiamat’s wrath.
and so, by her decree, the githyanki would abandon dead. Meeting up with a possible ally, a disguised
their campaign against the mind flayers and refocus raavasta (see Manual of the Planes™, page 136), to help
their efforts to combat Tiamat’s foes. Zetch’r’r had no navigate the trade center, the PCs learn the Separat- Managing the Adventure
choice but to accept his mistress’s commands, and ists are active in Tu’narath and that they must travel Although “A Tyranny of Souls” has a straightforward
thus was Tu’narath’s new course set. there and contact them if they would get them to plot, the players have several choices and options for
What neither Tiamat nor Zetch’r’r realized was withdraw from the war. completing the various parts, allowing the adventure
that by abandoning the Eternal Crusade, they ren- In the githyanki city, the PCs learn the emperor is to unfold in an organic fashion. Giving meaningful
dered the ancient compact between the githyanki wise to their intent and has moved to capture and kill choices means the PCs might skip over some encoun-
and the red dragons void. Without the pact, Gith, many Separatist leaders, plus he has traps in place for ters, and in doing so, they might lag behind in XP or
who’s soul long-languished in Dispater’s cells in the the adventurers. They eventually encounter a Separat- miss out on important treasure. Many encounters
Nine Hells, was free to find the oblivion long-owed ist agent who informs them that Vlaakith, their leader, provided adaptation entries to help you repurpose
her in the Shadowfell, but this ancient hero was not was taken prisoner and is held at the Fortress of Three them for later use in the adventure. Alternatively,
finished yet. Sorrows. By freeing her, the PCs can demonstrate you can use the smaller sample encounters to offer
their goodwill and also give the rebel faction renewed additional challenges. Just move the treasure the
hope and drive to fight against Tiamat’s agents. characters missed to these improvised combats.
The characters travel to the floating fortress, battle Shifting encounters helps you create the illusion of
through its defenses, and fight their way to Vlaakith’s success from cleverness without diminishing the XP
“cell.” There, they learn from the aspect of Dispater, and treasure the characters ought to earn.
who has come to steal back the soul inhabiting her
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A Tyranny of Souls
Monster Statistics
Encounters include statistics blocks for each monster Treasure Parcel 9: _______________, Ritual scroll of Planar Portal
type present in the encounter. If more than one mon-
The adventure uses the “parcel” technique of trea- and 1,000 gp of residuum.
ster of a particular kind is present, the statistics block
sure distribution as described in the Dungeon Master’s Parcel 10: _______________, Trethrix’s palanquin
indicates how many creatures can be found.
Guide. Use the following 20 treasure parcels. When (page 60), fine clothing worth 1,200 gp, and a pouch
determining which magic items are present, consult containing 70 pp.
your players’ wish lists. If an item is appropriate for Parcel 11: _______________, Magic item, level 24.
a monster to use in an encounter, feel free to let it, Parcel 12: _______________, Magic item, level 23.
What is an
noting the item’s features and making changes to the Parcel 13: _______________, Magic item, level 22.
Adventure Path? stat-block as needed. Parcel 14: _______________, Magic item, level 21.
An adventure path is a connected series of adventures Parcel 15: _______________, 600 pp and two diamonds
that comprises an entire D&D® campaign, from the Parcel 1: _______________, Magic item, level 23. worth 5,000 gp each.
heroes’ humble beginnings at 1st level to their epic Parcel 2: _______________, Magic item, level 22. Parcel 16: _______________, 16,000 gp; a silvery cloak
triumphs at the pinnacle of level 30. These adven- Parcel 3: _______________, Magic item, level 21. spun from astral thread, a mithral mirror, and golden
tures cover all three tiers of play: heroic, paragon, and Parcel 4: _______________, Magic item, level 20. idol of Tiamat, each valued at 15,000 gp.
epic. Each tier is covered by roughly six adventures, Parcel 5: _______________, 6 astral diamonds. Parcel 17: _______________, 400 pp and 2 frozen
meaning that the entire adventure path consist of Parcel 6: _______________, 2 gems of valor (Adventurer’s potions of vitality (can’t be used until 5 minutes after
eighteen adventures. Each adventure covers between Vault 191), 3 potions of vigor (level 19, Adventurer’s Vault being removed from the chamber).
one and three levels, but you can also have the PCs 189), talisman of good fortune (Adventurer’s Vault 168), Parcel 18: _______________, 8 gems worth 5,000 gp
undertake side quests to help supplement XP. This and 4,400 gp worth of residuum. each and two fire opals worth 1,000 gp each.
assures that the PCs are the correct level to tackle Parcel 7: _______________, 3 astral diamonds, 50 pp. Parcel 19: _______________, 21,000 gp.
each adventure. Parcel 8: _______________, 300 pp and 5 potions of Parcel 20: _______________, astral skiff and 1,000 gp.
This adventure path is meant to be a complete vitality.
D&D campaign. That means we’re making some
assumptions about the history and mythology of the
world as the adventures progress, such as Queen Tactics Features of the Area
Vlaakith’s death (an event we’ve adopted from the This entry describes special actions the monsters take This section describes special features noted on the
adventure “The Lich Queen’s Beloved” in Dungeon to defeat the adventurers. Sometimes this means the map. If the location has items or areas of interest with
Magazine #100). As the adventure path moves into monsters take advantage of special features of the which the characters can interact, those features are
the epic tier, you can look forward to the appearance area or make use of special powers or equipment. described here. Look here to see if a door is out of the
of some classic heroes and villains from D&D history, ordinary, if an altar has a secret compartment, and
as well as great ideas from past issues of Dungeon Map the like.
Magazine and other sources. Each encounter includes a map keyed with the initial
locations of each monster. The map also indicates the
location of any special features of the area.
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A Tyranny of Souls
Starting the “He admitted his people have no love for us, but he also and traders. The Citadel has a cosmopolitan environ-
explained this war was not of their making and has proved ment, so the adventurers should have little trouble
Adventure too costly to continue. blending in and picking up whatever supplies they
“Friends, they want an alliance! Yes, it seems suspect, a need. Amyria warns the characters that Tiamat has
The adventure begins not long after the adventurers trap perhaps, but can we afford to turn away new allies in operatives everywhere and the adventurers should be
complete “Garaitha’s Anvil,” long enough for them our time of need?” watchful for spies and assassins.
to recover, but before the characters have a chance “We discussed the matter and we have agreed to send When the characters are ready, the two mages
to spend their gold and resupply. The initial meeting envoys of our own to meet with their representatives. With begin the ritual’s performance. It takes 10 minutes,
with the githyanki envoy happens off-stage (though the recent troubles, and your incomparable successes, we and when they complete it, a shimmering opening
it doesn’t have to), and once the Coalition comes to turn to you for aid. We want you to negotiate an alliance appears in the middle of the circle they inscribed on
a decision about how to respond to the invitation, with these rebels and get the githyanki out of this war. If we the floor. When all the characters step through, pro-
Amyria turns to her friends and allies: the adventur- can achieve this, our victory might very well be at hand.” ceed to Blood Mountain.
ers. The following encounter occurs wherever the PCs
are resting between adventures. Amyria stops here and lets the PCs ask questions, Alternate Hooks
argue, and say whatever they want. She knows this Even if you are not running “A Tyranny of Souls” as
Read the following aloud, and break it up as is a risky venture, but she believes the adventurers part of the Scales of War adventure path, you can still
needed if the players wish to interject a comment are up to the task, given their record. Assuming they use the adventure as a stand-alone scenario. Consider
or question. agree, she explains what the PCs need to do. any of the following adventure hooks.
Amyria appears in a flash of light. Two human mages in “The githyanki want to meet on neutral ground. Their Ancient Evil
gray robes and carrying staffs accompany her. She looks representatives will not meet here, and we’re not willing to Kastya Zurityh-Movya, a githyanki lich and expatri-
around to gain her bearings, and then toward you. She step into the viper’s nest of Tu’narath. We agreed to meet at ate hiding in the Shadowfell, has long harbored a
smiles, but there’s no joy in it and her eyes are hard, fierce, the Citadel Mercane, a trade depot in the Astral Sea. There, grudge against his people and hungers for revenge
and filled with worry. you will negotiate for an alliance. Your aim is to get the against Vlaakith. With the recent troubles bubbling
“Friends, I apologize for dropping in unexpected, but githyanki to withdraw from the war. We have faith in you up from Tiamat’s influence in the city, Kastya senses
events force my hand. Again, I’m afraid, the Coalition and your wisdom, so you can bargain with the Coalition’s an opportunity. Sending his lieutenant Iliss Githom-
needs your aid. You know the threat the githyanki pose: full authority. If their offer is genuine, failure is no option. Vaas to recruit the PCs residing in Gloomwrought,
They are integral to the Dark Lady’s plans. We have an Should the negotiations unravel, I don’t know that we can he asks them to negotiate an alliance with the new
opportunity to change this and deliver a terrible blow to the win this.” Vlaakith to see to his return to the city and secure a
Chromatic Dragon if you are willing. place in her new regime. The PCs might agree given
“A few days ago, a githyanki envoy came before the Amyria knows little else, although the PCs are to ask that a change in power would ultimately weaken
Coalition with an offer. He represented the Separatists, a for Rel’thrik at the Dreaming Spire in the citadel. the githyanki threat, but they might also secure
rebel faction within Tu’narath, the githyanki’s greatest city. She has learned that Citadel Mercane was raised by a thousand-year reprieve from the githyanki in which
What he described was troubling: Tiamat rules through a planar merchants centuries ago, but inner strife and these planar raiders would not attack their world for a
puppet emperor named Zetch’r’r and he uses the city poorly, upheavals have seen the power shift to the Society specified time.
draining it of resources to supply Tiamat’s war machine. of Seven Diamonds, a cabal of ruthless merchants
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A Tyranny of Souls
Chaos Reigns Part One: When the adventurers head toward the smoking
While taking some well-deserved downtime in Sigil cleft, they encounter Mayhem disguised as a strange
(or elsewhere), the heroes are approached by a coali-
Blood Mountain humanoid creature, but before they have a chance to
tion of githzerai and Xaositectsa faction devoted speak, the mountain’s denizens attack.
The mages’ portal opens onto the mountain slopes Tactical Encounter: Mayhem’s Plight (page 53).
to Chaos. The coalition has learned that Gith has just outside the entrance to Citadel Mercane.
escaped the Nine Hells and now leads a Separatist
faction within Tu’narath. The githzerai believe Gith’s
Consequences
The portal transports you to a blood-red shelf overlooking Defeating the blood fiends and saving Mayhem
return could fracture and weaken the githyanki, a jagged slope that eventually gives way to loose bits of rock
while the Xaositects simply want to spread unrest. To can give the PCs an edge later when they enter the
and debris hanging in the Astral Sea. Above, the scarlet githyanki city. If Mayhem is unharmed in the fight,
these ends, the coalition recruits the PCs to negotiate mountain rises toward a distant peak, obscured by petrified
an alliance with the Separatists and foment a bloody the characters gain one future victory toward find-
trees, jutting protrusions, and roiling mist. A path winds up ing the githyanki city (page 55). If Mayhem flees or is
civil war. the mountain to a massive cleft from which sulfurous smoke killed, the PCs suffer one defeat instead.
streams. A strange vessel emerges from the plume, sleek and
The One in the Void
When Vlaakith CLVII worked to steal the divine
fitted with sails, spheres crackling with lightning, and other Aftermath
spars, and then it vanishes in a flash of light. Once the blood fiends are destroyed or driven off,
spark residing within the One in the Void (see “The
Lich Queen’s Beloved” in Dungeon Magazine #100), Mayhem approaches the adventurers (if he didn’t
Blood Mountain has a sinister reputation and for run away).
she inadvertently stirred the corpse’s consciousness. good reason. According to legend, the mountain is an
The dead god now dreams, and in its visions it sees ancient battlefield where god and primordial fought
a disturbing future, one in which the Far Realm The odd fellow approaches and says, “Many thanks my
and died. Their spilled blood turned the mountain its friends. Had not you interceded on this humble servant’s
spills into the mortal world and unravels the cosmos. crimson color. The place is by no means safe, because
Believing the githyanki are vital to combating the behalf, poor Mayhem would have found the Raven Queen’s
in the ruins clinging to its surface and beneath the unwelcome embrace, but not before enduring the equally
impending mind flayer empire that will begin the petrified trees foresting its rugged slopes lurk astral
invasion, the dead god scours the natural world unpleasant teeth and claws of those terrible brutes. In
stalkers, blood fiends, and worse. exchange for your heroic intervention to save this unworthy
for heroes to restore the githyanki to their proper
life, I am duty-bound to return the favor if you will allow
purpose and release them from Tiamat’s clutches. Help or Hindrance? me. But first, introductions are undoubtedly in order. As my
Plagued with disturbing visions and dreams, the PCs The Separatists truly intended to meet the council’s
travel to Tu’narath and in doing so learn of Tiamat’s errant words may have indicated already, I am Mayhem, your
envoys at Citadel Mercane, but Tiamat’s operatives humbled and indebted servant. Citadel Mercane is very much
plot and the Separatist movement to oust her puppet dashed these plans, murdering them before the PCs
from the githyanki throne. If the PCs help the Sepa- my home away from home; perhaps I can be of some service?
arrive. Among the retinue and the only one to survive
ratists, they can secure an alliance with the githyanki was a raavasta spy named Mayhem. The fiend infil-
to attend to the mind flayer threat growing in the Mayhem might be a useful ally to the adventurers in
trated the githyanki long ago and accompanied the spite of his evil alignment and dubious morals. The
natural world. group hoping to muck it up. When Tiamat’s agents raavasta knows a great deal about the planes and can
attacked, they upset his plans and now he’s quite provide assistance as shown in later sections. The
upset with the goddess. fiend’s willingness to help stems from his newfound
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A Tyranny of Souls
hatred for Tiamat combined with the hope for a new Agents of Mephistopheles criminals, and other planar scum. The founders have
and terrible war in the Astral Sea, which he believes Level 19 Encounter (XP 12,950) long since vanished, ceding power to the marut mer-
will result when and if the Separatists come to power cenaries who were hired to guard the settlement and
in Tu’narath. 2 ice devils (Monster Manual®, page 63) to a new cabal known as the Seven Diamonds Society.
The raavasta knows the route to Tu’narath, and he 4 legion devil legionnaires (Monster Manual, The characters must pass through the cleft and
also knows what happened to the Separatists’ envoys, page 64) travel nearly a half-mile into the mountain to reach
but he doesn’t share this information right away or 1 war devil (Monster Manual, page 67) the outpost.
explain how he witnessed his companions’ death.
Instead, he waits and watches, gauging the charac- When Gith escaped the Iron Tower in the Nine
ters’ worthiness and planning to manipulate events Hells, Dispater sent his aspect to chase her down.
from behind the scenes to ensure Vlaakith eventually All this activity has not gone unnoticed by the arch-
comes to power. devil’s rivals, and Mephistopheles has sent agents
Mayhem never participates in combat, and he of his own to discover what Dispater is after and
disappears while the fighting rages only to reappear to thwart him if possible. These agents followed
once it’s done. He follows the PCs, giving advice when Tiamat’s forces from Tu’narath and witnessed the
requested, but never volunteering anything. If the destruction of the githyanki envoys. The devils lurk
PCs dismiss him, he continues to monitor them, but in a petrified forest, where they argue about what
from afar, and might assume different identities to they should do next.
ingratiate himself with the adventurers.
Crimson Hunters
Additional Encounters Level 21 Encounter (XP 16,600)
If the PCs don’t head for the cleft and to Citadel
Mercane beyond right away, they can explore the 2 astral stalkers (Monster Manual, page 10)
mountain. It’s a desolate peak, haunted by wreckage
from the ancient war and littered with bones. While Blood Mountain is home to astral stalker tribes,
exploring, the PCs are bound to come across the and their numbers are so great, few travelers risk
mountain’s inhabitants, and none are friendly. exploring the mountain’s ruins. The astral stalkers
prowl the slopes invisibly, watching for intruders
and slaughtering any they find for trophies.
Citadel Mercane
Deep in the mountain, reached only by an enor-
mous fissure, stands Citadel Mercane. Built
centuries ago by a race of planar merchants to serve
as a trade hub for their enterprise, the citadel still
serves in this capacity, but also as a refuge for exiles,
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A Tyranny of Souls
The mists thin and give way to an enormous chamber, Citadel Mercane The Bazaar
easily a mile in diameter. Red crystals as long as towers Just inside the outer wall is the floating bazaar, an
A trade compound in the heart of a mountain, Citadel
encrust the walls. Suspended in the chamber’s center is a insane collection of floating platforms and free-float-
Mercane sees traffic from all sorts of planar peoples.
spheroid architectural mass of minarets, walls, stairs, and ing structures filled with planar travelers.
Population: 9,000. The Citadel boasts a diverse
bridges. Steel struts emerge from the fortress and extend population consisting of just about every kind of
to the walls to keep it in place. Piers bristle from these civilized creature imaginable, from angels to devils, Even before you pass through the gate, you get a sense of
supports, looking like hairs from afar, but you can see an from humans to maruts. Githyanki are numerous since the chaos and wonder of the Bazaar. It is a maze of floating
astounding assortment of vessels, ranging from tiny skiffs they often duck into the Citadel to trade plunder for
earthmotes, each crowded with merchants hawking their
to astral hulks crewed by hundreds. Traffic moves through supplies.
wares. Visitors float from stall to stall, swapping platinum
yawning gates constructed to resemble toothy mouths. You Government: The Society of Seven Diamonds rules
Citadel Mercane with the permission of the marut coins for all manner of goods. You spy larger structures
can see a half-dozen facing your direction. too, some sideways towers, others spherical buildings, while
mercenary companies who enforce the law here. The
Society is made up of seven raavasta, each of whom others still could pass for ordinary in your native world if
No bridges grant access to the Citadel, but the Astral conceals its true appearance behind a mask. The high not for the fact that they float about, drifting through the
Sea’s nature allows even non-flying individuals to fly. cabalist is Tordaka, a raavasta who appears in public marketplace. Astonishingly, there are no collisions even
It’s about a quarter-mile through the air to reach the as a humanoid with golden skin and sporting overlarge though everything is in motion.
fortress, and so it takes about five minutes to cross feathery wings. His greatest rival is a corrupt and deca-
Beyond, or perhaps beneath, is an interior wall,
the distance. dent fiend named Trethrix, who prefers the disguise of
hundreds of feet away, and it sports more gates and tall
a svelte young woman.
Defense: The maruts protect the stronghold from at- statues of strange humanoids that look up at commerce’s
tacks. Three mercenary companies billet here, and the dance above.
Iron Sons are the oldest and have the most influence.
Maneuvering in the Commerce: A bustling black market thrives in the Merchants use stalls situated on small earthmotes
Astral Sea Citadel, and any goods can be had for a price. Drugs, ranging from 2-by-2 platforms to more sizeable
A creature can stand on any surface equal to or larger poisons, cursed items, terrible rituals, astral vessels, structures containing bits of architecture, fossilized
magic items, slaves, and anything one could want are
than its base. It gains the ability to fly at one-half its bones, and other oddities. The free-floating maze is in
all for sale. Most trading takes place in the open-air
normal speed if not under the effect of gravity. It constant motion, so mapping the place is both unnec-
market that sprawls just inside the outer wall and
can hover, but it is a clumsy flier. A creature with the surrounds the inner fortress. The best inn and tavern is essary and impossible. To help navigate the Bazaar,
ability to fly can use its innate flying speed instead. the Dreaming Spire, boasting thirty rooms and a menu tiny mechanical servantsguidesflit through the
It gains hover. with cuisines hailing from no less than a dozen worlds crowds, offering aid to any traveler who appears lost.
Tu’narath and Subjective Gravity: Anyone within and a hundred civilizations. These creations are artfully crafted, each unique and
200 feet of a surface in Tu’narath is subject to normal Organizations: Temples of any sort are not permitted strange. Examples included tiny dragons, cherubic
gravity. (See “Tu’narath, City of Death” in Dragon in the Citadel, but priests of every god, living and dead, babies, metal skulls with glowing eyes, shimmering
are free to move about the city. Many planar factions
#377 for more information about the city.) balls of light, and so on. Each guide is a construct with
including the Xaositects, the Fated, the Mercykillers,
AC 27, other defenses 22; 1 hp. They cannot attack,
and even the Doomguard have offices here.
and they explode in a shower of harmless sparks
if destroyed.
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A Tyranny of Souls
Using a guide or not, the PCs can find just about DC Information Loosed Demons
anything they could want here. Let the PCs sell off 20 Citadel Mercane has stood for a thousand years At some point while the adventurers explore the
equipment, make purchases, and make any other and is a popular trade center for the merchants
Bazaar, they discover just how dangerous Citadel
preparations they need before proceeding with the across the Astral Sea.
Mercane can be.
adventure. 25 The Citadel is open to all, provided visitors
respect its laws. The most important
Tactical Encounter: Demons Among Us
(page 56).
Inner Sphere commandment is “Harm no one.” The watch does
Consequences: Defeating the goristro demons
not tolerate violence in the city, and those who
Below the Bazaar is the Inner Sphere, a sealed orb gives the PCs an edge when trying to enter the city.
break this law are either cast out or executed.
of stone and iron pierced by a half dozen gates pro- There are exceptions, though. Why just the Destroying them counts as one victory.
tected by adamantine doors that have powerful wards other day, a group of githyanki from Tu’narath
placed upon them. No one outside of the Society of was slaughtered outside the Dreaming Spire. The The Dreaming Spire
the Seven Diamonds and the marut bodyguards are maruts did nothing and no one knows why.
There are no shortages for places to stay, but charac-
permitted within the sphere. Standing all across its 35 Merchants run this city. They rarely emerge from
ters looking for accommodations find the Dreaming
the Sphere (the inner compound), but when they
surface are twenty-foot tall statues depicting the Cita- Spire is their best choice (especially since they were
do, there is much fanfare and celebration.
del’s founders. Some say the statues are in fact the to meet the envoys here). A strange structure, it
40 There are whispers that the ruling cabal
founders, now forever trapped in stone. looks almost like a tree rising from the middle of the
murdered and replaced the rightful lords of the
Rumors hold the Inner Sphere contains vast Citadel. A century ago, the original rulers just market. Both the top and bottom are taverns called
wealth and plenty. It is a paradise of which one can up and vanished, and the new cabal moved in Night and Day respectively, and the main walled
only dream. Outsiders clamber to catch a glimpse right after. areathe trunkholds thirty rooms. Guests can
of what goes on beyond its walls, but none have seen arrange for rooms and meals in either tavern.
anything but shifting mists. Buying and Selling When the PCs ask after Rel’thrik, they learn he was
The rumors are wrong. The Inner Sphere holds a The characters can purchase any magic item, ritual, killed in the streets by a huge blue dragonspawn and
hideous wound in the Astral Seaa permanent rent or alchemical formula of their level or lower without dark angels. The human bartender looks closely at the
allowing passage to the Abyss. The raavasta, who hail any trouble. A specific item above their level requires PCs, sighs, and then hands them a small metal box. He
from the Elemental Chaos, use this portal to move a DC 27 Streetwise check to locate. Finding an astral says, “He said people’d come looking for him and left it
between planes. vessel or a sigil address requires a bit more work, as for them. Guess those people would be you, huh?”
described in the following entries. The metal box is bronze and featureless except for
Word on the Street Characters can also find buyers in the city. Items a thumb-sized groove on the bottom. Placing a digit in
Characters might make Streetwise checks in the of the characters’ level or less sell for the standard the groove causes the box to float upward and unfold.
Bazaar to learn general information about the place. resell price. Selling items above the characters’ levels Appearing in the center is a shimmering illusion of
Mayhem grants the PCs gain a +2 bonus to their can bring a slightly higher price with negotiation. A the githyanki they were to meet. It speaks at once,
Streetwise checks. character can accept the flat price or engage in a com- “My mission has failed. The Dark Lady’s agents infest
plexity 1 skill challenge (4 successes before 3 failures) this place, and our efforts have proved insufficient
involving DC 22 Bluff, Diplomacy, and Insight checks. to evade them. If you truly wish to make an alliance,
A success sees the character receive one-quarter of come to Tu’narath and we will find you.” The illusion
the item’s price, while failure results in one-sixth of its flickers and dies. Moments later, the box evaporates
value. The character must accept these terms. as if it had never been.
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A Tyranny of Souls
Githyanki Questions Running Afoul of the Law Dealing with the Devil
The characters might ask around for general informa- Level 21 Encounter (XP 16,000) A failed Bluff check made as part of the “Finding
tion on Tu’narath and the githyanki to get a better Tu’narath” skill challenge (page 55) or inquiries made
sense of what they are about to get into. Characters 5 marut blademasters (Monster Manual, page 185) in the Citadel’s dark underbelly (a DC 28 Streetwise
can make Streetwise checks in place of Nature checks check) turns up a name: Scaramandar. A crime lord,
for Githyanki Lore (Monster Manual, page 129). In If the characters are on their best behavior, they information-broker, and cambion, Scaramandar has
addition, a successful DC 40 check reveals, “A little aren’t likely to find too much trouble. However, their extensive contacts throughout the Astral Sea, with
over twenty years ago, the Lich-Queen fell victim to investigations might take them into danger and, by eyes and ears from the natural world to Sigil and most
a coup, murdered in her palace during a dread ritual extension, combat. Since rule zero in the Citadel is places in between. He’s a useful sort to befriend, if you
that would have catapulted her to divinity. The city “harm no one,” a fight could cause the PCs problems. can afford his steep prices.
fell into bloody civil war until a warrior named Once the characters get into a fight, they have The cambion knows all about the adventurers and
Zetch’r’r claimed her throne. Some say he managed a 10% chance each day they spend in the city of their past exploits. He also knows what they are after,
this only because he made a deal with Tiamat.” encountering the Citadel’s watch. Combats after the what happened to their contacts, and, best of all, how
first increase the chance by 20%, so 30% per day for to get to Tu’narath. Scaramandar possesses a sigil
two fights, 50% for three, and so on. A typical combat address to a little-used teleportation circle hidden
with the watch features the creatures here. If the PCs within Tu’narath’s Merchant District. He also can
defeat the watch, they must move quickly lest the full fabricate the proper documentation to get the charac-
weight of the Citadel’s wrath comes crashing upon ters into the city and through the cordon. All of this is
them (featuring whatever epic-level monsters you feel available at no charge, if, and only if, the PCs agree to
are appropriate). do him a favor.
Scaramandar wants a seat on the Society of Seven
To the Githyanki City Diamonds. Trethrix, a particularly corrupt and
With the githyanki contacts dead, the adventurers decadent member, blocks his ascent. The cambion is
can either return home or push on to Tu’narath. Get- certain, thanks to promises from other members, that
ting there is a challenge since the githyanki guard the her removal will open the path to his ascent. Scara-
routes to their city and also keep secret any shortcuts mandar isn’t about to get his hands dirty, and the
that might allow swift passage. Though the informa- PCs represent an excellent way to get rid of his rival
tion they seek is secret and often guarded, the PCs and remove the killers by sending them to what he
can uncover ways to reach the city with a little effort. believes is certain death in the githyanki city.
Skill Challenge: Finding Tu’narath (page 55). When the PCs start asking around about Scara-
mandar, the cambion sends two agents to arrange a
meeting at a place Scaramandar controls. The ser-
vants are a pair of rakshasa nobles (Monster Manual,
page 217) disguised to be appealing to the adventur-
ers. The rakshasas invite the PCs to meet with their
master at Night (the tavern at the Dreaming Spire) for
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A Tyranny of Souls
a meal and a profitable conversation. If the characters Scaramandar is not worried the PCs will betray Scaramandar Level 20 Elite Controller
agree, they can meet at whatever time they wish. him. He knows quite a bit about their activities, and Medium immortal humanoid (devil) XP 5,600
Initiative +13 Senses Perception +19; darkvision
his information would be of extensive interest to
HP 382; Bloodied 191
Seated in a large chair at a table crowded with a dozen Zetch’r’r. He might share what he knows with Tia- AC 33; Fortitude 35, Reflex 31, Will 34
handsome mortals representing several different races mat’s operatives (as you decide). Immune charm; Resist 15 fire
is an overlarge humanoid with an infernal mien. He Scaramandar fights back if the PCs attack him, Saving Throws +2
Speed 6, fly 8 (clumsy)
has crimson skin, curling black horns emerging from his and four rakshasa nobles hidden in the crowd come to
Action Points 1
forehead, and long, oiled black hair, all of which suggests his aid straightaway. A battle here draws the maruts’ m Greatsword (standard; at-will) F Fire, Weapon
some devilish ancestry. He smiles and stands, revealing attention too. Five marut blademasters show up at the +25 vs. AC; 1d10 + 7 damage, and ongoing 5 fire damage
(save ends).
brilliant robes of uncertain hues embroidered with obscene start of the third round, coming to Scaramandar’s aid
M Double Attack (standard; at-will)
images. He spreads his arms wide in a gesture of welcome. and making the entire battle very one-sided against Scaramandar makes two greatsword attacks. If both
His playthings scatter. “Greetings friends. It comes to the adventurers. attacks hit the same target, the ongoing 5 damage
my attention you have need of information. Perhaps The cambion supplies additional information if the becomes ongoing 10 fire damage (save ends).
r Hellfire Doom (standard; at-will) F Fear, Fire
I can help.” PCs agree to his proposal.
Ranged 10; targets one or two creatures; +24 vs. Reflex;
2d10 + 7 fire damage, and the target takes a −2 penalty to
Scaramandar starts by describing what happened to “Excellent friends, excellent. Trethrix and her retinue attack rolls (save ends).
R Shackles of Phlegethos (minor 1/round; at-will) F Fire
the githyanki operatives, revealing that a bluespawn are due to make their appearance in 12 hours. She is at
Ranged 10; +24 vs. Reflex; 2d6 + 7 fire damage, and if the
godslayer leading a force of angels ambushed the her most vulnerable once she returns to the inner sphere. target moves more than 1 square on its turn it takes 10
envoys and murdered them all. The maruts didn’t Opening and closing those portals takes about 5 minutes, fire damage, and if the target makes an attack on its turn it
respond because Tiamat’s forces had made arrange- so when she arrives she must wait for the gate to open. takes 10 fire damage (save ends both).
A Hellfire Storm (standard; recharge 4 5 6) F Fear, Fire,
ments with a “Diamond” named Trethrixshe Strike then and strike quick, lest the Iron Sons appear and
Zone
paid off the merchant princess in exchange for no foil the attempt. When you finish, bring her head to me Area burst 2 within 10; +24 vs. Reflex; 2d6 + 7 fire
reprisals. just beyond the cleft. There, all I have promised you will be damage, and the target takes a −2 penalty to attack rolls
The cambion then steers the conversation to the yours. I warn you, if the maruts catch you, I can do nothing and ongoing 5 fire damage (save ends both). The burst
creates a zone that lasts until the end of Scaramandar’s
adventurers’ mission, but, if the characters seem to help you. Agreed?” next turn. Each enemy that starts its turn within the zone
worried, he says, “You have nothing to fear from me cannot make saving throws until the end of its next turn.
friends. I think your task is worthy, though I fear With their mission in hand, the PCs are free to make As a move action, Scaramandar can move the zone up to 4
squares. Sustain Minor: The zone persists.
the obstacles placed in your path might be too great any needed arrangements before they attack.
C Brimstone Jaunt (move; encounter) F Fire, Teleportation
without friendly assistance.” Scaramandar then lays Tactical Encounter: The Devil’s Bargain Close burst 1; +24 vs. Fortitude; the target is blinded (save
out his offera ritual scroll of Planar Portal, a sigil (page 58). ends). Effect: Scaramandar teleports 20 squares.
address to Tu’narath, and trade exemptions for all. Adaptation: Rather than have this encounter Alignment Evil Languages Common, Supernal
Skills Bluff +21, Diplomacy +21, Insight +19, Intimidate +21,
In exchange, he asks the characters to assassinate take place in Citadel Mercane, you could run it in Streetwise +21
Trethrix: “Kill her, and you’ll be in the githyanki city Tu’narath. Characters seeking access to the For- Str 25 (+17) Dex 17 (+13) Wis 18 (+14)
before her blood dries.” Scaramandar honors the bar- tress of Three Sorrows could turn to the cambion Con 23 (+16) Int 19 (+14) Cha 22 (+16)
Equipment fine robes, greatsword
gain, and any Insight check reveals this fact. for assistance. Trethrix is a rival merchant who is
blackmailing him, and he would see her removed.
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A Tyranny of Souls
In exchange for her murder, Scaramandar gives the Adapting the Encounter: You can run this Consequences: Disrupting the smugglers’ assis-
PCs a ritual scroll, ingredients, and sigil address to a encounter while the PCs are in Tu’narath. If the PCs tance to the Separatists is a major setback for the
permanent teleportation circle in room 1 of the Float- need a way to reach the Fortress of Three Sorrows, movement in Tu’narath. The PCs suffer 1 defeat when
ing Fortress. In this scenario, the raavasta target does the Merciless could get them there if they eliminate trying to enter Tu’narath.
not get marut reinforcements; she’s on her own. the captain and crew.
Consequences: A bold move to be sure, but one The Sympathizer
The Merciless with far-reaching consequences. The ship is identified Characters who successfully attain a victory on the
The characters might think to steal an astral skiff on by the dragonknights, costing the PCs 2 defeats when “Finding Tu’narath” skill challenge (page 55) can
their own or get a hint to do so from a failed Endur- trying to enter the city. have a meeting with Captain J’ladimir, the githyanki
ance check during the “Finding Tu’narath” skill captain of Gith’s Memory, a powerful astral carrack.
challenge. Plenty of vessels are docked at the piers Shortcuts through the Void J’ladimir was once a githyanki knight, but he resigned
outside the Citadel, and a group could hijack a vessel The githyanki are vigilant in protecting Tu’narath and when Vlaakith was murdered by adventurers. He left
without too much trouble. thus monitor all traffic coming into and out of the his city to become a merchant, and he has sailed the
Characters snooping around the docks find a lone city, boarding vessels, inspecting containers, and sub- Astral Sea these past two decades. Citadel Mercane is
ship at the end of a pier. A Streetwise check can turn jecting craft to divinatory magic. So tight is this net one his favorite ports.
up useful information about the ship. that few smugglers have made much headway moving J’ladimir is tall, thin, with angular features and
illicit goods into the city, and the githyanki make ter- a short, stubby nose. He has bright blue eyes and
DC Information rible examples of those who fail. mottled skin. He wears chainmail armor and car-
14 The Merciless hails from Tu’narath and is One smuggler, Taikus, knows a way and uses it to ries a distinctive silver longsword. Two decades as
captained by a cruel and murderous githyanki move slaves out of Tu’narath and to bring weapons a merchant have done nothing to soften his dis-
warrior named Ri’s’an. It’s currently docked at
and supplies into the city for the Separatists. If the position toward nongithyanki. He harbors a deep
the end of Pier Nine.
adventurers are tipped off about his enterprise, it hatred for adventurers, blaming them, in part, for
22 The ship took heavy damage during a raid on
means his system has been compromised and the his queen’s death. The only thing he hates more than
Hestavar and could not return to the githyanki
city. The Merciless has been docked here for a few noose is ready to close about his neck. nongithyanki is Zetch’r’r, for J’ladimir knows the
weeks, undergoing repairs. The repairs are all The PCs likely come across Taikus by accident. If blackguard was behind his lady’s assassination.
but complete, but the crew took heavy casualties they choose to contact the smuggler, they find him at J’ladimir hasn’t officially joined the Separatists,
during the raid a warehouse on Pier 6, just outside the Citadel. The but he’s close. He resents Tiamat’s surging influence,
27 The crew has made few friends here, and if building stands between two empty docks. However, and his hate for the tyrant endures. Now that the Sep-
something bad were to happen, it’s not likely
Tiamat’s agents close in to kill the smuggler. aratists claim to have Vlaakith CLVIII on their side,
they would get any help.
Tactical Encounter: Secret Way (see 63). he’s willing to help them.
Adapting the Encounter: The adventurers In spite of his misgivings, he needs little convinc-
The characters can attack the ship without fear of
might come across Taikus and his operation while in ing to help the PCs reach Tu’narath. The characters
attracting attention. The other captains detest these
Tu’narath. Instead of granting access to a permanent need only mention the Separatists, and he volunteers
githyanki and turn a blind eye to any violence toward
portal, Taikus might arrange a meeting with the to ferry them to the city. If Mayhem is present, the
Ri’s’an and his crew.
Separatists. characters don’t even need to mention their mis-
Tactical Encounter: Stolen Mercy (see 61).
sion. J’ladimir also supplies the adventurers with the
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A Tyranny of Souls
proper documentation to enter the Merchant Dis- Sailing the Infernal Envoys
trict. This is the extent to which J’ladimir will help. Level 19 Encounter (12,200 XP)
He offers nothing about the city, about the political Astral Sea
developments, or anything elsesuch is his disdain 2 ice devils (Monster Manual, page 63)
for the adventurers. Passage on his ship is simple and Adventurers who do everything right at Citadel Mer-
cane gain passage on Gith’s Memory and need only 7 legion devil veterans (Monster Manual, page 64)
uncomfortable, but it’s passage all the same. 1 war devil (Monster Manual, page 67)
His ship leaves the day after the PCs meet with wait for the ship to arrive at Tu’narath. If the charac-
him, so the characters still have time to make pur- ters followed up the other leads and participated in
those encounters, the trip to the githyanki city should A war devil in service to Glasya (archdevil and lord
chases, perform rituals, and do anything else they of the sixth layer of Nine Hells) crosses the Astral
need while at the Citadel. be uneventful. However, skipping one or more of
these side-treks puts the adventurers a little behind Sea bound for Tytherion, where it intends to meet
with Tiamat to negotiate for another legion of abishai
If All Else Fails on experience points. You can catch the characters up
thralls. If the adventurers missed out on any treasure
It’s unlikely but possible for the adventurers to utterly by repurposing skipped encounters while the PCs are
in Tu’narath, or you might run one or more of the fol- parcels, they can recover them from this entourage.
fail in finding a way to Tu’narath. If they exhaust
lowing optional encounters.
every option and still haven’t secured passage, let the Malachi’s Refugees
PCs purchase an astral skiff for 13,000 gp. Mayhem
can lead the characters to the city. Otherwise, the PCs
Githyanki Raiders Level 19 Encounter (12,152 XP)
will have to follow another shipperhaps the Merci- Level 19 Encounter (12,000 XP)
2 gibbering abominations (Monster Manual,
less. This should get the characters there, but it doesn’t page 126)
quite get them into the city. Mayhem can provide the 5 githyanki dragonknights (page 68)
5 pact dragons (page 69) 4 grimlock followers (Monster Manual, page 148)
characters with trade exemptions for the modest sum 1 mind f layer mastermind (Monster Manual,
of 1 pp per character. page 188)
A wing of dragonknights riding pact dragons patrol
the Astral Sea to intercept explorers and plunder mer-
chants not bearing trade exemptions. Fleeing the upheaval in the natural world when
the alienist Malachi (“Brink of Madness,” Dungeon
Magazine #163) failed to create a stable portal to
the Far Realm, this mind flayer mastermind and
its followers ride on a makeshift chariot made from
a massive statue’s head pulled by two gibbering
abominations.
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A Tyranny of Souls
Part Two: Tu’narath The Cordon (4 successes before 3 failures) involving Bluff and
The githyanki are not about to let a band of adventur- Diplomacy skill checks against DC 22, or Intimi-
Having crossed the Astral Sea’s expanse by portal or ers enter the city. Not long after Tu’narath comes into date checks against DC 27. A victory earns the PCs
by vessel, the adventurers find Tu’narath, the ancient view, a wing of dragonknights surrounds the vessel to a trade exemption and passage into the city. Defeat
githyanki city, lying before them. Never a welcom- inspect the cargo and ensure the ship has the trade sees the PCs taken to the Fortress of Three Sorrows
ing place, Tu’narath is made even more uninviting by exemption needed to dock at the stations. (Use the (page 43) where they are to be incarcerated and even-
Tiamat’s occupying force and its crushing, totalitarian “Githyanki Raiders” encounter on page 37.) tually executed. The adventurers might resist capture
regime. How the adventurers find the city depends on Characters on board Gith’s Memory have nothing to as they like, but if they lose or go along with the
the methods used to reach it. fear. Captain J’ladimir has documentation and pres- githyanki, they are interred at the Fortress of Three
ents it to the dragonknight when she comes aboard. Sorrows (page 43) where they should have a chance
By Ship J’ladimir is feared and respected enough that the to escape, recover their gear, and rescue Vlaakith.
Characters approaching Tu’narath must contend with githyanki don’t search the vessel and, in fact, escort it Mayhem could prove a useful ally in the event that
the sentinels if they want to reach the city intact. the rest of the way to the docking stations. this happens.
Without J’ladimir, the PCs must fend for them- If the characters defeat the dragonknights, the city
If the adventurers reach the city by way of a selves. What sort of welcome the adventurers face will mobilize a response (use creatures from “Assault-
planar vessel, read: depends on how they acquitted themselves in Citadel ing the Fortress” on page 68). The PCs might retreat,
Mercane. Total the number of victories and defeats and might even return to Citadel Mercane to find
Your vessel breaks through the shimmering astral essence from any encounters as described under the “Conse- another way into the city. A loss against the githyanki
and there, amid the sea of sparkling lights, floats Tu’narath. quences” entries. Characters receive no experience results in incarceration at the Fortress of Three Sor-
Citadels drift around the city, each a cluster of spurs, points for any of the skill challenges related to enter- rows, as described above.
towers, and chains connecting these floating fortresses ing the city. In any event, don’t forget the PCs need to get into
to smaller roosts. Dragons with riders soar through the One or More Victories: The githyanki dragon- the city, so poor decisions should make it harder, but
firmament as massive astral warships perform training knights are secret members of the Separatists. They not impossible.
maneuvers over the city. make a great show of searching the ship and inter- One Defeat: As above, but the skill challenge DCs
Beyond the traffic, and beyond the strongholds’ net, is rogating the adventurers, but ultimately, they allow increase by 5.
the city. Although bristling with towers and strongholds, the heroes to make the rest of the way to the Docking Two or More Defeats: The characters are auto-
wormed with roads, and spewing black plumes of smoke, Stations without trouble. If Mayhem is not present, matically escorted to the Fortress of Three Sorrows as
its foundation is clear. The city grows like tumors all over the githyanki also suggest the characters go to the described above.
a dead creature’s petrified remains. What’s clearly a head Morningstar Inn to find “proper accommodations.”
stands at one end. From its shoulders stretch six arms, No Victories, No Defeats: The characters’ ship is
Docking Stations
each ending at steel docking towers crowded with ships. searched by two githyanki dragonknights, while the Past the cordon, the PCs can disembark from their
Structures armor the being’s torso, extending down to what others position themselves around the PCs’ vessel. If vessel at the docking stations rising up from the “arm”
would have been its abdomen but is now a crumbling region the characters picked up trade exemptions at Citadel accessing the city’s Merchant District. The docking
dimpled with dark caverns and littered with debris. Mercane, their ship is searched, but the PCs are even- stations are metal piers stabbing out from the arm.
tually permitted into the city. If the characters didn’t, Each pier can hold up to eight ships. Here, the adven-
they must succeed on a complexity 1 skill challenge turers can see the city’s diversity: Plenty of githyanki
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A Tyranny of Souls
live and work here, but devils, maruts, dragonborn ters linger this long, proceed with the following tacti- in the Void. Much of Tu’narath remains as it always
mercenaries, and all sorts of other creatures do so as cal encounter. has, but it has not emerged from the tumultuous last
well. The PCs are safe at the docking stations and can Tactical Encounter: Kill Squad (page 65). decades unscathed.
proceed into the Merchant District without trouble. Adaptation: If the kill squad doesn’t arrive in Vlaakith’s mad rituals sent shockwaves through the
time, or the PCs don’t come to the city by way of city, destroying Susurrus, the Palace of Whispers, and
By Portal portal, you can use this encounter at any point after reducing the necropolis and the statue of Gith to rubble.
If the adventurers came up with another way to enter the PCs arrive, but before Part Five. Damage from this event can still be seen in adjoining
the city, they can bypass all the trouble with the military districts and the city has worked to rebuild.
cordon and arrive in a dim alley tucked between two City Overview The Merchant District, however, is more or less
tall towers in the Merchant District. Tu’narath is a sprawling metropolis built atop the pet- intact. Although overrun by Tiamat’s agents and sol-
If the adventurers reach the city by portal, rified remains of a dead god known only as the One diers, the githyanki still do not allow nongithyanki
read:
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A Tyranny of Souls
who have no affiliation with the war effort to venture Tu’narath In addition, Tiamat keeps four legions in the city to
farther than the commercial quarter, and those who ensure her continued control. These mercenary forces
Under Tiamat’s heel, the former center of githyanki
push into the neighboring districts find themselves are made up of dragonborn, humans, devils, abishai,
culture has now become a bastion of the Dark Lady’s
and other creatures loyal to the Dark Lady. As powerful
beset by overwhelming numbers. Luckily, the Sepa- strength.
as they are, Tiamat knows they are only as strong as the
ratists operate in the Merchant District, blending in Population: 120,000; Githyanki are still the dominant
dragons supporting them, and if the dragons quit the
with the other merchants. people in Tu’narath, but they now share the city with
city, Tiamat’s forces would surely follow.
Tiamat’s legions. Unprecedented numbers of devils,
Inns: The Morningstar Inn; Iron House; The Dragon’s
Exploring the City dragonborn, dragonspawn, and other creatures have
Den; others. The Morningstar Inn is the most expen-
free rein to go where they please. Outside of these
The characters are free to explore the Merchant sive but most popular establishment in the Merchant
forces, visitors are still confined to the Merchant Dis-
District, but their purpose here is to contact the District.
trict, where a diverse population thrives.
Separatists. Taverns: The Winesink; Filthy Dredges; Nectar House;
Government: After foreigners assassinated Vlaakith
others.
CLVII, Emperor Zetch’r’r came to power. He rules by
Rumors in Tu’narath Supplies: The Merchant District is the commercial
Tiamat’s consent and is little more than a puppet. If he
center in the city and one can find just about anything
The characters can learn more about current events displeases Tiamat, his reign would come to an abrupt
they could want. Merchants sell from established
in the city by making Streetwise checks. end.
shops, open-air markets, or carts along the streets. Busi-
Defenses: Most githyanki serve in the military with
nesses cluster together along streets set aside for trade.
allegiance to a society found in the military districts.
DC Information Kyndl Street, for example, offers alchemical supplies,
Military societies raise armies consisting of warriors,
28 Emperor Zetch’r’r rules the city, and the poisons, and ritual ingredients.
gish, and warlocks. Foremost of these warriors are the
githyanki of Tu’narath fight on Tiamat’s behalf. Temples: For as long as Tu’narath has stood, it has
githyanki knights who ride dragons into battle. Numer-
30 Zetch’r’r came to power after foreigners never housed an official temple. With Zetch’r’r’s reign,
ous floating fortresses are arranged around the city, and
assassinated the Lich-Queen Vlaakith, and he has the city now has a grotesque temple dedicated to
each has a full company and two to four pact dragons
ruled for 25 years. Tiamat that also serves as the emperor’s palace.
to intercept foreign vessels coming too close to the city.
35 Many believe Zetch’r’r had a hand in Vlaakith’s
death and point to his close ties to Tiamat as
further proof of his treachery. Not all are so
willing to fight for Tiamat.
Enemies on All Sides Contact, Finally
Although the Separatists took precautions when The recent setbacks to the Separatists’ efforts have
40 Vlaakith has returned and is allied with the
Separatists. However, the emperor’s warriors making contact with the Coalition, their efforts did forced them into hiding, but when the PCs destroy
captured her and hold her someplace out of not go undetected. Tiamat has spies everywhere, the bluespawn godslayer in “Blue Thunder,” word
the city. If she were freed, she could rally the and her agents intercepted the message when they spreads and agents set out to find the PCs. Mayhem
githyanki against Zetch’r’r’s tyranny. destroyed the githyanki waiting in Citadel Mercane. knows exactly where the rebels hide and can lead the
Still fearing an upset to her plans, Tiamat dispatched PCs to them if he is still in the party’s company and
Shopping a favored servant to watch for the adventurers and if he’s asked. Otherwise, just have a Separatist agent
The Merchant District has a robust market, and char- intercept them before they make contact with the contact the PCs.
acters can purchase mundane and magic equipment rebels. After the PCs enter the Merchant District, Tia-
up to their level. If the PCs didn’t spend time properly mat’s agents locate the PCs and attack.
outfitting themselves at Citadel Mercane, let them do Tactical Encounter: Blue Thunder (page 67).
so here.
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A Tyranny of Souls
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A Tyranny of Souls
The tiefling is Rhapsody, the owner and member of While Vlaakith lies in chains, there can be no alliance. Rhapsody
the Separatists. In the years since Zetch’r’r came to Should she become free, however . . . If the characters blow it with Gharvag, Rhapsody can
power, Rhapsody opened her doors to the rebels to step in to calm the githyanki down and get the PCs
serve as a base and haven. The place still operates as a Why do you need her? back on track. She tells Gharvag that the PCs are
tavern, but only Separatists come here. their best hope at getting Vlaakith back and saying
The githyanki is Gharvag, a Separatist agent and Our leader is critical to our success, for she is none other to him, “If you want them out of the war, you’d best
contact for the adventurers. He has information than Vlaakith. She wants the gith peoples reunited get over your prejudices and see the allies standing in
useful to the PCs, but also plenty of bad news about and has little use for the treacherous goddess and her front of you.”
what needs to be done before they have a chance to draconic legions.
get the negotiations underway. Conclusions
Wasn’t Vlaakith killed? No negotiations are going to happen while Vlaakith
Plans Foiled? is imprisoned. Since Gharvag and the rest of the
Although he never expected to see the adventurers Yes, Vlaakith CLVII was destroyed around 25 years ago. I Separatists are unable or unwilling to free her, it
here, their appearance confirms suspicions that the might not agree with the methods used to remove her from falls to the adventurers to free her. Assuming the
envoys the Separatists sent are now dead. Gharvag is power, but she was mad. Had she succeeded in her designs, PCs suggest this course of action, Gharvag tells the
Vlaakith’s right-hand man, but he has little author- it would have meant the end for all of us. Our Vlaakith is characters she’s in the Fortress of Three Sorrows, the
ity. Like his mistress, he wants an alliance, but the different. Gone are the deific ambitions, and in their place stronghold in sight of the Chromatic Bastion, the seat
emperor’s secret police and oppressive tactics have is a renewed commitment to our glorious crusade against of Zetch’r’r’s power. If the characters go this route,
driven the organization into hiding. the mind flayers. proceed with Part Three.
Gharvag can supply the PCs with missing informa- Depending on how the conversation goes, the
tion, and he answers the following questions. If we get her out, can we get this alliance ham- adventurers might gain a little insight into what lays
mered out? ahead. Even if Vlaakith is freed, she probably will not
What do you think happened to the envoys? follow through on any negotiations while the emperor
I am certain Vlaakith’s freedom will bring the rebels out sits on the throne. With this in mind, the PCs might
The emperor’s agents must have intercepted our from hiding, but even if you reach an agreement, I can’t see get it into their heads to strike at Zetch’r’r first. This
communications. Zetch’r’r’s secret police have been how we can follow through on any promises. Zetch’r’r has is fine. With Zetch’r’r dead, the githyanki won’t rally
rounding up sympathizers all over the city, forcing the the dragons on his side. As long as he carries the scepter behind anyone until Vlaakith presents herself and
leaders to lay low. We’ve been waiting for word from the of Ephelomon, the dragons will do as he says. Even with reveals she is in fact Gith reborn. This along with the
envoys, and this explains the silence. all our numbers, I’m not sure we can stand against such destruction of the scepter of Ephelomon wrests the city
powerful enemies. from Tiamat’s clutches. Go to Part Five if the charac-
We’re here. Let’s talk. ters are gunning for the emperor.
Regardless of which way the PCs go, if the PCs
I’m afraid you’ve come a long way for nothing. Our leader help, Gharvag gives them treasure parcel 7. Rhapsody
has been captured and is held at a flying fortress outside hands the characters parcel 4 and says, “I think you
of the city. We haven’t mounted a rescue mission since it can use this more than I can right now.”
would expose more of us to Zetch’r’r’s reprisals.
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A Tyranny of Souls
Part Three:
Fortress of
Three Sorrows
With the negotiations stalled and the PCs stuck
behind enemy lines, their best shot at completing
the mission is to rescue Vlaakith from her captors at
the Fortress of Three Sorrows. The PCs might learn
about her captivity from Gharvag or might stumble
across her when they themselves are captured by the
githyanki on a botched attempt to enter the city.
To most githyanki, attacking a floating fortress is
a suicide mission. Each fortress boasts dragons and
a full company of warriors. Worse, it’s not like the
fortress is somehow out of sight from the city, so there
are bound to be reinforcements waiting to jump in
and destroy the attackers. The sheer improbability of
success and the brazenness required are what makes
this entire foray possible.
The adventurers have two key advantages. One is
time. A sudden strike at a fortress should let the PCs
punch through the githyanki’s defenses in 5 rounds
or so. That’s about 30 seconds. The other fortresses
can’t mobilize this quickly, so the characters can land
and get inside before others can intercept them.
Second, the adventurers have unseen allies. The tress without too much trouble, aside from a likely Dungeon Features
commander in charge of the floating fortress closest skirmish with the fortress’s defenders and the dangers The following features are generally true of all loca-
to the Three Sorrows is actually a Separatist member, posed by snatching a prisoner from the fortress. tions in the fortress.
and so any response from his citadel is slow to come if Once the PCs free Vlaakith from her prison, Entrances: There are two ways into the fortress.
it happens at all. she can speed the PCs back to the Morningstar The first is through the statue’s mouth, where the
How the PCs get to the fortress is up to them. Innthere’s a permanent teleportation circle in a garrison’s pact dragons lair and where the githyanki
Options include using an astral skiff, stowing away on locked room on the second floorby using a Linked store their astral interceptors (see page 46). The second
a supply ship, using a ritual to bypass the defenses, Portal ritual, provided she gets the ritual components. is through a hatch on the central tower.
and so on. Whatever they decide, they reach the for-
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A Tyranny of Souls
Ceilings: Except where indicated otherwise, ceil- C. Ballista Platforms and soldiers meet with visitors and attend to general
ings are 20 feet tall. The Main Tower sports four exposed staircases that business. A narrow corridor rings the guardroom
Doors: Except for the cells, no doors are locked each descend to a ballista platform. There, crews and grants access to several cells and also the bar-
in the complex. Doors open into rooms unless noted man these powerful siege engines and hurl death at racks. One can descend to the armory below by way
otherwise. A door that joins two rooms opens into the enemies as they approach. of a cramped spiral staircase in the center of the
larger room guardroom.
Illumination: Everburning torches fill all rooms D. Statue’s Head Tactical Encounter: Desperate Defenders
with bright light. The Fortress of Three Sorrows stands atop an ancient (page 70).
Stairs: Stairs are made from stone, and squares statue’s decapitated head. The head floats on the
containing stairs count as difficult terrain while astral horizon, and three chains spill from its tear
2. Armory Level
climbing them. duct to the satellite towers, giving the fortress its This level takes its name, obviously, from the armor-
appropriate name. ies and storerooms that hold weapons, armor, and
Fortress of Three Sorrows foodstuffs. As well, this level holds a training facility
Overview E. Maw where githyanki warriors can spar and hone their
Like most other floating fortresses, the Fortress of Three The githyanki excavated the statue’s mouth to serve as techniques. Currently, the training room is where the
Sorrows is a brooding structure to which there are teth- a hangar for two astral interceptors (see page 46) and githyanki hold Vlaakith, keeping her distanced from
ered three smaller towers raised atop astral detritus. two pact dragons. other warriors lest she corrupt them with her “lies.”
The fortress sits on top of a massive statue’s head, tilted The staircase descends from the prison level and
at a forty-five-degree angle, as if it was a tumor growing 0. Assault on the Fortress continues to the hangar in the statue’s maw.
out from the statue’s ear. The statue’s features are that of Unless the PCs devise some way to sneak into the For- When Gith escaped the Nine Hells, Dispater was
a screaming human wearing an open-faced helm. tress of Three Sorrows, they face stiff resistance when none too pleased. The archdevil dispatched his aspect
they descend on the stronghold. and bodyguards to Tu’narath to see what had hap-
A. Satellite Towers Tactical Encounter: Assaulting the Fortress pened and there discovered what was unfolding in
Tethered by chains forged from astral driftmetal to (page 68). the city. The aspect knew Gith would not give up her
the fortress are three satellite towers perched atop Adapting the Encounter: If the PCs sneak into people, so Dispater has spent several weeks search-
rocky bergs. The bergs float on the astral horizon, and the stronghold and thus bypass its defenses, consider ing for her. The appearance of another Vlaakith was
the towers rise 20 feet above them. denying Vlaakith the ability to perform the Linked too obvious given that her predecessor had no heirs,
Portal ritual. The adventurers have to escape the for- so the aspect has traveled to the Fortress of Three
B. Main Tower tress by some other means. The “Into the Maw” tactical Sorrows to “interview” the prisoner and confirm his
The central tower grants access to the fortress’s encounter on page 74 covers slipping out of the fortress suspicions.
interior. When under attack, the githyanki captain by stealing an astral interceptor (see page 46). Tactical Encounter: Jailbreak (page 72).
commands its forces from this location. Armory: This room contains shelves loaded
1. Prison Level with mundane crossbow bolts, armor, and silvered
The trapdoor on the rooftop opens onto an iron ladder weaponry.
that descends 30 feet to the floor below. The guard- Storerooms: Two storerooms hold foodstuffs,
room at the center is where the githyanki captain water, and other mundane supplies.
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A Tyranny of Souls
I am Vlaakith, the one hundred fifty-eighth of the name, So if that was Dispater and he’s looking for Gith,
and Tu’narath’s rightful queen. doesn’t this mean Gith has escaped?
The so-called emperor’s cronies attacked my quarters If Gith has escaped, that means the pact is
in the city and killed my guards. I fought, but they broken, right?
overpowered me.
Again, you seem to have the right of it.
Who the devil was that fellow you were
So, are you Gith?
talking to?
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A Tyranny of Souls
Vlaakith will not negotiate while she’s a prisoner. Astral Interceptor Vlaakith CLVIII/Gith Level 25 Solo Soldier
Gith has been around for a while and is not about to Gargantuan vehicle (astral skiff) Medium natural humanoid, githyanki XP 35,000
HP 250 Space 2 squares by 4 squares Cost 13,000 gp Initiative +21 Senses Perception +23
be intimidated into making a bargain. Furthermore,
AC 4; Fortitude 20, Reflex 2 Forceful Presence aura 2; a bloodied enemy that starts its
it’s not Gith the PCs have to convince: the supreme Speed fly 12 (hover), overland flight 15 turn within the aura is pushed 5 squares.
commanders who make up the Separatists need to be Pilot HP 912; Bloodied 456
convinced to break with Tiamat for good f before the The pilot must stand at a control wheel, typically at the AC 39; Fortitude 37, Reflex 41, Will 42
rear of the astral interceptor. Immune fear; Resist 30 psychic
githyanki will end hostilities.
Crew Saving Throws +5 (+7 against charm effects)
Pitfalls: The adventure expects the PCs to free In addition to the pilot, an astral interceptor requires a crew Speed 6; see also mind over matter
Vlaakith, but the players might have other ideas. of three, all of whom use a standard action each round to Action Points 2
control the skiff. Reduce the skiff’s fly speed by 4 squares m Unarmed Strike (standard; at-will)
Abandoning Vlaakith to whatever fate is in store for
for each missing crewmember. At fly speed 0, the astral +30 vs. AC; 2d10 + 9 damage, and the target is dazed until
her does not in fact contain Gith. She can abandon interceptor sails out of control. the end of Vlaakith’s next turn, see Gith’s judgment.
the flesh at any time and find a new host elsewhere. Load M Ancient Wrath (standard; at-will)
The only reason she hasn’t yet is because she’s estab- Ten Medium creatures; one ton of cargo Vlaakith makes an unarmed strike attack against up to
Out of Control three targets, and can use time to die as a free action
lished her new identity, and starting over again
An out-of-control astral interceptor moves forward at half before each attack. While bloodied, she can attack up to
would be an annoying setback. As a consequence, the speed (not including any modifiers for its astral sails). four targets.
characters will never get the chance to negotiate with Astral Attunement M Shattering Strike (free, when Vlaakith hits a creature with a
The astral interceptor functions only in the Astral Sea. melee attack; recharges when first bloodied)
the Separatists to extract them from Tiamat’s war.
Fragile Propulsion The target takes a –2 penalty to defenses until the end of
Destroying Zetch’r’r and revealing the broken pact For every 25 damage the astral interceptor takes, its speed the encounter.
will more or less remove the githyanki as a threat, but is reduced by 2 squares. At fly speed 0, the ship comes to a M Stunning Impact (free, when Vlaakith hits a creature with a
when the githyanki reorganize, the PCs’ world is cer- stop. melee attack; recharge 5 6)
The target is stunned until the end of its next turn.
tain to be their first target.
R Time to Die (minor; at-will)
The worst thing the characters can do is to attack The following tactical encounter occurs only if the
Ranged 5; +27 (+32 against immobilized targets) vs.
Vlaakith. She might not yet be at full strength, but PCs skipped “Assaulting the Fortress.” Fortitude; the target is pulled 5 squares. This action does
her power rivals that of an archdevil, and she should Tactical Encounter: Into the Maw (page 74. not provoke opportunity attacks.
C Telekinetic Bind (minor; recharges when no creatures are
prove a deadly enemy, far stronger than what the PCs immobilized by this power)
could hope to face at their level. Vlaakith isn’t inter- Close burst 5; targets enemies; +28 vs. Fortitude; the target
ested in slaughtering the party, and so she takes them is immobilized (save ends).
Gith’s Judgment
all alive to use later against Zetch’r’r.
Vlaakith deals 3d6 extra damage to immobilized targets.
Mind over Matter (move; at-will)
3. Hangar Vlaakith flies 6 squares.
The spiral stairs end at the hangar. The githyanki Alignment Evil Languages Common, Deep Speech,
Supernal
keep their pact dragon steeds, the two astral intercep-
Skills Acrobatics +26, Athletics +21, Diplomacy +24,
tors, replacement parts, and food for the mounts here. Dungeoneering +23, History +25, Insight +23,
Intimidate +24
Str 18 (+16) Dex 28 (+21) Wis 22 (+18)
Con 20 (+17) Int 23 (+18) Cha 25 (+19)
Equipment simple clothing
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A Tyranny of Souls
Escaping the Fortress with the red dragons, the people would rise up and Separatists are strong enough to fight for a time, but
After rescuing the prisoner, the PCs can escape by wrest the city free from Tiamat’s grip. they need to rouse the rest of the city to their cause,
way of the Linked Portal ritual, fly out in a stolen The adventurers have proved their courage, their something that can be achieved only by destroying
astral vessel, or by some other means. With Vlaakith competence, and their ambition. In Vlaakith’s eyes, the emperor.
in tow, the adventurers need to return to the city and they are the ones the movement needs to spark the The chaos and infighting wracking the city covers
get things rolling, so let just about any plan work. If revolution. Shortly after the characters return to the the PCs’ approach to the bastion, so aside from a few
the PCs are stumped, have an NPC ally pick them up city (after they’ve had a chance to take an extended incidental encounters (with combats of your design if
and ferry them back. rest), Vlaakith calls the Separatists’ leaders to a meet- the adventurers are not yet 20th level), they enter the
Once back in the city, the characters can lay low ing. The PCs, representing the Coalition, can bargain shattered remnants of the Queen’s District.
at the Morningstar Inn. Rhapsody has enough hidey- with the leadership to forge an alliance and convince
them to withdraw from Tiamat’s unholy war. When the PCs enter, read:
holes to allow the entire party to disappear for as
long as they need. There’s not much time, however, Skill Challenge: A Turning Point (page 76).
A crumbling, mazelike necropolis of tombs and shattered
for the attack did not go unnoticed and the emperor’s statues spreads out in all directions. Paths wind through the
wrath unleashes a storm like Tu’narath has never
Mayhem’s Exit wreckage and lead up to a towering cathedral wrought from
before seen. After the negotiation, Mayhem decides Tu’narath is
black stone and fitted with windows set with multicolored
too dangerous a place to linger and chooses this time
glass. Before it stands the remains of an obsidian statue.
to make his exit. He bids the characters farewell and
Part Four: ducks out, vanishing into the city. Mayhem is unlikely
Only two glossy black legs remain.
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0. The Necropolis
The adventurers must pass through the Necropo-
lis to reach the Chromatic Bastion. Fallen heroes
and notable githyanki were accorded the special
honor of being interred in vaults within sight of the
Palace of Whispers. Few, though, rested easy in their
tombs, and those cursed with unlife wander the
necropolis still.
Tactical Encounter: Stillness Broken (page 77).
1. Shattered Gith
Gith’s statue, standing at the highest point in the
Queen’s District, has long stood as a reminder of the
legendary hero’s sacrifice and as an inspiration to con-
tinue to fight in her name. Vlaakith CLVII’s aborted
attempt to seize the divine spark within the One in
the Void caused shockwaves to wash across the dis-
Doors: Iron doors are unlocked. Doors open into Extended Rests
rooms unless noted otherwise. A door that joins two trict, toppling Gith’s intimidating statue and the Old
The Chromatic Bastion offers few opportunities
rooms opens into the larger room. Palace of Whispers on which the Chromatic Bastion
for the adventurers to take extended rests. The PCs
Combat: Don’t feel confined by the maps pre- now stands.
simply don’t have 6 hours to spend recouping while
sented in the tactical encounters. Combats can and their allies fight for the city’s future on the streets
should spill over into adjoining rooms. Avoid letting beyond. Not only do the PCs give Zetch’r’r the time he
battles trigger additional encounters by having ene- needs to crush the uprising but also an extended rest
mies push the PCs back the way they came. gives the emperor a chance to recall his troops and
stiffen his defenses.
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A Tyranny of Souls
The brooding cathedral looms before you, an ugly thing 3. Gallery of Flame 6. Hall of Skulls
that is squat and unadorned aside from the rainbow glass
The gallery of flame honors Tiamat in her red This chamber houses the mind flayer skulls recov-
plates set around the ornately carved iron doors. Before
dragon aspect, and those who seek the fires of her ered from the old Palace of Whispers. Since Zetch’r’r
the structure stand the remains of a once-impressive statue
greed might experience unspeakable desires in this came to power, precious few skulls have been added.
carved from solid obsidian. Only the legs, part of the waist,
fiery chamber.
and sword blade remain, but you can tell it depicted a
Tactical Encounter: Red Sentinels (page 81). Skulls, arranged in stacks that reach the ceiling, extend
female warrior. Black dust and broken statuary litter the
along the walls to the chamber’s end. Most are damaged in
ground all around the statue, and rubble from an older 4. Vestry some way or another, and all are of an alien shape.
structure covers the cathedral’s grounds.
Zetch’r’r and his attendant priests use this chamber to
don their priestly vestments when worshiping at one A character that succeeds on a DC 22 Dungeoneer-
2. Antechamber of the two altars. ing check recognizes the skulls as belonging to
Adventurers destroyed Vlaakith CLVII and sundered
mind flayers.
her phylactery, but Zetch’r’r’ preserved the Lich-
Shelves cover the walls in this chamber, and each is laden
Queen’s essence in her spine and bound her to his
with heavy ceremonial robes woven from brass thread. 7. Shrine of Queens
service with terrible oaths. To show his scorn for his
An iron door stands closed on the opposite wall. Ice rimes Although Zetch’r’r has nothing but scorn for the
predecessor, he reduced her to a common sentinel.
its surface. Lich-Queen, he has not fallen so far as to forget his
Tactical Encounter: Evil’s Backbone (page 79).
heritage. This room honors the long line of queens
5. Gallery of who preceded the emperor.
Ice
The door to this room is frozen Against the far wall stands a short porphyry altar holding
shut and requires a DC 22 a statuette of a proud githyanki woman wearing a crown.
Strength check to open. Statues of stern githyanki warriors stand in each corner,
Although built to honor all eyes on the altar. Something about this room fills
the Chromatic Dragon in you with ease, making your mission and fears seem no
her white dragon aspect, the longer pressing.
emperor uses this chamber to
store dragon carcasses for later The sensations the PCs feel come from the ghosts of
use in Tiamat’s war. Attending Vlaakith that haunt this chamber. They approve of
the remains are devils suited for the adventurers’ mission. Not enough of them remain
the gallery’s chilly environs. to manifest themselves in any way more than just a
Tactical Encounter: The feeling. Characters can safely take an extended rest in
Freezer (page 82). this room.
Altar: Inspecting the altar and succeeding on
a DC 27 Perception check reveals a hidden panel.
Inside is a magnificently carved wooden box. Open-
ing the box reveals a pulsing black heart. The box is
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A Tyranny of Souls
Vlaakith CLVII’s phylactery, and if the characters 11. Barracks 15. The Emperor’s Redoubt
defeated her in “Evil’s Backbone,” she reforms in this
Off-duty githyanki spend their time in these cham- The emperor claims the tower at the cathedral’s rear.
room after the requisite time has passed. Destroying
bers. Each room consists of two or more bunk beds The tower has three levels, all of which are open so
the box (AC 10, Fortitude 5, Reflex 10; 5 hp) prevents
and a small table with a basin and water. The central the emperor can see all levels at once. The tower is
Vlaakith from reforming and destroys her for good.
rooms are residences for the gish’saraths (githyanki open at the top, and the emperor frequently comes
A DC 27 Religion check identifies the box as being a
swordmasters). and goes by this way.
phylactery.
Tactical Encounter: Those Who Are About to Tactical Encounter: The Emperor’s Redoubt
If the characters take the box with them, Vlaakith
Die (page 88). (page 91).
reappears in a space adjacent to the box’s carrier
after the requisite number of days has passed and 12. Hall of Heroes Concluding the
attacks at once.
To promote loyalty among his warriors, the emperor
8. Gallery of Decay had this room covered in bas-relief carvings depict- Adventure
ing githwarriors battling githzerai, mind flayers,
Zetch’r’r built this chamber to honor Tiamat in her When the characters defeat Zetch’r’r and his allies,
and slaads. When the Chromatic Temple comes
black dragon aspect. Currently, though, the emperor an astral skiff descends through the roof and settles
under attack, the githyanki move to make a stand in
sets aside this chamber to hold curiosities recovered on the second floor. Vlaakith and several githyanki
this chamber.
during the war. Since these “items of interest” are in knights exit through the hatch. Vlaakith congratu-
Tactical Encounter: Those Who Are About to
fact dangerous creatures, the emperor set mercenar- lates the adventurers on their victory and then starts
Die (page 88).
ies to guard them. looking for the scepter of Ephelomon. If the scepter was
Tactical Encounter: Curiosities (page 84). 13. Training Facilities destroyed, she gathers the pieces. Otherwise, she asks
The githyanki use this bare room to spar and perform the PCs for it. She then makes ready to leave, saying,
9. Gallery of Death weapon maneuvers. The walls hold weapon racks, “It’s time to finish this.” She then boards the astral
This chamber honors Tiamat in her green dragon skiff again. The characters can join her if they wish.
and the floor is broken up into fighting rings. Gith-
aspect and sports a beautiful idol of the goddess Vlaakith and her retinue head for the dragon caves
warriors are on guard here should the Chromatic
in emerald. Since this chamber grants access to at the opposite side of the city. Through the windows,
Bastion come under attack.
Zetch’r’r’s private quarters, he places tough guards to the characters can see Tu’narath in flames, and fight-
Tactical Encounter: Those Who Are About to
ensure he is not disturbed. ing still rages in pockets. Not long after, the skiff
Die (page 88).
Tactical Encounter: Emerald Statue (page 86). descends and lands on a large floating rock amid the
10. Guard Post 14. Gallery of Tempests debris held by the red dragons. There, Vlaakith steps
This room celebrates Tiamat in her blue dragon out and waits.
Although Zetch’r’r commits his forces to crushing the Moments later, an elder red dragon emerges from
aspect. This room is also where the emperor passes
Separatists, he keeps a small force of githyanki here a cave followed by four more dragons of similar
judgment on those who disappoint him. He executes
as insurance. Guards positioned here listen for sounds size. Before they have a chance to breathe, Vlaakith
the disloyal and inept and discards their corpses in a
of combat with the dragons in room 3 and alert their raises her hands to show them the scepter. She says
charnel pit below.
cohorts in room 11 to make ready for a fight. the following:
Tactical Encounter: Vicious Storm (page 89).
Tactical Encounter: Those Who Are About to
Die (page 88).
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A Tyranny of Souls
“Children of Ephelomon, the pact is ended and your worthy If the characters forged a short-term alliance, two Appendix:
service is no longer required.” githyanki generals accompany them to the natural
world to work with the Coalition leaders to lend their Vehicles Summary
If not already broken, she shatters the relic with a service in the coming fight against Tiamat’s armies.
telekinetic attack. Otherwise, she drops the pieces to Otherwise, Vlaakith takes command of Tu’narath. Vehicles are objects with special statistics, some of
the ground. She has the Chromatic Bastion razed, and she builds which are similar to those possessed by creatures.
The elder red dragon’s eyes narrow for a moment a new structure amid the red dragon caves as a sign Unless otherwise mentioned, use the rules governing
and then it says, “You have been suitable partners of githyanki independence. Her first order of business objects as described in the Dungeon Master’s Guide.
these long years. It would be a waste to see you after securing the city is to extend a hand of peace The following guidelines include information that
destroyed. We shall leave, but know this: When we to the githzerai cousins. It has been too long, and old applies to vehicles used in this adventure. For the full
next meet, it shall be as enemies.” The elder dragon grudges have weakened her people. Those githzerai rules, see Adventurer’s Vault, pages 14–17.
roars and lifts off, and the other dragons follow its who accept the proffered peace eventually make the Size: Vehicles have sizes just like creatures.
lead. All across the shattered expanse, more drag- journey from the Elemental Chaos to find new lives Hit Points: A vehicle reduced to 0 hit points is
ons leave their caves, some carrying blackened amid their age-old enemies. A reunited people, they destroyed, and creatures on board are knocked prone
eggs, others spitting fire, piercing the air with their surrender their old identities of githyanki or githzerai in their squares. The vehicle’s wreckage occupies its
screams. As dragons abandon the city in scores, the and embrace a new culture as the gith. space and counts as difficult terrain.
few remaining dragons fighting the Separatists take Will Vlaakith restart the Eternal Crusade? Will Space: Vehicles occupy all the space within its
note and drop their riders to the city streets below she become a new threat against the mortal world, listed dimensions. Vehicles cannot squeeze.
before following their kin. Within minutes, the drag- or will she leave it be as she scours other worlds for Defenses: Like all objects, vehicles have an Armor
ons vanish into the shimmering void, and the city is the hated illithid infestation? Or does she have some Class, a Fortitude defense, and a Reflex defense. They
once more under githyanki control. other design? The gith’s fate is in your hands. do not have a Will defense.
Vlaakith honors whatever agreements she made Speed: A vehicle’s speed determines how far it
with the adventurers and stakes no claim to any travels when a driver or pilot uses a move action.
treasures they extracted from the Chromatic Bastion. Using 2 move actions allows the vehicle to move twice
The characters are free to stay in the city for as long its speed.
as they wish, but they will likely wish to return to the Pilot and Crew: Vehicles require a character to
Coalition to report their success, and Vlaakith gladly control it and a crew to help. Pilots usually operate
has her servants open a portal to the natural world to the vehicle from the rear so when placing the vehicle
facilitate the adventurers’ return. on the map, decide which is the front and which is
the rear.
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A Tyranny of Souls
A vehicle needs a pilot. Without one, the vehicle Prone: A vehicle that would be knocked prone Drive: Move Action. Move the vehicle a distance
goes out of control and the statistics block describes instead takes 1d10 damage and is slowed (see below) up to its speed. When you move the vehicle, it must
what happens. Only one character can control a vehi- until the end of the next round. move in the direction of its heading marker. The
cle during a round, though any number of characters Restrained: A restrained vehicle is immobilized vehicle can move directly forward or it can move
can attempt to take control until one is successful. A and cannot be forced to move by a pull, a push, or a along either forward diagonal adjacent to its heading
character can yield control to another character as a slide effect. If the restrained condition is ended by the marker. It cannot move in other directions without
free action, but the character assuming control of the escape action, the vehicle uses the pilot’s relevant skill making a turn. A vehicle’s movement does not pro-
vehicle (also a free action) can take no other action modifier. voke opportunity attacks against the vehicle or the
with the vehicle during that turn. If a character does Slowed: The vehicle’s speed is reduced to 2, as creatures on it. Terrain affects a vehicle in the same
not move into the pilot position and assume control normal. way that it affects creatures.
when it’s yielded, the vehicle might go out of control Out of Control: A pilot must use specific actions Turn: Move Action. Move the vehicle a distance
unless some other character takes control. to steer, move, or stop a vehicle. In any round in equal to half its speed. When you move the vehicle,
Initiative: A vehicle never rolls for initiative and which no character uses actions to control the vehicle, it must move in the direction of its heading marker.
acts on the turn of the creature controlling it. If the a vehicle is out of control (see statistics block). The vehicle can move directly forward or it can move
vehicle is out-of-control, the vehicle’s effective initia- Crashing and Ramming: If a vehicle tries to along either forward diagonal adjacent to its heading
tive check result is 1 lower than the last creature in move into a space occupied by an object, a creature, marker. At any point during the vehicle’s movement,
the initiative order. For multiple out-of-control vehi- or another vehicle, it crashes. The vehicle and what- move its heading marker from its current position to
cles, the vehicles act in order of which has been out of ever hits it take 1d10 damage per square the vehicle either side of the vehicle. Reorient the vehicle’s coun-
control the longest. moved in its previous turn. Creatures on board (and ter or miniature accordingly at the end of the move.
Opportunity Attacks: A vehicle’s movement does those on board the object it hits) take half damage. Otherwise, this action follows the rules for the drive
not provoke opportunity attacks against the vehicle or If the target of the crash is more than one size action (above).
creature(s) occupying it. Creatures moving within still category smaller than the out-of-control vehicle, the Stop: Move Action. Move the vehicle forward a
provoke opportunity attacks from other creatures in vehicle continues to move regardless of how much number of squares equal to the distance it moved
the same vehicle, as normal. damage it dealt during the crash. The space the target in the previous round. At the end of the move, the
General Conditions: Vehicles can be attacked occupies is treated as difficult terrain for the vehicle’s vehicle is motionless. A vehicle begins moving again
just like other objects. Some conditions have special movement. when the pilot uses the drive action. A stopped vehi-
rules (see below). If an effect allows a saving throw to Against targets of equal or greater size, the vehicle cle does not go out of control while motionless unless
end a condition, a vehicle makes one at the end of its continues to move only if the target is destroyed. If not otherwise noted in its description. The vehicles’ head-
controller’s turn (or at the end of the vehicle’s turn if destroyed, the vehicle’s move ends immediately. ing marker remains in place. If and when the vehicle
out of control). A pilot can use a move action to allow Turning and Heading: Every vehicle has a moves again, it must initially move in this direction.
a vehicle to make an additional saving throw during headingthe direction it currently moves. To track
his or her turn. a vehicle’s heading, place a token along the front
Immobilized: An immobilized vehicle cannot edge of the vehicle’s space on the battle grid. When
move except by a pull, a push, or a slide. a vehicle moves, uses the marker to count off squares
in the direction the vehicle is moving, and then move
the vehicle counter or miniature to catch up.
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Mayhem’s Plight 2 Blood Fiends (B) Level 23 Soldier Mayhem the Raavasta (M) Level 19 Lurker
Medium elemental humanoid XP 5,100 each Medium elemental humanoid (shapechanger) XP 2,400
Initiative +21 Senses Perception +23; darkvision Initiative +19 Senses Perception +18; truesight 6
Encounter Level 18 (10,200 XP)
HP 220; Bloodied 110 HP 136; Bloodied 68
AC 41; Fortitude 36, Reflex 34, Will 32 AC 32; Fortitude 29, Reflex 32, Will 33
Setup Immune fear Resist 10 psychic, 10 variable (3/encounter; see “Resist,”
2 blood fiends (B) Speed 8, fly 10 Monster Manual, page 282)
m Claws (standard; at-will) Speed 8
Mayhem (M) m Claws of Blindness (standard; at-will)
+28 vs. AC; 2d8 + 10 damage.
m Bloodthirsty Bite (standard; at-will) F Healing +23 vs. AC; 1d6 + 6 damage, and the target is blinded (save
Mayhem is confronted by two ravenous blood fiends. Requires combat advantage; +28 vs. AC; 1d8 + 10 damage, ends).
and the target is grabbed and takes ongoing 10 damage. R Mind Scramble (standard; recharges when first bloodied or
The abominations happily engage anyone that
Also, the blood fiend regains 10 hit points. when Mayhem scores a critical hit with claws of blindness) F
interferes. C Terror Gaze (minor; at-will) F Fear Psychic
Close blast 3; +24 vs. Will; the target is immobilized (save Ranged 10; +22 vs. Will; 1d10 + 7 psychic damage, and the
The path emerges from the petrified forest and climbs to a ends). target is dazed and takes a −2 penalty to attack rolls (save
Combat Advantage ends both).
smoking cleft in the mountainside. Standing on the road,
The blood fiend gains combat advantage against any living, Change Shape (minor; at-will) F Polymorph
and looking quite terrified, is a tall blue-skinned humanoid bloodied enemy. Mayhem can alter its physical form to take on the
dressed in fine robes. Two muscular four-armed humanoids Alignment Chaotic evil Languages Primordial appearance of any Medium humanoid, including a unique
Skills Intimidate +24 individual.
with blood red skin and long claws and fangs threaten the
Str 30 (+21) Dex 26 (+19) Wis 24 (+18) Cloak and Claw
traveler from mountain ledges. Con 28 (+20) Int 22 (+17) Cha 27 (+19) Mayhem’s attacks deal 2d6 extra damage against a target
against which it has total concealment.
Vanish (immediate reaction, when an enemy hits Mayhem;
recharge 5 6) F Illusion
Mayhem shifts 3 squares and is invisible until the end of its
next turn or until it makes an attack.
Alignment Evil Languages All
Skills Bluff +21, Stealth +20
Str 15 (+11) Dex 22 (+15) Wis 18 (+13)
Con 16 (+12) Int 19 (+13) Cha 24 (+16)
Equipment fine clothing
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The Devil’s Bargain 4 Marut Escorts (M) Level 19 Minion Soldier Trethrix (T) Level 23 Elite Controller
Medium immortal humanoid XP 600 each Medium elemental humanoid XP 10,200
Initiative +14 Senses Perception +20; truesight 10 (shapechanger), raavasta
Encounter Level 19+ (12,600 XP)
HP 1; a minion never takes damage from a miss. Initiative +16 Senses Perception +22; truesight 6
AC 34; Fortitude 36, Reflex 31, Will 32 HP 428; Bloodied 214
Setup Immune sleep; Resist 10 thunder AC 40; Fortitude 35, Reflex 38, Will 36
4 marut escorts (M) Speed 8, fly 4 (hover), teleport 4 Resist 15 psychic, 15 variable (2/encounter; see “Resist,”
m Greatsword (standard; at-will) F Thunder, Weapon Monster Manual, page 282)
Trethrix (T) Saving Throws +2
+26 vs. AC; 12 damage plus 3 thunder damage, and the
target is pushed 1 square. Speed 6
Periodically one of the Seven Diamonds travels the Hardy Minion (when the marut escort is hit by an attack; Action Points 1
at-will) m Beguiling Claws (standard; at-will) F Charm
Bazaar to assert that they are the true masters and to
Roll 1d6. On a 5 or 6, the marut takes no damage from the +26 vs. AC; 1d6 + 5 damage, and the target is blinded (save
encourage commerce. The most recent Diamond to attack. ends).
explore the Bazaar is Trethrix. A raavasta, she is thor- Alignment Unaligned Languages Supernal R Bind (minor; recharges when enforce contract is used) F
oughly evil, but she has no special complaint against Str 30 (+19) Dex 21 (+14) Wis 23 (+15) Charm, Psychic
Con 23 (+15) Int 12 (+10) Cha 13 (+10) Ranged sight; no attack roll required; the target chooses
the adventurers and thus is not prepared for an attack to take ongoing 20 psychic damage (save ends) or be
Equipment greatsword
against her. dominated (save ends); see also enforce contract.
This encounter occurs only if the adventurers C Mind Stab (standard; encounter) F Fear, Psychic
Close burst 5; targets enemies; +28 vs. Will; 5d6 + 9
move to assassinate the merchant to gain access to
psychic damage, and the target moves its speed away from
Tu’narath. The best time to strike is when she awaits Trethrix.
the portal to open to the Inner Sphere. The adventur- Change Shape (minor; at-will) F Polymorph
ers should have plenty of time to scout the area and Trethrix can alter its physical form to take on the
appearance of any Medium humanoid, including a unique
set up their ambush. individual (see “Change Shape,” Monster Manual, page 280).
Enforce Contract (immediate reaction, when an enemy’s melee
When the PCs can see this scene, read: or ranged attack targets Trethrix; recharges when bind is
used) F Charm
The attack targets the creature affected by Trethrix’s bind
A beautiful woman reclines on a palanquin. Standing power instead of Trethrix. Using this power ends the bind
at each corner is a gray-skinned humanoid wielding a effect on that creature.
greatsword. The group waits before a shuddering gate Vanish (immediate reaction, when an enemy hits Trethrix;
recharge 5 6) F Illusion
ringed with bright glyphs set on the Inner Sphere’s surface.
Trethrix shifts 3 squares and is invisible until the end of its
next turn or until it attacks.
Alignment Evil Languages All
Skills Bluff +23, Diplomacy +23, Insight +22
Str 14 (+13) Dex 20 (+16) Wis 23 (+17)
Con 22 (+17) Int 28 (+20) Cha 25 (+18)
Equipment fine clothing
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Tactics
The marut escorts form a defensive perimeter around
the raavasta to block attempts by enemies to reach
their charge. When a foe closes, the maruts use their
greatswords to throw back the attacker. They follow
Trethrix as she moves about to avoid the PCs’ attacks.
While her minions move to protect her, Trethrix
uses bind against a tough defender. If the target opts
to become dominated, she compels it to make basic
attacks against its allies. If she comes under attack,
she safeguards herself by using enforce contract, at
Inner Sphere Gate
which point she chooses a different target to bind. If
two or more PCs close on her, she uses mind stab to
drive them off and spends an action point to hit a
target she misses with her beguiling claws. If she drops
to 100 hit points or fewer, she uses vanish to make an
escape if possible.
The marut blademasters that come through the
portal (see “Development” on the next page) close on
the closest enemy, fighting their way to the raavasta’s
side using teleport if necessary. Once there, they take
up the roles her escorts performed and fight to the
death defending the fiend.
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Stolen Mercy When the PCs enter Pier Nine, read: Ri’s’an and the two pirates recline on the observation
deck, while the surviving pirates make the final prep-
Encounter Level 19 (12,000 XP) Docks stretch out all along the metal pier, many of which arations for departure. The githyanki don’t expect an
hold astral vessels in all sorts of shapes and sizes. As you attack and so they are not watching from the deck.
Setup near the end, the ships thin out until there are none for the The pirates work inside the vessel, so it takes a DC 13
2 githyanki mates (M) final 100 or so feet. At the very end, you spy the Merciless, Stealth check to approach the ship unnoticed.
4 githyanki pirates (P) a sleek ship with an enclosed deck equipped with patched
Ri’s’an (R) sails and long navigation rods sprouting from the hull.
Ri’s’an (R) Level 19 Elite Artillery (Leader)
Hatches grant access to its interior and crystalline portals Medium natural humanoid, githyanki XP 4,800
The Merciless is an astral skiff docked at the end of Pier might provide a glimpse into its interior. Initiative +15 Senses Perception +19
HP 270; Bloodied 135
Nine. Having taken substantial damage during an ill- An observation deck towers over the ship, with metal
AC 31; Fortitude 29, Reflex 31, Will 34
advised raid into Hestavar, the ship limped to Citadel rungs ascending to a hatch at the deck’s bottom. Saving Throws +2 (+4 against charm effects)
Mercane for repairs. The vessel is inviting to thieves Speed 6; see also astral stride
because of its isolation and the lack of goodwill 2 Githyanki Mates (M) Level 19 Skirmisher Action Points 1
Medium natural humanoid XP 2,400 each m Psychic Blade (standard; at-will) F Force, Psychic
earned by the ship’s crew. In fact, should the ship and Initiative +18 Senses Perception +13 +24 vs. AC; 1d6 + 7 force damage plus 1d6 psychic
its crew come under attack, no one comes to their aid. HP 177; Bloodied 88 damage.
AC 33; Fortitude 31, Reflex 33, Will 30 r Hurled Blade (standard; at-will) F Force, Psychic
Saving Throws +2 against charm effects Ranged 15; +26 vs. AC; 1d8 + 8 force damage plus 1d8
4 Githyanki Pirates (P) Level 19 Minion Soldier Speed 5; see also astral stride psychic damage.
Medium natural humanoid XP 600 each m Silver Longsword (standard; at-will) F Psychic, Weapon R Double Attack (standard; at-will)
Initiative +15 Senses Perception +13 +24 vs. AC; 1d8 + 8 damage plus 1d8 psychic damage, and Ri’s’an makes two hurled blade attacks, or one psychic blade
HP 1; a missed attack never damages a minion. the githyanki mate shifts 1 square. attack, shifts, and makes a hurled blade attack.
AC 34; Fortitude 33, Reflex 31, Will 30 r Astral Dagger (standard; at-will) F Force, Psychic R Githyanki Tactics (move; at-will)
Saving Throws +2 against charm effects Ranged 10; +24 vs. AC; 1d6 + 8 force damage plus 1d6 Ranged 5; targets one githyanki Ri’s’an can see; the target
Speed 5; see also telekinetic jump psychic damage. slides 5 squares.
m Silver Longsword (standard; at-will) F Psychic, Weapon M Merciless Cut (standard; requires silver longsword; at-will) F R Psychic Spear (standard; recharge 4 5 6) F Force,
+26 vs. AC; 16 psychic damage, and the target is marked Psychic, Weapon Psychic
until the end of the githyanki’s next turn. Targets a dazed or stunned creature; +24 vs. AC; 2d8 + 7 Ranged 20; +26 vs. AC; 2d8 + 5 force damage plus 2d8
r Crossbow (standard; recharges when the githyanki spends a damage plus 2d8 psychic damage, and a dazed target is psychic damage, and the target is immobilized (save ends).
minor action to reload the weapon) F Weapon stunned instead of dazed (save ends). C Psychic Scream (immediate reaction, when first bloodied;
Ranged 15/30; +26 vs. AC; 16 damage. C Psychic Assault (standard; recharge 4 5 6) F Psychic encounter) F Psychic
Telekinetic Jump (move; encounter) Close blast 3; +22 vs. Will; 1d6 + 7 psychic damage, and Close burst 5; targets enemies; +22 vs. Will; 4d6 + 7
The githyanki flies 5 squares. the target is dazed (save ends). psychic damage, and the target is dazed (save ends). Miss:
Alignment Evil Languages Common, Deep Speech Astral Stride (move; encounter) F Teleportation Half damage, and the target is not dazed.
Str 25 (+16) Dex 22 (+15) Wis 19 (+13) The githyanki pirate teleports 6 squares and gains the Astral Stride (move; encounter) F Teleportation
Con 14 (+11) Int 15 (+11) Cha 14 (+11) insubstantial and phasing qualities until the start of its Ri’s’an teleports 6 squares and gains the insubstantial and
Equipment chainmail, light shield, silver longsword, crossbow next turn. phasing qualities until the start of its next turn.
with 10 bolts Alignment Evil Languages Common, Deep Speech Alignment Evil Languages Common, Deep Speech
Str 22 (+15) Dex 25 (+16) Wis 19 (+13) Skills Arcana +17, History +14, Insight +19, Intimidate +21
Con 17 (+12) Int 20 (+14) Cha 14 (+11) Str 19 (+13) Dex 22 (+15) Wis 20 (+14)
Equipment chainmail, silver longsword Con 15 (+11) Int 17 (+12) Cha 25 (+16)
Equipment chainmail
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Tactics Merciless
Gargantuan vehicle (astral skiff )
The githyanki pirates shout for Captain Ri’s’an if an HP 250 Space 2 squares by 6 squares Cost 13,000 gp
adventurer opens a hatch, thus raising the alarm. AC 4; Fortitude 20, Reflex 2
Otherwise, the pirates are oblivious to combat outside Speed fly 12 (hover), overland flight 15
Pilot
the skiff until the start of round 3 when one finally
The pilot must stand at a control wheel, typically at the
comes out from the craft and sees the fight. rear of the astral skiff.
Once alerted, three of the githyanki pirates take Crew
In addition to the pilot, an astral skiff requires a crew of
their stations, while the fourth spends a move action
three, all of whom use a standard action each round to
to move the ship 3 squares and turn it broadside to control the skiff. Reduce the skiff’s fly speed by 4 squares
bring the pier into its firing arc. The pirates fire at the for each missing crewmember. At fly speed 0, the Merciless
PCs using their crossbows. sails out of control.
Load
The githyanki mates lead the attack, either using
Ten Medium creatures; one ton of cargo
astral stride to engage the PCs on the pier below or Out of Control
fighting PCs who engage them at the platform. They An out-of-control astral skiff moves forward at half speed
(not including any modifiers for its astral sails).
use psychic assault first followed by merciless cut.
Astral Attunement
Ri’s’an fights from the observation deck, using his The astral skiff functions only in the Astral Sea.
double attack to support his mates and psychic spear to Fragile Propulsion
pin down enemy defenders. Ri’s’an doesn’t engage For every 25 damage the Merciless takes, its speed is
reduced by 2 squares. At fly speed 0, the ship comes to a
the PCs in melee unless he is the only thing between
stop.
them and his ship, at which point he closes the dis-
tance with astral stride and directs his psychic blade The ship provides superior cover to creatures
attacks at controllers and leaders first. inside. Two portals on each side allow occupants to
make attacks against enemies outside the vessel.
Features of the Area Treasure: The characters gain treasure parcel
Observation Deck: The observation deck stands 20, which includes the Merciless. In addition, planar
30 feet above the pier and has an open top. With sub- charts reveal a quick route to Tu’narath through a
jective gravity, PCs can fly to the top using the normal nearby color veil.
rules for navigating the Astral Sea (page 57). Or, a
character can climb the ladder up to the hatch with a
DC 0 Athletics check.
The Merciless: The vessel is an astral skiff.
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2 Angels of
Tiamat’s Vengeance
Level 19 Elite Brute Taikus (T) Level 15 Elite Controller Tactics
Medium natural humanoid, githzerai XP 2,400
Large immortal humanoid (angel) XP 4,800 each Initiative +13 Senses Perception +18 The angels teleport into spaces adjacent to the adven-
Initiative +13 Senses Perception +16 HP 282; Bloodied 141 turers whom they targeted with sign of vengeance and
HP 446; Bloodied 223 AC 31; Fortitude 28, Reflex 30, Will 30; see also iron mind then make double attacks each round.
AC 34; Fortitude 33, Reflex 29, Will 33; see also chromatic Saving Throws +2
cloak Taikus uses trace chance at the earliest opportunity
Speed 7
Immune disease, fear; Resist 15 radiant; 15 variable (3/ Action Points 1 and spends his action point on the first round to use
encounter, acid, cold, fire, lightning, or poison only; see m Unarmed Strike (standard; at-will) inner spark. He then uses psychic fists when he can
“Resist,” Monster Manual, page 282), see also coldfire pillar +20 vs. AC; 2d8 + 6 damage.
catch the greatest number enemies in one shot or
Saving Throws +2 R Inner Spark (standard; at-will) F Lightning, Teleportation
Speed 8, fly 12 (hover); see also sign of vengeance Ranged 5; +18 vs. Reflex; 1d8 + 4 lightning damage, and reorder chaos to better arrange the battlefield. Taikus
Action Points 1 the target teleports 5 squares to an unoccupied space of enters the extradimensional space when bloodiedand
m Longsword (standard; at-will) F Acid, Cold, Fire, Lightning, Taikus’s choosing. uses the portal to warn the Separatists in Tu’narath.
Poison, Weapon R Reorder Chaos (standard; recharge 5 6) F Teleportation
Reach 2; +25 vs. AC; 1d10 + 9 damage plus 1d8 acid, cold, Ranged sight; up to 4 Medium or smaller targets; +19 vs.
fire, lightning, or poison damage plus 1d8 acid, cold, fire, Fortitude; the targets teleport to swap spaces as Taikus Features of the Area
lightning, or poison damage. chooses. Illumination: Everburning torches set on the
M Double Attack (standard; at-will) R Trace Chance (standard; recharge 5 6)
walls fill the entire warehouse with bright light.
The angel of vengeance makes two longsword attacks. Ranged 5; no attack roll required; the next melee attack
R Sign of Vengeance (minor; encounter) F Teleportation made against the target gains a +5 power bonus to the Ceiling: The ceiling is 30 feet high.
Ranged sight; the angel of vengeance places an invisible attack roll, and, if it hits, it is automatically a critical hit. Crates: Boxes and crates are arranged in four
sign upon the target. Until the end of the encounter, as a C Psychic Fists (standard; encounter) F Psychic rows, each 10 feet tall. An adjacent character can
move action, the angel can teleport adjacent to the target. Close burst 5; targets enemies; +19 vs. Will; 1d8 + 4
C Chromatic Pillar (when first bloodied; encounter) F Acid, make a DC 22 Strength check to knock the stack
psychic damage.
Cold, Fire Lightning, Poison, Polymorph Avenging Wind (immediate interrupt, when targeted by a over. The toppled stack fills all squares in a line up
The angel transforms into a 30-foot-high pillar of draconic ranged attack; encounter) F Teleportation to the next stack. Creatures in the path are entitled
energies. Close burst 2; +23 vs. Reflex; 1d8 + 9 acid, cold, The attack targets another creature within 5 squares to a saving throw to shift into an adjacent square. A
fire, lightning, or poison damage plus 1d8 + 9 acid, cold, of Taikus, and Taikus teleports 10 squares into a square
fire, lightning, or poison damage. The angel of Tiamat’s adjacent to the attacker. failed saving throw results in the character taking
vengeance is immune to all damage until the start of its Iron Mind (immediate interrupt, when Taikus would be hit by 4d6 damage and being knocked prone and restrained
next turn. an attack; encounter) (save ends both). Until cleared, the toppled stack
Chromatic Cloak (until bloodied) F Acid, Cold, Fire, Lightning, Taikus gains a +2 bonus to all defenses until end of his next
Poison counts as difficult terrain.
turn.
Attacks against the angel of vengeance take a −2 penalty Alignment Unaligned Languages Common, Deep Extradimensional Space: The portal opens onto
until the angel is bloodied. While cloak of vengeance is in Speech a small room with a permanent portal contained by
effect, a creature that makes a successful melee attack Skills Acrobatics +20, Athletics +18, Insight +18 a hermetic circle in the corner. The portal is opaque.
against the angel takes 1d8 acid or cold damage and 1d8 Str 19 (+11) Dex 23 (+13) Wis 23 (+13)
fire, lightning, or poison damage. Con 13 (+8) Int 15 (+9) Cha 14 (+9) Characters entering it appear in Tu’narath (page 38).
Alignment Evil Languages Supernal
Skills Insight +21, Intimidate +22
Str 27 (+17) Dex 18 (+13) Wis 25 (+16)
Con 23 (+15) Int 19 (+13) Cha 26 (+17)
Equipment plate armor, 2 longswords
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Kill Squad When the kill squad appears, read: 4 Tiamat-Sworn Reavers (T) Level 18 Skirmisher
Medium natural humanoid, dragonborn XP 2,000 each
Initiative +13 Senses Perception +12
Encounter Level 19 (13,600 XP) You have company. Rounding a corner, flanked by two
HP 176; Bloodied 88; see also dragonborn fury and springing
hulking dragonborn, is a slim githyanki warrior encased in
Setup baroque armor and wielding a silver greatsword. Behind
assault
Regeneration 10 (only while bloodied).
1 githyanki blackweaver (B) you, a hideous githyanki mage missing its lower body AC 33; Fortitude 31, Reflex 27, Will 29
1 githyanki dread knight (K) hovers above the ground, black lightning crackling from its
Speed 5; see also springing assault
m Triple-headed Flail (standard; at-will) F Weapon
4 Tiamat-sworn reavers (T) withered hands. Two more dragonborn stand to the undead +23 vs. AC (+24 while bloodied); 1d10 + 5 damage.
Moving through the portal alerts servants loyal to mage’s sides. M Rending Strike (standard; requires triple-headed flail; at-will)
F Weapon
Zetch’r’r, and the emperor dispatches a kill squad to
Githyanki Dread Knight (K) Level 20 Soldier The Tiamat-sworn reaver attacks up to three targets with
deal with the intruders. This encounter can occur in its triple-headed flail. If it hits one target, it can push the
Medium natural humanoid XP 2,800
the alley where the PCs first appear or later if the PCs Initiative +18 Senses Perception +12 next target 1 square on a hit, and if it hits two targets, the
move quickly. Final Authority aura 1; enemies in the aura take a −2 penalty third takes ongoing 5 damage on a hit (save ends).
to attack rolls on attacks that do not include the githyanki Dragonborn Fury (while bloodied)
Githyanki Blackweaver (B) Level 20 Artillery dread knight. The reaver gains a +1 racial bonus to attack rolls.
Medium natural humanoid (undead) XP 2,800 HP 190; Bloodied 95 Skirmish +2d6
Initiative +16 Senses Perception +14; darkvision AC 35; Fortitude 33, Reflex 32, Will 31 If, on its turn, the Tiamat-sworn reaver ends its move at
HP 146; Bloodied 73 Saving Throws +2 against charm effects least 3 squares away from where it began its turn, its
AC 32; Fortitude 31, Reflex 32, Will 34 Speed 5 melee attacks deal 2d6 extra damage until the start of its
Immune disease, poison; Resist 20 necrotic; Vulnerable 10 m Silver Greatsword (standard; at-will) F Psychic, Weapon next turn.
radiant +27 vs. AC; 1d10 + 7 damage plus 1d6 psychic damage, Springing Assault (free, when the reaver hits with a melee
Saving Throws +2 against charm effects and the target is marked until the end of the dread knight’s attack during its turn; recharges when first bloodied)
Speed fly 4 (hover) next turn. The reaver shifts 3 squares.
m Corrosive Touch (standard; at-will) F Lightning, Necrotic M Severing Strike (immediate interrupt, when an enemy the Alignment Evil Languages Common, Draconic
+25 vs. AC; 2d6 + 5 lightning and necrotic damage, and dread knight has marked shifts or makes an attack that does Skills History +12, Intimidate +13
the target is pushed 1 square. not include the dread knight; at-will) F Psychic, Weapon Str 21 (+14) Dex 14 (+11) Wis 17 (+12)
R Black Lightning (standard; at-will) F Lightning, Necrotic +27 vs. AC; 1d10 + 7 damage plus 3d6 psychic damage, Con 24 (+16) Int 13 (+10) Cha 14 (+11)
Ranged 10; +25 vs. Reflex; 2d6 + 7 lightning damage, and and the target is dazed (save ends). Equipment scale armor, heavy shield, triple-headed flail
ongoing 5 necrotic damage (save ends). R Telekinetic Leap (move; encounter)
C Consuming Shadows (immediate reaction, when an enemy
enters a space adjacent to the blackweaver; encounter) F
Ranged 10; the dread knight or an ally within range can fly
up to 5 squares.
Tactics
Necrotic, Teleportation C Forceful Lure (standard; encounter) The githyanki dread knight leads the attack, spring-
Close burst 1; targets enemies; +23 vs. Fortitude; 1d8 + Close burst 3; targets enemies; +23 vs. Fortitude; the ing into action using telekinetic leap to land in the
7 necrotic damage, and the target is blinded (save ends). target is pulled 2 squares, and the dread knight makes a party’s midst. There, he slashes about him using
Effect: The blackweaver teleports 5 squares. melee basic attack against the target.
Lich-Queen’s Legacy Alignment Evil Languages Common, Deep Speech, his silver greatsword, focusing his attacks on soft
The githyanki blackweaver’s melee and ranged attacks Draconic enemies. If an enemy he marks tries to slip away, he
deal 2d6 extra necrotic damage to targets suffering Skills History +20, Insight +17 delivers a punishing severing strike. If only one char-
ongoing necrotic damage. Str 25 (+17) Dex 22 (+16) Wis 14 (+12)
acter is near him, he resorts to forceful lure to yank
Alignment Evil Languages Common, Deep Speech Con 22 (+16) Int 17 (+13) Cha 19 (+14)
Skills Arcana +19, History +21 Equipment plate armor, silver greatsword them back.
Str 15 (+12) Dex 23 (+16) Wis 19 (+14)
Con 20 (+15) Int 18 (+14) Cha 24 (+17)
Equipment robes
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Blue Thunder Features of the Area Statue: It takes a DC 22 Athletics check to enter
the statue’s space. A character in its space gains cover
Bridges: Two bridges span the square. The first
Encounter Level 19 (13,900 XP) against all attacks.
is 15 feet above the squares and the second is 30 feet
above.
Setup Spike: Three corners contain bristling spikes. Any 7 Angels of Tiamat (A) Level 21 Minion
7 angels of Tiamat (A) Medium immortal humanoid (angel) XP 800 each
creature forcibly moved into a space containing a Initiative +14 Senses Perception +12
1 bluespawn godslayer (B)
spike is subject to an attack. HP 1; a missed attack never damages a minion
AC 35; Fortitude 35, Reflex 31, Will 30
The kill squad’s failure prompts Zetch’r’r to send c Spike Immune fear; Resist 10 fire, 10 radiant
another band to intercept the adventurers before Melee 0; +23 vs. Reflex; 10 damage, and the target is Speed 6, fly 9 (hover)
immobilized (save ends). Aftereffect: The target takes 5 m Greatsword (standard; at-will) F Fire, Weapon
they meet with the Separatists. They choose a walled
damage. +26 vs. AC; 18 fire damage.
square to make their attack. Alignment Evil Languages Supernal
Str 26 (+18) Dex 18 (+14) Wis 14 (+12)
At some point before the PCs find the Morning- Con 18 (+14) Int 12 (+11) Cha 16 (+13)
Equipment chainmail, greatsword
star Inn, read:
Bluespawn Godslayer Level 22 Elite Brute
The crowds thin until you are alone in a walled square. Huge natural humanoid (reptile) XP 8,300
Two empty bridges crisscross overhead, and an impressive Initiative +15 Senses Perception +17; low-light vision
HP 510; Bloodied 255
statue depicting a githyanki warrior riding a red dragon AC 36; Fortitude 36, Reflex 31, Will 33
dominates the square’s center. The eerie stillness is broken Resist 30 lightning, 30 thunder
when a hulking humanoid, some strange cross between Saving Throws +2
Speed 8
giant and blue dragon, enters the square. Joining it are
Action Points 1
several winged angels whose torsos give way to wispy m Greatsword (standard; at-will) F Lightning, Weapon
nothingness. Reach 3; +26 vs. AC; 4d6 + 9 damage plus 2d8 lightning
damage; see also slayer.
Tactics M Awesome Blow (standard; at-will) F Lightning, Weapon
The godslayer makes a greatsword attack. If the attack
The bluespawn godslayer charges into combat, smash- hits, it makes a secondary attack against the same target.
ing a character with its greatsword. It attacks any Secondary Attack: +26 vs. Fortitude; the target is pushed 3
squares and knocked prone.
dragonborn or devas first, targeting defenders next.
M Bite (standard; at-will) F Lightning
On its next turn, it makes another greatsword attack Reach 2; +24 vs. AC; 1d10 + 7 damage plus 2d8 lightning
followed by awesome blow with an action point. The damage; see also slayer.
godslayer tries to push its enemy onto a spike and Slayer
The bluespawn godslayer deals +10 damage against
then focus on that opponent until it dies. dragons, dragonborn, and immortals.
The angels work in teams of three, surrounding Alignment Evil Languages Draconic
their opponents and slashing with their greatswords Str 28 (+20) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 10 (+11) Cha 16 (+14)
until their enemy falls. The angels fight until
Equipment heavy shield, greatsword
destroyed.
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Assaulting 7 Ballista Platforms (B) Level 19 Blaster 2 Githyanki Dragonknights (P) Level 17 Soldier
Hazard XP 2,400 Medium natural humanoid XP 1,600 each
the Fortress A massive crossbow manned by three crewmen, these plat- Initiative +15
HP 165; Bloodied 82
Senses Perception +16
forms hurl spear-size bolts at foes.
AC 33; Fortitude 31, Reflex 26, Will 28
Encounter Level 20 (15,300 XP) Hazard: Seven ballista platforms arranged around the Saving Throws +2 against charm effects
battlefield fire at enemies. Speed 5
Setup Perception
No check is necessary to notice the ballista platforms.
m Silver Bastard Sword (standard; at-will) F Psychic, Weapon
+24 vs. AC; 1d10 + 7 damage plus 1d6 psychic damage,
7 ballista platforms Trigger plus 3d6 extra psychic damage against an immobilized
26 githwarriors (G) When the PCs move into line of sight to a platform, a target.
2 githyanki dragonknights riding pact dragon platform’s crew rolls initiative and attack on their turn. A m Lance (standard; must be mounted; at-will) F Weapon
ballista requires a standard action to reload. Reach 2; +24 vs. AC; 1d8 + 9 damage (2d8 + 9 damage
steeds (P) Initiative when charging).
1 githyanki terrth (T) A ballista platform acts on the initiative of its crew. M Impaling Charge (standard; encounter) F Weapon
Attack Requires lance and mount; the githyanki dragonknight
Standard Action Ranged 30
As the adventurers near the Fortress of Three Sor- makes a charge attack; reach 2; +25 vs. AC; 3d8 + 7
Target: One creature damage, and the target is immobilized (save ends). Effect:
rows, the githyanki within mobilize to meet the Attack: +24 vs. Reflex The githyanki dragonknight cannot make lance attacks
threat. Hit: 4d8 + 7 damage. until the end of the encounter.
Five githwarriors accompany the githyanki terrth Countermeasure R Telekinetic Fist (standard; recharge 6)
F A character can attack a crewmember (a githwarrior). If the Ranged 5; Medium or small target; +22 vs. Fortitude;
(fortress commander), and three githwarriors operate PCs kill two crewmembers, that ballista can fire only every 1d6 + 7 damage, and the target slides 2 squares and is
each of the seven ballista platforms. other round. If the PCs kill all three crewmembers, that immobilized (save ends).
platform is effectively disabled, although they could fire the R Telekinetic Leap (move; encounter)
ballista themselves.
When the PCs see the fortress, read: Ranged 10; the githyanki dragonknight or an ally within
F A character can attack the ballista (AC 5, Fortitude 10, range can fly 5 squares.
Reflex 5; hp 60). Destroying the ballista disables the Alignment Evil Languages Common, Deep Speech
The fortress hovers on the astral horizon, a statue’s platform. Skills History +11, Insight +16
decapitated head tilted on its side with a squat tower rising Str 25 (+15) Dex 21 (+13) Wis 17 (+11)
26 Githwarriors (G) Level 16 Minion Skirmisher Con 21 (+13) Int 13 (+9) Cha 18 (+12)
up from where its ear should be. Silver chains tether three
Medium natural humanoid, githyanki XP 350 each Equipment plate armor, heavy shield, lance, silver bastard
smaller towers, each floating on tiny islands. Two red Initiative +13 Senses Perception +10 sword
dragons with riders emerge from its maw. HP 1; a missed attack never damages a minion.
AC 30; Fortitude 30, Reflex 28, Will 26
Saving Throws +2 against charm Features of the Area
Speed 6; see also telekinetic stride
Tactics m Greatsword (standard; at-will) F Weapon
Driftmetal Chains: Characters can attack the
chains (AC 15, Fortitude 12, Reflex 4; hp 200).
The first time the githyanki terrth hits an enemy +21 vs. AC; 12 damage.
R Crossbow (standard; at-will) F Weapon Destroying a chain sends the satellite tower adrift.
with his silver longsword, he uses instructive slash. On
Ranged 15/30; +21 vs. AC; 12 damage. The tower moves 4 squares each round, crashing into
subsequent turns, he follows up his longsword attacks Telekinetic Jump (move; encounter)
Tu’narath after 10 rounds.
with slaughter the weak. Meanwhile, the pact dragons The githwarrior flies 5 squares.
Alignment Evil Languages Common, Deep Speech Main Tower: The main tower has a crenellated
and their riders attack any lone adventurers, or if
Str 25 (+15) Dex 20 (+13) Wis 15 (+10) wall providing cover to creatures standing behind it.
there aren’t any, their vehicle.
Con 15 (+10) Int 12 (+9) Cha 14 (+10) A trap door on the center of the roof leads down to
Equipment scale mail, greatsword, crossbow with 10 bolts
room 1.
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2 Pact Dragons (P) Level 13 Skirmisher Githyanki Terrth (S) Level 16 Soldier (Leader)
Large immortal magical beast (dragon, mount) XP 800 each Medium natural humanoid XP 1,400
Initiative +13 Senses Perception +15; darkvision Initiative +14 Senses Perception +15 M Instructive Slash (standard; encounter) F Psychic, Weapon
HP 134; Bloodied 67; see also bloodied breath Unwavering Discipline aura 3; any ally within the aura gains a Targets a dazed creature; +23 vs. AC; 1d8 + 7 damage plus
AC 27; Fortitude 26, Reflex 25, Will 25 +2 bonus to defenses. 2d8 psychic damage.
Resist 10 fire, 10 psychic HP 154; Bloodied 77 R Heavy Crossbow (standard; recharges when the githyanki
Speed 7, fly 10 (hover), overland flight 14 AC 31; Fortitude 30, Reflex 27, Will 27 spends a minor action to reload the weapon) F Weapon
m Bite (standard; at-will) Saving Throws +2 against charm effects Ranged 15/30; +21 vs. AC; 2d6 + 5 damage.
Reach 2; +18 vs. AC; 2d6 + 7 damage; see also skirmish. Speed 5 R Telekinetic Leap (move; encounter)
M Aggressive Charger (while mounted by a friendly rider of m Silver Longsword (free, after the githyanki terrth hits an Ranged 5; targets the githyanki terrth or one ally; the
13th level or higher; at-will) F Mount enemy with a silver longsword attack; at-will) F Psychic, target can fly up to 5 squares.
When charging, the pact dragon makes a bite attack in Weapon C Telekinetic Command (move; encounter)
addition to the rider’s charge attack. +23 vs. AC; 2d8 + 4 damage, and the target is dazed until Close burst 5; one ally in the burst slides up to 5 squares.
C Breath Weapon (standard; recharge 5 6) F Fire the end of the githyanki terrth’s next turn. Alignment Evil Languages Common, Deep Speech
Close blast 5; +15 vs. Reflex; 2d12 + 12 fire damage, and M Slaughter the Weak (standard; at-will) Skills History +12, Insight +15
ongoing 5 fire damage (save ends). One ally adjacent to the githyanki terrth makes a melee Str 24 (+15) Dex 19 (+12) Wis 14 (+10)
C Bloodied Breath (free, when first bloodied; encounter) F basic attack against the same enemy. If the enemy is dazed Con 18 (+12) Int 14 (+10) Cha 16 (+11)
Fire or stunned, the attack deals 2d8 extra psychic damage. Equipment plate armor, heavy shield, silver longsword, heavy
The dragon’s breath weapon recharges and the dragon uses crossbow, 20 bolt
it immediately.
Astral Jaunt (minor; recharge 6) F Mount, Teleportation
The pact dragon and its rider disappear into the Astral Sea,
teleporting 10 squares.
Pledged Rider (while mounted by a friendly rider of 13th level
or higher; at-will) F Mount
Any damage dealt to the pact dragon can be redirected to
the rider, and vice versa.
Skirmish +2d6
If, on its turn, the pact dragon ends its move at least 4
squares away from its starting point, it deals 2d6 extra
damage on all melee attacks it makes until the start of its
next turn.
Alignment Evil Languages Deep Speech, Draconic,
telepathy 20
Skills Endurance +17, Insight +15
Str 24 (+13) Dex 20 (+11) Wis 18 (+10)
Con 22 (+12) Int 15 (+8) Cha 16 (+9)
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Desperate Defenders 2 Gish’sarath (S) Level 16 Elite Skirmisher Githyanki Kith’rak (K) Level 20 Soldier (Leader)
Medium natural humanoid, githyanki XP 2,800 each Medium natural humanoid XP 2,800
Initiative +12 Senses Perception +15 Initiative +18 Senses Perception +18
Encounter Level 20 (14,350 XP)
HP 306; Bloodied 153 HP 190; Bloodied 95
AC 30; Fortitude 27, Reflex 28, Will 29 AC 36; Fortitude 34, Reflex 32, Will 31
Setup Saving Throws +2 (+4 against charm effects) Saving Throws +2 against charm effects
2 gish’sarath (S) Speed 5; see also astral stride Speed 5
Action Points 1 m Silver Fullblade (standard; at-will) F Psychic, Weapon
8 githwarriors (G) m Silver Longsword (standard; at-will) F Psychic, Weapon +27 vs. AC; 1d12 + 6 damage plus 1d8 psychic (crit 2d12 +
1 githyanki kith’rak (K) +21 vs. AC; 1d8 + 6 plus 1d8 psychic damage. 18 + 8 psychic), and the next time the target takes damage
1 redspawn immolator (R) M Double Attack (standard; at-will) F Psychic, Weapon before the start of the kith’rak’s next turn, it takes 1d8
The gish’sarath makes two silver longsword attacks. extra psychic damage.
R Force Bolt (standard; at-will) F Force R Telekinetic Leap (move; encounter)
While the battle rages outside, the githyanki scram- Ranged 10; +19 vs. Reflex; 3d6 + 4 force damage. Ranged 10; the githyanki kith’rak or an ally within range
ble to defend the fortress to ensure Vlaakith doesn’t R Storm of Stars (standard; encounter) F Fire can fly up to 5 squares.
escape. The kith’rak (captain) and support troops are The gish’sarath makes four attacks, no more than two of R Telekinetic Snare (standard; encounter)
these against a single target; ranged 5; +21 vs. AC; 2d8 + 5 Ranged 5; +25 vs. Fortitude; the target slides 2 squares and
the first line of defense inside the fortress, with rein-
fire damage. is immobilized (save ends).
forcements coming on the round following. Astral Stride (move; encounter) F Teleportation C Devastating Arc (standard; recharge 6) F Psychic, Weapon
The gish’sarath teleports 6 squares and gains the Close burst 1; the githyanki kith’rak makes a silver fullblade
insubstantial and phasing qualities until the start of its attack against each enemy in the burst.
When the PCs can see into the central room,
next turn. C Emperor’s Voice (standard; encounter) F Healing
read: Alignment Evil Languages Common, Deep Speech, Close burst 5; each ally in burst regains 20 hit points.
Draconic Alignment Evil Languages Common, Deep Speech,
A shuddering red-scaled beast crowned with fire growls at Skills Arcana +17, History +14, Insight +15 Draconic
you while a githyanki dressed in black-enameled plate and Str 16 (+11) Dex 14 (+10) Wis 14 (+10) Skills History +14, Insight +18
Con 17 (+11) Int 19 (+12) Cha 17 (+11) Str 26 (+18) Dex 23 (+16) Wis 16 (+13)
wielding a fullblade shouts orders to attack. Two githyanki Equipment chainmail, silver longsword Con 22 (+16) Int 15 (+12) Cha 18 (+14)
underlings in scale armor ready themselves for battle. Equipment plate armor, silver fullblade, keys to all the cells on
The ladder drops from the roof trapdoor and ends at 8 Githwarriors (G) Level 16 Minion Skirmisher this level and the level below
Medium natural humanoid, githyanki XP 350 each
a 30-foot diameter chamber with an iron door set in the
Initiative +13 Senses Perception +10
wall to either side. A spiral staircase burrows deeper into HP 1; a missed attack never damages a minion.
the tower. AC 30; Fortitude 30, Reflex 28, Will 26
Saving Throws +2 against charm
Speed 6; see also telekinetic stride
m Greatsword (standard; at-will) F Weapon
+21 vs. AC; 12 damage.
R Crossbow (standard; at-will) F Weapon
Ranged 15/30; +21 vs. AC; 12 damage.
Telekinetic Jump (move; encounter)
The githwarrior flies 5 squares.
Alignment Evil Languages Common, Deep Speech
Str 25 (+15) Dex 20 (+13) Wis 15 (+10)
Con 15 (+10) Int 12 (+9) Cha 14 (+10)
Equipment scale mail, greatsword, crossbow with 10 bolts
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Redspawn Immolator (R) Level 20 Brute The kith’rak uses telekinetic snare to move an
Large natural beast (reptile) XP 2,800 enemy closer to the redspawn immolator and uses his
Initiative +16 Senses Perception +11; darkvision
silver fullblade to dispatch the character. The kith’rak
Inner Flame (Fire) aura 3; any ally within the aura gains resist
10 fire. While the immolator is bloodied, each enemy that reserves devastating arc for when it faces three or more
ends its turn in the aura takes 10 fire damage. enemies at once, and uses emperor’s voice when the
HP 234; Bloodied 117; see also inner flame and redspawn dragonspawn’s redspawn fury activates.
frenzy
The gish’sarath supports the githwarriors using
AC 32; Fortitude 34, Reflex 32, Will 29
Resist 20 fire force bolt and storm of stars, only reverting to melee
Speed 6 attacks when he exhausts his ranged attacks.
m Bite (standard; at-will) F Fire
Reinforcements in the hall outside the main
Reach 2; +23 vs. AC; 2d6 + 8 damage, and ongoing 5 fire
damage (save ends). chamber arrive at the start of the second round, while
M Claws (standard; at-will) those in the barracks join the fight at the start of the
Reach 2; +23 vs. AC; 2d10 + 6 damage. fourth round.
C Fiery Expulsion (when first bloodied; encounter) F Fire
Close blast 3; +21 vs. Reflex; 1d12 + 7 fire damage, and
ongoing 5 fire damage (save ends). Features of the Area
Redspawn Frenzy (while at 58 or fewer hit points) Ceiling: The ceiling is 30 feet high.
The redspawn immolator’s melee attacks deal 2d6 extra
Iron Ladder: The ladder descends from the
damage, and the immolator treats allies as enemies for the
purposes of opportunity attacks and makes all opportunity hatch to the bottom of the room. Climbing the ladder
attacks provoked from it. requires a DC 0 Athletics check.
Alignment Evil Languages Draconic Doors: Iron bars can be dropped over the doors
Str 27 (+18) Dex 22 (+16) Wis 12 (+11)
to prevent reinforcements from arriving (DC 27
Con 24 (+17) Int 8 (+9) Cha 17 (+13)
Strength check). The bars themselves count as unat-
Tactics tended objects weighing less than 20 pounds.
Cells: Prison cells make up a third of this floor.
The githyanki’s tactics depend on whether the adven-
Each door is locked (DC 22 Thievery or DC 27
turers descend into the central room. If they linger at
Strength to open). The cells contain a mix of political
the top, the githwarriors use their crossbows and the
prisoners or nothing (as you decide). None of these
gish’sarath uses force bolt. The redspawn immolator
prisoners are useful for this foray (treat as minions; all
climbs the ladder, sped up by the kith’rak, who uses
defenses 22), but they might prove helpful later.
telekinetic leap to place the monster near the top.
Barracks: Opposite the cells are the barracks.
The githyanki focus fire on the first character to
This big room features many bunk beds, a few tables
come down the ladder, and then engage in melee
surrounded by chairs, and a kitchen.
combat when more characters join their companion.
Treasure: Characters searching the barracks find
The dragonspawn makes a charge attack against the
treasure parcel 8 amid mundane clothing and per-
closest enemy and then uses its claws, fighting until
sonal effects.
destroyed.
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Jail Break Aspect of Level 20 Elite Controller (Leader) Angel of Level 19 Elite Brute
Dispater (D) Tiamat’s Vengeance (A)
Medium immortal humanoid (devil) XP 5,600 Large immortal humanoid (angel) XP 4,800
Encounter Level 21 (16,000 XP)
Initiative +14 Senses Perception +15; darkvision Initiative +13 Senses Perception +16
HP 382; Bloodied 191 HP 446; Bloodied 223
Setup AC 37; Fortitude 33, Reflex 35, Will 34 AC 34; Fortitude 33, Reflex 29, Will 33; see also chromatic
1 angel of Tiamat’s Vengeance (A) Resist 20 fire cloak
Saving Throws +2 Immune disease, fear; Resist 15 radiant, 15 variable (3/
1 aspect of Dispater (D)
Speed 6, teleport 10 encounter, acid, cold, fire, lightning, or poison only; see
2 barbed devil veterans (B) Action Points 1 “Resist,” Monster Manual, page 282); see also coldfire pillar
m Smiting Rod (standard; at-will) F Weapon Saving Throws +2
+25 vs. AC; 2d8 + 6 damage, and the target is pushed 2 Speed 8, fly 12 (hover); see also sign of vengeance
The aspect of Dispater interrogates the prisoner while
squares and dazed until the end of the aspect of Dispater’s Action Points 1
his attendants watch. next turn. m Longsword (standard; at-will) F Acid, Cold, Fire, Lightning,
M Lesser Blasphemous Reply (immediate reaction, when hit by Poison, Weapon
When the PCs can see Vlaakith, read: a melee attack; recharges when first bloodied) F Thunder Reach 2; +25 vs. AC; 1d10 + 9 damage plus 1d8 acid, cold,
Targets the attacker; +24 vs. Will; 3d8 + 7 thunder fire, lightning, or poison damage plus 1d8 acid, cold, fire,
damage, and the target is pushed 1 square. lightning, or poison damage.
Suspended within a column of fire is a young githyanki R Lesser Inveigle (standard; recharge 5 6) F Charm, Psychic M Double Attack (standard; at-will)
woman. Her body doesn’t move, but her eyes flick toward Ranged 10; +24 vs. Will; 2d6 + 7 psychic damage, and the The angel of vengeance makes two longsword attacks.
target slides 2 squares and is dominated until the end of R Sign of Vengeance (minor; encounter) F Teleportation
you. To the side, and turning your direction, is a towering
the aspect of Dispater’s next turn. Ranged sight; the angel of vengeance places an invisible
angel whose astral essence crackles with lightning, flares A Lesser Gate of Dis (minor; recharge 5 6) F Conjuration, sign upon the target. Until the end of the encounter, as a
with flames, and drips poison. Opposite the guardian Fire move action, the angel can teleport adjacent to the target.
stands a slim, horned humanoid dressed in scarlet robes Area wall 5 within 20 squares. The aspect of Dispater C Chromatic Pillar (when first bloodied; encounter) F Acid,
conjures a lattice of scalding iron that lasts until the start Cold, Fire Lightning, Poison, Polymorph
and gripping a gnarled staff in his hands. Just inside the
of his next turn. The wall blocks movement and line of The angel transforms into a 30-foot-high pillar of draconic
doorway, two menacing humanoids covered in gleaming effect, but it does not block line of sight. Creatures that energies. Close burst 2; +23 vs. Reflex; 1d8 + 9 acid, cold,
barbs fix you with fiery eyes. end their turn adjacent to the wall or are pulled, pushed, or fire, lightning, or poison damage plus 1d8 + 9 acid, cold,
slid adjacent to the wall take 10 fire damage. The wall is 4 fire, lightning, or poison damage. The angel of Tiamat’s
squares high and cannot be destroyed. vengeance is immune to all damage until the start of its
Lesser Diabolic Awe (free 1/round, when an enemy within 5 next turn.
squares becomes bloodied or takes a critical hit; at-will) F Chromatic Cloak (until bloodied) F Acid, Cold, Fire, Lightning,
Fear, Healing Poison
The enemy is pushed 3 squares away from the aspect of Attacks against the angel of vengeance take a −2 penalty
Dispater and is dazed until the end of the aspect’s next until the angel is bloodied. While cloak of vengeance is in
turn. Creatures with the devil keyword within 5 squares of effect, a creature that makes a successful melee attack
the aspect of Dispater regain 10 hit points. against the angel takes 1d8 acid or cold damage and 1d8
Alignment Evil Languages Supernal fire, lightning, or poison damage.
Skills Arcana +23, Bluff +22, History +23, Insight +20, Religion Alignment Evil Languages Supernal
+23 Skills Insight +21, Intimidate +22
Str 18 (+14) Dex 19 (+14) Wis 20 (+15) Str 27 (+17) Dex 18 (+13) Wis 25 (+16)
Con 23 (+16) Int 26 (+18) Cha 25 (+17) Con 23 (+15) Int 19 (+13) Cha 26 (+17)
Equipment scarlet robe, smiting rod Equipment plate armor, 2 longswords
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2 Barbed Devil Veterans (B) Level 20 Soldier Dispater tries to f lee if reduced to 95 or fewer
Large immortal humanoid (devil) XP 2,800 each hit points, surrendering only if he’s the last one in
Initiative +18 Senses Perception +13; darkvision
the room. When the PCs first bloody the aspect, it
Grasping Barbs aura 1; an enemy that enters or leaves the
aura takes 5 damage and is marked until the end of its shouts, “Release her and you will bring about the
next turn. doom of all things!”
HP 191; Bloodied 95
AC 37; Fortitude 33, Reflex 31, Will 31 Features of the Area
Resist 20 fire
Doors: All doors here are locked. The kith’rak
Speed 7, teleport 7
m Claw (standard; at-will) in “Desperate Defenders” (page 70) has the keys.
+27 vs. AC; 1d8 + 8 damage, and the target is pushed 1 Otherwise, opening a locked door requires a DC 25
square.
Strength or Thievery check.
M Double Attack (standard; at-will)
The barbed devil veteran makes two claw attacks. If both Treasure: A character searching the armory who
attacks hit the same target, the barbed devil veteran tries succeeds on a DC 22 Perception check locates treasure
to impale the target on its barbs as a secondary attack. parcels 2 and 3. A character searching the storerooms
Secondary Attack: +24 vs. Reflex; 5 damage.
R Hurl Flame (standard; recharge 5 6) F Fire
who succeeds on a DC 22 Perception check discovers
Ranged 5; +22 vs. Reflex; 1d10 + 8 fire damage, and the treasure parcel 6 spread across both rooms.
target takes ongoing 5 fire damage and is dazed (save ends Fighting Ring: The fighting ring a roped-off plat-
both).
form standing two feet high. Getting into the fighting
Alignment Evil Languages Supernal
Skills Athletics +23, Intimidate +21 ring costs an extra square of movement unless a DC
Str 27 (+18) Dex 22 (+16) Wis 16 (+13) 14 Acrobatics check is made.
Con 23 (+16) Int 13 (+11) Cha 22 (+16) Training Dummies: Three dummies equipped
with sharp blades stand at the ready to engage would-
Tactics be trainees. The dummy makes an attack against any
The angel uses sign of vengeance and then closes creature that enters a square adjacent to it unless the
on the lead enemy, using double attack each round triggering creature succeeds on a DC 14 Acrobatics
until bloodied, at which point it transforms into a check.
chromatic pillar. C Energy Field Pulse F Fire
m Training Dummy Slash
The aspect uses lesser inveigle to draw a character Melee 1; +26 vs. AC; 10 damage, and the target is pushed 1 Close burst 1; all creatures in burst; +25 vs. Reflex; 2d8 + 7
into the room and then spends an action point to raise square. fire damage, and the target takes ongoing 10 fire damage
(save ends).
his lesser gate of Dis. The aspect focuses on the unlucky
Hermetic Circle: The circle creates a dangerous
character with its smiting rod, while waiting for his
field that extends from floor to ceiling. Creatures
powers to recharge.
inside the field are immune to all damage, and the
The barbed devils back away from the entrance
field blocks line of effect. An adjacent character can
to pull the adventurers into the room. They use hurl
dismantle the field by engaging in a complexity 1 skill
flame on the first round, and then use double attack
challenge (4 successes before 3 failures) involving
against those PCs who enter.
Arcana and Thievery checks against DC 22. A failed
check or touching the field triggers an attack.
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Into the Maw 2 Githyanki Dragonknights (P) Level 17 Soldier 2 Pact Dragons (P) Level 13 Skirmisher
Medium natural humanoid XP 1,600 each Large immortal magical beast (dragon, mount) XP 800 each
Initiative +15 Senses Perception +16 Initiative +13 Senses Perception +15; darkvision
Encounter Level 18 (10,400 XP)
HP 165; Bloodied 82 HP 134; Bloodied 67; see also bloodied breath
AC 33; Fortitude 31, Reflex 26, Will 28 AC 27; Fortitude 26, Reflex 25, Will 25
Setup Saving Throws +2 against charm effects Resist 10 fire, 10 psychic
2 githyanki dragonknights (D) Speed 5 Speed 7, fly 10 (hover), overland flight 14
m Silver Bastard Sword (standard; at-will) F Psychic, Weapon m Bite (standard; at-will)
2 pack dragons (P)
+24 vs. AC; 1d10 + 7 damage plus 1d6 psychic damage, Reach 2; +18 vs. AC; 2d6 + 7 damage; see also skirmish.
16 githwarriors (G) plus 3d6 extra psychic damage against an immobilized M Aggressive Charger (while mounted by a friendly rider of
target. 13th level or higher; at-will) F Mount
m Lance (standard; must be mounted; at-will) F Weapon When charging, the pact dragon makes a bite attack in
The adventurers automatically gain surprise if they
Reach 2; +24 vs. AC; 1d8 + 9 damage (2d8 + 9 damage addition to the rider’s charge attack.
catch the githyanki while still in the hangar. when charging). C Breath Weapon (standard; recharge 5 6) F Fire
M Impaling Charge (standard; encounter) F Weapon Close blast 5; +15 vs. Reflex; 2d12 + 12 fire damage, and
When the PCs first approach this area, read: Requires lance and mount; the githyanki dragonknight ongoing 5 fire damage (save ends).
makes a charge attack; reach 2; +25 vs. AC; 3d8 + 7 C Bloodied Breath (free, when first bloodied; encounter) F
damage, and the target is immobilized (save ends). Effect: Fire
The stairs end in a large hangar. Two wide alcoves hold The githyanki dragonknight cannot make lance attacks The dragon’s breath weapon recharges and the dragon uses
red dragons, and attending them are githyanki warriors in until the end of the encounter. it immediately.
R Telekinetic Fist (standard; recharge 6) Astral Jaunt (minor; recharge 6) F Mount, Teleportation
plate armor. More githyanki work on the astral skiffs or sort
Ranged 5; Medium or small target; +22 vs. Fortitude; The pact dragon and its rider disappear into the Astral Sea,
through supplies. 1d6 + 7 damage, and the target slides 2 squares and is teleporting 10 squares.
immobilized (save ends). Pledged Rider (while mounted by a friendly rider of 13th level
R Telekinetic Leap (move; encounter) or higher; at-will) F Mount
Ranged 10; the githyanki dragonknight or an ally within Any damage dealt to the pact dragon can be redirected to
range can fly 5 squares. the rider, and vice versa.
Alignment Evil Languages Common, Deep Speech Skirmish +2d6
Skills History +11, Insight +16 If, on its turn, the pact dragon ends its move at least 4
Str 25 (+15) Dex 21 (+13) Wis 17 (+11) squares away from its starting point, it deals 2d6 extra
Con 21 (+13) Int 13 (+9) Cha 18 (+12) damage on all melee attacks it makes until the start of its
Equipment plate armor, heavy shield, lance, silver bastard next turn.
sword Alignment Evil Languages Deep Speech, Draconic,
telepathy 20
Skills Endurance +17, Insight +15
Str 24 (+13) Dex 20 (+11) Wis 18 (+10)
Con 22 (+12) Int 15 (+8) Cha 16 (+9)
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Stillness Broken 3 Slaughter Wights Level 18 Brute Tormenting Ghost (T) Level 21 Controller
Medium natural humanoid (undead) XP 2,000 each Medium shadow humanoid (undead) XP 3,200
Initiative +14 Senses Perception +13; darkvision Initiative +19 Senses Perception +17; darkvision
Encounter Level 19 (12,400 XP)
HP 182; Bloodied 91; see also death wail HP 152; Bloodied 76
AC 30; Fortitude 30, Reflex 27, Will 26 AC 32; Fortitude 30, Reflex 34, Will 32
Setup Immune disease, poison; Resist 20 necrotic; Vulnerable 10 Immune disease, poison; Resist insubstantial
3 slaughter wights (S) radiant Speed fly 6 (hover); phasing
Speed 7 m Spirit Touch (standard; at-will) F Necrotic
1 tormenting ghost (T) m Claw (standard; at-will) F Healing, Necrotic +24 vs. Reflex; 2d8 + 9 necrotic damage.
2 wrath spirits (W) +21 vs. AC; 3d6 + 8 necrotic damage, the target loses M Ghostly Possession (standard; recharge 5 6) F Charm
a healing surge and is weakened (save ends), and the Target must be a living humanoid; +24 vs. Will; the
slaughter wight regains 15 hit points. tormenting ghost enters the target’s space and is removed
The undead hunger for souls and attack when the
C Death Wail (when reduced to 0 hit points) F Necrotic from play, and the target is dominated (save ends).
characters draw near. Close burst 5; targets enemies; +21 vs. Fortitude; 2d6 + The tormenting ghost can use the power against only
4 necrotic damage. Undead allies in the burst can make a one creature at a time. When the target is no longer
When the PCs are about halfway to the Chro- basic attack as a free action. dominated, or when the tormenting ghost chooses to end
Alignment Chaotic evil Languages Common its ghostly possession (a free action), the ghost reappears in
matic Bastion, read:
Str 26 (+17) Dex 20 (+14) Wis 9 (+8) a square adjacent to the target.
Con 22 (+15) Int 12 (+10) Cha 18 (+13) C Burst of Terror (standard; recharge 5 6) F Fear, Necrotic
The path travels through a damaged area, with a yawning Close burst 5; targets enemies; +24 vs. Will; 1d8 + 9
necrotic damage, the target is pushed 5 squares; and the
fissure to one side and crumbling tombs and rubble to the
target is dazed and immobilized (save ends both).
other. Black fire gutters up in columns on either side of A Ghostly Terrain (standard; at-will) F Zone
the road. Area burst 1 within 10; the area is suddenly filled with
ghostly lights, wisps of necrotic mist, and the faint
whispers of the dead. The zone is difficult terrain and
lightly obscured. Any creature that enters or ends its turn
in the zone is immobilized (save ends). The zone lasts until
the end of the encounter of for 5 minutes.
Spectral Shift (immediate reaction, when missed by a melee
attack; at-will)
The tormenting ghost shifts 3 squares.
Alignment Evil Languages Common
Skills Stealth +24
Str 11 (+10) Dex 28 (+19) Wis 14 (+12)
Con 20 (+15) Int 12 (+11) Cha 25 (+17)
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Tactics
The slaughter wights shriek to alert their allies in the
tombs, charge, and then make a fighting retreat to the
pillars of necrotic flame to boost their attacks. The
wrath spirits fly around behind the PCs to herd them
forward, while the tormenting ghost finds a melee
striker and attacks using burst of terror.
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Evil’s Backbone Spine of Vlaakith (V) Level 20 Solo Artillery R Twin Rays (standard; at-will) F Necrotic
Tiny natural animate (undead) XP 14,000 The spine of Vlaakith makes a shadow ray attack and a
Encounter Level 21 (18,000 XP) Initiative +13 Senses Perception +18; darkvision immobilizing ray attack.
Intruding Terror (Fear) aura 2; enemies within the aura take a C Soul Shriveling Pulse (immediate reaction, when a creature
−2 penalty to attack rolls.
Setup HP 600; Bloodied 300; see also consume soul and
fails a saving throw against drain soul; at-will) F Fear,
Necrotic
Spine of Vlaakith (V) indestructible Close burst 5; +25 vs. Fortitude; 3d6 + 5 necrotic damage,
Regeneration 20 (if the spine of Vlaakith takes radiant and the target takes a −2 penalty to saving throws (save
2 sword wraith attendants (S)
damage, regeneration doesn’t function until the end of its ends).
next turn) Consume Soul (minor; expends a trapped soul; recharge ⚅) F
When Zetch’r’r came to power, the githyanki believed AC 32; Fortitude 32, Reflex 28, Will 33 Healing
the Lich-Queen was well and truly dead. However, Immune disease, poison, sleep; Resist 10 necrotic, 10 psychic The spine of Vlaakith regains 200 hit points.
Saving Throws +5 Soul Gems
the new emperor discovered that a piece of her Speed fly 12 (hover) The spine of Vlaakith’s six soul gems can each hold the soul
remained: her spine. Through dread magic, Zetch’r’r Action Points 2 of one if its victims. At the beginning of an encounter, the
bound her spirit to the spine and extracted oaths of r Shadow Ray (standard; at-will) F Necrotic soul gems contain two souls. Crushing a gem after the spine
Ranged 20; +27 vs. AC; 3d6 + 8 necrotic damage. is defeated releases the soul back to the Shadowfell.
service from it, transforming the dead Lich-Queen
r Immobilizing Ray (standard; at-will) F Necrotic Indestructible
into a form of demilich. As long as Zetch’r’r lives, Ranged 20; +25 vs. Fortitude; 1d6 + 8 necrotic damage, When the spine of Vlaakith is reduced to 0 hit points
Vlaakith would serve. and the target is immobilized (save ends). or fewer, its spine (but not the soul gems) crumbles into
R Drain Soul (standard; at-will) dust, but it is not destroyed. It reappears 1d10 days later
Ranged 5; does not provoke opportunity attacks; +25 within 1 square of its phylactery (in room 15), unless the
When the PCs enter the room, read: vs. Fortitude; the target is dazed and restrained (save phylactery is also found and destroyed.
ends both). First Failed Saving Throw: The target is instead Alignment Chaotic evil Languages Common, Supernal
A blackened spine hovers before an iron door across the stunned and restrained (save ends both). Second Failed Skills Arcana +17, Insight +18, Intimidate +23, Religion +18
Saving Throw: The target dies, and its soul is trapped in one Str 16 (+13) Dex 16 (+13) Wis 17 (+13)
room. Pale blue light from the flickering torches glint off six
of the spine’s soul gems until the spine is destroyed; see also Con 24 (+17) Int 15 (+12) Cha 27 (+18)
bright amethysts set into each bone ring. The spine casts consume soul and “Fate of Drained Souls” sidebar.
a queer shadow on the white tile floor, suggesting that of a R Wither (minor; at-will) F Necrotic
tall, thin female humanoid. Ranged 20; +25 vs. Fortitude; the target takes ongoing 10
necrotic damage (save ends).
Perception Check
DC 31 Shadows in the room’s corners seem to move inde-
pendent of the light source, coalescing into vague humanoid
figures.
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2 Sword Wraith Attendants (S) Level 18 Lurker The sword wraith attendants harry PCs who don’t Stained-Glass Windows: The stained glass win-
Medium shadow humanoid (undead) XP 2,000 each close on the spine, using phasing to move through dows are not made of glass at all. They are instead
Initiative +20 Senses Perception +15; darkvision
the floor and come up behind their opponents. They congealed hatred. Any creature that starts its turn in
HP 95; Bloodied 47; see also death strike
Regeneration 10 work together to ensure they get flanking. If they find a square adjacent to the window makes a melee basic
AC 31; Fortitude 30, Reflex 31, Will 33 themselves close to a dazed enemy, they don’t pass up attack or a charge attack against the closest creature
Immune disease, poison; Resist 20 necrotic, insubstantial; the chance to strike the afflicted enemy with their and treats allies as enemies for the purpose of oppor-
Vulnerable 10 radiant (if the sword wraith attendant takes
shadow swords in the hopes of spawning a new sword tunity attacks until the start of the creature’s next
radiant damage, its regeneration does not function until
the end of the its next turn) wraith. turn. Each window has AC 5 Fortitude 10, Reflex 5;
Speed fly 8 (hover); phasing; see also shadow glide hp 5. A destroyed window loses this effect.
m Shadow Sword (standard; at-will) F Necrotic Features of the Area
+21 vs. Reflex; 2d8 + 7 necrotic damage, and the target is
weakened (save ends). Illumination: Two everburning torches in sconces
M Death Strike (when reduced to 0 hit points) F Necrotic to either side of the door to room 3 fill the room with
The sword wraith shifts 4 squares and makes a melee basic bright light.
attack, dealing 2d8 extra necrotic damage on a hit.
Ceiling: The ceiling is 30 feet high.
Combat Advantage F Necrotic
The sword wraith attendant deals 2d6 extra necrotic Columns: Four columns, each 3 feet wide, sup-
damage against any target granting combat advantage to it. port the ceiling overhead. The columns provide cover.
Shadow Glide (move; encounter)
The sword wraith attendant shifts 6 squares.
Spawn Wraith
Any humanoid killed by a sword wraith rises as a free-
willed sword wraith at the start of its creator’s next turn,
appearing in the space where it died (or in the nearest Fate of Drained Souls
unoccupied space). Raising the slain creature (using the
Raise Dead ritual) does not destroy the spawned wraith. When a victim of the drain soul attack fails its second
Alignment Chaotic evil Languages Common saving throw, the victim’s soul is trapped in one of
Skills Stealth +21
Vlaakith’s spine gems. The soul’s former body crum-
Str 14 (+11) Dex 24 (+16) Wis 12 (+10)
Con 18 (+13) Int 11 (+9) Cha 24 (+16) bles into dust at the end of the creature’s next turn.
If the spine is destroyed, each creature trapped in a
Tactics gem is targeted by an attack: +25 vs. Will; the soul
Vlaakith would gladly let the PCs pass to destroy the is destroyed. On a miss, the soul remains intact but
emperor, but Zetch’r’r’s magic impels her to attack. is trapped in a gem. If a target’s soul remains intact
She waits for the characters to attack first or to move within a gem, then the gem glows with faint inner
past the first pair of columns, at which point she light and reveals an image of a tiny figure inside. This
attacks using twin rays. She then uses her drain soul gem can be used as part of the Raise Dead ritual,
attack by spending action point if the target is within reducing the component cost by half. The Raise
5 squares. She uses this tactics against any opponent Dead ritual can still bring back a target whose soul
who draws too close, using her immobilizing ray to is destroyed.
keep fleeing enemies in place.
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Red Sentinels 2 Adult Red Dragons (R) Level 17 Solo Soldier After, both dragons maneuver to position them-
Large natural magical beast (dragon) XP 8,000 each selves on opposite sides of the PCs. The first dragon
Initiative +13 Senses Perception +15; darkvision
Encounter Level 19 (12,000 XP) uses frightful presence to send the PCs fleeing while
HP 750; Bloodied 375; see also bloodied breath
AC 33; Fortitude 33, Reflex 30, Will 29 the other dragon bites any character that moves past
Setup Resist 20 fire it. On the round following, they do the same thing,
2 adult red dragons (R) Saving Throws +5 but in reverse.
Speed 6, fly 8 (hover), overland flight 12
The dragons save their second action points for
Action Points 2
The emperor uses these dragons to protect the m Bite (standard; at-will) ✦ Fire when they are bloodied, using them to combine bite
deeper chambers. These dragons are descendants of Reach 2; +22 vs. AC; 2d8 + 7 damage plus 3d6 fire attacks with their breath weapons, or, failing that, com-
damage.
Zetch’r’r’s own red dragon steed. bine a bite with double attack.
m Claw (standard; at-will)
Reach 2; +22 vs. AC; 2d8 + 7 damage.
When the PCs enter this room, read: M Double Attack (standard; at-will) Features of the Area
The dragon makes two claw attacks. Illumination: The pools of fire fill this room with
M Tail Strike (immediate reaction, when an enemy moves to a
Heat blasts you from this blazing chamber. Through the bright light.
position where it flanks the red dragon; at-will)
heat mirage created by two fiery pools, you make out the The dragon attacks the enemy with its tail: reach 2; +20 Ceiling: The ceiling in this room is 50 feet high.
hulking forms of two red dragons. vs. Reflex; 2d10 + 7 damage, and the target is pushed 1 Dais: A dais stands on the opposite side of the
square.
room, flanked by the dragons. The steps up are steep
C Breath Weapon (standard; recharge 5 6 ) F Fire
Close blast 5; +20 vs. Reflex; 2d12 + 6 fire damage. Miss: and count as difficult terrain.
Half damage. Iron Doors: The iron doors are not locked, but
C Bloodied Breath (free, when first bloodied; encounter) F they are super-hot. Characters opening them by hand
Fire
take 10 fire damage.
The dragon’s breath weapon recharges, and the dragon
uses it immediately. Fiery Pools: Two pools of naphtha burn. A creature
C Frightful Presence (standard; encounter) F Fear that enters or starts its turn adjacent to a pool takes 5
Close burst 5; targets enemies; +20 vs. Will; the target is fire damage, while a creature that enters or starts its
stunned until the end of the dragon’s next turn. Aftereffect:
The target takes a –2 penalty to attack rolls (save ends). turn in a pool takes 10 fire damage and ongoing 10 fire
Alignment Evil Languages Common, Draconic damage (save ends).
Skills Bluff +14, Insight +15, Intimidate +19 The fires are so intense that a creature standing in
Str 25 (+14) Dex 19 (+11) Wis 16 (+10)
or behind them is lightly obscured.
Con 22 (+13) Int 13 (+8) Cha 14 (+9)
Heat: Heat from the burning pools imposes a −2
Tactics penalty to all attack rolls to all creatures that do not
have resist fire of 10 or more.
The two dragons are accustomed to working with
Treasure: The dragons’ hoard consists of treasure
each other. When the PCs enter, they take to the air,
parcels 14, 18, and 19, all of which sit in a pile on the
flying 20 feet above the floor, and close to deliver
dais.
their breath weapon attacks against the largest group of
characters. They then spend an action point each to
charge a character they hit with their breath weapons.
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Curiosities Astral Stalker (A) Level 22 Elite Lurker Gibbering Abomination (G) Level 18 Controller
Medium immortal humanoid XP 8,300 Medium aberrant magical beast XP 2,000
Initiative +23 Senses Perception +18; blindsight 10 Initiative +13 Senses Perception +13; all-around vision,
Encounter Level 21 (16,300 XP)
HP 314; Bloodied 157 darkvision
AC 38; Fortitude 32, Reflex 38, Will 32 Unnatural Utterances aura 5; any enemy that starts its turn
Setup Saving Throws +2 within the aura takes a −2 penalty to attack rolls.
1 astral stalker (A) Speed 10, climb 6 HP 168; Bloodied 84
Action Points 1 AC 32; Fortitude 31, Reflex 30, Will 30
1 gibbering abomination (G) m Claw (standard; at-will) Speed 6, fly 4 (hover; maximum altitude 1)
2 marut sentinels (M) +27 vs. AC; 2d6 + 8 damage, and the astral stalker can m Tentacle (standard; at-will) F Psychic
1 breath of Tiamat (B) choose to designate the target as its quarry (see stalker’s Reach 2; +22 vs. AC; 2d6 + 5 damage, and ongoing 5
quarry). psychic damage (save ends).
r Throat Dart (standard; at-will) F Poison C Gibbering (free, once on the gibbering abomination’s turn
To expand his forces, Zetch’r’r scours the Astral Ranged 5/10; +29 vs. AC; 1d10 + 8 damage, and the target before it takes other actions; at-will) F Psychic
Sea for potential creatures to add to his stables. He takes ongoing 5 poison damage and is slowed (save ends Close burst 5; deafened creatures are immune; +20 vs.
hopes to either replace the draconic servants (if he both). First Failed Saving Throw: The target is immobilized Will; the target is dazed until the end of the gibbering
instead of slowed (save ends). Second Failed Saving Throw: abomination’s next turn.
ever wriggles out from under Tiamat’s claw) or use R Eye of Despair (standard; recharge 4 5 6) F Psychic
The target is stunned instead of immobilized (save ends).
them against the rebels that endanger his rule. He M Quick Claws (standard; at-will) Ranged 10; +20 vs. Will; 3d8 + 4 psychic damage, and the
posts two marut sentinels in this room to ensure the Against a slowed or immobilized target, the astral stalker target is immobilized (save ends).
makes two claw attacks. Combat Advantage
captives do not escape. The gibbering abomination
Combat Advantage The gibbering abomination deals 2d6 extra psychic
is clearly visible through the transparent walls of its The astral stalker’s melee attacks deal 2d6 extra damage damage on melee and ranged attacks against any target
prison; the astral stalker is invisible, making its prison against any target granting combat advantage to it. granting combat advantage to it.
appear empty. Invisibility (standard; at-will) F Illusion Alignment Unaligned Languages
The astral stalker is invisible until it attacks. Str 20 (+14) Dex 18 (+13) Wis 19 (+13)
Stalker’s Quarry (minor; at-will) Con 16 (+12) Int 11 (+9) Cha 12 (+10)
When the PCs enter this room and can see the The astral stalker knows the exact location of a creature
cages, read: it has designated as its quarry. The astral stalker can have Once a character makes an attack, the maruts fight
only one quarry at a time, but the power works across any back, laying into their enemies with double attack,
distance and even crosses planar boundaries.
Two squat humanoids with steel skin and wielding while the trap randomly disgorges acid into the room.
Alignment Evil Languages Supernal
greatswords stand guard in this chamber. Two shimmering Skills Stealth +24 If an enterprising character uses the control panel
cubes stand to either side. Only one cube is occupied, and Str 22 (+17) Dex 26 (+19) Wis 15 (+13) to disable the trap, the force cages vanish, loosing the
Con 19 (+15) Int 8 (+10) Cha 10 (+11) creatures they contain. Neither the gibbering abomi-
inside is a floating mass of flesh, eyes, and tentacles.
nation nor the astral stalker see the maruts as allies,
Perception Check
Tactics but they treat each other as allies for the purpose of
DC 22 You see a control panel on the wall. The marut sentinels do not attack right away, but their powers and opportunity attacks.
they try to block access into the room. They respond The gibbering abomination begins gibbering on its
to attempts at conversation with silence. They know turn and uses eye of despair against ranged attackers.
what will happen if either they or the adventurers While waiting for this power to recharge, it hits foes
make an attack in this room, so they are prepared to in its reach with its tentacles, moving to get combat
get out from the trap’s blast. advantage with the astral stalker when possible.
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The astral stalker is invisible until it makes an 2 Marut Sentinels (M) Level 18 Soldier
attack. It moves to where it can get a clear shot at Medium immortal humanoid XP 2,000
Initiative +16 Senses Perception +20; truesight 10
nondefender if possible, using stalker’s quarry first HP 175; Bloodied 87
and then throat dart. It then spends an action point to Regeneration 10
charge its quarry. It attacks using quick claws until its AC 35; Fortitude 35, Reflex 29, Will 30
Immune sleep; Resist 10 thunder
quarry succeeds on a saving throw, at which point the
Speed 8, fly 4 (hover), teleport 4
astral stalker uses invisibility to skulk away and set up m Greatsword (standard; at-will) F Thunder, Weapon
its next attack. +24 vs. AC; 1d10 + 8 damage plus 1d6 thunder damage,
the target is pushed 1 square, and the target is marked
Breath of Tiamat Level 18 Blaster until the end of the marut sentinel’s next turn.
Trap XP 2,000 M Double Attack (standard; recharge 5 6)
Trap: When any creature makes an attack in this room, The marut sentinel makes two greatsword attacks.
random pillars burst up through the floor and spray the Alignment Unaligned Languages Supernal
area with acid. Skills Endurance +20, Intimidate +15
Perception Str 30 (+19) Dex 21 (+14) Wis 23 (+15)
F DC 20: A character notices discolored tiles in the trapped Con 23 (+15) Int 12 (+10) Cha 13 (+10)
squares. Equipment greatsword
Trigger
When a creature makes an attack in this room, the trap Features of the Area
activates and rolls initiative.
Initiative +8 Illumination: Everburning torches fill the room
Floor Burst with bright light.
Free Action Melee 1 Ceiling: The ceiling is 20 feet tall.
Trigger: A creature stands in the trap’s square when it first
Stairs: The stairs count as difficult terrain while
makes its attack.
Target: The triggering creature ascending them and normal terrain while descending
Effect: The creature is pushed 1 square and is knocked prone. them.
Acid Spray F Acid Force Cages: Two cages are positioned on either
Standard Action Close blast 5
Special: Roll 1d4. The square matching the number side of the room. The cages’ wall of force do not block
erupts when a steel column mounted with a sprayer bursts line of sight, but they do block line of effect. Each cage
through the floor (see below). The blast originates from has AC 4, Fortitude 12, Reflex 4, hp 200. A dispel
this square.
magic spell automatically destroys a cage. The only
Target: Each creature in blast
Attack: +21 vs. Reflex way to lift the cages is by turning the dial on the con-
Hit: 3d8 + 5 acid damage, and ongoing 15 acid damage trol panel to deactivate the trap. Sound cannot pass
(save ends). through the cages while they are active.
Countermeasures
F Turning a dial in the center of the control panel deactivates
the trap and also negates the cages containing the astral
stalker and the gibbering abomination.
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Emerald Statue Githyanki Knight (G) Level 21 Elite Controller Kryizoth Fire Mage (K) Level 20 Controller
Medium natural humanoid XP 6,400 Medium natural humanoid (undead), githyanki XP 2,800
Encounter Level 20 (14,000 XP) Initiative +15 Senses Perception +22; darkvision Initiative +15 Senses Perception +19; darkvision
HP 396; Bloodied 198 Black Flame Shroud (Fire, Necrotic) aura 1; any enemy that
AC 35; Fortitude 34, Reflex 31, Will 33 enters or starts its turn within the aura takes 10 fire and
Setup Immune fear; Resist 5 psychic, 5 radiant necrotic damage.
1 githyanki knight (G) Saving Throws +2 (+4 against charm effects) HP 190; Bloodied 95
Speed 5 AC 34; Fortitude 30, Reflex 33, Will 33
1 kryizoth fire mage (K)
Action Points 1 Immune disease, poison; Resist 20 fire, 20 necrotic;
2 tlaikith forlorn (T) m True Silver Sword (standard; at-will) F Psychic, Weapon Vulnerable 10 radiant
+26 vs. AC; 1d12 + 8 damage plus 1d8 psychic damage Speed 6; see also dimension step
Emperor Zetch’r’r placed his most loyal guards in (crit 3d12 + 20 + 8 psychic). m Blackflame Touch (standard; at-will) F Fire, Necrotic
M Dark Smite (standard; recharges when first bloodied) F +24 vs. Reflex; 1d6 + 7 fire and necrotic damage, and the
this chamber to safeguard the passage to his personal Psychic, Weapon target loses 1 healing surge.
quarters. The githyanki are alerted if combat occurs Targets an immobilized creature; +25 vs. Fortitude; 2d12 r Rotting Missile (standard; at-will) F Necrotic
in any adjacent chamber and ready actions to attack + 8 damage plus 1d12 psychic damage, and the target is Ranged 20; +24 vs. Reflex; 2d8 + 7 necrotic damage, and
pushed 5 squares and knocked prone. the target is slowed and takes a –2 penalty to AC (save
whenever an enemy enters the room. The githyanki
M Double Attack (standard; at-will) F Psychic, Weapon ends both).
knight readies telekinetic fist, the fire mage readies The githyanki knight makes two true silver sword attacks. R Immolation (standard; recharge 5 6) F Fire
immolation, and the forlorn ready their silver swords. R Reactive Grab (immediate reaction, when an enemy enters a Ranged 10; +24 vs. Reflex; 3d6 + 7 fire damage, and
Although this combat begins in this room, it can square adjacent to the githyanki knight; encounter) ongoing 10 fire damage (save ends). Miss: Half damage.
The githyanki knight makes a telekinetic fist attack Each Failed Saving Throw: Each enemy adjacent to the
easily spill back into adjacent rooms as the guardians against the triggering enemy. This attack doesn’t provoke target takes 10 fire damage.
work to keep the adventurers away from their master. opportunity attacks. R Telekinetic Leap (move; encounter)
R Telekinetic Fist (standard; at-will) Ranged 10; the kryizoth fire mage or one ally within range
Ranged 5; +25 vs. Fortitude; the target is immobilized (save can fly up to 5 squares.
When the PCs enter this room, read:
ends). Each Failed Saving Throw: The githyanki knight slides Heat Mirage (immediate interrupt, when hit by a melee or
the target 5 squares. ranged attack; encounter) F Illusion
An enormous idol of Tiamat dominates this otherwise bare M Dimensional Exile (free, when the githyanki knight hits with The kryizoth fire mage gains a +2 bonus to all defenses
chamber. Two githyanki stand guard before it. One wears a melee attack; encounter) F Teleportation until the end of its next turn.
The target is sent to a pocket dimension (save ends). The Dimension Step (minor; recharge 4 5 6) F Teleportation
antiquated plate armor and wields a silvery blade. The target is removed from play and cannot take actions. The kryizoth fire mage teleports 5 squares.
other is dressed in scorched robes and is obviously undead. When the target ends the effect, it returns to the space it Alignment Evil Languages Common, Deep Speech
Also in this room are two ghostly githyanki knights, echoes last occupied or the closest unoccupied space. Skills Arcana+22, History +19
Alignment Evil Languages Common, Deep Speech Str 17 (+13) Dex 20 (+15) Wis 19 (+14)
of the living warrior opposite them. They turn as one, ready
Str 27 (+18) Dex 21 (+15) Wis 24 (+17) Con 22 (+16) Int 25 (+17) Cha 14 (+12)
for the attack. Con 22 (+16) Int 16 (+13) Cha 20 (+15) Equipment robes, staff
Equipment plate armor, true silver sword
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2 Tlaikith Forlorn (T) Level 19 Soldier The forlorn use telekinetic pull to drag soft enemies
Medium natural humanoid (undead), githyanki XP 2,400 each into their reach and then hit them with soul strike.
Initiative +15 Senses Perception +12; darkvision
They then move out of the room and pull their targets
Dimensional Bar aura 1; creatures in the aura cannot teleport,
and creatures cannot teleport into the aura. with them to lure the PCs to the emerald statue.
HP 125; Bloodied 62
AC 33; Fortitude 32, Reflex 29, Will 30 Features of the Area
Immune disease, poison; Resist 20 necrotic; insubstantial;
Illumination: The emerald idol glows with inner
Vulnerable 10 radiant
Speed 5, fly 5 (hover) luminance, filling the room with bright light.
m Silver Sword (standard; at-will) F Psychic, Weapon Ceiling: The ceiling here is 20 feet tall.
+24 vs. Reflex; 1d10 + 7 damage, and the target is marked Emerald Idol: The idol looms over the chamber
until the end of the tlaikith forlorn’s next turn.
M Soul Strike (standard; encounter) F Weapon and is filled with Tiamat’s malice. Nongithyanki
+24 vs. Reflex; 2d10 + 7 damage, and the target is stunned starting their turns in spaces adjacent to the idol are
(save ends). subject to an attack.
R Telekinetic Leap (move; encounter)
Ranged 10; the tlaikith forlorn or one ally within range can
m Tiamat’s Judgment F Poison
fly up to 5 squares.
Melee 1; +25 vs. Fortitude; 10 poison damage, and the target is
R Telekinetic Pull (minor; encounter)
pushed 1 square.
Ranged 5; +24 vs. Fortitude; the target is pulled 5 squares.
C Silver Arc (standard; encounter) F Psychic, Weapon
Close burst 1; +24 vs. Reflex; 2d10 + 7 damage, and the The statue has AC 3, Fortitude 15, Reflex 3, hp
target is dazed (save ends). 200. Characters can enter a statue’s space by spend-
Alignment Evil Languages Common, Deep Speech,
telepathy 10 ing 3 squares of movement. Searching the statue and
Str 24 (+16) Dex 18 (+13) Wis 16 (+12) succeeding on a DC 25 Perception check reveals the
Con 19 (+13) Int 13 (+10) Cha 21 (+14) entire thing pivots to expose the chamber beyond.
Equipment plate armor, silver sword
Tactics
The githyanki knight uses telekinetic fist to pin down
a defender, and then closes on a ranged attacker for
melee. If the target of its telekinetic fist fails its save to
end the immobilized effect, the knight slides it to an
adjacent space and attacks using dark smite and then
pins the target once more.
The fire mage keeps her distance from the forlorn
so she can use dimension step if needed. She leads with
her immolation power. She helps maneuver her allies
into the best position using telekinetic leap and then
punishes ranged attackers with her rotting missile.
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Vicious Storm Caller in Darkness (C) Level 19 Elite Soldier Primal Storm, Blue Dragon (P) Level 20 Artillery
Large shadow animate (undead) XP 4,800 Large natural animate (construct) XP 2,800
Initiative +13 Senses Perception +16; darkvision Initiative +18 Senses Perception +14; tremorsense 5
Encounter Level 21 (17,800 XP)
HP 253; Bloodied 126 HP 146; Bloodied 73
AC 33; Fortitude 33, Reflex 28, Will 33 AC 32; Fortitude 30, Reflex 32, Will 30
Setup Immune disease, poison; Resist insubstantial Immune poison; Resist 30 lightning
1 caller in darkness (C) Saving Throws +2 Speed 10, fly 4
Speed fly 8 (hover); phasing m Slam (standard; at-will) F Lightning
1 primal storm (P)
Action Points 1 Reach 2; +26 vs. AC; 2d8 + 8 lightning damage.
2 storm devils (S) m Spirit Bite (standard; at-will) F Necrotic, Psychic R Storm Bolt (standard; at-will) F Lightning
Reach 2; +23 vs. AC; 1d10 + 7 necrotic damage, and The primal storm targets up to three creatures; the first
ongoing 10 psychic damage (save ends). target must be within 20 squares of the primal storm, the
The devils and the primal storm await their master’s
M Double Bite (standard; at-will) F Necrotic, Psychic second must be within 10 squares of the first, and the third
pleasure in this room. When the PCs enter, place The caller in darkness makes two spirit bite attacks. target within 10 squares of the second; +25 vs. Reflex; 2d6
only the primal storm and the storm devils. The M Steal Essence (standard; at-will) F Necrotic, Psychic + 8 lightning damage, and the target is dazed until the end
caller in darkness doesn’t join the fight until one of Reach 2; targets a creature marked by the caller in of its next turn. Miss: Half damage, and the target is not
darkness; +22 vs. Fortitude; 1d10 + 9 necrotic damage, and dazed.
three things happen: either storm devils are slain, the C Lightning Step (standard; recharge ⚅) F Lightning,
ongoing 5 psychic damage (save ends). First Failed Saving
primal storm is slain, or a creature falls into the pit. Throw: The target takes ongoing 5 psychic damage and is Teleportation
Neither the primal storm nor the storm devils are weakened (save ends both). Second Failed Saving Throw: The Close burst 2; +21 vs. Reflex; 2d6 + 8 lightning damage,
target takes ongoing 10 psychic damage and is stunned and the target is dazed until the end of its next turn. Miss:
aware of the caller in darkness. The undead creature
instead of weakened (save ends both). Half damage, and the target is not dazed. Effect: The primal
formed from the terrified githyanki executed in this C Advantage of Fear (minor 1/round; at-will) F Fear storm teleports 8 squares after making this attack.
awful room. While powerful, it fears the storm devils Close burst 10; targets one creature; the target is marked Alignment Unaligned Languages
and will not ascend from the pit unless forced. and grants combat advantage to the caller in darkness Str 17 (+13) Dex 26 (+18) Wis 19 (+14)
(save ends both); see also steal essence. Con 20 (+15) Int 7 (+8) Cha 7 (+8)
The cramped quarters make maneuvering in this
C Soulstorm (free, when first bloodied; encounter) F Necrotic,
room difficult, and so the encounter might spill into Psychic
adjoining rooms. Close burst 2; +22 vs. Reflex; 1d10 + 9 psychic damage
plus 1d10 + 9 necrotic damage. In addition, a target that
grants combat advantage to the caller in darkness takes
When the PCs can see in this room, read: ongoing 5 psychic damage and ongoing 5 necrotic damage
(save ends both).
An appalling reek greets you when you enter this Alignment Chaotic evil Languages Common
Str 24 (+16) Dex 18 (+13) Wis 24 (+16)
chambera stench transcending ordinary decay. Two
Con 21 (+14) Int 10 (+9) Cha 25 (+16)
ledges flank a deep pit occupying the room’s center. Statues
depicting rearing blue dragons stand in the corners on
the ledges. Just as you make out two winged humanoids
wielding tridents, a crackling orb of lightning comes to life,
slashing the air with energy.
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2 Storm Devils (S) Level 23 Artillery While the primal storm dances across the ceiling, Statues: Four statues depicting blue dragons stand
Medium immortal humanoid (devil) XP 5,100 each the storm devils use infernal thunderclap to push the in the room’s four corners. A statue has AC 5, Forti-
Initiative +18 Senses Perception +17; darkvision
characters into the pit. They avoid melee when pos- tude 10, Reflex 5, hp 40.
HP 169; Bloodied 84
AC 37; Fortitude 35, Reflex 34, Will 33 sible, attacking with lightning fork until their infernal
Resist 20 fire, 20 lightning, 20 thunder thunderclap recharges. Each round, they move across
Speed 7, fly 7 (clumsy) their ledges to get the best shot possible.
m Trident (standard; at-will) F Lightning, Weapon
When the caller in darkness joins the combat,
+26 vs. Reflex; 2d6 + 8 damage, and ongoing 10 lightning
damage, and the target is dazed (save ends both). it flies to just above the pit and hovers there. If the
r Lightning Fork (standard; at-will) F Lightning storm devils are present, it treats them as enemies
Requires trident; ranged 20; +28 vs. Reflex; 3d6 + 8
just as it does the PCs. Each round, it starts by using
lightning damage.
A Infernal Thunderclap (standard; recharge 5 6) ✦ advantage of fear against an enemy it can see, giving
Lightning, Thunder preference to the adventurers first, specifically divine
Area burst 2 within 20; +26 vs. Fortitude; 2d10 + 6 characters. It moves so it can reach a creature it has
lightning and thunder damage, and the target is pushed 3
marked and attacks using steal essence, and then
squares from the origin square and dazed until the end of
its next turn. spends its action point to use double bite. Thereafter,
Cyclone (free, when first bloodied; encounter) the caller in darkness marks another enemy and uses
The storm devil shifts 3 squares, and any Medium or
steal essence or double bite until destroyed.
smaller enemy adjacent to the storm devil at the start of
the move is knocked prone.
Alignment Evil Languages Supernal Features of the Area
Skills Stealth +23 Illumination: This room is dark.
Str 20 (+16) Dex 25 (+18) Wis 22 (+17)
Ceiling: The ceiling here is 20 feet high, or 10 feet
Con 25 (+18) Int 16 (+14) Cha 17 (+14)
Equipment trident above the ledges.
Ledges: Ledges on either side of the room stand
Tactics 10 feet above the floor. Climbing a ledge requires a
The primal storm—living lightning formed from a DC 14 Athletics check.
blue dragon’s breath—loiters near the ceiling, flying Stairs: The stairs are treated as difficult terrain
about and raging with contempt for the intruders. It while ascending them and normal terrain while
opens with storm bolt, targeting three creatures it can descending them.
see with this deadly attack, and flies 2 squares so it Pit: A 40-foot pit yawns wide in the center of the
can maintain its altitude. The primal storm stays near room. The pit is actually 50 feet deep, but heaps of
the ceiling, blasting the characters each round until a githyanki corpses fill the bottom 10 feet and reduce
creature engages it. If it is confronted by two or more the falling distance. A character that falls into the pit
enemies in melee, it uses lightning step to slip away. activates the caller in darkness in addition to taking
The primal storm pursues enemies that flee from 4d10 damage from the fall. A character can climb out
this room. of the pit with a DC 25 Athletics check.
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The Emperor’s Characters looking up through the hole in the ceil- When the PCs first see Zetch’r’r, read:
ing can make out a gargantuan red dragon. When it
Redoubt speaks, fire puffs from its toothy maw. The characters The githyanki before you can only be Zetch’r’r. He has the
can ascend the stairs as they wish, but call for DC 34 bearing of a veteran warrior and is not slowed by the black
Encounter Level 23 (28,600 XP) Stealth checks. If a character fails, the massive dragon plate armor covering his body. A crude iron crown rests on
thunders, “It seems you have other guests. Attend his brow, a ruby-encrusted scepter hangs from his weapon
Setup to them. Your house does not seem to be in order, belt, and a silver sword rests easy in his hand. He glowers
Emperor Zetch’r’r (Z) and our queen will be displeased.” The red dragon at you with his one good eyethe other is gone and in its
4 Handmaidens (H) exarch wings its way out through the roof, right into place is a fat onyx stone.
Vraxanault, the Red Terror (V) the raging battle overhead. If the PCs make it past the “You are a troublesome company. I credit you for your
dragon and reach the third floor (such as by using the persistence, but now . . . now, it is time for you to die.”
The growing unrest troubles Tiamat, and to ensure teleporter), the exarch growls, “deal with them” and
Zetch’r’r is getting his house in order, she has Attending Zetch’r’r are four handmaidens, fanatical
then flies away as above. The characters don’t need to
sent Vraxanault, her red dragon exarch, to gauge githyanki warriors with intricate tattoos covering
fight the exarch now, but if they wish to, use the statis-
Tu’narath’s troubles. The Separatists choose this time their bodies. They wield long, serpentine daggers.
tics presented on the next page.
to strike, coordinating their efforts with the PCs. So
4 Handmaidens (H) Level 17 Minion Skirmisher
when the adventurers enter this room, the dragon When the PCs reach the second f loor, read:
Medium natural humanoid, githyanki XP 400 each
interrogates the emperor even as astral skiffs battle Initiative +15 Senses Perception +9
knights on pact dragons in the starry sky overhead. An immense red dragon reclines on the floor here. Behind, HP 1; a missed attack never damages a minion.
lying in piles, is its hoard. More stairs lead up to the level AC 31; Fortitude 28, Reflex 29, Will 32
Saving Throws +2 against charm effects
When the PCs enter through the secret door, above. Speed 6
read: m Poisoned Dagger (standard; at-will) F Poison, Weapon
When the PCs can see the third f loor, read: +22 vs. AC; 8 damage plus 5 poison damage.
C Scream of Vengeance (when reduced to 0 hit points)
The door opens onto a lavish chamber. Soft pillows cover Close burst 10; each ally in the burst gains a +2 bonus to
the floor near the stairs that trace the interior wall and lead Banners cover the walls of this wide room. An iron throne attack rolls until the end of its next turn.
up to the level above. A heavy brocade curtain conceals the flanked by burning braziers stands at one side, while Telekinetic Jump (move; encounter)
banners cover the walls all around. Overhead, there The handmaiden flies up to 5 squares.
side of the room opposite from where you enter. A disk inset
Alignment Evil Languages Common, Deep Speech
into the floor shines with blue light. is no ceiling affording a good look at the raging battle Str 11 (+8) Dex 21 (+13) Wis 13 (+9)
From above, you hear voices. Both are likely male, with above. Astral skiffs maneuver, launching volleys at pact Con 18 (+12) Int 10 (+8) Cha 24 (+15)
the first voice, cultured and patient, nearly drowned out by dragons and their riders. The githyanki are tearing Equipment robes, poisoned dagger
the louder booming voice. From what you can make out, the themselves apart.
two discuss Tu’narath’s troubles.
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Emperor Zetch’r’r (Z) Level 23 Elite Soldier (Leader) Vraxanault, the Red Terror Level 21 Solo Soldier
Elder Red Dragon (V)
Tactics
Medium natural humanoid, githyanki XP 10,200
Initiative +15 Senses Perception +18 Huge natural magical beast (dragon) XP 16,000 The handmaidens rush any adventurers on their floor
Despair (Fear) aura 1; any enemy within the aura takes a −2 Initiative +18 Senses Perception +18; darkvision or use the teleporter to reach characters who fight on
penalty to all defenses and saving throws. HP 808; Bloodied 404; see also bloodied breath
the main floor. Their scream of vengeance power can
HP 428; Bloodied 214 AC 35; Fortitude 36, Reflex 33, Will 30
Resist 25 fire reach allies on other levels.
AC 39; Fortitude 36, Reflex 32, Will 36
Saving Throws +2 Saving Throws +5 Vraxanault is loyal to Zetch’r’r as long as he pos-
Speed 6 Speed 8, fly 10 (hover), overland flight 15 sesses the scepter of Ephelomon. The dragon uses
Action Points 1 Action Points 2
m Bite (standard; at-will) F Fire
frightful presence and spends an action point to employ
m Silver Sword (standard; at-will) F Psychic, Weapon
+30 vs. AC; 2d6 + 6 damage plus 2d6 psychic damage, and Reach 3; +26 vs. AC; 2d10 + 9 plus 4d6 fire damage. his breath weapon. If the dragon is faced with two or
the target is marked until the end of Zetch’r’r’s next turn. m Claw (standard; at-will) more attackers at once, it resorts to shock wave fol-
Against an immobilized target, this attack deals 4d6 extra Reach 3; +26 vs. AC; 2d10 + 9 damage.
lowed by immolate foe or breath weapon depending on
damage and slides the target 2 squares. M Double Attack (standard; at-will)
The dragon makes two claw attacks. what it has available.
M Double Attack (standard; at-will) F Poison, Psychic, Weapon
Zetch’r’r makes a silver sword attack against two different R Immolate Foe (standard; recharge 5 6) F Fire Zetch’r’r engages the closest enemy from the start,
targets. Ranged 20; +26 vs. Reflex; 3d8 + 7 fire damage, and using telekinetic vice to lock an enemy down and then
M Parrying Maneuver (standard; requires silver sword; at-will) ongoing 10 fire damage (save ends).
C Breath Weapon (standard; recharge 5 6) F Fire
strike. He attacks this enemy, closing the distance
F Psychic, Weapon
Zetch’r’r makes a silver sword attack; on a hit, the target Close blast 5; +24 vs. Reflex; 3d10 + 7 fire damage. Miss: using folded space if necessary, hammering away using
also grants combat advantage to Zetch’r’r until the end of Half damage. his weapons. Zetch’r’r makes good use of the terrain
his next turn. C Bloodied Breath (free, when first bloodied; encounter) F
to slide foes off the upper level to fall to the bottom
R Folded Space (move; encounter) F Teleportation Fire
The dragon’s breath weapon recharges automatically, and floor. He rips through his opponents with his weap-
Ranged 5; no attack roll; Zetch’r’r and the target swap
spaces. the dragon uses it immediately. ons until all his enemies lay dead or he is destroyed.
R Telekinetic Vise (standard; recharges when first bloodied) C Frightful Presence (standard; encounter) F Fear
Ranged 5; +28 vs. Fortitude; 2d10 + 8 damage, and the Close burst 10; targets enemies; +25 vs. Will; the target is
target is immobilized (save ends). stunned until the end of the dragon’s next turn. Aftereffect:
C Telekinetic Thrust (standard; recharge 4 5 6) The target takes a −2 penalty to attack rolls (save ends).
Close burst 1; targets enemies; +28 vs. Fortitude; the C Shock Wave (minor; recharge 5 6)
target is pushed 1 square and is immobilized (save ends). Close burst 5; +24 vs. Fortitude; the target is pushed
Miss: The target is pushed 1 square. 5 squares, is knocked prone, and is dazed (save ends).
Combat Advantage Aftereffect: The target is slowed (save ends).
Emperor Zetch’r’r’s melee attacks deal 4d6 extra damage Alignment Evil Languages Common, Draconic
against any target granting combat advantage to him. Skills Bluff +17, Insight +18, Intimidate +22
Alignment Evil Languages Common, Deep Speech, Str 27 (+18) Dex 21 (+15) Wis 16 (+13)
Draconic Con 26 (+18) Int 15 (+12) Cha 15 (+12)
Skills Diplomacy +23, History +18, Insight +18, Intimidate +23
Str 27 (+19) Dex 15 (+13) Wis 14 (+13)
Con 22 (+17) Int 21 (+16) Cha 24 (+18)
Equipment full plate, two silver swords, scepter of Ephelomon
(see sidebar)
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R U LI N G S K ILL C H A LL E N G E S
O
Illustration by Raven Mimura
TM & © 2009 Wizards of the Coast LLC. All rights reserved. July 20 09 | D u n g e o n 16 8
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R U LI N G S K ILL C H A LL E N G E S
of travel in extreme heat or cold. It’s simple, keeps the the greedy road wardens, sparing the party a hefty tax. one skill check or roleplay. Not everything has to be a
game flowing, and shows the PCs that there’s a clear The bard defeats a leprechaun in a singing contest, combat encounter or a skill challenge.
danger to walking through the desert or across a glacier. amusing the Verdant Queen and winning her favor.
This style of obstacle makes a poor skill challenge The tough dwarf outlasts the troll in a drinking contest, Exploration
because, at the end of the day, the PCs need to make allowing the party to hogtie the beast after it passes out
Sometimes, the PCs must blunder into the deep wil-
a bunch of Endurance checks. It’s hard to justify other and sparing a local village from its tyrannical bullying.
derness in search of a dungeon entrance, a ruined
primary skills. Extreme weather conditions are a nice The really fun part about this approach is that it
temple, the spot where a star fell to the earth, or some
backdrop for travel, but rarely are they compelling allows you to build up lots of details in your world,
other location. Done well, this sort of skill challenge
enough to take center stage. Hand out bonuses to the along with continuing story lines, in the background
brings your world to life and adds an extra layer of
Endurance check for clever ideas (packing extra water of your campaign. When the characters return to an
danger to any wilderness expedition. It takes a little
for a trip across the desert, using rituals to ward off the area, you can run sequels of sorts to prior skill chal-
work to set up, but it can be worth it.
bitter cold), but avoid making this the centerpiece of a lenges. Maybe the troll escaped and comes back for
First, you need to create an easily referenced map
skill challenge. revenge, or the road wardens try to ambush and arrest
of the area that PCs are going to enter. I like to use
the PCs for tax evasion. These follow-ups don’t need
hexagons to map the wilderness, since it makes track-
Episodic Obstacles to be skill challenges. They are details that bring your
ing distances and travel time easier. You can find a
world to life. When the PCs enter the Shadow Wood,
The heading above is a fancy way of saying that, during few resources on the Internet for printable hex sheets.
they know that with the Verdant Queen’s favor, they
their trip, the PCs need to handle a few isolated bar- There are several options out there, but I like incom-
can avoid any harassment from mischievous fey.
riers. These make great complexity 1 skill challenges. petech. It’s a nifty tool for creating hexagonal graph
The idea is to show the players that their characters
For example, the bridge over the Rushing River has paper. It outputs a PDF with hexes of a size, line thick-
have an effect on the world around them. When they
collapsed, forcing the PCs to come up with a plan to ness, and color of your choice. You can even specify
pass through an area and interact with the locals, they
cross it. A gang of leprechauns harasses folk that enter different paper sizes based on your preferred map size.
leave a continuing mark on the campaign world.
their forest, playing pranks on them and stealing food I like to scale my outdoor maps so that each hex is a
This approach works best for areas that you expect
and coins from them unless defeated in a contest of half mile or a mile. At that scale, I can track movement
the PCs to cross again and again. It’s a handy tool for
riddles. Anyone crossing Fireblast Mesa had best travel on an hourly basis. It also functions at a low enough
handling shorter trips, even a walk across a city, to
at night, as the dragon Klyst swoops down on intruders scale that I can insert villages, monster lairs, ruins, and
show off the situations that adventurers can find them-
he spots and demands tribute on pain of death. other points of interest on the map.
selves dragged into.
It’s easy to assume that a long trek through the Second, go back to the section on episodic obstacles
The best way to approach this method is to pick out
wilds requires a big, complex skill challenge, but such and take its advice to heart. Find an excuse to seed your
a few NPCs or locations in your campaign, think about
a move risks making travel too abstract. Episodic area map with interesting goodies for unwary adven-
how they can affect the PCs’ lives, and design a com-
obstacles allow you to evoke the feel of your campaign turers to stumble into. What monsters live in the area,
plexity 1 skill challenge, a combat encounter, or even
and the dangers inherent to the woods, swamps, and and where do they hunt or make their lairs? Mark such
just a roleplaying scene to bring it to life. Take notes
desert in a more active, engaging way. You can create territories on your map. Where are the settlements, and
on the results and think about how that scene leads to
a variety of challenges to pull the entire party into the what sorts of trouble can the PCs get into when they visit
the next one when the characters make a return visit.
action. The silver-tongued sorcerer talks his way past each? Are there any secret ruins, weird sites, or other
Don’t overlook the value of a scene that calls for merely
strange locations that provide for interesting scenes?
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R U LI N G S K ILL C H A LL E N G E S
Remember that not every spot on your map must Terrain Type DC The easiest table uses a d20. Don’t force yourself to
lead to a skill challenge or a combat encounter. The Plains, clear ground 15 come up with 20 different encounters. By assigning
PCs might come across an obelisk covered in runes. Forest, hills 17 some encounters a higher chance to occur, like 1-5 on
They might inspect it, make Arcana checks to learn Dense forest, forbidding mountains 19 the table, you can reflect the more common dangers
that it was built by a priest of Bahamut to ward away Astral sea 23 and hazards of a region. Each number on the table you
evil dragons, and move on. Later, after a cleric of Elemental chaos 25 assign to an encounter gives a 5% chance that the char-
Tiamat moves into the area, the PCs could find the acters run across it.
obelisk toppled and shattered. Such details bring the Other characters can attempt to aid the skill check, Whenever the characters fail a Nature check to
campaign to life and point out that your world is a but there are two special rules. First, the attempt to navigate, roll a d20. On a 10 or higher, roll on your
living, changing place. aid another uses the Nature check’s DC. Second, a table for a random encounter. You can assume that if
Finally, with all those locations in place, you have failed attempt to aid causes a –2 penalty to the check. If the PCs succeed in their Nature check, they avoid any
plenty of interesting spots for the PCs to seek out or you’ve ever argued over a map or directions while driv- unwanted hazards.
stumble across as they venture into the unknown. ing, you know that wrong advice can be much worse The encounter table should reflect the nature of
Now, you need some simple rules for traveling than no advice at all. the wilderness. In a dark, fey-haunted wood, the table
through the wilds without becoming lost. If the check succeeds, the PCs travel in their includes lots of treants, satyrs, and dryads. You should
intended direction. If they fail, they wander off course. create a mix of creatures that challenge the party and
Navigation The PCs instead travel 1 hex (or square) to the right or that reflect the game world. If some of the monsters
left of their intended destination. Make these checks in are clearly too difficult for the PCs to fight, be sure to
The following rules aren’t a skill challenge, but they
secret, so the PCs are never positive of their progress. include some option for a noncombat solution to the
serve as a handy wrapper for lending structure to out-
This mechanic is simple, but it’s merely a time- battle. The PCs might need to run, offer a bribe, hide,
door exploration. Like the Endurance check to resist
waster and exercise in dice rolling if you do not stock or outwit the creature. Part of the fun of D&D lies
the effects of an extreme environment, these rules
the wilderness with monster lairs, weird sites, and in creating interesting situations that present lots of
add flavor to the space between skill challenges or
other locations as described above. In that case, a few options. Embrace that!
serve as a linking mechanism for outdoor encounters.
missed Nature checks can send the PCs stumbling
Wandering through the wilds is no easy feat.
into a green dragon’s territory, cause them to stumble Next Month
Without a road or clear landmarks to follow, even
across a goblin village, or lead them to discover a for-
an experienced traveler can become hopelessly lost. As has been the pattern for this stretch of columns,
gotten temple to Bahamut.
This system works best if you use a hex map or grid to next month brings you a fully developed skill chal-
The real fun in this approach lies in watching the
track the characters’ movement. lenge using the advice given above.
party wander the land, stumbling into adventure, and
As the PCs travel, each hour one character must
learning about the world around them. It really shines About the Author
make a Nature check to navigate. The DC depends
when you have obstacles and encounters built up Mike Mearls is the Lead Developer for the Dungeons &
on the terrain. As a rule of thumb, you can pick a Dragons® roleplaying game. His recent credits include H1:
beforehand. If that’s more work than you have time for,
level and DC relative to the characters’ level, or you Keep on the Shadowfell™ and Player’s Handbook® II 2.
or if you want to keep the wilderness at least somewhat
can create basic DCs determined by the density and
vague for future development, you can whip up a table
nature of terrain.
of random encounters.
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save my game
Save My Game
Finding Victims
H
by S t eph en R a dn e y-M acFa r l a n d
illustration by Rob Alexander
It’s bound to happen. Even if you spend hours writing story and clever snippets of read-
aloud text, evenings hovering over D&D Dungeon Tiles counting squares and finding
just the right position for those vicious monsters, and days working on finely wrought
maps of your world, one day you’ll watch your carefully-crafted creation slip though
your fingers.
It’s not a pleasant experience, either, let me tell you. 2-hour-a-week planning period to a quick 15 minutes
The first time it happens, you’ll feel like someone of gathering minis and books just before everyone starts
punched you in the gut. But games are not stories, and knocking at the door. When this happens, you may be
there will be times when your game will move in a tempted to call off the game or suggest playing a board
direction you did not or could not anticipate. game, but there is no need for that either.
Typically this happens when your players pick up In these situations, it’s time to improvise. Believe it or
on some throw-away line you uttered to make your not, you can plan for these eventually necessary improv
world seem larger than the small town or dungeon sessions, and you probably should. I’ll show you how.
they’re exploring. Before you can say “Mordenkainen,”
that bit of colorful exposition ignites their imagination Stop Cheating, Start
and they want to travel to the Cloud City of Venz and Stealing
want to join the Wind Prince’s fight against the invad-
I had this friend who was a good DM, but he had a com-
ing archons of air, lightning, and thunder. All you can
mitment problem. He was always starting campaigns
do is look down at your notes detailing another week
and never finishing them. He would run them for a
of caravan duty on the Gyrtolla Steppes with despair
session or two, three at the most, and then some other
as vast as its windswept expanse. Your first inclination
campaign setting, roleplaying game, or just an interest-
may be to clamp down hard on the agents of chaos
ing idea would set his imagination afire, and the next
mucking up your world and find a way to force them to
thing I knew, we were rolling up new characters.
play the game you’ve prepared whether they like it or
It absolutely drove me crazy, but I understand the
not. That’s always the wrong tack.
compulsion. I call it a DM’s wandering eye.
Other times, it will not be your players’ fault at all.
There are so many great ideas, campaigns, and
Instead you’ll find yourself run ragged by a procession
games out there that it’s sometimes hard to stick to
of real-life obligations and occurrences reducing your
the one you’re running. Campaigns always have more
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promise and pack more excitement when they are just of these little flights of fancy will be discarded to the the game has moved away from my assumptions or I am
the kernels of idealized sessions bouncing about in dustbin of creative musing, you’ll find gems to explore lacking the time to give it the attention it deserves.
your mind. What you forget when daydreaming about and will become more excited about your own game As some of you may already know, Dungeon Delve is
the new campaign is that all campaigns are work— when you realize that your wandering eye can bring a great book for this. While all D&D books have this
rewarding work to be sure—but each one comes with an renewed fun and excitement to the foundation you’ve potential, Dungeon Delve is the crunchy center of an
amount of toil and problem solving that has the possibil- already built. It also gets you ready for the next step: the improv notebook. Second on my list is my Dungeon mag-
ity of becoming a chore at least occasionally. Campaigns encounter notebook. azine PDFs. You just can’t beat a jumble of adventures
have good times and bad times, days when they go for- each month to mine with reckless abandon.
ward the way you planned and other days when they’ll It’s Not Scrapbooking, I
go off the rails. The whole is better than the sum of its Swear! It’s Not Just Theory
parts, because you and your friends get together every
Stealing and brainstorming on a macro level is good, I recently had a chance to really put my improv theo-
week or so and enjoy good times, greasy chips, and sto-
clean fun and can create interesting stories and possi- ries to the test. My game was at an exciting climax,
ries of daring exploits and perfectly timed critical hits.
bilities, but where stealing and brainstorming really gets where the characters were fighting for life and limb.
A progression of one- or two-session stands is an
a you out of a jam is on the micro level. They also had to make some hard campaign choices
empty existence, and you know it.
All things considered, roleplaying games are played about which direction to proceed when they pulled
Instead of scrapping your current campaign, sit
session by session. Because of that, D&D has a very epi- victory from defeat.
down and work though the problem. Think about what
sodic nature. As long as you can delight and thrill your I laid out many directions, each of which would
exactly in the new material is exciting, and then ask
players for the four to seven hours in front of you, you’re affect the main plot of the story a different way. In their
yourself this very important question: How can I steal it
doing your job. There may be holes, play might create midst I also placed a portal that I wanted to use as a
and put it in my game?
mysteries, but you can spend the next week figuring out monster entry point if one of those choices were made.
Many of you may be taken aback by this. I know
how to tie together any loose threads and move forward Portals are always tricky. They are powerful conduits
enough canon junkies and setting purists to know that
the campaign story. to give dimension to a world and easy access to points
some folks think warforged in Greyhawk or draconians
Because of this reality, I’m always on the lookout for beyond, but players can use them, too. Because the
in Eberron are anathema, but that’s nonsense. No matter
adventures or adventure segments, encounters, skill one-way variety always seem a little too blatant a deus
the setting you use, your first—nay, only—priority is to
challenges, and little puzzles that I think are interest- ex machina to me, I created a story around it, discover-
create fun and excitement for you and your players. The
ing or would be fun to play. I especially look for simple able by a pretty easy Arcana check. The story basically
lofty gods of setting purity will never curse you if you
ones that have unexpected twists or turns or interesting equated to “here there be dragons,” and had little to do
cross the streams, and you can ignore all the annoying
terrain features, but not so specific that I don’t think I with the current desires of the characters. I thought I
demagogues on the internet who will. Even they may
can mold it to my desires on a particular whim. I’ll note was being pretty clever and safe. I thought chances were
applaud you if you find a way to do it with panache.
these, and make photo copies of them, and put them in slim that the characters were going to use it.
Just by planning this simple act of intellectual lar-
my DM notebook, organized by level. Usually I will not Experience, though, has taught me to plan for all
ceny, you are taking your first steps toward improvising.
put these little nuggets in my campaign wholesale, but contingencies. It’s not worth spending a whole lot of
You are saying yes to creativity and possibility in your
I may mine them for interesting details like terrains, time on something I don’t think will come into play,
game and not letting yourself be locked down by the
traps, or skill challenge tech. Many times I leave them so I went to my notebook and gathered a couple of plot
perceived borders of the campaign setting. While many
there all on their own for those times when I find that threads, a strange city, a skill challenge, and stole a
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chapter from Dungeon Delve to detail the main adven- time and limit the amount of headaches a campaign can players, find a way to explain this aspect of your cam-
ture of that passage, just in case. give you. Let’s face it, you probably have more adventure paign quickly, maybe with a handout, and you can get
I’m glad I did. Wouldn’t you know it; they went encounter bits on your book shelves and hard drives players sitting down and rolling dice in no time.
through that portal. Instead of having that “oh crap” than you’ll ever be able to use. Put them to work as your
moment, I just smiled and went with the flow. Now my adventure second-stringers! No Time to Update
players are in the midst of the Shadowfell, dealing with On to the Mailbag.
I took your and James Wyatt’s advice, and put together a wiki
vampires and a certain demi-lich who had the good
for my game. I started that monster over spring break and got
sense to put contingencies on his portals, and search- Creating Stability out of a lot done, but then classes started again, and I found I had
ing for a way back home. And I am having a blast. Chaos just enough time for game prep each week in the time between
You’ll find its fun when your games surprise you from
I run a regular game at my local game store, but the number work, study, and school, but I never had time to update the
time to time.
of players I get is always inconsistent. Some days we have wiki. Now the thing is woefully out of date, and I feel like I am
two players and other days we have nine. While at first it going to spend a chunk of the summer updating it, only for it
Making It Seem Effortless was difficult to make encounters for running that game, I to fall behind again this fall. What am I doing wrong?
The first time you do some DM improve, you’ll feel followed your advice about creating a base encounter and — Frazzled Frank
awkward and out of your element. The trick to any kind adding or subtracting monsters where needed, and that’s
of improv is to make it feel comfortable, and that means working out fine. What concerns me is the lack of continuity My guess is that you are doing the updates alone. While
practice. This is why the mental exercise of stealing between gaming sessions and how I can explain it in my it is good for a DM to update his or her wiki when there
ideas from other sources to put in your game and tools game world. For instance, if there are five characters one is time, the best thing you can do is get your players to
like the encounter notebook are so important. They week, and the next week only three of those but four new update as well. Most importantly, get another player to
exercise your ability to snatch good ideas seemingly characters, how do I remove the missing characters and put up the session notes. Not only will it free up your
from thin air and follow up on those ideas with the introduce the new characters without just hand waving it all time, but you’ll get the chance to see the game through
tangibles that make a D&D game go—encounters, skill or spending a lot of time getting them together? the characters’ eyes and pick up on things you may not
challenges, and bits of plot. Every time you muse on a bit — Game Store William have noticed before. Always make sure to recognize that
of world that you can steal from another source, or find person and the fine job they’re doing.
a bit of adventure you want to run, you are practicing You may want to think about structuring your game
D&D improv. You’re roleplaying the roleplaying that purely episodically. Build a campaign that assumes About the Author
Born on a stormy Christmas day, in our nation’s capital,
will occur. That kind of practice makes perfect. that the characters are part of a large band, where during the Nixon administration, the stars were definitely
The next step is to improv before you had to. By members can come and go as needed for individual wrong when Stephen Radney-MacFarland came scream-
realizing that I was leaving a thread dangling in my missions. The characters can work as troubleshooters ing into the world. Spending most of his impressionable years
as a vagabond and ne’re-do-well, Stephen eventually settled in
adventure design, that there was even the slightest pos- or regulators for a local lord, the members of a ship’s
the Northwest to waste his life on roleplaying games.
sibility that the players might tug on it, keeping an open crew (pirate, privateer, or explorer), officers in a local Once that RPGA guy, Stephen is now a developer in RPG
mind about it, and having enough tools at my disposal military force, or members of a local guild. R&D where he doesn’t create the traps… he just makes them
to flesh it out without really having to detail it, I was Then, shape your plot with an ensemble cast in deadlier. He also teaches a class on roleplaying design for
the Art Institute of Seattle, molding the minds of young and
able to move the game along quickly. Over the years I’ve mind. Story triggers can hinge on character arche- upcoming designers. Be afraid. Be very afraid.
found that troubleshooting in this manner will save you types or can be nonspecific. When you get new
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illustration by Wayne England
Last time, I talked in general terms about my understanding of the term “super
adventure,” and how I might plan to turn the Gates of Firestorm Peak adventure
from 1996 into a super adventure worth serving as the centerpiece of my Greenbrier
campaign. I discussed the single setting, the idea of nonlinear exploration, and the
goal of encouraging character specialization to deal with the threats of the adventure.
This time, I’ve promised to discuss the quests that will provide the story glue for the
adventure and encourage the players to fully explore the expanded adventure setting.
So let’s get right to it, shall we?
Multiple Quests and Hook: The Cursed Season
Expeditions Over the past few years, the people of the village of
There are two experiences I’m aiming for when I talk Longbridge have witnessed a marked increase in
about multiple quests and multiple expeditions. strange and violent happenings in and around the
“Multiple quests” means that, each time the char- village. Natural creatures of the fields and wood-
acters venture into the adventure site, they’ve got a lands increasingly attack the people of the village,
list of things they’re trying to accomplish. Like trips and strange new monsters have begun to appear at
to the grocery store. They might go in with only one the edges of civilized habitation. Even within the
or two quests in mind, then acquire one or two more population of the village, random acts of cruelty and
before they check everything off their list and head violence have shown a marked increase. The villagers
out of the dungeon. suspect that these disturbing trends have something
“Multiple expeditions” means, of course, that once to do with the annual flames dancing atop Firestorm
they head out of the dungeon, they find new reasons Peak, but they can’t prove anything for certain.
to go back in, with new quests in mind. Major Quest: Investigate Firestorm Peak to deter-
The original Gates of Firestorm Peak adventure mine the cause of the Cursed Season and bring it to
provides three hooks that translate easily enough into an end.
major quests for the characters to pursue.
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Hook: Diary Fragment The easiest way for me to think about this is in 14 encounters’ worth (though quests will account for
The father of one of the characters (in the adventure, terms of the number of expeditions I want the charac- some of that). That gives me a good benchmark for
he’s a wizard named Nigel) disappeared under myste- ters to make: how much adventure to design each step of the way.
rious circumstances twenty-seven years ago. Recently, ✦ Their first delve begins in the Shadowfell, and So let’s look at each delve and think about the
the character discovered a page torn from a diary it should be focused on how the effects of the Vast quests and encounters involved.
belonging to his father, dated to two weeks before his Gate spill into the Shadowfell. They should be able to
disappearance. The diary fragment describes Nigel’s achieve their initial goals remaining almost entirely in Saving the Skins
interest in Firestorm Peak as the nexus point of a the Shadowfell portion of the Outer Complex, but they
The characters have emerged from Hallows Pass into
cyclical flux of magical radiations. should discover the Twisted Caverns and glean at least
the vast peat bog, called the Skins, that surrounds the
Major Quest: Travel to Firestorm Peak and learn some hint that the caverns connect to other worlds.
Shadowfell city of Gloomwrought. Next I just need to
more about Nigel’s disappearance. ✦ The second delve should begin in the Shadowfell
send them on a pretty basic dungeon adventure, explor-
but end in a different world. Perhaps their primary
ing the Shadowfell’s version of the Outer Complex. In
goal is to explore the Twisted Caverns until they find
Hook: The Gate of Worlds their way to the Outer Complex in the natural world
the world, the Outer Complex is chock full of duergar. A
A character who is particularly interested in research into search of the D&D Compendium tells me that the shadar-
and back out to the village of Longbridge. Or they
magical places of power finds a reference to a site erected kai in Monster Manual 2, as well as the nighthaunts
could have a choice of emerging either in the natural
by the ancient Elder Elves, called the Gate of Worlds. For in Open Grave, are all about the right level to serve as
world or in the Feywild, which determines which
reasons unexplained in the source, the Elder Elves fled foes for the characters in this delve. The adult shadow
delve they’ll undertake next.
this site and sealed it within the mountain that housed dragon that appears in adventure P3: Assault on Night-
✦ The characters’ visit to Longbridge should bring
it—a mountain with a crown of flame. Some time later, wyrm Fortress is also the right level, so the bare outline
the threat closer to home, as they see the impact of
the character learns of the Firefestival held in the village of an adventure is beginning to take shape. I can boil it
the Vast Gate on their own world. Their third delve,
of Longbridge, celebrating the annual appearance of a down to a couple of quests:
then, should directly address the threat to Longbridge,
crown of flame atop nearby Firestorm Peak. Major Quest: Stop the shadar-kai raids on the Skins
but I think I don’t want them looking for Madreus yet.
Major Quest: Seek out the Gate of Worlds, learn by slaying the shadow dragon in Firestorm Peak.
Instead, I’ll send them after the “Lord of the Twisted
about the magic that powered it, and discover why Minor Quest: Find the mysterious dark spirit called
Caverns,” a deepspawn that I’ll play up as the source of
the Elder Elves fled the area and sealed the Gate. the Whisperer and learn its secrets. (This spirit is a
the monsters threatening the village.
nighthaunt whisperer, the undead spirit of one of Nigel’s
✦ I haven’t thought much about the Feywild expres-
Of course, in the original adventure, these three companions on his expedition to Firestorm Peak.)
sion of Firestorm Peak yet, but sooner or later the
hooks and their corresponding quests are meant to be Minor Quest: Escort one or more prisoners out of
characters will end up there, venturing into the fey
more or less exclusive—the DM is supposed to choose the Outer Complex back to their homes in the Skins.
Outer Complex.
the one most appropriate to the characters and use Minor Quest: Discover the secret of the Twisted
✦ That means the quest to kill Madreus and close
it to draw the group into the adventure. That single Caverns beneath Firestorm Peak—that they are a nexus
the Vast Gate’s connection to the Far Realm is the fifth
hook is then meant to provide the impetus for the where the three worlds meet.
and final delve.
characters to move all the way through to the end of Encounters: The characters must fight the
the adventure. If I want to make a super adventure shadow dragon, will probably fight a lot of shadar-kai,
Five delves means that I’m aiming for an average of
out of this, I’ll need to look beyond these three hooks. and should also fight some nighthaunts (though the
1.4 levels’ worth of experience in each one, or roughly
encounter with the Whisperer also incorporates a skill
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challenge). These encounters point to the fact that weird, The Cursed Season The Vast Gate
alien energies are emanating from deeper beneath the
When the characters come to Longbridge, they witness At last the characters have learned enough of the his-
mountain. The minds of the shadar-kai in particular are
the signs of the Cursed Season, as described above. That tory of Firestorm Peak and acquired the means to
warped, and I’ll craft one leader figure as a particular
draws them back into the dungeon to find the source of access the Inner Sanctum, so they’re ready for one last
example of insanity.
this madness. At this point, they might also find a frag- foray into the dungeon—to open the Inner Sanctum,
ment of Nigel’s diary, leading them in search of him. find and defeat Madreus, and close the Vast Gate.
Passage Between Worlds Major Quest: End the madness of the Cursed Minor Quest: Acquire the third key and use the
Having entered the mountain and left again (to escort Season by destroying the Lord of the Twisted Caverns. three keys to open the Inner Sanctum.
the prisoners home and collect the reward for killing Minor Quest: Travel to Firestorm Peak and learn Major Quest: Find Nigel.
the shadow dragon), the characters now need an incen- more about Nigel’s disappearance. (This is a minor quest Major Quest: Prevent Madreus from unleashing
tive to re-enter the dungeon and find their way out to at this point, because the characters can’t find Nigel yet— the full power of the Far Realm on the unsuspecting
another world. This is interesting because the objective he’s in the Inner Sanctum.) worlds, most likely by killing him.
of entering the dungeon isn’t “kill everything inside.” Minor Quest: Learn what they must accomplish Major Quest: Close the Vast Gate’s connection to
The goal is to get through, and the smart way to do that to breach the Inner Sanctum and collect the first key the Far Realm.
might be to avoid some fights. required to open it. Encounters: The Inner Sanctum is filled with
Major Quest: Explore the Twisted Caverns beneath Encounters: Duergar infest the Outer Complex in horrors from the Far Realm, including alien beings
Firestorm Peak and discover a way out into either the the natural world, while troll mutates haunt the Twisted such as the neh-thalggu, the dharculus, and the
fey or the natural Outer Complex. Caverns. Again, monsters that the characters killed on wyste. Nigel is there, driven mad and bound to
Minor Quest: Assess the impact of the alien ener- their previous delve have been replaced, sometimes Madreus’s service. Madreus himself is a powerful
gies on the areas surrounding Firestorm Peak in both with more powerful monsters. The deepspawn called alienist, aided by servitors drawn from all three
the natural world and the Feywild. the Lord of the Twisted Caverns is a solo monster that worlds that touch Firestorm Peak.
Encounters: Any creatures the characters didn’t kill provides a climactic encounter for this delve.
on their first visit to the shadow Outer Complex are still There’s still work to be done before I can set my play-
there, and might be reinforced by more aberrant mon- In Search of the Elder Elves ers loose on Firestorm Peak, obviously, but I’m much
sters making their way out from the Inner Sanctum. In more confident now that this adventure will fill the
In the Feywild, the characters learn more about the
the Twisted Caverns, the characters will interact with hole I’ve left for it in my campaign outline. Seven
ancient Elder Elves and the Gate of Worlds they created.
three factions of monsters who might prove to be ene- levels of adventuring through one enormous dungeon
Major Quest: Seek out the Gate of Worlds, learn
mies or potential allies: the troll mutates in the natural spanning three worlds—a super adventure indeed!
about the magic that powered it, and discover why the
world, the fomorians in the fey caverns, and a group of Now, if only I could get my players together with
Elder Elves fled the area and sealed the Gate.
monsters I think I’m going to use from the forthcoming some regularity so we can get past 3rd level...
Minor Quest: Collect the second key required to
Underdark book in the shadow caverns. Again, the focus
open the Inner Sanctum. About the Author
here will be on passing safely through the caverns, not
Encounters: The Outer Complex in the Feywild James Wyatt is the D&D® Design Manager for Wizards of the
necessarily on killing everything in the way. Coast Roleplaying R&D. He was one of the lead designers for
will be stocked with fey creatures, perhaps remnants of
The characters will probably also learn that there’s 4th Edition D&D and the primary author of the 4th Edition
the Elder Elves (perhaps in the form of fey lingerers and
an Inner Sanctum at the heart of the Twisted Caverns, Dungeon Master’s Guide®. He was one of the designers of the Eber-
fey-knight vestiges from Monster Manual 2). Again, fomo- ron® Campaign Setting and is the author of several Eberron novels.
but they can’t get into it yet.
rians and cyclopses haunt the Twisted Caverns.
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