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TYMA1-1 Elder Wisdom

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0% found this document useful (0 votes)
13 views31 pages

TYMA1-1 Elder Wisdom

Uploaded by

Dejaum Djar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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TYMA1-1

Elder Wisdom
A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Jeff Hertel
Reviewed by M. Sean Molley
Playtested by Mark Deaver, Melissa Hertel, Jenifer Randle, Kevin
Sampson, and Lori Sturdevant

A frontier village on the outskirts of Tymanther needs help with a reconnaissance mission. The dragonborn do not
often look to outsiders, so this is a good chance to learn about the fate of Unther… and to meet the new neighbors. A
Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
© 2008 Wizards of the Coast, Inc.
For rules questions specific to this document email rpgasanctioning@wizards.com.
RPGA® Sanctioned Play Manual. Attacks have a letter next to them designating
the type: M for melee, R for ranged, C for close, and A
Most likely you ordered this adventure as part of an for area. A lower-case letter (used only in some melee
RPGA event from the RPGA website, or you received it and ranged attacks) denotes that the attack can be used
from your senior gamemaster. To play this adventure as a basic attack.
and receive rewards from the RPGA REWARDS program,
you must sanction it as part of an RPGA event. This
event could be as elaborate as a big convention, or as
Important DM Information
simple as a group of friends meeting at the DM’s house. As the DM of the session, you have the most important
To sanction an RPGA event, you must be at least a role in facilitating the enjoyment of the game for the
HERALD-LEVEL™ gamemaster. The person who sanctions players. You take the words on these pages and make
the event, called the senior gamemaster, is in charge of them come alive. The outcome of a fun game session
making sure the event is sanctioned before play, runs often creates stories that live well beyond the play at the
smoothly on the date sanctioned, and gets reported back table. Always follow this golden rule when you DM for a
to the RPGA in a timely manner. The person who runs group:
the game is called the table Dungeon Master (or usually
just DM). Sometimes (and almost all the time in the Make decisions and adjudications that enhance the
cases of home events) the senior gamemaster is also the fun of the adventure when possible.
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. To reinforce this golden rule, keep in mind the
By sanctioning and reporting this adventure you following:
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and • You are empowered to make adjustments to
DMs gain rewards for sanctioned RPGA play if they are the adventure and make decisions about how
members of the RPGA REWARDS program. Playing this the group interacts with the world of this
adventure is worth four (4) points. adventure. This is especially important and
This adventure retires from RPGA-sanctioned play applicable outside of combat encounters, but feel
on December 31, 2011. free to use the "scaling the encounter" advice
To learn more about RPGA event sanctioning and (usually for adjusting to different-sized groups) to
RPGA REWARDS, visit the RPGA website at adjust combat encounters for groups that are
www.rpga.com. having too easy or too hard of a time in an
adventure.
Preparing for Play • Don't make the adventure too easy or too
difficult for a group. Never being challenged
In order to play this adventure, you’ll need copies of the makes for a boring game, and being
following D&D 4th Edition rulebooks: Player’s Handbook, overwhelmed makes for a frustrating game.
Dungeon Master’s Guide, and the Monster Manual. Any Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in characters) with the game, try to feel out (or ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give
adventure. each of them the experience they’re after when
Throughout this adventure, text in bold italics they play D&D. Give everyone a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information on nonplayer • Be mindful of pacing, and keep the game
characters (NPCs) and monsters appear in abbreviated session moving along appropriately. Watch for
form in the adventure text. stalling, as play loses momentum when this
Along with this adventure, you’ll find a RPGA happens. At the same time, make sure that the
Session Tracking sheet. If you’re playing this adventure players don’t finish the adventure too early;
as part of an RPGA-sanctioned event, complete and turn provide them with a full play experience. Living
in this sheet to your Senior GM directly after play. Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware
Reading Monster Stat Blocks of running long or short. Adjust the pacing
accordingly.
Most of the information should be easy to understand, as
• Give the players appropriate hints so they can
it mirrors the information presented in the Monster
make informed choices about how to interact
TYMA1-1 Elder Wisdom Page 2
with their environment. Players should always awarded half experience points (round down) for the
know when enemies are affected by conditions encounter. If they manage to tackle the encounter later
and are bloodied. They should be given clues on and defeat it, award them the other half of the
about how to interact with their surroundings so experience points for the encounter.
they can tackle skill challenges, combats, and
puzzles without getting too frustrated over lack of Character Death
information. This helps to encourage immersion
in the adventure and gives players “little If a PC dies during the course of the adventure, the
victories” for figuring out a good choice from a player of that character and the rest of the group have
clue. two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
In short, being the DM for a Living Forgotten Realms characters return back to civilization), they have access
adventure isn’t about following every word on the page; to the body, and it is possible to return the dead PC to
it’s about creating a fun, challenging game environment life.
for the players. A great deal of good information on • Pay the component cost for the ritual. If the
being a DM for a D&D game can be found in Chapters group chooses this option, the cost should be
1-2 of the Dungeon Master's Guide. divided evenly amongst the group (500 gp for
heroic tier, 5,000 gp for paragon tier, and 50,000
gp for epic tier). Using a source outside the group
Appropriate Character Levels to cast the ritual costs 20% more than the
This adventure is designed for player characters (PCs) component cost. Total cost when using an
levels 1-4. Characters that fall outside of the level range outside source is 600 gp for heroic tier, 6,000 gp
may not participate in the adventure. Make certain to for paragon tier, and 60,000 gp for epic tier. A PC
check the levels of the PCs before beginning play to that dies and chooses this method of return gains
ensure that they are the proper level. full (or half, if the party was defeated) experience
Each adventure has a low-level version and a high- points from the encounter in which the character
level version. The low level is meant for a group whose died, but no experience points for any encounters
levels, on average, fall in the first two levels of the that were missed while the character was dead. If
adventure’s level spread. The high level is meant for a there’s still more of the adventure remaining, the
group whose levels, on average, fall in the last two levels PC continues to earn experience as normal, and
of the adventure’s level spread. receives a normal cut of the rewards at the end of
A group may decide to play riskier and play the high the adventure.
level when their levels are more suited to the low level if • Invoke the Death Charity clause. If the group
everyone in the group is in agreement to do so; however, cannot afford to pay for the ritual (or doesn’t
some of the rewards may not be available to them. desire to do so), the PC can choose to return back
Conversely, a group may decide to play the low level to life at the end of the adventure. Doing so
when their levels are more suited to the high level if forfeits all rewards (including treasure and story
everyone in the group is in agreement to do so; however, rewards) earned for the adventure except
some of the rewards may be less than what they’d experience points gained prior to the character’s
ideally want from the adventure. death (the character receives the experience
Reading the Numbers: Each encounter will have a point award for the encounter in which they
level and other values (such as XP or sometimes skill died). The PC cannot participate in the same
checks) listed with two numbers divided by a slash. The adventure a second time.
number before the slash is always the value for the low-
level version of the adventure; the number after the Milestones
slash is the value for the high-level version of the No matter if the characters succeed or fail in an
adventure. encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or
Failing to Defeat an Encounter their last extended rest. Encounters that do not give out
If a group fails to defeat an encounter – that is, if they experience points do not count for purposes of reaching
have to flee from a combat because it’s too tough or they a milestone. Make certain to mention this information to
reach the predetermined number of failures in a skill the players when applicable, as it gives each PC another
challenge before reaching success – they are only

TYMA1-1 Elder Wisdom Page 3


action point and affects how some magic item powers creatures, please deal with them appropriately. If a
are used. threat is too great for you to address, please return and
report.”
Adventure Background If the PCs ask why Tuanek is sending adventurers
Tymanther has many undiscovered ruins, which can be instead of using his own troops, the dragonborn replies
a boon for treasure-seekers. However, these sites can that Ruinspoke is still new. There is not much of a
also harbor threats, making them potentially rather garrison and the troops are spread thin. The village is
dangerous to the local populace. Thus, the leaders of the governed by older dragonborn who have “retired” here.
dragonborn seek to have various ruins investigated and Although they are very experienced, the dragonborn
catalogued. This is, of course, perfect work for elders don’t want to explore the local ruins themselves
adventurers. because they are old and the troops they have are
needed elsewhere. The elders’ job is to teach,
Player’s Introduction coordinate, and protect, leaving the exploring and glory
to “hatchlings” like the PCs. The older dragonborn are
When the adventure begins, the PCs have already
honorable and wise, and have mellowed with age. They
arrived in Ruinspoke. Take a moment and allow the
expect the PCs to be civil and well-behaved.
players to introduce their PCs. All of the characters have
For those that decline, they are welcome to stay and
come here for the same reason: they heard that the
listen to the assignment (Tuanek hopes they will change
dragonborn leaders of Ruinspoke are actively hiring
their minds). If the entire group declines, he taps three
adventurers to explore the many hundreds of ruins and
times on the block, and thanks the group for answering
other sites of interest that are found throughout this part
the summons, but says that he must get back to the
of Tymanther.
business of recruiting other adventurers.
See Appendix 2 for more information on the village
itself. The characters might wish to do some shopping or
“For your service to the outpost, we will provide food,
explore the village a bit, either before or after their
water, and a small stipend, payable upon your return
meeting with Tuanek. When they go to the meeting,
and my acceptance of your report. You may also keep
read or paraphrase the following:
whatever you find while exploring the ruins.”
Tuanek looks up, studying each of you individually
After accepting an invitation to meet Tuanek, the lord of
for a moment.
Ruinspoke, you are quickly escorted into his office. An
“Will you aid Ruinspoke?”
elder dragonborn sits behind a plain oak desk reviewing
some blueprints. As you enter, he rises to greet you.
Assuming the PCs accept the offer, Tuanek continues.
“Thank you for accepting my invitation,” he says. “I
am Tuanek of House Jalt. I have the honor of being
Tuanek opens up a drawer and pulls out small stack of
responsible for the protection of this outpost.”
parchment. “I hope that you find these directions and
He nods towards some wooden chairs. “Please have
notes helpful in your endeavor. I will look forward to
a seat. Would you care for some refreshments while we
your report. We wish you a safe journey.”
discuss the current situation?” Tuanek taps twice on a
He smiles at each of you, then taps three times on
small wooden block on his desk. Three more dragonborn
the small wooden block. A stately dragonborn servant
enter, carrying clay pitchers of juice and water as well
arrives to escort you from the room.
as trays of dried fruits, meats, and pickled vegetables.
“Ruinspoke needs your help.” Tuanek rolls up the
building plans and unrolls an unfinished map of the DM’s Introduction
village and the surrounding area. Motioning you closer, This is a pretty straightforward site-based adventure.
he continues. “We are a small outpost surrounded by The PCs get their assignment, have a couple of
ruins. These ruins, if unexplored, present a potential encounters on their way to the ruins, explore the ruins,
threat to the citizens here. Our soldiers are needed here, and then return and make their report. It is intended as
so we have requested your help to explore some of these an introduction to the region of Tymanther and is also
ruins and address any threats you may encounter.” very suitable as an introduction to 4th Edition and Living
He points a claw at an area to the southwest of Forgotten Realms for brand-new players.
Ruinspoke. “We would like you to travel here, and It is mid-morning when the PCs set out from
report back as to what you find. If you find hostile Ruinspoke, unless they choose to leave at a later time.

TYMA1-1 Elder Wisdom Page 4


Encounter 1: Kobolds Kill! to release him unharmed. He offers to give his
“magic gloves” to the PCs if they will let him go.
• The wyrmpriest will not talk to the PCs and will
Encounter Level 2/3 (600/775 XP) do everything in his power to keep the
dragonshield from talking.
Setup
This encounter includes the following creatures at the Features of the Area
low tier: Illumination: The area is brightly lit by the sun. If
1 Kobold Dragonshield (D) the PCs are traveling by night for some reason, the
1 Kobold Wyrmpriest (W) kobolds have torches staked out on the ground on the
1 Guard Drake (G) opposite side of the road.
8 Kobold Minions (K) Columns, Rocks, Tree Trunks: Squares
containing any of these features can provide cover and
This encounter includes the following creatures at the are treated as blocking terrain.
high tier:
1 Kobold Dragonshield (Level 5) (D) Tactics
1 Kobold Wyrmpriest (Level 5) (W)
The kobold wyrmpriest will use incite faith at the first
1 Guard Drake (Level 4) (G)
opportunity. It will try to stay back and use energy orb for
8 Kobold Minions (K)
as long as possible. When finally forced into melee, it
will try to use its dragon’s breath on as many foes as
On their way to the ruins, the PCs stumble upon a group
possible. The wyrmpriest fights to the death, so the PCs
of kobolds that are out trying to find a blue dragon that
will have to knock it unconscious to capture it.
they heard has moved into the area. They are currently
The kobold dragonshield will move up and attack
taking a break so the leaders can have a meal and relax
the strongest-looking foe. The kobold minions will move
before continuing the search. The minions are on “guard
up with the kobold dragonshield and attempt to help it
duty” but aren’t doing a very good job of it.
bring down foes quicker. They will attempt to surround
If the PCs have someone scouting ahead, the
foes. The minions and the dragonshield can be
kobolds can easily be surprised. They have posted a
intimidated into surrendering if things look grim.
minion to watch the road, but are not guarding the
The guard drake always tries to stay within 2
wooded area to the north of their position. The minions
squares of at least one kobold. It goes after any creature
are -2 on Perception checks because they are too busy
that threatens the wyrmpriest.
complaining about their lousy lot in life instead of
paying attention to their surroundings.
The following text assumes the PCs and the kobolds Scaling the Encounter
see one another at the same time. Modify it as needed. Make the following adjustments to the combat based on
the number of PCs present.
As you crest a hill, you see several kobolds scattered Four PCs: Remove four of the kobold minions.
among a circle of marble columns. They appear to be on Six PCs: Add four more kobold minions.
guard duty but don’t look like they take it seriously.
Seated in a clear area amidst the columns are two Ending the Encounter
tougher-looking kobolds and a small green-skinned
Once the PCs defeat the kobolds, they can take a rest or
reptile with a yellow crest. They are evidently enjoying a
continue on to the ruins.
bite to eat, tossing scraps to the drake.
With a startled screech, the kobolds grab their Experience Points
weapons and prepare for battle.
The characters receive 120 / 155 experience points
each for defeating the kobolds.
If captured, the kobolds can provide the following
information:
Treasure
• The minions have no idea why they are out here
and do not have any useful information. The kobolds carry no gold, but the dragonshield does
• The dragonshield will tell the party about the wear a pair of fine leather gloves, which turn out to be
rumored blue dragon, but only if the PCs promise gloves of piercing.

TYMA1-1 Elder Wisdom Page 5


Encounter 1: Kobolds Kill! Statistics (Low Level)
Kobold Wyrmpriest Level 3 Artillery (Leader) Kobold Dragonshield Level 2 Soldier
Small natural humanoid XP 150 Small natural humanoid (kobold) XP 125
Initiative +4 Senses Perception +4; darkvision Initiative +4 Senses Perception +2; darkvision
HP 36; Bloodied 18 HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15; see also trap sense AC 18; Fortitude 14, Reflex 13, Will 13; see also trap sense
Speed 6 Resist 5 fire
m Spear (standard; at-will) Š Weapon Speed 6
+7 vs. AC; 1d8 damage. m Short Sword (standard; at-will) Š Weapon
R Energy Orb (standard; at-will) Š Fire +7 vs. AC; 1d6 + 3 damage, and the target is marked until the
Ranged 10; +6 vs. Reflex; 1d10 + 3 fire damage. end of the kobold dragonshield’s next turn.
C Incite Faith (minor; encounter) Dragonshield Tactics (immediate reaction; when an adjacent enemy
Close burst 10; kobold allies in the burst gain 5 temporary hit shifts away or an enemy moves adjacent; at-will)
points and can shift 1 square. The kobold dragonshield shifts 1 square.
C Dragon Breath (standard; encounter) Š Fire Mob Attack
Close blast 3; +6 vs. Fortitude; 1d10 + 3 fire damage. The kobold dragonshield gains a +1 bonus to attack rolls per
Miss: Half damage. kobold ally adjacent to the target.
Shifty (minor; at-will) Shifty (minor; at-will)
The kobold shifts 1 square. The kobold shifts 1 square.
Trap Sense Trap Sense
The kobold gains a +2 bonus to all defenses against traps. The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic Alignment Evil Languages Common, Draconic
Skills Stealth +10, Thievery +10 Skills Acrobatics +5, Stealth +7, Thievery +7
Str 9 (+0) Dex 16 (+4) Wis 17 (+4) Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
Con 12 (+2) Int 9 (+0) Cha 12 (+2) Con 12 (+2) Int 9 (+0) Cha 10 (+1)
Equipment hide armor, spear, bone mask Equipment scale armor, heavy shield, short sword

Kobold Minion Level 1 Minion Guard Drake Level 2 Brute


Small natural humanoid XP 25 Small natural beast (reptile) XP 125
Initiative +3 Senses Perception +1; darkvision Initiative +3 Senses Perception +7
HP 1; a missed attack never damages a minion. HP 48; Bloodied 24
AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense AC 15; Fortitude 15, Reflex 13, Will 12
Speed 6 Immune fear (while within 2 squares of an ally)
m Javelin (standard; at-will) Š Weapon Speed 6
+5 vs. AC; 4 damage. m Bite (standard; at-will)
r Javelin (standard; at-will) Š Weapon +6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while within 2
Ranged 10/20; +5 vs. AC; 4 damage. squares of an ally.
Shifty (minor; at-will) Alignment Unaligned Languages -
The kobold shifts 1 square. Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
Trap Sense Con 18 (+5) Int 3 (---3) Cha 12 (+2)
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Stealth +4, Thievery +4
Str 8 (-1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (---1) Cha 10 (+0)
Equipment hide armor, light shield, 3 javelins

TYMA1-1 Elder Wisdom Page 6


Encounter 1: Kobolds Kill! Statistics (High Level)
Kobold Wyrmpriest (Level 5) Level 5 Artillery (Leader) Kobold Dragonshield (Level 5) Level 5 Soldier
Small natural humanoid XP 200 Small natural humanoid (kobold) XP 200
Initiative +5 Senses Perception +5; darkvision Initiative +5 Senses Perception +3; darkvision
HP 48; Bloodied 24 HP 60; Bloodied 30
AC 19; Fortitude 15, Reflex 17, Will 17; see also trap sense AC 21; Fortitude 17, Reflex 16, Will 16; see also trap sense
Speed 6 Resist 5 fire
m Spear (standard; at-will) Š Weapon Speed 6
+9 vs. AC; 1d8 + 1 damage. m Short Sword (standard; at-will) Š Weapon
R Energy Orb (standard; at-will) Š Fire +10 vs. AC; 1d6 + 4 damage, and the target is marked until the
Ranged 10; +8 vs. Reflex; 1d10 + 4 fire damage. end of the kobold dragonshield’s next turn.
C Incite Faith (minor; encounter) Dragonshield Tactics (immediate reaction; when an adjacent enemy
Close burst 10; kobold allies in the burst gain 5 temporary hit shifts away or an enemy moves adjacent; at-will)
points and can shift 1 square. The kobold dragonshield shifts 1 square.
C Dragon Breath (standard; encounter) Š Fire Mob Attack
Close blast 3; +8 vs. Fortitude; 1d10 + 4 fire damage. The kobold dragonshield gains a +1 bonus to attack rolls per
Miss: Half damage. kobold ally adjacent to the target.
Shifty (minor; at-will) Shifty (minor; at-will)
The kobold shifts 1 square. The kobold shifts 1 square.
Trap Sense Trap Sense
The kobold gains a +2 bonus to all defenses against traps. The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic Alignment Evil Languages Common, Draconic
Skills Stealth +11, Thievery +11 Skills Acrobatics +6, Stealth +8, Thievery +8
Str 9 (+1) Dex 16 (+5) Wis 17 (+5) Str 14 (+4) Dex 13 (+3) Wis 12 (+3)
Con 12 (+3) Int 9 (+1) Cha 12 (+3) Con 12 (+3) Int 9 (+1) Cha 10 (+2)
Equipment hide armor, spear, bone mask Equipment scale armor, heavy shield, short sword

Kobold Minion Level 1 Minion Guard Drake (Level 4) Level 4 Brute


Small natural humanoid XP 25 Small natural beast (reptile) XP 175
Initiative +3 Senses Perception +1; darkvision Initiative +4 Senses Perception +8
HP 1; a missed attack never damages a minion. HP 68; Bloodied 34
AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense AC 17; Fortitude 17, Reflex 15, Will 14
Speed 6 Immune fear (while within 2 squares of an ally)
m Javelin (standard; at-will) Š Weapon Speed 6
+5 vs. AC; 4 damage. m Bite (standard; at-will)
r Javelin (standard; at-will) Š Weapon +8 vs. AC; 1d10 + 4 damage, or 1d10 + 10 damage while within 2
Ranged 10/20; +5 vs. AC; 4 damage. squares of an ally.
Shifty (minor; at-will) Alignment Unaligned Languages -
The kobold shifts 1 square. Str 16 (+5) Dex 15 (+4) Wis 12 (+3)
Trap Sense Con 18 (+6) Int 3 (---2) Cha 12 (+3)
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Stealth +4, Thievery +4
Str 8 (-1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (---1) Cha 10 (+0)
Equipment hide armor, light shield, 3 javelins

TYMA1-1 Elder Wisdom Page 7


Encounter 1: Kobolds Kill! Map
Ruins of the Wild
Road / Crevasse 8x2 x1
Cabin / Field w/Trees 8x8 x1
Stonehenge / Field w/Pond 8x8 x1
Field / Skeleton 4x8 x2
Mound / Hobbit Hole 4x4 x1
Stream Bend / Road Bend 2x2 x1
Field / Rock Outcropping 4x2 x2
Road w/ Steps / Fallen Pillar 4x2 x1
Field / Road 8x2 x2

TYMA1-1 Elder Wisdom Page 8


Encounter 2: Meet the Dwarf goddess Tiamat, and seeks to estimate the number and
strength of her followers in Tymanther.

Setup Dirnth can provide the following information and


Dirnth: Diplomacy +16, Insight +9, Perception +9 supplies:
• Directions to the ruins if the PCs are lost
The PCs encounter a local dwarven explorer as they • Food and water in case they don’t have any
continue on their journey to the ruins. Dirnth will • He’s seen stirges flying in and out of the ruins the
appear in future regional adventures, so this is an PCs have been tasked with exploring
opportunity for the PCs to establish the beginnings of a • House Jalt of Ruinspoke is always looking for
relationship with him. Read the following: adventurers to help hunt down evildoers (Tiamat
worshippers, members of the Cult of the Dragon,
A tanned and weathered dwarf sits by the side of the followers of Sseth, and so on).
road tending a fire, over which skewers of meat and
vegetables sizzle invitingly. Dirnth will gently press the PCs for whatever
“Would you care for some food?” The dwarf stands information they are willing to share with him – where
and motions for you to sit on some rocks surrounding are they from, where have they been on their other
the fire. adventures, and so forth. He seems quite knowledgeable
“I’m Dirnth, a local explorer. I heard that House about the world as a whole and mentions people he
Jalt was sending groups to explore the surrounding knows in the places the PCs have been.
areas.” If the PCs are friendly to him, Dirnth rummages
around in his bag for an item from his collection that
might help them on their adventures. He eventually
Dirnth is a dwarf, standing roughly four and a half feet
produces a waterlogged set of boots which he assures
tall and weighing in at a lean 170 pounds. He looks to
the PCs they will find quite useful. Regardless of
be about 150 years old. His skin is a reddish stone
whether they accept this gift, Dirnth smiles and says that
color, perhaps because of all the time he spends in the
he’s sure he will see them around.
sun. His hair and beard are red streaked with grey. His
beard is thin in a few places due to multiple scars that
cover his face. Ending the Encounter
Dirnth tries to put the PCs at ease and assure them When the PCs leave his campsite, if the PCs were
that he is not a bandit or someone setting them up for an reasonably diplomatic and talkative (especially if they
ambush. He tries to get the PCs to take a break and chat freely shared information about their adventures),
with him. He is calm, personable, good at avoiding Dirnth offers them a token of his esteem. Each PC who
direct questions (especially questions about himself), is willing to accept this token gets a small medicine bag
and keenly intelligent. Fiercely independent, he won’t filled with pungent herbs. “For good luck on your
put up with anyone ordering him around or treating travels,” Dirnth says cryptically. The bags do not radiate
him like a servant. magic and the herbs do not seem to have any particular
He will not discuss his scars. If pressed, he’ll just say effect. Each PC who accepts this token will receive the
“dangerous living out here… sure are lots of kobolds,” Contact with Dirnth story object at the end of the
and deftly change the subject. adventure.
Why he says he is here: He likes to trade gems
with and sell supplies to adventurers and soldiers. He Treasure
likes to conduct his life without pesky people bothering If they are friendly to him, Dirnth offers the PCs a set of
him, so he prefers to make his living out in the wavestrider boots as a gift.
wilderness rather than in a town or city. He enjoys the
warm weather and thinks the landscape of Tymanther,
although mostly barren, is beautiful.
Why he is really here: Dirnth is a member of a
group of individuals (Gem Assayers Union) that track
and catalog creatures and items that they feel are of
interest. He talks with adventurers and gathers
information and sometimes items of interest. The Gem
Assayers’ Union is particularly opposed to the evil
TYMA1-1 Elder Wisdom Page 9
History of the Ruins became phantoms. They remain, unable to rest, in the
area of their death.
The ruined site that the PCs have been assigned to
explore was once a temple to Gilgeam, the former God- Features of the Area
King of Unther, who was slain by Tiamat about 40 years
before the Spellplague. This event led to the dissolution Illumination: Outside the ruins, the sun provides
of the entire Untheric pantheon, and the Spellplague bright light. Unless noted otherwise by a specific
itself subsequently wiped out what was left of the nation encounter, inside the ruins there is still dim illumination
of Unther. During its heyday, this temple served as a thanks to collapsed portions of the ceiling and various
fortified waystation. It was one of the last safe spots to cracks and holes in the walls.
camp before heading into Mulhorand, another collapsed See Appendix 1 for some maps of the non-combat
nation with which Unther was at war. The temple encounter areas. It makes no difference in which order
provided healing or a place to hide if one had to make a the PCs choose to explore the various rooms, so no
quick escape from the border. overview map of the ruins is provided.
As part of its defenses, the temple used to have
various traps that would activate and attack anyone that
did not worship Gilgeam. With Gilgeam’s death, the
passage of time, and then the Spellplague, all of these
traps are now non-functioning. Although it was once
large and grand, the temple has suffered much through
disuse, and has also been the site of various battles
between groups who wanted to use it as a base of
operations. Thus, much of the structure has caved in,
and the only areas left intact are those shown on the
map in the Appendix.
After Gilgeam was killed, the temple was first
appropriated by worshippers of Tiamat. Over time, it has
been held by a succession of creatures, including a tribe
of orcs and a lamia. Each group met a violent end in one
way or another, including the most recent inhabitants, a
small tribe of kobolds. The tribe had recently heard
rumors concerning a small blue dragon that might be in
this area. Deciding to seek this dragon and curry its
favor (and the favor of Tiamat, of course) the tribe
established its base of operations in the ruins.
Unfortunately, the ruins were already home to a nest of
stirges and some undead. The stirges found that the
kobolds were much tastier than the undead, and this
reduced the tribe’s numbers. The remaining tribe
members recently left to go searching for the dragon,
but sadly, they were discovered by a group of
bloodthirsty adventurers and will not be returning here
(see Encounter 1 for details).
Although the kobolds are no longer present, the
temple is not deserted. There are three groups of
creatures to be found here. First, there are some drakes,
formerly pets of the kobolds. Second, there is a nest of
stirges, whose territory the kobolds eventually learned to
avoid. Third and finally, the ruins house some undead
who have been here ever since Gilgeam’s destruction.
When the worshippers of Tiamat sacked this temple,
these followers of Gilgeam were slaughtered and

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Encounter 3: Entrance Encounter 4: Living Quarters
When the adventurers reach the entrance to the ruins, This is the kobolds’ main living area. They did not want
read: to be close to the stirges or the undead, so this seemed
like the best choice.
As you approach the cave mouth, you notice it is As the adventurers enter the area, read:
actually the ruins of a grand entranceway. Broken
pieces of once immense columns lie scattered about. This area has been partially cleared, the debris from the
Ancient-looking crossbows hang from the ceiling at each center of the room shoved to the corners. Near the
corner. entrance lies a large knotted rug leading to the center of
the room. There is a lingering smell of rotten meat and
Examining the stonework, the PCs can find evidence other odors, equally unpleasant, but less easily
that this was probably once a temple of some sort. A DC identified.
15 Religion check identifies the holy symbol of Tiamat
scratched into the stone in various places. A deeper If the PCs investigate further read the following:
investigation, however, reveals that the symbols of
Tiamat seem to have been placed on top of another, The rug is flea infested and dirty. Lifting a corner, you
older, symbol. This is more difficult to identify, both find a partially eaten chicken that has been here much
because of the efforts to remove it, and because the deity too long… and a small hollow in the floor.
in question is long-dead (unlike Tiamat). A DC 25
Religion check is sufficient to identify the fragments that Treasure
remain as being the holy symbol of Gilgeam. The kobold tribe’s petty cash is found under the rug. It
The crossbows are what remain of several magic amounts to 5 / 10 gold pieces per PC.
turret traps, which are no longer functional. If the PCs,
investigate these items further read the following:

The crossbows appear to be the remains of a deadly


trap. They have long since fallen apart and are now just
decorative remnants of a long lost past.

A DC 20 Arcana check is enough to sense the presence


of faint magic coming from one of the traps.

Treasure
If the PCs search the remains of the crossbow traps, a
DC 20 Perception check lets them discover a +1 magic
weapon.

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Scaling the Encounter
Encounter 5: Big Skeeters Make the following adjustments to the combat based on
the number of PCs present.
Encounter Level 1/2 (300/600 XP) Four PCs: No adjustment needed.
Six PCs: Add another stirge.
Setup
This encounter includes the following creatures at the
Ending the Encounter
low tier: Once the PCs defeat the stirges, they can search the
3 Stirges (S) room. They find several desiccated kobold corpses,
which have been completely drained of blood. One of
This encounter includes the following creatures at the them is clad in the robes of a spellcaster and still
high tier: clutches a ritual book in his claws. Another wears a fine-
1 Dire Stirge (S) looking belt made of reddish chain links.
2 Stirges (Level 3) (S)
Experience Points
(At the high tier, it doesn’t matter which of the three The characters receive 60 / 120 experience points each
stirges shown on the battle map is the dire stirge.) for defeating the stirges.
As the adventurers enter the area, read:
Treasure
The entrance to this room is partially collapsed, and Among the dead kobolds, the PCs find an ironskin belt
rubble litters the floor in several places. As you move and a ritual book containing Comprehend Language.
forward, you catch a glimpse of a large pool of water
that looks somewhat inviting (or at least semi-
drinkable). Suddenly, horrible shrieks erupt and you
look up to see a number of batlike creatures flying
towards you.

The pool of water is fed by a small spring in the far wall.


The stirges have their nests in the ceiling above the pool.
When the PCs enter they will fly to attack.

Features of the Area


Illumination: There is no illumination other than
what the PCs provide.
Rubble: Any square that contains rubble costs 2
squares of movement.
Pool: The pool is shallow, but it is covered with a
thin layer of slime. The water is not poisonous, but it’s
very unpleasant. The water squares are considered
difficult terrain.
Ceiling: The ceiling is 10 feet high.

Tactics
The stirges are not intelligent. They simply try to latch
on to prey, feast until they are sated, and then fly away.
A stirge that becomes bloodied will attempt to flee the
area. Any stirge that reduces a PC to 0 hit points is sated
and will attempt to make its escape.

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Encounter 5: Big Skeeters Statistics (Low Level)
Stirge Level 1 Lurker
Small natural beast XP 100
Initiative +7 Senses Perception +0; darkvision
HP 22; Bloodied 11
AC 15; Fortitude 12, Reflex 13, Will 10; see also bite
Speed 2; fly 6 (hover)
m Bite (standard; at-will)
+6 vs. AC; 1d4 damage, and the target is grabbed (until escape) and
takes ongoing 5 damage until it escapes. An attached stirge doesn’t
make attack rolls while grabbing a target and gains a +5 bonus to its
AC and Reflex defenses.
Alignment Unaligned Languages ---
Skills Stealth +8
Str 8 (—1) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 1 (—5) Cha 4 (—3)

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Encounter 5: Big Skeeters Statistics (High Level)
Dire Stirge Level 7 Lurker Stirge (Level 3) Level 3 Lurker
Small natural beast XP 300 Small natural beast XP 150
Initiative +10 Senses Perception +3; darkvision Initiative +8 Senses Perception +1; darkvision
HP 60; Bloodied 30 HP 34; Bloodied 17
AC 21; Fortitude 17, Reflex 19, Will 16; see also bite AC 17; Fortitude 14, Reflex 13, Will 12; see also bite
Speed 2; fly 6 (hover) Speed 2; fly 6 (hover)
m Bite (standard; at-will) m Bite (standard; at-will)
+12 vs. AC; 1d6 damage, and the target is grabbed (until escape) +8 vs. AC; 1d4 + 1 damage, and the target is grabbed (until escape)
and takes ongoing 10 damage until it escapes. An attached stirge and takes ongoing 5 damage until it escapes. An attached stirge
doesn’t make attack rolls while grabbing a target and gains a +5 doesn’t make attack rolls while grabbing a target and gains a +5
bonus to its AC and Reflex defenses. bonus to its AC and Reflex defenses.
Alignment Unaligned Languages --- Alignment Unaligned Languages ---
Skills Stealth +11 Skills Stealth +9
Str 10 (+3) Dex 16 (+6) Wis 10 (+3) Str 8 (+0) Dex 16 (+4) Wis 10 (+1)
Con 12 (+4) Int 1 (—2) Cha 4 (+0) Con 10 (+1) Int 1 (—4) Cha 4 (—2)

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Encounter 5: Big Skeeters Map
Dungeon Tiles
Bars / Rubble 2x1 x3
Crevasse / Floor 4x2 x1
Double Doors / Rubble 2x1 x1
Pool / Floor 4x4 x1
Stairs / Floor 4x2 x1
Shop / Floor 8x10 x1
Wall / Floor 4x2 x1

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Encounter 6: When Drakes Fountain: The fountain is relatively shallow and is
lined with stones. The water is cool, clear, and safe to
Attack drink. It is carved in the shape of three roaring dragon
heads. A DC 15 Religion check recognizes this as
venerating Tiamat. A subsequent DC 20 History check
Encounter Level 1/2 (425/575 XP) allows a character to remember that Tiamat’s essence
was at one time split among three powerful dragons,
Setup after Gilgeam defeated her in battle. These three
This encounter includes the following creatures at the “fragments” eventually recombined, and the reborn
low tier: Tiamat killed Gilgeam, ending his rule of Unther.
2 Spitting Drakes (S) Webbing: The web squares are treated as difficult
1 Needlefang Drake Swarm (N) terrain. The drakes treat these squares as normal terrain.

This encounter includes the following creatures at the Tactics


low tier:
The spitting drakes will attempt to stay out of melee
2 Spitting Drakes (Level 5) (S)
range. They will gang up on one PC to try and drop foes
1 Needlefang Drake Swarm (Level 4) (N)
quickly.
The needlefang drake swarm will attempt to move
As the adventurers enter the area, read: up to a group of PCs and use its pull down and swarm
attack. It will target lightly-armored characters first.
This room features a bubbling fountain flanked by deep
alcoves. From this distance the fountain appears to be in
working order, but you can’t see much through all the
Scaling the Encounter
dust and cobwebs. Small pieces of rubble are scattered Make the following adjustments to the combat based on
on the floor, making a crunching noise with each step. the number of PCs present.
Beyond the tangle of webs, you see two passages, one Four PCs: Reduce the level of the spitting drakes by
completely collapsed and the other reasonably clear. 1. This lowers their hit points by 6 and all their attacks
and defenses by 1.
The drakes are hiding in the far alcove out of sight of the Six PCs: Add another spitting drake.
PCs. They wait until the PCs are in the room and then
come out and attack, hoping to gain surprise. (The PCs Ending the Encounter
should roll Perception checks, while you roll Stealth Once the PCs defeat the drakes, they can search the
checks for the drakes, to see if any of the PCs are room. The drakes have obviously been well-fed, as the
surprised.) Because of the webbing and the drakes’ alcoves are filled with gnawed bones. These drakes were
experience with these tactics, they gain a +5 bonus on the kobolds’ pets.
their Stealth checks in this room.
Once the adventurers enter the room enough for Experience Points
the drakes to spring their attack or if the PCs spot the
The characters receive 85 / 115 experience points each
drakes, read:
for defeating the drakes.
From the shadows of the far alcove, a pack of cat-sized
Treasure
reptiles leap forth. They seem to be mostly claws and
fangs. You also see two larger drakes lurking at the If the PCs look in the fountain, they can see the sparkle
perimeter, their jaws dripping with sizzling acid. of gold and silver coins at the bottom. This is the bulk of
the kobolds’ treasure (the wyrmpriest convinced his
fellow kobolds that stealing from the “fountain of
Features of the Area Tiamat” would cause them to be cursed). The total
Illumination: Illumination is provided by lichen amounts to 20 / 40 gold pieces per PC.
that grows by the fountain and on the walls of the room. While looking in the fountain, a DC 20 Perception
It gives off a bluish glow, providing bright light check allows a character to notice the glint of light off
everywhere except the alcoves. The alcoves are some sort of reflective surface under the water. At the
shadowed, so the illumination there is dim. back corner of the fountain is a crystal vial filled with
clear liquid. This is a potion of healing.

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Encounter 6: When Drakes Attack Statistics (Low Level)
Spitting Drake Level 3 Artillery
Medium natural beast (reptile) XP 150
Initiative +5 Senses Perception +3
HP 38; Bloodied 19
AC 17; Fortitude 14, Reflex 16, Will 14
Resist 10 acid
Speed 7
m Bite (standard; at-will)
+6 vs. AC; 1d6 + 2 damage.
R Caustic Spit (standard; at-will)
Ranged 10; +8 vs. Reflex; 1d10 + 4 acid damage.
Alignment Unaligned Languages -
Str 14 (+3) Dex 18 (+5) Wis 14 (+3)
Con 14 (+3) Int 3 (---3) Cha 12 (+2)

Needlefang Drake Swarm Level 2 Soldier


Medium natural beast (reptile, swarm) XP 125
Initiative +7 Senses Perception +7
Swarm Attack aura 1; the needlefang drake swarm makes a basic
attack as a free action against each enemy that begins its turn in
the aura.
HP 38; Bloodied 19
AC 18; Fortitude 15, Reflex 17, Will 14
Immune fear; Resist half damage from melee and ranged attacks;
Vulnerable 5 against close and area attacks.
Speed 7
m Swarm of Teeth (standard; at-will)
+8 vs. AC; 1d10 + 4 damage, or 2d10 + 4 damage against a
prone target.
M Pull Down (minor; at-will)
+7 vs. Fortitude; the target is knocked prone.
Alignment Unaligned Languages -
Str 15 (+3) Dex 18 (+5) Wis 12 (+2)
Con 14 (+3) Int 2 (---3) Cha 10 (+1)

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Encounter 6: When Drakes Attack Statistics (High Level)
Spitting Drake (Level 5) Level 5 Artillery
Medium natural beast (reptile) XP 200
Initiative +6 Senses Perception +4
HP 50; Bloodied 25
AC 19; Fortitude 16, Reflex 18, Will 16
Resist 10 acid
Speed 7
m Bite (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
R Caustic Spit (standard; at-will)
Ranged 10; +10 vs. Reflex; 1d10 + 5 acid damage.
Alignment Unaligned Languages -
Str 14 (+4) Dex 18 (+6) Wis 14 (+4)
Con 14 (+4) Int 3 (---2) Cha 12 (+3)

Needlefang Drake Swarm (Level 4) Level 4 Soldier


Medium natural beast (reptile, swarm) XP 175
Initiative +8 Senses Perception +8
Swarm Attack aura 1; the needlefang drake swarm makes a basic
attack as a free action against each enemy that begins its turn in
the aura.
HP 54; Bloodied 27
AC 20; Fortitude 17, Reflex 19, Will 16
Immune fear; Resist half damage from melee and ranged attacks;
Vulnerable 5 against close and area attacks.
Speed 7
m Swarm of Teeth (standard; at-will)
+10 vs. AC; 1d10 + 5 damage, or 2d10 + 5 damage against a
prone target.
M Pull Down (minor; at-will)
+9 vs. Fortitude; the target is knocked prone.
Alignment Unaligned Languages -
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 2 (---2) Cha 10 (+0)

TYMA1-1 Elder Wisdom Page 18


Encounter 6: When Drakes Attack Map
Dungeon Tiles Arcane Corridors
Bars / Rubble 2x1 x2 Tower Base / Floor 8x10 x1
Cave / Floor 4x8 x2 Wall / Floor 4x2 x2
Crevasse / Floor 4x2 x2 Web / Floor 2x2 x2
Ground / Floor 2x2 x1
Wall / Floor 4x2 x6 Fane of the Forgotten Gods
Dragon Fountain / Floor 2x2 x1

TYMA1-1 Elder Wisdom Page 19


Encounter 7: The Old Guard Odak will give them information about the history
of the temple (see the History of the Ruins section for
details; he knows everything that happened up until the
Encounter Level 2/3 (675/850 XP) worshippers of Tiamat sacked the temple). In return he
wants about what has happened since he and his fellows
Setup were killed. He is specifically interested in what has
befallen Messemprar.
This was the temple’s mausoleum. It was also the site of
If the PCs are able to gain his trust and convince
a particularly vicious battle between the worshippers of
him that they are not tomb robbers, he will let them
Gilgeam and those of Tiamat. The PCs can put these
attempt to permanently lay him and his fellows to rest.
undead to rest in several different ways.
The PCs can then take the necessary steps to make this
The undead do not automatically attack and will try
happen. If the PCs are not able to convince the undead
to talk to the PCs. If the PCs do not let the specter speak
of their noble intentions, or they are unwilling or unable
at the start, proceed directly to combat. This can be a
to conduct the ceremony (Gilgeam is a dead deity, so he
role-playing encounter, a combat encounter, or both.
no longer has any power, but the rituals must still be
When the adventurers first enter, read:
performed in his name to satisfy Odak), the undead will
attack. They do not hate the PCs, but they hate their
A chipped mosaic floor is strewn with the bones of the
current state, and want to end their suffering one way or
dead, forming a macabre path leading through the
another.
center of the room. Four sarcophagi rest on stone biers.
One of them has obviously been defiled; the lid has been
removed and the stone is cracked and broken. Barren Option 1: Skill Challenge
alcoves, which must have once held rich funerary Number of Successes: 12
offerings, line the sides of the chamber. Number of Failures: 6
A wisp of darkness oozes from the main Primary Skills: Athletics, Bluff, Diplomacy, History,
sarcophagus, coalescing into a spectral human form. At Perception, Religion
the same time, bones rise from the ground, forming a Secondary Skills: Perception
cohort of skeletal warriors. Though rusted and pitted,
their weapons and armor still seem to be in working “We do not wish to linger in this accursed state,”
condition. intones the specter Odak. “But not just any burial rites
The specter raises a hand… will do, and we will not allow our temple to be defiled
any longer. Prove to me that you have respect for the
If allowed to speak, he continues. If not, proceed to dead and that you know the old ways of Unther.”
combat.
The PCs engage in a skill challenge to try and convince
The specter speaks in a powerful voice that belies his the undead that they are capable of completing the
insubstantial state. “You do not look like the normal ritual that will allow them to find eternal peace. They
fodder that has been disturbing us lately. Who are you can demonstrate their good intentions through their
and what do you want?” actions (such as by cleaning up the mausoleum,
preparing the area, and actually conducting a suitable
The specter, whose name is Odak, will try to talk to the burial rite) or through their knowledge (of history,
PCs. The undead in this room were worshippers of magic, religion, and other appropriate topics). To
Gilgeam who were killed trying to defend the temple successed, the PCs must achieve twelve successes before
from defilers. Both the defenders and attackers took six failures.
heavy casualties. They never received the proper burial On any of the primary skill checks, if the character
rites and have recently returned as undead, still angry at making the check beats the DC by 10 or more, then the
their failure to protect the temple and their lack of a check counts as two successes instead of one. As always,
proper burial. They have no knowledge of the the skills listed here are only examples: you should feel
Spellplague but they do know of the death of the free to reward clever skill / power usage and good
Untheric pantheon at the hands of Tiamat. They have roleplaying with bonuses or automatic successes.
killed some kobolds recently (which reminded them of Athletics (DC 16 / 17): The PC helps restore the
their ancient battles against the draconic worshippers of mausoleum to its proper state, by cleaning up rubble,
Tiamat). putting the broken coffin back together, and arranging

TYMA1-1 Elder Wisdom Page 20


the funerary items as they are meant to be. A failure Failure: If the PCs fail the challenge, the undead
means the PC accidentally breaks an item needed for attack.
the ceremony or otherwise draws the ire of the undead
for doing the wrong thing. Option 2: Combat
Arcana (DC 16 / 17): The PC helps prepare for the
If the PCs fail the skill challenge, or if they simply wish
ritual by drawing appropriate symbols, magic circles,
to destroy the undead, then combat ensues.
identifying where the strongest auras can be found,
recalling bits and pieces of ancient magical lore
The specter raises his voice in anger. “You have no
pertaining to the nation of Unther, and so forth.
respect for the ancient ways of Unther! You have no
Bluff (DC 21 / 22): The PC tries to fake
respect for the dead! Perhaps when your bones have
appropriate knowledge about the necessary rites and
rituals needed to lay the undead to rest. The PC rotted in this place for a hundred years you will come to
obviously cannot perform rituals that he does not really understand!”
know, but this skill can still be used to assure the undead The undead creatures surge forward to attack.
that the party knows what they are doing or that their
intentions are honorable. The DCs for this skill are This encounter includes the following creatures at the
higher because the undead are very suspicious. low tier:
Diplomacy (DC 16 / 17): The PC helps persuade 1 Spectre (S)
the undead of the party’s good intentions, that the 2 Skeletons (W)
adventurers are properly learned and reverent of their 8 Decrepit Skeletons (D)
deity, and so forth. If a PC mentions Gilgeam in a
favorable way, or mentions Tiamat in an unfavorable This encounter includes the following creatures at the
way, then the check gets a +2 bonus. If the PC mentions high tier:
Tiamat in a favorable way, then the check is an 1 Spectre (Level 6) (S)
automatic failure. 2 Skeletons (Level 5) (W)
History (DC 16 / 17): The PC recalls some 8 Decrepit Skeletons (D)
pertinent facts about the Untheric pantheon, and
particularly Gilgeam. This helps convince the undead Features of the Area
that they will receive a proper and dignified funeral Illumination: The area is completely dark. The
with the appropriate rites. only sources of illumination are those which the PCs
Insight (DC 11 / 12): The PC gets a sense of the provide.
great sadness that the undead feel, or intuits something Sarcophagi: The sarcophagi shown on the map are
about the necessary placement of the funerary items or four feet high. They block movement and can provide
the ritual that helps the negotiations proceed more cover to a creature that crouches behind them. A
smoothly. This does not count as a success or failure, but character can jump on top of a sarcophagus with a DC
a success here gives another character a +2 bonus on 15 Athletics check. Fighting from atop a sarcophagus
any primary skill check. grants a character a +1 bonus on melee attack rolls
Perception (DC 16 / 17): The PC finds some small thanks to the favorable position, but the footing is
religious relic or other important item that is half-buried unstable. The character must make a DC 10 Acrobatics
in the rubble, figures out how to reassemble the broken check each round in order to avoid losing his balance
pieces of the sarcophagus, or discovers some other detail and falling off the sarcophagus.
that helps the characters put the scene to rights.
Religion (DC 16 / 17): The PC recalls some of the
necessary rites and prayers of the Untheric pantheon
Tactics
that are needed to lay the undead to rest. This helps The specter tries to move up into the party and use its
convince the undead that the characters can properly spectral barrage. It will use this power as often as it
ensure them their place in the afterlife. recharges. Otherwise, the specter will use its spectral
Success: If the PCs complete the skill challenge, touch. It will attempt to kill clerics and paladins first.
they are able to lay the undead to rest and gain their The skeleton warriors will split up and take 4
treasure. Before his spirit disappears, Odak will also let decrepit skeletons apiece. Each of these groups will then
the PCs know that there must be many unknown select a foe and try to bring that PC down quickly.
treasures in Messemprar.

TYMA1-1 Elder Wisdom Page 21


Scaling the Encounter
Make the following adjustments to the combat based on
the number of PCs present.
Four PCs: Remove four of the decrepit skeletons.
Six PCs: Add another skeleton warrior.

Ending the Encounter


The encounter ends when the PCs have either laid the
undead to rest or destroyed them in combat. If the PCs
are all defeated here then their spirits will join Odak
and his kinsmen and become guardians of this temple.
Once the PCs have explored all of the areas within
the ruined temple, they should be ready to return to
Ruinspoke and make their report to Tuanek.

Experience Points
The characters receive 135 / 170 experience points
each for either overcoming the skill challenge or
defeating the undead.

Treasure
If the PCs completed the skill challenge, then Odak
allows them to take his treasure (which is contained in
the damaged sarcophagus). If the PCs destroyed the
undead, then they can simply loot the coffin. Either way,
they discover an amulet of protection +1 (low tier) or a
diadem of acuity (high tier).

TYMA1-1 Elder Wisdom Page 22


Encounter 7: The Old Guard Statistics (Low Level)
Specter Level 4 Lurker Skeleton Level 3 Soldier
Medium shadow humanoid (undead) XP 175 Medium natural animate (undead) XP 150
Initiative +8 Senses Perception +6; darkvision Initiative +6 Senses Perception +3; darkvision
Spectral Chill (Cold) aura 1; enemies in the aura take a -2 penalty HP 45; Bloodied 22
to all defenses. AC 18; Fortitude 15, Reflex 16, Will 15
HP 30; Bloodied 15 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
AC 16; Fortitude 16, Reflex 16, Will 17 Speed 5
Immune disease, poison; Resist 10 necrotic, insubstantial; m Longsword (standard; at-will) Š Weapon
Vulnerable 5 radiant +10 vs. AC; 1d8 + 2 damage, and the target is marked until the
Speed fly 6 (hover); phasing end of the skeleton’s next turn; see also speed of the dead.
m Spectral Touch (standard; at-will) Š Necrotic Speed of the Dead
+7 vs. Reflex; 1d6 + 2 necrotic damage. When making an opportunity attack, the skeleton warrior gains
C Spectral Barrage (standard; recharge 5 6) Š Illusion, Psychic a +2 bonus to the attack roll and deals an extra 1d6 damage.
Close burst 2; targets enemies; +7 vs. Will; 2d6 + 2 psychic Alignment Unaligned Languages -
damage, and the target is knocked prone. Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Invisibility (standard; at-will) Š Illusion Con 13 (+2) Int 3 (---3) Cha 3 (---3)
The specter becomes invisible until it attacks or until it is hit Equipment chainmail, heavy shield, longsword
by an attack.
Alignment Chaotic Evil Languages Common
Skills Stealth +9
Str 10 (+2) Dex 15 (+4) Wis 8 (+1)
Con 13 (+3) Int 6 (+0) Cha 15 (+4)

Decrepit Skeleton Level 1 Minion


Medium natural animate (undead) XP 25
Initiative +3 Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 13
Immune disease, poison
Speed 6
m Longsword (standard; at-will) Š Weapon
+6 vs. AC; 4 damage.
r Shortbow (standard; at-will) Š Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
Alignment Unaligned Languages ---
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (---4) Cha 3 (-4)
Equipment heavy shield, longsword, shortbow, quiver of 10 arrows.

TYMA1-1 Elder Wisdom Page 23


Encounter 7: The Old Guard Statistics (High Level)
Specter (Level 6) Level 6 Lurker Skeleton (Level 5) Level 5 Soldier
Medium shadow humanoid (undead) XP 250 Medium natural animate (undead) XP 200
Initiative +9 Senses Perception +7; darkvision Initiative +6 Senses Perception +3; darkvision
Spectral Chill (Cold) aura 1; enemies in the aura take a -2 penalty HP 61; Bloodied 30
to all defenses. AC 20; Fortitude 17, Reflex 18, Will 17
HP 42; Bloodied 21 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
AC 18; Fortitude 18, Reflex 18, Will 19 Speed 5
Immune disease, poison; Resist 10 necrotic, insubstantial; m Longsword (standard; at-will) Š Weapon
Vulnerable 5 radiant +12 vs. AC; 1d8 + 3 damage, and the target is marked until the
Speed fly 6 (hover); phasing end of the skeleton’s next turn; see also speed of the dead.
m Spectral Touch (standard; at-will) Š Necrotic Speed of the Dead
+9 vs. Reflex; 1d6 + 3 necrotic damage. When making an opportunity attack, the skeleton warrior gains
C Spectral Barrage (standard; recharge 5 6) Š Illusion, Psychic a +2 bonus to the attack roll and deals an extra 1d6 damage.
Close burst 2; targets enemies; +9 vs. Will; 2d6 + 3 psychic Alignment Unaligned Languages -
damage, and the target is knocked prone. Str 15 (+4) Dex 17 (+5) Wis 14 (+4)
Invisibility (standard; at-will) Š Illusion Con 13 (+3) Int 3 (---2) Cha 3 (---2)
The specter becomes invisible until it attacks or until it is hit Equipment chainmail, heavy shield, longsword
by an attack.
Alignment Chaotic Evil Languages Common
Skills Stealth +10
Str 10 (+3) Dex 15 (+5) Wis 8 (+2)
Con 13 (+4) Int 6 (+1) Cha 15 (+5)

Decrepit Skeleton Level 1 Minion


Medium natural animate (undead) XP 25
Initiative +3 Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 13
Immune disease, poison
Speed 6
m Longsword (standard; at-will) Š Weapon
+6 vs. AC; 4 damage.
r Shortbow (standard; at-will) Š Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
Alignment Unaligned Languages ---
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (---4) Cha 3 (-4)
Equipment heavy shield, longsword, shortbow, quiver of 10 arrows.

TYMA1-1 Elder Wisdom Page 24


Encounter 7: The Old Guard Map
Hidden Crypts
Alcoves - Hall / Floor 4x2 x1
Crypt / Floor 4x4 x2
Mausoleum / Coffins 8x10 x1
Statue w/ Altar / Floor 2x2 x1
Statue w/ Shield / Floor 2x2d x1
Statue w/ Spear / Floor 2x2d x1
Steps / Floor 4x4d x2

TYMA1-1 Elder Wisdom Page 25


Encounter 8: Return to He looks each of you in the eye. “Your performance
has been acceptable. Are willing to be called on again if
Ruinspoke the need arises?”

Setup Tuanek asks each PC individually for an answer. He has


an excellent memory for names and faces, and it should
Tuanek: Perception +15 be obvious to the characters that he will definitely
remember them in the future (one way or the other).
Once the PCs have completed their exploration of the
ruined temple, they should return to Ruinspoke and Tuanek taps three times on the wooden block on his
report to Tuanek. (They will want to do this if for no desk. The dragonborn servant reappears, bearing
other reason than to receive their payment.) Their several small pouches that jingle with the promise of
journey back to the village is uneventful. gold. The elder dragonborn smiles at you. “A token of
our appreciation.”
Returning to Ruinspoke, you are shown into an After passing out the pouches, Tuanek nods with
antechamber to freshen up. After half an hour of satisfaction and returns to his desk. Your audience is
waiting, you are shown into Tuanek’s office. The obviously at an end.
dragonborn lord seems pleased to see you, but his
demeanor is all business, nodding curtly and gesturing
for you to be seated. “Greetings. How did you fare?”
Concluding the Adventure
After they have made their report to Tuanek, the PCs
Obviously, he expects them to make a full report. He have completed their mission. Hopefully, this is only the
asks detailed questions if anything the PCs say does not beginning of their adventures in the region of
go into enough detail. The topics that elicit the strongest Tymanther!
response from him are the kobolds and the undead.
Tuanek will also be interested if the PCs describe their Treasure
meeting with Dirnth. Tuanek will admit that he does not If he is satisfied with their report, Tuanek pays the PCs
entirely trust the dwarf, but he hasn’t fully made up his 50 gold pieces each for their services. If they lied to him
mind one way or the other just yet. and he noticed the lies, then he will reduce the payment
While the PCs are telling their story, Tuanek takes by half.
detailed notes and pays close attention. He will look at
the other PCs when one is speaking to see how the Story Awards
others react. If he thinks anyone is lying to him then he If the adventurers explored the ruins and made a
will attempt to oppose their Bluff checks with his satisfactory report, each PC receives the Recognition of
Perception checks. House Jalt story object along with Tuanek’s thanks.
Once the PCs have made their report and answered Those PCs who accepted the medicine bag token from
his questions, Tuanek continues: Dirnth also receive the Contact with Dirnth story object.

“I believe that is a sufficient report. Thank you for your


service to Ruinspoke.” Tuanek straightens his notes and
places them to the side.

TYMA1-1 Elder Wisdom Page 26


Rewards Summary at the end of the adventure. If a player selects an option
that gives their character more gold, add that to the gold
At the conclusion of the adventure, the PCs earn all characters receive, and ensure you enter the total
experience points, treasure, and possibly story awards. amount of gold gained (minus any expenditures) online.
All totals listed here are per PC. A number before the You can have a negative number and enter that negative
slash is the low-level value; after the slash is the high- online. PCs receive 20% of a magic item's purchase price
level value. for any item they sell.
If a player selects a magic weapon or suit of armor
Important DM Information for their PC that is not specific on the type of item listed,
they must select the exact item at the time they choose
It is critical that you enter the PC rewards accurately on
that bundle. For example, if a duelist’s weapon +1 is listed
the tracking form, and ensure that the information is
as a choice in a bundle, a player selects the form of the
reported and entered online in a timely manner. While
weapon amongst the choices possible for that magic
players will be able to track their character's
item (light blades). If the player selects the item as a +1
information on paper, the online information serves as
duelist’s dagger, the player writes that information down
an important backup and verification of play. Ask the
on the PC’s adventure log and the item is forever after
players for their RPGA numbers and character numbers
that specific weapon.
(usually a single digit) when you begin to fill out the
tracking form.
Gold per PC
75 / 100 gp
Experience Points (Encounter 4: 5 / 10 gp; Encounter 6: 20 / 40 gp;
Give PCs a full award for each encounter they Conclusion: 50 / 50 gp)
successfully completed, and a half award if they were
unsuccessful. Give no award if the characters did not Each PC Selects One of the Following
play the encounter at all. Bundle A: amulet of protection +1 (low-level only)
Found in Encounter 7
Encounter 1: Kobolds Kill!
120 / 155 XP Bundle B: gloves of piercing
Encounter 5: Big Skeeters Found in Encounter 1
60 / 120 XP
Encounter 6: When Drakes Attack Bundle C: wavestrider boots
85 / 115 XP Found in Encounter 2
Encounter 7: Old Guard
135 / 170 XP Bundle D: +1 magic weapon
Found in Encounter 3
Total Possible Experience
400 / 560 XP Bundle E: ironskin belt
Found in Encounter 5
Treasure
Each PC receives treasure in the form of gold pieces as Bundle F: diadem of acuity (high-level only)
well as one share from a treasure bundle. The treasure Found in Encounter 7
bundle may give the PC more gold, a magic item, or
some other item of value. Each player makes one Bundle G: ritual book of Comprehend Language
selection for their character; players may choose the Found in Encounter 5
same treasure bundle. Mark the one-letter bundle ID on
the tracking form next to any character that selects a Potion plus Gold: If a player doesn’t want to select one
bundle; note that it is possible (and likely) that some of the bundles listed above for their character, they can
characters will not select a bundle for each session of choose to add a potion of healing plus 0 / 25 gp to their
play. total gold. The player should write the potion gained on
If characters buy or sell magic items or other gear their adventure log.
during the adventure (or pay for services) add or
subtract that amount from the total gold the PC receives

TYMA1-1 Elder Wisdom Page 27


More Gold: If a player doesn't want to select one of the Adventure Questions
bundles listed above for their character, they can choose
Mark the answers to the following adventure questions
to add 50 / 75 gp to their total gold.
on the tracking form.

Story Awards 1. Did the PCs explore the entire ruined temple?
Award these if the PC completes the condition for the a. Yes, they completed all of the encounters.
award in the adventure. Pass out certificates to the b. No, they had to retreat from the ruins without
players for their story awards. Make sure to mark the completing all the encounters.
story award codes next to each character that earned c. The PCs never made it to the ruins!
them on the tracking form.
2. How would you (the DM) rate this adventure?
TYMA01 Recognition of House Jalt (Please also feel free to e-mail any feedback that
You have gained some favor with Tuanek of House Jalt you might have to the author or the regional writing
for your efforts on behalf of Ruinspoke. The dragonborn director.)
lord has given you this necklace made of interwoven a. Five stars (best possible rating)
leather and steel, with a clasp of bronze. Upon the b. Four stars (very good)
necklace hangs a small brass medallion. Inscribed on c. Three stars (average)
the medallion is the word “Jalt.” d. Two stars (below average)
This favor grants you some small measure of e. One star (worst possible rating)
notoriety in Ruinspoke and the surrounding area.
Dragonborn of House Jalt who see the necklace will 3. How do the players rate this adventure? (You can
regard you in a more positive light. If you garner ask them to rate it individually and take the
additional Recognitions of House Jalt, then the amount average, or use some other system that everyone is
of influence you receive will increase. You might even comfortable with.)
receive an introduction to the Lance Defenders or the a. Five stars (best possible rating)
Platinum Cadre. b. Four stars (very good)
c. Three stars (average)
TYMA02 Contact with Dirnth d. Two stars (below average)
You have made friends with Dirnth, a dwarven explorer e. One star (worst possible rating)
who currently resides near Ruinspoke in Tymanther.
You shared a meal and perhaps some information with
him. Before you parted ways, he offered you a token in
the form of a small medicine bag filled with pungent
herbs.
Dirnth is known to the leadership of Ruinspoke, but
they do not necessarily trust him, so being his friend will
not garner you any benefits with the dragonborn of
Tymanther. However, Dirnth seems to know a lot of
people in a lot of places, so perhaps some good will
come of this contact in your future adventures.

TYMA1-1 Elder Wisdom Page 28


Appendix 1: Additional Map Sections
These additional maps show the sections of the ruins that are not part of combat encounters. They are provided in
case you want to draw the entire ruin out as the party explores it. Note that the areas detailed in Encounters 5-7 are
not all directly connected to each other. There are partially-collapsed rooms and passageways linking each of the
areas. The PCs should take about 10-15 minutes traversing the ruins between each of the numbered encounters.

Area 3: Temple Entrance

PCs Arrive Here

To Area 5
To Area 4

Area 4: Kobolds’ Lair

To Area 7

To Area 3 To Area 6

To Area 5

TYMA1-1 Elder Wisdom Page 29


Appendix 2: Ruinspoke
Ruinspoke is a frontier village located near the border of Tymanther and Mulhorand. Ruinspoke was settled by
House Jalt a few years after the dragonborn came to Faerun. The House decided to charter a settlement here to serve
as a border outpost for dragonborn travelers, allowing them to rest and resupply before heading out of Tymanther.
The village has grown ever since then.

Population: 758; Dragonborn make up roughly 60% of the population. Tieflings make up a small percentage and the
rest is pretty evenly divided among dwarves, humans, halflings, eladrins, elves, and half-elves.

Government: House Jalt is in charge of Ruinspoke and Lord Tuanek is in charge of House Jalt so in turn Lord
Tuanek is in charge of Ruinspoke. Tuanek is an older dragonborn. He came here to “retire” and help train the young
ones. He is kind but firm. He doesn’t especially like mercenaries (he worries about their changing loyalties) but does
understand that they are needed especially out here on the frontier.

Defense: The town boasts a small number of defenses but they are formidable. House Jalt has a small garrison
stationed here and they serve as the city guard. The town has two Lance Defenders assigned to it and a few Platinum
Cadre members. (See the Tymanther entry in the Forgotten Realms Campaign Guide for more information about these
military organizations.)

Inns: Several inns cater to travelers.


Hammerfell - the proprietor of this clean, but barebones, inn is Olket, a no-nonsense, male dragonborn.
Home Cookin’ - the proprietor is Imiere, a gregarious female half-elf. She is very talkative, loves a good story and
treats customers more like family. The furniture has seen better days, but the food is the best in Ruinspoke.

Taverns: The best tavern in Ruinspoke is the Full Mugs. Its proprietor is Temget, a male dwarf whose pride in his
homebrewed beer is justifiable. Bring your own mug and the first one’s free. Just don’t cause any trouble.

Supplies: There are a number of places where supplies and essential items can be purchased.
General Store – Hikath’s General Provisions. The proprietor is Almer Hikath, a male human and the second
generation of Hikaths to operate this family business. Heavier weapons and armor, as well as foodstuffs and building
supplies, are the focus of this store. Almer is professional and helpful, but does not haggle.
Traveling Gear – Spoke in ‘Spoke. The shop is owned and operated by a quiet elderly halfling couple, Jiran and
Kelsa Wheelfixer. They used to be wilderness guides, but a bad wagon accident left this couple sidelined a few years
back. They loved helping people travel and decided to open a store. Traveling supplies, light weapons, and armor are
their specialties. Their son, Wielfan, operates the adjoining stables.
Stables – Trusty’s Stables. The proprietor, Wielfan Wheelfixer, has only been in business a few years. Originally
named Trusty’s Rest, after his beloved dappled pony, he changed the name after too many visitors entered the stable
and asked for a drink and a bed.

Temples: The Temple of Bahamut is the most prominent, of course. The High Priest is Dauret, a male dragonborn.
He has a reputation of being firm yet helpful. There is also a small temple to Ilmater. The High Priestess is Tihaket, an
elderly human woman, whose family moved to Tymanther from Mulhorand. She is a skilled midwife and an
excellent healer.

Outlying Areas: Most of the outlying areas are not heavily patrolled. The people that live out in the outlying areas
tend to be farmers, ranchers, woodsmen, hunters, or trappers. Adventurers often go out to explore the many ruins
that dot the area. About as many of them return as don’t.

TYMA1-1 Elder Wisdom Page 30


Player Handout: Tuanek’s Notes
Lord Tuanek of House Jalt has provided you with a rough map of the area and the following notes concerning the
ruins that he has hired you to investigate.

The first item looks like an excerpt from a scouting report.

The route to the ruins is as follows:

Take the west road out of town. After approximately one and a half miles take the path that heads south.
Follow the path. It will lead near a set of ancient marble columns set up around a central stone (not sure
what these are). Continue straight through to the other side and go for another half-mile and the ruins
should be visible. There is no road or path this last half-mile but there weren’t any obstacles, other than a
bunch of rubble that someone would have to dig through to get there.

(signed) Ahtehk Jalt


Lance Defender of House Jalt

The second item looks like an excerpt from a patrol report.

The following has been noticed in the vicinity of the ruins:

Kobold tracks and sightings are frequent. Although we killed a few, we believe many more are present.
Generally, when spotted, they run rather than fight.

There have been a few dragons killed in the area (a green and a blue). These were very small and the
parents (if there are any) have not been seen.

No signs of the spawn of Tiamat or her worshippers.

There are many ruins located around the area. Many are small but some appear to be quite large.

(signed) Hiernek
Platinum Cadre of House Jalt

TYMA1-1 Elder Wisdom Page 31

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