Dungeon Magazine 204

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The article discusses the history and development of adventures set in the Underdark, including Gary Gygax's original 'D' series modules and more recent stories focused on Menzoberranzan and the Rise of the Underdark campaign.

The Rise of the Underdark campaign aims to portray a war between the surface realms and the drow, with the story being told through various D&D products like novels, supplements, organized play events and magazines.

The Pearl of the Sea Mother is a sacred artifact of the kuo-toa goddess Blibdoolpoolp. Insane kuo-toas have located the pearl within an ancient underwater shrine and plan to use its power to spread madness and drown coastal settlements in tides of insanity.

Editorial:

Into the Depths


By Christopher Perkins
Illustration by Wayne England

In 1978, Gary Gygax wrote a trilogy of short adven-


tures set in the darkest reaches of the underworld.
These adventures came to be known as the “D” series.
Module D1 presented a cavern complex dubbed the
Warrens of the Troglodytes, although the troglodytes
surface realms of Faerûn. You’ll see this overarching
shared their cavernous home with such miscella-
story play out across a number of different venues,
neous threats as Asperdies the lich, ravenous ghouls,
including FORGOTTEN REALMS novels, game supple-
a pack of gargoyles, and a giant slug. Module D2 fea-
ments, organized play events, and, of course, the
tured an underground temple full of mad kuo-toa
ezines. And you’ll have the opportunity to experience
and a mighty ziggurat capped with a statue of their
this war from both sides! You can play drow charac-
debased goddess, Blibdoolpoolp. Module D3 took us
ters in D&D ENCOUNTERS™ and D&D LAIR ASSAULT™,
to Erelhei-Cinlu, the subterranean city of the drow,
and this month in Dragon we present a host of excit-
and the dreaded Fane of Lolth. What the adventures
ing themes for drow PCs.
lacked in connective tissue they made up for in sheer
If you like using drow as villains, you’ll enjoy our
grandeur and unabashed deadliness.
feature adventure in Dungeon this month, which pres-
The D series gave birth to the concept of the
ents a drow incursion into Downshadow, the dank
Underdark (although Mr. Gygax never referred to it
slum below Waterdeep. If drow aren’t your thing, we
as such). It was Gary’s first effort to shed light on the
also have an Underdark side trek and a wonderful
underworld of DUNGEONS & DRAGONS®, and we’ve
homage to module D2 featuring a kuo-toa shrine and
been exploring it ever since—not only in Gary’s world
a harrowing confrontation with Blibdoolpoolp, whose
of Oerth but our home campaigns as well.
crustaceous visage might be the last thing the heroes
No campaign has charted more miles of Under-
ever see.
dark caverns and tunnels than the FORGOTTEN
So grab your spelunking gear and join us once
REALMS® setting. At the center of this labyrinthine
again as we descend into the depths and see what
web is the drow city of Menzoberranzan, first intro-
skittering, slithering, and shrieking terrors await us in
duced by Ed Greenwood in the Menzoberranzan boxed
the Underdark.
set (1992) and later explored in the novels of R.A.
Salvatore. This year we bear witness to the Rise of
the Underdark, a campaign of terror instigated by
the drow in a plot to bring everlasting darkness to the

TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u l y 2 012 | D U N G E O N 2 0 4
1
Pearl of
the Sea
Mother
A D&D® adventure for characters
of levels 15–17

By John “Ross” Rossomangno


Illustration by Ben Wootten
Cartography by Jason A. Engle

Insane kuo-toas have located an ancient shrine that


was cast into the ocean by their goddess. Within the
ruins they located the sacred Pearl of the Sea Mother.
Unless these kuo-toas are stopped, they will use the
artifact’s power to drown one coastal settlement after
another in a tide of madness. The player characters
must journey into the sacred shrine of the kuo-toa
goddess, steal the Pearl, and return it to the surface to
destroy it.

BACKGROUND
Madness can spread like a plague through kuo-
toa settlements. Only their worship of entities with
control over such insanity can hold off epidemics
of lunacy. One such entity is Blibdoolpoolp, the Sea
Mother, who is frequently the object of the kuo-toas’
fanatical worship.

TM & © 2012 Wizards of the Coast LLC. All rights reserved.

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Pearl of the Sea Mother

A DVENTURE SYNOPSIS Involving the Characters


This adventure assumes that the adventurers know
BLIBDOOLPOOLP The adventure begins when the characters arrive in
about potential trouble before arriving in Briggs
the fishing village of Briggs Point. They discover that
Few residents of the surface world imagine that a Point. To add tension to the campaign, either of the
the populace is endangered by the bizarrely surging
being such as Blibdoolpoolp exists. She is a goddess following hooks can be used in conjunction with the
sea and the madness that accompanies the high tide.
of hatred and the deepest waters of forgotten seas, fact that one or two other coastal towns have been
The strange discoveries point the party toward a
including those in the Underdark. Her animosity is ravaged in similarly mysterious ways.
nearby lighthouse atop a cliff overlooking the village.
aimed at all surface dwellers, and few creatures dare An eccentric seer, a deva named Makanel, quaran- ) A fishing boat from Briggs Point drifts ashore near
to worship her. tined himself here after he became suspicious of the a coastal city. Its crew members are all raving mad,
Images of the goddess—a humanlike female with events in Briggs Point. When the characters investi- claiming that their village will soon be the capital
the head and arms of a lobster—haunt survivors of gate the lighthouse, they find the seer in the hands of of the world because it will be the first “new city
shipwrecks and sailors who spent too many years at kuo-toas eager to sacrifice him. beneath the waves.” Local authorities send the
sea. They claim that her name is the last sound any Makanel reveals the story of the Pearl of the Sea characters to investigate.
drowning humanoid utters. Mother. The kuo-toas have located the object and are ) A divine party member receives a vision from his
Although Blibdoolpoolp seldom becomes involved using it to visit a tide of slow madness upon Briggs or her god predicting the rise of a forgotten deity
in matters of the world, the devotion and fanaticism Point. Only bringing the Pearl to the surface can dis- determined to bring about an apocalyptic flood.
of the kuo-toas is enough to attract her attention. The solve its power. The adventurers must descend into Upon arriving in Briggs Point, the character feels
worshipers’ intention to drown and madden so many the sunken temple complex just offshore, infiltrate drawn to the lighthouse.
surface dwellers in her name pleases her. the shrine of Blibdoolpoolp, and steal the Pearl.
When the characters bring the relic to the surface,
it causes Blibdoolpoolp to manifest near the light-
Treasure
house of Briggs Point. Having lost control of the Pearl, This adventure has treasure appropriate for a party
The Sea Mother’s priests channel their devout the goddess is afflicted by the madness of her kuo-toa of 16th-level adventurers. The monetary award is
behavior into a discipline that holds their madness in worshipers. As a result, the heroes stand a chance of slightly higher than usual (116,000 gp), but the magic
check and aids them in tending to the sanity of their defeating the Sea Mother once and for all. items are normal (for items of levels 17 to 20). Feel
communities. One of these priests, a kuo-toa whip, free to replace the existing treasure or supplement it
recently led an expedition to find a sunken temple
complex in an air-filled cavern beneath coastal
RUNNING THE as needed for your campaign.

waters. There the kuo-toas located the most sacred A DVENTURE BRIGGS POINT
relic of their goddess: the Pearl of the Sea Mother.
The adventure begins as the party approaches Briggs The kuo-toas have learned how to use the Pearl to
Through depraved rituals in the newly discov-
Point. The bulk of the adventure is location-based, affect the seawater around Briggs Point. By perform-
ered grand shrine, the exalted whip used the Pearl
with encounters keyed to the accompanying maps, ing a ritual twice a month at spring tide (during the
to summon the Tide of Madness, a curse prophesied
and the characters’ final battle with the goddess Blib- new moon and the full moon), they cause high tides
by devotees of Blibdoolpoolp. Now, as the tides surge
doolpoolp occurs upon their return to the surface. to be increasingly higher and low tides to be increas-
unnaturally around the village of Briggs Point, they
ingly lower. Every two weeks at the highest tides, the
carry insanity like a contagion.
water is nearly a foot deep throughout Briggs Point;
at the lowest tides, the boundary between ocean and
land is so far out that fishing boats cannot approach
the village’s docks or be launched from them.

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Pearl of the Sea Mother

Worse yet for the residents, the afflicted waters ) A fisherman dashes through town, shouting “I
carry the taint of insanity. Any creatures other don’t want to wait! The time is now!” He then hurls
than kuo-toas that come into contact with the tides himself into the surf and begins swimming out
begin to think and behave erratically as the curse to sea. He actively resists any efforts to bring him
takes hold. Continued or repeated exposure to this back to shore. If allowed to go, he drowns.
phenomenon—which the kuo-toas call the Tide of ) People press their ears to the ground (even in the
Madness—heightens the disorder. flood waters), nearly drowning themselves in the
The party can arrive at Briggs Point any time process. If asked about this behavior, they reply
between the two spring tides. During the lowest tides, that they are interested in what the fish have to
residents regain some of their rationality and have a say.
vague understanding that when the tide rises, people
begin acting strangely. Those who still remain in the
After the characters observe enough examples of such
village hope that the phenomenon is an aberration
behavior, they should realize that the next spring tide
and will soon subside, but they welcome adventurers
could jeopardize everyone in the village.
in case something more sinister is at work.
The villagers can direct the characters to
Makanel’s lighthouse. Residents acknowledge his 1. Lighthouse
remarkable knowledge of the sea and its omens, but Combat Encounter Level 16 (7,150 XP)
they consider the deva an eccentric recluse. Although
he has not been seen in town since shortly after the The party arrives at lighthouse and finds the keeper
strange tides began, the light of the ancient light- under attack.
house was recently lit, so residents assume that he has Light: Bright light from the lighthouse signal.
not left the area. Monsters: Kuo-toa lash, 4 kuo-toa marauders, 9
As the tide begins to rise and the villagers suc- kuo-toa guards.
cumb to its power, their behavior becomes more Other Creatures: Makanel.
peculiar and erratic. Its hold over their minds
prevents them from realizing how irrational and When the party nears the lighthouse, read:
sometimes self-destructive they are becoming. A weather-worn stone lighthouse perches on the tip of a
The party members observe increasingly disturb- rocky outcropping that juts over the sea. An overgrown foot-
ing behavior among the people of Briggs Point. For path ends at an iron-banded door at the lighthouse’s base.
example: Sea birds wheel around the tower, their cries piercing the
) Villagers begin to greet one another by placing steady crashing of the surf. Distant shouts, distinct from the
their hands against their necks and flapping them birds’ calls, can be heard from the top of the lighthouse.
like gills. They think this gesture is hilarious and
quickly grow suspicious of those who do not use it. Entering the Lighthouse: The party has a few
) The only food made available and consumed in
obvious options.
the village is lobster. If the characters are seen Front Door: This entrance is barred and barricaded
eating anything else, the villagers shun them. because Makanel feared that the increasingly insane
villagers might storm his abode. Bashing down the
door requires a successful DC 22 Athletics check, but

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Pearl of the Sea Mother

doing so gives the kuo-toas inside some warning—see Kuo-Toa Lash Level 15 Artillery 4 Kuo-Toa Marauders Level 12 Skirmisher
the “Tactics” section. Medium natural humanoid (aquatic) XP 1,200 Medium natural humanoid (aquatic) XP 700 each
Lighthouse Walls: Characters who make DC 20 HP 115; Bloodied 57 Initiative +12 HP 119; Bloodied 59 Initiative +11
Athletics checks can climb the 80-foot-tall tower. AC 27, Fortitude 28, Reflex 27, Will 26 Perception +10 AC 26, Fortitude 22, Reflex 23, Perception +11
Speed 6, swim 6 Darkvision Will 21 (25 while bloodied)
1A. Living Quarters: Makanel resides in this
TRAITS Speed 6, swim 6 Darkvision
small space. Stairs wind along the interior wall to the Aquatic TRAITS
ceiling 70 feet overhead. They are difficult terrain. The lash can breathe underwater. In aquatic combat, Aquatic
A wooden hatch, leading to area 1C, is visible in the it gains a +2 bonus to attack rolls against nonaquatic The kuo-toa can breathe underwater. In aquatic combat,
floor. creatures. it gains a +2 bonus to attack rolls against nonaquatic
Barricade: Makanel shifted his furniture against STANDARD ACTIONS creatures.
the front door, so these squares are difficult terrain. m Trident (weapon) ) At-Will STANDARD ACTIONS
Attack: Melee 1 (one creature); +20 vs. AC m Skewering Spear (weapon) ) At-Will
Monsters: A kuo-toa marauder and five kuo-toa
Hit: 2d8 + 9 damage. Attack: Melee 1 (one creature); +17 vs. AC (+19 while
guards wait here for the lash and the rest of the kuo- r Lightning Trident (lightning, weapon) ) At-Will bloodied)
toas to bring Makanel down from area 1B. Attack: Ranged 3/6 (one creature); +22 vs. AC Hit: 2d8 + 5 damage, and ongoing 5 damage (save ends).
1B. Light Room: At the top of the lighthouse, this Hit: 3d8 + 10 lightning damage. MOVE ACTIONS
area contains a huge oil-burning lamp, a reflector, Effect: The trident returns to the lash. Slick Maneuver ) At-Will
and the mechanism that rotates them. R Fill Lungs ) At-Will Requirement: The kuo-toa must be adjacent to an enemy.
Monsters: The kuo-toa lash and the remaining Attack: Ranged 20 (one creature); +20 vs. Fortitude Effect: The kuo-toa shifts up to 3 squares to another square
Hit: 2d6 + 7 damage, and the target is slowed and takes adjacent to the enemy.
guards and marauders are here.
ongoing 5 damage (save ends both). MINOR ACTIONS
A Forked Lightning (lightning) ) Recharge when the lash Quick Step ) At-Will
When the party reaches the lighthouse top, read: bloodies an enemy or reduces an enemy to 0 hit points or Requirement: The kuo-toa must be bloodied.
Numerous scaled fish-creatures struggle to bind a thin fewer Effect: The kuo-toa shifts 1 square.
humanoid with pale blue skin. He kicks at his captors. One Attack: Area burst 2 within 10 (one, two, or three creatures TRIGGERED ACTIONS
of the creatures directs its fellows with a trident, and some in burst); +20 vs. Fortitude M Sticky Shield ) At-Will
set their spears aside to grab at their quarry with webbed Hit: 2d6 + 6 lightning damage, and the target is blinded Trigger: An adjacent enemy misses the kuo-toa with a
until the start of the lash’s next turn. melee weapon attack.
hands.
MOVE ACTIONS Attack (Immediate Reaction): Melee 1 (the triggering
Slick Maneuver ) At-Will enemy); +15 vs. Reflex
Makanel has just been captured, and the kuo-toas Requirement: The lash must be adjacent to an enemy. Hit: The weapon used for the triggering attack drops in the
intend to sacrifice him back at their shrine. Effect: The lash shifts 3 squares to another square adjacent target’s space.
1C. Basement: This storeroom contains sev- to the enemy. Str 15 (+8) Dex 16 (+9) Wis 11 (+6)
eral barrels of oil and other supplies necessary for Skills Dungeoneering +15, Religion +14 Con 15 (+8) Int 11 (+6) Cha 13 (+7)
running the lighthouse. An adjacent room held Str 23 (+13) Dex 20 (+12) Wis 17 (+10) Alignment evil Languages Deep Speech
Con 19 (+11) Int 15 (+9) Cha 18 (+11) Equipment leather armor, slimy light shield, spear
Makanel’s research, and a heavy iron hatch was once
Alignment evil Languages Deep Speech
affixed to the floor. The hatch has been blasted open Equipment trident, ceremonial knife
and the library thoroughly ransacked. The hatch kuo-toas on the lighthouse top are distracted by their
leads to a series of sea caves that wind their way out task of subduing Makanel. If the characters reach the
to the sunken temple complex beneath the seabed. Tactics: If the characters attempt to break down top without alerting the kuo-toas in area 1B, the kuo-
If the party descends through the hatch, refer to the the front door, the kuo-toas in area 1A retreat to area toas in 1B join the fight atop the lighthouse as soon as
“Cavern of Temples” section on page 5. 1B to warn their fellows. Guards cover the maraud- they can.
er’s withdrawal and attack anyone who breaks in. The

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Pearl of the Sea Mother

9 Kuo-Toa Guards Level 16 Minion Skirmisher


Medium natural humanoid (aquatic) XP 350 each
after the characters act on his work, his destiny will
be fulfilled and his duty will come to an end.
CAVERN OF T EMPLES
HP 1; a missed attack never damages a minion.Initiative +13 Through the years, the deva has kept watch over An expansive vault contains fragments of the once-
AC 30, Fortitude 28, Reflex 29, Will 27 Perception +12 the sea and accumulated knowledge of its forbid- sprawling temples to Blibdoolpoolp that date back
Speed 6, swim 6 Darkvision
ding depths. He knows that a vast temple complex to a time when the kuo-toas still called the surface
TRAITS
Aquatic
once stood nearby, but he believes that Blibdoolpoolp world home. When the creatures failed to offer
The kuo-toa can breathe underwater. In aquatic combat, sank it. Makanel thinks that the kuo-toas are using proper fealty to the goddess, she cast the temples into
it gains a +2 bonus to attack rolls against nonaquatic the Pearl of the Sea Mother, a relic they found within the sea. A portion sank into a cavernous air pocket at
creatures. the submerged ruins, to control the tides and spread the edge of a deep chasm.
STANDARD ACTIONS insanity. He believes that bringing the Pearl to the Kuo-toas recently discovered the cavern, but their
m Spear (weapon) ) At-Will surface should undo the magic. excitement has turned to insanity. Kuo-toa monitors
Attack: Melee 1 (one creature); +21 vs. AC
Makanel can provide an ancient map from his struggle to control the other kuo-toas that accompa-
Hit: 12 damage.
MOVE ACTIONS
library. It shows a route through the sea caves under nied the expedition, keeping the crazed ones isolated
Slick Maneuver ) At-Will the lighthouse that leads to the temple complex. If so that the whip’s efforts in the Grand Shrine are
Requirement: The kuo-toa must be adjacent to an enemy. the characters prefer another route, he can tell them not interrupted. When not performing the rites to
Effect: The kuo-toa shifts up to 3 squares to another square where to dive from a boat to find the sunken temple. empower the Tide of Madness, the whip and her
adjacent to the enemy. He also offers a scroll of Water’s Gift to aid them on disciplined followers experiment on the Pearl and
Str 15 (+10) Dex 16 (+11) Wis 9 (+7) their quest. Makanel warns the party that kuo-toas perform sacrificial rituals intended to summon
Con 15 (+10) Int 11 (+8) Cha 13 (+9)
often make use of submerged tunnels to traverse their Blibdoolpoolp.
Alignment evil Languages Deep Speech
Equipment leather armor, light shield, spear
settlements. If the party approaches from the sea caves under-
neath the lighthouse, the journey to the outskirts of
Water’s Gift Scroll the temple complex takes three hours. The characters
The marauders and the guards rely on their Level: 10 arrive through the northernmost corridor leading
mobility to keep foes away from the lash. They attack Casting Time: 5 minutes into area 2.
relentlessly unless the lash is slain. If that happens, Key Skill: Nature If the adventurers dive down from a boat, they
any remaining guards flee for the tunnel in the base- do so a mile from shore. Swimming down to and
ment. The marauders fight on until bloodied before You and up to seven other creatures present for through the underwater passage takes two hours. The
doing the same. the ritual gain the ability to breathe water as easily party emerges from the underground river that enters
as air, to speak underwater normally, and to fight from the western edge of area 3.
Makanel of Melora underwater without penalty. Each subject also
Although his body shows no signs of it, Makanel is an
gains a +5 power bonus to Athletics checks to 2. Twisted Tunnels
swim.
aged deva. When he was younger, he discovered that Combat Encounter Level 15 (6,800 XP)
Your Nature check result determines the dura-
his purpose was to tend an abandoned lighthouse at
tion of the effect.
Briggs Point on Melora’s behalf. Makanel suspects These large galleries lead into the ruined temples, but
that the ancient tower, intended to warn of a menace dangerous predators inhabit the area.
Nature Check Result Duration
more threatening than any ordinary navigation Light: None.
14 or lower 3 hours
hazard, was constructed long before Briggs Point. Monsters: Cloaker lord, 4 umber hulk tunnelers.
15–24 6 hours
Loneliness has taken a toll on Makanel. The par-
25 or higher 12 hours
ty’s presence and interest in his work fills him with
manic energy and a sense of urgency. He believes that

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Pearl of the Sea Mother

When the party enters area 2A, read:


Tunnels fork and branch in numerous directions from this
high-ceilinged gallery. Stalactites here glisten with water
and a white mineral crust, and the floor is rough and
uneven, as if broken. Damp air carries the scent of the sea
with notes of foulness.
A continuous whispering sound echoes from the south,
but a nearby rumble grows in volume.

Dungeoneering DC 22: Rubble on the floor of this


chamber was left behind by large tunneling creatures.
Perception DC 22: Nearly 40 feet overhead, a crack
in the cavern wall reveals a narrow ledge.

2A. Greater Cavern: The ceiling of this natural


gallery rises 100 feet at its highest point.
Characters who search the area discover several
recently slain kuo-toas. The skeletal remains of a
dozen more have been crushed by falling stone. These
scattered skeletons were once early worshipers of
Blibdoolpoolp.
Monsters: Two umber hulk tunnelers lurk beneath
the floor.
2B. Concealed Ledge: This area enables pas-
sage between areas 2A and 4C, although it is high up,
making it difficult to spot (see the Perception DC 22
check above). From area 2A, the opening is 40 feet
up. The floor of area 4C is 160 feet below the nearest
opening. Walls on either side offer many handholds
but are slick with water (DC 20 Athletics checks to
climb).
2C. Lesser Cavern: This immense gallery is
naturally formed and rises to 80 feet. An occasional
breeze of salt air blows in from the staircase to the
east. The noise of the waterfalls in area 3 echoes here
like hundreds of whispering voices.
Carving: A steeply descending corridor to the east
quickly turns into poorly chiseled steps. At the head
of these stairs are bas-reliefs that depict kuo-toas plac-
ing shells and lobsters in Blibdoolpoolp’s claws. Take

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Pearl of the Sea Mother

Cloaker Lord Level 18 Controller note of whether the characters study these depictions 4 Umber Hulk Tunnelers Level 15 Skirmisher
Large aberrant magical beast XP 2,000 because those who do will receive a bonus to discern Large natural magical beast XP 1,200 each
HP 172; Bloodied 86 Initiative +12 the ritual required to enter the shrine in area 7. HP 148; Bloodied 74 Initiative +13
AC 30, Fortitude 30, Reflex 29, Will 27 Perception +16 Stairs: Water and years of use have worn these AC 29, Fortitude 28, Reflex 26, Will 25 Perception +15
Speed 2 (clumsy), fly 8 (hover) Darkvision Speed 5, burrow 2 (tunneling) Darkvision, tremorsense 5
steps. They are difficult terrain (DC 22 Acrobatics
TRAITS STANDARD ACTIONS
O Unnerving Moan (fear) ) Aura 2, or 5 while the lord is
check to ignore). A creature that is suddenly forced m Claw ) At-Will
bloodied onto the stairs must succeed on a similar Acrobatics Attack: Melee 2 (one creature); +20 vs. AC
Nondeafened enemies within the aura take a –2 penalty to check or fall to the next landing down, taking 3d6 Hit: 1d8 + 7 damage.
attack rolls. damage and falling prone. M Snatch and Run ) At-Will
STANDARD ACTIONS Monsters: Two umber hulk tunnelers lurk beneath Effect: The umber hulk uses claw twice against the same
m Tail Slap ) At-Will the floor. target. If at least one of the attacks hits, the umber hulk
Attack: Melee 2 (one creature); +23 vs. AC shifts up to 5 squares, pulling the target with it to a
2D. Cloaker Lair: The sound of the rushing water
Hit: 2d10 + 15 damage, and the target is grabbed. square adjacent to it.
M Envelop ) At-Will
from area 3 is quite loud here, but the strange acous- MINOR ACTIONS
Requirement: The lord must not have a creature grabbed. tics of the 50-foot ceiling give the impression of many C Rebuffing Gaze (psychic) ) At-Will (1/round)
Attack: Melee 1 (one creature); +21 vs. Reflex voices speaking indistinctly over one another. Attack: Close blast 5 (enemies in the blast); +18 vs. Will
Hit: The lord slides the target 1 square to a square within Carving: A bas-relief on the southern wall shows Hit: Until the end of the target’s next turn, it takes 2d6
the lord’s space, and the target is grabbed. While Blibdoolpoolp placing a pearl in the center of a psychic damage whenever it enters a square closer to the
the target is grabbed by the lord, it is blinded, dazed, gigantic scallop shell. Kuo-toas prostrate themselves umber hulk.
restrained, and takes ongoing 20 damage. In addition, Str 22 (+13) Dex 18 (+11) Wis 16 (+10)
around the goddess while others use ropes to drag the
whenever an attack deals damage to the lord while it has Con 20 (+12) Int 5 (+4) Cha 11 (+7)
the target grabbed, the attack deals half damage to the
shell from the sea. Alignment unaligned Languages —
lord and half damage to the target. Monsters: A cloaker lord hides near the ceiling.
C Terrifying Moan (fear, psychic) ) Recharge 4 5 6 Treasure: A kuo-toa corpse here still wears a suit of
Attack: Close burst 2, or 5 while the lord is bloodied (ene- +4 aqueous hide armor (Adventurer’s Vault, page 40) or Development
mies in the burst); +21 vs. Will carries another suitable level 19 magic item. Kuo-toas in the complex fear the monsters here, so
Hit: 3d8 + 8 psychic damage, and the target moves its
speed away from the lord.
they don’t patrol this area. If the party rests here, the
Tactics: The creatures here are not allies, but the kuo-toas pursue only if they know the cloaker lord
C Hypnotic Moan ) Encounter
Attack: Close burst 2, or 5 while the lord is bloodied (ene-
cloaker lord uses the umber hulks as aids in its hunt- and umber hulks have been killed. For example, if
mies in the burst); +21 vs. Will ing and does not consider them to be enemies. When the characters make too much noise or use light in
Hit: The target is stunned until the end of the lord’s next the umber hulks in one area attack, the others nearby this area, the kuo-toas might realize that the monsters
turn. join the fray during the second round of combat. The are gone. Such clues might also tip off the kuo-toas in
Miss: The target is dazed until the end of the lord’s next cloaker lord stealthily approaches the battle at the area 3.
turn. same time. It prefers targets isolated near its lair, such
MINOR ACTIONS as someone an umber hulk has successfully used
Shadow Shift (illusion) ) At-Will
Effect: The lord gains concealment until the start of its next
snatch and run against. 3. Cave of Murmurs
turn. If the lord is in an obscured square, it gains total These predators aren’t willing to die to have a Combat Encounter Level 16 (7,375 XP)
concealment until the start of its next turn. meal. They retreat when significantly wounded, but
Skills Stealth +17 they don’t fall back into area 3 or pursue creatures Waterfalls in this cave create strange sounds that
Str 25 (+16) Dex 16 (+12) Wis 15 (+11) into that area. have drawn insane kuo-toas to lair here. They follow
Con 20 (+14) Int 11 (+9) Cha 22 (+15) the crazed instructions of the mumbler that believes
Alignment unaligned Languages Deep Speech she understands the waterfalls’ words.
Light: None.

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Pearl of the Sea Mother

Monsters: Kuo-toa mumbler, 3 kuo-toa cutters, 9 Kuo-Toa Mumbler Level 13 Elite Lurker (Leader) 3 Kuo-Toa Cutters Level 16 Skirmisher
kuo-toa mad ones. Medium natural humanoid (aquatic) XP 1,600 Medium natural humanoid (aquatic) XP 1,400 each
HP 206; Bloodied 103 Initiative +16 HP 151; Bloodied 75 Initiative +17
When the party reaches area 3A, read: AC 27, Fortitude 25, Reflex 27, Will 24 Perception +9 AC 30, Fortitude 28, Reflex 30, Will 27 Perception +12
Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision
Below the ledge, where the cave opens onto a natural land-
Saving Throws +2; Action Points 1 TRAITS
ing, water rushes eastward in a swift current. The bizarre TRAITS Aquatic
echoes of the waterfalls create whispering noises that sound O Maddening Mumbles (psychic) ) Aura 2 The cutter can breathe underwater. In aquatic combat,
like nearly formed words. Any creature without the aquatic keyword that enters the it gains a +2 bonus to attack rolls against nonaquatic
The low crash of more falling water reverberates from aura or starts its turn there takes 10 psychic damage. A creatures.
the east. A mist that tastes of salt hangs in the air. creature can take this damage only once per turn. STANDARD ACTIONS
Aquatic m Barbed Dagger (weapon) ) At-Will
The mumbler can breathe underwater. In aquatic combat, Attack: Melee 1 (one creature); +21 vs. AC
Perception DC 22: Humanoid shapes dart about in
it gains a +2 bonus to attack rolls against nonaquatic Hit: 4d4 + 14 damage.
the dark water. creatures. M Crippling Strike (weapon) ) At-Will
STANDARD ACTIONS Attack: Melee 1 (one creature granting combat advantage
Characters who succeed on the initial Perception m Spear (weapon) ) At-Will to the cutter); +21 vs. AC
check spot the kuo-toa mad ones. Spotting the mum- Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d4 + 4 damage, and the target is slowed and takes
bler requires a check result of 29 or higher, and Hit: 2d8 + 9 damage. ongoing 10 damage (save ends both).
spotting one or more cutters requires a check result of M Vicious Spear (weapon) ) At-Will MOVE ACTIONS
Attack: Melee 1 (one blinded creature); +18 vs. AC Slick Maneuver ) At-Will
32 or higher.
Hit: 3d8 + 13 damage. Requirement: The cutter must be adjacent to an enemy.
Stream: This flowing water is 20 feet deep. MOVE ACTIONS Effect: The cutter shifts up to 3 squares to another square
Swimming requires a DC 15 Athletics check, and a Slick Maneuver ) At-Will adjacent to the enemy.
creature must succeed by 5 or more to avoid sliding Requirement: The mumbler must be adjacent to an enemy. TRIGGERED ACTIONS
2 squares to the east with the current at the end of its Effect: The mumbler shifts up to 3 squares to another M Swift Strike ) At-Will
turn. Kuo-toas slide this way only if they choose to. square adjacent to that enemy. Trigger: An enemy misses the cutter with a melee attack.
Waterfalls: A creature that moves over one of the MINOR ACTIONS Effect (Immediate Reaction): The cutter shifts 4 squares and
C Syllable of Strange Eons ) Recharge 4 5 6 uses barbed dagger.
waterfalls must make a saving throw to prevent the
Effect: Close burst 10 (allies in the burst); each target gains Skills Acrobatics +20, Stealth +20
fall (no damage due to the deep water). Success leaves a +2 power bonus to Fortitude and Will, and the mum- Str 21 (+13) Dex 24 (+15) Wis 19 (+12)
the creature clinging to the wet rocks, where it must bler gains a +2 power bonus to all defenses, until the end Con 15 (+10) Int 17 (+11) Cha 17 (+11)
succeed on a similar saving throw at the start of its of the mumbler’s next turn. Alignment evil Languages Deep Speech
next turn to keep from falling. Climbing the water- TRIGGERED ACTIONS Equipment dagger
falls requires DC 25 Athletics checks. C Terrifying Revelation ) At-Will
3A. River Overlook: The ledge here is 40 feet Trigger: Syllable of strange eons ends. 3B. Mumbler Lair: Accessible through the under-
Attack (No Action): Close burst 3 (enemies in the burst); +16
above the water. The damp stone has plenty of hand- water cave in 3A, this chamber is adorned with a
vs. Will
holds (DC 20 Athletics checks to climb). Hit: The target is blinded (save ends).
staggering amount of shells and fish bones. A make-
A cave mouth 10 feet below the surface of the Skills Athletics +14, Stealth +17 shift altar to Blibdoolpoolp has been constructed
water leads to area 3B. A character in the water Str 16 (+9) Dex 22 (+13) Wis 17 (+9) from the bones and chitin of a hook horror.
notices the opening with a DC 16 Dungeoneering Con 19 (+10) Int 17 (+9) Cha 14 (+8) Monsters: The mumbler and five mad ones dwell in
check or Perception check. Alignment evil Languages Deep Speech this cave.
Monsters: Two mad ones and a cutter lurk in the Equipment spear Treasure: A pile of 100 pp lies in a shallow pool
water here, vigilant for intruders. here. Near the makeshift altar is a jade box that

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Pearl of the Sea Mother

9 Kuo-Toa Mad Ones Level 12 Minion Skirmisher The crazed kuo-toas are unwilling to flee through they blow conch horns to raise an alarm. See the
Medium natural humanoid (aquatic) XP 175 each the submerged tunnels in area 3D. They know that if “Tactics” section for more information.
HP 1; a missed attack never damages a minion.Initiative +12 they return to the temple area, imprisonment awaits Stream: The water here is 20 feet deep. Swim-
AC 26, Fortitude 23, Reflex 23, Will 25 Perception +7 them at the hands of the monitors. ming requires a DC 15 Athletics check, and a
Speed 6, swim 6 Darkvision
creature must succeed by 5 or more to avoid moving
TRAITS
O Spreading Madness ) Aura 1 4. Plague Houses 2 squares to the north with the current. Kuo-toas
slide this way only if they choose to do so.
Enemies within the aura gain vulnerable 5 psychic.
Combat Encounter Level 17 (8,550 XP) Submerged Tunnels: Entry points to the submerged
Aquatic
The mad one can breathe underwater. In aquatic combat, tunnels are 10 feet beneath the surface and can be
it gains a +2 bonus to attack rolls against nonaquatic The ruined temple complex, filled with kuo-toas, detected with a successful DC 17 Dungeoneering
creatures. clings to the side of a gaping chasm. Monitors and check or Perception check.
STANDARD ACTIONS sane harpooners contain the addled kuo-toas here, Waterfall: The great chasm is miles deep. Those
m Claw ) At-Will but the mad ones frequently spill into the streets in a
Attack: Melee 1 (one creature); +17 vs. AC
who fall plummet 100 feet before landing on an out-
riot of babbling and violence. cropping, at which time they make a second saving
Hit: 10 damage, and the mad one shifts 1 square.
Light: Dim light from phosphorescent algae. throw. A second failure results in a fatal fall. Climbing
C Eldritch Scream (psychic) ) At-Will
Attack: Close blast 3 (enemies in the blast); +15 vs. Will
Monsters: 2 kuo-toa monitors, 4 kuo-toa harpoon- back up the rough, wet wall requires DC 20 Athletics
Hit: 5 psychic damage. ers, 10 kuo-toa mad ones. checks.
Str 15 (+8) Dex 19 (+10) Wis 13 (+7) 4A. Stream and Crossing: The bridge spans the
Con 19 (+10) Int 1 (+1) Cha 22 (+12) When the party reaches 4A, read: swift current that plunges into the chasm.
Alignment evil Languages — At the foot of the stairs, a swiftly running stream rushes Monsters: A kuo-toa harpooner stands guard near
under a bridge and over a cliff to the north. Beyond the the bridge, and a monitor stands in the gap between
contains bejeweled utensils made of gold (serving and cliff, a dark void looms overhead. Occasional choked cries the buildings 4B and 4D. Another harpooner stands
eating utensils for ten; 7,500 gp). and screeches emerge from the buildings scattered around next to the northwestern door of 4D.
3C. Upper Falls: A cutter lurks where the river the area, but echoes are absent in this vast space. Doors to Area 6: These doors, ornately carved with
passes between the two ledges. Structures here twist and bend upward from the ground images of kuo-toas, are locked. They can be opened
3D. Lower Falls: Two mad ones and a cutter like parodies of seashells carved from green stone. Blue- with a key carried by a kuo-toa monitor (see 4B). In
swim here, worshiping the shell of an umber hulk. green algae that outlines the cracks and recesses of the wet addition, the locks can be picked with a DC 31 Thiev-
Submerged Tunnels: Water-filled caverns 10 feet walls accentuates the alien feel of this place. ery check, or the doors can be battered open with a
below the surface lead to areas 4 and 5. A character Among the buildings, streets laid with scale-shaped DC 31 Athletics check.
in this area can discover a tunnel opening by succeed- pavers terminate abruptly at the jagged edge of a chasm. 4B. Guard Post: This area is in disarray. The
ing on a DC 17 Dungeoneering check or Perception Scattered through the streets, slumped shapes bristle with walls are carved with nonsensical graffiti, and broken
check. harpoons and crossbow bolts. The odor of rotting fish is possessions are strewn about.
overwhelming. Monsters: The other monitor and harpooners dwell
Tactics: At the first sign of intruders, the kuo-toas A bulbous-eyed fish creature wielding a shield and here, three of them resting while the others guard
try to warn others in the area. Some attempt to swim barbed spear stands ready at the western end of the bridge. the bridge and area 4D. The monitor currently at rest
through the underwater cave to area 3B to alert the Another, its only weapon a slung crossbow, stands in a gap carries a key to the door leading to area 6.
mumbler. All kuo-toas join in the attack as soon as between two nearby buildings to the west. Treasure: The western chamber has an altar
possible. If the fight starts at the top of the waterfalls, adorned with an offering of five pearls, each the size
the combat becomes a running battle, with the kuo- The kuo-toas guarding this area keep their insane kin of a plum (1,000 gp each).
toas descending the falls to make a stand in area 3D. in area 4D and out of area 6. If they see intruders,

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Pearl of the Sea Mother

2 Kuo-Toa Monitors Level 16 Skirmisher 4 Kuo-Toa Harpooners Level 14 Soldier 10 Kuo-Toa Mad Ones Level 12 Minion Skirmisher
Medium natural humanoid (aquatic) XP 1,400 each Medium natural humanoid (aquatic) XP 1,000 each Medium natural humanoid (aquatic) XP 175 each
HP 153; Bloodied 76 Initiative +15 HP 137; Bloodied 68 Initiative +12 HP 1; a missed attack never damages a minion.Initiative +12
AC 30, Fortitude 27, Reflex 28, Will 26 Perception +15 AC 30, Fortitude 26, Reflex 26, Will 24 Perception +13 AC 26, Fortitude 23, Reflex 23, Will 25 Perception +7
Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision
TRAITS TRAITS TRAITS
Aquatic Aquatic O Spreading Madness ) Aura 1
The kuo-toa can breathe underwater. In aquatic combat, The kuo-toa can breathe underwater. In aquatic combat, Enemies within the aura gain vulnerable 5 psychic.
it gains a +2 bonus to attack rolls against nonaquatic it gains a +2 bonus to attack rolls against nonaquatic Aquatic
creatures. creatures. The mad one can breathe underwater. In aquatic combat,
STANDARD ACTIONS STANDARD ACTIONS it gains a +2 bonus to attack rolls against nonaquatic
m Slam ) At-Will m Harpoon (weapon) ) At-Will creatures.
Attack: Melee 1 (one creature); +21 vs. AC Attack: Melee 1 (one creature); +19 vs. AC STANDARD ACTIONS
Hit: 3d10 + 8 damage. Hit: 2d8 + 8 damage, and the kuo-toa grabs the target m Claw ) At-Will
r Crossbow (weapon) ) At-Will (escape DC 21). Until the grab ends, the target takes Attack: Melee 1 (one creature); +17 vs. AC
Attack: Ranged 15 (one creature); +21 vs. AC ongoing 5 damage, and the kuo-toa can’t make attacks Hit: 10 damage, and the mad one shifts 1 square.
Hit: 3d8 + 8 damage. using this harpoon. C Eldritch Scream (psychic) ) At-Will
M Leap Kick ) At-Will R Reeling Harpoon (weapon) ) At-Will Attack: Close blast 3 (enemies in the blast); +15 vs. Will
Effect: The kuo-toa monitor shifts up to 2 squares and uses Attack: Ranged 10 (one creature); +19 vs. AC Hit: 5 psychic damage.
slam. Hit: 2d8 + 8 damage, and the kuo-toa makes a secondary Str 15 (+8) Dex 19 (+10) Wis 13 (+7)
M Lightning Fist (lightning) ) Encounter attack against the target. Con 19 (+10) Int 1 (+1) Cha 22 (+12)
Attack: Melee 1 (one creature); +19 vs. Reflex Secondary Attack: +17 vs. Fortitude Alignment evil Languages —
Hit: 2d10 + 8 lightning damage, and the target is stunned Hit: 1d8 + 6 damage, and the kuo-toa pulls the target up
(save ends). to 3 squares.
Miss: Half damage, and the target is dazed (save ends). MOVE ACTIONS enter the temple through the submerged tunnel must
MOVE ACTIONS Slick Maneuver ) At-Will make a DC 22 Athletics check to push the corpses out
Slick Maneuver ) At-Will Requirement: The kuo-toa must be adjacent to an enemy. of the way.
Requirement: The kuo-toa must be adjacent to an enemy. Effect: The kuo-toa shifts up to 3 squares to another square Altar: The altar to the Sea Mother has a large
Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy. sculpture of a lobster (DC 31 Religion check to iden-
adjacent to the enemy. TRIGGERED ACTIONS tify this as an altar to Blibdoolpoolp, whose favored
Skills Acrobatics +18, Dungeoneering +15 M Sticky Shield ) At-Will
Str 19 (+12) Dex 20 (+13) Wis 15 (+10) Trigger: An adjacent enemy misses the kuo-toa with a
creature is a lobster).
Con 17 (+11) Int 15 (+10) Cha 16 (+11) melee weapon attack. Treasure: Scattered around the altar are 4,000 gp,
Alignment evil Languages Deep Speech Attack (Immediate Reaction): Melee 1 (the triggering a gold-and-diamond necklace (5,000 gp), and a gold-
Equipment leather armor, crossbow, 20 bolts enemy); +17 vs. Reflex and-diamond trimmed mirror (4,000 gp).
Hit: The weapon used for the triggering attack drops in the
4C. Streets and Ruined Buildings: The few target’s space. Tactics: When the alarm sounds or battle occurs,
Str 17 (+10) Dex 17 (+10) Wis 13 (+8)
remaining avenues of the complex are littered with the kuo-toas at rest in area 4B join the combat at the
Con 17 (+10) Int 13 (+8) Cha 15 (+9)
dead kuo-toas. Many are piles of bones, victims of Alignment evil Languages Deep Speech
start of the following round. Mad ones swarm out of
the original cataclysm. Recently killed kuo-toas are Equipment leather armor, slimy light shield, 4 harpoons area 4D at the start of the round after that. Heedless
among the ancient dead, casualties of the madness of their own safety, the mad ones attack any creature
that spread throughout the whip’s expedition. Monsters: Ten mad ones remain here, eager to sac- that is not a kuo-toa.
4D. Temple of the Mad: This temple to Blibdool- rifice anything that enters the temple. During the fight, at least a few harpooners cross
poolp was ransacked in the madness that overcame Submerged Tunnel: The drowning pool before the the stream. Then they use reeling harpoon to yank foes
the expedition. The floor is littered with bodies. altar is clogged with corpses. Creatures attempting to into the river.

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Pearl of the Sea Mother

The sane kuo-toas are aware of the submerged Kuo-Toa Lash Level 15 Artillery 4 Water Archon Tide Striders Level 15 Skirmisher
tunnels. After the monitors are slain, bloodied har- Medium natural humanoid (aquatic) XP 1,200 Medium elemental humanoid (aquatic, water) XP 1,200 each
pooners might use the tunnels to escape. HP 115; Bloodied 57 Initiative +12 HP 144; Bloodied 72 Initiative +13
AC 27, Fortitude 28, Reflex 27, Will 26 Perception +10 AC 29, Fortitude 27, Reflex 28, Will 26 Perception +9
Speed 6, swim 6 Darkvision Speed 6, swim 8
5. Spawning Pools TRAITS Immune disease, poison; Resist 10 acid
Combat Encounter Level 17 (8,800 XP) Aquatic TRAITS
The lash can breathe underwater. In aquatic combat, O Body Torrent )Aura 1
it gains a +2 bonus to attack rolls against nonaquatic If an enemy in the aura hits or misses the archon with an
The spawning pools provide an alternative means to creatures. attack, the archon can push the enemy 1 square.
reach the shrine. STANDARD ACTIONS Aquatic
Light: Dim light from phosphorescent algae. m Trident (weapon) ) At-Will The archon can breathe underwater. In aquatic combat,
Monsters: Kuo-toa lash, 4 water archon tide strid- Attack: Melee 1 (one creature); +20 vs. AC it gains a +2 bonus to attack rolls against nonaquatic
ers, 8 kuo-toa guards. Hit: 2d8 + 9 damage. creatures.
r Lightning Trident (lightning, weapon) ) At-Will Frozen Waves
Attack: Ranged 3/6 (one creature); +22 vs. AC Whenever the archon takes cold damage, it is slowed until
When the party enters area 5A, read:
Hit: 3d8 + 10 lightning damage. the end of its next turn.
A large pool nearly fills the f loor of this cavern. Two stone Effect: The trident returns to the lash. STANDARD ACTIONS
ladders at one end lead to the top of a dam. Water pours R Fill Lungs ) At-Will m Greatspear (weapon))At-Will
into the pool through four open spillways in the dam. Attack: Ranged 20 (one creature); +20 vs. Fortitude Attack: Melee 2 (one creature); +20 vs. AC
Hit: 2d6 + 7 damage, and the target is slowed and takes Hit: 2d12 + 10 damage, and if the target is granting combat
Perception DC 23: A number of humanoid shapes ongoing 5 damage (save ends both). advantage to the archon, the target falls prone.
flit deep within the water of the pool. A Forked Lightning (lightning) ) Recharge when the lash Way of Water)Recharge 6
bloodies an enemy or reduces an enemy to 0 hit points or Effect: The archon shifts up to its speed. Each time an
fewer enemy is within 2 squares of the archon for the first time
The lash and its assistants are here to test the dam Attack: Area burst 2 within 10 (one, two, or three creatures during the move, the archon uses greatspear against that
mechanism and drainage controls. in the burst); +20 vs. Fortitude enemy.
Pools: The water in all pools is 40 feet deep unless Hit: 2d6 + 6 lightning damage, and the target is blinded Str 17 (+10) Dex 19 (+11) Wis 14 (+9)
otherwise noted. until the start of the lash’s next turn. Con 16 (+10) Int 15 (+9) Cha 14 (+9)
5A. Fingerling Pool: Young kuo-toa fingerlings MOVE ACTIONS Alignment chaotic evil Languages Primordial
mature in this pool. Although no young are present Slick Maneuver ) At-Will Equipment scale armor, greatspear
Requirement: The lash must be adjacent to an enemy.
at the moment, six guards and the lash swim at the
Effect: The lash shifts 3 squares to another square adjacent
bottom, looking for predators that could attack future to the enemy.
5C. Breeding Pool: Dominated by an idol of Blib-
fingerlings. Skills Dungeoneering +15, Religion +14 doolpoolp at one end, this chamber is intended for
Located at the bottom of the pool is a submerged Str 23 (+13) Dex 20 (+12) Wis 17 (+10) the fertilization of kuo-toa eggs. Four water archons
passage to area 5C. A metal hatch can seal or unseal Con 19 (+11) Int 15 (+9) Cha 18 (+11) guard the breeding area, tied for centuries to the idol
the passage, controlled by a wheel in area 5B. The Alignment evil Languages Deep Speech of Blibdoolpoolp. They understand Deep Speech and
hatch is currently open. Equipment trident, ceremonial knife take orders from the kuo-toa lash.
5B. Reservoir: The dam, which is 30 feet high, Drain Plug: A 200-foot shaft descends from the
controls the amount of water flowing into areas 5A the valve that seals the underwater passage between pool bottom and extends another 300 feet horizon-
and 5C. Two kuo-toa guards stand at the controls, areas 5A and 5C. tally before emptying into the lobster tank in the
awaiting instructions from the lash. Shutting the spillways causes the water in area shrine (area 9). A metal wheel, similar to those in
Two large, corroded metal wheels at the east end 5A’s pool to drain at a rate of 5 feet every minute area 5B, can close the hatch at the bottom of the pool.
of the chamber operate the spillways of the dam and unless the valve between 5A and 5C is sealed. If the hatch is open and the spillways in area 5B are

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Pearl of the Sea Mother

8 Kuo-Toa Guards Level 16 Minion Skirmisher


Medium natural humanoid (aquatic) XP 350 each
6. Captive Pens 3 Kuo-Toa Cutters
Medium natural humanoid (aquatic)
Level 16 Skirmisher
XP 1,400 each
HP 1; a missed attack never damages a minion.Initiative +13
Combat Encounter Level 17 (8,400 XP) HP 151; Bloodied 75 Initiative +17
AC 30, Fortitude 28, Reflex 29, Will 27 Perception +12 AC 30, Fortitude 28, Reflex 30, Will 27 Perception +12
Speed 6, swim 6 Darkvision A few kuo-toas stand watch over future sacrifices. Speed 6, swim 6 Darkvision
TRAITS Victims captured alive by the monitors are held here TRAITS
Aquatic until more sacrifices are required by the whip. Aquatic
The kuo-toa can breathe underwater. In aquatic combat, Light: None. The cutter can breathe underwater. In aquatic combat,
it gains a +2 bonus to attack rolls against nonaquatic it gains a +2 bonus to attack rolls against nonaquatic
Monsters: 3 kuo-toa cutters, 8 kuo-toa mad ones,
creatures. creatures.
STANDARD ACTIONS
2 mad drow warlocks. STANDARD ACTIONS
m Spear (weapon) ) At-Will m Barbed Dagger (weapon) ) At-Will
Attack: Melee 1 (one creature); +21 vs. AC When the party enters the area, read: Attack: Melee 1 (one creature); +21 vs. AC
Hit: 12 damage. Beyond the double doors, a dark corridor echoes with Hit: 4d4 + 14 damage.
MOVE ACTIONS insane cries and squelching sounds. A number of doors line M Crippling Strike (weapon) ) At-Will
Slick Maneuver ) At-Will both sides of the hall. Other than the door closest to you, Attack: Melee 1 (one creature granting combat advantage
Requirement: The kuo-toa must be adjacent to an enemy. to the cutter); +21 vs. AC
they are barred and connected to a mechanism of rods and
Effect: The kuo-toa shifts up to 3 squares to another square Hit: 2d4 + 4 damage, and the target is slowed and takes
adjacent to the enemy.
gears attached to the ceiling. ongoing 10 damage (save ends both).
Str 15 (+10) Dex 16 (+11) Wis 9 (+7) MOVE ACTIONS
Con 15 (+10) Int 11 (+8) Cha 13 (+9) Thievery DC 16: The barred doors can likely be Slick Maneuver ) At-Will
Alignment evil Languages Deep Speech opened, at once or individually, from another location. Requirement: The cutter must be adjacent to an enemy.
Equipment leather armor, light shield, spear Effect: The cutter shifts 3 squares to another square adja-
Door Mechanisms: A creature that stands adja- cent to the enemy.
cent to a door and makes a DC 22 Thievery check can TRIGGERED ACTIONS
closed, this pool drains at 5 feet per minute after the M Swift Strike ) At-Will
fingerling pool is emptied. If the shaft has been emp- prevent that door from opening when the levers in 6A Trigger: An enemy misses the cutter with a melee attack.
tied, the characters can climb down (DC 20 Athletics are pulled. If the character succeeds by 5 or more, he Effect (Immediate Reaction): The cutter shifts 4 squares and
checks). Even if the shaft has been drained, the hori- or she can jam all the doors at once. uses barbed dagger.
zontal passage to the shrine remains submerged. 6A. Jailers’ Quarters: The jailers, three kuo-toa Skills Acrobatics +20, Stealth +20
Treasure: Scattered across the area around the idol cutters, have locked themselves in this room. Levers Str 21 (+13) Dex 24 (+15) Wis 19 (+12)
in the room can be pulled to open the doors to 6B Con 15 (+10) Int 17 (+11) Cha 17 (+11)
are 4,000 gp.
Alignment evil Languages Deep Speech
and 6C.
Equipment dagger
Tactics: All the kuo-toas notice if a bright light Doors: Both doors are locked, and each can be
source appears in the room. They attack any intrud- opened with a DC 22 Thievery check. A door can also
ers they see. be battered down with a DC 31 Athletics check. 6B. Holding Pen: This squalid chamber holds
The lash attacks enemies who stay out of the water, One cutter carries a set of keys for doors leading to eight kuo-toa mad ones, in addition to numerous
diving under after it attacks. The guards focus on foes 6A and 6D. others that died from starvation or cannibalism.
in the pools. Treasure: Each guard has five rubies (2,000 gp 6C. Isolation Cells: Each of these cells holds a
If the lash is bloodied or more than half of the each) that are cut so the facets form an hourglass captive drow.
guards are slain, the kuo-toas fall back to the breed- shape. A DC 22 Arcana check or Dungeoneering 6D. Chasm Steps: The doors that lead to this
ing pool. When there, they wait at the pool bottom for check reveals that this cut is common among drow. staircase are locked. The locks can be opened with
foes on the surface to engage the water archons. the jailer’s keys (see 6A). Alternatively, the characters

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Pearl of the Sea Mother

8 Kuo-Toa Mad Ones Level 12 Minion Skirmisher 2 Mad Drow Warlocks Level 16 Artillery When the party descends from 6D, read:
Medium natural humanoid (aquatic) XP 175 each Medium fey humanoid XP 1,400 each A slippery natural staircase winds its way down an under-
HP 1; a missed attack never damages a minion.Initiative +12 HP 123; Bloodied 61 Initiative +12 ground cliff. After descending several hundred feet along a
AC 26, Fortitude 23, Reflex 23, Will 25 Perception +7 AC 30, Fortitude 28, Reflex 27, Will 29 Perception +12 switchback path down the chasm wall, the stairs end on a
Speed 6, swim 6 Darkvision Speed 6 Darkvision
boulder-strewn beach on the shore of an underground sea.
TRAITS STANDARD ACTIONS
O Spreading Madness ) Aura 1 m Force Fangs (force, implement, poison) ) At-Will
The water stretches into the gloom as far as the light allows
Enemies within the aura gain vulnerable 5 psychic. Attack: Melee 1 (one creature); +21 vs. AC you to see.
Aquatic Hit: 1d4 + 5 force damage, and ongoing 15 poison damage The blue-green glow of algae illuminates an enormous
The mad one can breathe underwater. In aquatic combat, (save ends). scallop shell, perhaps 200 feet across, on the beach. The
it gains a +2 bonus to attack rolls against nonaquatic R Venom Ray (implement, poison) ) At-Will shell is partially submerged in the water. You can’t tell
creatures. Attack: Ranged 10 (one or two creatures); +21 vs. Reflex whether the shell is an example of exceptional construction
STANDARD ACTIONS Hit: 2d10 + 7 poison damage.
or the discarded husk of a once-living monstrosity.
m Claw ) At-Will MINOR ACTIONS
Attack: Melee 1 (one creature); +17 vs. AC C Psychic Swarm (poison, psychic, zone) ) Recharge 5 6
A wall of green stone set with a pair of doors at its center
Hit: 10 damage, and the mad one shifts 1 square. Effect: Close burst 2. The burst creates a zone that lasts holds the shell open. Numerous tracks mark the 100 feet
C Eldritch Scream (psychic) ) At-Will until the end of the drow’s next turn and moves with between the steps and the double doors. Among the tracks
Attack: Close blast 3 (enemies in the blast); +15 vs. Will the drow. Enemies grant combat advantage and take a are those of kuo-toas and various humanoids.
Hit: 5 psychic damage. –4 penalty to saving throws while in the zone, and any
Str 15 (+8) Dex 19 (+10) Wis 13 (+7) enemy that ends its turn there takes 10 poison and psy-
Con 19 (+10) Int 1 (+1) Cha 22 (+12) chic damage. 7. Entry Hall
Alignment evil Languages — Skills Arcana +20, Intimidate +18 Exploration Encounter (1,200 XP)
Str 15 (+10) Dex 18 (+12) Wis 8 (+7)
Con 21 (+13) Int 17 (+11) Cha 24 (+15)
can pick the locks with a DC 22 Thievery check or Carvings in these halls denote the sacred nature of
Alignment chaotic evil Languages Deep Speech, Elven
batter open the doors with a DC 31 Athletics check. the shrine and reveal the proper way to adore the Sea
The natural staircase runs down the chasm wall. Mother.
See “Shrine of the Kuo-toas” on this page for more
details. SHRINE OF THE Light: Dim light from phosphorescent algae.

Tactics: The cutters know that the starved and


KUO -TOAS When the party enters area 7, read:
The short entry corridor opens into a wide vestibule. Twist-
insane prisoners will attack intruders. If the cutters This shrine was the central feature of the original ing patterns, like kelp rising from the sea floor, are etched
hear any suspicious sounds, they pull the levers that temple complex. Despite the calamity that sank the into the stone walls. A mosaic of blue and green tiles marks
open the doors to 6B and 6C. Intent on imprisoning complex, the Pearl of the Sea Mother protected the paths to broad archways to the east and west. Through one
the victors, the cutters emerge when battle sounds shrine. The staircase from area 6D and the drainage is a low-sided pool. Beyond the other are basins overflow-
have died away. shaft from area 5C lead to the shrine. As described in ing with shells.
The two captured drow have been starved and 5C, the shaft leads to the lobster tank (area 9). Directly ahead is another pair of doors carved with
long ago succumbed to the kuo-toas’ madness. They an image of Blibdoolpoolp, draped in seaweed, her arms
still consider kuo-toas to be enemies. Although the outstretched. Her empty claws partially extend from the
drow focus their attacks on the adventurers, their psy- carving. Dripping kuo-toas with bowls of offerings kneel at
chic swarm zones are harmful to kuo-toas. her feet.

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Pearl of the Sea Mother

This vestibule is meant to allow worshipers to purify


themselves and to ensure that only the faithful enter
the shrine.
Western Room: The 10-foot-deep pool here con-
tains seawater with seaweed growing in it. Sponges
are scattered around the pool.
Eastern Room: Dry basins in this room contain
hundreds of shells. Water-filled basins contain living
lobsters and smaller sea creatures.
Ritual of Entry: To purify itself for entry, a crea-
ture must be doused with seawater and draped in
kelp. One of Blibdoolpoolp’s claws on the door must
contain a shell, and the other must hold a lobster.
A DC 22 Religion check or DC 31 Insight check
can determine the required steps of the ritual. A
character who studied the bas-reliefs in area 2C gains
a +4 bonus to these checks.
Gate of Zealotry: A trap wards the doors that
access the shrine. Creatures dominated by the trap
are forced to attack their allies.
The doors open for a creature that has under-
taken the ritual of entry. They can also be destroyed.
Sounds of the doors being destroyed alert the kuo-
toas and activate the stone golem in area 8. These
creatures investigate the disturbance, waiting for
intruders inside the gate.

Gate of Zealotry Level 15 Trap


Object XP 1,200
Detect automatic Initiative +6
HP 140
AC 26, Fortitude 24, Reflex 15, Will —
Immune necrotic, poison, psychic, forced movement, all con-
ditions, ongoing damage
TRIGGERED ACTIONS
M Attack ) At-Will
Trigger: A creature that has not performed the ritual of
entry touches or passes through the gate.
Attack (Opportunity Action): Melee 1 (the triggering crea-
ture); +18 vs. Will
Hit: The target is dominated (save ends).
Aftereffect: The target is dominated (save ends)

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Pearl of the Sea Mother

8. Monitor Retreat Stone Golem


Large natural animate (construct)
Level 17 Elite Soldier
XP 3,200
3 Kuo-Toa Monitors
Medium natural humanoid (aquatic)
Level 16 Skirmisher
XP 1,400 each
Combat Encounter Level 18 (10,200 XP) HP 336; Bloodied 168 Initiative +8 HP 153; Bloodied 76 Initiative +15
AC 33, Fortitude 31, Reflex 28, Will 27 Perception +7 AC 30, Fortitude 27, Reflex 28, Will 26 Perception +15
Three kuo-toa monitors are here, training other kuo- Speed 6 (cannot shift) Darkvision Speed 6, swim 6 Darkvision
toas to shield themselves from madness. Immune disease, poison TRAITS
Light: None. Saving Throws +2; Action Points 1 Aquatic
Monsters: Stone golem, 3 kuo-toa monitors, 8 STANDARD ACTIONS The kuo-toa can breathe underwater. In aquatic combat,
m Slam ) At-Will it gains a +2 bonus to attack rolls against nonaquatic
kuo-toa guards.
Attack: Melee 2 (one creature); +22 vs. AC creatures.
Hit: 4d6 + 11 damage, and the golem can push the target STANDARD ACTIONS
When the party enters area 8A, read: 1 square. m Slam ) At-Will
The sound of lapping water emerges from this dark cham- M Double Attack ) At-Will Attack: Melee 1 (one creature); +21 vs. AC
ber. The small amount of illumination from the hallway Effect: The golem uses slam twice. Each attack knocks the Hit: 3d10 + 8 damage.
reveals a room furnished with weapon racks arranged target prone if it hits. r Crossbow (weapon) ) At-Will
around a wide pool. A 10-foot-tall stone statue of the Sea M Golem Rampage ) Recharge 5 6 Attack: Ranged 15 (one creature); +21 vs. AC
Effect: The golem moves up to its speed + 2. During this Hit: 3d8 + 8 damage.
Mother, adorned with a gold and coral necklace, looms in
movement, the golem can move through enemies’ M Leap Kick ) At-Will
the far corner of the chamber. spaces, and when the golem first enters any creature’s Effect: The kuo-toa monitor shifts up to 2 squares and uses
space, it uses slam against that creature. slam.
Perception DC 22: Low murmurs emanate from a TRIGGERED ACTIONS M Lightning Fist (lightning) ) Encounter
door to the south. C Death Burst Attack: Melee 1 (one creature); +19 vs. Reflex
Trigger: The golem drops to 0 hit points. Hit: 2d10 + 8 lightning damage, and the target is stunned
8A. Practice Hall: The pool here is 20 feet deep, Attack (No Action): Close burst 1 (creatures in the burst); (save ends).
+22 vs. AC Miss: Half damage, and the target is dazed (save ends).
and a submerged tunnel leads out of it and into the
Hit: 2d12 + 10 damage. MOVE ACTIONS
central shrine. Weapon racks here contain spears, Effect: The golem is destroyed. The area of the burst Slick Maneuver ) At-Will
harpoons, and crossbows. becomes difficult terrain until cleared. Requirement: The kuo-toa must be adjacent to an enemy.
Golem: The statue in the southeast corner is a Str 24 (+15) Dex 7 (+6) Wis 8 (+7) Effect: The kuo-toa shifts up to 3 squares to another square
stone golem. It remains inactive unless its necklace Con 24 (+15) Int 3 (+4) Cha 3 (+4) adjacent to the enemy.
is removed, a language other than Deep Speech is Alignment unaligned Languages — Skills Acrobatics +18, Dungeoneering +15
spoken aloud in area 8A, or the doors of the entry Str 19 (+12) Dex 20 (+13) Wis 15 (+10)
Tactics: All the kuo-toas emerge if they hear Con 17 (+11) Int 15 (+10) Cha 16 (+11)
hall (area 7) are forced open.
Alignment evil Languages Deep Speech
Treasure: The gold and coral necklace adorning the intruders in the practice hall. The monitors stun
Equipment leather armor, crossbow, 20 bolts
golem is worth 5,000 gp. opponents, and the guards bull rush stunned oppo-
8B. Meditation Rooms: Three monitors that are nents into the pool. If all the monitors are slain, any
in meditation occupy these bare cells. remaining guards flee through the submerged tunnel
8C. Recruit Barracks: The kuo-toa guards are to area 11.
here, tending to their weapons and reciting verses The monitors are aware of the golem’s properties.
meant to instill mental discipline. If confronted with intruders, a monitor moves adja-
cent to the statue and uses a minor action to snatch
the necklace from its neck. The golem then moves to
block the doors out of 8A. It slams foes into the pool if
it can and pursues any adventurers who flee this area.

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Pearl of the Sea Mother

8 Kuo-Toa Guards Level 16 Minion Skirmisher 2 Kuo-Toa Lashes Level 15 Artillery 2 Giant Lobsters Level 16 Elite Soldier
Medium natural humanoid (aquatic) XP 350 each Medium natural humanoid (aquatic) XP 1,200 each Large natural beast (aquatic) XP 2,800 each
HP 1; a missed attack never damages a minion.Initiative +13 HP 115; Bloodied 57 Initiative +12 HP 314; Bloodied 157 Initiative +13
AC 30, Fortitude 28, Reflex 29, Will 27 Perception +12 AC 27, Fortitude 28, Reflex 27, Will 26 Perception +10 AC 32, Fortitude 30, Reflex 26, Will 27 Perception +12
Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision Speed 6, swim 8 Darkvision
TRAITS TRAITS Saving Throws +2; Action Points 1
Aquatic Aquatic TRAITS
The kuo-toa can breathe underwater. In aquatic combat, The lash can breathe underwater. In aquatic combat, Aquatic
it gains a +2 bonus to attack rolls against nonaquatic it gains a +2 bonus to attack rolls against nonaquatic The lobster can breathe underwater. In aquatic combat,
creatures. creatures. it gains a +2 bonus to attack rolls against nonaquatic
STANDARD ACTIONS STANDARD ACTIONS creatures.
m Spear (weapon) ) At-Will m Trident (weapon) ) At-Will Mindless Pursuit
Attack: Melee 1 (one creature); +21 vs. AC Attack: Melee 1 (one creature); +20 vs. AC At the start of its turn, the lobster can make a saving throw
Hit: 12 damage. Hit: 2d8 + 9 damage. against any one effect that a save can end.
MOVE ACTIONS r Lightning Trident (lightning, weapon) ) At-Will STANDARD ACTIONS
Slick Maneuver ) At-Will Attack: Ranged 3/6 (one creature); +22 vs. AC m Claw ) At-Will
Requirement: The kuo-toa must be adjacent to an enemy. Hit: 3d8 + 10 lightning damage. Requirement: The lobster must have no more than one
Effect: The kuo-toa shifts up to 3 squares to another square Effect: The trident returns to the lash. creature grabbed.
adjacent to the enemy. R Fill Lungs ) At-Will Attack: Melee 2 (one creature); +21 vs. AC
Str 15 (+10) Dex 16 (+11) Wis 9 (+7) Attack: Ranged 20 (one creature); +20 vs. Fortitude Hit: 2d10 + 13 damage, and the target is grabbed (escape
Con 15 (+10) Int 11 (+8) Cha 13 (+9) Hit: 2d6 + 7 damage, and the target is slowed and takes DC 22). A target grabbed by the lobster takes 25 damage
Alignment evil Languages Deep Speech ongoing 5 damage (save ends both). at the end of each of the target’s turns.
Equipment leather armor, light shield, spear A Forked Lightning (lightning) ) Recharge when the lash M Snapping Claws ) At-Will
bloodies an enemy or reduces an enemy to 0 hit points or Requirement: The lobster must have no creature grabbed.

9. Lobster Tank fewer


Attack: Area burst 2 within 10 (one, two, or three creatures
Effect: The lobster uses claw twice.
Str 21 (+13) Dex 16 (+11) Wis 18 (+12)
Combat Encounter Level 17 (8,000 XP) in the burst); +20 vs. Fortitude Con 24 (+15) Int 2 (+4) Cha 5 (+5)
Hit: 2d6 + 6 lightning damage, and the target is blinded Alignment unaligned Languages —
This chamber holds giant lobsters, favored creatures until the start of the lash’s next turn.
of Blibdoolpoolp. MOVE ACTIONS
Slick Maneuver ) At-Will
Light: Dim light from phosphorescent algae. Chum: If the barrels are tipped into an adjacent
Requirement: The lash must be adjacent to an enemy.
Monsters: 2 kuo-toa lashes, 2 giant lobsters. Effect: The lash shifts 3 squares to another square adjacent
square in the pool (DC 17 Athletics check), the lob-
to the enemy. sters spend their next turns moving toward that
When the party can see the platform, read: Skills Dungeoneering +15, Religion +14 square (see “Tactics”).
A platform juts out over a pool, and tiny waves lap at Str 23 (+13) Dex 20 (+12) Wis 17 (+10) 9B. Lobster Tank: This pool is 20 feet deep. The
the stone. Two kuo-toas stand watch beside metal wheels Con 19 (+11) Int 15 (+9) Cha 18 (+11) giant lobsters lurk at the bottom.
anchored to the floor. Several barrels perched near the Alignment evil Languages Deep Speech
Equipment trident, ceremonial knife
water’s edge give off a rank smell of fish. Tactics: The lashes use the chum to draw the lob-
sters into battle. Then the kuo-toas dive into the pool
Perception DC 17: Ponderous shapes swim beneath Metal Wheels: These two metal wheels control and use fill lungs to slow targets for the lobsters.
the waves. hatches to the submerged passages. One controls the Ignoring the kuo-toas, the lobsters attack any other
hatch that leads to the shaft from the breeding pool creature they see. If chum is dumped into the pool,
9A. Feeding Platform: Barrels of chum, used to (area 5C). The other wheel controls both hatches to the lobsters are distracted for one turn while they
feed the lobsters, rest near the edge of the platform. the central shrine (currently closed). instinctively swim toward the dead fish. On their

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Pearl of the Sea Mother

next turn, they ignore the chum in favor of attacking 10 Human Sailors Level 15 Minion Skirmisher When the party enters, read:
living prey. The lobsters climb onto the platform if Medium natural humanoid This room is mostly a tremendous pool of murky water. A
they need to do so to attack creatures there. HP 1; a missed attack never damages a minion.Initiative +11 narrow ledge, ten feet above the water, surrounds the pool.
AC 29, Fortitude 27, Reflex 27, Will 27 Perception +8 At the pool’s center, a three-tiered ziggurat rises to a
Speed 6
10. Quarters of the Chosen STANDARD ACTIONS
towering green statue of a human woman with the head
and claws of a lobster. Pinched in one upraised claw is a lus-
Exploration and Roleplaying Encounter m Weapon (weapon))At-Will
Attack: Melee 1 (one creature); +20 vs. AC trous black pearl the size of a human head. Other treasures
Hit: 10 damage, or 13 damage if flanking the target. lie around the statue’s feet.
The whip and her acolytes attend to other duties, and Skills Acrobatics +14, Athletics +14 Two kuo-toas with tridents chant and place offerings
their quarters are in disarray. Str 14 (+9) Dex 14 (+9) Wis 12 (+8) in golden, shell-shaped bowls. Another kuo-toa, bearing a
Light: Dim light from phosphorescent algae. Con 13 (+8) Int 10 (+7) Cha 13 (+8) staff made of an immense crustacean claw, stands beside a
Other Creatures: 10 human sailors. Alignment unaligned Languages Common
conch shell, intoning words in a bubbling, croaking voice.

When the party enters area 10A, read: Treasure: A jewel-encrusted mithral sacrificial Characters who understand Deep Speech hear:
Braziers of incense fill the air with the stench of rotten fish dagger (considered to be silvered; 7,500 gp) is here, “Blibdoolpoolp, inscrutable Sea Mother, dweller below, take
and smoke. Carvings of kuo-toa attacks and rituals present along with a +4 mask of Melora (Adventurer’s Vault, from us our plague. Visit it upon those who sunk us beneath
graphic depictions of depravity. Books, bowls of shells, and page 86) or another suitable level 18 magic item. the waves and shunned us. Give them the gifts of waves
other offerings are strewn haphazardly around the room. 10C. Pens of the Doomed: Locked gates upon waves until they are as deep below your waters as we
Ragged-edged pages and wooden carvings f loat on the sur- imprison ten human sailors taken during kuo-toa are beneath their earth. Then, Sea Mother, bid us rise!”
face of a pool at one end of the room. raids. The whip has the only key, but the doors can
be opened with a DC 23 Thievery check or smashed Perception DC 22: A number of kuo-toas swim
10A. Prayer Room and Lashes’ Quarters: Notes with a DC 31 Athletics check. beneath the surface of the pool.
scrawled in the Rellanic script litter the floor and With many of their shipmates already taken away,
describe vile rituals and insane notions about the these sailors are desperate to escape. They beg for an 11A. Holy Pool of Blibdoolpoolp: The walkway
gods. The “paper” is actually a type of slick leather. escort to the surface, but they’re willing to make a that surrounds the pool is 10 feet above the water.
The three chambers to the west, which belong to the run for it on their own. At your discretion, if provided The water is 10 feet deep. Submerged tunnels in the
lashes, are in similar disarray. with weapons, these sailors can be convinced to fight floor lead to areas 8A and 10A. Tunnels also lead to
The pool here is 20 feet deep, and a submerged alongside the party. The players should control the the lobster tank but might be sealed (refer to area 9A).
tunnel leads into the central shrine. sailors, although you can overrule suicidal actions. The steps leading into the pool (and up to the
10B. Whip’s Chamber: Amid all manner of first tier of the ziggurat) are extremely steep and are
religious paraphernalia, several tomes made of slick,
waterproof leather recount the epochs of the kuo-
11. Central Shrine difficult terrain to a character who fails or does not
Combat Encounter Level 19 (11,800 XP) attempt a DC 22 Acrobatics check.
toa race. Some items pertain to Blibdoolpoolp, but The eight harpooners swim in the water around
others are clearly remnants taken from captives who the ziggurat.
worshiped other gods. Much of the whip’s research Here, the whip performs rituals to channel the power
of the Pearl of the Sea Mother. 11B. Ziggurat of Blibdoolpoolp: The ziggurat is
revolves around a means to use the Pearl of the Sea the most holy site of the Sea Mother, and a character
Mother to call Blibdoolpoolp to the world or commu- Light: Dim light from phosphorescent algae.
Monsters: Kuo-toa whip, 2 kuo-toa lashes, 8 kuo- approaching within 1 square of it becomes aware of
nicate with her. her powerful influence. A successful DC 22 Arcana
toa harpooners.
check, Insight check, or Religion check warns the

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Pearl of the Sea Mother

character that setting foot upon the ziggurat without Kuo-Toa Whip Level 16 Controller 2 Kuo-Toa Lashes Level 15 Artillery
making the proper observances invites ruin. Medium natural humanoid (aquatic) XP 1,400 Medium natural humanoid (aquatic) XP 1,200 each
Monsters: The whip and the lashes stand on the HP 156; Bloodied 78 Initiative +12 HP 115; Bloodied 57 Initiative +12
second tier of the ziggurat. AC 30, Fortitude 28, Reflex 27, Will 27 Perception +16 AC 27, Fortitude 28, Reflex 27, Will 26 Perception +10
Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision
Offering Bowls: At the top of each set of stairs are
TRAITS TRAITS
bowls for collecting offerings. These bowls are diffi- Aquatic Aquatic
cult terrain. The kuo-toa can breathe underwater. In aquatic combat, The lash can breathe underwater. In aquatic combat,
If a character sets foot on a tier of the ziggurat with- it gains a +2 bonus to attack rolls against nonaquatic it gains a +2 bonus to attack rolls against nonaquatic
out first placing the appropriate offering in a bowl, that creatures. creatures.
character is affected by a curse as long as he or she STANDARD ACTIONS STANDARD ACTIONS
remains on that tier. After a character has made an m Pincer Staff (weapon) ) At-Will m Trident (weapon) ) At-Will
Attack: Melee 2 (one creature); +21 vs. AC Attack: Melee 1 (one creature); +20 vs. AC
offering, further offerings are unnecessary on that tier.
Hit: 2d8 + 9 damage, and the kuo-toa grabs the target Hit: 2d8 + 9 damage.
A DC 17 Religion check identifies a proper offer- (escape DC 22) until the end of the kuo-toa’s next turn. r Lightning Trident (lightning, weapon) ) At-Will
ing. Offerings already in the bowls are apparent to Until the grab ends, the kuo-toa can’t make attacks with Attack: Ranged 3/6 (one creature); +22 vs. AC
those who glance at their contents. its pincer staff. The kuo-toa can end the grab as a minor Hit: 3d8 + 10 lightning damage.
First Tier: A character must deposit one or more action and slide the target up to 3 squares. The target Effect: The trident returns to the lash.
shells in either bowl or gain vulnerable 10 lightning. must remain within 2 squares of the kuo-toa during this R Fill Lungs ) At-Will
Second Tier: A character must deposit a lobster in slide. Attack: Ranged 20 (one creature); +20 vs. Fortitude
Sustain Standard: The grab persists until the end of Hit: 2d6 + 7 damage, and the target is slowed and takes
either bowl or begin to secrete sticky slime, which
the kuo-toa’s next turn, and the target takes 2d8 + 9 ongoing 5 damage (save ends both).
causes him or her to be slowed. damage. A Forked Lightning (lightning) ) Recharge when the lash
Upper Tier and Statue: To climb onto the highest tier R Lightning Strike (lightning) ) At-Will bloodies an enemy or reduces an enemy to 0 hit points or
(a DC 20 Athletics check) or the 20-foot-tall statue Attack: Ranged 10 (one creature); +19 vs. Reflex fewer
of Blibdoolpoolp (a DC 15 Athletics check) is utter Hit: 2d8 + 3 lightning damage, and the target is blinded Attack: Area burst 2 within 10 (one, two, or three creatures
blasphemy. Seawater begins to fill the trespasser’s until the end of the kuo-toa’s next turn. in burst); +20 vs. Fortitude
lungs and mouth, and the character takes ongoing 10 A Slime Vortex ) Encounter Hit: 2d6 + 6 lightning damage, and the target is blinded
Attack: Area burst 2 within 20 (enemies in the burst); +19 until the start of the lash’s next turn.
damage until he or she leaves the upper tier or takes
vs. Fortitude MOVE ACTIONS
possession of the Pearl. Hit: 2d10 + 7 damage, and the target takes a –2 penalty to Slick Maneuver ) At-Will
Stealing the Pearl: The Pearl is securely affixed attack rolls (save ends). The target falls prone, and the Requirement: The lash must be adjacent to an enemy.
in the statue’s claw. It can be pried loose with a DC kuo-toa slides it up to 3 squares. Effect: The lash shifts 3 squares to another square adjacent
31 Athletics check or Thievery check. If the Pearl is Miss: Half damage, and the kuo-toa can slide the target 1 to the enemy.
removed, any remaining harpooners drop their weap- square. Skills Dungeoneering +15, Religion +14
ons and become mad ones. MOVE ACTIONS Str 23 (+13) Dex 20 (+12) Wis 17 (+10)
Slick Maneuver ) At-Will Con 19 (+11) Int 15 (+9) Cha 18 (+11)
Treasure: The four golden bowls that hold the offer-
Requirement: The kuo-toa must be adjacent to an enemy. Alignment evil Languages Deep Speech
ings are worth 3,000 gp each. The whip wears a large Effect: The kuo-toa shifts up to 3 squares to another square Equipment trident, ceremonial knife
black pearl on a gold necklace (5,000 gp) and also has adjacent to the enemy.
the keys to the cells in area 10C. On the upper tier Skills Dungeoneering +16, Religion +15
are 10,000 gp, a ring of vigilant defense, and a crown of Str 17 (+11) Dex 18 (+12) Wis 17 (+11)
nature’s rebellion (level 20) or other suitable level 17 and Con 20 (+13) Int 15 (+10) Cha 18 (+12)
level 20 magic items. (The ring and the crown are from Alignment evil Languages Deep Speech
Equipment coat, pincer staff, headdress
pages 162 and 140, respectively, of Adventurer’s Vault.)

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Pearl of the Sea Mother

8 Kuo-Toa Harpooners Level 14 Soldier Kuo-Toa Mad One Level 12 Minion Skirmisher As the adventurers approach the surface, the Pearl
Medium natural humanoid (aquatic) XP 1,000 each Medium natural humanoid (aquatic) starts to vibrate. Any character of a divine class or
HP 137; Bloodied 68 Initiative +12 HP 1; a missed attack never damages a minion.Initiative +12 trained in Insight begins to feel a deep dread about
AC 30, Fortitude 26, Reflex 26, Will 24 Perception +13 AC 26, Fortitude 23, Reflex 23, Will 25 Perception +7 bringing the relic to the surface world. Such charac-
Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision
ters are certain that a terrible fate awaits them.
TRAITS TRAITS
Aquatic O Spreading Madness ) Aura 1
If the party brings the Pearl to the surface, pro-
The kuo-toa can breathe underwater. In aquatic combat, Enemies within the aura gain vulnerable 5 psychic. ceed to “Wrath of the Sea Mother.”
it gains a +2 bonus to attack rolls against nonaquatic Aquatic
creatures.
STANDARD ACTIONS
The mad one can breathe underwater. In aquatic combat,
it gains a +2 bonus to attack rolls against nonaquatic
Wrath of the Sea Mother
m Harpoon (weapon) ) At-Will creatures. Combat Encounter Level 21 (16,000 XP)
Attack: Melee 1 (one creature); +19 vs. AC STANDARD ACTIONS
Hit: 2d8 + 8 damage, and the kuo-toa grabs the target m Claw ) At-Will When the Pearl enters the surface world, the mad-
(escape DC 21). Until the grab ends, the target takes Attack: Melee 1 (one creature); +17 vs. AC ness the kuo-toas channeled through it overcomes
ongoing 5 damage, and the kuo-toa can’t make attacks Hit: 10 damage, and the mad one shifts 1 square.
Blibdoolpoolp. She manifests directly to punish who-
using this harpoon. C Eldritch Scream (psychic) ) At-Will
R Reeling Harpoon (weapon) ) At-Will Attack: Close blast 3 (enemies in the blast); +15 vs. Will
ever took the Pearl.
Attack: Ranged 10 (one creature); +19 vs. AC Hit: 5 psychic damage. Light: As appropriate to the time of day.
Hit: 2d8 + 8 damage, and the kuo-toa makes a secondary Str 15 (+8) Dex 19 (+10) Wis 13 (+7) Monsters: Blibdoolpoolp.
attack against the target. Con 19 (+10) Int 1 (+1) Cha 22 (+12) Environment: If the party returns through the
Secondary Attack: +17 vs. Fortitude Alignment evil Languages — lighthouse, use the map and terrain information in
Hit: 1d8 + 6 damage, and the kuo-toa pulls the target up that encounter. Otherwise, improvise your own site
to 3 squares.
The whip relies on lightning strike to blind foes before based on where the characters return to land.
MOVE ACTIONS
Slick Maneuver ) At-Will
she pitches them into the pool with her pincer staff.
Requirement: The kuo-toa must be adjacent to an enemy. She reserves slime vortex to use against blasphemers When the party reaches land outdoors, read:
Effect: The kuo-toa shifts up to 3 squares to another square on the ziggurat. Surging tide swells around the area, cutting it off from
adjacent to the enemy. When half the harpooners are slain, both lashes the wider land with a wall of turbulent water. The choppy,
TRIGGERED ACTIONS are slain, or a character attempts to remove the Pearl crashing waves suddenly become placid and perfectly
M Sticky Shield ) At-Will from the statue, the whip takes a minor action to blow smooth. Clouds hang completely still, and the wind and sea
Trigger: An adjacent enemy misses the kuo-toa with a
a low, droning note through the conch. This alarm birds grow silent.
melee weapon attack.
Attack (Immediate Reaction): Melee 1 (the triggering
calls the monitors from area 8 and instructs the lashes Within the wall of water moves a feminine silhouette,
enemy); +17 vs. Reflex in area 9 to open the hatches that permit the lobsters but her form grows in size as she draws nearer. A seething
Hit: The weapon used for the triggering attack drops in the to swim into the pool here. The monitors arrive after 2 carpet of crustaceans scuttles forth from the water before
target’s space. rounds, and the lobsters emerge 1 round after that. her. When the woman steps out from the watery barrier,
Str 17 (+10) Dex 17 (+10) Wis 13 (+8) her bare form is 12 feet tall. But where the shadowy silhou-
Con 17 (+10) Int 13 (+8) Cha 15 (+9)
Alignment evil Languages Deep Speech Development ette revealed lithe arms and a head of flowing hair, a pair
of tremendous crimson pincers and the elongated head of a
Equipment leather armor, slimy light shield, 4 harpoons If the player characters obtain the Pearl, they must lobster are now present.
take it to the surface. They likely ascend along Inscrutable black eyes stare as the water behind her
Tactics: The kuo-toas target foes on the ziggurat the same route that brought them to the shrine, crashes down with a roar and the skies fill with the screech-
first, especially those on the top tier. Harpooners use which means they might face any opposition they ing of thousands of gulls.
reeling harpoon to yank characters down into the pool. bypassed earlier.

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Pearl of the Sea Mother

Scuttling Claws: All manner of crustaceans


emerge from the ocean when Blibdoolpoolp appears.
CONCLUSION to destroy it. As long as the relic remains whole, it
contains enough of Blibdoolpoolp’s essence that
A wide area surrounding the battlefield seethes with With Blibdoolpoolp slain, the party is likely to come the goddess could rise again. Destroying the Pearl
lobsters, crabs, and various other sea creatures. A to the attention of the gods, particularly Melora. She requires an extraordinary act.
nonaquatic creature that begins its turn in this area might bestow favor upon the characters now or in With Blibdoolpoolp defeated, Makanel can remain
takes 10 damage, or 20 damage if immobilized. the future. The Pearl slowly crumbles to dust after 24 to advise the party further on the dangers of the deep
At the lighthouse, this area of swarming crusta- hours on the surface world. sea. Alternatively, with his life’s work finally com-
ceans starts at the edge of the map farthest from the Alternatively, the Pearl can serve as a jumping- plete, he might pass away peacefully and reach his
lighthouse and extends 15 squares onto the light- off point for further adventures. Makanel or Melora eternal end.
house’s outcropping. can reveal that recovering the Pearl is not enough
The Pearl: A character who carries the Pearl is
Blibdoolpoolp Level 21 Solo Controller Fury of the Sea Mother ) At-Will
anathema to Blibdoolpoolp. The Sea Mother gains Large immortal humanoid (aquatic) XP 16,000 Effect: Blibdoolpoolp uses claw twice and call lightning once.
vulnerable 10 to attacks made by any creature in HP 808; Bloodied 404 Initiative +15 C Drowning Curse ) Recharge when first bloodied
possession of the Pearl. Furthermore, the Pearl’s pos- AC 35, Fortitude 34, Reflex 33, Will 32 Perception +20 Attack: Close burst 2 (enemies in the burst); +24 vs.
sessor is considered an aquatic creature, and it gains Speed 8, swim 10 Blindsight 5, darkvision Fortitude
a +2 bonus to saving throws against effects caused by Saving Throws +5; Action Points 2 Hit: 2d10 + 18 damage, and the target takes ongoing 15
Blibdoolpoolp. TRAITS damage and is slowed (save ends both).
O Gaze of the Deep ) Aura 2 Miss: Half damage, and ongoing 5 damage (save ends).
If the goddess takes control of the Pearl, she
Enemies in the aura take a –4 penalty to saving throws. Blib- MOVE ACTIONS
regains 195 hit points and gains the following trait. Dimension Door (teleportation) ) At-Will
doolpoolp can slide an enemy that ends its turn in the aura
up to 3 squares. Effect: Blibdoolpoolp teleports up to 5 squares.
TRAITS Divine Recovery MINOR ACTIONS
Regeneration (healing) r Lure of the Sea (charm, psychic) ) At-Will
Blibdoolpoolp considers any effect on her to be an effect
Blibdoolpoolp regains 20 hit points whenever she starts Attack: Ranged 10 (one creature); +24 vs. Will
that a save can end.
her turn and has at least 1 hit point. Hit: 4d6 + 15 psychic damage, and Blibdoolpoolp slides the
Aquatic
Blibdoolpoolp can breathe underwater. In aquatic combat, target up to 5 squares.
Tactics: Blibdoolpoolp is incensed at the desecra- she gains a +2 bonus to attack rolls against nonaquatic TRIGGERED ACTIONS
tion of her shrine and focuses her efforts on isolating creatures. R Mental Contagion ) At-Will
the character who has the Pearl. With call lightning, STANDARD ACTIONS Trigger: Blibdoolpoolp starts her turn under any effect that
m Claw ) At-Will a save can end.
she hinders as many foes as possible, and she uses
Attack: Melee 2 (one creature); +26 vs. AC Effect (No Action): Blibdoolpoolp makes a saving throw
forced movement to slide characters into hazardous against each triggering effect. Each time she succeeds on a
Hit: 3d8 + 16 damage, and the target is slowed (save ends).
terrain. She directs her melee attacks at the Pearl’s First Failed Saving Throw: The target is instead immobilized save, she can make the following attack.
possessor until that character is slain. (save ends). Attack (No Action): Ranged 10 (one creature); +24 vs. Will.
Treasure: If Blibdoolpoolp dies, five perfect black A Call Lightning (lightning, thunder, zone) ) At-Will This attack does not provoke opportunity attacks.
pearls (5,000 gp each) spill from her mouth. Each Attack: Area burst 1 within 10 (creatures in the burst); Hit: The target gains the effect that Blibdoolpoolp saved
pearl is the size of a human fist. +24 vs. Reflex. This attack does not provoke opportunity against until the end of Blibdoolpoolp’s next turn.
attacks. Skills Insight +20, Nature +20
Hit: 3d8 + 16 lightning damage. Str 23 (+16) Dex 20 (+15) Wis 21 (+15)
Effect: The burst creates a zone that lasts until the end of Con 26 (+18) Int 23 (+16) Cha 21 (+15)
Blibdoolpoolp’s next turn. While in the zone, any enemy Alignment chaotic evil Languages Supernal, telepathy 20
grants combat advantage and takes a –2 penalty to attack
rolls, and the first time each turn that any given enemy
leaves the zone, it takes 15 thunder damage.

J u l y 2 012 | D U N G E O N 2 0 4
20
Pearl of the Sea Mother

The swelling tides abate, and the survivors of


Briggs Point recover their sanity but are never quite
the same. The residents who remain are permanently
twisted. Over time, they begin to emulate kuo-toas
and search for ways to restore the Sea Mother to life.
If the characters fail, they are likely slain or sacri-
ficed to Blibdoolpoolp. If the kuo-toa plot to use the
Pearl succeeds, the tides drown Briggs Point. Kuo-
toas infest the sunken town to create a stronghold
close to the surface. From there, they raid neighbor-
ing cities, once again using the Pearl to send surging
tides and madness upon an unsuspecting population.

About the Author


John “Ross” Rossomangno is a freelance writer and con-
tributor to Dungeon magazine whose most recent credits
include “Face of the Moon” and “Reflections of Ruin.” When
he’s not hunched over the keyboard in an effort to expand his
author bio, he’s hunched over the keyboard posting varied
ramblings to his website, BrokenBinding.com.

Developer Senior Creative Director


Chris Sims Jon Schindehette

Editor Art Director


Ray Vallese Kate Irwin

Managing Editors Illustrator


Kim Mohan, Miranda Ben Wootten
Horner
Cartographer
Development and Editing Jason A. Engle
Lead
Jeremy Crawford Digital Studio Consultant
Daniel Helmick
Senior Producer
Christopher Perkins Publishing Production
Manager
Producers Angie Lokotz
Greg Bilsland, Stan!

J u l y 2 012 | D U N G E O N 2 0 4
21
Ecology of the
Swordwing
By Tim Eagon
Illustration by Jim Nelson

Among the most bizarre denizens of the deep A swordwing’s collection defines the creature as
Underdark are an extremely powerful—and utterly an individual. Swordwings proudly show off their
evil—race of winged, insectlike humanoids native trophies from time to time, and crownwings often
to the Far Realm. They build extensive hives in the build grandiose galleries dedicated to displaying their
Deeps, the most dangerous and least accessible region favorite pieces. Some carry a portion of their col-
of the Underdark. lections; for example, one might wear a necklace of
Other races refer to these creatures as swordwings severed human fingers or sport a bandolier of wands.
because each one has an arm that ends in an append- Each swordwing is convinced that what it collects
age that resembles a scimitar. This serrated armblade is of the utmost importance. It regards anything it
is an extension of a swordwing’s chitinous exoskel- does not collect as junk or trash. Further, it never dis-
eton and is as hard as adamantine. poses of any of its treasured possessions, no matter
their condition or actual value. If a swordwing loses
U niquely Obsessive even a bit of its precious hoard, it becomes extremely
agitated and lashes out violently. Legends say that
As bizarre as they are in so many other respects, their armblades become sharper when this happens.
swordwings have a trait that emulates the behavior of An aggrieved swordwing does not rest until it fully
many other races that value material objects. In the restores its collection or dies trying to do so.
swordwings’ case, this possessiveness takes the form Swordwings prefer to take what they want and
of an obsession to build a collection of specialized kill anyone who gets in their way, but they trade with
items. Depending on its status in society, every sword- other swordwings, and with other races, if doing so
wing amasses an array of related objects ranging seems like an expedient option. To account for this
from worthless trinkets to priceless gems and from eventuality, swordwings accumulate items that are
the mundane to the macabre. Only a few swordwings personally worthless to them but that might be useful
in a hive collect a specific category of items; however, in barter.
crownwings (see “Society”) contending for status
might acquire the same types of objects, or vie with
one another for an item that falls into more than one
category. Such competitions end in violence.

TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u l y 2 012 | D U N G E O N 2 0 4
1
Ecology of the Swordwing

S ociety where they serve as leaders. Crownwings have their


own complicated internal hierarchy. Each one’s pre-
Vaults (Underdark, page 84) and congregate around
the Great Mire to do battle. Survivors of this bloody
Swordwings have a society based on a caste struc- cise position within it depends upon its personal frenzy either metamorphose into or retain their status
ture. The lowest caste contains the vast majority of power and the worthiness of its collection. as crownwings. How a hive selects its representatives
swordwings, which are immature specimens com- A hive’s queen sits at the top of the hierarchy and is a mystery. Some sages speculate that the queen of a
monly called cutters. Fully developed swordwings, has three primary responsibilities. First, it enables hive dispatches crownwings as a form of punishment
also called drones, are at the next level of the hier- other members of the hive to reproduce. Second, it and their survival means their redemption.
archy. They make up the main force of a swordwing leads its hive’s worship of Dhogostho-Attu, the Far In what passes for daily existence among these
hive or traveling group. Slightly higher in status are Realm entity that the swordwings revere. Lastly, it creatures, the hierarchy assigns each crownwing a
the shapers (see “Nesting Spires”) and slashers. These violently adjudicates disputes between crownwings task for which it is responsible. Such tasks include
creatures are not as physically imposing as drones, that cannot come to an agreement on their own. hunting for food, preparing for or making war, and
but they have distinctive abilities that make them The hive is at the center of swordwing society, repairing nesting spires. A group of lower-caste crea-
valuable to the hive. and each one is home to dozens of individuals. At tures serves each crownwing, and the more powerful
Members of the uppermost caste, called crown- irregular intervals, members of each hive—drones, a crownwing is, the larger the group of servants
wings, are larger and more formidable in combat, slashers, and crownwings alike—trek to the Buzzing assigned to it. For a crownwing, failure to complete
an assigned task ends in demotion or dismember-
Swordwing Queen Level 30 Solo Brute (Leader) Move Actions ment, but success does not guarantee advancement.
Huge aberrant humanoid XP 95,000 Dimensional Warp (teleportation) ✦ At-Will (1/round) To advance in status, a crownwing must kill
HP 1,120; Bloodied 560 Initiative +23 Effect: The queen teleports up to 5 squares. its immediate superior in single combat and then
AC 42, Fortitude 43, Reflex 42, Will 42 Perception +25 Minor Actions demonstrate to its peers the merits of its personal
Speed 8, fly 12 (hover) Blindsight 5, low-light vision R Attack Pheromones ✦ Recharge 5 6
collection—a process that can take weeks, as the
Saving Throws +5; Action Points 2 Effect: Ranged 10 (one allied swordwing); the target can
crownwings carefully examine the items and
Traits charge or make a basic attack as a free action, gaining a
O Incitement Pheromones ✦ Aura 10 +10 power bonus to damage rolls for the attack. debate their virtues. Sabotage by political enemies is
An allied swordwing that drops to 0 hit points in the aura R Fearsome Majesty (fear, psychic) ✦ At-Will common, and most ambitious crownwings resort to
can make a melee basic attack as a free action. Attack: Ranged 10 (one creature); +33 vs. Will bribery. Thus, a crownwing’s existence is a juggling
Action Recovery Hit: 3d10 + 23 psychic damage, and the target falls prone. act between having subordinates accomplish del-
Whenever the queen ends its turn, any dazing, stunning, or Triggered Actions egated tasks and expanding its personal collection.
dominating effect on it ends. M Echoing Riposte (teleportation) ✦ At-Will
When a crownwing firmly establishes itself as the
Blood Critical Trigger: An enemy within 9 squares of the queen hits it with
most powerful member of its hive, the queen, it usu-
The queen can score a critical hit on a roll of 19–20. While an attack.
bloodied, it can score a critical hit on a roll of 17–20. Effect (Immediate Reaction): The queen teleports up to 5 ally does so by killing its predecessor. After its victory,
Instinctive Slashing squares and uses armblade against the triggering enemy. the crownwing transforms into a hulking monstrosity
On an initiative count of 10 + its initiative check, the queen Skills Arcana +26, Intimidate +28, Stealth +28 that towers over its former peers. It also develops the
can use double attack as a free action. If it cannot make this Str 31 (+25) Dex 26 (+23) Wis 20 (+20) ability to exude potent pheromones that drive other
attack due to any effect, then that effect ends instead. Con 32 (+26) Int 23 (+21) Cha 26 (+23) swordwings into a frenzy. A queen is a veritable kill-
Standard Actions Alignment evil Languages Deep Speech,
ing machine; during battle, it keeps its keen armblade
m Armblade ✦ At-Will telepathy 20
in constant motion. The gland that secretes its phero-
Attack: Melee 4 (one creature); +35 vs. AC
mones also delivers surges of power that makes it
Hit: 2d12 + 25 damage, or 4d12 + 49 damage if the queen
scores a critical hit. deadlier the more grievous its wounds become.
M Double Attack ✦ At-Will
Effect: The queen uses armblade twice.

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Ecology of the Swordwing

Nesting Spires Swordwings are extremely territorial and fight to


the death to protect their homes. They never allow
the exterior of its home for gestation. After the grub
hatches, it devours its host’s insides, essentially
Individual swordwings dwell in nesting spires, other creatures—even other swordwings—inside a becoming the body’s new internal and utterly alien
which are open-topped, conical structures that stand completed abode. The interior of a nesting spire is physiology. The body metamorphoses into the new
roughly 15 feet tall. They resemble stalactites or a structure that resembles a honeycomb, and it is swordwing over the course of a year, at which time
stalagmites made of gray paper, but their walls are devoted mainly to displaying its owner’s collection. A the creature slices its way out of its cell through the
as hard as stone. Swordwings construct them out of swordwing memorizes the location of every item in its exterior of its parent’s home. Soon after its birth, a
whatever resources are available and bind the materi- collection and instantly notices if anything is missing. swordwing begins to gather items for its collection.
als together with a fast-hardening organic paste. In For other creatures, finding anything requires search- Many believe swordwings are inclined to collect
return for a contribution to their own collections, spe- ing, and the clutter can make movement difficult. objects once significant to their hosts.
cialized drones called shapers help other members of Additionally, not all items are on display. Swordwings
their hive build their domiciles. often hide prized pieces in niches enclosed by the
same paste used to construct their nesting spires.
R elations with
One can determine a swordwing’s station by the O ther R aces
Swordwing Shaper Level 25 Artillery location and size of its nesting spire. Crownwings
Medium aberrant humanoid XP 7,000 have larger nesting spires that include viewing gal- Swordwings have few allies, since they view all crea-
HP 180; Bloodied 90 Initiative +16 leries that allow it to more easily and safely display tures as potential prey. In fact, they barely tolerate
AC 39, Fortitude 38, Reflex 36, Will 37 Perception +25
its collection, and the more powerful the crownwing, swordwings from other hives. They occasionally ally
Speed 6, burrow 6, fly 10 (hover) Low-light vision with other powerful aberrant creatures. Aboleths are
Traits
the bigger its abode.
In terms of physical placement within the hive, the one exception; swordwings actively avoid them
Destructive
the nesting spires of cutters and drones cluster on the and their domains.
The shaper deals double damage to objects.
Standard Actions lower reaches of a hive’s vault, while the crownwings’ A swordwing that does not impulsively skewer
m Armblade ✦ At-Will hang from the ceiling like stalactites. everyone it meets can sometimes be induced to
Attack: Melee 2 (one creature); +30 vs. AC trade with other creatures, but only if these potential
Hit: 3d6 + 21 damage, or 6d6 + 39 damage if the shaper
scores a critical hit. R eproduction trade partners can produce goods—or the promise of
goods—of the sort that the swordwing collects. Any
r Acidic Spittle (acid) ✦ At-Will transactions must be completed before the sword-
Attack: Ranged 20 (one creature); +30 vs. Reflex
Once in its lifetime, a swordwing feels an urge to
procreate. Every swordwing can reproduce asexu- wing tires of bartering and resorts to violence. How a
Hit: 3d10 + 19 acid damage.
C Congealing Spray ✦ Recharge 5 6 ally, but it needs two things to accomplish the deed. swordwing judges an object’s worth varies, and even
Attack: Close blast 5 (creatures in the blast); +28 vs. Reflex First, since only the queen’s pheromones can activate if it makes an agreement, it might renege upon that
Hit: The target is restrained and takes ongoing 25 damage a subordinate swordwing’s reproductive organs, the deal once it has what it wants.
(save ends both). swordwing needs approval from its queen, which it Underdark races such as the drow and the derro
Triggered Actions gains by making an offering. Second, the swordwing harvest armblades and chitin from fallen sword-
Phase Shift ✦ Recharge when first bloodied wings. They use these parts to fashion magic armor
Trigger: The shaper is hit by a melee attack.
needs a living natural humanoid as a host for the
swordwing’s parasitic spawn. Since such creatures and weapons. When those wielding such armaments
Effect (Immediate Reaction): The shaper shifts up to its
speed. It is phasing during this movement. are rare in the Deeps, a swordwing must hunt one interact with swordwings, the swordwings sense the
Skills Dungeoneering +25, Endurance +24, Stealth +21 down or barter for one from another swordwing. nature of such items, and they focus their murderous
Str 28 (+21) Dex 18 (+16) Wis 26 (+20) After a swordwing has obtained what it needs, rage upon these creatures.
Con 24 (+19) Int 25 (+19) Cha 10 (+12) it slices open the host’s abdomen and implants an
Alignment evil Languages Deep Speech
egg. Then the parent places the body in a cell on

J u l y 2 012 | D U N G E O N 2 0 4
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Ecology of the Swordwing

P ersonages execute anyone caught violating this rule, with these


executions being the rule’s one exception.
1. Armor
and P laces
A: Two sets of ceremonial full plate forged from
Because of this prohibition, as well as the place’s
black adamantine and decorated with mithral inlays
convenient location, some enterprising merchants
Intrepid Underdark explorers might come across and moonstones (25,000 gp each).
of other races—mainly dwarves, duergar, and drow—
some prominent individuals and places associated B: An ancient orium breastplate, scarlet plumed
travel to the Market Grottos to barter their wares.
with swordwings. helmet, matching greaves, and circular shield embla-
The swordwings here, realizing the value of trade
zoned with an archaic symbol of Bane (10,000 gp).
relationships, grant such merchants safe passage.
C: A suit of scale armor crafted from diamonds
The Oculist Nonetheless, none of the merchants is foolish enough
mined in the Great Dismal Delve (60,000 gp).
A serial killer is stalking the vaults of Erelhei-Cinlu, to travel in this area without a retinue of powerful
D: A level 19 helm of battle (Heroes of the Fallen
and the drow matrons of the city seem powerless guards.
Lands, page 350) with a visor engraved to resemble a
against this criminal. The citizens call the killer “The second pair of eyes (105,000 gp).
Oculist” because it plucks the left eye from each of its The Burrowing Hive E: A +5 hide of worms (Mordenkainen’s Magnificent
victims. Many in the populace have taken to covering Several years ago, the queen of a small hive became Emporium, page 16) made from purple worm skin
or concealing their left eyes to keep from attracting obsessed with treatises on dwarven engineering. (325,000 gp).
murderous attention. As the attacks continue, discon- Unlike most bibliomaniacal swordwings, it read the Value of Collection: 550,000 gp.
tent grows. The matron mothers know they have to do books it collected. The enterprising queen decided
something and have dispatched patrols of their best
warriors and driders to catch the unseen killer, all to
to apply what it learned and ordered its hive to
begin expanding by excavating a tunnel through an
2. Books
no avail. A: An ancient 26-volume Arkhosian encyclopedia,
expanse of solid rock.
The Oculist is a rogue swordwing slasher that each volume bound in devil skin and painstakingly
Progress has been slow. Still, the queen is unde-
finds the drow’s red eyes fascinating. It fashions transcribed by a priest of Ioun (50,000 gp).
terred. No crownwing has risen to challenge its
grisly adornments from them and its spittle, then B: An illuminated manuscript describing the
authority. If someone doesn’t stop this effort, the hive
drapes finished strands over its body. Its nesting Dawn War in exacting detail (25,000 gp).
will eventually breach its boundaries and wreak
spire is located in a secluded cavern near the city. C: The complete theatrical works of the renowned
havoc across another area of the Deeps.
If the characters are visiting Erelhei-Cinlu, they tiefling playwright Philotheus, with his handwritten
stage directions scrawled in the margins (30,000 gp).
might encounter the swordwing during its hunts, or a
matron mother might order the adventurers to hunt
Swordwing D: A +5 tome of undeniable might (Mordenkainen’s
the Oculist down in return for a favor or to secure
their freedom.
Collections Magnificent Emporium, page 53) made from lead plates
(425,000 gp).
If you need to determine an individual swordwing’s E: A level 20 scroll of protection (Mordenkainen’s
collection, select an entry from the list below or Magnificent Emporium, page 101) tucked into a diary
Market Grottos roll a d10 to do so randomly. You can also use these full of love poetry (125,000 gp).
The Market Grottos are a series of interconnected examples as inspiration when creating your own Value of Collection: 655,000 gp.
caverns located near a branch of the King’s Highway swordwing collections.
(Underdark, page 14). Swordwings from different
hives congregate here to trade with one another, and
The items described here are among the most
notable elements of a particular crownwing’s col-
3. Diamonds
their buzzing communication constantly fills these A: A string of five astral diamonds connected by
lection. Lower-caste swordwings have collections of
vaults. The swordwings tolerate no violence here and an ornate chain of mithral angels (75,000 gp).
correspondingly lower value. Their hoards contain
B: An obsidian rod covered in carvings of gargoyle
few items of interest to epic-level adventurers.
faces and topped by a black diamond (25,000 gp).

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Ecology of the Swordwing

C: An adamantine falchion with a star-shaped F: A +5 lilting songblade (Player’s Handbook 2, page B: A crystalline chessboard featuring pieces
yellow diamond set into the pommel (20,000 gp). 204) that hums an inspiring melody when drawn expertly carved from various gems and precious
D: A level 20 diamond cincture (Mordenkainen’s Mag- from its scabbard (625,000 gp). metals to resemble Bahamut, Tiamat, their exarchs,
nificent Emporium, page 79) with ornate settings for its Value of Collection: 740,000 gp. and their draconic progeny as pawns (30,000 gp).
gems (125,000 gp). C: A large marble statue of a fierce elf huntress
E: A +5 periapt of health cursed to act as a periapt
of foul rotting (Mordenkainen’s Magnificent Emporium,
6. Paintings that periodically animates and changes its pose
(45,000 gp).
pages 74 and 114), set with an exceptionally large A: A large oil painting enchanted to show a regal D: A coral dragon figurine of wondrous power (Dragon
blue diamond (425,000 gp). half-length likeness of its current owner in formal 384) carved to resemble a serpentine deep dragon
Value of Collection: 670,000 gp. human attire (10,000 gp). (625,000 gp).
B: A crate containing fifteen delicate eladrin Value of Collection: 725,000 gp.
watercolor landscapes depicting the heyday of the
4. Hearts ancient city-state of Cendriane (200,000 gp as a set
A: The desiccated heart of a beatified priest of or 10,000 gp each). 9. Swords
Moradin in a crystalline reliquary (50,000 gp). C: A portrait of a dwarven shield maiden wearing A: A silver cutlass that enables its wielder to
B: The inert heart of a Moilian shadow master con- a glittering diamond locket that serves as an all-seeing master and perform the Water Walk ritual once per
tained in an obsidian curio box that is painfully cold eye (Adventurer’s Vault 2, page 79) when hung on a day without expending any components (10,000 gp).
to the touch (15,000 gp). wall (325,000 gp). B: An obsidian scimitar with three rubies gripped
C: A flawless crystal that is actually the petrified Value of Collection: 535,000 gp. in its pommel (15,000 gp).
heart of a slain primordial (50,000 gp). C: A serrated fullblade crafted from a single lin-
D: A still-beating clockwork heart ripped from a
modron hierarch (25,000 gp).
7. Rings norm tooth (25,000 gp).
D: A matching set of orium bastard swords with
E: A ruby +5 stone of good luck (Mordenkainen’s A: A platinum wedding band fashioned to resem- crystalline hilts that glow faintly when wielded
Magnificent Emporium, page 47) shaped like a heart ble Bahamut swallowing his own tail set with seven together (12,000 gp as a set or 5,000 gp each).
(525,000 gp). yellow diamonds (25,000 gp). E: A mithral scabbard adorned with emeralds con-
Value of Collection: 665,000 gp. B: A satchel full of gold and silver rings, some still taining a rusty longsword (25,000 gp).
on their former owners’ skeletal fingers (20,000 gp). F: A +5 lifestealer greatsword (Mordenkainen’s Mag-
C: A black iron signet ring of duergar craftsman-
5. Musical Instruments ship, bearing a symbol of Asmodeus made from inlaid
nificent Emporium, page 29) with a bone hilt studded
with vampire fangs and a single black diamond set
A: A silver lyre that radiates a soothing, white light rubies and onyx, that grants its wearer a +5 item into its pommel (525,000 gp).
when played (10,000 gp). bonus to Diplomacy checks made against devils and Value of Collection: 612,000 gp.
B: A broken lute with a pouch full of sapphires devil worshipers (30,000 gp).
stashed in its belly (25,000 gp). D: A ring of x-ray vision (Mordenkainen’s Magnifi-
C: A harpsichord covered in painted pastoral cent Emporium, page 77) made of translucent crystal 10. Wines
scenes and gold filigree (10,000 gp). (625,000 gp). A: An enchanted, shatterproof crystalline
D: A platinum music box enchanted to play any Value of Collection: 700,000 gp. decanter that is always full of exquisite eladrin red
song that its opener thinks of (25,000 gp). wine (25,000 gp).
E: A box full of ancient sheet music and four gems
of auditory recollection (Mordenkainen’s Magnificent
8. Statues B: A single, glittering bottle of sparkling white
wine made from grapes cultivated in Pelor’s original
Emporium, page 84), each containing a full-length A: A 2-foot-tall dark green jade statue of Blibdool- astral dominion (50,000 gp).
recording of a dirge-like Turathi opera (45,000 gp). poolp standing atop a base of prostrate kuo-toa that
always feels wet and slimy (25,000 gp).

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Ecology of the Swordwing

C: An entire wine cellar full of rare drow wine Swordwing Level 25 Soldier Crownwing Level 26 Skirmisher (Leader)
(15,000 gp). Medium aberrant humanoid XP 7,000 Large aberrant humanoid, swordwing XP 9,000
D: A set of simple, green glass bottles containing HP 234; Bloodied 117 Initiative +21 HP 238; Bloodied 119 Initiative +24
cheap wines fortified with the following potions and AC 41, Fortitude 38, Reflex 37, Will 35 Perception +18 AC 40, Fortitude 39, Reflex 38, Will 36 Perception +20
Speed 6, fly 10 (hover) Low-light vision Speed 6, fly 10 (hover) Low-light vision
elixirs (Mordenkainen’s Magnificent Emporium, pages
Traits Standard Actions
90–97): two level 25 elixirs of aptitude, one level 29 Vicious Opportunist m Armblade ✦ At-Will
elixir of giant strength, one level 26 potion of heroism, The swordwing’s opportunity attacks deal 3d8 extra Attack: Melee 2 (one creature); +31 vs. AC
and one level 30 potion of invulnerability (325,000 gp). damage. Hit: 3d6 + 23 damage, or 6d6 + 41 damage if the crown-
Value of Collection: 415,000 gp. Standard Actions wing scores a critical hit, plus 3d6 damage if the
m Armblade ✦ At-Will crownwing is flanking the target.

Monster U pdates Attack: Melee 2 (one creature); +30 vs. AC


Hit: 3d6 + 21 damage, or 6d6 + 39 damage if the sword-
M Flyby Attack ✦ At-Will
Effect: The crownwing flies up to its speed and uses arm-
wing scores a critical hit. blade once at any point during the movement. The
Below are updated statistics for the swordwing
Effect: The swordwing marks the target until the end of the crownwing doesn’t provoke opportunity attacks when
(drone) and the crownwing, which originally swordwing’s next turn. moving away from the target of the attack.
appeared in the Monster Manual, and for the cutter Triggered Actions R Mark of Death ✦ Encounter
and the slasher from Underdark. M Sudden Strike ✦ At-Will Effect: Ranged 10 (one enemy); allies gain a +2 power
Trigger: An adjacent enemy shifts. bonus to attack rolls and a +10 power bonus to damage
Swordwing Slasher Level 23 Lurker Effect (Immediate Reaction): The swordwing uses armblade rolls against the target until the end of the encounter.
Medium aberrant humanoid XP 5,100 against the triggering enemy. If the attack hits, the target Skills Arcana +22, Endurance +24, Intimidate +21,
takes 3d6 extra damage. Stealth +27
HP 166; Bloodied 83 Initiative +23
Skills Endurance +25, Stealth +24 Str 30 (+23) Dex 28 (+22) Wis 15 (+15)
AC 37; Fortitude 35, Reflex 36, Will 34 Perception +17
Str 28 (+21) Dex 24 (+19) Wis 13 (+13) Con 22 (+19) Int 18 (+17) Cha 16 (+16)
Speed 6, fly 10 (hover) Low-light vision
Con 26 (+20) Int 10 (+12) Cha 10 (+12) Alignment evil Languages Deep Speech
Standard Actions
Alignment evil Languages Deep Speech
m Armblade ✦ At-Will
Attack: Melee 2 (one creature); +28 vs. AC Swordwing Cutter Level 28 Minion Skirmisher
Hit: 3d6 + 19 damage, or 6d6 + 37 if the slasher scores a Medium aberrant humanoid XP 3,250
critical hit. HP 1; a missed attack never damages a minion Initiative +24
Slasher’s Flurry F Recharge when the slasher uses slasher’s AC 42; Fortitude 41, Reflex 40, Will 39 Perception +21
escape Speed 6, fly 10 (hover) Low-light vision
Effect: The slasher uses armblade against each enemy Standard Actions
within reach. m Armblade ✦ At-Will
Triggered Actions Attack: Melee 2 (one creature); +33 vs. AC
Slasher’s Escape (illusion, teleportation) ✦ Recharge 5 6 Hit: 18 damage, or 25 damage if the cutter scores a critical
Trigger: The slasher is hit by an attack. hit, and the target falls prone.
Effect (Immediate Interrupt): The slasher teleports up to 5 Triggered Actions
squares, and it becomes invisible until the end of its next Scattering Hive
turn. If the slasher is marked, that condition ends. Trigger: The cutter drops to 0 hit points.
Skills Endurance +22, Stealth +24 Effect (Immediate Interrupt): Each allied cutter adjacent to
Str 24 (+18) Dex 26 (+19) Wis 22 (+17) the cutter can shift up to 5 squares as a free action.
Con 22 (+17) Int 12 (+12) Cha 10 (+11) Skills Endurance +26, Stealth +27
Alignment evil Languages Deep Speech Str 28 (+23) Dex 26 (+22) Wis 25 (+21)
Con 25 (+21) Int 10 (+14) Cha 12 (+15)
Alignment evil Languages Deep Speech

J u l y 2 012 | D U N G E O N 2 0 4
6
Ecology of the Swordwing

About the Author


Tim Eagon is a freelance writer living in Madison, Wiscon-
sin. He has written several articles, including “Ecology of the
Hengeyokai,” “The Winterguard of Cendriane,” and “Crea-
ture Incarnations: Hordelings.”

Developer
Chris Sims

Editor
Miranda Horner

Managing Editor
Kim Mohan

Development and Editing Lead


Jeremy Crawford

Senior Producer
Christopher Perkins

Producers
Greg Bilsland, Stan!

Senior Creative Director


Jon Schindehette

Art Director
Kate Irwin

Illustrator
Jim Nelson

Digital Studio Consultant


Daniel Helmick

Publishing Production Manager


Angie Lokotz

J u l y 2 012 | D U N G E O N 2 0 4
7
Unearthed Arcana:
Less Death,
More Danger!
By Jeffrey Ludwig
Illustration by Sam Wood

Axe-wielding orcs, fire-breathing dragons, and flesh- players, take a look at a few reasons to consider intro-
eating zombies are a few of the deadly adversaries ducing them to the Injury deck.
that adventurers face on a daily basis. That they dare
fight such foes at all is wonder enough, but more puz-
zling still is how heroes can walk away from such
Holding Life Dear
battles without a scratch. Oh, they might be bloodied Players don’t always act in their characters’ best inter-
for a round or two, or they might fall unconscious on ests. For example, a fighter low on hit points ought
the field of battle, but a few inspiring words and Heal to take cover to bandage wounds instead of staying
checks later, the heroes are as good as new. in the fight, but the player might choose to have the
But what if they aren’t as good as new? fighter continue to attack each round instead, risking
The Injury deck presented here provides you with death. In such a case, the player might be depend-
an optional system that lets the monsters give the ing on the healing that the party’s cleric can provide.
heroes a little something to remember them by. Each With the optional Injury deck, a character who drops
Injury card describes a wound that goes beyond a to 0 hit points can sustain wounds that linger long
mere loss of hit points to afflict a character in a last- after the battle is over. By using injuries as a conse-
ing way; these injuries take more than a soothing quence for falling in battle, a DM encourages a player
word and a few minutes of rest to heal. Sticks and to use his or her character’s action points, healing
stones might break an adventurer’s bones, but a suck- options, and limited-use powers more aggressively
ing chest wound is nasty. to keep that character standing. A player might also
change strategies to keep his or her character’s hit

Why Use I njuries? points out of the territory where a single attack can
kill the character.
If you like an extra dose of grit in your game, the idea
of persistent injuries probably appeals to you already. An Alternative to Death
But if you want to have a softer touch with your Heroes don’t always walk away from battles. Some-
times a critical hit does them in, or they have an

TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u l y 2 012 | D U N G E O N 2 0 4
1
Less Death, More Danger!

unlucky death saving throw. Even the pluckiest play- of punishment. Knowing and communicating with section and the “Minor” section. For example, the
ers sober up at the prospect of sitting out the rest your players is the key to making sure injuries add to, Ruptured Spleen injury also includes the effects of
of the session while the group finds a way to revive rather than detract from, fun at your table. Gut Wound (the minor injury on that card).
fallen characters. Worse yet, untimely deaths can stop More than One Injury: A character can sustain
adventures in their tracks or derail entire plot lines.
Injuries can provide an alternative to character
Using the only one injury per encounter but can have two or
more injuries during an adventure (see “Multiple
death, serving as a serious repercussion for “dying” I njury Deck Injuries” below).
while allowing players to get back in the game
quickly. A party with injured characters might be To use the Injury deck, print and cut out the cards Dropping Below 1 Hit Point
better served returning to town to nurse its wounds, at the end of this article. (You can print two or three
When a character drops below 1 hit point, he or she
but if the need is pressing, adventurers can forge on copies to create a larger deck.) Each card represents a
risks sustaining an injury. At the end of an encounter,
with wounded characters better than it could with single injury and has two severities, minor and major.
any character who dropped below 1 hit point during
dead ones. At the start of an encounter, shuffle the Injury
the encounter makes a saving throw. On a save, the
Although you can use injuries as an alternative to deck and place it face down on the table where the
character avoids injury. On a failure, the player draws
death, characters are not necessarily immortal. You players can reach it. When a character sustains an
a card from the Injury deck; the character suffers the
might have a compelling narrative reason for letting injury, have the player draw the top card.
minor injury on the card. If a character drops below
a character die, or you might want to add injuries to 1 hit point multiple times during an encounter, the
the game while still allowing for the possibility that Sustaining an Injury player still makes a single saving throw at the end of
combat can be fatal. You might decide, for instance, Three circumstances might cause a character to sus- the encounter to determine whether he or she sus-
that a character who is reduced to his or her nega- tain an injury: dropping below 1 hit point, failing tains a minor injury. If a character sustains a major
tive bloodied value by a coup de grace is killed rather three death saving throws before taking a short rest injury during an encounter (see below), the player
than injured. Injuries act as a kind of insurance or an extended rest, or taking damage that reduces does not make this saving throw.
against accidental death in combat, while still allow- his or her hit points to his or her bloodied value
ing your villains to dispatch adventurers as they see expressed as a negative number. (See “Dying and Failing Three Death Saving Throws
fit. And if the only way to destroy the Eye of Vecna is Death” in the Rules Compendium for the rules on char- Any character who fails three death saving throws
for the adventurer using it to jump into the flames of acter death.) automatically sustains a major injury and does not
Moradin’s forge, it’s fair to stipulate that the character Minor and Major: The effects of injuries are die. After the character fails the third death saving
doing so is not going to walk away with only a major spelled out on the Injury cards. A minor injury has throw, the player draws a card from the Injury deck,
injury. Whatever your decision, the key is to com- the effect described in the “Minor” section. A major and suffers the major injury there. In addition, the
municate clearly to your players beforehand what injury has the effect described in both the “Major” character falls unconscious until the end of the
circumstances, if any, might result in character death encounter. At the end of the encounter, the character
rather than injury. regains consciousness and has 1 hit point.

A Final Consideration Deck-Building Tip Falling to Your Negative Bloodied


If you’re thinking about adding the Injury deck You can use spray adhesive to mount your printouts
Value in Hit Points
to your bag of tricks, the first thing to consider is on card stock before cutting them for a more durable As with failing three death saving throws, the char-
whether your players are game for it. Injuries can deck. Spare game cards and a glue stick work well too. acter automatically sustains an injury after taking
saddle characters with significant and lasting handi- damage that reduces his or her current hit points
caps, and although some players appreciate the to his or her bloodied value expressed as a negative
additional challenge, others might regard it as a form number. The player draws a card from the Injury

J u l y 2 012 | D U N G E O N 2 0 4
2
Less Death, More Danger!

deck, and the character suffers the effect shown in a Constitution check or Charisma check (player’s suffers the negative effect. Even if a character has
the “Major” section. In addition, the character falls choice) as a free action at the start of his or her turn. multiple injuries, he or she can use this option only
unconscious until the end of the encounter. At the Use an easy DC of the character’s level. On a success, once per turn.
end of the encounter, the character regains conscious- the injury has no effect that turn. The character can
ness and has 1 hit point. attempt to extend this benefit at the start of his or Injury Card Location
her next turn by making a second check, now with a Concussion/Cracked Skull Head

Multiple Injuries moderate DC, and at the start of the following turn
with a third check, now with a hard DC. The injury
Cracked Rib/Sucking Chest Wound
Face Slash/Eye Gouge
Torso
Head
Over the course of an adventure, a character might cannot be ignored further in following turns. If any of Gashed Thigh/Crushed Hip Leg
sustain more than one injury. If two or more inju- these checks fail, the character cannot attempt to dis- Gut Wound/Ruptured Spleen Torso
ries impose penalties on the same game statistic, the regard that Injury card again during the encounter. Nicked Artery/Gushing Artery Other
effects are cumulative. Reduce Major Injury: A character can attempt to Seeping Wound/Gangrenous Wound Other
Duplicate Injuries: If you are using an Injury reduce the effect of a major injury to that of the cor- Sprained Ankle/Splintered Kneecap Leg
deck that’s larger than one card of each type, a char- responding minor injury; for example, temporarily Sprained Wrist/Broken Arm Arm
acter cannot incur multiple instances of the same reducing the effect of Crushed Hip to Gashed Thigh. Wrenched Back/Cracked Spine Torso
injury. If a character who has a minor injury sustains The character must make a Constitution check or Blackouts/Fainting Spells Other
the same injury again, the player discards the dupli- Charisma check (player’s choice) at the start of his or
cate card, and the severity of the injury increases to her turn. Use a moderate DC of the character’s level. Arm Injury Strength
major. If the duplicated injury is major, the player dis- On a success, the injury is reduced for that turn. The Trigger: You roll the maximum result on a damage die
cards the duplicate card and draws a new one. character can attempt to extend this benefit at the and choose to keep it.
start of his or her next turn by making another check, Success: The damaging effect deals extra damage equal
Variant: Fighting but with a hard DC. The injury cannot be ignored to 5 + one-half your level to a single target.
Failure: You take a –2 penalty to attack rolls until the
through I njuries
further in following turns. If any of these checks fail,
end of the encounter.
the character cannot attempt to reduce the effect of
Injuries might be significant setbacks, but where that Injury card again during the encounter.
Head Injury Wisdom
adventurers differ from ordinary folk is in their deter- Trigger: You take your first turn in an encounter without
mination to triumph in the face of adversity. This 2. Profit from Setbacks delaying for an enemy, and you hit with your first attack.
section presents two optional systems to allow charac- Some characters thrive on challenges. Some players Success: You gain 5 temporary hit points per tier.
ters to persevere despite injury: one general, the other like to overcome steep obstacles. If your campaign Failure: You are dazed until the end of your next turn.
more situational. caters to that sort of activity, consider using this
option to allow characters to turn their wounds into Leg Injury Dexterity

1. Push Past the Pain opportunities. Trigger: You are subjected to forced movement while
slowed by an injury.
Once per encounter per Injury card, an injured Once per encounter per injury, if an injured char-
Success: You negate the forced movement.
character can attempt to push past the pain as a free acter meets the trigger described in the text below Failure: You fall prone after the forced movement.
action to temporarily reduce the injury’s effect. Even for his or her injury location, he or she can attempt to
if a character has multiple injuries, he or she can use turn the pain of the injury into a momentary advan- Torso Injury Constitution
this option only once per turn; the player decides tage. The character makes a check as a free action
Trigger: You use an immediate action to make an attack.
which injury counts for the attempt. using the indicated ability against an easy DC of the Success: You gain a +2 power bonus to the attack roll.
Ignore Minor Injury: A character can briefly character’s level. On a success, the character benefits Failure: You are stunned until the end of your next turn
disregard the effect of a minor injury by making from the positive effect. On a failure, the character after the attack is resolved.

J u l y 2 012 | D U N G E O N 2 0 4
3
Less Death, More Danger!

Other Injury Constitution Changing the Pace About the Author


Trigger: You take damage from an attack. Jeffrey Ludwig has never TPKed a party with a crushing
The recovery rules assume that you’re running an walls trap. Nor has he driven them to a watery grave. The
Success: You can spend a healing surge.
ongoing game in which the characters follow a typical incident with the cave bear was a statistical fluke, and he
Failure: Your healing surge value is reduced by one-half
your level until you take a short rest.
adventuring routine, tackling at least a few encoun- staunchly denies having turned one player’s favorite charac-
ters during each day of game time. You can choose to ter into an undead. Twice. This article is his first contribution

Variant: adapt injuries to work with different play formats, too. to D&D Insider™ . . . and character longevity.
If you’re running a single delve-style session, in
R ecovering from which the party is unlikely to take an extended rest,
allow the players to make their recovery checks after
Developers
Jennifer Clarke Wilkes, Tanis O’Connor, Tom LaPille

I njuries each short rest instead. A character cannot attempt to Editors


recover from a wound sustained during the encoun- Jennifer Clarke Wilkes, Miranda Horner
Characters can attempt to recover from their injuries ter he or she just finished, though. That character has
at the end of each extended rest. An injured charac- to suffer through it for at least one fight! Managing Editor
ter makes an Endurance check for each injury. Use Kim Mohan
If you’re running a campaign where the action
a moderate DC of the character’s level. On a success, is spread out over the course of days or weeks, you Development and Editing Lead
the character reduces the severity of a major injury can draw out the recovery process. Depending on Jeremy Crawford
to minor, or if the severity was already minor, the the time frames involved, you might have the players
character recovers from the injury (discarding the Senior Producer
make recovery checks once a week rather than every
card). On a failure, the severity of the injury remains Christopher Perkins
day, or require that they succeed on multiple recovery
unchanged. rolls before reducing the severity of an injury. Producers
A character who has training in the Heal skill can Greg Bilsland, Stan!
use that skill to attempt to aid an ally’s Endurance
check for the purpose of recovering from an injury Senior Creative Director
Jon Schindehette
(using the rules for aiding another). A character can
aid only one ally per extended rest and must make a Art Director
separate Heal check for each injury. Kate Irwin
Characters can also use the Remove Affliction
ritual to treat an injury. The penalty to the Heal check Illustrator
Sam Wood
equals the injured character’s level if treating a minor
injury, or the injured character’s level + 5 if treating a Additional Graphic Design
major injury. If successful in either case, the charac- Soe Murayama
ter recovers from the injury (discarding the card).
Publishing Production Manager
Regardless of whether a character recovers from
Angie Lokotz
an injury naturally or with magical aid, telltale scars
often remain. Retired adventurers bear such marks
with rueful pride; each scar tells a story.

J u l y 2 012 | D U N G E O N 2 0 4
4
What’s
Up in
Down­
shadow
A Forgotten Realms® adventure
for characters of levels 2–4

By Sterling Hershey
Illustration by William O’Connor
Cartography by Mike Schley

Downshadow is a vast cavern located in the top-


most level of Undermountain. The area attracts
the unwanted elements of Waterdeep, so it’s a den
for thieves and the downtrodden. Residents of
Downshadow vanish sometimes, but a rash of disap-
pearances can cause even the worst people to sit up
and take notice.
“What’s Up in Downshadow” is a Dungeons &
Dragons® adventure for characters of levels 2–4 set
in the Forgotten Realms campaign setting. The
adventure can be run as an introduction to the Halls
of Undermountain™ adventure or as a standalone
adventure in the Realms or in your own setting.

TM & © 2012 Wizards of the Coast LLC. All rights reserved.

J u l y 2 012 | D U N G E O N 2 0 4
1
What’s Up in Down­shadow

Background knows her matron mother doesn’t care about him and
won’t wait much longer. Further, going back to her
A dventure Synopsis
The architect of Undermountain, Halaster Black- enclave for help could cost Renala face and standing Felarn Crommor, a good-hearted Waterdhavian
cloak, had several apprentices, the first of whom was among other drow, even if she received help without noble, hires the characters to find a gnome wizard
named Muiral. After Halaster went mad and disap- the high priestess finding out. named Kroto, who is believed to be hiding some-
peared, Muiral expelled a drow enclave from the level Renala and her drow allies relocated the mirror where in Downshadow. Given the inherent dangers
of Undermountain that would come to be known as to a secure cavern near Downshadow. Since then, of that district and of Undermountain, Felarn needs
Muiral’s Gauntlet. Then one day he too vanished from they have been trolling the subterranean commu- adventurers to complete this task.
Undermountain, just as Halaster had. nity for individuals with enough arcane knowledge Several months ago, Kroto was accused of mur-
The drow hated and feared Muiral, but with or magical expertise to help free Pel and the other dering a merchant who sold ritual components. The
Halaster’s apprentice seemingly out of the way, they prisoners. As they search for likely targets, the drow gnome escaped custody and disappeared. Felarn
sought to reclaim the Gauntlet. Unfortunately for rely on stealth to move through Downshadow unde- never believed Kroto capable of the crime, and
them, the level was magically sealed to prevent such tected. They wear dark, tattered cloaks to conceal recently it came to light that a crooked business rival
intrusion. their weapons and armor, and masks made from the killed the merchant. Kroto needs to be informed that
Several weeks ago, Renala, a low-ranking priest- skinned faces of elves to hide their features. When he can safely return to Waterdeep; Felarn has plans
ess of Lolth, received an unexpected summons from they make a snatch, their innate control of darkness in motion to help the wizard get back on his feet
the matron mother of her house. The elder priestess helps cover the act. when he does.
demanded that Renala prove her devotion by entering Renala’s drow have been responsible for several The adventure begins with the characters gaining
the Hall of Mirrors on the first level of Undermoun- high-profile disappearances in Downshadow—mad entry to and exploring Downshadow. Finding Kroto
tain and retrieving a specific mirror. The matron sages, exiled wizards, and even a spellcasting adven- is no simple task, because he disguised himself as a
warned her that the mirror was a trapped portal to turer or two. Any person known to be an expert in sage named Scribbler when he went into hiding. In
Muiral’s Gauntlet; if Renala could steal it and deter- arcane lore is fair game. When the drow identify such the course of tracking him down, the characters dis-
mine how to bypass the trap, her rapid ascension was a person, they follow the individual and wait until he cover that someone or something is abducting sages
assured. Failure could bring the reverse, or worse. or she is alone. They incapacitate the target with drow and spellcasters from the subterranean community. It
Determined not to fail, Renala led a party of poison and return to Renala’s lair with the abductee soon becomes apparent that Kroto was quietly investi-
drow, including her lover, Pel, into the hall. There for evaluation. Renala feeds captives who are less gating the disappearances before he became a victim.
she succeeded in locating what she sought, but, than helpful to her displacer beast. The search eventually leads to Renala’s allies and,
true to rumor, the mirrors created illusory copies of ultimately, to the priestess’s lair.
the drow (see encounter area 60 in Halls of Under-
mountain). While Renala and most of her retinue
were distracted by their duplicates, Pel leapt into
M issing K roto
the mirror. He assumed the matron mother had Felarn Crommor is eager to find Kroto and learns
lied about the trap, perhaps because she wanted to about the up-and-coming adventurers through his
deny Renala the secrets hidden in Muiral’s Gauntlet. network of friends and contacts. He has heard enough
Pel’s mistake became immediately apparent when good things about the characters to invite them to
he was magically transformed into part of the mir- meet him at his manor. Alternatively, he might sug-
ror’s frame—along with others who had earlier been gest the upper level of the Knight ’n’ Shadow tavern
trapped. (see the next page) if bringing the party to his home is
Renala is unwilling to give up the mirror until problematic.
she has a chance to free Pel from his prison, but she

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2
What’s Up in Down­shadow

Felarn’s home is fine and elegant. A servant shows If the characters agree, they gain the “Find Kroto” themselves off as persons who should be allowed free
the guests to the library. Once everyone is ready, major quest. or discounted entry (DC 13 group check using Bluff,
Felarn gets right to the point. Diplomacy, or Streetwise; DC 21 for free passage), or
Major Quest: Find Kroto bribing or otherwise convincing a regular to escort
After the group enters the library, read: 3rd-level Major Quest (150 XP/character) them. (At this point, consider introducing Kion, who
“It is good of you to come. I have a small job for you, if you’re The adventurers must find Kroto (or his remains) and might thereby gain the characters’ trust. See the “Key
willing and available. I need you to locate a gnome wizard return him to Felarn to complete this quest. Downshadow Figures” section.)
named Kroto—yes, the one recently cleared of killing a magi- The characters find a similar situation in Shadow,
cal-component supplier some weeks ago. Kroto fled and went
into hiding in Undermountain when he was first accused. I
Search for K roto where Durral and a group of human guards watch
the way to the cavern floor. The half-orc charges 5 gp
doubt word has reached him that it is safe to return. The characters’ investigation turns up clues after they per person to lower a party into the cavern. No free
“I propose that you go, give him the news, and escort him start asking around in the Knight ’n’ Shadow tavern. climbing is allowed.
out of that dreadful place. I’d do it myself, but I doubt I have Aside from the bribes, the adventurers have little
the skills needed. I’ll pay you 250 gold to take on this task.
“Now, finding him could be tricky. He has taken on a
Knight ’n’ Shadow trouble passing through the tavern. If they start trou-
ble, however, they face strong resistance from Durral
new name, and he’s accomplished with disguises. He has This dive is known for its questionable clientele and and the guards, befitting a dangerous dungeon
also gone to ground somewhere in the underground slum of its connection to Undermountain. The tavern is entrance (encounter level 6; 1,350 XP). The tavern
Downshadow. It’s filled with the scum of Waterdeep soci- divided into an upper portion called the Knight and employees are more interested in subduing trouble-
ety—thieves, brigands, failed adventurers, and worse. Have a lower level called Shadow, which overlooks the makers than in killing anyone.
you been there?” Downshadow cavern. Rickety steps built into a chute
in the Knight’s back room connect the two levels.
Durral, Spellscarred Bouncer Level 7 Brute
Felarn tells the party of two disguises Kroto has used Durral, a spellscarred half-orc, operates a rope lift Medium natural humanoid, half-orc XP 300
in the past: a crazy gnome illusionist turned beggar that allows descent to the cavern floor. The way is HP 96; Bloodied 48 Initiative +5
and a lay priest of Amaunator. He doubts either is well guarded against the denizens below. AC 19, Fortitude 20, Reflex 19, Will 18 Perception +9
Kroto’s current identity, but he suspects the wizard Speed 6 Blindsight 2, low-light vision
might have reused them in some way. The noble
Looking for Kroto Standard Actions
No one in the tavern remembers anyone matching m Spellscarred Fists (force) F At-Will
believes Kroto entered Downshadow through the Attack: Melee 1 (one creature); +12 vs. AC
Knight ’n’ Shadow, and he suggests the adventures do Kroto’s description, but they do recall one of Shadow’s
Hit: 1d4 + 7 damage plus 1d6 + 6 force damage.
the same. servers ranting about being deceived weeks ago. A M Thunder Fists (force, thunder) F Recharge 5 6
Aware of the dangers of Downshadow, Felarn mad gnome made it all the way to the Downshadow Attack: Melee 1 (one creature); +12 vs. AC
knows that his friend might be dead. If such a fate has floor without paying a single bribe or buying any of Hit: 1d4 + 7 damage plus 1d6 + 6 force damage.
befallen Kroto, the noble is still willing to pay for the his drinks along the way. The characters don’t learn Effect: The target and each creature adjacent to it take 5
return of the wizard’s remains so he can get Kroto much more than variations on the tale of the crazed thunder damage and fall prone.
gnome. Triggered Actions
resurrected. Spellscar Fury (force) F Encounter
If the adventurers haggle, Felarn goes along with Trigger: Durral hits with an attack.
the game, but he won’t increase his offer more than Down to Downshadow Effect (Free Action): The triggering attack deals 1d10 extra
25 percent. If pressed, he promises to use his influ- If the characters ask about access to Downshadow force damage, and the target falls prone.
ence to aid the party in the future if they succeed in in the Knight, they learn that passage to Shadow is Skills Insight +9, Intimidate +9, Streetwise +9
this task. He’s a politically powerful ally. granted only to Downshadow regulars or to those Str 19 (+7) Dex 15 (+5) Wis 12 (+4)
who can pay a bribe of 25 gp per person. The char- Con 16 (+6) Int 10 (+3) Cha 12 (+4)
Alignment unaligned Languages Common, Giant
acters can enter by paying off the guards, passing

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What’s Up in Down­shadow

7 Town Guards Level 3 Soldier Stockade Stockade, Gnome Pickpocket Level 3 Striker
Medium natural humanoid, human XP 150 each Small fey humanoid
Once the characters arrive at the cavern floor, they
HP 47; Bloodied 23 Initiative +5 HP 37; Bloodied 18; Healing Surges 8 Initiative +5
are hailed by a gnome thief called Stockade. He is
AC 19, Fortitude 16, Reflex 15, Will 14 Perception +6 AC 18, Fortitude 15, Reflex 17, Will 16 Perception +5
Speed 5
so nicknamed for being regularly thrown out of the Speed 5 Low-light vision
Standard Actions Knight ’n’ Shadow for pickpocketing. Whenever he Traits
m Halberd (weapon) ✦ At-Will gets caught, Durral locks him up in a stockade near Reactive Stealth
Attack: Melee 2 (one creature); +8 vs. AC the bottom of the rope lift as punishment. He pleads If Stockade has cover or concealment when he rolls initia-
Hit: 1d10 + 5 damage, and the town guard marks the for freedom from anyone within earshot, or hurls tive, he can make a Stealth check to become hidden.
target until the end of the town guard’s next turn. insults at Durral. Standard Actions
r Crossbow (weapon) ✦ At-Will m Short Sword (weapon) F At-Will
Stockade has a perfect memory for faces, and
Attack: Ranged 20 (one creature); +8 vs. AC Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d8 + 5 damage.
he uses his talent to sell information about people’s Hit: 1d6 + 6 damage, or 2d6 + 6 damage if the target is
M Powerful Strike (weapon) ✦ Recharge 5 6 movements in the cavern. His starting price is 5 gp granting combat advantage to Stockade.
Attack: Melee 2 (one creature); +8 vs. AC per piece of information. He knows the mad gnome r Dagger (weapon) F At-Will
Hit: 2d10 + 5 damage, and the target falls prone. from the tavern disappeared into Downshadow, Attack: Ranged 10 (one creature); +7 vs. AC
Triggered Actions never to be heard from again. If the characters men- Hit: 1d4 + 6 damage, or 2d4 + 6 damage if the target is
M Interceding Strike (weapon) ✦ At-Will tion Undermountain, Stockade identifies Izzy the granting combat advantage to Stockade.
Trigger: An enemy marked by the town guard makes an M Stumble Cut (weapon) F Encounter
Appraiser (see event 5) as the go-to person for infor-
attack that doesn’t include it as a target. Attack: Melee 1 (one creature); +7 vs. AC
Attack (Immediate Interrupt): Melee 2 (the triggering
mation on that subject. He has also learned that areas Hit: 1d6 + 6 damage, or 2d6 + 6 damage if the target is
enemy); +8 vs. AC of impenetrable darkness appear in Downshadow, granting combat advantage to Stockade, and Stockade
Hit: 1d10 + 5 damage. and they always pop up around the time someone can swap places with the target, sliding it 1 square and
Skills Streetwise +7 vanishes, but Stockade reveals this information only if shifting 1 square himself. He then shifts up to 3 squares.
Str 16 (+4) Dex 14 (+3) Wis 11 (+1) asked about disappearances. See entry 84–90 under Vanish from Sight (illusion) F At-Will
Con 15 (+3) Int 10 (+1) Cha 12 (+2) “Rumors.” Effect: Stockade becomes invisible until he hits or misses
Alignment unaligned Languages Common with an attack or until the end of his next turn.
For a share of any loot plus a payment of 10 gp per
Equipment chainmail, halberd, crossbow, 20 bolts Triggered Actions
day, Stockade is willing to join the party as a com- Fade Away (illusion) F Encounter
panion character. (See “Companion Characters” in Trigger: Stockade takes damage.
chapter 1 of Dungeon Master’s Guide® 2 for more infor- Effect (Immediate Reaction): Stockade becomes invisible
mation.) He can serve as a guide for the adventurers until he hits or misses with an attack or until the end of
and potentially make up for the party’s weaknesses. his next turn.
One of the players can run him during combat. Skills Stealth +10, Streetwise +9, Thievery +10
Str 10 (+1) Dex 18 (+5) Wis 8 (+0)
If threatened or treated badly, Stockade lies to the
Con 15 (+3) Int 11 (+1) Cha 17 (+4)
adventurers, giving them a lead that sends them to a Alignment unaligned Languages Common, Elven
dangerous area. If Stockade is with them when they Equipment leather armor, short sword, dagger
arrive, he slips away during any conflict. He might try
to pilfer an item or two during his escape.

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Exploring Downshadow Block is a loud, heavy-drinking half-orc who was


in charge of the guards at the failed fence. Even when
One of them, a drunk named Block, was the root of
the problem. His fellows abandoned him, leaving
Downshadow is a cavernous area in the southeast-
intoxicated, Block is a reliable source of information. him destitute in Downshadow. He still lives near the
ern corner of Undermountain’s first level. The area
See event 2. fence. (Partially true. The events are unrelated, but
is home to an ever-changing population of thieves,
Izzy the Appraiser is an elderly Undermountain Block remains in Downshadow; see event 2.)
criminals, down-on-their-luck individuals, and way-
loremaster who knew Kroto as Scribbler the Scribe. 14–20: Two weeks ago, several elves were found
ward adventurers. Most dwell in small, dirty tents
See event 5. beheaded in the northern cavern of Downshadow.
or curtained-off areas, although some have pieced
Kion is a human thief, adept at scavenging in the (True; see event 3.)
together creaky shacks from debris. The population
Downshadow cavern for useful items to sell or barter 21–26: Shara Shaana, a cleric of Amaunator and
fluctuates greatly. Most of the current inhabitants
for food or tattered goods. He is also Renala’s paid one of the few good people in town, disappeared from
cluster around the ledge holding Shadow, leaving
spy. See event 11. her tent-shrine three weeks ago. (True; see event 4.)
many of the outlying dwellings abandoned.
27–33: A doppelganger has killed and replaced
Broken remnants of an improvised fence cut-
several sages, so don’t trust any you meet! (False.)
ting across the southwestern portion of the cavern
34–40: An entire adventuring party was devoured
are all that remains of a recent attempt to organize
by a room full of mimics posing as chests in a side
and protect some of the inhabitants. The group of Novel NPCs cavern. (False, but started by Renala to frighten away
adventurers responsible could not keep the fence DMs familiar with the Forgotten Realms novel anyone who might get into the cave where the drow’s
intact against constant scavenging. Without the fence, Downshadow might want to include encounters with supplies are hidden, including several chests.)
their meager security fell apart, and the adventurers characters from the story. Two are likely to be in the 41–47: Izzy the Appraiser claims darkness con-
quickly lost what local support they had. area. One is Fayne, an eladrin warlock, con artist, sumed Scribbler the Scribe. Izzy is hiding deep in the
To find Kroto, the characters must follow leads thief, and scandalizer. The other is Arrath “Rath” Vir, fenced area. (True; see event 5.)
that take them through Downshadow. Each success- a dwarf monk, assassin, and mercenary. 48–54: A resurgence of the Spellplague is affect-
ful DC 13 Streetwise check (or good roleplaying,
ing magic and causing wizards to disappear. (False.)
perhaps involving other social interaction checks)
55–61: Adventurers are snatching spellcasters to
reveals a rumor from the “Rumors” section. Some of
replace those lost from their parties. They’re trying to
these yarns lead to encounters in specific areas or
get into the northern reaches of Undermountain and
with certain individuals, which provide clues to Kro- Rumors
they keep losing casters in a deadly trap. (False.)
to’s fate and the drow kidnappings. The characters When the characters discover a rumor, you can 62–70: Tales about a monster in the eastern
might also run into some encounters randomly or by choose one from the following list (in order from top cavern have frightened many inhabitants away from
interacting with key NPCs. to bottom) or pick one based on what you think best their dwellings near that end of Downshadow. (True;
fits the situation. If you prefer or need a quick answer, see event 12.)
Key Downshadow Figures you can roll randomly (d%). 71–76: Waterdhavian guards are kidnapping
Most Downshadow denizens are out for themselves Each true rumor the characters learn becomes a Downshadow sages and wizards to weaken the area
and extremely distrustful of others. The adventurers minor quest for the party. If the characters investigate before a massive raid. (False; most who hear this
might run into one or more of these inhabitants in the rumor successfully, each earns 25 XP for learning rumor laugh at the idea that Waterdeep cares enough
the course of their investigation, possibly triggering a useful information in the search for Kroto. to mount such a raid.)
related event (see the “Events” section). 01–06: Ricoro, an alchemist, disappeared two 77–83: Scribbler the Scribe was too curious for
Bart is a wandering beggar. He has a knack for weeks ago when his tent beyond the fence burned. a newcomer, always poking into other people’s busi-
appearing at inopportune moments, such as when the (True; see events 1 and 2.) ness. No one is surprised that he disappeared a week
characters are sneaking up on someone. Bart sees a 07–13: The disappearances began when the other ago. (True.)
lot that happens in Downshadow. See event 6. adventurers abandoned the fence two months ago.

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84–90: Unnatural darkness grips small areas of


Downshadow unexpectedly, then dissipates quickly.
E vents Event 1: Burned Tent
Exploration Encounter
Stockade was talking about the darkness just the Characters following up on rumors can trigger events
other day. (True; the drow hide in this darkness.) that further their investigation. Alternatively, if the
Ricoro was a competent alchemist who lived in a
91–96: Durral sneaks people out of Down- party ends up in the right place, an event might occur
tent beyond the ruined fence. He disappeared two
shadow by using the lift. (True, but irrelevant to the there. Some events are tied to specific locations, as
weeks ago, when his tent caught fire. Several half-
investigation.) noted in their entries.
ling neighbors heard a struggle and saw shadowy
97–00: The missing sages secretly left to avoid a
figures disappear into an unnatural darkness as the
cataclysm they foresaw. (False.)
tent burned. If questioned, the neighbors point the
characters to Izzy the Appraiser (event 5) as one of
Ricoro’s associates.

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What’s Up in Down­shadow

Event 2: Block Event 4: Shrine They knocked him out, covered him in a cloak, and
carried him away under cover of darkness. Most went
Roleplaying Encounter Roleplaying Encounter
in different directions as they left the scene.
Izzy can tell the characters where Scribbler’s tent
Block spots the party and tries to join them by follow- The cleric Shara Shaana disappeared three weeks
is (see event 7). She is unwilling to leave the safety of
ing them around. He truthfully claims to have been ago. A few beggars she once helped now keep watch
her tent without an escort and joins the party only
one of the adventurers responsible for the fence but over the shrine to Amaunator in her tent, trying to
after many assurances that her help will put a stop to
feels he doesn’t deserve the blame for its failure. carry on Shara’s work. When they can, they answer
the disappearances. If asked about Ricoro, she tells
Despite his drunkenness, Block has reliable infor- any questions truthfully. You can also use them to
them that she knows he’s missing, but she doesn’t
mation about other Downshadow events, especially quash false rumors.
know more than that.
Izzy the Appraiser’s knowledge of unusual objects Under Kion’s influence, however, they have come
from Undermountain. He claims to have seen thugs to believe that a demon inhabits part of the eastern
kidnapping someone in the darkness, but admits to cavern. (The drow hope to frighten away potential Event 6: Bart the Beggar
being too drunk to do anything about it at the time. intruders with such stories.) The beggars scraped up Roleplaying Encounter
Block is easily distracted or bribed with alcohol. enough coins to hire a tiefling arcanist named Ronsi
He wanders off or passes out before he can become to ward the place against the fiend (see event 12). Bart the Beggar accosts the party as they pass a small
useful to any of the characters’ plans. The beggars also tell the party that Scribbler the tent. He pleads for money. If the characters ask any
Scribe helped investigate Shara’s disappearance. The questions related to their search, he tells them about a
Event 3: Headless Elves sage found part of a spider-shaped silver brooch in
the tent’s dirt floor. The beggars give the brooch to
past encounter with a mysterious group.
One evening, as Bart was sleeping in a pile of junk,
Roleplaying Encounter the characters: It is of drow make (DC 16 Arcana, muffled, squabbling voices awakened him. Peering
Dungeoneering, or History check to identify this fact). out, he saw a group of cloaked figures hauling a large
Investigating rumors of headless elves sends the
flat object covered by heavy cloth. They were difficult
characters to the northern cavern. The inhabitants, a
motley collection of human and half-orc thieves, want Event 5: Izzy the Appraiser to see in the dark, but they headed eastward, along
the northern edge of the cavern. The sounds of squab-
no trouble with well-armed strangers. Therefore, Roleplaying Encounter
bling seemed to emanate from the object. (In fact, the
they’re easily convinced to answer questions (DC
object was the cursed mirror, whose captives were
13 Bluff, Diplomacy, or Intimidate check; +2 to the Izzy, an elderly gnome, is an Undermountain histo-
complaining.)
check per 5 gp offered as a bribe). rian. She lives in a tent along a wall inside the old
Offhandedly, Bart wonders if Izzy the Appraiser
During any exchange, as a roundabout way to ask fenced area. Although she has very poor eyesight, her
(see event 5) knows anything about talking, flat,
for a bribe, the thieves mention that Scribbler the tent is filled with historical tomes.
cloth-covered objects. He can point the characters to
Scribe came poking around, asking questions. The Izzy was Kroto’s closest acquaintance in Down-
Izzy for a “donation” of 5 gp.
thieves humored him, since he was willing to spread shadow, but she knows him as Scribbler the Scribe.
a little coin around. She dropped by Scribbler’s tent unexpectedly last
The thieves took over this cavern a couple of weeks week just as he was taken. Izzy couldn’t make out
ago. While cleaning out one corner, they found the much, but she thought she saw a writhing darkness
elves’ headless bodies. The corpses had obviously envelop Scribbler, only to separate and disappear. She
been rotting there for a few weeks and had nothing turned invisible to avoid detection and fled. She’s con-
useful on them. vinced a shadow monster is devouring spellcasters.

What actually occurred is that the shrouded drow
surrounded Scribbler, blocking him from Izzy’s view.

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Event 7: Scribbler’s Tent Event 9: Supply Tent Drow Garroter


Medium fey humanoid, drow
Level 4 Lurker
XP 175
Exploration Encounter Roleplaying Encounter HP 42; Bloodied 21 Initiative +10
AC 18, Fortitude 16, Reflex 17, Will 15 Perception +8
Scribbler’s abandoned dwelling is a tattered tent close The supply tent is a small pawnshop selling gear Speed 6 Darkvision
to the old fence. The tent is obviously picked over. and goods, including normal equipment and any- Traits
Just a few scraps of parchment, empty ink bottles, thing else you want the characters to be able to buy. Unrelenting Grab
and broken quills remain. Inside, a large flat rock on The human owner, Jorn Trey, supplied parchment If the garroter moves, any creature grabbed by the garroter
moves with it, staying grabbed in a space of the garroter’s
the floor covers a shallow hole (Perception DC 21 to to Scribbler the Scribe. He also consults Izzy the
choice adjacent to the garroter.
spot) that holds a bag containing 100 gp and Kroto’s Appraiser when he needs to identify strange goods, Creature Shield
disguise kit (30 gp; using these cosmetics and pros- and he knows the two gnomes knew each other. He While the garroter has a creature grabbed, the garroter
thetics gives a +2 bonus to Bluff checks to pass off calls Izzy a historian, playing up her reputation as gains a +5 bonus to all defenses.
disguises). someone who knows a lot about Undermountain and Standard Actions
The cache also contains a satchel of investiga- items found there. m Short Sword (weapon) F At-Will
tion gear (40 gp; using the gear grants a +2 bonus Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 5 damage.
to Perception checks to search an area for specific
details). Within the satchel are containers made from
Event 10: Drow Party M Garrote (weapon) F At-Will
Roleplaying/Combat Encounter Level 3 (800 XP) Attack: Melee 1 (one creature granting combat advantage
different materials, brushes, vials of dust, tweezers, to the garroter); +7 vs. Reflex
picks, probes, a magnifying glass, ink and quills, Hit: 2d8 + 3 damage, and the target is grabbed (escape DC
parchment, and a small journal. Also inside is a hand- The characters might catch a glimpse of the drow 14) until the end of the garroter’s next turn.
drawn map of Downshadow that is marked with dots as they seek more victims. They must be in the right Sustain Standard: 2d8 + 3 damage, and the grab persists
corresponding to the locations of events 1, 3, and 4. location—near a likely target, at the scavenger’s tent until the end of the garroter’s next turn.
The journal has notes about the headless elves, the (Kion’s home), or close to the cavern’s eastern end. Minor Actions
If the drow learn about the party, whether from C Cloud of Darkness (zone) F Encounter
burned tent, and the missing cleric of Amaunator. Effect: Close burst 1. The burst creates a zone that lasts
You can add more clues to the map and journal if obvious magic use or because Kion informs them,
until the end of the garroter’s next turn. The zone blocks
you wish to guide the party further. they might ambush the characters at any location.
line of sight for all creatures except the garroter. While
They prefer to attack close to their lair or at a place entirely in the zone, any creature other than the garroter
that has multiple escape routes.
Event 8: Adventurer Flight Monsters: 1 drow garroter, 5 drow scouts.
is blinded.
Skills Stealth +11
Roleplaying Encounter Treasure: Each drow carries 15 gp and a silver Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
spider-shaped brooch (10 gp). Con 12 (+3) Int 11 (+2) Cha 14 (+4)
If you need to drop a big clue, you can have a group Alignment evil Languages Common, Elven
Equipment leather armor, short sword, wire garrote
of exhausted adventurers returning from Under-
mountain run across the party while heading for
the Knight ’n’ Shadow. They are moving quickly,
because when they came through the eastern end of
the cavern, a group of cloaked figures with horrible
misshapen faces (actually drow in skinned-elf masks)
pounced from the darkness and tried to kidnap their
sorcerer. They tell the characters their story but
refuse to linger very long to do so.

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What’s Up in Down­shadow

5 Drow Scouts Level 2 Skirmisher bribed. If so, they say that the lair entrance is trapped Tactics: If combat begins, the drow focus on
Medium fey humanoid, drow XP 125 each but don’t divulge the password. escaping but don’t pass up an opportunity to grab
HP 38; Bloodied 19 Initiative +6 someone who obviously knows arcane lore. Kion
AC 16, Fortitude 14, Reflex 15, Will 13 Perception +6
Speed 6 Darkvision Event 11: Scavenger’s Tent might join the battle on the side that looks likeliest to
win.
Standard Actions Roleplaying Encounter
m Longsword (poison, weapon) F At-Will
Attack: Melee 1 (one creature); +7 vs. AC Common Bandit Level 2 Skirmisher
Kion keeps a collection of useful common items, Medium natural humanoid, human XP 125
Hit: 1d8 + 6 damage, and if the target is granting combat
advantage to the scout, ongoing 3 poison damage (save
which he’s willing to sell, at his tent. He is also a spy HP 37; Bloodied 18 Initiative +6
ends). for the drow. Whenever he identifies a useful spell- AC 16, Fortitude 12, Reflex 14, Will 12 Perception +1
Effect: The scout can shift 1 square. caster, Kion passes the name on to his patrons. He Speed 6
m Short Sword (poison, weapon) F At-Will knows they need sages to investigate an artifact they Traits
Attack: Melee 1 (one creature); +7 vs. AC found. Combat Advantage
Hit: 1d6 + 5 damage, and if the target is granting combat Light: Kion keeps a lantern burning to light his The bandit deals 1d6 extra damage against any creature
advantage to the scout, ongoing 3 poison damage (save granting combat advantage to it.
tent and the nearby area.
ends). Standard Actions
Effect: The scout shifts up to 2 squares.
Monsters: Kion (common bandit). m Mace (weapon) ✦ At-Will
M Two-Weapon Attack F Recharge when first bloodied Lore: The drow visit Kion every few days, and Attack: Melee 1 (one creature); +7 vs. AC
Effect: The drow uses longsword and short sword. when they come, they wear hooded cloaks and their Hit: 1d8 + 5 damage, and the bandit can shift 1 square.
Minor Actions elfskin masks. Kion doesn’t know that he’s dealing r Dagger (weapon) ✦ At-Will
C Cloud of Darkness (zone) F Encounter with drow, but he recently figured out the connection Attack: Ranged 10 (one creature); +7 vs. AC
Effect: Close burst 1. The burst creates a zone that lasts between the masks they wear and the headless elves. Hit: 1d4 + 5 damage, and the bandit can shift 1 square.
until the end of the scout’s next turn. The zone blocks M Dazing Strike (weapon) ✦ Recharge when the attack
Now he’s too terrified of his patrons to flee.
line of sight for all creatures except the scout. While misses
entirely in the zone, any creature other than the scout is
Kion knows of Scribbler and acknowledges that Attack: Melee 1 (one creature); +7 vs. AC
blinded. he “found” a few spell components for the gnome. He Hit: 1d8 + 5 damage, and the target is dazed until the end
Skills Stealth +9 subtly asks about any spellcaster he sees in the party, of the bandit’s next turn.
Str 12 (+2) Dex 17 (+4) Wis 11 (+1) assessing if that person is worth reporting. Kion also Effect: The bandit can shift 1 square.
Con 14 (+3) Int 11 (+1) Cha 13 (+2) tips his patrons to any adventurers he thinks might Skills Stealth +9, Streetwise +7, Thievery +9
Alignment evil Languages Common, Elven be on their trail. His doing so could lead to a drow Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Equipment leather armor, longsword, short sword Con 13 (+2) Int 10 (+1) Cha 12 (+2)
ambush (see event 10).
Alignment unaligned Languages Common
Development: The characters might suspect Kion Equipment leather armor, mace, 4 daggers
Tactics: If spotted while on other business, the is involved in the disappearances and confront him. If
drow try to disappear into the darkness and remain so, they might convince him to let them try to ambush
unidentified. They turn to fight only if cornered or to the drow on their next visit to his tent (DC 20 Diplo-
avoid leading the characters to their lair. macy or Intimidate; DC 13 with offers of protection).
If the drow want to capture a spellcaster, they If the adventurers use this strategy, they don’t have
try to separate that character from the group. The to wait too long before Nolk, a drow scout, arrives to
garroter focuses on knocking that adventurer uncon- talk with Kion. Other drow stealthily surround the
scious and dragging him or her away. tent to protect Nolk. See event 10 for a typical drow
Bloodied drow flee toward their lair but try to lose party. You’re free to use another combination of drow,
pursuers. Captured drow resist interrogation, but they perhaps including a couple of Lolthbound goblins (see
might reveal some details if effectively threatened or event 12).

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Event 12: Seeking a Monster For the first round, the humans are confused and
fight on Ronsi’s side. A successful DC 13 Diplomacy
Tiefling Heretic
Medium natural humanoid
Level 6 Artillery
XP 250
Combat Encounter Level 1–3 (530 XP, or 830 XP HP 60; Bloodied 30 Initiative +8
of Bluff check can persuade them to turn against the
with the Lolthbound goblins) AC 20, Fortitude 17, Reflex 18, Will 18 Perception +6
heretic and the goblins. Otherwise the humans flee
Speed 6 Low-light vision
during the third round.
If the characters investigate the rumors of a demon at Resist 11 fire
Ronsi, who’s in this for the money, tries to get away Standard Actions
the eastern end of the cavern, they come upon a tief-
when he’s bloodied. If captured, he can reveal most m Dagger (weapon) F At-Will
ling arcanist named Ronsi as he completes a ritual.
of the story—he feels no loyalty to his employers—and Attack: Melee 1 (one creature); +11 vs. AC, or +12 vs. AC if
He faces the mouth of the eastern tunnel, which leads
can provide the password for the glyph. Although he the target is bloodied
to the drow lair. Several humans watch over him. Hit: 2d4 + 9 damage.
doesn’t know that Renala and her followers are drow,
Light: Ronsi has an everburning torch, providing r Balefire (fire) F At-Will
he knows they are wearing masks made from the
bright light in the area. Attack: Ranged 10 (one creature); +11 vs. Reflex, or +12 vs.
skins of elves.
Monsters: Ronsi (tiefling heretic), 5 human goons, Reflex if the target is bloodied
Treasure: Ronsi has 25 gp, a pouch of residuum Hit: 1d8 + 5 fire damage, and ongoing 5 fire damage (save
2 Lolthbound goblins.
(30 gp), and a magic item of the party’s level + 1. ends).
Trap: Demonweb glyph.
R Serpent Curse (illusion, psychic) F Encounter
Lore: Kion manipulated Shara Shaana’s follow-
Demonweb Glyph Level 2 Trap Attack: Ranged 10 (one creature); +11 vs. Will, or +12 vs.
ers into hiring Ronsi, one of Renala’s allies, to deter Will if the target is bloodied
Object XP 125
anyone from entering the drow lair. Ronsi reads from Hit: 1d6 + 8 psychic damage, and ongoing 10 psychic
Detect Perception or Arcana DC 9 Initiative —
a ritual scroll given to him by Renala. Ronsi believes damage (save ends).
Immune attacks
the ritual creates a ward designed to hold back the Triggered Actions Triggered Actions
rumored demon. In reality, the ward is a more gen- Infernal Wrath (fire) F Encounter
C Attack (poison, zone)
eral purpose trap—a glyph that hinders traffic to the Trigger: An enemy within 10 squares of the heretic hits it
Trigger: A creature enters the warded area without saying
with an attack.
drow lair. (Ronsi’s magical prowess is insufficient to the password.
Effect (Free Action): The triggering enemy takes 1d6 + 5 fire
help Renala with the mirror, but good enough to set Attack: Close burst 3 (creatures in the burst); +5 vs. Reflex
damage.
the trap with the aid of the scroll.) Characters can see Hit: 2d6 + 3 poison damage, and the target is slowed
Cloak of Escape (teleportation) F At-Will
(save ends).
the glyph on the cavern floor near the eastern tunnel, Trigger: A melee attack hits the heretic.
First Failed Saving Throw: The target is instead immobi-
and a secret password (“zavuth”) allows Renala and lized (save ends).
Effect (Immediate Reaction): The heretic teleports up to 5
her drow to move through the tunnel safely. Effect: The glyph creates a zone that lasts until the end
squares.
Development: The human guards try to dis- Skills Bluff +13, Insight +11, Stealth +13
of the encounter. All squares in the zone are difficult
Str 15 (+5) Dex 20 (+8) Wis 16 (+6)
courage the characters from approaching the glyph, terrain.
Con 18 (+7) Int 13 (+4) Cha 20 (+8)
because doing so will set off the trap, and neither they Special: Once the glyph is triggered, it disappears and
Alignment any Languages Common
nor Ronsi can reset it. If a character enters the eastern cannot be triggered again.
Equipment dagger
tunnel without speaking the proper command word, Countermeasures
F Disable: Arcana (trained) or Thievery DC 20 (standard
the glyph triggers. If the characters trigger the trap, action). Requirement: The character must be adjacent to
harass Ronsi in any way, or imply he’s doing some- the glyph. Success: The character disables the glyph. Fail-
thing shady, the tiefling heretic attacks them. At the ure (15 or lower): The character triggers the trap.
start of the second round, a pair of Lolthbound gob-
lins enter the cavern from the drow lair to attack the
adventurers (whispering the secret password to avoid
triggering the glyph).

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2 Lolthbound Goblins Level 3 Soldier 5 Human Goons Level 2 Minion Soldier Read:
Small natural humanoid, goblin XP 150 each Medium natural humanoid XP 31 each This shadowy cavern has a small lamp in its center, the
HP 45; Bloodied 22 Initiative +6 HP 1; a missed attack never damages a minion. Initiative +3 light of which reflects off a 6-foot-tall mirror. It is 3 feet
AC 19, Fortitude 15, Reflex 16, Will 15 Perception +3 AC 15, Fortitude 13, Reflex 11, Will 11 Perception +2 across, set in an elaborate, 12-inch-wide bronze frame
Speed 6 Darkvision Speed 6
adorned with spiders. Set into the weathered frame are
Traits Traits
Drow Inspiration Mob Rule
square tiles, nine of which feature detailed bas-reliefs of
While within 5 squares of a drow ally, the goblin gains a +2 While at least two other human goons are within 5 squares drow heads, one per tile.
power bonus to attack rolls and all defenses. of the goon, it gains a +2 power bonus to all defenses. Along the walls are several dark chests. A few sacks are
Standard Actions Standard Actions also scattered about, all stained dark with some substance.
m War Pick (weapon) F At-Will m Club (weapon) F At-Will The faint odor of rot lingers in the air, mixed with the scent
Attack: Melee 1 (one creature); +8 vs. AC Attack: Melee 1 (one creature); +7 vs. AC of lamp oil.
Hit: 2d8 + 2 damage, or 3d8 + 2 damage if the goblin Hit: 5 damage.
scores a critical hit, and the target is marked until the end Str 14 (+3) Dex 11 (+1) Wis 12 (+2)
of the goblin’s next turn. Con 12 (+2) Int 9 (+0) Cha 13 (+2)
If the monsters are alert, read:
M Stinging Blow (poison, weapon) F Encounter Alignment unaligned Languages Common A low growl sounds in the darkness as a gaunt, tentacled
Attack: Melee 1 (one creature); +8 vs. AC Equipment club panther the size of a pony pads closer to the lamp. Along-
Hit: 2d8 + 2 damage, or 3d8 + 2 damage if the goblin side the beast is a female drow in elaborate robes made of
scores a critical hit, and any ongoing poison damage the chainmail and dark leather. A mace hangs at her hip.
target is taking increases by 5. Drow Lair Her palms raised to show they are empty, she says,
C Lolthbound Shriek (thunder) F Encounter Combat Encounter Level 3–6 (775+ XP) “Why have you come here, surfacers?”
Attack: Close blast 5 (creatures in the blast that are not
drow, goblins, or spiders); +6 vs. Fortitude
A few other humanoids lurk in the shadows.
Monsters here are alerted if they hear sounds of
Hit: 2d10 thunder damage.
Triggered Actions combat to the west (see event 12), or if returning If the monsters are surprised, read:
Drow Protector ✦ At-Will kidnappers sound a warning. Otherwise, if the char- A gaunt, tentacled panther the size of a pony lounges near
Trigger: A melee or ranged attack hits or misses an adjacent acters are exceedingly stealthy (DC 21 group Stealth the lamp. Reclining against the beast’s flank is a female
drow ally. check), they achieve surprise. drow in elaborate robes made of chainmail and dark
Effect (Immediate Interrupt): The triggering attack targets Light: Dark at the cave entrance, but a small lamp leather. A mace hangs at her hip.
the goblin instead. provides dim light for the displacer beast inside.
Goblin Tactics ✦ At-Will
A few other humanoids lurk in the shadows.
Monsters: Renala (drow acolyte), pet displacer
Trigger: The goblin is missed by a melee attack.
Effect (Immediate Reaction): The goblin shifts 1 square.
beast, 2 drow scouts, 2 Lolthbound goblins, and pos- Describe Renala’s other allies as you wish.
Str 14 (+3) Dex 17 (+4) Wis 14 (+3) sibly Pel (drow informant). If the Lolthbound goblins Development: If given the chance, Renala tries
Con 13 (+2) Int 8 (+0) Cha 9 (+0) were killed during event 12, they are not here. to bargain. She admits to killing Kroto but claims to
Alignment evil Languages Common, Elven, Goblin be willing to leave the area and hand over his bones
Equipment leather armor, war pick
(as well as those of the other abductees) if the charac-
ters help free the prisoners in the mirror. She has no
intention of upholding her end of the deal, though.
If the characters agree, they face an almost impos-
sible challenge to overcome the artifact’s magic. Each
attempt to free a drow requires a DC 31 Arcana
check. If Izzy the Appraiser is with the party, her
knowledge of the mirror’s history grants a +10 bonus

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What’s Up in Down­shadow

to this check. The first time they succeed on this Drow Acolyte Level 4 Controller (Leader) Pet Displacer Beast Level 4 Elite Skirmisher
check, Pel is released. Renala attacks the characters Medium fey humanoid, drow XP 175 Large fey magical beast XP 350
after he is free, and Pel joins the fight on her side. HP 54; Bloodied 27 Initiative +3 HP 110; Bloodied 55 Initiative +8
Muiral’s Mirror: The portal is semifunctional. AC 18, Fortitude 15, Reflex 16, Will 16 Perception +5 AC 18, Fortitude 16, Reflex 17, Will 15 Perception +9
Speed 6 Darkvision Speed 10 Low-light vision
It works properly, transporting those who use it to
Traits Traits
Muiral’s Gauntlet, only for those who hold Muiral’s O Lolth’s Favor F Aura 2 Displacement (illusion)
spell key. (Renala does not have that item, but the Spider allies and drow allies in the aura gain a +2 bonus to When a melee or a ranged attack hits the displacer beast,
characters might discover it on a later quest.) damage rolls against enemies in the aura. if the player rolled an odd number on the attack roll, the
If any creature other than a drow tries to enter the Standard Actions attack misses. If the player rolled an even number on the
portal, that creature is expelled and falls prone in m Mace (weapon) F At-Will attack roll, the attack hits, and the beast loses this trait
the space it attempted to leave. Any drow that enters Attack: Melee 1 (one creature); +9 vs. AC until the start of its next turn.
Hit: 2d8 + 2 damage, and the target grants combat advan- Threatening Reach
is instead imprisoned in a strange extradimensional
tage until it leaves Renala’s aura (save ends). The displacer beast can make opportunity attacks against
space, and a bas-relief image of its head appears on R Pain Strand (poison) F At-Will enemies within 2 squares of it.
the mirror frame. A trapped drow can sense its sur- Attack: Ranged 5 (one creature); +7 vs. Reflex Standard Actions
roundings and speak as if poking its head outside the Hit: 1d6 + 3 damage, ongoing 5 poison damage, and the m Tentacle F At-Will
mirror. target is immobilized (save ends both). Attack: Melee 2 (one creature); +9 vs. AC
Each of the nine heads on the mirror frame is Minor Actions Hit: 2d6 + 5 damage.
that of a drow captive. Touching a head compels it to R Strengthen Poison (poison) F Recharge if this power m Bite F At-Will
misses Attack: Melee 1 (one creature granting combat advantage
speak its name and reason for entering the portal. It
Attack: Ranged 5 (one creature taking ongoing poison to the displacer beast); +9 vs. AC
must be persuaded to discuss anything else (DC 22 damage); +7 vs. Fortitude Hit: 2d12 + 5 damage.
Diplomacy or Intimidate check; credible promises of Hit: The ongoing poison damage increases by 5, and the M Cunning Blitz F At-Will
release can reduce the difficulty to 15). target is weakened (save ends both). Effect: The displacer beast shifts up to half its speed. At
While the characters battle Renala, the heads yell R Darkfire F Encounter any point during that movement, it can make two basic
insults at them. Most of the prisoners are insane from Attack: Ranged 10 (one creature); +7 vs. Reflex attacks.
their long imprisonment and scream incoherently. Hit: Until the end of Renala’s next turn, the target grants Triggered Actions
combat advantage and cannot benefit from invisibility or Shifting Tactics F At-Will
Pel is still sane, and he repeatedly begs for release
concealment. Trigger: An attack misses the displacer beast.
from the mirror. R Pain Link (healing) F Encounter Effect (Free Action): The displacer beast shifts 1 square.
Effect: Ranged 5 (one spider ally or drow ally); the target Skills Stealth +11
takes 10 damage and Renala regains 10 hit points. Str 17 (+5) Dex 18 (+6) Wis 15 (+4)
Skills Arcana +10, Intimidate +10, Religion +10 Con 15 (+4) Int 6 (+0) Cha 10 (+2)
Str 10 (+2) Dex 13 (+3) Wis 16 (+5) Alignment evil Languages —
Con 14 (+4) Int 16 (+5) Cha 16 (+5)
Alignment evil Languages Common, Elven
Equipment chainmail, mace

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What’s Up in Down­shadow

2 Drow Scouts Level 2 Skirmisher 2 Lolthbound Goblins Level 3 Soldier Drow Informant Level 6 Lurker
Medium fey humanoid, drow XP 125 each Small natural humanoid, goblin XP 150 each Medium fey humanoid, drow XP 250
HP 38; Bloodied 19 Initiative +6 HP 45; Bloodied 22 Initiative +6 HP 60; Bloodied 30 Initiative +12
AC 16, Fortitude 14, Reflex 15, Will 13 Perception +6 AC 19, Fortitude 15, Reflex 16, Will 15 Perception +3 AC 20, Fortitude 18, Reflex 19, Will 17 Perception +10
Speed 6 Darkvision Speed 6 Darkvision Speed 6 Darkvision
Standard Actions Traits Standard Actions
m Longsword (poison, weapon) F At-Will Drow Inspiration m Dagger F At-Will
Attack: Melee 1 (one creature); +7 vs. AC While within 5 squares of a drow ally, the goblin gains a +2 Attack: Melee 1 (one creature); +11 vs. AC
Hit: 1d8 + 6 damage, and if the target is granting combat power bonus to attack rolls and all defenses. Hit: 2d4 + 9 damage.
advantage to the scout, ongoing 3 poison damage (save Standard Actions Vanish into Thin Air F Recharge 4 5 6
ends). m War Pick (weapon) F At-Will Effect: The informant becomes invisible, then shifts up to
Effect: The drow can shift 1 square. Attack: Melee 1 (one creature); +8 vs. AC 3 squares. It remains invisible until the end of its next
m Short Sword (poison, weapon) F At-Will Hit: 2d8 + 2 damage, or 3d8 + 2 damage if the goblin turn or until immediately after it attacks. If the invisible
Attack: Melee 1 (one creature); +7 vs. AC scores a critical hit, and the target is marked until the end informant’s next attack hits, the target takes 2d8 extra
Hit: 1d6 + 5 damage, and if the target is granting combat of the goblin’s next turn. damage, and it is dazed until the end of its next turn.
advantage to the scout, ongoing 3 poison damage (save M Stinging Blow (poison, weapon) F Encounter Minor Actions
ends). Attack: Melee 1 (one creature); +8 vs. AC C Cloud of Darkness (zone) F Encounter
Effect: The drow can shift up to 2 squares. Hit: 2d8 + 2 damage, or 3d8 + 2 damage if the goblin Effect: Close burst 1. The burst creates a zone that lasts
M Two-Weapon Attack F Recharge when first bloodied scores a critical hit, and any ongoing poison damage the until the end of the informant’s next turn. The zone
Effect: The scout uses longsword and short sword. target is taking increases by 5. blocks line of sight for all creatures except the informant.
Minor Actions C Lolthbound Shriek (thunder) F Encounter While entirely in the zone, any creature other than the
C Cloud of Darkness (zone) F Encounter Attack: Close blast 5 (creatures in the blast that are not informant is blinded.
Effect: Close burst 1. The burst creates a zone that lasts drow, goblins, or spiders); +6 vs. Fortitude Skills Acrobatics +13, Bluff +11, Stealth +13, Thievery +13
until the end of the scout’s next turn. The zone blocks Hit: 2d10 thunder damage. Str 16 (+6) Dex 20 (+8) Wis 14 (+5)
line of sight for all creatures except the scout. While Triggered Actions Con 18 (+7) Int 16 (+6) Cha 16 (+6)
entirely in the zone, any creature other than the scout is Drow Protector ✦ At-Will Alignment evil Languages Common, Elven
blinded. Trigger: An melee or ranged attack hits or misses an adja- Equipment black cloak, dagger
Skills Stealth +9 cent drow ally.
Str 12 (+2) Dex 17 (+4) Wis 11 (+1) Effect (Immediate Interrupt): The triggering attack targets
Con 14 (+3) Int 11 (+1) Cha 13 (+2) the goblin instead.
Alignment evil Languages Common, Elven Goblin Tactics ✦ At-Will
Equipment leather armor, longsword, short sword Trigger: The goblin is missed by a melee attack.
Effect (Immediate Reaction): The goblin shifts 1 square.
Str 14 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 8 (+0) Cha 9 (+0)
Alignment evil Languages Common, Elven, Goblin
Equipment leather armor, war pick

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What’s Up in Down­shadow

Tactics: When the fighting starts, Renala tries


to knock at least one arcane spellcaster unconscious
Concluding the About the Author
Sterling Hershey is an architect and freelance game
so that she can question him or her later. She can’t A dventure designer. He was one of the designers of Monster Vault™:
Threats to the Nentir Vale ™ and contributes to D&D® Insider.
escape with the mirror, and she needs it to avoid a ter-
If Kroto’s remains are returned to Felarn, he has the Sterling has worked extensively in a galaxy far, far away,
rible fate, so unless Pel is free, she fights to the death.
wizard raised from the dead. Kroto reveals what he designing many Star Wars Roleplaying Game and Star Wars
If Pel is released, the two of them try to retreat when Miniatures game books and products.
they become bloodied, hoping to recover the mirror learned about the disappearances and Renala’s plans
later. Other creatures here flee if Renala is killed or for the mirror. Izzy the Appraiser knows the mirror’s
Developer
runs, although the goblins and displacer beast cover history, but not Renala’s part in it. Captured drow Chris Sims
the others’ escape. If it survives, the displacer beast might disclose that part of the tale.
runs amok through Downshadow instead of follow- As for the mirror, if the characters do not move Editor
it or otherwise safeguard it, Downshadow residents Jennifer Clarke Wilkes
ing the other drow.
Treasure: Renala has a necklace of silver webs try to steal it and sell it. The characters can research
Managing Editors
and spiders (100 gp) and a silver spider-shaped how to destroy the artifact, or investigate who in Kim Mohan,
brooch (10 gp). Each drow has 15 gp and a similar Waterdeep might be interested in it. Felarn can and Miranda Horner
brooch. Stored in the chests, among mundane gear, does help, as does Kroto. The method of the mirror’s
destruction or disposal is up to you and the needs of Development and Editing
are 150 gp and a magic item of the party’s level + 2. Lead
Each of the sacks, which are stained with blood, your campaign.
Jeremy Crawford
contain gnawed bones and an intact humanoid head. Even if Renala is killed, Renala’s matron mother
The sacks are tagged with the names of the victims, doesn’t give up. She could dispatch more drow to Senior Producer
recapture the mirror, continuing to harass the char- Christopher Perkins
in case Renala needed to use Speak with Dead to fur-
ther question them. Among them are the remains of acters as long as she believes it is intact. If she knows
Producers
Kroto, Ricoro, and Shara Shaana. it has been destroyed, she might send her followers Greg Bilsland, Stan!
after the party in a final attempt at vengeance.
If the characters succeed, they can call on Felarn Senior Creative Director
and Kroto as contacts and allies. They might also be Jon Schindehette
considered Downshadow regulars, perhaps a gaining
Art Director
a few friends—or enemies—in low places. Kate Irwin

Illustrator
William O’Connor

Cartographer
Mike Schley

Digital Studio Consultant


Dan Helmick

Publishing Production
Manager
Angie Lokotz

J u l y 2 012 | D U N G E O N 2 0 4
14
The Sword Collector
By Michael E. Shea
Illustration by Jim Nelson
Cartography by Jason A. Engle

A D&D® Side Trek adventure for characters of level 23

I ntroduction Its collection began with the adamantine rapier


of a drow warrior it ambushed. Over the years since,
For centuries, a solitary swordwing known as the the Sword Collector has swooped upon Underdark
Sword Collector has traveled through the Underdark caravans, raiding parties, and bands of adventurers
so that it can acquire a collection of marvelous blades. to increase its hoard. Tales spread of the attacks, and
Each gleaming sword feeds the creature’s obsession, rumors described how a twisted pack of Underdark
and a unique phenomenon allows it to draw magi- monsters obey the swordwing’s will.
cal energy from its acquisitions. The Sword Collector In the lowest reaches of the Deeps, the Sword
spends much time in its lair thus fueling itself for its Collector found a lair worthy of its collection. An
next hunt. Now, a band of adventurers has stumbled immense cavern contains a pool of tainted liquid,
into that lair. Will they succeed in claiming its prized seemingly connected to the Far Realm. Toxic to crea-
hoard, or will their own treasures end up in the tures, the weird pool preserves the stolen swords
Sword Collector’s vault? perfectly—but slowly draws magical energy from
This article describes a two-stage encounter set
in the Underdark, and it is designed for five level 23
characters. It uses the mushroom cavern map from
the Vaults of the Underdark™ map pack. Using This Adventure
This adventure can fit into your campaign as encoun-
Background ters the characters stumble upon in the Underdark.
Alternatively, you might use this side trek as part of a
Throughout the cities of the Underdark, drow and larger story arc in which the characters must recover
duergar share tales of the Sword Collector and its a prize—perhaps a blade the Sword Collector owns or
trove. They say that, long ago, a young swordwing dis- something else of your devising.
covered a fissure in the wall of the vault that isolated A scholar or a fellow adventurer tells the characters
its hive from this part of the mortal world. Curious a tale about the Sword Collector. Or a patron hires
beyond others of its kind, it ventured into the Deeps. them and relates what he or she knows about the
As it spent its early life learning to survive in this strange creature.
unfamiliar environment, the swordwing’s innate trea-
sure-hunting compulsion grew ever stronger.

TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u l y 2 012 | D U N G E O N 2 0 4
1
The Sword Collector

A dventure Synopsis Stage 1: Collector’s Chamber


Combat Encounter Level 23 (29,300 XP)
A One-shot Delve This two-stage encounter begins when the adven-
turers enter the Collector’s cavern. An ancient
Running an epic-tier campaign can be a daunting When the characters enter the cavern, they alert an
balhannoth lurks in the chamber’s pool, acting as a
prospect, but a single epic adventure can give you and ancient balhannoth hiding in the shallows of the
lookout. When it detects intruders, it attacks, alert-
your players a taste of the excitement of high-level pool. It seeks an optimal attack angle after it calls
ing the Sword Collector and three elder hook horrors.
play. A straightforward delve is challenging but does three elder hook horrors forth from other caves.
In the second stage, the Sword Collector appears
not require the ongoing commitment of a campaign. Light: The pool and mushrooms dimly light this
along with a powerful bulette. The swordwing calls
If you use this side trek as a single session’s delve chamber with blue-green illumination.
a dancing sword from the pool and triggers poison-
and also don’t want all the complexity of epic tier, Monsters: Ancient balhannoth (B), 3 elder hook
ous mushrooms in the cavern. These features remain
consider using only character options in the Heroes horrors (H).
active as long as the Sword Collector lives.
of the Fallen Lands™ and Heroes of the Forgotten King-
doms™ books. You can allow characters to choose
magic items appropriate for their level or, for a sim-
pler experience, allow each a single rare item of his or PC
her choice of level 25 or lower. If you use this option,
make sure to give the characters inherent bonuses as StaRT
described in “A Reward-Based Game,” Dungeon Mas-
ter’s Guide® 2 (or select “Inherent Bonuses” if using the
Character Generator tool.)

enchanted blades placed within it. The Sword Col-


lector has formed a bond with the pool, and now
the creature can call on the stolen power to coerce
ancient beasts to aid it. On the cavern’s roof, the
swordwing built a nesting spire from which it could
look down into the pool’s depths to admire the collec-
H H
tion. Now the Sword Collector has become dependent
on the energy drained from the swords it collects, and B
it must continually hunt down new blades, not only
to improve its display, but also to maintain its control
over the cavern and its inhabitants.

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The Sword Collector

When the encounter begins, read: Ancient Balhannoth (B) Level 25 Elite Lurker 3 Elder Hook Horrors (H) Level 23 Soldier
As you step into this chamber, which is lit by glowing mush- Large aberrant magical beast (blind) XP 14,000 Large natural beast XP 5,100 each
rooms, a deep tremor vibrates the ground. In the room’s HP 352; Bloodied 176 Initiative +23 HP 219; Bloodied 109 Initiative +20
center, a pool of blue liquid lies pulses with strange light AC 39, Fortitude 36, Reflex 37, Will 38 Perception +26 AC 39, Fortitude 36, Reflex 35, Will 34 Perception +16
Speed 5, climb 5 (spider climb) Blindsight 10 Speed 6, climb 6 Blindsight 10
and quivers with oily ripples.
Immune blinded, gaze; Resist 15 acid Standard Actions
Perception or Nature DC 27: Slime covers the Saving Throws +2; Action Points 1 m Hooked Claw ✦ At-Will
walls, likely making unaided climbing tricky. The Traits Attack: Melee 2 (one creature); +28 vs. AC
pool is causing some surrounding rock to dissolve. O Antimagic Field ✦ Aura 3 Hit: 3d8 + 18 damage, and the target is grabbed (escape
Perception or Nature DC 37: The character Any enemy zone has no effect within the aura. Each enemy DC 27).
spots the balhannoth before the creature attacks, so in the aura takes a –4 penalty to all defenses. M Fling ✦ Recharge 5 6
the monsters gain no surprise round. Aberrant Recovery Attack: Melee 2 (one creature); +26 vs. Fortitude
Whenever the balhannoth starts its turn, it can attempt Hit: 4d12 + 20 damage, the hook horror slides the target
one saving throw. Whenever the balhannoth ends its turn, up to 5 squares, and the target falls prone.
When the balhannoth attacks, read: any dazing, stunning, or dominating effect on it ends. Triggered Actions
Tentacles burst forth from thin air, pulling behind them Standard Actions M Reflexive Claw ✦ At-Will
a bloated beast of chaos and madness. From side caves m Tentacle ✦ At-Will Trigger: An enemy willingly moves while within 2 squares
emerge three bone-skinned creatures with enormous Attack: Melee 3 (one creature); +30 vs. AC of the hook horror.
hooked blades for arms. Hit: 3d8 + 20 damage. Effect (Opportunity Action): The hook horror uses hooked
C Tentacle Lash ✦ At-Will claw against the triggering enemy.
Attack: Close burst 3 (enemies in the burst); +30 vs. AC Skills Acrobatics +23, Athletics +23
Ledges: Each ledge is 10 feet above the floor
Hit: 3d8 + 12 damage, and the balhannoth slides the target Str 24 (+18) Dex 24 (+18) Wis 20 (+16)
below it. Slime covers the walls, making them diffi- up to 3 squares to another space in the burst. Con 27 (+19) Int 4 (+8) Cha 14 (+13)
cult to climb (DC 30 Athletics). Failure by 5 or more Minor Actions Alignment unaligned Languages —
means the creature falls prone in the square from M Acidic Maw (acid) ✦ At-Will
which he or she attempted the climb. Attack: Melee 1 (one creature granting combat advantage
Weird Pool: Any creature other than an aberrant to the balhannoth); +30 vs. AC
that enters or starts its turn in the pool takes 15 acid Hit: 1d8 + 6 damage, and ongoing 15 acid damage (save
ends).
and poison damage. A creature can take this damage
Move Actions Routing the Hook
only once per turn. Reality Distortion (teleportation) ✦ Recharge 4 5 6
Tactics: The balhannoth uses reality distortion to Effect: The balhannoth teleports up to 10 squares and Horrors
position itself for the best use of tentacle lash, striking becomes invisible until it hits or misses with an attack or If you find the battle drags on or the party is too
from invisibility. It telepathically controls the hook until the end of its next turn.
focused on the hook horrors, you can allow characters
horrors, directing them against apparent leaders, Skills Stealth +24
Str 22 (+18) Dex 25 (+19) Wis 28 (+21)
to make a DC 27 Insight check or Nature check as a
controllers, and ranged strikers. It also sends horrors free action. Anyone who succeeds recognizes that
Con 20 (+17) Int 11 (+12) Cha 16 (+15)
after characters on the ledges. the balhannoth is commanding the hook horrors (see
Alignment chaotic evil Languages Deep Speech
When the balhannoth is first bloodied, it lets out “Conclusion”). If it is defeated, the beasts should flee.
a telepathic screech that enrages the hook horrors, This knowledge gives the players an opportunity to
giving them a –2 penalty to all defenses and a +10 end the first stage of the battle more quickly.
power bonus to damage rolls. If two hook horrors are
killed, the balhannoth goes berserk, taking a –2 pen-
alty to all defenses and gaining a +5 power bonus to
damage rolls.

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The Sword Collector

Conclusion: When the balhannoth dies, it emits Deep Bulette Level 25 Elite Skirmisher
a psychic scream that sends the hook horrors flee- Huge natural beast XP 14,000
ing headlong to the nearest exit. Once a hook horror Short Rest? HP 468; Bloodied 234 Initiative +18
leaves the map, it quickly disappears into the Deeps. AC 39, Fortitude 39, Reflex 35, Will 37 Perception +19
Properly tuning an epic-tier battle can be difficult. Speed 8, burrow 8 Darkvision, tremorsense 20
If you find that the first stage of the encounter is Saving Throws +2; Action Points 1
When the balhannoth dies, read: too challenging for your group, you can allow the Traits
The balhannoth lets out a dreadful cry that tears through characters a short rest before the second begins Ground Eruption
your mind before it falls. A humming from above grows (representing regained confidence after defeating the The squares of ground the bulette burrows into or
louder, while the ground begins to rumble. A beautiful balhannoth). This rest is more a quick breather than emerges from become difficult terrain until the end of the
sword slowly rises out of the glowing pool, darting about as encounter.
a full 5-minute pause. Standard Actions
though wielded by an invisible hand, and a strange cloud If you allow the group to rest, you should modify m Bite ✦ At-Will
begins to rise from the mushrooms that cover the f loor. the read-aloud text at the end of stage 1 to fit the Attack: Melee 3 (one creature); +30 vs. AC
From above dives a human-sized creature with a blue- circumstances. Perhaps the buzzing sound and the Hit: 5d8 + 11 damage, or 8d8 + 11 damage against a prone
tinged exoskeleton and large wings resembling those of a rumbling ground are faint to begin with, or the sword target.
dragonfly. Its arm ends in a curved bony blade, and it chal- does not appear immediately. The mushrooms do not M Leaping Bite ✦ At-Will
lenges you with a terrible buzzing voice. begin to release their spores until the Sword Collector Effect: The bulette jumps up to 7 squares and can use bite
at any point during the movement. This movement does
shows up. not provoke opportunity attacks.
Stage 2: The Sword C Rising Burst ✦ At-Will

Collector Arrives Requirement: The bulette must be underground.


Effect: The bulette moves up to its speed to a square above-
Combat Encounter Level 24 (33,100 XP) Dungeoneering, Nature, or Perception DC 27: ground. This movement does not provoke opportunity
Swordwings communicate using pheromones. This attacks. When it first enters a square aboveground
When the balhannoth dies, its psychic scream awak- swordwing is able to use its pheromones to direct the during this movement, it makes the following attack.
ens a deep bulette, an elder of its kind, and alerts the mushrooms to emit poisonous spores. Attack: Close burst 3 (creatures in the burst); +30 vs. AC
Hit: 2d12 + 17 damage.
Sword Collector. The swordwing flies down from its Arcana or Insight DC 27: The swordwing is con-
Miss: Half damage.
nesting spire and calls on its dancing sword to harry trolling the flying sword. Move Actions
the intruders. Spores: At the beginning of round 2, each char- M Earth Furrow ✦ At-Will
The Sword Collector’s strange bond with the acter in the chamber takes 10 poison damage at the Effect: The bulette burrows up to its speed at a depth of
cavern, powered through the energy drained by the start of his or her turn. This damage increases by 10 1 square beneath the surface of the ground. This move-
pool, allows it to control the mushrooms growing each round thereafter until either the Sword Collec- ment does not provoke opportunity attacks. Each time it
here. They begin to emit clouds of poisonous spores tor dies or the characters are defeated. (Creatures that moves beneath an enemy’s space for the first time during
the movement, it makes the following attack against that
that slowly fill the chamber. dwell here are acclimated to the spores and suffer no
enemy.
Monsters: The Sword Collector, deep bulette. ill effects from them.) Attack: Melee 1 (creature in the space); +28 vs. Fortitude
Hazard: Collector’s dancing sword. Tactics: The bulette starts underground, and it Hit: The target falls prone.
uses rising burst on the first round to catch as many Skills Athletics +26, Endurance +25
When the bulette first attacks, read: characters as possible in the area. The Sword Collec- Str 28 (+21) Dex 18 (+16) Wis 24 (+19)
The ground beneath you suddenly explodes to reveal an tor then commands the bulette to attack defenders. Con 26 (+20) Int 5 (+9) Cha 16 (+15)
enormous sharklike beast armored in smooth bone. The Sword Collector uses f lyby slash against obvi- Alignment unaligned Languages —
ous strikers and leaders. It sends the dancing sword
The following checks could come into play. against any ranged attackers.

J u l y 2 012 | D U N G E O N 2 0 4
4
The Sword Collector

The Sword Collector Level 25 Elite Skirmisher Collector’s Dancing Sword Level 23 Hazard
Medium aberrant humanoid XP 14,000 Object XP 5,100
HP 460; Bloodied 230 Initiative +23 Detect automatic Initiative +19 Alternative Approaches
AC 39, Fortitude 36, Reflex 38, Will 37 Perception +21 Immune attacks
Speed 6, fly 12 (hover) Low-light vision Traits At the epic tier, characters can easily fly, teleport,
Saving Throws +2; Action Points 1 Opportunistic Blade phase, or find other creative ways to travel. It’s pos-
Standard Actions The sword can make opportunity attacks. sible that the party might bypass the slow-moving
m Armblade ✦ At-Will Standard Actions balhannoth and hook horrors and take the fight to
Attack: Melee 2 (one creature); +30 vs. AC m Attack ✦ At-Will
the Sword Collector in its nesting spire.
Hit: 3d8 + 20 damage, or 6d8 + 44 damage if the Sword Attack: Melee 1 (one creature); +28 vs. AC
Collector scores a critical hit. Hit: 3d8 + 18 damage.
In this event, the swordwing is still aware of the
M Flyby Slash ✦ At-Will Move Actions intruders’ presence through the balhannoth’s tele-
Effect: The Sword Collector flies up to its speed and uses Move ✦ At-Will pathic senses. If the adventurers assault its nest, it
armblade twice at any point during this movement. It Effect: The sword flies up to 6 squares. It can hover. tries to get close to ground level so that it can call
doesn’t provoke opportunity attacks when moving away Countermeasures the deep bulette to its aid, along with the monsters
from any target of one of these attacks. ✦ Delay: Arcana DC 37 (minor action). Requirement: The already there.
Triggered Actions character attempting the skill check must be within 5
M Twisting Slash (teleportation) ✦ Recharge when first squares of the sword. Success: The sword cannot attack
bloodied until the end of its next turn. Failure (32 or lower): As a
Trigger: An enemy within 7 squares of the Sword Collector free action, the sword flies up to 6 squares and attacks

Sword Collection
hits it with an attack. the character.
Effect (Immediate Reaction): The Sword Collector teleports ✦ Parry: Athletics or Acrobatics DC 37 (minor action).
up to 5 squares and uses armblade against the triggering Requirement: The character attempting the skill check
enemy. must be adjacent to the sword. Success: The character The prize of the Sword Collector’s hoard is Alaventa,
Arcane Harmonics ✦ Recharge 5 6 pushes the sword up to 3 squares. Failure (32 or lower): a named +5 dancing sword that the swordwing called
Trigger: The Sword Collector starts its turn dazed, domi- As a free action, the sword attacks the character. forth to defend the lair. The blade is of elven make.
nated, immobilized, restrained, stunned, or weakened. Two other powerful swords are also part of the col-
Effect (No Action): The Sword Collector ends the triggering lection. A list of eight possible candidates is provided
condition and instead grants combat advantage until the
start of its next turn.
Concluding the here. You can choose two or determine them ran-
domly by rolling a d8 twice. The first three of these
Skills Stealth +26, Arcana +22
Str 24 (+19) Dex 28 (+21) Wis 18 (+16)
A dventure weapons are described in the Player’s Handbook® and
Con 22 (+18) Int 20 (+17) Cha 26 (+20) the others in Mordenkainen’s Magnificent Emporium™.
The battle ends when the characters defeat the Sword
Alignment evil Languages Deep Speech
Collector. Upon its death, the mushrooms stop releas-
1. +5 flaming sword
ing spores, the dancing sword drops, and the deep
2. +5 lifedrinker sword
bulette dives into the ground and escapes.
3. +5 dragonslayer sword
With all the chamber’s threats defeated, the party
4. +5 greater luckblade
is free to examine the Sword Collector’s treasure.
5. +5 lifestealer sword
The collection lies at the bottom of the pool, which is
6. +5 sword of defense
highly corrosive to flesh. Characters need to come up
7. +5 sword of submission
with a creative means of retrieval.
8. +5 giantslayer sword

J u l y 2 012 | D U N G E O N 2 0 4
5
The Sword Collector

The pool slowly drains the arcane energy from


enchanted blades. Several swords in the Collector’s
hoard that were once magical now have no special
properties, though they are otherwise undamaged.
They include:
✦ An adamantine drow rapier that has a platinum
hilt shaped like a spider with eyes of ruby (6,000
gp). This is the weapon that started the collection.
✦ An onyx dwarven ceremonial greatsword with a
large astral diamond in its pommel (9,000 gp).
✦ A black-hilted mithral dagger laced with gold
(3,500 gp). This blade’s strange shape suggests that
it is favored by aberrant wielders.

About the Author


Mike Shea is the webmaster of SlyFlourish.com, a site
focused on building the better 4th Edition Dungeon Master,
and the author of Sly Flourish’s Dungeon Master Tips and
Sly Flourish’s Running Epic Tier D&D Games. Mike lives
in northern Virginia with his wife, Michelle, and his dire
worg, Jebu.

Developer and Editor Illustrator


Jennifer Clarke Wilkes Jim Nelson

Managing Editors Cartographer


Kim Mohan, Miranda Jason A. Engle
Horner
Digital Studio Consultant
Development and Editing Daniel Helmick
Lead
Jeremy Crawford Publishing Production
Manager
Senior Producer Angie Lokotz
Christopher Perkins

Producers
Greg Bilsland, Stan!

Senior Creative Director


Jon Schindehette

Art Director
Kate Irwin

J u l y 2 012 | D U N G E O N 2 0 4
6
Denizens of the
Demonweb
By Michael E. Shea
Illustration by Ben Wootten

Imagine a corner of a dusty cellar. Moving closer, you see Husks of Titans: Deep in the Demonweb lie the
the walls draped by endless layers of spider webs, within remains of gods and primordials killed and forgotten
which are shrouded the husks of dead insects, strands of foul in the aftermath of the Dawn War. The most chaotic
mold, and other rot. Move closer, and you see each strand and dangerous denizens of the Demonweb dwell
of this web as though it were a silvery path. Now imagine within these dead shells. Lolth discards her prisoners
tiny specks on that path, all of them moving slowly, lost, not and vanquished enemies among such detritus. Each
knowing from where they came or what destination they time she does so, she smiles, because life in such a
hope to find. That group of specks? That’s you and your place is a far worse fate than death.
companions—if you are ever so unfortunate as to be trapped
in the Demonweb.

A void crisscrossed by ever-shifting webs, the abyssal Additional Reading


layer of the Demonweb is as twisted and deceptive
This article acts as a companion piece to the entries
as the plots spun by the Queen of Spiders who rules
for the abyssal drow and Lolth in Monster Manual® 3.
there. A mortal might spend a lifetime traversing the
By employing the guidelines for adjusting a monster’s
endless paths and gray mist of this foul realm and
level presented in the Dungeon Master Experience,
never understand its true shape.
you can use this article and Monster Manual 3 to build
If the strands of the Demonweb eventually con-
encounters suitable for any group of adventurers
nect to a solid outer surface, the mortals who explore
intent on traveling to the Demonweb.
this realm have never found it. Instead, they speak of
The supplement The Plane Below: Secrets of the
a gray haze that surrounds Lolth’s endless network of
Elemental Chaos™ includes a skill challenge for navigat-
webs and the corpses of creatures that die here.
ing the Demonweb (page 116) that fits well with the
Ruins of Lost Civilizations: Explorers might
creatures and hazards presented in this article. The
find the ancient ruins of cities and castles cocooned
abyssal madness skill challenge (page 114 of The Plane
in the strands of the Demonweb. These ruins might
Below) can further raise the stakes for characters
contain lost artifacts, mysterious magic, and perhaps
intent on entering Lolth’s realm, enduring its horrors,
even trapped immortals. Such sites could also be stag-
and perhaps facing the Queen of Spiders.
ing areas and command posts for the dark elves and
demons that continually patrol this realm.

TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u l y 2 012 | D U N G E O N 2 0 4
1
Denizens of the Demonweb

Demonweb Retriever Level 27 Elite Skirmisher Minor Actions


Huge elemental animate (construct) XP 22,000 R Eye Ray F At-Will (1/round)
HP 490; Bloodied 245 Initiative +24 Effect: The retriever uses one of the following eye rays with- Characteristics of
out provoking opportunity attacks.
AC 41, Fortitude 37, Reflex 41, Will 39 Perception +26 the Demonweb
Speed 8, climb 8 (spider climb), teleport 5 Darkvision 1. Fire Ray (fire): Ranged 10 (one creature); +30 vs. Reflex;
Saving Throws +2; Action Points 1 2d6 + 6 fire damage, and ongoing 20 fire damage (save Like many domains ruled by dark gods, the physical
Traits ends). reality of the Demonweb is a hazard in its own right.
O Frightful Presence (fear) F Aura 3 2. Cold Ray (cold): Ranged 10 (one creature); +30 vs. For- To increase the challenge for characters exploring the
Enemies grant combat advantage while in the aura. titude; 4d6 + 12 cold damage, and the target is slowed Demonweb, consider implementing effects such as
Unrelenting Grab until the end of the retriever’s next turn.
the following throughout this dark realm.
If the retriever moves, any creature grabbed by the 3. Lightning Ray (lightning): Ranged 10 (one creature); +30
vs. Reflex; 3d6 + 12 lightning damage, and the target is
✦✦ A creature that falls off the edge of a web is
retriever moves with it, staying grabbed in a space of the
retriever’s choice within 3 squares of the retriever. dazed until the end of the retriever’s next turn. removed from play until the start of its next turn.
Standard Actions 4. D eath Ray (necrotic): Ranged 10 (one creature); +30 vs. At the start of its next turn, the creature reappears
m Scythe Claw F At-Will Fortitude; 3d6 + 12 necrotic damage, and the target is in the square it vacated, falls prone, and takes 7d10
Attack: Melee 3 (one creature); +32 vs. AC weakened until the end of the retriever’s next turn. psychic damage.
Hit: 2d8 + 17 damage. Triggered Actions ✦✦ Mist shrouds Lolth’s domain, making squares in the
M Twin Claws F At-Will M Vengeful Claw F At-Will
Demonweb lightly obscured. Terrain more than
Effect: The retriever uses scythe claw twice. Trigger: An enemy within 3 squares of the retriever hits it
with a melee attack.
10 squares away from a creature might be heavily
M Retrieve (teleportation) F At-Will
Requirement: The retriever must have no creature grabbed. Effect (Immediate Reaction): The retriever uses scythe claw obscured.
Effect: The retriever uses scythe claw twice against the same against the triggering enemy. ✦✦ Most squares of the Demonweb are webs, some
creature. If both attacks hit, the target is grabbed (escape Str 23 (+19) Dex 29 (+22) Wis 26 (+21) of which is likely to be difficult terrain to creatures
DC 30) and the retriever teleports up to 5 squares. Con 21 (+18) Int 10 (+13) Cha 16 (+16) from other planes.
Alignment chaotic evil Languages Abyssal, Common, Elven

A Plane of Portals: The Demonweb contains


innumerable planar portals, rivaling Sigil, City of
Demonweb Otherworldly Hunters: When Lolth sets her
Doors, in its connections to the multiverse. From this R etriever sights on a mighty enemy, she sends a retriever to
layer of the Abyss, Lolth spreads her web of control capture the foe. The Spider Queen also uses her
and deception. Some of these portals provide the only Lolth’s hunters, these spider-shaped beasts seek beings and retrievers to hunt down artifacts. Powerful magic
connection to desolate dominions lost in the deepest objects of great value to the Demon Queen of Spiders. etched into a retriever’s carapace allows it to travel
reaches of the Astral Sea. Others open to forgotten freely across the planes.
chambers underneath the citadels of the gods. Like A Demonweb retriever is a huge arachnoid construct Single-Minded Constructs: A retriever has no
the strands of the Demonweb, these portals continu- whose elongated carapace is burnished to a dark blue independence, but it is programmed to complete a
ally move. Only Lolth and her chief advisors know sheen. It attacks with its scythelike claws, and it fires specific objective. A retriever follows its orders with-
where any particular portal can be found—and even deadly rays from four red eyes that blaze in a dia- out deviation, destroying anything that threatens the
they lose track of certain portals. mond pattern on the front of its head. completion of an assigned task. When its mission is
Incarnations of Destruction: Demonweb done, a retriever returns to the Demonweb, even in
retrievers are among the most powerful weapons in the middle of combat.
Lolth’s arsenal. Stories shared in the streets of Sigil
speak of these creatures destroying vast areas in
search of a single trinket stolen from Lolth’s vaults.

J u l y 2 012 | D U N G E O N 2 0 4
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Denizens of the Demonweb

Drider Drider Ghostwalker


Large fey humanoid (spider), drow
Level 26 Lurker
XP 9,000
L olthtouched
Ghost walker HP 178; Bloodied 89
AC 40, Fortitude 37, Reflex 39, Will 38
Initiative +27
Perception +27
Demonbinder
Drow heroes that have been twisted to serve as Lolth’s Speed 8, climb 8 (spider climb) Darkvision The twisted spawn of drow and demon, Lolthtouched
spies and assassins, drider ghostwalkers act as the Spider Traits demonbinders advise the Demon Queen of Spiders and act
Queen’s eyes and ears across the Demonweb. Ethereal Sight
as her ambassadors to other demon lords. The plots they
The drider can see anything within 20 squares of it, includ-
ing invisible creatures and objects. A creature cannot
execute are as complex as the Demonweb.
A drider ghostwalker has the upper torso of a drow
benefit from any cover or concealment against the drider.
male and the lower body of a phase spider, with a dis- Lolthtouched demonbinders are the offspring of
Standard Actions
tinctive pattern of red lines across its gray carapace. m/r Dagger (poison, weapon) F At-Will demonic fathers and drow mothers. The traits they
Clouds swirl in a ghostwalker’s eyes, and it carries a Attack: Melee 2 or Ranged 10 (one creature); +31 vs. AC share from their heritage are proudly displayed
slender blade of polished chitin dripping with poison. Hit: 3d4 + 12 damage, and ongoing 15 poison damage among demonkind, though these same traits horrify
Heroic Betrayers of Lolth: Male drow heroes (save ends). If the target is granting combat advantage to
most mortals who behold a demonbinder.
who have betrayed the Spider Queen make perfect the ghostwalker, the target takes 10 extra damage and
Each demonbinder possesses a unique amulet.
hosts for drider ghostwalkers. As punishment for the ongoing poison damage increases to 20.
M Assassinate (weapon) F Recharge when a target hit by This necklace informs creatures loyal to Lolth of the
their treason, their bodies are scourged, torn apart, demonbinder’s status as a personal advisor to the
this power is not reduced to 0 hit points.
and combined with the essence of demonic phase Attack: Melee 2 (one creature granting combat advantage Spider Queen. It also acts as a passkey into other
spiders. The screaming soul of the drow is forever to the ghostwalker); +31 vs. AC realms of the Abyss.
trapped within the resulting drider. Lolth has been Hit: 4d4 + 33 damage. If the target is bloodied after taking Advisors of Lolth: Demonbinders are the only
known to use the body of a drow known to the ghost- damage from this attack, the target drops to 0 hit points.
creatures that come close to seeing the full scope
walker’s first targets. Move Actions
Phase F Recharge 5 6
of Lolth’s web of plans. Demonbinders advise the
Beings of Two Worlds: A drider ghostwalker Spider Queen directly and are among the few crea-
Effect: The ghostwalker moves up to its speed. During this
lives between the physical world and the realm of tures whose opinions Lolth values. So far-reaching
movement, the ghostwalker is phasing and does not pro-
ghosts. Ignoring solid objects, the ghostwalker’s gaze voke opportunity attacks for moving. are Lolth’s plots that a single seed of disinformation
sees the world around it as a sea of gray, with living Minor Actions implanted into a demonbinder might unravel cen-
creatures appearing as fields of light. This vision Invisibility (illusion) F Recharge when first bloodied turies of work. Lolthtouched demonbinders possess
makes it the perfect spy and assassin. Effect: The ghostwalker becomes invisible until the end of
secrets that can collapse empires, sunder planes, or
The phase spider aspect grants the drider stealth its next turn.
disrupt entire theologies.
and the ability to phase through solid objects. Ghost- Skills Stealth +28
Str 22 (+19) Dex 30 (+23) Wis 28 (+22) Ambassadors of the Spider Queen: Lolth-
walkers move in silence on strands of the Demonweb touched demonbinders are ambassadors between the
Con 16 (+16) Int 18 (+17) Cha 15 (+15)
directly beneath their prey, then phase through the Alignment chaotic evil Languages Elven, telepathy 20 Demonweb and the dark allies of Lolth. Common
Demonweb to attack. Equipment dagger in the courts of ambitious demon princes, demon-
Watchers of Portals: Ghostwalkers are the secret binders act as envoys and advisors. As long as Lolth’s
behind Lolth’s fabled omniscience. These creatures plans support the ambition of these demon lords, they
lurk near the portals of the Demonweb, watching for accept the counsel of the Spider Queen’s servants.
intruders and following any creatures daring enough Spawn of Drow and Demon: Their demonic
to enter the Spider Queen’s realm. They send back nature and alliances allow Lolthtouched demonbind-
visions of such creatures to Lolth’s high priestesses ers to take advantage of their heritage. They do not
or the Spider Queen, providing a view of the entire enter combat without provocation, but they can call
Demonweb. on the power of demons for defense and protection.

J u l y 2 012 | D U N G E O N 2 0 4
3
Denizens of the Demonweb

Lolthtouched Demonbinder Level 27 Controller Yochlol Queen’s Guard Level 28 Soldier guards exist across the multiverse, and all of them
Medium fey humanoid (demon), drow XP 11,000 Medium elemental humanoid (demon) XP 13,000 stay close to their mistress. In rare circumstances,
HP 247; Bloodied 123 Initiative +17 HP 250; Bloodied 125 Initiative +21 Lolth might send a queen’s guard as an escort on a
AC 41, Fortitude 39, Reflex 37, Will 41 Perception +20 AC 44, Fortitude 38, Reflex 40, Will 44 Perception +27 mission of vital importance. The queen’s guards never
Speed 6, fly 5 Darkvision Speed 6, teleport 6 Darkvision
speak, but they can communicate telepathically. With
Traits Immune charm, fear, poison; Resist 15 psychic
O Cunning Deception F Aura 2 Standard Actions
each other and with Lolth, they can do so regard-
Enemies in the aura take a –2 penalty to all defenses. m Tentacle (poison, psychic) F At-Will less of distance and impediments, including planar
Standard Actions Attack: Melee 2 (one creature); +31 vs. Reflex boundaries.
m Abyssal Blade (fear, weapon) F At-Will Hit: 4d8 + 9 poison and psychic damage, and the target is Formed From the Heart of Chaos: The yochlol
Attack: Melee 1 (one creature); +32 vs. AC slowed (save ends). queen’s guards are formed in a pool of raw chaos
Hit: 3d8 + 22 damage. M Tentacle Fury F At-Will and elemental matter in the depths of the Demon-
Effect: The demonbinder slides the target up to 2 squares. Effect: The yochlol uses tentacle three times. If two of these
web Pits, Lolth’s dark lair at the deepest heart of the
R Claws of the Glabrezu F At-Will attacks hit the same target, that target is also restrained
Attack: Ranged 10 (one creature); +30 vs. Fortitude until the end of the yochlol’s next turn.
Demonweb. The dark priestesses of the Spider Queen
Hit: 2d12 + 22 damage, and the target is restrained (save Minor Actions use a single mortal soul as the catalyst for the forma-
ends). C Servant of the Queen F At-Will tion of a yochlol queen’s guard. The process tortures
M Blades of the Marilith F Encounter Effect: Close burst 5 (one ally); the target transfers an effect the soul for hundreds of years, leaving only undying
Effect: The demonbinder uses abyssal blade four times and that a save can end to the yochlol. loyalty to the will of Lolth.
can shift 1 square after each attack. Triggered Actions
C Screech of the Vrock (fear, psychic) F Recharge 5 6 M Guard the Queen F At-Will
Attack: Close burst 3 (enemies in the burst); +30 vs. Will Trigger: An enemy within 2 squares of the yochlol makes an
Hit: 3d8 + 22 psychic damage, and the demonbinder attack that does not include the yochlol as a target.
pushes the target up to 5 squares. Effect (Immediate Reaction): The yochlol uses tentacle twice
Miss: The demonbinder pushes the target up to 2 squares. against the triggering enemy. If both attacks hit, the Lolth’s Twisted Web
Move Actions enemy is also restrained until the end of the yochlol’s Among all the villains an adventuring party might
Demon Gate (teleportation) F Recharge when first bloodied next turn.
face, Lolth is unique in her dedication to deception.
Effect: The demonbinder teleports up to 10 squares. Skills Intimidate +28, Religion +25
Skills Bluff +27, Diplomacy +27, Insight +25 Str 18 (+18) Dex 21 (+19) Wis 26 (+22)
High-level characters and experienced players know
Str 20 (+18) Dex 18 (+17) Wis 25 (+20) Con 18 (+18) Int 22 (+20) Cha 28 (+23) that every word the Spider Queen speaks serves
Con 23 (+19) Int 23 (+19) Cha 28 (+22) Alignment chaotic evil Languages Abyssal, Common, Elven, her interests. Even so, Lolth rarely engages in direct
Alignment chaotic evil Languages Abyssal, Common, Elven telepathy 20 trickery, knowing that the most insidious way to
betray ambitious adventurers is to tell them the truth.

Yochlol Q ueen’s A yochlol queen’s guard appears in the form of a tall


and beautiful drow female who carries a jeweled
She offers characters what they want: treasure, the
solutions to quests, or hints of how to destroy pow-
Guard adamantine greatsword and is draped in silken webs.
The greatsword is purely ceremonial, however. When
erful demon lords and gods. When you incorporate
Lolth into your campaign, remember that her webs
Unholy paladins of Lolth, the yochlol queen’s guards engaged in combat, a queen’s guard takes on its true of deception are so thick that they twist around the
silently protect their dark mistress as they have for thou- form—a pillar of writhing tentacles with a single red truth. Lolth might end up becoming an adventuring
sands of years. Though they appear as beautiful female eye at its center. party’s most beneficial ally for a time—but you can be
drow, hints of their true visage lie just underneath. Silent Guardians of Lolth: The yochlol queen’s sure that this alliance benefits Lolth in the end.
guards are among the most powerful and loyal ser-
vants of the Demon Queen of Spiders. Only four such

J u l y 2 012 | D U N G E O N 2 0 4
4
Denizens of the Demonweb

Demonweb About the Author


Michael E. Shea is the webmaster of SlyFlourish.com[, a site
D oomspore focused on building the better 4th Edition Dungeon Master,
and the author of Sly Flourish’s Dungeon Master Tips and Sly
Large phosphorescent mushrooms grow through- Flourish’s Running Epic Tier D&D® Games. Mike lives in north-
out the Demonweb, each emerging from a corpse ern Virginia with his wife, Michelle, and his dire worg, Jebu.
and wrapped in the strands of the web. These vola-
Developer
tile fungi explode when exposed to combat, filling Tanis O’Connor
the area with a powerful hallucinogen. Tales tell of
adventurers traveling in the Demonweb who slaugh- Editor
ter themselves to the last under the twisted visions of Scott Fitzgerald Gray
a Demonweb doomspore.
Managing Editors
Kim Mohan, Miranda Horner
Demonweb Doomspore Level 26 Minion Hazard
Object XP 2,250 Development and Editing Lead
Jeremy Crawford
Detect automatic Initiative —
HP 1; a missed attack never damages a minion. Senior Producer
AC 40, Fortitude 38, Reflex 38, Will — Christopher Perkins
Immune necrotic, poison, psychic, forced movement, all con-
ditions, ongoing damage Producers
Traits Greg Bilsland, Stan!
O Hallucinating Spores F Aura 1
Any creature that ends its turn in the aura takes a free Senior Creative Director
action to move up to its speed and use an at-will attack Jon Schindehette
power against its nearest ally.
Triggered Actions Art Director
C Spore Burst (poison) F Encounter Kate Irwin
Trigger: The doomspore drops to 0 hit points.
Attack: Close burst 3 (creatures in the burst); +29 vs.
Illustrator
Ben Wootten
Fortitude
Hit: Ongoing 15 poison damage (save ends).
Digital Studio Consultant
Each Failed Saving Throw: As a free action, the target
Daniel Helmick
moves up to its speed and uses an at-will attack power
against its nearest ally. Publishing Production Manager
Countermeasures Angie Lokotz
F Detect: Arcana, Dungeoneering, or Nature DC 29
(minor action). Success: The character identifies the
doomspore, recognizing its hazardous nature.

J u l y 2 012 | D U N G E O N 2 0 4
5
Ga shed T high G u t Wo u n d Concussion
Whenever you move more than 2 Whenever you make a saving throw Before you roll initiative at the start
squares on foot during a turn, make against ongoing damage, unless of each encounter, you can choose
a saving throw at the end of that you choose to take a –2 penalty to to delay until at least one enemy
movement to avoid falling prone. the roll, you gain vulnerable 5 to has taken its turn. If you do not, you
If you are already allowed saving damage of that type until the end of take a –2 penalty to the first attack
throws to avoid falling prone, you gain your next turn. roll you make on each of your turns
a +2 bonus to the roll. until the end of the encounter.

damage instead increases by 5. your next turn.


damage that lacks a type, the you are stunned until the end of

©2012 Wizards of the Coast LLC

©2012 Wizards of the Coast LLC

©2012 Wizards of the Coast LLC


If you are already taking ongoing another saving throw. On a failure,
take ongoing 5 damage (save ends). the end of your turn, you must make
You are slowed. At the start of each encounter, you Whenever you fail a saving throw at

Cru sh e d H i p Rup t ured Spleen Cr ack e d Sk u l l

Spr a i n ed Wr ist Spr a ined A nkle S e e p i n g Wo u n d


The first time you roll the maximum If you willingly move more than 4 You take a –2 penalty to all defenses
result on a damage die during a turn, squares on foot during a turn, you against necrotic attacks and poison
you can reroll that damage die and grant combat advantage until the attacks.
must use the second result. Otherwise, start of your next turn.
you take a –2 penalty to attack rolls
until the end of your next turn.

ends).
©2012 Wizards of the Coast LLC

©2012 Wizards of the Coast LLC

©2012 Wizards of the Coast LLC


damage die that is maximized. take ongoing 5 poison damage (save
reduce the damage by 2 for each an attack in an encounter, you also
Whenever you score a critical hit, You cannot shift. The first time you take damage from

Brok en A r m Splin t ered K neeca p G a n g r e n o u s Wo u n d


Ey e Gouge Fa i n t i n g S p e l l s
While bloodied, whenever you take Whenever you fail an Intelligence-, Wisdom-,
damage from an attack, you are or Charisma-based skill check or ability check,
blinded until the start of your next or miss with an Intelligence-, Wisdom-, or
Charisma-based attack, make a saving throw.

©2012 Wizards of the Coast LLC


©2012 Wizards of the Coast LLC
©2012 Wizards of the Coast LLC

turn.
On a failure, you fall unconscious until the start
of your next turn or until you take damage.
until the start of your next turn.
until the start of your next turn. roll, you cannot use immediate actions
ignore the effects of this minor injury you choose to take a –2 penalty to the
spend a minor action on your turn to skill check, or ability check, unless
concealment against you. You can Wisdom-, or Charisma-based attack,
All creatures have partial Whenever you make an Intelligence-,
Fa c e S l a s h Bl ackouts
Cr ack e d Sp i n e S uck i ng C h e st W o u n d Gushing A rt ery
Whenever you fail a Strength- or You are dazed during the first Whenever you take damage in an
Dexterity-based skill check or ability turn of each encounter. If you are encounter, you are considered to
check, or miss with a Strength- or allowed a saving throw to end this be bloodied for that encounter,
Dexterity-based attack, you are regardless of your hit point total,

©2012 Wizards of the Coast LLC


©2012 Wizards of the Coast LLC
©2012 Wizards of the Coast LLC
effect, you take a –2 penalty to that
immobilized until the end of your roll. until you are restored to maximum
next turn. hit points.
your next turn.
combat advantage until the start of
take a –2 penalty to the roll or grant end of your next turn.
or ability check, you can either penalty to saving throws until the points from healing effects.
Dexterity-based attack, skill check, or opportunity action, you take a –2 only half the normal number of hit
Whenever you make a Strength- or Whenever you take an immediate While you are bloodied, you regain
Wr e nch ed Back Cr ack e d R i b Nick e d A r t er y

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