Dungeon Magazine 203
Dungeon Magazine 203
3 Grasp of Thalarkis
By Craig Campbell 40 Bestiary: Perils of the Astral Sea
Captain Rukos of the Zephyr thought he’d By Michael E. Shea
defeated the dread kraken Thalarkis. Between the worlds of the mortals and
How wrong he was. A D&D adventure for the dominions of the gods lies the Astral
characters of levels 13–15. Sea—the stomping grounds of hero-slaying
aleaxes, githyanki antipaladins, and other
planar threats.
19 Hunt for the Heretic
By Sterling Hershey
The Etherean Heretic prowls the Astral Sea,
stalking treasure hunters and merchants
alike. But enough is enough; it’s time
for the hunter to become the hunted. A
D&D adventure for characters of levels
14–16.
Editorial:
Anchors Aweigh
By Christopher Perkins
Illustration by Wayne England
When I was in high school, I ran a Spelljammer® with the powers of good against the forces of evil,
campaign for my friends that lasted just shy of five perhaps becoming demigods in their own right. The
years. The players had their own ship, which meant campaign would start small, with the heroic tier
they could go almost anywhere they wanted, and heroes joining the crew of an astral galleon, complet-
they sank a considerable portion of their hard-won ing quests on the captain’s behalf until she sees fit
loot into equipping it with the finest weapons to retire and leave her beloved ship in their care. As
and crew. Each week, they raised anchor they advance, the heroes would earn many powerful
and set sail for another planet or asteroid friends and enemies, and by epic tier they’d be choos-
in search of adventure while fending off ing sides in a heavenly war cleverly orchestrated by
space orcs, githyanki pirates, neogi slavers, illithid Asmodeus. However, Bill Slavicsek was toying with
nautiloids, and other threats. the idea of running an Astral Sea campaign for our
In the earliest stages of playtesting 4th Edition, Thursday night game, which prompted me to take my
I began to imagine a campaign world composed campaign in a slightly different direction. Thus, the
mostly of water and dotted with thousands of islands, world of Iomandra was born.
each one ruled by a dragon overlord, each one filled This month is all about ships and the sea. In Dun-
with the promise of adventure. Nautical adventures geon, we have adventures featuring a githyanki pirate
fuel my romantic notion of heroes on the open sea, ship on the Astral Sea and a sunken wreck haunted
heading toward a distant horizon, discovering what by a ghost kraken. In Dragon, we have a new charac-
the campaign has to offer, and charting their own ter theme for seaborne heroes called the mariner, and
destinies. I also have a fondness for ship-to-ship war- the Falling Star, a ship that would make an excellent
fare. My mind’s eye gets misty when I imagine ships mobile base of operations for seafaring adventurers.
exchanging ballista fire, sailors swinging from mast Throw in some nautical campaign-building advice
to mast, and blades clashing on storm-wracked decks. and a host of Astral Sea perils, and you’ve got plenty
If you’ve read my weekly column, The Dungeon of inspiration for heroes and adventures on the high
Master Experience, you already know a great deal seas. Once you get your sea legs, drop us a note at
about my 4th Edition nautical campaign. What dndinsider@wizards.com, and tell us what you think!
you probably don’t know is how close I came to set-
ting the campaign in the Astral Sea, that gossamer
expanse upon which float the island-like dominions
of the gods. I imagined the heroes forging alliances
TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u n e 2 012 | D U N G E O N 2 0 3
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Grasp of
Thalarkis
A D&D® adventure for characters of levels
13–15
By Craig Campbell
Illustrations by Jim Nelson and Wayne England
Cartography by Mike Schley
I ntroduction
“Grasp of Thalarkis” begins in a small fishing village
on the shore of a large sea. The bulk of the adventure
takes place beneath the waves, at the wreckage of a
legendary adventuring ship and at an unholy shrine
constructed by a band of kuo-toas.
The kuo-toas seek to free the spirit of a mighty
kraken that haunts the wreckage of a ship. Should the
kuo-toas succeed in their plans, the ghost kraken will
no longer be bound to the wreck and can terrorize
the seas once again in its new undead form.
“Grasp of Thalarkis” is a Dungeons & Dragons
adventure for characters of levels 13–15.
Background
Fifty-seven years ago, the seas around the peaceful
fishing village of Dorgal’s Cove were terrorized by the
kraken Thalarkis. The great beast laid waste to the
region, sinking ships and killing sailors. It brought
financial devastation to all of the outlying towns and
islands, destroying the local fishing economy and
bringing seagoing trade to a halt.
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As the smaller coastal communities neared finan- In the past few weeks, kuo-toa raiding parties have
cial ruin, a shining beacon appeared in answer to begun attacking fishing and trading vessels on the
their plight. The Zephyr, a famed privateer captained surface, gathering corpses and treasure for the ritual
by Rukos the Red Rake, came to the rescue. MUTINY! to free the ghost kraken. Only when Thalarkis is free
Rukos and his crew set out to save the locals from Unbeknownst to all but the now-dead crew, a mutiny can he begin a full-scale kuo-toa invasion of the sur-
the waterborne menace. After a few days of hunting, nearly broke out on the Zephyr while it searched for face world.
they spotted the kraken and harpooned it, then used the kraken.
winches to haul it to the surface. With cutlass, bow,
and spell, they laid into the beast. The battle was long,
The Zephyr’s boatswain, a half-orc named Torgath,
attempted to gather support to overthrow the captain
Running the
and sailor after sailor fell until only Captain Rukos and save the crew members from what he believed A dventure
remained to face Thalarkis. to be certain doom. Captain Rukos’s behavior had
With his trusty cutlass Everdare firmly in hand, grown erratic and dangerous in the months preceding “Grasp of Thalarkis” is presented as a series of loca-
the Red Rake squared off with the gravely injured the kraken hunt. Torgath believed the sword Everdare tion-based events. After visiting Dorgal’s Cove, the
kraken. In the end, Rukos stabbed the beast through compelled Rukos to put his ship and crew in unneces- characters explore multiple locations on the ocean’s
the eye as Thalarkis strangled the life out of the brave sary jeopardy. floor, beginning with the sunken remains of the
captain. Rukos fell to the deck, dead. The great beast The captain ferreted out the conspiracy before Zephyr. These events are designed to take place in
shuddered and slumped into the sea, taking the Torgath could gain the full support of the crew. the order they are presented. Clues discovered along
Zephyr, its crew, and its captain to the depths below. He confined the half-orc to the brig, and Torgath the way guide the characters from one location to the
The spirits of Thalarkis and Rukos linger still, drowned alone in his cell when the ship was pulled next and allow them to piece together what is actually
bound to the wreckage of the Zephyr. The ghost of under. happening beneath the waves.
Rukos stands at the ship’s wheel, doomed to haunt the Torgath still inhabits his cell beneath the waves. It’s possible for the characters to skip locations
deck alone. Thalarkis’s spirit is trapped in the wreck- The Raven Queen reanimated him as a revenant so and still succeed in their endeavors, but they’ll have
age of the ship. The ghost kraken can animate parts that he might bring true death to the kraken and the an easier time if they visit every location and learn
of the ship but can’t attack directly until it is freed captain, both of whom now haunt the wreckage of all they can before confronting Kraal in the kuo-toa
from its attachment to the vessel. the Zephyr as restless spirits. shrine and, eventually, returning to the ship to dis-
In the intervening years, the towns and villages pose of Thalarkis. It’s important for the characters to
along the coast prospered. The people returned. learn how Torgath and the ghost of Captain Rukos
Trade resumed. Fishers went back to their nets. And play into the story, so that the adventurers are moti-
the story of the Zephyr and the kraken took its place Thalarkis, driven insane by his decades of ghostly vated to utterly destroy the ghost kraken and quell the
among the greatest of local legends. imprisonment, touched Kraal’s mind with whis- threat for good.
pers of power and prestige. Kraal came to believe Read through all the encounters to get a sense of
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4 Kuo-Toa Marauders (M) Level 12 Skirmisher 2 Possessed Debris (T) Level 14 Minion Hazard
Medium natural humanoid (aquatic) XP 700 each Object XP 250 each
HP 119; Bloodied 59 Initiative +11 Detect Perception DC 29 Initiative —
AC 26, Fortitude 22, Reflex 23, Perception +11 Immune attacks
INTERROGATING
Will 21 (25 while bloodied) Triggered Actions KUO-TOAS
Speed 6, swim 6 Darkvision M Swirling Debris ✦ At-Will
All the kuo-toas in this adventure know everything
Traits Trigger: A character enters the hazard’s space or starts his
Aquatic or her turn there.
that has been happening here for the past two
The kuo-toa can breathe underwater. In aquatic combat, Attack (Opportunity Action): Melee 1 (the triggering charac- months. Some of the weaker kuo-toas can be coerced
it gains a +2 bonus to attack rolls against nonaquatic ter); +17 vs. Fortitude into providing useful information; use the guidelines
creatures. Hit: The target is dazed and slowed until the start of its below to aid such roleplaying siutations. The char-
Standard Actions next turn, or until the target moves 4 or more squares acters must be able to understand Deep Speech to
m Skewering Spear (weapon) ✦ At-Will from the debris. communicate with the kuo-toas. Torgath (see Event
Attack: Melee 1 (one creature); +17 vs. AC (+19 while Countermeasures 4) speaks this language and can translate for the
bloodied) ✦ Destroy: Athletics or Religion DC 21 (standard action).
Hit: 2d8 + 5 damage, and ongoing 5 damage (save ends). Requirement: The character performing the check must
characters.
Move Actions be adjacent to the hazard or in its space. Success: The A dominated kuo-toa might divulge more informa-
Slick Maneuver ✦ At-Will hazard is destroyed. Failure (16 or lower): The hazard tion than it would normally; use your own discretion
Requirement: The kuo-toa must be adjacent to an enemy. attacks the character as a free action. when imparting such information.
Effect: The kuo-toa shifts up to 3 squares to another square Kuo-Toa Guards and Marauders (DC 21 Bluff or
adjacent to the enemy. Intimidate check): These kuo-toas reveal anything the
Minor Actions Lore: If the characters explore the cabin area
adventurers might want to know about the situation.
Quick Step ✦ At-Will under the forecastle deck, they discover bits of broken
Requirement: The kuo-toa must be bloodied.
They believe Thalarkis is an aberrant god, and they
furniture and some personal effects. Among these
Effect: The kuo-toa shifts 1 square. know the general direction of the kuo-toa shrine.
effects is a waterlogged book titled Boatswain’s Log.
Triggered Actions Kuo-Toa Harpooners (DC 29 Bluff or Intimidate
This is Torgath’s personal journal, and it describes
M Sticky Shield ✦ At-Will check): These kuo-toas reveal only enough to placate
Trigger: An adjacent enemy misses the kuo-toa with a
his concerns about the captain’s decisions, hinting at
aggressive characters, including the name of their
melee weapon attack. mutiny. The special ink in this log isn’t smeared by
master (Kraal) and the fact that they are raiding for
Attack (Immediate Reaction): Melee 1 (the triggering water, but some of the pages have deteriorated. Pro-
treasure and taking it to their shrine. These kuo-toas
enemy); +15 vs. Reflex vide player characters with a handful of clues based
Hit: The weapon used for the triggering attack drops in the
refuse to reveal the location of the kuo-toa shrine.
on information given in the “Mutiny” sidebar, but
target’s space. All Other Kuo-Toas: Other kuo-toas refuse to
don’t get too specific. Give the characters just enough
Str 15 (+8) Dex 16 (+9) Wis 11 (+6) reveal anything of importance.
information to entice them to further explore what
Con 15 (+8) Int 11 (+6) Cha 13 (+7)
Alignment evil Languages Deep Speech
happened on board the Zephyr before it went down.
Equipment leather armor, slimy light shield, spear Other Wreckage: From the forecastle, characters
can see the dark silhouette of the Zephyr’s midsection
Possessed Debris: Thalarkis can animate any
damage from the debris, and is restrained at the (see Event 3).
square of debris within 3 squares of the ship. Unless
bottom of the pit by the wreckage (save ends).
detected, a hazard makes its first attack with combat
Once the front of the ship falls into the pit, the Tactics: The kuo-toa marauders attack in pairs.
advantage.
squares previously occupied by the ship are left open. They remain mobile and use slick maneuver and quick
Seaweed: These plants are 40 feet tall and are dif- step to maneuver. All the kuo-toas try to draw enemies
ficult terrain. Creatures in the seaweed gain partial near the possessed debris. The harpooner can use
concealment. reeling harpoon to do so.
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Torgath, Half-Orc Revenant Level 14 Striker dreamlike state. He knows true death can be had accompany the party to provide information and
Medium natural humanoid (undead) only when he has atoned for his crimes by releasing moral support, as needed.
HP 91; Bloodied 45; Healing Surges 8 Initiative +9 Rukos and purging the world of Thalarkis. The characters gain the “Help Torgath Atone”
AC 29, Fortitude 29, Reflex 27, Will 25 Perception +6 Torgath’s state prevented him from succumbing to quest (see page 3).
Speed 6, swim 6 Low-light vision
madness but did not prevent some level of awareness.
Traits
Striker’s Edge
In the “black dream,” Torgath learned quite a bit from
his captors, including how to speak Deep Speech. He
Event 5: Quarterdeck
Once per turn, when Torgath hits an enemy granting
spontaneously awakened from the dream state when Roleplaying Encounter
combat advantage to him, he can deal 2d6 extra damage
to that enemy. he sensed he would be freed.
Unnatural Vitality Seeing his chance at redemption, Torgath asks for Captain Rukos abides here, doomed to haunt the ship
When Torgath drops to 0 hit points or fewer, he is dazed help. He gladly offers to aid the characters and freely that led his crewmates to their end.
instead of unconscious while dying. If he fails a death
tells them his sad history as well as the following Light: None.
saving throw while dying in this way, he falls unconscious.
Standard Actions
information:
When the characters approach, read:
m r Harpoon (weapon) ✦ At-Will ✦ At least twenty kuo-toas are in and around the
Tall seaweed grows about the area, and three thermal vents
Attack: Melee 1 or Ranged 10 (one creature); +20 vs. AC wreck of the Zephyr. Their leader is a priest named
Hit: 1d8 + 11 damage.
break the sea floor nearby, each spewing forth a cloudy
Kraal. mixture of minerals and hot water that extends up toward
M Haft Smash (weapon) ✦ Encounter
Attack: Melee 1 (one creature); +20 vs. AC ✦ Some of the kuo-toas are weak-willed and might the water’s surface.
Hit: 3d8 + 11 damage, and the target is dazed (save ends). succumb to interrogation. The rear portion of the sunken ship is mostly intact, but
Move Actions ✦ Captain Rukos haunts the stern portion of the it’s wedged between a pair of rocky outcroppings. A mast
Pressing Maneuver ✦ At-Will juts upward from the quarterdeck, a single yardarm still
ship. In the black dream, Torgath heard the Raven
Effect: Torgath shifts up to 3 squares, including through
Queen whisper that the captain’s soul is linked to intact. On the deck, at the ship’s wheel, the apparition of a
enemy spaces.
Triggered Actions Thalarkis and can only be freed upon the ghost sailor looks at you as you approach.
Wrathful Assault ✦ Encounter kraken’s death.
Trigger: Torgath hits an enemy with an attack. ✦ Thalarkis inhabits all three ship sections. The
This encounter is intended as a roleplaying challenge.
Effect (Free Action): The attack deals 1d8 extra damage.
ghost can be confronted and destroyed only if Rukos cannot harm the characters, and vice versa,
Dark Reaping (necrotic) ✦ Encounter but the captain has gone insane during the decades
Trigger: A creature within 5 squares of Torgath is reduced
released from its prison.
he has spent at the Zephyr’s wheel. Remorseful for
to 0 hit points. ✦ Rukos’s cutlass, Everdare, is a necessary compo- leading his crew to their deaths, Rukos is suspicious
Effect (Free Action): One creature that Torgath hits with an nent for the ritual the kuo-toas plan to cast to
attack before the end of his next turn takes 1d8 + 2 extra
at first, but he settles down if the characters call him
free Thalarkis, and it is the only weapon that can by his name and say why they’ve come. If the char-
necrotic damage. If a creature takes this necrotic damage,
destroy the ghost kraken once and for all. acters have Torgath along, he aids them in calming
Torgath regains 9 hit points.
Skills Athletics +16, Intimidate +15 If the characters free Torgath and he decides to tag Rukos by apologizing for the mutiny.
Str 18 (+11) Dex 14 (+9) Wis 8 (+6) along (at your discretion), he equips himself with a The characters must pry information out of Rukos.
Con 14 (+9) Int 10 (+7) Cha 12 (+8) few harpoons left behind by fleeing kuo-toas or lying He goes off on tangents, so the characters must guide
Alignment unaligned Languages Common, Deep Speech near their corpses. him back to the business at hand. Skill checks made
Equipment leather armor, 3 harpoons If the players don’t want or need Torgath’s help, to glean information from him should have moderate
you can choose to have him manifest as a ghost to hard DCs.
Torgath drowned when the ship sank, but he
with no ability to affect the world physically or to be Captain Rukos can provide the following informa-
wasn’t allowed to pass on normally. The Raven
harmed by worldly sources of damage. He can still tion. Comments in parentheses provide wording that
Queen sent him back and left him in the brig in his
Rukos uses in his insanity.
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✦ Rukos led his crew to their doom, and he still characters on the rear portion of the ship, they spread 5 Kuo-Toa Guards (G) Level 16 Minion Skirmisher
grieves for them and the Zephyr. (“I killed them. out and approach from all sides. The captain’s warn- Medium natural humanoid (aquatic) XP 350 each
Each! My mates and my ship, bless ’er. My heart ing prevents the raiders from gaining surprise. HP 1; a missed attack never damages a minion. Initiative +13
dies over and over.”) Thermal Vents: A small fissure in the ocean floor AC 30, Fortitude 28, Reflex 29, Will 27 Perception +12
Speed 6, swim 6 Darkvision
✦ The kuo-toas took Rukos’s sword, Everdare, to use opens in the central square of each vent, spewing
Traits
in their shrine. (“My steely old friend, Everdare. hot, toxic water into an area 15 feet on a side, form- Aquatic
Gone in fish hands. Tentacles arise from their ing a cloud 40 feet high. Any creature that enters the The kuo-toa can breathe underwater. In aquatic combat,
prayerful lips and black hearts.”) cloud or starts its turn there takes 10 fire and poison it gains a +2 bonus to attack rolls against nonaquatic
damage. A creature can take this damage only once creatures.
✦ Everdare must be used to deal the killing blow to
per turn. Standard Actions
Thalarkis for the kraken to be destroyed once and m Spear (weapon) ✦ At-Will
for all. (“My steely friend. He can kill it! He must. Attack: Melee 1 (one creature); +21 vs. AC
To Hells and gone with it, forever!”) 4 Kuo-Toa Drowners (D) Level 14 Soldier Hit: 12 damage.
Medium natural humanoid (aquatic) XP 1,000 each
Move Actions
✦ Rukos knows that Torgath is nearby. (“The traitor! HP 137; Bloodied 68 Initiative +15 Slick Maneuver ✦ At-Will
Still here . . . watching me like a raven on the mast. AC 30, Fortitude 26, Reflex 26, Will 24 Perception +8 Requirement: The kuo-toa must be adjacent to an enemy.
Waiting forever. A caged soul in the brig.”) Speed 6, swim 6 Darkvision Effect: The kuo-toa shifts up to 3 squares to another square
Traits
✦ Rukos has observed the kuo-toas going to and from adjacent to the enemy.
Aquatic Str 15 (+10) Dex 16 (+11) Wis 9 (+7)
their shrine, and he can point the adventurers in The drowner can breathe underwater. In aquatic combat, Con 15 (+10) Int 11 (+8) Cha 13 (+9)
the shrine’s general direction. (“Fishy-men come it gains a +2 bonus to attack rolls against nonaquatic Alignment evil Languages Deep Speech
and go. There! Taking coin and the dead. Always creatures. Equipment leather armor, light shield, spear
taking more there.”) Standard Actions
m Hook (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Tactics: The kuo-toa drowners pair off and attack
When the characters have learned everything they the strongest-looking characters. They take advantage
Hit: 3d8 + 9 damage.
can from the mad ghost, continue with Event 6. of the thermal vents, using dredging hook to slide foes
M Dredging Hook (weapon) ✦ At-Will
Requirement: The drowner must be wielding a hook. into them. If they can get a foe in a thermal vent area,
Event 6: Raiders Return Attack: Melee 1 (one creature); +17 vs. Reflex
Hit: 3d8 + 9 damage, and the drowner slides the target 3
they shift back a square and use barbed net to punish
Combat Encounter Level 15 (6,250 XP) characters who leave the vent areas.
squares to a square adjacent to it.
In groups of two or three, the kuo-toa guards take
R Barbed Net (weapon) ✦ At-Will
As the adventurers wrap up their dealings with Attack: Ranged 5/10 (one creature); +17 vs. Reflex
on remaining enemies.
Rukos, a kuo-toa raiding party attacks. Hit: 2d6 + 6 damage. The target takes 8 extra damage if Thalarkis animates rotten sails, focusing on ene-
Light: None. it moves willingly before the start of the drowner’s next mies who attack from range. Unless detected, the
Monsters: 4 kuo-toa drowners (D), 5 kuo-toa turn. sails make their first attacks with combat advantage.
guards (G), 2 possessed sails (T). Move Actions
Slick Maneuver ✦ At-Will
Requirement: The drowner must be adjacent to an enemy.
When the encounter starts, read: Effect: The drowner shifts 3 squares to another square adja-
The captain suddenly grows silent and peers out into the cent to the enemy.
dark depths. He whispers, “They’ve returned.” Str 19 (+11) Dex 23 (+13) Wis 13 (+8)
Con 17 (+10) Int 13 (+8) Cha 18 (+11)
While the characters talk with Rukos, a kuo-toa Alignment evil Languages Deep Speech
Equipment hook, 4 barbed nets
raiding party returns from the surface. Seeing the
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2 Kuo-Toa Monitors (M) Level 16 Skirmisher 2 Kuo-Toa Lashes (L) Level 15 Artillery 2 Kuo-Toa Guards (G) Level 16 Minion Skirmisher
Medium natural humanoid (aquatic) XP 1,400 each Medium natural humanoid (aquatic) XP 1,200 each Medium natural humanoid (aquatic) XP 350 each
HP 153; Bloodied 76 Initiative +15 HP 115; Bloodied 57 Initiative +12 HP 1; a missed attack never damages a minion. Initiative +13
AC 30, Fortitude 27, Reflex 28, Will 26 Perception +15 AC 27, Fortitude 28, Reflex 27, Will 26 Perception +10 AC 30, Fortitude 28, Reflex 29, Will 27 Perception +12
Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision Speed 6, swim 6 Darkvision
Traits Traits Traits
Aquatic Aquatic Aquatic
The kuo-toa can breathe underwater. In aquatic combat, The lash can breathe underwater. In aquatic combat, The kuo-toa 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 it gains a +2 bonus to attack rolls against nonaquatic
creatures. creatures. creatures.
Standard Actions Standard Actions Standard Actions
m Slam ✦ At-Will m Trident (weapon) ✦ At-Will m Spear (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +21 vs. AC Attack: Melee 1 (one creature); +20 vs. AC Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d10 + 8 damage. Hit: 2d8 + 9 damage. Hit: 12 damage.
r Crossbow (weapon) ✦ At-Will r Lightning Trident (weapon) ✦ At-Will Move Actions
Attack: Ranged 15 (one creature); +21 vs. AC Attack: Ranged 3/6 (one creature); +22 vs. AC Slick Maneuver ✦ At-Will
Hit: 3d8 + 8 damage. Hit: 3d8 + 10 lightning damage. Requirement: The kuo-toa must be adjacent to an enemy.
M Leap Kick ✦ At-Will Effect: The trident returns to the lash. Effect: The kuo-toa shifts up to 3 squares to another square
Effect: The kuo-toa shifts up to 2 squares and uses slam. R Fill Lungs ✦ At-Will adjacent to the enemy.
M Lightning Fist (lightning) ✦ Encounter Attack: Ranged 20 (one creature); +20 vs. Fortitude Str 15 (+10) Dex 16 (+11) Wis 9 (+7)
Attack: Melee 1 (one creature); +19 vs. Reflex Hit: 2d6 + 7 damage, and the target is slowed and takes Con 15 (+10) Int 11 (+8) Cha 13 (+9)
Hit: 2d10 + 8 lightning damage, and the target is stunned ongoing 5 damage (save ends both). Alignment evil Languages Deep Speech
(save ends). A Forked Lightning (lightning) F Recharge when the lash Equipment leather armor, light shield, spear
Miss: Half damage, and the target is dazed (save ends). bloodies an enemy or reduces an enemy to 0 hit points or
Move Actions fewer Everdare: When the shrine is revealed, Everdare
Slick Maneuver ✦ At-Will Attack: Area burst 2 within 10 (one, two, or three creatures reaches out telepathically to the nearest character,
Requirement: The kuo-toa must be adjacent to an enemy. in burst); +20 vs. Fortitude saying, “Danger is afoot. Free me, friend, and we shall
Effect: The kuo-toa shifts up to 3 squares to another square Hit: 2d6 + 6 lightning damage, and the target is blinded always be victorious. This I promise.”
adjacent to the enemy. until the start of the lash’s next turn.
If a character pulls Everdare from the shrine, he
Skills Acrobatics +18, Dungeoneering +15 Move Actions
Str 19 (+12) Dex 20 (+13) Wis 15 (+10) Slick Maneuver ✦ At-Will
or she is infused with a sense of invulnerability and
Con 17 (+11) Int 15 (+10) Cha 16 (+11) Requirement: The lash must be adjacent to an enemy. immediately knows all of the sword’s capabilities.
Alignment evil Languages Deep Speech Effect: The lash shifts 3 squares to another square adjacent The character also feels Everdare’s pent-up desire for
Equipment leather armor, crossbow, 20 bolts to the enemy. adventure and battle—the sword has been waiting a
Skills Dungeoneering +15, Religion +14 long time for a good fight.
Str 23 (+13) Dex 20 (+12) Wis 17 (+10) Tactics: When combat begins, Kraal and the
Con 19 (+11) Int 15 (+9) Cha 18 (+11)
A clump cannot slide through an occupied square or monitor next to him push bodies out of the way,
Alignment evil Languages Deep Speech
into the shrine’s squares. Equipment trident, ceremonial knife
the monitor moving to intercept the characters and
A creature adjacent to a clump can, as part of its the whip moving to get away from melee combat. A
own movement, grasp and move the clump. A crea- conditions, and ongoing damage; hp 45. If a clump is second kuo-toa monitor and two kuo-toa guards come
ture moves at half speed while moving a clump in in the burst or blast of a fire, force, or thunder attack up from the pit to intercept the adventurers. The kuo-
this way. power, make a saving throw for the clump. Failure toa lashes emerge from the ancillary chamber on the
Destroying a Clump: Each clump has AC/Reflex 5; results in the clump’s destruction. far end of the main cavern at the start of the second
Fortitude 10; immune to necrotic, poison, psychic, all round of combat.
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Grasp of Thalarkis
Kraal stays out of melee, preferring that his follow- The sword tells the adventurers that they can free Everdare’s Goals
ers do the dirty work. He uses lightning strike to blind the ghost kraken by finishing Kraal’s ritual. Torgath Everdare wants to:
enemies whenever possible and uses slime vortex as strongly supports the sword’s point of view. Anywhere
✦ Be wielded by people of unflagging bravery and
soon as he can get two or three enemies in its area of near the Zephyr’s wreckage is an acceptable site, and
daring, never resting when adventure calls.
effect. Everdare can guide the party in the specifics of the
The lashes focus their attacks on wounded ene- ritual. ✦ Undertake dangerous quests to satisfy its addiction
mies so that they can recharge forked lightning easily. Once the characters have chosen where and when to danger and combat.
If enemies advance toward them, they use fill lungs to to summon Thalarkis, go to Event 8. ✦ Weave its story of legendary wielders known for
slow their pursuers. Treasure: Everdare, one chest containing 5,000 their courage and their glorious deaths.
The kuo-toa guards stay near Kraal to help keep gp, one chest containing 4,000 gp, a platinum ring set
their master safe. with three white pearls (1,500 gp), ten pieces of pink Everdare Level 17 Rare
coral (100 gp each), five pieces of blue coral (500 gp This cutlass is crafted of starmetal, ebony, and unicorn horn.
Conclusion each), two pieces of black coral (1,000 gp each), two
common and two uncommon magic items (level 14
The blade is as reflective as the finest mirror, and the cutlass
subtly vibrates whenever it is held.
As the characters rest after the battle, Everdare is vehe- + 1d4), and rocks etched with blasphemous prayers Weapon: Short sword
ment about the need to summon and slay Thalarkis. to Thalarkis in Deep Speech (worthless except as Enhancement Bonus: +4 to attack rolls and damage rolls
Critical: +4d6 damage
curiosities).
Properties
Quest Completion: Among the many corpses are ✦ While this weapon is on your person, you are immune to
five of Ardrin’s unfortunate friends. Returning them fear.
to Dorgal’s Cove completes a minor quest (page 3). ✦ You gain a +2 item bonus to Athletics and Acrobatics
checks, as well as saving throws against slowing, immobi-
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Grasp of Thalarkis
When Thalarkis appears, read: Tactics: Thalarkis avoids close combat by using attacks to force enemies into clusters good for wave of
The insubstantial form of a kraken coalesces from the tentacle to keep grabbed enemies 2 or 3 squares away. insanity or burst of madness.
tripartite wreck of the Zephyr. It is enormous and wispy- With ghost tentacles, it creates minions adjacent to The ghost kraken has spent decades trapped in the
white, with soulless eyes and long, spectral tentacles. With ranged attackers, following up with melee attacks Zephyr’s wreckage. It understands the hazards located
a telepathic bellow, it calls forth four ghostly shapes that through such minions. Thalarkis employs its melee near the wreckage and uses them to its advantage.
squirm in the water like disembodied tentacles. For instance, if Thalarkis is summoned at the front
of the ship, he flings characters toward the front and
Ghost Kraken Level 16 Solo Controller M C Fling ✦ At-Will then makes a Strength check to push the ship over
Huge aberrant magical beast (undead) XP 7,000 Effect: Melee 3 (one creature grabbed by the kraken) or close into the precipice (see Event 2). If the battle unfolds
HP 640; Bloodied 320 Initiative +13 burst 10 (one creature grabbed by a ghost tentacle in the near the quarterdeck, Thalarkis might fling foes into
AC 30, Fortitude 29, Reflex 27, Will 27 Perception +16 burst); the kraken slides the target up to 5 squares and
the thermal vents.
Speed 6, swim 10; phasing Darkvision makes the following attack against the target. If the target
Immune disease, necrotic, poison would enter another creature’s space, the kraken can also
Saving Throws +5; Action Points 2 make the following attack against that creature.
Attack: +19 vs. Fortitude
Killing Thalarkis
Traits
Hit: 2d8 + 11 damage, and the target falls prone.
Thalarkis can be killed only with Everdare, which
Action Recovery
Whenever the kraken starts its turn, any dazing, stunning, M Coils of Doom ✦ At-Will ignores but does not shut off the ghost kraken’s insub-
or dominating effect on it ends. Effect: The kraken uses tentacle or fling, in any combination, stantial trait. If Thalarkis drops to 0 or fewer hit points
Aquatic to make up to three attacks. from a damage source other than Everdare, all effects
In aquatic combat, the kraken gains a +2 bonus to attack C Insanity Wave (psychic) ✦ Recharge when first bloodied on Thalarkis end and its form becomes like mist that
rolls against nonaquatic creatures. Special: This attack’s origin square can be adjacent to any clouds the water. While Thalarkis is at 0 or fewer hit
Crushing Grasp ghost tentacle within 10 squares of the kraken.
When the kraken starts its turn, each creature grabbed by Attack: Close blast 5 (enemies in the blast); +19 vs. Will
it or a ghost tentacle within 10 squares of the kraken takes Hit: 4d10 + 13 psychic damage, and the target is dazed 4 Ghost Tentacles Level 16 Minion Skirmisher
10 damage. (save ends). Medium aberrant animate (aquatic, blind, undead) XP —
Ghost Tentacles Miss: Half damage. HP 1; a missed attack never damages a minion. Initiative +14
Whenever the kraken starts its turn with fewer than four Minor Actions AC 30, Fortitude 27, Reflex 28, Will 26 Perception +6
ghost tentacles within 20 squares of it, a number of ten- Burst of Madness (psychic) ✦ At-Will (1/round) Speed 6, swim 6; phasing Blindsight 5
tacles appear so that the number of tentacles within 20 Effect: Close burst 10 (one ghost tentacle in the burst); the Immune blinded, disease, gaze, illusion, necrotic, poison
squares of it equals four. The tentacles roll initiative when kraken slides the target up to 5 squares, and the target Traits
they appear, acting on their own turns. drops to 0 hit points. The kraken then makes the follow- Aquatic
Insubstantial ing attack, centered on the target. In aquatic combat, the tentacle gains a +2 bonus to attack
The kraken takes half damage from any damage source, Attack: Close burst 1 (enemies in the burst); +19 vs. Will rolls against nonaquatic creatures.
except those that deal force, psychic, or radiant damage. Hit: 1d10 + 13 psychic damage. Standard Actions
When the kraken takes force, psychic, or radiant damage, it Triggered Actions m Slam ✦ At-Will
loses this trait until the start of its next turn. Ghostly Escape (teleportation) ✦ Encounter Attack: Melee 1 (one creature); +21 vs. AC
Threatening Reach Trigger: The kraken is first bloodied. Hit: 12 damage, and the target is grabbed (escape DC 22).
The kraken can make opportunity attacks against enemies Effect (Free Action): The kraken teleports up to 10 squares, While grabbing a creature, the tentacle can use slam only
within 3 squares of it. and creatures grabbed by it are pulled with it, staying in a against that creature.
Standard Actions space of the kraken’s choice within 3 squares of it. Move Actions
m Tentacle ✦ At-Will Skills Intimidate +18, Stealth +18 Insubstantial Slithering ✦ At-Will
Attack: Melee 3 (one creature); +19 vs. Reflex Str 18 (+12) Dex 21 (+13) Wis 16 (+11) Effect: The tentacle shifts up to 3 squares.
Hit: 3d8 + 11 damage, and the kraken grabs the target Con 24 (+15) Int 18 (+12) Cha 21 (+13) Str 10 (+8) Dex 18 (+12) Wis 7 (+6)
(escape DC 22). The kraken can grab up to eight creatures Alignment chaotic evil Languages telepathy 20 Con 15 (+10) Int 6 (+6) Cha 16 (+11)
at a time. Alignment chaotic evil Languages —
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Grasp of Thalarkis
points, it is helpless and still vulnerable to attack, so have reasons for keeping him alive. What those rea-
a successful blow from Everdare slays it. At the start sons are, he doesn’t yet know.
of its next turn, if still at 0 or fewer hit points but When the adventurers leave Dorgal’s Cove, they
alive, Thalarkis revives in the same space or nearest hear a villager singing a song proclaiming their brav-
unoccupied one. It regains 55 hit points and begins ery. Their story becomes the happy ending of the
fighting anew. legend of Captain Rukos and the kraken, Thalarkis.
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Hunt for the Heretic
A D&D® adventure for characters
of levels 14–16
By Sterling Hershey
Illustration by Mark Winters
Cartography by Jason A. Engle
“Hunt for the Heretic” is a Dungeons & Dragons® As a dedicated Far Wanderer (see page 143 of The
adventure for 14th- to 16th-level adventurers travel- Plane Above: Secrets of the Astral Sea), Bowanru consid-
ing in the Astral Sea. A mysterious vessel is raiding, ered himself a true githyanki, committed to merciless
plundering, and destroying isolated settlements and conquests and raids. He loathed how other githyanki
astral ships. The heroes must brave the bizarre and pirates allowed targets to survive so that they would
dangerous environment to hunt down the vessel. eventually be renewed and ripe for future raids.
Heroes undertaking this adventure should have a Bowanru believed that the path to githyanki security
basic familiarity with ship-based modes of travel. The was the accumulation of power and the will to use it
Dungeon Master will find The Plane Above: Secrets of to eliminate others. He destroys the vessels he raids,
the Astral Sea™ a useful aid in running this adventure, making him a danger to all travelers in the Astral Sea.
particularly for ship combat. Other helpful resources Bowanru rechristened the captured clipper the
include the “Aerial Battles” article in Dungeon 180, Etherean Heretic. His crew is fanatically loyal to him
Adventurer’s Vault™, and Manual of the Planes™. and enjoys the spoils of their raids. They have even
learned a bit of his arcane power. Bowanru channels
Background his personal abilities through the Heretic’s focusing
astral helm to shield the ship from view and launch
Several months ago, a githyanki pirate captain named
devastating attacks against his enemies.
Bowanru captured an astral clipper named the Ether-
For the past few months, Bowanru has targeted
ean Clipper. During the boarding action, Bowanru’s
an area known as the Shattered Isle. Its name came
vessel, the Windstriker, was disabled. Despite the
about when, late in the Dawn War, a great battle
damage they took to their vessel, the masterful pirates
raged across a flat, rocky mote called the Tarka Sheet.
overwhelmed their prey. They soon discovered the
Magical forces expended during the fight struck the
source of the ship’s powerful defenses: a rare focusing
Sheet’s fault lines, and the Sheet shattered into hun-
astral helm that was installed on the vessel. The magic
dreds of fragments, which doomed the forces fighting
device boosted the ship’s power and enabled the
atop it.
pilot to channel powers through the item. Bowanru
Though the Shattered Isle is a remote location, it
abandoned the useless hulk of the Windstriker and
attracts treasure hunters, pirates, and more. When
repaired his newly captured ship.
TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u n e 2 012 | D U N G E O N 2 0 3
19
Hunt for the Heretic
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Hunt for the Heretic
Perception DC 22: The adventurer hears foot- Minor Actions 5 Githyanki Raiders Level 13 Skirmisher
steps retreating from the door, fading as someone Astral Fog (aura) ✦ Encounter Medium natural humanoid XP 800 each
runs through the room beyond and down a corridor. Effect: The githyanki activates an aura 1 that lasts until the HP 126; Bloodied 63 Initiative +11
end of its next turn. The aura is lightly obscured to ene- AC 27, Fortitude 23, Reflex 25, Will 27 Perception +9
mies, unless it overlaps another astral fog aura. Such an Speed 6
The adventurers arrive in the teleportation chamber, area of overlapping astral fog auras is heavily obscured. Traits
a small room made of rock with a crumbling surface, Combat Advantage (psychic)
in the Hall of Travel. The humans are Lord Mayor If the characters pursue without delay, they can see The githyanki deals 2d8 extra psychic damage against any
Hale of Crumbletown and members of the town their quarry in the corridor. creature granting combat advantage to it.
guard. If the adventurers hesitate, the attackers stop Standard Actions
trying to force their way in, leaving the guards uncer- m Silver Longsword (psychic, weapon) ✦ At-Will
When the characters see their quarry, read: Attack: Melee 1 (one creature); +18 vs. AC
tain what to expect next. Dark fog obscures the f leeing figures, which are humanoids Hit: 2d8 + 12 psychic damage.
dressed in dark armor and masks. They carry longswords. M Raider’s Strike (psychic, weapon) ✦ At-Will
When the party enters the portal room, read: Attack: Melee 1 (one creature); +18 vs. AC
The portal room is vacant. Stone walls with a crumbling Tactics: The githyanki focus on escaping with- Hit: 2d8 + 12 psychic damage.
surface intersect with a natural stone alcove that holds out stopping or revealing themselves. If forced into Effect: The githyanki shifts up to 2 squares.
the portal to Sigil. A short stone pedestal stands in front combat, they fight on the run. They’d rather die than
M Slash and Dash (psychic, weapon) ✦ Encounter
of the alcove. Gouges and scrapes around a depression in Attack: Melee 1 (one or two creatures); +18 vs. AC. The
be captured, so they take great risks. The raiders fly githyanki can shift up to its speed before making the
the top of the pedestal indicate that something was forcibly from the balcony up to the Etherean Heretic while second attack.
removed from it. A dozen small ruby fragments lie scat- taking turns using astral fog. (Creatures can fly in the Hit: 4d8 + 14 psychic damage.
tered around the pedestal. Astral Sea when not subject to gravity. See Manual of Miss: Half damage.
Damaged double doors hang off their hinges between the Planes, page 86.) Move Actions
this chamber and an antechamber beyond them. You Raider’s Step ✦ At-Will
can hear the rapid retreat of several people beyond that When the raiders f ly up to their ship, read: Effect: The githyanki shifts up to 2 squares.
doorway. Telekinetic Leap ✦ Encounter
The corridor opens onto an exterior balcony at the edge of Effect: The githyanki flies up to 5 squares, or one ally within
the Crumbletown fragment. An enormous black cloud bil- 10 squares of it can fly up to 5 squares as a free action.
The portal is inactive and cannot be used unless the lows overhead, and the f leeing humanoids rise up into it. Skills History +7, Insight +14
key is returned to the depression on the pedestal (see Str 22 (+12) Dex 17 (+9) Wis 16 (+9)
event 2 for details). Perception DC 31: The adventurer catches a Con 14 (+8) Int 9 (+5) Cha 8 (+5)
glimpse of the stern of an astral clipper through the fog Alignment evil Languages Common, Deep Speech
When the party pursues, read: that envelops the craft. The larger cloud dissipates in Equipment leather armor, silver longsword
The antechamber has an exit door to the north and a stair- a matter of seconds, leaving no trace of the ship.
way leading down to the south. The door is swinging closed Lore: Bowanru is using his astral fog power already taken the key out of it. If the characters get
after being opened forcibly. Beyond, the corridor is a wind- through the focusing astral helm to conceal the the raider’s pouch, Bowanru doesn’t use his during
ing cavern tunnel with f lights of natural steps. In it, a black Etherean Heretic. He then uses the helm’s power of this adventure for fear that the adventurers can use it
fog slowly recedes from the antechamber. invisibility to make it seem like the fog fades to noth- to track him. He keeps his pouch, hoping to recover
ing. When the ship is invisible, it sails away quickly. the other one eventually.
The fog is the lingering effect of the Etherean Heretic Treasure: Even if the party defeats all the raid-
crew’s astral fog. The githyanki raiders have the fol- ers, Bowanru gains the portal key. A raider wears
lowing power. one of a pair of pouches of shared acquisition (see the
next page). Bowanru has the other pouch, and he has
J u n e 2 012 | D U N G E O N 2 0 3
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Hunt for the Heretic
Pouches of Level 15
Crumbletown
Shared Acquisition Common
These matched leather pouches allow you to move items ALTERNATIVE ARRIVAL
between them. Event 1 assumes that the characters arrive by using a
Wondrous Item 25,000 gp teleportation circle. Below are suggestions for other
Property starting circumstances.
These two matched leather pouches magically share the
Balcony Astral Vessel: If the adventurers arrive on an
same interior space. Whatever is placed in one pouch (to
a maximum weight of 3 pounds) can be accessed from the
astral vessel, they see a gray-black fog over a promi-
other pouch regardless of the distance between them, as nent, stylized stone building built into a bluff on the
long as both pouches are on the same plane. If the pouches Crumbletown fragment. A searing ray of fire erupts
are on different planes, neither pouch can access the inte- from the fog toward the characters’ craft if they ven-
rior space. Only one pouch can be accessed at a time. ture close. They might glimpse the stern of an astral
skiff disappearing into the fog. They also see several
Event 2: Proper Welcome astral skiffs and astral clippers in flames, floating at
their moorings in the harbor below.
Roleplaying Encounter
If the Etherean Heretic attacks the adventurers’
Portal to Sigil vessel, use the opening of event 5. Assuming the
After the Etherean Heretic escapes, Lord Mayor Hale
characters survive the attack, they can find help in
requests the adventurers’ attendance in the portal
Crumbletown to repair their vessel. After they dock,
room of the Hall of Travel. He is shaken, and his des-
the lord mayor requests their presence. See event 2.
peration and fear is apparent. Hale is recovering from
Sigil: If the adventurers arrive through the Sigil
his injury, having received some magical healing.
portal, they are the last to do so until the portal is
repaired. They appear just as one masked githyanki
When the mayor speaks, read:
Rock pedestal attacker flees through the antechamber door with the
“Thank you for coming. For months now, a mysterious
portal key, and two others bang on the door to the
force has terrorized the Shattered Isle from here to Drift-
teleportation room. Upon the characters’ arrival, the
rock. It attacks ships, travelers, and now dares to strike
raiders use astral fog and flee.
Crumbletown. It disrupts our local travel and commerce.
Today, it damaged all the vessels in the harbor and made
off with our Sigil portal key!
Down to “Up until now, I believed the rumors that some kind of If the adventurers have any known desires, weak-
lower levels monster was responsible. Perhaps that is still true, but if so, nesses, or personal reasons to help, the lord mayor
it has some capable minions. It could be as some fear—that uses them to his advantage. He offers the party 100
an ancient evil has been released from the battlefields of the pp, plus free access to the teleportation circle and the
Dawn War. Maybe it is something from the battle rumored Sigil portal (after it is repaired).
to be responsible for creating the Shattered Isle itself.
Whatever it is, it must be stopped.
Teleportation circle
“I need your help.”
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Hunt for the Heretic
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Hunt for the Heretic
intended to show the most common possibilities for to learn a lot of information without making other Arcana DC 22: At the site where the “enormous
interacting with the scene, not to limit other pos- skill checks. That’s fine; the encounters are meant to black cloud” met the githyanki raiders, a character
sibilities. The players might come up with different encourage this sort of smart play. trained in Arcana can learn the following.
strategies, and roleplaying might obviate the need Success: Whatever the attacker was, it had magical
for some skill checks. Allow reasonable and creative power that was significant enough to leave residual
Scene 1: Legwork in Crumbletown
approaches to a scene’s obstacles whenever you think auras. It used its power to maintain its position and
it is right to do so. While Plankof outfits the Mistrunner, the characters cloak its true form in the fog cloud. It also had illusion
Tracking Success: During the hunt, “Conclusion” can investigate the Crumbletown attack site and powers, and it used magical fire to attack ships at the
sections give you an idea of how to tally success or listen to the word on the street. port.
failure. The number of successes and failures helps Use “The Shattered Isle” sidebar for information Success by 5 or more reveals that the illusion
you determine how the final confrontation plays out. on Crumbletown’s region of the Astral Sea. As indi- power granted invisibility, and that the attacker used
You can modify each success or failure as you see fit, cated in the sidebar, the characters might already a magic item rather than innate power.
based on the characters’ actions. For example, rituals, know something about the region. Plankof fills in any Failure: The attacker left behind significant magi-
such as Speak with Dead, might allow the characters gaps in their knowledge. cal disturbances, but they’re so intertwined that
they’re impossible to read.
Diplomacy DC 22: Local officials such as Vae-
lushae, the female githzerai dockmaster, could reveal
MISTRUNNER CREW what the local government knows.
Here are important personalities of the crew. that a hangman’s noose left a distinctive scar around Advantage: The party automatically succeeds on
First Mate Plankof has seen the results of the his neck. He regarded the event as a lucky escape and this check if the characters reveal that they work for
raider’s attacks throughout the Shattered Isle. Plankof cleaned up his act. Ropeburn runs a strict rigging team, Lord Mayor Hale. A good story or lie (or a successful
is a highly experienced astral sailor, and he knows the with no time for the inexperienced or inept. DC 22 Bluff check) can eliminate a failure on this
fragmented archipelago. He believes the attacker to Navigator Needle completed his navigation check and allow another.
be a pirate vessel backed by infernal forces. Plankof is apprenticeship only two trips ago, and he was pro- Success: The few people who survived the attacker’s
ready to avenge friends lost to the attacks. He is also moted out of necessity on board the Mottled Monster, assault did so by hiding, so none of them can identify
loyal to Crumbletown’s lord mayor and fully intends to an astral schooner. Unfortunately for him and his crew, what is within the black cloud. Every known attack
return the Mistrunner after the task is finished. the young and dashing human is a better fencer than has been made on a rich target and has involved
Swab Mucky is a tiefling female. She’s useful in a navigator. He has minimal knowledge of the Shattered githyanki raiders. These facts suggest that the
fight or when extra muscle is needed on deck, but she Isle. Worse, he’s prone to errors, and the crew of the attacker is discerning in its targets, the way a clever
has taken a few too many blows to the noggin. Her Mottled Monster foisted him off on the unsuspecting pirate might be.
assigned tasks aboard ship are intentionally labor- Plankof. Needle tries to cover his mistakes whenever Success by 5 or more reveals that the vessel known
intensive to keep her distracted from other pursuits. possible, and he makes weak excuses when things go as the Etherean Clipper disappeared some time ago,
Drinking contests, gambling, and brawling are all in obviously wrong. and that it had been fitted with a focusing astral helm.
good fun to Mucky. Bosun Shells is a natural sailor who picks up Failure: The official is too busy to entertain citizens
Rigmaster “Ropeburn” is a half-elf male with skills quickly. A human female, she has honed her navi- and their idle curiosity.
twenty years on the Astral Sea, most of it in piracy. He gation abilities with the hopes of moving up in rank Insight DC 22: A discerning character can help
is a rigging expert beyond compare and crafty in bad and one day being a captain. As revealed later in the sort the good information from the bad.
situations. His nickname refers to his trade and the fact adventure, she can help correct Needle’s problems. Success: This success changes a failure on Diplo-
macy or Streetwise to a normal success, and it
J u n e 2 012 | D U N G E O N 2 0 3
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Hunt for the Heretic
changes a normal success with those skills to a suc- Failure by 5 or more indicates that the party has
cess by 5 or more. come to the attention of Bowanru’s informants, as per
Failure: The characters come to the attention of the “Failure” section of the Insight check. THE SHATTERED ISLE
Bowanru’s informants, who tell the captain about the Conclusion: After the Mistrunner is ready and the
party’s activities in Crumbletown. If the characters characters are satisfied with their research, the party The Shattered Isle is remote and not a normal naviga-
have not concealed their possession of the Mistrunner, can proceed. If the adventurers engaged in legwork in tion target. Color strand appearances are extremely
Bowanru soon learns about it. Crumbletown, each character receives 500 XP, and rare in the area. Easy History, Religion, or Streetwise
Religion DC 22: The site of the attack might con- the party gains one success on the hunt tally. A party checks can reveal the information below. These
tain clues that reveal whether the attacker was an that made no attempt to gather information automati- checks do not count as successes or failures on the
astral creature. cally gains one failure on the hunt tally. hunt.
Success: Nothing at the scene clearly indicates the The adventurers might know that they need to sail The Shattered Isle consists of hundreds of frag-
presence of a gigantic astral creature. The astral gases the Astral Sea between Crumbletown and Driftrock ments that range in size from a few feet to several
in the area are displaced as if by magical forces. Com- to further the hunt. If not, Plankof recommends sail- miles across. Most fragments are hundreds of feet to
bined with an Arcana success, this fact points to a ing to Driftrock on a reconnaissance run of the area several miles apart. The area is roughly thirty miles
vehicle rather than a creature. in which the mysterious raider has been hunting. In in diameter, straddling the astral horizon. Navigating
Failure: No conclusive clues can be found. either case, the characters learn that the trip should a ship through the fragments is challenging but pos-
Streetwise DC 22: The sailors in Crumble- take five days. Go to scene 2. sible with a decent helmsman.
town have all sorts of theories as to the nature of the About half the time, a light brown-red fog covers
attacker and what it might do next. part or all of the Shattered Isle, reducing visibility to
Scene 2: Navigation Error less than a mile. On clear days, visibility compares to
Advantage: Regardless of success or failure on
this check, attempting to gather this sort of informa- Given the feature-rich nature of the Shattered Isle the rest of the Astral Sea.
tion allows a DC 22 History check to piece together region, navigation is an easy task relative to its normal Crumbletown stands on the outermost major frag-
the various stories. Success on the History check difficulty in the open Astral Sea. The lane changes ment, about twenty miles outside the center of the
allows the characters to discern that all attacks have due to the shifting of the motes that make up the fragment cloud. The settlement is named after its
occurred in the Shattered Isle region between Crum- Shattered Isle, however, so no reliable, specific path crumbly rock surface, and it is the best connected of
bletown and Driftrock. exists between Crumbletown and Driftrock. Worse, the Shattered Isle settlements, thanks to its location
Success: Some say a great monster that can cloak the characters have a handicap in Needle if they and its portal to Sigil. Crumbletown averages 150
itself and become invisible has taken up residence in choose to rely on him. residents and 25 to 50 travelers at any given time. It
the Shattered Isle. Others believe the attacker to be Navigation: Finding a good path to Driftrock has a decent town guard and an effective lord mayor,
a ghost ship or an ancient horror left over from the requires a successful DC 22 Arcana check or Nature so it is a safe haven.
Dawn War. The most likely and coherent theory is check each day. Needle automatically fails the second Driftrock is located on a large, oblong fragment
that a githyanki pirate clan has gotten its hands on day’s check, costing the Mistrunner time and run- near the center of the fragment cloud. It was a long-
some mighty magic. ning it along the edge of a psychic storm. This failure time pirate hideout until Master Emerald and his
Success by 5 or more reveals the disappearance counts against the characters’ tally in the hunt, as shardmind companions took over a few years ago.
of the Windstriker and its infamous githyanki cap- does any navigation failure on the characters’ part. Since the shardminds turned the place into a fortified
tain, Bowanru. Some sailors believe the attacker is Dealing With Needle: Other than navigating on trading center, the population has swelled from 50
Bowanru aboard a ghost ship. their own or checking the course that Needle lays in, to 150, plus 50 travelers. Despite efforts to civilize
Failure: As per “Success,” above, except that no the characters have another way to avoid his incom- Driftrock, it remains a dangerous place.
clear conclusion can be drawn. petence. When Needle chooses the course, Bosun
Shells quietly questions the plotting, angering him. A
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Hunt for the Heretic
successful DC 29 Insight check allows a character to Primary Skills: Arcana, Athletics, Diplomacy, Scene 3: Burning Hulk
discern the nature of this exchange. Endurance, Insight, Nature, Religion, Thievery. This scene occurs about midday the day after the
If the characters question Needle and Shells, Arcana or Nature (DC 22; two successes maximum): Mistrunner leaves scene 2. The party comes upon
both dismiss the conflict. Subsequent roleplaying or The character monitors astral currents to help navi- a ship that was attacked recently by the Etherean
skill checks determine what is revealed. Shells will gate the ship through the Shattered Isle motes along Heretic.
not contradict the navigator (whom she is romanti- the edge of the storm.
cally interested in) unless she is pressed. If she does Athletics or Thievery (DC 22; two successes maximum): When the scene opens, read:
explain her distrust of his plotting, especially if the The character manipulates the rigging and the physi- A cloud of smoke or dark mist comes into view a few miles
characters succeed on a navigation check, it becomes cal aspects of the ship to help it ride the astral wind. away. It billows out into the clear astral sky among the
apparent that her navigation skill is superior to Diplomacy (DC 22; one success maximum): The char- motes of the Shattered Isle.
Needle’s. acter coordinates efforts efficiently, keeping everyone
Psychic Storm: The storm comes into view as the working and in good spirits. If the characters investigate, read:
Mistrunner nears its edge. If the characters succeeded Endurance (DC 22; group check, one success maxi- A burning astral schooner comes into view. Its sails have
in dealing with Needle’s bungling, they start with one mum): Each character attempts this check. If half burned away. Masts on the upper portion of the ship are
success on the Ride the Storm skill challenge. If they or more of the characters succeed, they all main- smashed, burned, and toppled, pointing astern, as though
failed to deal with Needle appropriately, they start tain enough stamina to do their duties or aid others something struck them simultaneously. The schooner’s
the encounter with one failure on the Ride the Storm efficiently. metal control rods are drooping, as if melted. Parts of the
skill challenge. Insight (DC 22; two successes maximum): A character vessel are still on fire, and corpses litter its deck.
Perception DC 29: The character spots the storm who has the arcane, divine, or psionic power source
early, gaining the party one success before the leading can use his or her mind to shield the Mistrunner from Characters are free to investigate the ship.
edge hits the Mistrunner. the storm’s chaotic mental energies with this check. Ship: The schooner’s name is the Greenleaf, and it
Religion (DC 22; two successes maximum): The char- is damaged beyond repair. Plankof and other mem-
When the storm hits, read: acter senses the divine nature of the astral grime in bers of the Mistrunner crew know that the Greenleaf
Among the motes, the astral air darkens and f lashes. The the storm winds, indicating that it is the remains of a was a merchant ship.
astral wind picks up, carrying rust-colored particles with it, dominion or even a deity. The character can manipu- Arcana DC 22: A spellcaster or magic weapon
and your mind buzzes as the Mistrunner approaches the late the divine matter to keep it from collecting on the launched rays of fire at the vessel, eventually setting
edge of the phenomenon. After another f lash, a thunder- Mistrunner. its sails and hull aflame. The damage is consis-
ous vibration shakes your mind, although no sound can be Success: The Mistrunner runs ahead of the storm, tent with the damage to ships in Crumbletown. A
heard besides the wind. and the characters gain one success on the hunt tally. character who succeeded on the Arcana checks in
“Psychic storm!” yells Plankof. “Hard to port! We have Failure: The characters gain one failure on the Crumbletown can easily make this correlation.
to ride her edge!” hunt tally. Further, the Mistrunner takes 1d4 × 50 If this check succeeds by 5 or more, the character
damage, is covered in astral grime, and is blown realizes that the attacker struck from below the astral
Ride the Storm off course. Since the vessel has to be repaired and horizon, which is unconventional.
To ride the edge, the characters have to make skill cleaned before it moves on, the trip to Driftrock takes Perception DC 22: The Greenleaf ’s cargo has been
checks. The experience is harrowing, like having a one extra day. removed, but the character finds a locked hidden
thunderstorm inside one’s head. compartment in the captain’s quarters.
Level: 15 (3,600 XP). A subsequent successful DC 22 Thievery check
Complexity: 3 (requires eight successes before opens the compartment. Within it is a logbook, indi-
three failures). cating that the Greenleaf, under Captain Jarkand,
made several trips between Driftrock and other ports
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Hunt for the Heretic
in the Astral Sea. The ship carried supplies and pay- Dungeoneering DC 22: The cloud is a Nihilath If the characters sail closer, read:
roll for various merchant and mercenary companies. shroud, an astral phenomenon that is known to hunt gith As the fragment rotates, it offers a better view of the wreck.
Crew: All the crew members, beings of differing races, such as the githyanki or githzerai. The shroud, which The stern of the ship sits relatively upright, and upon it is
races, are dead. is not sentient, can suck the life force out of creatures. a name written in Elven runes. The bow lies smashed and
Heal DC 22: Injuries indicate that the crew died in Dungeoneering or History DC 29: The ancient twisted between two rocky outcroppings. Large pieces of the
battle with humanoids wielding magic and weapons. mind f layer empire of Nihilath created these shrouds ship’s shattered keel are visible in the debris. They are cov-
Some crew members were executed. A few sailors and loosed them on the Astral Sea to plague the illithids’ ered in runes.
who died from magical injury are scorched, but most escaped gith slaves.
have bloodshot eyes, bleeding ears, and bloody noses. Anyone who can read Elven can see that the ship is
A subsequent successful DC 22 Arcana check The shroud is more of a clue that indicates githyanki called the Golden Wanderer. How this encounter plays
reveals that such injuries are consistent with psychic activity than it is a danger. If the characters remain out depends on the party’s success on the hunt so far.
damage from mental assault. on the Greenleaf or in its area as the shroud arrives,
Perception DC 29: The crew’s possessions have though, they are slowed and begin to lose one healing If the party has more successes than failures on
already been picked over for valuables, though under surge per round that they spend in the 20-square by the hunt, read:
one corpse, the character finds a broken silver long- 20-square aberrant cloud. A few corpses lie on the quarterdeck of the wreck, and two
sword. Characters who engaged the raiders in event 1 Conclusion: After the characters investigate the eladrin are on the ship’s stern. One lies unmoving, while the
recognize the sword as a githyanki weapon. ship and evade the Nihilath shroud, they gain 500 other fires arrows at debris and a few other eladrin who are
The Attacker: Careful observation can reveal the XP and one success on the hunt tally. (You are free to moving toward him through a breach in the ship.
attacker’s magical signature. Combined successes on change this outcome if the characters come to very The archer signals to you for aid.
the following checks point to a vehicle and show the wrong conclusions or botch the search.) If the party
vehicle’s path of departure toward Driftrock. fails to board the Greenleaf, they gain only rudimen- The archer is Eronom. She communicates the situa-
Arcana DC 22: Whatever the attacker was, its mag- tary knowledge about what happened and gain one tion to the characters as the Mistrunner approaches,
ical power was significant enough to leave residual failure on the hunt tally. warning them about the mimics and that the ship
auras. It used this power to maintain its position. carries a living astral hulk. Right before the charac-
Religion DC 22: Nothing aboard the Greenleaf indi- ters arrive, she attacks a box that turns out to be a
Scene 4: Shipwreck
cates the presence of a gigantic astral creature. Astral mimic spawn.
matter nearby has been displaced by magical forces. Encounter Level 15 (6,300 XP) Eronom is the bodyguard of Nokle, the unmoving
eladrin. Nokle is unconscious.
Nihilath Shroud The adventurers discover a wrecked planar dromond. After the characters join the fight, one of the
Light: Bright. mimics knocks Eronom unconscious before her turn.
As the characters wrap up the search of the burning
Monsters: 1 impersonator mimic, 1 mirror
vessel, or whenever you think it appropriate, an astral
mimic, 6 mimic spawn, 1 astral hulk. The placement If the party has more failures than successes on
hazard approaches.
and appearance of the monsters varies. the hunt, read:
Other Creatures: Nokle, Eronom. Two eladrin lie prone, face down, on the ship’s stern, and a
When the cloud appears, read:
A roiling wave of gray ectoplasmic matter moves swiftly few similarly clad humanoids mill about the fallen.
When the scene opens, read: Several eladrin signal to you for aid.
toward the burning ship. It continually sprouts tentacles,
About a quarter of a mile away along the astral horizon,
which pull and tear at each other and are reabsorbed into
the remains of a large sailing vessel are smashed against a All the “eladrin” and some of the boxes on the ship
the larger mass.
Shattered Isle fragment. The ship’s rigging is burned, and are mimics. Eronom and Nokle are dead.
wreckage is strewn across the area. The fragment slowly
tumbles, carrying the wreckage with it.
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Impersonator Mimic Level 16 Controller Mirror Mimic Level 15 Lurker 6 Mimic Spawn Level 16 Minion Lurker
Medium aberrant magical beast XP 1,400 Medium aberrant magical beast XP 1,200 Medium aberrant magical beast XP 350 each
HP 160; Bloodied 80 Initiative +14 HP 118; Bloodied 59 Initiative +16 HP 1; a missed attack never damages a minion. Initiative +18
AC 30, Fortitude 27, Reflex 28, Will 27 Perception +13 AC 29, Fortitude 27, Reflex 27, Will 27 Perception +13 AC 30, Fortitude 27, Reflex 29, Will 26 Perception +13
Speed 6 Darkvision, tremorsense 5 Speed 6, phasing Darkvision, tremorsense 5 Speed 6 Darkvision, tremorsense 5
Resist 10 acid Standard Actions Resist 10 acid
Standard Actions m Slam ✦ At-Will Traits
m Slam ✦ At-Will Attack: Melee 1 (one creature); +20 vs. AC One with Master
Attack: Melee 2 (one creature); +21 vs. AC Hit: 3d8 + 10 damage. The mimic spawn can end its move in the same space as
Hit: 3d8 + 11 damage. M Body Duplication (conjuration, polymorph, psychic, tele- an impersonator mimic. While it occupies an impersonator
M Forcible Conversion (charm) ✦ Recharge 5 6 portation) ✦ Recharge when the mimic has no duplicates mimic’s space, the mimic spawn moves with the imperson-
Attack: Melee 2 (one creature); +19 vs. Fortitude Attack: Melee 1 (one Medium creature); +18 vs. Will ator mimic and cannot attack, be targeted, or take damage.
Hit: The target is dominated (save ends). Hit: The mimic assumes the form of the target and tele- Up to four mimic spawns can occupy an impersonator
Minor Actions ports up to 3 squares. The mimic also conjures three mimic’s space.
R Call to Harvest (charm) ✦ At-Will (1/round) duplicates of the target within 3 squares of it. The dupli- Standard Actions
Attack: Ranged 10 (one creature); +19 vs. Will cates can be attacked and have the same defenses as m Slam ✦ At-Will
Hit: The mimic slides the target 4 squares, and the target the mimic. The mimic can take a minor action to move Attack: Melee 1 (one creature); +21 vs. AC
grants combat advantage until the end of the mimic’s each of the duplicates up to its speed. A creature must Hit: 12 damage.
next turn. succeed on a DC 35 Insight check to tell the difference Minor Actions
Shapeshift (polymorph) ✦ At-Will (1/round) between the mimic and the duplicates. Shapeshift (polymorph) ✦ At-Will (1/round)
Effect: The mimic assumes one of the following forms. It Each duplicate lasts until it takes any damage, which Effect: The mimic assumes one of the following forms. It
can’t change its size. It remains in the chosen form until it destroys it. When a duplicate is destroyed, the target can’t change its size. It remains in the chosen form until it
uses this power again. of the body duplication takes 3d8 + 10 psychic damage. uses this power again.
Ooze Form: The mimic becomes an ooze. When it When all the duplicates are destroyed, the mimic reverts Ooze Form: The mimic becomes an ooze. When it
squeezes while it is in this form, it moves at full speed to its normal form. squeezes while it is in this form, it moves at full speed
rather than half speed, it doesn’t take the –5 penalty to Move Actions rather than half speed, it doesn’t take the –5 penalty to
attack rolls, and it doesn’t grant combat advantage for Body Transfer (teleportation) ✦ At-Will attack rolls, and it doesn’t grant combat advantage for
squeezing. Requirement: The mimic must have at least one duplicate squeezing.
Humanoid Form: The mimic gains a +4 bonus to Bluff created by body duplication. Object Form: While in this form, the mimic has resist
checks. In addition, it can use all the languages known by Effect: The mimic teleports, secretly swapping places with 10 to all damage, is immobilized, and cannot attack. In
the last humanoid creature it killed. one of its duplicates within 10 squares of it. Its next addition, a creature must succeed on a DC 31 Perception
Object Form: While in this form, the mimic has resist attack before the end of the turn deals 8 extra damage. check to notice that the mimic is a living creature.
10 to all damage, is immobilized, and cannot attack. In Skills Bluff +19 (+23 while the mimic is duplicating a crea- Skills Stealth +19
addition, a creature must succeed on a DC 31 Perception ture), Stealth +17 Str 21 (+13) Dex 22 (+14) Wis 20 (+13)
check to notice that the mimic is a living creature. Str 17 (+10) Dex 21 (+12) Wis 22 (+13) Con 24 (+15) Int 26 (+16) Cha 24 (+15)
Free Actions Con 22 (+13) Int 20 (+12) Cha 25 (+14) Alignment unaligned Languages Common, Deep Speech
Absorb ✦ At-Will (1/round) Alignment unaligned Languages Common, Deep Speech
Requirement: The mimic can use absorb only during its turn. Tactics: The mimics look like eladrin. The mirror
Effect: The mimic reduces one mimic spawn that is adja-
If the characters fail to identify the mimics as mimic has taken the form of an eladrin that is already
cent to it or occupying its space (see the mimic spawn’s
one with master power) to 0 hit points. When it does so, it
monsters, the mimics play the parts of Nokle and dead. It keeps up this ruse at first, but it uses body
gains 1 action point. Eronom to lure the party aboard the wreck. As soon duplication on a player character as soon as possible.
Skills Bluff +20 (+24 while the mimic is in humanoid form), as the creatures have the party at a disadvantage, they All mimics engage any attackers, flying through the
Stealth +19 attack with surprise. astral air to fight enemies that remain aboard the
Str 21 (+13) Dex 22 (+14) Wis 20 (+13) Mistrunner.
Con 24 (+15) Int 26 (+16) Cha 24 (+15)
Alignment unaligned Languages Common, Deep Speech
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Development: During any battle aboard the Golden Nokle and Eronom
Shipwreck Wanderer, characters can hear banging belowdecks. The eladrin archer is Eronom, and the eladrin next
If the impersonator mimic or the mirror mimic is to her is Nokle. Unless they’re dead due to the char-
destroyed, an astral hulk trapped within the wreck’s acters’ failures so far on the hunt, any healing or
hold breaks free. Although it does not consider the a successful Heal check can awaken the injured
mimics to be allies, it prefers nonaberrant food and eladrin. They’re both very grateful. Devastated by the
attacks the characters when it can. attack and the loss of his crew, Nokle tells all that he
knows about the attack.
Astral Hulk Level 17 Soldier Nokle, a Feywild merchant, owns the Golden Wan-
Large immortal magical beast XP 1,600 derer. He used the planar dromond to carry anything
HP 167; Bloodied 83 Initiative +13 legal. On this trip, the Wanderer carried weapons,
AC 33, Fortitude 29, Reflex 28, Will 29 Perception +12
construction tools, and fine clothing. The vessel also
Speed 5, burrow 2 (tunneling) Darkvision, tremorsense 5
Standard Actions
carried a few exotic creatures to fill a special order
m Claws ✦ At-Will from a secretive wizard, who was going to have them
Attack: Melee 2 (one creature); +22 vs. AC picked up at the Driftrock docks.
Hit: 2d10 + 14 damage, and the target is marked until the Near where the wreck is located along the ship-
end of the hulk’s next turn. ping lane, the Etherean Heretic came up from below
C Gaze of Lassitude (charm) ✦ At-Will the astral horizon and attacked the Golden Wanderer.
Attack: Close blast 5 (enemies in the blast); +20 vs.
The initial attack came as a barrage of searing rays
Fortitude
Hit: 2d6 + 3 damage, and the hulk pulls the target 4
from the pirate ship, which then passed overhead
squares. In addition, the target is slowed (save ends). dragging hooks to foul the Wanderer’s rigging. Crip-
C Gaze of Annihilation ✦ Encounter pled, the eladrin ship tried to flee but crashed into a
Attack: Close blast 5 (enemies in the blast); +20 vs. cluster of fragments.
Fortitude As githyanki from the Heretic swarmed aboard,
Hit: 2d10 + 5 damage. Nokle and Eronom hid in a secret compartment
Miss: Half damage.
belowdecks. Later, thinking the coast was clear,
Effect: The target is marked until the end of the hulk’s next
turn.
they emerged to find the pirates gone and the entire
Triggered Actions crew massacred. The pirates left most of the exotic
M Entrapping Mandibles ✦ At-Will creatures alive, though. Some of the creatures were
Requirement: The hulk must not have a creature grabbed. mimics, which took the appearance of the eladrin
Trigger: An enemy marked by the hulk shifts. crew and got the drop on Nokle and his bodyguard.
Attack (Immediate Interrupt): Melee 1 (the triggering The merchant admits to keeping a regular sched-
enemy); +22 vs. Fortitude
ule and preferring the plotted shipping lanes. These
Hit: The target is grabbed.
Str 30 (+18) Dex 17 (+11) Wis 18 (+12)
facts likely made it easy for the Etherean Heretic to
Con 23 (+14) Int 8 (+7) Cha 13 (+9) ambush them. Nokle is also certain that vessels trav-
Alignment evil Languages understands Deep Speech eling into and out of Driftrock are prime targets.
Development: If the characters find the eladrin
slain, they might, at your discretion, discover other
clues aboard the Golden Wanderer. Use scene 3 to
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improvise any search the characters make of the findings with local residents. The characters can also spills that the pirate captain was hoping to steal the
ruined planar dromond. try to gather more information. Mistrunner from Crumbletown. Dacks also knows
Treasure: The Golden Wanderer is wrecked Nokle’s Help: If alive, the eladrin merchant can Bowanru’s tactics and ruthlessness.
beyond repair. Although Nokle has nothing left direct the characters to specific sources or people, If the characters have publicly displayed the func-
aboard his ship, he offers 50 pp and a magic item granting a +2 bonus to all checks to gather informa- tion of their folding astral clipper, Dacks knows that the
(level 1d4 + 14) for passage to Driftrock. He also tion while in Driftrock. Mistrunner is Bowanru’s next target. The bladeling
promises to use his influence to introduce the adven- Town Leadership: Master Emerald, a shardmind was ordered to collect intelligence on the clipper’s
turers to the right people after they arrive. dedicated to the God Shard philosophy (see page 13 crew. The githyanki wants the Mistrunner intact,
Conclusion: If the characters save the eladrin of Player’s Handbook® 3), runs Driftrock. With the which is a deviation from his usual methods.
traders and take them to Driftrock, each character aid of a dozen other shardminds, Emerald intends to Streetwise DC 22: Any successful attempt to gather
gains 300 bonus XP. Further, the information Nokle turn Driftrock into a center of commerce and power. information on the Etherean Heretic allows the char-
provides confirms the characters’ suspicions or points He ran the worst of the pirates and charlatans out of acter to learn the gossip in Driftrock, which says that
them in the right direction if they’ve gone astray. If town, but he’s unwilling to risk confronting powerful Bowanru captains the vessel. The savvy swabs in
the characters gain this information, they gain one enemies directly, since that would jeopardize Drift- Driftrock rightly put the disappearance of the Ether-
success on the hunt tally. Failure to gain this informa- rock’s neutrality and safety. ean Clipper, the disappearance of the Windstriker,
tion counts as one failure on the tally. Legwork in Driftrock: If the characters already and the sudden appearance of the Etherean Heretic
know or suspect that the Etherean Heretic is the together. The characters also learn that Bowanru’s
attacker, they can confirm their findings and come lair is on a well-defended fragment called Skullface.
Scene 5: Driftrock
up with a plan to confront the pirates. Conclusion: If the characters learn useful infor-
The adventurers arrive at Driftrock. The following skills are guidelines meant to aid mation in Driftrock, they each earn 500 XP, and the
roleplaying. The players can and should come up with party gains one success on the hunt tally. If they do
When the characters arrive, read: their own approaches. not learn more about Bowanru and his plans, they
Driftrock is a flattened, oblong fragment of astral matter Diplomacy DC 22: The characters can question gain a failure.
about three miles long and one mile across. Using the merchants and workers in Harbor Point. Sailors Plans: By now, the characters are probably for-
Astral Sea’s peculiar gravity, the town wraps around the cir- remember the Greenleaf (the burning hulk from scene mulating a plan to confront Bowanru. Here are some
cumference of the fragment, arranged like a series of rings 3) as a regular visitor, usually carrying supplies and possibilities and the likely effect.
on a finger, with each town ward making up a ring. payroll. It was the richest ship to leave Driftrock in Becoming a Target: The characters might realize
Astral vessels dock at one end of the fragment in the recent history. that Bowanru wants the Mistrunner. They can spread
Harbor Point ward. Harbor Point is also the center of trade, As the characters piece together the Heretic’s the word that the folding astral clipper is in Driftrock
which is the lifeblood of the town. recent attacks, two bits of information surface. First, and talk about when they plan to set sail. Bowanru
the Heretic likely has one or more informants in Drift- takes the bait.
Moving up the fragment, away from Harbor Point, rock. Second, the richest ship currently making ready Tailing the Redsail: If the characters learn that the
the next ward is the Local Quarter, which has resi- to leave port is an astral skiff named Redsail. Redsail is a likely target, they can escort or follow the
dences, shops, and meeting halls. After that is Fort Insight DC 22: While the characters gather infor- laden skiff. The Etherean Heretic does indeed attack
Quartz, the newly built military and government mation, they notice a bladeling shadowing them or the merchant vessel (or its escort—see “Hunt Results”
center of the fragment. checking out the Mistrunner. The bladeling, Dacks, below).
Using Driftrock: This town is much like any is an informant for Bowanru. If confronted, Dacks Master Emerald is willing to use his wealth and
other outside the Astral Sea, but its inhabitants is likely to back down. If the bladeling is appropri- influence to convince the Redsail’s captain to send its
are more varied and unusual. Driftrock provides ately intimidated or cajoled (DC 22), or if he is made shipment aboard the Mistrunner instead. This strategy
the characters with opportunities to discuss their to believe that Bowanru won’t live much longer, he
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has much the same effect as making the Mistrunner Monsters: Captain Bowanru, 4 githyanki raiders, Captain Bowanru Level 17 Elite Controller
an open target. 2 githyanki mindslicers. Medium natural humanoid, githyanki XP 3,200
Skullface Assault: The characters might want to HP 328; Bloodied 164 Initiative +9
set up an ambush near Skullface or assault the lair The shrouded Etherean Heretic comes up from below AC 30, Fortitude 27, Reflex 28, Will 29 Perception +17
Speed 6
directly. This plan works to a point, but lookouts spot the astral horizon. Unless Bowanru already knows
Saving Throws +2; Action Points 1
the Mistrunner’s approach to Skullface. The Etherean that the enemy ship is the Mistrunner, he targets it Traits
Heretic then rushes to engage the invader on the open with searing barrage. If the Heretic has the advantage, O Astral Fog ✦ Aura 3
sea. After Bowanru sees that the attacker is the Mist- this barrage is the party’s first warning of the pirates’ The aura is lightly obscured to enemies, unless it overlaps
runner, he tries to board it rather than destroy it. approach. Otherwise, the Mistrunner avoids the first another astral fog aura. Such an area of overlapping astral
barrage or surprises the Heretic. fog auras is heavily obscured.
Hunt Results After Bowanru discerns that the enemy ship is the Standard Actions
m Silver Longsword (psychic, weapon) ✦ At-Will
If the characters have earned more successes than Mistrunner, which he wishes to capture, he maneuvers
Attack: Melee 1 (one creature); +22 vs. AC
failures in their hunt tally, they have the advantage for a boarding action. Hit: 3d8 + 2 damage, and ongoing 10 psychic damage
over the Heretic in the upcoming fight, gaining sur- Maneuvering: Make opposed checks between (save ends).
prise or a superior position. For example, they spot Bowanru, who uses Arcana, and the Mistrunner’s r Mindfire (fire, implement, psychic) ✦ At-Will
the Heretic on its low approach before it gets too close, pilot, who uses Athletics (use a +14 bonus if a pilot Attack: Ranged 10 (one creature); +20 vs. Will
surprise the Heretic as it assaults the Redsail, or catch recruited by Plankof, not a player character, is helm- Hit: 2d8 + 7 fire and psychic damage, and ongoing 10 fire
ing the ship). The result determines the winner for and psychic damage (save ends).
the Heretic near Skullface before Bowanru can cloak
Double Attack ✦ At-Will
it in the astral fog. the boarding action. The pilot of the ship that has the
Effect: Bowanru makes two basic attacks.
If the characters have earned more failures than advantage from the hunt tally gains a +5 bonus to R Searing Barrage (fire, psychic) ✦ Recharge 5 6
successes in their hunt tally, the Etherean Heretic gets this check. For the party, other characters can assist Effect: Bowanru uses mindfire four times.
the drop on them somehow. For instance, the party with Arcana or Religion (spotting astral currents to Move Actions
fails to spot the enemy vessel until it’s right on top aid speed and turning) or Stealth (plotting a confus- Telekinetic Leap ✦ Recharge when first bloodied
of them, the Heretic uses fragments near Skullface ing course) to grant an additional bonus of up to +4 to Effect: Bowanru flies up to 10 squares, or one ally within
the check. Bowanru has no worthy assistants who can 10 squares of Bowanru can fly up to 10 squares as a
to evade detection and attacks from an unexpected
free action.
direction, or the Heretic ambushes the Mistrunner assist with his check.
Minor Actions
directly despite the lure of the Redsail. Boarding Action: The ships come alongside each C Astral Fog Confusion ✦ At-Will
If the party’s successes and failures are equal in other. The winner of the maneuvering portion of the Effect: Close burst 3 (enemies in the burst taking ongoing
number, the Heretic and the Mistrunner meet in a way encounter gains a surprise round. When the ships damage); Bowanru slides the target up to 3 squares.
that offers neither the advantage in the confrontation. are in position, play the battle out on the tactical map. Skills Arcana +19, Stealth +14
Each side begins on its own ship. The Heretic crew Str 14 (+10) Dex 12 (+9) Wis 19 (+12)
uses its surprise round, if any, to board the Mistrunner. Con 20 (+13) Int 22 (+14) Cha 24 (+15)
Event 5: Endgame Regardless of which ship is boarded, Captain Alignment evil Languages Common, Deep Speech
Combat Encounter Level 17 (8,000 XP) Equipment leather armor, silver longsword, rod
Bowanru enters the fight to challenge the characters
directly, along with four githyanki raiders and two
The adventure comes down to a battle between the Assign two raiders and one mindslicer facing the
githyanki mindslicers. The rest of the Heretic crew
pirates and their pursuers. The circumstances of this party the following power.
engages the Mistrunner crew—see “Crew Combat”
battle depend on the outcome of the hunt. under the “Tactics” section.
Light: Bright.
Environment: An astral mist reduces visibility to
a quarter mile.
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Art of the
Ancients
By Matthew J. Hanson
Illustrations by Ralph Horsley and James Zhang
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Art of the Ancients
1,500 gp 7,500 gp
1 A dozen gold and silver loops designed to be worn 1 A ceremonial battle helm adorned with sapphires.
Magical Art as ornaments on a dragonborn’s crest. 2 A platinum necklace whose pendant is a miniature
Some of the more expensive treasures in this article 2 A golden necklace featuring a draconic head with replica of a curved draconic sword studded with
feature magical enhancements. These items cannot turquoise eyes. fire opals.
provide any mechanical benefit, including bonuses to 3 A battle standard woven of golden thread and 3 A golden box engraved with a lightning motif.
attack rolls or skill checks. Treat them as art objects bearing the symbol of the legendary Koteth 4 A mithral statue of a dragonborn general mounted
rather than magic items when assigning treasure. battalion. on a fierce war drake.
4 A pair of silver dice with garnet pips.
15,000 gp
2,500 gp 1 A statuette of Bahamut cast of pure platinum with
Some of the treasures in this article, such as paint- 1 A silver dagger with a jagged blade. The pommel is sapphire eyes.
ings and writings, might be worth their full value set with alexandrite. 2 A mithral shield studded with emeralds and bear-
only to a collector who can appreciate their history. 2 A set of thirteen scrolls containing a detailed his- ing the sign of the once-noble house of Kroshav.
You might require the adventurers to locate such an tory of the draconic empire, written at the height 3 A map of the draconic empire at its height. It is
expert before they can sell their loot. of its power. drawn on the hide of a pit fiend and inked with its
3 A miniature replica of a dragon-headed longboat blood.
Draconic Empire made of pure gold. 4 A large diamond carved in the shape of a dragon-
These treasures are found in the ruins of empires 4 A brooch resembling a golden claw holding an born tooth.
ruled by dragons, dragonborn, or other draconic crea- emerald.
tures. In addition to their obvious draconic styling, 50,000 gp
such treasures use precious metals in their con- 1 A chess set featuring chromatic dragons pitted
struction and are often crafted to match ceremonial against metallic dragons, with Bahamut and
weapons and armor. Sources of these treasures could How are we going to Tiamat serving as the kings. The metallic drag-
include the dragonborn empire of Arkhosia, the con- move that? ons are cast in their appropriate metals, while the
tinent of Argonnessen in the Eberron® setting, or chromatic dragons are set with ruby (red), sap-
Returned Abeir in the Forgotten Realms® setting. Larger art objects such as statues and fountains are
not easily thrown into an adventurer’s backpack. Such phire (blue), emerald (green), onyx (black), and
items should be used sparingly, but they can make pearl (white).
250 gp
for a fun change of pace. Never underestimate the 2 A dragon-headed scepter made of celestial gold
1 A gold bracelet made to look like a serpent devour- resourcefulness of a band of adventurers determined and studded with astral diamonds.
ing its tail. to collect their pay. 3 A silver cup imbued with the power of elemental
2 A clay funeral urn, decorated with a dragonborn cold. It instantly chills any liquid poured into it.
warrior thrusting a spear through the heart of a 4 A suit of platinum-chased barding adorned with
four-headed hydra. sapphires and emeralds, sized and shaped for an
3 A lacquered deck of Three-Dragon Ante cards. adult dragon.
4 A set of four bronze bowls, each decorated with
the inscription of a sword, spear, axe, or hammer.
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Art of the Ancients
Diabolical Empire
These treasures come from an empire ruled by devils
or tieflings. The relics of this decadent and corrupt
culture include many beautiful works of art with a
dark twist. Bael Turath is the classic example of a dia-
bolical empire.
250 gp
1 A jade comb with a succubus engraved on the
handle.
2 A bloodred dress woven of silk and adorned with
black lace.
3 A fine perfume that smells of roses and a hint of
brimstone.
4 A small chest made of ebony and inlaid with silver.
A close examination reveals a false bottom.
1,500 gp
1 A finely woven tapestry depicting the hierarchy of
devils standing on each other’s backs, with Asmo-
deus at the peak.
2 A silver necklace whose jeweled pendant resem-
bles a summoning circle.
3 An original folio of Akta L’Strell’s comedic play 4 A hand mirror made of a bronze dragon scale and 15,000 gp
Murder for Lunch. decorated with garnets. 1 A stunningly lifelike and full-sized painting of a
4 A gold bracelet etched with flames and set with a succubus offering an apple to a handsome human
7,500 gp male. The signature indicates that it is a lost work
black pearl.
1 A stylish set of noble’s robes woven with magical by the master painter Kal Torlan.
2,500 gp shadow. 2 A glittering white gown woven with astral thread
1 A fine oil painting in a frame of silver and gold, 2 An enchanted painting depicting the destruction and set with a pair of feathered wings. At the
depicting a smartly dressed tiefling. of the dragonborn city of Krenstak. Magic in the stroke of midnight, the dress turns black and
pigments causes the fire and smoke to shift as the wings turn leathery. The garment regains its
2 A golden wind-up toy that plays a gruesome folk though the city still burned. angelic appearance at dawn.
song. The clockwork figures on the box reenact a
beheading, with the final chop coinciding with the 3 A bejeweled hookah made of gold and red-tinted 3 A fan made of thinly beaten gold and infused with
climax of the music. glass. the power of elemental air.
3 A fine flute crafted from a unicorn horn. 4 A pair of boots made from the hide of a copper 4 A mithral tiara adorned with rubies.
dragon.
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Art of the Ancients
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Art of the Ancients
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Art of the Ancients
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Perils of the
Astral Sea
By Michael E. Shea
Illustrations by Dave Allsop and Milivoj Ćeran
The Astral Sea is an endless space that surrounds the summoning deity: gold for good, deep violet for evil,
realms of gods, devils, and other advanced beings. It blue for lawful, and crimson for chaotic. The armor
also connects those realms to the worlds of mortals, of a chaotic evil aleax scintillates with red and violet,
and some of the most dangerous villains that heroes while that of a lawful good one shimmers gold and
might ever meet make their homes here. From the blue.
majestic mountains of Celestia to the depths of the Absolute Vengeance: An aleax pursues someone
Nine Hells, the Astral Sea embodies high fantasy. who has chosen a path that differs from that person’s
This article describes three astral villains that alignment or the direction of his or her deity. The
the characters might encounter in their voyages: the aleax cares nothing for why it was sent—it will carry
aleax, the atropal deathscreamer, and the githyanki out its quest for vengeance even if the miscreant
antipaladin. These antagonists might be unearthed strayed from the path in order to fulfill a mission or
by delvers questing in the depths of million-year-old was forced to do so by circumstances. An aleax acts
dungeons, or they might assail the party from dark according to the will of the god who commands it and
ships plying the cosmos. cannot be dissuaded from its duty. It exists only to
The astral environment also features two unique deal out punishment: Crimes have been committed,
perils: the fantastic terrain called Dawn War scars and the penalty is death.
and a navigational hazard known as an astral Aleaxes in Combat: An aleax focuses on a single
lodestone. target and relents only when that target is dead. If its
target travels with companions, the aleax brings allies
A leax of its own, such as angels or devils that are loyal to the
deity the aleax serves. When its target dies, the aleax
The gods often exert subtle influence, but some- disappears, returning to the deity that created it until
times they require a stronger and more brutal hand it is again required to mete out retribution.
to address injustices. When a powerful being defies
a god, that deity can call forth an aleax, an entity of
pure vengeance, to punish that offender.
An aleax resembles an ageless, armor-clad human
with white skin and shining white eyes. Its armor
swirls with colors that match the alignment of the
TM & © 2012 Wizards of the Coast LLC. All rights reserved. J u n e 2 012 | D U N G E O N 2 0 3
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Perils of the Astral Sea
Aleax
Medium immortal humanoid
Level 26 Soldier
XP 9,000
Atropal Atropal Deathscreamer
Large immortal humanoid (undead)
Level 26 Controller
XP 9,000
HP 241; Bloodied 120
AC 42, Fortitude 38, Reflex 38, Will 38
Initiative +22
Perception +25
Deathscreamer HP 240; Bloodied 120 Initiative +21
AC 40, Fortitude 36, Reflex 38, Will 40 Perception +20
Speed 8 Blindsight 5, darkvision The birth of a deity is a rare event, and a delicate Speed 6, fly 6 Darkvision
Traits matter that requires the precise balance of stupen- Immune disease, necrotic, poison; Vulnerable 10 radiant
Aleax Focus
dous forces. If anything goes awry, the result is a Traits
The aleax chooses one enemy as its focus at the start of the O Blighted Presence F Aura 2
encounter. Its focus cannot change during the encounter.
monstrosity: an undead husk animated by resid- Enemies in the aura regain half the normal number of hit
Aleax Invulnerability ual divine energy, thirsting for the power it never points from healing effects.
The aleax has total concealment from creatures other than attained. Standard Actions
its focus, and a +5 power bonus to all defenses against area Relic Hunters: Most atropals are buried or m Life-Draining Touch (fear, necrotic, psychic) F At-Will
attacks and close attacks from such creatures. imprisoned in forgotten crypts drifting in the Astral Attack: Melee 2 (one creature); +29 vs. Reflex
Aleax Resilience Sea. A few, though, have escaped and search for Hit: 3d8 + 21 necrotic and psychic damage.
At the start of each of the aleax’s turns, any effect on the Effect: The atropal slides the target up to 3 squares.
ancient artifacts, which they believe contain the
aleax ends if the effect has a duration, but only if a creature C Death Scream (necrotic, psychic) F Recharge 5 6
other than the aleax’s focus caused it.
power to grant them true divinity. Those that have not Attack: Close burst 3 (enemies in the burst); +29 vs.
Regeneration succumbed to the madness engendered by their exis- Fortitude
The aleax regains 15 hit points whenever it starts its turn tence might try to hide their true nature and employ Hit: 5d6 + 9 necrotic and psychic damage, and the target is
and has at least 1 hit point. When the aleax takes damage adventurers to acquire ancient relics. Cloaked and dazed (save ends).
from its focus or if it doesn’t attack its focus on its turn, its shrouded to hide their horrifying emaciated bodies, First Failed Saving Throw: The target is instead dazed and
regeneration does not function on its next turn. they whisper in voices that might be mistaken for weakened (save ends both).
Standard Actions those of gods. Second Failed Saving Throw: The target drops to 0 hit
m Brilliant Energy Blade (force, radiant) F At-Will points. If it is already at 0 hit points or fewer, it dies.
Attack: Melee 1 (one creature); +29 vs. the target’s lowest
Atropal Deathscreamers in Combat: An atro- Move Actions
defense pal deathscreamer attacks almost any living creature Shadow Stalk (teleportation) F Recharge when first
Hit: 2d12 + 21 force and radiant damage. it comes across. It seeks the most advantageous posi- bloodied
Move Actions tion to catch as many mortals as it can in its death Effect: The atropal teleports up to 10 squares.
Divine Hunt (teleportation) F At-Will scream while using life-draining touch on any who dare Minor Actions
Effect: The aleax teleports up to 20 squares to a square engage it in melee. R Word of Doom (fear) F At-Will (1/round)
adjacent to its focus. Attack: Ranged 10 (one creature); +29 vs. Will. This attack
Triggered Actions does not provoke opportunity attacks.
M Divine Justice F At-Will Hit: The target loses all resistances and immunities, and
Trigger: The aleax’s focus willingly leaves a square adja- when making saving throws, it must roll twice and use
cent to the aleax or uses an attack power that does not the lower result (save ends all).
include the aleax as a target. Skills Arcana +20, History +20, Religion +20
Effect (Opportunity Action): The aleax uses brilliant energy Str 15 (+15) Dex 26 (+21) Wis 15 (+15)
blade against its focus. Con 24 (+20) Int 15 (+15) Cha 29 (+22)
Focus Resonance F Recharge 4 5 6 Alignment chaotic evil Languages Supernal
Trigger: An attack from an enemy other than the aleax’s
focus damages the aleax.
Effect (Immediate Reaction): The aleax’s focus takes damage
equal to half the damage the attack dealt to the aleax.
Skills Insight +25
Str 25 (+20) Dex 25 (+20) Wis 25 (+20)
Con 25 (+20) Int 25 (+20) Cha 25 (+20)
Alignment any Languages Supernal
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Perils of the Astral Sea
Even the most powerful and loyal githyanki fear Githyanki Antipaladin Level 24 Soldier
Vlaakith’s mysterious antipaladins. These knights of Medium natural humanoid XP 6,050
the Lich Queen devote themselves to her will, and HP 220; Bloodied 110 Initiative +20
their judgment is absolute among the githyanki. If AC 40, Fortitude 36, Reflex 35, Will 37 Perception +20
an antipaladin walked into a dwelling of its own Speed 5
kind, murdered everyone inside, and burned it to the Traits
ground, other githyanki would accept the act: The Antipaladin Grace
The githyanki ignores penalties to attack rolls. Its attacks
antipaladin did it, so it was justified.
never trigger enemy attacks.
Travelers of the Sea: Githyanki antipaladins Standard Actions
undertake pilgrimages across the Astral Sea, often m Silver Bastard Sword (weapon) F At-Will
on quests for the Lich Queen, carrying only their Attack: Melee 1 (one creature); +29 vs. AC
armor and silver swords. Some amass small groups of Hit: 2d10 + 21 damage, and the target cannot spend heal-
hirelings and Vlaakith loyalists, commanding spell- ing surges (save ends).
jammers on astral campaigns. Antipaladins rarely Move Actions
Mindwalk (teleportation) F Encounter
travel together, except in extreme circumstances. One
Effect: The githyanki teleports up to 10 squares.
such champion of the Lich Queen is usually powerful Minor Actions
enough to handle any mission she might command. R Psionic Bonds F Recharge 5 6
Githyanki Antipaladins in Combat: Antipala- Attack: Ranged 5 (one creature); +27 vs. Fortitude
dins are relentless and cunning, trained from their Hit: The target falls prone, and it is immobilized (save ends).
earliest days to destroy powerful and well-armored Triggered Actions
opponents. An antipaladin first uses psionic bonds Planar Vengeance F At-Will
Trigger: An enemy unable to spend healing surges while
to pin a dangerous foe in place and planar vengeance
affected by silver bastard sword either willingly leaves a
square adjacent to the githyanki or uses an attack power
that does not include the githyanki as a target.
Effect (Opportunity Action): Mindwalk recharges, and the
ANTIPALADIN VILLAINS githyanki can use it. The githyanki can then use silver bas-
tard sword against the triggering enemy.
An antipaladin can make a great recurring villain Skills Arcana +18, Insight +20, Intimidate +26
for adventures in the Astral Sea. It might arrange Str 25 (+19) Dex 23 (+18) Wis 17 (+15)
ambushes and leave traps to destroy the characters, Con 20 (+17) Int 12 (+13) Cha 28 (+21)
or turn their comrades and allies against them. More Alignment evil Languages Common, Deep Speech
than just an opponent in battle, a githyanki antipala- Equipment plate armor, heavy shield, silver bastard sword
din is a true nemesis. It knows that its cause is right
as it ruthlessly hunts down the adventurers to thwart
or destroy them.
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Perils of the Astral Sea
Dawn War S cars Astral lodestones vary greatly in size, from about
3 feet in diameter to the size of a small vessel (a Gar-
About the Author
Mike Shea is the webmaster of SlyFlourish.com, a site
During the Dawn War, gods and primordials built gantuan object). They are visually obvious, but only focused on building the better 4th Edition Dungeon Master,
weapons of fantastic destruction, and the Astral Sea a keen eye for the magical can discern their true and the author of Sly Flourish’s Dungeon Master Tips and
Sly Flourish’s Running Epic Tier D&D Games. Mike lives in
still festers with the wounds they wrought. Such scars nature. The statistics provided below are for the
northern Virginia with his wife, Michelle, and his dire worg
might gape for a million years, bleeding energy into smaller varieties. Jebu.
the ruins of ancient citadels, vaults and arsenals of
the gods, or prisons long forgotten. Although these Astral Lodestone Level 23 Hazard Developer
areas are deadly to mortal creatures, astral beings Object XP 5,100 Chris Sims
attuned to a scar’s energy might settle nearby, feeding Detect Arcana DC 27 Initiative —
Immune attacks Editor
off it and using it as a defense.
Traits Jennifer Clarke Wilkes
Effect: A Dawn War scar covers an area between
O Crushing Presence (force) F Aura 3
3 and 6 squares on a side. Each scar deals a specific Managing Editors
Any creature that enters the aura is slowed (save ends).
type of damage: cold, fire, lightning, necrotic, poison, Kim Mohan, Miranda Horner
Any creature that ends its turn in the aura takes 15 force
psychic, or radiant. Any non-immortal creature that damage. Development and Editing Lead
starts its turn in the scar’s area loses any resistance or Triggered Actions Jeremy Crawford
immunity to the scar’s damage type for that turn and R Teleportation Sink (force) F At-Will
takes 15 damage of that type. Trigger: A creature teleports and leaves or enters a square Senior Producer
within 10 squares of the hazard. Christopher Perkins
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