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    ISSUE1

    76

    |MARCH2

    010

    A

    Dungeons&

    Dr

    agons

    RoleplayingG

    ame

    Supplement

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    CONTENTS

    79 EYE ON THE REALMSBy Ed GreenwoodT D w I y Sz, k y d k w zd .

    82 DUNGEONCRAFTBy James Wyatt

    J d dp.

    85 RULING SKILL CHALLENGESBy Mike Mearls

    Mk d k, w q pp d xp.

    ON THE COVERIllustration by Howard Lyon

    4 CROSS CITY RACEBy James GRIM DesboroughAd d w

    d d pp C Cy R. C y ? A Dungeons & Dragons d y .

    25 CHAOS SCAR: DEAD BY DAWNBy Aeryn Blackdirge Rudel

    I C S p dd, py d .B w d dd , ,y p d yp dw.

    A Dungeons & Dragons d d-.

    38 CHAOS SCAR: THE CROSSROADSBy Rodney Thompson

    J yd K W Cd

    d d p y p , , S. B C S w yd p , d Cd wzd wy. A Dungeons & Dragonsd d- .

    47 THE KEEP ON THE CHAOS SCARBy Mike MearlsT Kp Bdd d d d Ed. Updd y, kp dd pd CS w p k y.

    57 CODEX OF BETRAYAL: GERYONBy Ari Marmell

    T Bk B w d Sy, w dw y Ad dp yy. Exd P, w k y.

    63 CREATURE INCARNATIONS:FOMORIANS

    By Andrew Schneider

    T d, pw, d dd Fydk. D w

    w C I.

    70 ELEMENTAL MOTESBy Charles Choi

    T q yp , y yd , k p d d. L w y p.

    Dungeons & Dragons, DD, Dungeon, Dragon, d20, d20 Sytm, Wizd th Ct, ll th Wizd th Ctpdct m, d thi pctiv l tdmk Wizd th Ct, LLC, i th U.S.A. d th cti.

    Thi mtil i ptctd d th cpyiht lw th Uitd Stt Amic. Ay pdcti thizd th mtil twk ctid hi i phibitd witht th xp witt pmii Wizd th Ct,

    Ic. Thi pdct i wk icti. Ay imility t ctl ppl, izti, plc, vt i ply cicidtl.Pitd i th U.S.A. 2010 Wizd th Ct, LLC.

    N pti thi wk my b pdcd i y m witht witt pmii. F m Dungeons & Dragonsticl, dvt, d imti, viit www.wizd.cm/dd

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    E D I T O R I A L

    Zombie Style Editor-in-Chief Chi Y

    Senior Art Director J Schidhtt

    Web Specialist Stv Wit

    Web Production Bt Cll

    Contributing Authors Chl Chi, Jm GRIM

    Dbh, Ed Gwd, Ai

    Mmll, Mik Ml, Ay

    Blckdi Rdl, Adw

    Schid, Rdy Thmp,

    Jm Wytt

    Developers Pt Sch, Stph

    Schbt, Rdy Thmp

    Editors Mid H, Stv Wit

    Cover Artist Hwd Ly

    Contributing Artists Rb Alxd, Dv Allp,

    Jd Bld, Vict Dtit,

    Wy Eld, Chiti

    McT, Rv Mim,

    Ci J. Spi, Spikyti

    Cartographers CzyRd, S Mcdld,

    Mik Schly

    Publishing Production Specialists Alik Lktz, Ei Di,

    Chitph Tdi

    Web Development Mk A. Jid

    D&D Creative Manager Chitph Pki

    Executive Producer,

    D&D Insider Chi Chmp

    Director of RPG R&D Bill Slvick

    Special Thanks

    Richd Bk, G Billd, Michl Ct, Ji Clk

    Wilk, Ady Clli, Bc R. Cdll, Jmy Cwd, Pt

    L, Mik Ml, Kim Mh, Cl M, Pt Sch, Stph

    Schbt, Mtthw Stt , Rdy Thmp, Jm Wytt

    176DUNGEON March 2010

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    dk ddd@wzd.!

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    March 2010| DUNGEON 176 4

    The Best Adventure I Never WroteAs D&D 3rd Edition rode o into the sunset , Wizards ran a competition or our reelancers,asking them to present the ideas or the adventures that they had always wanted to write buthad never done so or one reason or another. Those short synopses were voted on, and theeventual winner rom the reelancer submissions was this, Cross City Race!

    Cross City Race

    An Adventureor Characters oLevels 13

    illustration by Howard Lyoncartography by Jered Blando

    TM 2009 Wizd th Ct LLC All iht vd.

    By James Grim Desborough

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    Cross City Race

    5March 2010| DUNGEON 176

    INTRODUCTION

    T d dd d q, k

    yp d d d d.

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    d d d

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    T d w py, w

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    d pd d d

    .

    HOW TO RUN THE RACE

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    .

    Running the RaceR I y wd

    . Rd pd d.. T py w y y w

    , k d k

    q. I w d, py

    pd w p . Ow, py

    d d py jp p 3.

    . T py k

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    wd x

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    q,

    d.

    3. Py pd w x py

    d, p . C

    w!

    COMPLICATIONS

    V p d

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    p p dd . U

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    , d .

    Changing RoutesI d w p-

    d k k w y

    p , y

    w k . T

    d p w w

    k k d. A w

    d y w dj ;

    dy

    w dpp dw . C d d k

    d; dy p

    w j d.

    I k , -

    k q d w d

    d.

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    Cross City Race

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    Moving fromRoof to StreetG dw p w

    y p p d -

    . A w wy:

    F Juping down q A k

    DC 5. I , k

    d0 d w dyd. T

    py k A k d

    d (PHB p. 8). Sd ,

    w w .

    FClibing down q A k

    DC 0. I , d

    k d0 d. T py k A k d d. Sd

    , w w .

    Moving fromStreet to RoofG p k

    A k DC 0.I , -

    d k d0 d. T py

    k A k d d. T

    wd w , d

    d.

    Moving fromStreet to StreetM R S R q

    Dpy k DC 5. W

    , k w d

    dy. I k ,

    p d d-

    y ; d d

    kp x y,

    R S R .

    M M S R q

    Dpy Sw k DC 5.

    F jd y

    wd d d4 p wd

    d kd d. Sd ,

    M S R.

    M P S R q

    Sw k DC 5. F

    d d y y

    pp d x . Sd ,

    P S R.

    Sabotage

    A NPC d wy. Ty d dp -

    p, p d, p d

    . T yp k y

    w d d

    . T y p

    py, y d

    w :

    F Incr h DC of h kill chllng: T

    y w dy x

    ; p dw , xp, k x

    dy d w

    d. S k

    wy d DC y 5 p,

    dpd .

    FAdd n xr kill chck: T

    w p

    p. T w q

    d k k

    x . B k k

    d . O

    k d, k d d

    kd , k k

    d d. T

    d p k ppp

    DC w ppp q. A yp,

    y ( d

    d, dy pd dw k )

    dd d k k w d

    y d. A p

    ( , xp) d

    w

    . R p dy

    - p pp ,

    k d pd

    ( k k k) d y p.

    Pushing EffectsMy pw d pp d

    d . T d -

    y w dd k d

    . I w k

    d , y -

    dd k d k d w

    . I y k d

    d k p w p w ,

    ppp. T kk wy

    , kwd

    d k.

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    Cross City Race

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    Racial AbilitiesS w d p k

    k d , w p-

    dy d.

    Dwarf

    T dw Sd Y Gd y d

    d p k dd

    y +. Dw w

    kkd p y -

    wd pp.

    Eladrin

    T Edey step pw

    d p py y p

    , yp k k.

    T p p wd -

    y. I k d , w.

    Shifter

    T y razorclaw shiting w

    wy w dd ( w

    ) d . O ppp-

    k k , y d

    + p d pd.

    Class PowersV pw d w

    wy . T

    d w ddd . U

    pw k p .

    Cleric

    Cu Fr: I d y, kk

    p yw

    k - . T kd

    d d dj k.Ow, wk p, dd

    .

    Cond: T d y

    k ; d

    d d dj. T

    command d kp , ,

    kkd p (q k p )

    pd k (kk ).

    Fighter

    G Ovr Hr: I y y

    d y k y, y

    p/wd,

    y d y

    .

    Rogue

    Toppl Ovr:Ak w wp

    d k d

    kk p, dy ,

    wd dy y.

    Warlock

    Ehrl Srid: F pp k

    , wk Edey step

    pw.

    Warlord

    Knigh Mov:Y p

    k y k x

    y w .

    Wizard Ic Trrin: T DC k w ppy

    wd p d y d

    y x .

    Expdiiou Rr: M w d

    pd y ppp k

    k.

    Barbarian

    Cob Sprin: Combat sprint d

    ppp k k, p-

    y qky

    .

    Druid

    Twiing Vin: T DC k k w

    w, d wd p d

    y + d y x .

    Fl Purui: Y qky

    d ppp k

    k.

    WardenMounin Lion Sp: I d

    , y DC, y

    x dy k .

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    Dorion Light-StepD y wdd,

    wd d k k

    . T p

    w y p d y

    k p d.

    D . H

    y d p pp w

    . H p d p-

    d d.

    H y d p w

    p d, + A k .

    Elven Fleet-Foot Level 1 SkirmisherMedium ey humanoid, Elven Ranger XP 100

    Initiative +4 Senses Pcpti +3, lw-liht vii

    HP 29; Bloodied 14

    AC 15; Fortitude 12, Relex 15,Will 14

    Speed 7m Dagger (tdd; t will) FWeapon

    +6 v. AC; 2d4 + 3 dm.M / REvasive Strike (tdd; ct) FWeapon

    Ml Rd 10; +6 v. AC; 2d4 + 3 dm; th

    lv lt-t c hit p t q b t

    ttcki.

    Elven Accuracy (; ct)

    Th lv lt-t c ll ttck ll. It mt th

    cd ll, v i it lw.

    Wild Step

    Th l i diiclt ti wh it hit.

    Alignment Gd Languages Cmm, Elv

    Skills Nt +8, Acbtic +9

    Str 11 (+0) Dex 18 (+4) Wis 16 (+3)

    Con 13 (+1) Int 12 (+1) Cha 10 (+0)

    Equipment: tw d, lth m, p d pl

    Garth CooperG w, y d

    d k w d p p k

    d p k y . H dd

    w d w , y k k. B

    , G kw w p

    d w d .

    H , , d p-

    d k d

    w , p.

    G , w d, q

    A k k DC . Fd p d .

    Human Watchman Level 2 SoldierMedium natural humanoid, Human Fighter XP 125

    Initiative +4 Senses Pcpti +2

    HP 40; Bloodied 20

    AC 18; Fortitude 18, Relex 14,Will 14

    Speed 6m Short sword (tdd; t will)FWeapon

    +7 v. AC; 1d6 + 5 dm. Effect: Th wtchm mk th

    tt til th d th wtchm xt t.M Tide o Iron (tdd; t-will)FWeapon

    +7 v. AC; 1d6 + 5 dm d th hm wtchm ph

    th tt 1 q d c hit 1 q it th q th

    tt vctd.M Brutal Cut (tdd; ct)FWeapon

    +7 v. AC; 3d6 + 5 dm.

    Get Over Here (mv; ct)

    Th dm c lid willi tt 2 q t q

    tht djct t y.

    Alignment Ulid Languages Cmm, Dwv

    Skills Athltic +10, Edc +10, Itimidt +6

    Str 16 (+4) Dex 13 (+2) Wis 12 (+2)

    Con 16 (+4) Int 10 (+1) Cha 11 (+1)

    Equipment: ht wd, wit-bckl, lth m, b

    mbl

    Two-TeethTw-T, d

    kkd y wd , - w

    wy w .

    Spy ppy p d -d -d dd,

    y y py

    wy d.

    Tw-T yp . I k

    wy w , p

    k, , kk , w -

    w d d. T

    k pd d +

    A k k .

    Hal-Orc Runner Level 3 SoldierMedium natural humanoid, Hal-Orc Barbarian XP 150

    Initiative +5 Senses Pcpti +1 lw-liht

    HP 46; Bloodied 23

    AC 19; Fortitude 17, Relex 16,Will 13

    Speed 6m Brawl (tdd; t will)FWeapon

    +8 v. AC; 1d8 + 6 dm.M Bruising Smash (tdd; ct)FWeapon

    +8 v. AC; 2d8 + 7 dm, d th tt ll p.

    Combat Sprint (mv; ct)

    Th mv it pd + 4, with +4 b t

    d it pptity ttck thi mvmt

    pvk.Furious Assault (; ct)

    Trigger: Th hit with ttck.

    Th ttck dl xt 1d8 dm.

    Hal-Orc Resilience

    Th it tim tht th i bldid i cmbt, thy

    i 5 tmpy hit pit.

    Alignment Ulid Languages Cmm, Git

    Skills Athltic +10, Edc +10, Itimidt +6

    Str 18 (+5) Dex 14 (+3) Wis 11 (+1)

    Con 14 (+3) Int 10 (+1) Cha 13 (+2)

    OPPONENTS

    T y . S pp , dw w

    d d, w y d.

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    GazundaGzd , w d

    dd w pz w d

    p, kw dp

    w y wd, wd. Gzd y p, ,

    , d p y

    w d.

    Gzd x k d

    ppp d w y

    ppdd d

    y, . T d k

    ( dy k k y +)

    d ( dy A k

    y + DC pp zd

    k ).

    Tom BurgherT d, , d

    w w w d

    d k kw p w

    d w . H

    p yd k

    wy w.

    T + k k

    w p.

    Human Street Entertainer Level 1 SkirmisherMedium natural humanoid, Human Bard XP 100

    Initiative +3 Senses Pcpti +0

    HP 29; Bloodied 14

    AC 15; Fortitude 12, Relex 14,Will 13

    Speed 6m Quartersta(tdd; t will) FWeapon

    +6 v. AC; 1d8 + 4 dm.RBlunder (tdd; t-will)FArcane, Charm, Implement

    Rd 5; +4 v. Will; 1d6 + 5 dm d th tti

    lid th tt 2 q.RVicious Mockery (tdd; t-will)FArcane, Charm,

    Implement, Psychic

    Rd 10; +4 v. Will; 1d6 + 5 pychic dm, d th

    tt tk -2 plty t ttck ll til th d thtti xt t.

    RSurprising Shout (tdd; ct)FArcane, Healing,Implement, Psychic

    Rd 10; +4 v. Will; 2d8 + 5 pychic dm, d th

    tt i dzd til th d th tti xt t.

    Alignment Ulid Languages Cmm, Elv

    Skills Ac +7, Acbtic +6, Athltic +6

    Str 10 (+1) Dex 12 (+1) Wis 11 (+0)

    Con 13 (+1) Int 14 (+2) Cha 18 (+4)

    Equipment: Qtt, lth m

    THE RACE

    T d d

    p ww. T d -

    w p dy, wdd.

    Wd y wdd,

    w p py

    pd .

    T w dwd

    . I d w w p

    y d w p

    w. T w d

    w d pd w pz

    wd, dd, d d .

    The PrizeT y pz d qd

    d w 400 d p d p

    sureoot boots (Adventurers Vaultp. 30)

    w, w dk d d

    w d d y

    w y ,

    pp dy wk

    y .

    PreliminariesB , - y , p ,

    d pp.

    R

    . F y , y d wd

    d w, d k q-

    w .

    Gnomish Trickster Level 2 SkirmisherSmall ey humanoid, Gnome Rogue XP 125

    Initiative +5 Senses Pcpti +2 lw-liht

    HP 34; Bloodied 17

    AC 16; Fortitude 13, Relex 16,Will 13

    Speed 5m Dagger (tdd; t will) FWeapon

    +7 v. AC; 2d4 + 4 dm, 2d4 + 8 with cmbt

    dvt, d th tickt lid th tt 1 q.M Blinding Cut (tdd; ct)FWeapon

    +7 v. AC; 2d4 + 4 dm, 2d4 + 8 with cmbt

    dvt, d th tt i blidd til th d th

    tickt xt t.

    Fade Away (immdit cti, wh th m tickt

    tk dm; ct) FIllusion

    Th tickt bcm iviibl til it ttck til th

    d it xt t.Great Leap (mv; t-will)

    Th tickt jmp 7 q.

    Reactive Stealth

    I th tickt h y cv cclmt wh mki

    iititiv chck, th tickt my mk Stlth chck.

    Alignment Ulid Languages Cmm, Elv

    Skills Ac +6, Stlth +6, Thivy +9, Acbtic +9

    Str 14 (+3) Dex 16 (+4) Wis 11 (+1)

    Con 10 (+1) Int 14 (+3) Cha 15 (+3)

    Equipment: Lth m, d, bx dity tick

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    Cross City Race

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    Race Rules

    FPp p w

    .

    FPp

    p d.

    FPp y dy k

    w . R,

    w, d -d w

    pd.

    FPp ( p

    q). M, , y

    w , d y

    jd d

    w dqd.

    FT d w

    d p ww

    w d w wdd pz.

    T d d

    pp .

    Route InformationB d

    d y k y w

    DC 0:

    Bluff: T y y, wd, d

    wy d w.

    Diploc:Ay k d, w

    wy w k , d

    z , .

    Srwi: Tk d k

    d, w y d-

    p , y d

    kw .

    Bic Inforion: T ypy k p

    . O

    y, p

    q, , d wy q

    w. T

    wd p,

    dk, d wy d. T d

    d ; p d d

    k . T p

    w wd dy

    k y, d p

    H Tw w. A k p ,

    k d, d y w, d

    H Tw d.

    Dp

    d k DC 5,

    . G

    w k . T dy k

    d dd p w

    .

    Rich Sr Rou: T p

    d ;

    zd. T wk

    p x d. O y ,

    y pp d w-

    d y d d.

    Rich Roofop Rou:Y p

    d d; xp

    wy d k d.

    T ,

    p p . T y

    pp , d y y y d

    xp .

    Min Sr Rou: T d

    d wd d wdd w , p-

    y d d. O y p ,y k, w

    wdd w pp, py dy.

    Poor Sr Rou: C -

    d d. S

    y w , pdy yp y k p

    p d k y y -

    y . T y d

    d, y k w .

    T y H Tw, w y

    -zd, qz . I y -zd, ,

    y d p.

    Poor Roof Rou: T ky

    y dw y. Bd k

    kwk d p, d

    y . Y

    d y w, p.

    T y H Tw d y

    y, w k.

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    Cross City Race

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    Opponents InformationB d

    d y k y w DC

    0. B , , d,

    d d w .Bluff: Pd d

    pp p p w

    w wd.

    Diploc:Ak q

    pp wy, w d

    pp, d

    .

    Inigh: Spy pp w y

    k d pp

    p py wk .

    Iniid:Y y

    pp, wy

    .

    Srwi: Tk pp d

    p d

    p y

    d.

    Dp

    d k DC 5,

    . G w k

    d d dd p w . T d y

    k .

    Dorion Ligh-Sp: D , wd

    y , y y k,

    d d p. H kw w d

    py d y

    w .

    Grh Coopr: G w. H

    kw y k k d. W

    w pd w, d d

    wy w d d y, y

    w w. H w ky.

    Two Th: Tw-T -d -

    . Ndy q kw w ,

    y w -k d

    w pw . Dp

    , d d w. H

    y d k . Tw-T xpd y y , d

    y d w .

    Gzund: T ddy ,

    d . D k y y y

    k . I k y d, k k

    y y . H w

    k k y k y

    w d.

    To Burghr: T w

    d w q w . H d- d , d d d w

    . T py w y ,

    pd, d .

    The StartThe crowds cheer as the contestants line up just inside

    the southern gate, sizing each other up. With a great deal

    o gravitas, the captain o the watch passes beore each

    contestant, bows, and presents them with a small scrollbound up with red ribbonthe message to be delivered at

    the end o the race. With this accomplished, he paces to the

    side o the starting line and raises a bright red handkerchie

    and waves it uriously like a ag to signal the guards. In a

    moment there is a loud CLANG! right behind the runners

    as the portcullis drops. The race has begun!

    Ad d . I d

    d w d d d d

    . E NPC

    k , py

    w p.

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    Cross City Race

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    RICH ROOF ROUTE

    This path requires climbing up onto the buildings above the

    magic and noble quarters o the city. These large, grand

    buildings are better made than most but theyre also built

    urther apart, requiring a little more athleticism to get

    across the open spaces.

    G p p q A

    k k DC 0 A k

    DC 5. Pdd d, d

    d y p-

    d dy k . I k

    , d d d.

    Magical Quarter:Hot RoofAs the race starts, you scramble onto the roos o the

    magical quarter, clambering up through ornate weather

    vanes and baroque experiments as you start to sprint. The

    street below is billowing with strangely colored smoke and,

    as you dash along, you realize that the roo tiles beneath

    your eet are scaldingly hot.

    E d k

    k p d dd.

    Lvl: (XP 5)

    Coplxi: (q 4 3

    )

    Prir Skill:A, A, Ed,

    Pp

    Y li bhid ll th th c d th

    m t b wy y c ctch p. Dt iv p!Th till w thi y c d, pcilly i

    y hv id wh till i th c.

    F m wh hplly bhid, th

    qick wy tti d. Thi it y

    tmtic; ply d t cm p with d

    id hw thyll t ly ctch p bt t hd,

    ch lyi bbi h. F bvi -

    , it d t b mthi tht wld mlly

    t th c diqliid (thwi, h cld jt

    d thi t ctch p d t bck i th c!). By

    th tim chct t it piti y

    th llwi pti, th chc t imply

    jmp bck it th c; h b chti

    by t my bv. All th tti

    l vilbl t chct wh didt ji th c

    bt pld t ct c ppt ll l.

    FCut ahead and yell encouragement: Oc t

    hd, chct c kp pc d yll c-

    mt t hi llw j t thi ppt,

    which t ith +1 b c-

    mt -1 plty dicmt.

    FSabotage the other racers: Oc y t hd,

    y c ly w littl pi th c:

    tp, tipwi, il lick, d . Thi i

    pti, bt it t it th l th

    c. Th ctl ct ch hzd mt b

    jdd by th DM bd th typ hzd,

    wh it ctd, d hw mch tim th ch-

    ct h t ctct d cml it.

    FFoul Play: Whil littl ddly bt d

    w bti ll p th c i thic, m dict cl ttmpt t it

    with th c wd p. Tht dt

    m tht tpii d cpl

    dvt cldt ht th

    with cbw i thy lly wtd t. At th

    vy lt it hld mk th c dck d lw

    dw bit. Y dt wt t t cht di

    thi, hwv.

    FSpread Rumors: Spctt c ily pd

    m bt th cdct d tctic

    th th c. A y cwd th v

    iti i bt th ly thi tht cld vt

    wi d pvt thm m climi th

    piz. Thi wld b kill chll t by th

    D Mt i p t vt tht hv

    hppd di th c, which will dtmi

    hw ild p th cwd ldy i.

    FPlay the Crowd: Hdd ppl pckd

    it ll th bt viwi pc l th t,

    vy itt th c d dd p t cl-

    bt. Tht mk tmpti tt

    pickpckt d iv plty pptiti

    thiv t bk it h. Cimil ctivity

    thi typ i +2 b whil th c i i

    p d vy i ditctd (d m

    likly t b wi thi wlth).

    SO YOURE OUT OF THE RACE?

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    Acrobic (DC 10): By p k

    k d kp , jp

    p d kp y d

    p, y w-

    . T k x

    .

    Ahlic (DC 15): T d j

    p y d dw d

    y d d. T y

    , y k. T k

    x .

    Endurnc (DC 15): T

    d y y d. Y

    d d wy y

    d . T k x

    . Prcpion (DC 20): T

    z d kd. W y

    xp y, y p p

    d w d . T k x-

    .

    Succ:Y d p d

    p p x w

    dy .

    Filur: T d y .

    Y y. Y wy

    p y y dpp dw R

    S R Y y p-

    .

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    The River: RiggingThe roos o the magical quarter drop away

    abruptly as you reach the river. The river is

    wider and deeper here than on the other side

    o town. A ew small sail boats are moored hereas well as the river barges. You might be able

    to spring rom one to the next in order to get

    across the river.

    Lvl: (XP 5)

    Coplxi: (q 4

    3 )

    Prir Skill:A, A

    Acrobic (DC 15): W y -

    k, y p

    d qky d -

    y d d

    . T k x-

    3 .

    Ahlic (DC 20): A d d

    d dp jp w

    y d, w k d

    wd. T k

    x 3 .

    Succ:Y p p

    p p p d k d d ,

    k dp d p

    .

    Filur:Y y d

    p dw k w

    . Y wp dw k Wy S

    R. Y y d

    w .

    Wealthy Quarter:A Moral DilemmaClambering over the crenulated and garden-

    studded roos o the rich and powerul, you

    suddenly espy a thie, using the commotion othe race to piler, clambering out o an upstairs

    window almost directly in your path. I you run

    on youll have allowed a thie to get away, but i

    you interere you might oreit the race . . .

    T pp w

    d wy w w. H

    w y y d. I

    , w w

    , d

    d w .

    T w d w

    d 50 d p, py

    dd kp . I p

    , y

    wd, p xp p d-

    w .

    R ,

    d p

    d (

    T E p). E p

    wd w w k

    .

    Ep w -

    p x . K

    w w d wd d d

    d dd xp p. E wy, w

    y w d .

    R EH

    T

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    I kk , k, z -

    , k d ( y

    dd -

    pk). H p qky p.

    Haling Second-Storey Man Level 2 SkirmisherSmall natural humanoid XP 125Initiative +6 Senses Pcpti +1

    HP 34; Bloodied 17

    AC 16; Fortitude 13, Relex 15,Will 14

    Speed 6m Dagger (tdd; t-will) FWeapon

    +7 v. AC; 1d4 + 2 dm, 1d4 + 6 with cmbt

    dvt, d i 5 pi dm (v d).RThrown Dagger (tdd; t-will)FWeapon

    Rd 5/10; +7 v. AC; 1d4 + 2 dm, 1d4 + 6

    with cmbt dvt, d i 5 pi dm

    (v d).

    Mobile Melee Attack (tdd; t will)

    Th cd-ty m c hit p t 3 q d mk

    ml bic ttck t y pit di tht mvmt.

    Alignment Ulid Languages Cmm d Elv

    Skills Acbtic +11, Athltic +9, Thivy +11

    Str 13 (+2) Dex 14 (+3) Wis 13 (+2)

    Con 14 (+3) Int 10 (+1) Cha 10 (+1)

    Equipment lth m, ix d, thiv tl

    The TowerC dw wy

    w, w dd p

    3 .

    RICH STREET ROUTE

    Smoking BarrelsAs the race starts, you dart into the side streets, heading

    into the clean and tree-lined paths o the richer side o

    town. You pass beneath the spires and gargoyle-estooned

    crenulations o the college o wizardry, shiting back and

    orth through the crowd beore youre interrupted by a loud

    crump! noise and a cloud o sparkling, multicolored smoke

    billows out o the nearby cellars o an alchemy shop. It

    oods the street with thick, noxious gas which obscures the

    shop ronts, crates, and the tangled mass o street detritus

    in a thick, billowing cloud.

    T k d x. I k +5

    . Fd k . I k

    , k d6 + 3 d d p-

    y Ed k .

    T d 5- . C

    d k y y w,

    w dy .

    Lvl: (XP 5)

    Coplxi: (q 4 3

    ) Prir Skill:A, A, A,

    Ed

    Acrobic (DC 15): T k d d

    k, y d. W

    p , y d k y

    k d, w

    k , d p w w. T

    k x .

    Arcn (DC 20): W y p k wd

    , y dy p q

    k d d y

    w k w y d

    y k.

    T k x . Ahlic (DC 10): Dk y d dw, y

    k, pp

    wy d y j qky p-

    w pd d . T k

    x .

    Endurnc (DC 15):I y d

    p d k w-

    k , y k y d pk

    y wy y pk,

    wd. T k x . Succ:Y y wy k d

    , y w , p

    , k d p!

    d d y, w

    w pk .

    Filur:Y d k d d

    p d d y, p pp d

    d k w y d.

    E y d kd y x-

    k x wd

    p d .

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    The River: BargesThis side route doesnt have a bridge; you need to make

    your way across the water by some other means. The

    water is lthy and busy, with barges moving up and down

    between the rickety wooden docks carrying goods up- and

    downriver. A ragged cheer goes up rom some o the bargers

    and rom onlookers on the shore as they take bets over how

    youre going to get across the river.

    T w dy d d dy

    y. Ay k k w

    pd y k -

    d w. I , y d4 p .

    Lvl: (XP 5)

    Coplxi: (q 4

    3 )

    Prir Skill:A, A, B/

    Id, Ty

    Acrobic (DC 20):W p

    , y wd p dk

    dk d w d

    w w .

    T k x

    .

    Ahlic (DC 10): S

    p pp ;

    y d d k

    w d w y d ww-

    y, w.

    T k x 3

    .

    Bluff/Iniid (DC 20):T

    wy w

    wy p d dw

    . Y pd

    d p

    w y w y d . T k

    x .

    Thivr (DC 15):I y

    pd p

    w d y y

    d , y j

    . T py d p

    k d ky

    wd p. A y d d

    w ppd. T k

    x .

    Succ: C w d

    d

    .

    Filur: C w

    wp dw x , w

    y kp y y

    d . O y

    y , w p w y

    y d.

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    Wealthy Quarter: Guard DogsWhile sprinting through the rich quarter, youre orced to take a diversion to avoid a blockage in

    the street. When you vault over a low wall into a great, green garden surrounding a magnicent

    home, a pack o spike-collared guard dogs comes snarling and barking out o the shadows

    beneath the trees, making a line straight or you. Streamers o saliva trail behind them as they

    pound the dirt toward you.

    T q- d

    . I p-

    d d

    d d ; y d

    p .

    T w wd

    w d dd d. Ty y

    y yd d, py y

    dy.

    Bd wy

    d, y dd p d

    d p w (A DC 5)

    kd (Ty DC 5).

    E

    wd w

    w k .

    Ep d w -

    p x . K

    d d d d w

    w ,

    d d y d.

    I d dw 0

    p, y d dy w

    w d d w -

    p. O d

    p , d

    w d.

    5 Fierce Dogs (D) Level 1 MinionMedium natural beast XP 25 each

    Initiative +4 Senses Pcpti +6,

    lw-liht viiHP 1; mid ttck v dm mii

    AC 16; Fortitude 13, Relex 13,Will 11

    Speed 8m Bite (Stdd; t-will)

    +6 v. AC; 4 dm, 6 it p tt.

    I th ic d h cmbt dvt it th

    tt, th tt l ll p.

    Alignment Ulid Languages

    Str 13 (+1) Dex 14 (+2) Wis 13 (+1)

    Con 14 (+2) Int 2 (-4) Cha 10 (+0)

    The TowerC wy

    w, w

    (p. 3).

    R SH

    D

    D

    D

    D

    D

    X

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    MAIN STREET ROUTE

    The Main Road: CrowdsAs the race begins you charge past and through the

    cheering crowds and up the cobbles o the main road,bruising your eet on the hard, rounded stones, as you

    sprint toward your rst landmark, the bridge. The crowds

    o cheering spectators are packed thicker and thicker, cheek

    by jowl with disgruntled tradesmen and townsolk simply

    trying to go about their daily business. Its going to be hard

    to get through this crowd.

    E d y wd

    p -

    d d kkd d y yd wk. Lvl: (XP 5)

    Coplxi: (q 4

    3 )

    Prir Skill:A, A, B,

    Dpy, Id

    Acrobic (DC 10): W y y y

    w wd d ,

    w w d ,

    pp d pd d

    wd d. T k x .

    Ahlic (DC 15): Y k dw d p

    y d , wd d

    pp wy d p

    . T k x .

    Bluff (DC 15): S k !,

    d! wy ! d wy - wd y wy. T k

    x .

    Diploc (DC 20): Ex . Pd . I

    y y. T p ypy -

    d w d y k

    y pp d j

    y . T k

    x .

    Iniid (DC 15): I y MOVE! dy

    d py pp w wx y , d y

    wy . T k x-

    .

    Succ:Y d

    wd w, d y d.

    Filur: F wd

    d y . T

    k d6 + 3 p d d jd

    wd. T d-

    y p ,

    x x y.

    The Main Road: The BridgeLeaving the crowd behind, you arrive at the one, main

    bridge that serves the whole town or getting rom one side

    to the other. Theres a steady ow o people back and orth

    across this broad, stone path . . . or there would be i two bigcarts hadnt tried to cross at the same time and gotten stuck,

    their respective owners arguing and shaking their sts at

    each other. This is, apparently, almost a daily occurrence.

    Lvl: (XP 5)

    Coplxi: (q 4 3

    )

    Prir Skill:A, Dpy,

    Id, N

    Acrobic (DC 15): By jp p

    d d, y wk p

    w d d k d wd d

    p d dk. T k x

    .

    Diploc (DC 10): I y

    w w w

    d , y p

    y qz w d

    d. T k x

    .

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    Iniid (DC 15): A wd w

    y pk w w d

    w wy

    wy. T k x

    .

    Nur (DC 20): W w , y d k d

    d wy y. T

    y d d w d

    d w d

    . T k x .

    Succ: I y d, y -

    d d y

    kp d

    w.

    Filur:Y k wd d d y d. Y

    , y

    k , w p

    y x .

    The Main Road:The MarketThe marketplace is a tangle o tents, stalls and crowds

    made up o many dierent peoples rom the surrounding

    area. Its ull o the smells and sounds o any busy town andthe ways between the stalls are close-packed with shufing

    people carrying their purchases. The only real gaps are

    behind the stalls, but you cant just go cutting through there,

    can you?

    Lvl: (XP 5)

    Coplxi: (q 4 3

    )

    Prir Skill:A, A, B,

    Id, Sw

    Acrobic (DC 20): T d ky

    w pp y w, y d

    d d , y d

    w wd. T k x

    .

    Ahlic (DC 15): Y y d

    d wd, w k

    y y d d y pp

    d kk w w. T

    k x .

    Bluff (DC 15): Ey p p! y w

    k y w . I

    d y w wd

    wk y wy y. T k

    x .

    Iniid (DC15): My wk

    d d

    w. A d wd

    d . Y py

    d p y p d

    d pp p d ywy. T k x .

    Srwi (DC 10): I y

    kw, w wd. Y p d

    d p d w d

    ppy, ppy, p p. T k

    x .

    Succ:Y k

    d wd k w d

    d w,

    w y d pz. Filur: F k

    d p y d yd pp d

    pkp, w dy y . A ,

    y y y k, -

    y x .

    The TowerT k wy p

    w, w wd d w

    w w d p

    pz.

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    POOR STREET ROUTE

    Poor Quarter: ThuggeryAs you leap o the starting line and dart, immediately, into the dark and winding alleys o the poor

    quarter youre already aware o eyes on you rom the windows and cul-de-sacs. Sure enough, youround a corner to be conronted by a gang o our surly thugs who seem intent on either robbing you,

    or breaking your legs or the hell o it. Youre not sure which.

    Lvl: (XP 4)

    Thug: T y kk

    w . Ay y

    y k p

    dy p py -

    dy. I

    , T E p

    p .

    Ohr Approch: T y

    wy p . Ty d

    d; q 0 d p

    d Sw k (DC 5), k

    p p. Ty d -

    zd p;

    pxy k d

    B, Id, Sw, d Ty

    DC 5, k k k p .

    F yd k. S y

    p.

    I , -

    y d d

    d p. T q-

    p, .

    Succ:Y p wy

    d k y

    w .

    Filur: F y w

    d. Ty w k -

    , y w

    d k y

    y , d

    k.

    4 Footpads (F) Level 2 MinionMedium natural humanoid XP 31 each

    Initiative +2 Senses Pcpti +0

    HP 1; mid ttck v dm mii

    AC 15; Fortitude 15, Relex 14,Will 12

    Speed 6m Club (tdd; t-will)FWeapon

    +7 v. AC; 5 dm, d th tpd hit

    1 q.Peer Pressure

    Th tpd i +2 b t dm whil

    t lt tw th tpd withi 5 q

    it.

    Alignment Ulid Languages Cmm

    d Dwv

    Str 14 (+3) Dex 10 (+1) Wis 10 (+1)

    Con 12 (+2) Int 9 (+0) Cha 11 (+1)

    Equipment clb

    R EH

    F

    F

    F

    F

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    The River: Dirty WaterThere are no bridges, boats, or barges here to cross the river.

    I youre going to get across, then you really only have one

    option; to take a plunge into the lthy water and swim

    across to the other side as ast as you can.

    T w dy d. Ay

    k w k d

    w, d4 p .

    Lvl: (XP 5)

    Coplxi: (q 4 3

    )

    Prir Skill:A, Ed, N

    Ahlic (DC 10): A d w,

    y d y d k

    pw k w y d y y

    d. T k x 3

    .

    Endurnc (DC 15): E y d

    w, d . I

    d d y

    d. Y . . . . T k

    x .

    Nur (DC 20): I y jd ,

    w y y pwy d ,

    y . T k x- .

    Succ:Y d d

    y dpp dy k, w

    w w d y wk p

    y H Q.

    Filur:Y d d ky

    w, k d y y

    y . Y d y -

    , y x .

    Halfling Quarter: Rat RunThe houses and shops suddenly shrink down, the alleys

    cramping in as you enter the Haling Quarter, an area

    o the town that the halings and other little olk have

    claimed or themselves. Its terribly cramped and hard

    to move i youre o a human size and you eel like a

    blundering elephant. Other little people are going to

    have an easier time o it here, even i the alleyways are a

    conusing rat run and maze, the whole quarter having been

    thrown together hap-hazard.

    Ay w Md

    k wy ; DC

    k d y .

    Lvl: (XP 5)

    Coplxi: (q 4 3

    )

    Prir Skill:A, D,

    Pp, Sw

    Ahlic (DC 20): Pdd y

    d d w y p

    w y kk , y d p

    d k p d

    d qky . T k

    x .

    Dungonring (DC 15): B d k d d.

    Y d p y

    d. T k x

    .

    Prcpion (DC 15): W k y

    d w y w

    y , y wk w y -

    y d q d p w.

    T k x .

    Srwi (DC 10): Kw wy

    y k w y

    d w . T k x

    3 .

    Succ:Y w ,

    d w d d

    y wk, d

    w d.

    Filur:Y d d d

    . Y y, w, w

    ywy y y kw w wy w.

    Y , y

    x .

    The Tower

    L H Q , w d dy

    d w.

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    POOR ROOF ROUTE

    Poor Quarter: PigeonsThe portcullis slams down and the ringing o iron against

    stone sets you going. You leap onto barrels and scramble uponto the roos o the buildings on the poorer side o town.

    (Ascending to the roo requires an Athletics check against

    DC 10). As you hit the roo and start running, great clouds

    o panicked pigeons y up in droves. Startled by your

    intrusion, they ll the air with beating wings and uttering

    eathers until you can barely see where youre going.

    E d p p

    d pkd d d d

    p y k .

    Lvl: (XP 5)

    Coplxi: (q 4 3 )

    Prir Skill: Ed, N, Pp

    Endurnc (DC 20): Y wd d

    d w y d wd

    w, x, d , y

    d p. T k x

    .

    Nur (DC 15): Y kw w

    d. I y j w dw d dp

    , y w pk . T yd j . T k

    x .

    Prcpion (DC 10): Bw y y w

    k k d w y k y

    q, y pk y wy .

    T k x .

    Succ:Y d p

    d p x , w y

    d y w .

    Filur:Y d d, dd y p-y p p d y

    y . A y p wy, y p d

    k 0- d . S

    x , kp .

    The River:

    The Old City WallThe river at this side o town is spanned by the old city

    wall rom when the town was much smaller. Its crumbling

    arches cross over the lthy water and aord a skillul

    runner a quick way across the river to the saety o the low

    roos o the Haling Quarter.

    E p

    w wy, k p p-

    d d d. T DC

    q k k y +, y.Lvl: (XP 5)

    Coplxi: (q 4 3

    )

    Prir Skill:A, A,

    D

    Acrobic (DC 15): I y kp y -

    , y p p w d

    kp d y. T w

    y y qky. T k x-

    .

    Ahlic (DC 10): Y j wk

    w; p j

    p d . I y k

    , y pk y wy

    wyd y d. T k

    x .

    Dungonring (DC 20): Kwd w,

    kwk, d

    d, d ppy . W

    kwd, y pk w p w

    w pp y w d w w . T k

    x .

    Succ:Y p dw d

    w jd H Q,

    d wd y w .

    Filur: T w py p d y,p y dw w w k

    d . Y d T

    R: Dy W P S R (p. ).

    R y dy d,

    w w k .

    Halfling Quarter:ChimbliesThe Haling Quarter is a jumble o low, thrown-together

    buildings. Because theyre so much smaller than normalhuman houses, the chimneys are much closer together and

    all o them seem to be spewing smoke and cinders all at

    once, along with the many and varied smells o cooking ood.

    Its both distracting and conusing, not to mention hot. You

    need to wind your way through the chimneys and the smoke

    to nd the other side.

    Lvl: (XP 5)

    Coplxi: (q 4 3 )

    Prir Skill:A, Ed, Pp

    Acrobic (DC 15): W w -

    y k w d d p

    w y . T k

    x .

    Endurnc (DC 10): I j k;

    k p y

    k. Y y y d -

    d. T

    k x .

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    Prcpion (DC 20): F wy k

    d , y w -

    y k d d . T d p

    y k d. T k

    x .

    Succ:Y k, dp, y , w d d-

    w.

    Filur:W y y , -

    , d y k, d d

    y p, y d y y dd

    k. Tk p d d py

    Pp d . By

    d y , y

    k x , y x .

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    THE TOWER

    To win the race, you need to clamber to the top o the

    northern watchtower and hand your letter to the town

    elder. The tower is old and craggy and many o the bricks

    look loose. Pigeons roost amongst the nooks and crannies

    and the stone is stained white with their droppings in many

    places, incongruous clumps o wild grasses and owers

    sprouting rom unlikely places amongst the brickwork.

    Lvl: (XP 50)

    Coplxi: (q 6 3 )

    Prir Skill:A, A,

    D, Ed, Hy, N, Ty

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    VICTORY!

    You press the crumpled and illegible note into the town elders

    hand and he raises your arm triumphantly, proclaiming youto be the winner and ringing the alarum bell that hangs in the

    tower. As it peels, a great cheer goes up rom the crowd and the

    town crier solemnly steps orward to present your prize, a ne

    pair o boots that twinkle with the glow o magic and a small

    but weighty coer o gold. Right now, youre probably too tired

    to lit it, but its a ne prize or a mornings work.

    T w qd d

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    (Adventurers Vault, p 30). Ty d dk

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    About the AuthorH T S M Od Ed, J

    G D p dy, d

    d y d ,

    d, d -p . G

    py dy d d City oStormreach dMonster Manual V( 3d Ed).

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    Cross City Race

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    The Tower Main Street Route

    Poor Street Route

    Chimblies The Old City Wall Pigeons

    Rat Run Dirty Water Thuggery

    The Market The Bridge Crowds Start

    Guard Dogs Barges Smoking Barrels

    A Moral Dilemma Rigging Hot Roof

    Poor Roof Route

    Rich Roof Route

    Rich Street Route

    ! !

    ! !

    ! !

    ! !

    ! !

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    Dd y Dw d d-

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    BACKGROUND

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    An dvnur for 2nd-lvl chrcr

    ByAeryn Blackdirge Rudel F Illustration by Craig Spearing

    TM 2010 Wizd th Ct LLC All iht vd.

    Dead by Dawn

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    d O wpd dw d d Tyk

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    GETTING THE

    CHARACTERS INVOLVED

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    TREASURE

    PREPARATION

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    by Dawn. S

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    Parcel 1: Temple Interior Lvl 3 mic itm

    Parcel 2: The Rectory 100 p, tw 100-p mParcel 3: Zombie Siege: Tw potions of healing,

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    Second Wave

    PLAYER INTRODUCTION

    Rd pp w w -

    p O:

    The trees o the orest suddenly give way to a large, bareclearing dominated by a weed-choked temple. Its peaked

    roo, estooned with demonic gargoyles, is largely intact,

    although its windowless walls are cracked and crumbling.

    The main entrance to the temple, two mammoth,

    ironbound doors, yawn open, exposing nothing but

    darkness beyond. Although obviously abandoned and in

    disrepair, the structure exudes a quiet malevolence made

    all the more haunting by the waning light o the setting sun.

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    AREA 1:

    TEMPLE INTERIOR

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    rd:

    You step rom the ading sunshine into the surprisingly

    cold darkness o the temple interior, gloomy and shrouded

    in shadow. The temples oor is smooth, polished stone.

    The ceiling has collapsed in some areas and littered the

    ground with allen debris, and in one section, the oor has

    collapsed, leaving an open pit. The interior walls eature

    ading murals depicting scenes o butchery, cannibalism,

    and other proane acts. The temple is divided into two

    sections by a row o tall, ornate bookshelves lled with

    crumbling scrolls and tomes. In addition, you notice a

    number o egresses beyond the main door, and two sets o

    smaller doors along the eastern and western walls.

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    This end o the temple is similar to the other, save it isdominated by a massive statue o a horrid de mon. The

    oor around the statue is stained with the rust-colored

    patina o old blood. The statue is anked by a pair o huge

    braziers, each standing ve eet high.

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    D D

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    AREA 2: RECTORY

    Encounr Lvl 1 (XP 550)

    Grvu (G)

    3 zobi dvnurr (Z)

    SetupT pd d p

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    rd:

    The trapdoor opens easily with a gentle tug, unleashing a

    blast o violent purple light ollowed by the charnel stench

    o death. A short spiral staircase leads down 10 eet into a

    small rectory. The room below contains two sets o tablesand chairs, a moth-eaten bearskin rug, two unlit braziers

    similar to those in the temple above, and two small beds

    with ootlockers in an alcove. A small altar sits against the

    northern wall, and a pair o double doors stands in the

    center o the west wall.

    Three rotting corpses lay in a heap near the two beds

    in the southern end o the room. Each is dressed in leather

    armor, now tattered and crusted with dried gore, and they

    all appear to have been hal-devoured. A ourth corpse sits

    beore the altar, legs curled beneath it, head bowed as i inprayer. This corpse is little more than a mummied husk,

    and its moth-eaten clerical robes bear the dire skull symbol

    o Orcus. Around its neck hangs a large, black gem on a

    crude leather thong. The gem glows brightly with a dire

    purple light that lls you with queasy dread.

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    The rectory is suddenly lled with a low, guttural moaning.

    To your horror, the our corpses, no longer simply inert

    esh, climb unsteadily to their eet. The gem around the

    neck o mummied cleric pulses brightly as the our undead

    horrors lurch to the attack.

    Tactics

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    horriic visagew d z

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    D D

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    T d z k

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    3 Zombie Adventurers (Z) Level 2 BruteMdim tl imt XP 125

    Initiative 1 Senses Pcpti +0;dkvii

    HP 40; Bloodied 20

    AC 13; Fortitude 13; Relex 9;Will 10

    Immune di; pi; Resist 10 ctic;Vulnerable 5

    ditSpeed 4mSlam (tdd; t-will)

    +6 v. AC; 2d6 + 2 dmMZombie Grab (tdd; t-will)

    +4 v. Rlx; th tt i bbd (til cp). Chck

    md t cp th zmbi b md with 5

    plty.

    Zombie Weakness

    Ay citicl hit t th zmbi dc it t 0 hit pit

    ittly.

    Alignment Ulid Languages

    Str 14 (+3) Dex 6 (1) Wis 8 (+0)

    Con 10 (+1) Int 1 (4) Cha 3 (3)

    Garvus Harbane (G) Level 4 Controller(Deathlock Wight)

    Mdim tl hmid XP 175

    Initiative +4 Senses Pcpti +1;dkvii

    HP 54; Bloodied 27

    AC 18; Fortitude 15; Relex 16;Will 17

    Immune di; pi; Resist 10 ctic;Vulnerable 5

    dit

    Speed 6mClaw (tdd; t-will) F Necrotic

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    Rd 20; +6 v. Rlx; 1d6 + 4 ctic dm, d

    th tt i immbilizd (v d).RReanimate (mi; ct)F Healing, Necrotic

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    phd 3 q.

    Alignment Evil Languages Cmm

    Skills Ac +10, Rlii +10

    Str 10 (+2) Dex 14 (+4) Wis 9 (+1)

    Con 14 (+4) Int 16 (+5) Cha 18 (+6)

    D D

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    Features of the Area

    Illuinion: T d pd d

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    ) p .

    D D

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    ZOMBIE SIEGE:

    THE SIEGE BEGINS

    Encounr Lvl 2+ (XP 614+)

    Zobi-Proofing h Tpl

    3+ zobi ror

    1+ zobi oldir

    SetupT d dk p.

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    p, y d p .

    Whn h chrcr rch h pl

    inrior, rd:

    Outside the temple, the orest is lled with a cacophony o

    agonized moaning and screaming that turns your blood to

    ice. Through the main entrance o the temple, you see a truly

    horric sight. The orest, lit by shats o pale moonlight, is

    alive with rotting corpses clawing their way ree rom shallow

    graves. You try to count the ir numbers, but soon realize thereis little point. The undead horde appears to approach several

    hundred, i not several thousand, members. The re is nowhere

    to run; st i, shambling orms ll the landscape as ar as you

    can see in every direction. The dubious saety o the temple is

    now your only hope o survival.

    Zombie-Proofing the TempleT z d dd d y

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    w p d

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    Lvl: (XP 375).

    Coplxi: 3 (q 8 3).

    Prir Skill: A, D, R-

    , Ty.

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    mum): T z d

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    maximum): T kwd ddd w

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    mum): T py E, k

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    p.

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    mum): T p

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    Scondr Skill: Pp.

    Perception (DC 5, minor action, no successes): T

    k y p kd p

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    A k + y x

    D Ty k d p

    k .

    WE CAN MAKE IT!

    At m pit, th ply miht thik ihti thi

    wy thh th zmbi hd i btt pti th

    mii i th tmpl d di ddi. I thi pti cm p, lt th ply t

    d lk t wht thy ci.

    You look out upon a nightmarish scene. Hundreds of

    animated corpses crowd around the temple, three and

    four rows deep. Humans, dwarves, elves, and every con-

    ceivable race, both civilized and savage, are represented

    among the shambling horde. Worse yet, the corpses of

    dinosaurs, dire animals, and even more fantastic beasts

    add their mass and strength to the zombie assault.

    Despite the zombies numbers, there are still gaps in

    their ranks; gaps the f leet and nimble among you might

    use to escape the multitudes of undead. However, as if

    the gods were reading your thoughts, a stag suddenly

    bursts from cover and runs a bounding course through

    the advancing zombies. Hope soars within you as the stag

    easily dodges the clumsy blows of the first few undead

    it encounters before the great, animated corpse of a

    tyrannosaurus rex surges from the mass of undead bodies

    surrounding the temple and snaps the stag up in its colos-

    sal jaws. The stag utters a single bleat of pain and surprise

    before the zombie T-rexs jaws slam down, stifling the

    stags cries in a gout of blood. A wriggling pile of smaller

    zombies quickly forms around the undead dinosaur, eager

    for the gobbets of f lesh falling from its mouth.

    The stag provides only a momentary distraction for

    the zombie horde. In seconds, there is little left of the poor

    beast beyond a crimson smear on the ground. But there is

    fresher fare still to be had, and the masses of undead press

    in, clawing at your hastily erected defenses and creating

    an impassable wall of rotting flesh.

    Dead by Da n

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    Succ: T d y

    p d y xw z.

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    Tactics

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    MAN THE DEFENSES!

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    3 Zombie Rotters Level 3 MinionMdim tl imt XP 38

    Initiative 1 Senses Pcpti 1;

    dkvii

    HP 1; mid ttck v dm mii.

    AC 13; Fortitude 13; Relex 9;Will 10

    Immune di; pi

    Speed 4mSlam (tdd; t-will)

    +6 v. AC; 5 dm.

    Alignment Ulid Languages

    Str 14 (+3) Dex 6 (1) Wis 8 (+0)

    Con 10 (+1) Int 1 (4) Cha 3 (3)

    Zombie Soldier Level 2 SoldierMdim tl imt XP 125

    Initiative +2 Senses Pcpti +2;

    dkvii

    HP 38; Bloodied 19

    AC 18; Fortitude 15; Relex 13;Will 13

    Immune di; pi; Resist 10 ctic;Vulnerable 5

    ditSpeed 6mLongsword (tdd; t-will)

    +8 v. AC; 1d8 + 3 dm.MProtective Strike (immdit itpt, wh djct

    ttck zmbi tt; t-will)

    +9 v. AC; 1d8 + 3 dm, d th tt tk 4

    plty t th tii ttck.

    Alignment Ulid Languages

    Str 16 (+4) Dex 12 (+2) Wis 13 (+2)

    Con 14 (+3) Int 10 (+1) Cha 10 (+1)

    Dead by Dawn

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    ZOMBIE SIEGE:

    FIRST WAVE

    Encounr Lvl 3+ (XP 702+)

    2 grvhound

    4 zobi ror

    2 zobi oldir

    SetupN d,

    z d, w , k

    p p. W

    , d, 4 z ,

    d z d d k

    p. T d z

    k d w p d

    d.

    W k , d:

    The temple is lled with a cacophony o thick, horrid

    moaning and the staccato rhythm o hundreds o undead

    sts beating against the temple doors. Suddenly, a sharp

    cracking noise echoes through the temple, and you realize

    your deenses have been breached!

    F d x ,

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    Lvl: (XP 5)

    Coplxi: (q 4 3

    ).

    Prir Skill: A, D, R-

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    Religion (DC 15, standard action, 1 success, no maxi-

    mum): T py E, k

    d d

    d w d dd k d-

    p.

    Thievery (DC 15, standard action, 1 success, no maxi-

    mum): T p

    p wd. I y d

    p d d k

    dy d.

    Scondr Skill: Pp.Perception (DC 5, minor action, no successes): T

    k y p kd p

    d d y p.

    A k + y x

    D Ty k d p

    k .

    Succ: T d p

    d, d y z.

    Dead by Dawn

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    Filur: E py

    k k, w z

    ( d8 d w y p y ).

    I ( p

    ), dd z d y

    d y p ( dy).T y k

    k. Id, p d d

    ppy x y . Ty p

    d; y j z

    w d . S M D d

    p 3 d.

    Spcil: T k -

    z w y p

    d. N w pp -

    y. O y d d p py k k,

    d z

    d.

    2 Gravehounds Level 3 BruteMdim tl imt XP 150

    Initiative +2 Senses Pcpti +1;lw-liht vii

    HP 54; Bloodied 27

    AC 14; Fortitude 14; Relex 12;Will 11

    Immune di; pi; Resist 10 ctic;Vulnerable 5

    dit

    Speed 8

    mBite (tdd; t-will)F Necrotic+7 v. AC; 1d6 + 3 dm, d th tt tk i 5

    ctic dm (v d) d i kckd p.MDeath Jaws (wh dcd t 0 hit pit)F Necrotic

    Th vhd mk bit ttck it tt withi

    it ch.

    Zombie Weakness

    Ay citicl hit t th zmbi dc it t 0 hit pit

    ittly.

    Alignment Ulid Languages

    Str 16 (+4) Dex 13 (+2) Wis 10 (+1)

    Con 14 (+3) Int 1 (4) Cha 3 (3)

    4+ Zombie Rotters Level 3 MinionMdim tl imt XP 38

    Initiative 1 Senses Pcpti 1;dkvii

    HP 1; mid ttck v dm mii.

    AC 13; Fortitude 13; Relex 9;Will 10

    Immune di; pi

    Speed 4

    mSlam (tdd; t-will)+6 v. AC; 5 dm.

    Alignment Ulid Languages

    Str 14 (+3) Dex 6 (1) Wis 8 (+0)

    Con 10 (+1) Int 1 (4) Cha 3 (3)

    2+ Zombie Soldier Level 2 SoldierMdim tl imt XP 125

    Initiative +2 Senses Pcpti +2;dkvii

    HP 38; Bloodied 19

    AC 18; Fortitude 15; Relex 13;Will 13

    Immune di; pi; Resist 10 ctic;Vulnerable 5

    dit

    Speed 6mLongsword (tdd; t-will)

    +8 v. AC; 1d8 + 3 dm.MProtective Strike (immdit itpt, wh djct

    ttck zmbi tt; t-will)

    +9 v. AC; 1d8 + 3 dm, d th tt tk 4

    plty t th tii ttck.

    Alignment Ulid Languages

    Str 16 (+4) Dex 12 (+2) Wis 13 (+2)

    Con 14 (+3) Int 10 (+1) Cha 10 (+1)

    Tactics

    T z k w k, w z d

    ,

    protective strike.T d k -

    , d

    w k.

    Development

    I z d p

    k , y y w

    p. Hw, z d

    d w y, d ,

    p wy.

    HEY, I KNOW

    THAT ZOMBIE!

    I y ply hv plyd thh th Ch Sc

    dvt, y miht wt t hv villi m

    th pt hw p zmbi. Zmbiid vi

    Th Hd T m Den of the Slavetakers, th

    hlli m th Brothers Grey, bllyw m

    Stick in the Mud ll wk wll. I dditi t vi

    Et y ply, th ppc

    th villi clly dmtt th -chi

    pw th chd.

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    ZOMBIE SIEGE:

    SECOND WAVE

    Encounr Lvl 4+ (XP 927+)

    2 corrupion corp2 hobgoblin zobi

    1 hrd zobi

    6 zobi ror

    SetupA p, z d k

    p . T -

    dd k p d

    S p D k w

    z. Hw, d w d w :

    F T p z d

    w yp z q

    d. T d z

    d pw, d wd

    d dd ,

    d Hy, I Kw T Z

    d. I dd d z,

    p p, z, d

    6 z p p

    z .

    Lk , dd z

    w p, d d8 w d

    w y p dd .

    F R S p D k

    . Hw, , w

    py k k, z

    k d j . I

    py k

    ( ), dd p

    p k d j .R, k

    py, y p

    d d d z d.

    Ty j z

    p .

    2 Hobgoblin Zombies Level 2 BruteMedium natural animate XP 125

    Initiative 1 Senses Pcpti +0;dkvii

    HP 40; Bloodied 20

    AC 15; Fortitude 15; Relex 11;Will 12

    Immune di; pi; Resist 10 ctic;Vulnerable 5

    dit

    Speed 4mSlam (tdd; t-will)

    +6 v. AC; 2d6 + 2 dm.MZombie Grab (tdd; qi hd; t-will)

    +4 v. Rlx; th tt i bbd (til cp). Chck

    md t cp th zmbi b md with 5

    plty.

    Zombie Weakness

    A citicl hit t hbbli zmbi dc it t 0 hit

    pit ittly.

    Alignment Ulid Languages

    Str 17 (+4) Dex 6 (1) Wis 8 (+0)

    Con 10 (+1) Int 1 (4) Cha 3 (3)

    Shard Zombie Level 4 Controller (Leader)Medium natural humanoid XP 175

    Initiative +2 Senses Pcpti +10; dkvii

    HP 57; Bloodied 28

    AC 18; Fortitude 15; Relex 15;Will 15

    Resist 10 ctic;Vulnerable 5 dit

    Speed 6mSlam (tdd; t-will)

    +9 v. AC; 1d8 + 3 dm.RClaw o Doom (tdd; t-will)

    Rd 10; +9 v. Ftitd; hdwy clw lid th

    tt 3 q, d zmbi lly djct t th

    tt t th lid mk ml bic ttck itth tt.

    CSpeed o the Damned (tdd; t-will)Cl bt 10; p t zmbi tt; tt mk

    ml bic ttck.

    Arise, Corpse (tdd; ct)

    F zmbi tt pp i ccpid q djct

    t th hd zmbi.

    Undead Tenacity

    Wh zmbi tt withi 2 q th hd

    zmbi hit ct, it b tht ct.

    Alignment Evil Languages Cmm

    Str 15 (+4) Dex 11 (+2) Wis 16 (+5)

    Con 17 (+5) Int 17 (+5) Cha 11 (+2)

    2 Corruption Corpses Level 4 ArtilleryMedium natural animate XP 175

    Initiative +3 Senses Pcpti +3;dkvii

    Grave Stench 1; livi mi i th tk 5

    plty t ttck ll.

    HP 46; Bloodied 23

    Regeneration 5 (i th cpti cp tk dit

    dm, ti dt cti it xt t)

    AC 17;Fortitude 16; Relex 14;Will 14

    Immune di; pi; Resist 10 ctic;Vulnerable 5

    dit

    Speed 4mSlam (tdd; t-will)

    +8 v. AC; 1d6 + 3 dm.RMote o Corruption (tdd; t-will)F Necrotic

    Th cpti cp hl blck lb ctic ilth:

    d 10; +7 v. Rlx; 2d6 + 3 ctic dm, d th

    tt i wkd (v d).CDeath Burst (wh dcd t 0 hit pit) F Necrotic

    Th cpti cp xpld: cl bt 1; +7 v.

    Ftitd; 2d6 + 3 ctic dm.Alignment Ulid Languages

    Str 16 (+5) Dex 13 (+3) Wis 12 (+3)

    Con 16 (+5) Int 4 (1) Cha 3 (2)

    Dead by Dawn

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    6+ Zombie Rotters Level 3 MinionMedium natural animate XP 38

    Initiative 1 Senses Pcpti 1;dkvii

    HP 1; mid ttck v dm mii.

    AC 13; Fortitude 13; Relex 9;Will 10

    Immune di; pi

    Speed 4

    mSlam (tdd; t-will)+6 v. AC; 5 dm.

    Alignment Ulid Languages

    Str 14 (+3) Dex 6 (1) Wis 8 (+0)

    Con 10 (+1) Int 1 (4) Cha 3 (3)

    Tactics

    T z d z k

    w slam k. T p-

    p , motes

    o corruption

    . T d z w

    q z y

    undead tenacity. I claw o doom d

    d k p d speed

    o the damnedw z

    d . T d z arise,

    corpsew z

    dyd.

    Development

    I , y w z .

    Whn h chrcr df h l zobi in

    hi ncounr, rd:

    The zombie shudders and collapses as the energy

    animating its rotting body dissipates rom your attack. You

    turn toward the main doors, expecting another wave o

    endish undead. Instead, the temple interior is suddenly

    lled with shats o pale, morning sunshine, bursting

    through the cracks and holes in the doors and walls. Youthen realize the orest outside the temple walls has become

    still and quiet.

    Dw , d pw d

    d . T

    d . Hw, w y y

    x p, w.

    Whn h chrcr xi h pl, rd:

    The clearing around the temple is littered with hundreds o

    bodies, rom tiny, shrunken goblin corpses to the behemothcarcass o what appears to be a dragon. Corpses are stacked

    up against each o the temple doors ten and twenty high,

    and the stench o rot and death lls the air in a nauseating

    miasma

    IS THAT ALL YOU GOT?

    I th chct hv hd y tim it, d th

    zmbi lt hv t pvd icitly chll-

    i, imply thw th Zmbi Si ctt thm b dw ivl. Hwv, ch tim

    y Zmbi Si byd th tw ptd i

    th dvt, pivly th zmbi,

    v th typ cpl dd, ch hl

    d wiht.

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    CONCLUSION:

    WHAT TO DO WITH

    THE NECROSHARD?

    T d py d

    p, pw wd w,

    d y pp d z

    wd wp C S d zd

    d. T y dy .

    Hw, p k, pw

    d d d d y

    .

    Destroying the Shard

    I dd dy d,y d p k. Hw,

    z d

    E, py d

    d dd d z

    . A p DC 0 R k -

    d w d

    dyd.

    Destroying the Necroshard

    T p y d,d d d

    pw E, d dyd y

    p d p , p-

    d y k .

    Lvl: (XP 50).

    Coplxi: (q 6 3

    ).

    Prir Skill: R.

    Religion (DC 10, 1 success, no maximum): Y

    p pw E dy d.

    Y + k y d

    d d E d Z-P

    Tp d S Up D k

    .

    Ohr Skill: Dpy, D.

    Diplomacy (DC 10, no successes): E d-d z d y, d kw

    dp d . Y ,

    y wy dd d

    y y d. Y +

    y x R k d p k

    .

    Dungeoneering (DC 15, no successes): Y y

    kwd wk

    py . O , R

    k d p k +

    .

    Succ: E d d pw

    , d, d

    d dyd w . T

    dd 50 XP dy

    d. I dd, E w

    dd, d p

    d k

    .

    Filur: I k ,

    w y w py k.

    Hw, y k d ,

    y dy d, d p,

    y d E. U y d wy

    dy dpp y

    d p d-d dyy

    py Dpy k.

    Keeping the ShardI dd kp d, y

    pw y p

    wp. E d y

    wy dd; w, -

    k p, d

    d w d .

    Necroshard Weapon Level 5+

    This large black gem can be placed in the hilt o a melee weap-on imbuing the weapon with necrotic power.

    Lvl 5 +1 1,000 p Lvl 20 +4 125,000 p

    Lvl 10 +2 5,000 p Lvl 25 +5 625,000 p

    Lvl 15 +3 25,000 p Lvl 30 +6 3,125,000 p

    Weapon (Any One-Handed or Two-Handed Melee Weapon)

    Enhancement: Attck ll d dm ll

    Critical: +1d10 ctic dm p pl.Property: Wp ttck md with th wp it

    livi ct i +1 b ttck ll v. Ftitd.

    Power (Daily F Necrotic): F Acti: U thi pw wh

    y hit with th wp. Th tt tk xt 1d8

    ctic dm d i wkd til th d y

    xt t.

    Level 15 or 20: 2d8 ctic dm.

    Level 25 or 30: 3d8 ctic dm. D

    About the AuthorAy Bkd Rd w d d

    Gd G, w d RPG d, d

    d-- 4E z Level Up . H p d 005, d d dBlackdirges Dungeon Denizens, Critter Cache:

    Daemons, dHeros Handbook: Tieling . Ay y Md, C w w M,

    w d ky d

    p.

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    J yd K W,

    d C S, d p d -

    z d y. R

    d p p kw -

    Cd (, , y

    p p ). H, d

    C S, w z

    d d d . N dy,

    p w

    j d d C S

    w p

    y. I j d

    d d

    w d . Ad kw j

    C S k

    w d w

    w . I

    p, k S yd , wy-

    p d y y d (d

    d d) pp p

    C S pp.

    THE GIBBET TREE

    Rd Cd,

    y kw

    . T ,

    k,

    p, w d

    . My

    w C S

    p d w

    y w wd d d.

    An dvnur for 2nd-lvl chrcr

    ByRodney Thompsoni l l u s t r a t i o n s b y V i n c e n t D u t r a i t F c a r t o g r a p h y b y S e a n M a c d o n a l d

    TM 2010 Wizd th Ct LLC All iht vd.

    The Crossroads

    The Crossroads

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    The Crossroads

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    H, , , d

    S p Cd d

    w , w

    y d w, z d

    d .

    W Cd,y w y d-

    y, z d. T

    w y k-

    C S d k,

    d d w y.

    Cries for HelpW pp, y w d y

    d w p

    p . Sd y

    , d d

    d k kdy dd. T y

    py , p

    y d

    . I y , y

    p d y

    Cd.

    I d p ,

    y d w . S H-

    H w w d

    w . I

    p, y y

    d k y

    d p.

    THE TRADING POST

    T , d wy

    Cd, d p

    d . A w-y d k

    y k , w d wd , d k d d pp

    p. M wd yd

    xp , d

    wdw pd

    , y py d wy. A

    d dp w dw y x,

    y d j dd

    d.

    T d p w

    z d w C S. My d w

    d C S d d q

    , w y y

    ppy d p . T

    d d , d -

    d d d y

    d. A d Cd

    Millen SilvereyeO y pp -

    d Cd d M

    Sy. Ad , M w p-

    y d y - w d y. T

    d M y d

    d z p, w

    d.

    T , w x, d-

    . M, dy d wd p

    pw, d k d yd

    d . H pw pd

    w , k

    dy,

    pp d Cd

    d. I x ,

    M w

    d d y . H y y p d

    d y w y

    w w ppy w .

    Fulgrim, Pelt TraderP d p w

    - d F. F d

    p x C

    S. H w , y d,

    d d

    d p d k

    . My p dd

    d y d. F xp,

    y, w-k k w

    y y, d F w y

    ppy pd p d w

    Cd. F y -

    k d d w

    dw; dw xp d

    k xpd dp

    C S.

    The Crossroads

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    The Crossroads

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    THE BONEYARD

    Awy d k dp

    kw yd. T w

    d d

    w d d w

    p. T yd d yd

    kd , w p, d d y

    d . T y y -

    d d z

    w yd, y

    .

    The Treasure TrapO M Sy

    yd p dy. T

    w w d d

    Cd k d k

    k . I M

    , pd

    w

    d. W d d, M pd d-

    w p yd, , kp kd d d, kp

    d py yd. W

    ppd d p kd

    p, d yd, w

    z w y k d.

    M w z d

    yd y

    d.

    M w y k

    p, w

    w d. H d

    wy w , p

    z d w -

    . S I Byd , d

    Id Td P -

    M.

    Getting Black Market Access Level 3Skill Chll XP 150

    You try to convince Millen Si lvereye to sell you some o theblack market goods hidden at the Crossroads trading post.

    Wh th chct iv t th tdi pt, thy hld

    ctch tht m th jt plt tdi h. I

    ct, th dwv th cv m bit vd by thpc dvt, thh id bi cht

    dli with Mill. H clly h m t th

    impl ppil.

    Complexity

    1 (qi 4 cc b 3 il)

    Primary Skills

    Diplmcy, Iiht, Itimidt, Sttwi

    Other Skills

    Bl, Pcpti

    Victory

    Th chct cvic Mill t lt thm hi ct

    w. Mill p tw mic itm l t 90%

    mkt pic. Th mic itm ll lvl 3 lw,

    ch by th DM. H l ti t tick th chct with

    hi vit chm ( Th T Tp blw).

    Deeat

    Mill d t th chct y hi l w, bt

    itd ly ptd t dl with thm, ttmpti t l

    thm it hi chm ( Th T Tp blw).

    Diplomacy (DC 10)

    Th chct ppl t Mill bi , cvici

    him tht thy will mk d (d dict) ctm d

    tht h hld dl with thm.

    Insight (DC 10)

    Th chct Mill cti d lctc, d

    kw t cvic Mill tht h wt bi y tbl

    t th tdi pt.

    Intimidate (DC 15)

    Th chct ti t cvic Mill tht i thm

    wld b vy bd hi hlth. Mill lctc bi

    t mlt wy wh h liz tht thy cld pbbly jt

    tk wht thy wtd.

    Streetwise (DC 10)

    Th chct ciz tht dli i blck mkt d

    qi cti ttitd d ppch, which lly

    ivlv tlki d th bjct th cvti

    th th pk it dictly. Th chct kw th

    li tht Mill xpct dict by t .

    Blu or Perception (DC 15)

    Th chct tic ( tick Mill it vli) tht

    xpctd thm t iv, d tht th chct my

    hv itptd m cldti tdi. Thi t th

    chct +2 b t Iiht Sttwi chck th

    mid th kill chll.

    The Crossroads

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    HOBGOBLIN HANGMEN

    Encounr Lvl 3 (850 XP)

    Setup

    T y w d dd .

    T y pd

    w d p dp

    y. Ty w, -

    z d. T p ,

    dw d d

    . I dd

    d , y

    p . Ay, d

    pd y d

    p .

    Gibb zobi (G)

    2 rvn wr (R)

    3 hobgoblin dhwchr (H)

    W pp, d pp

    w d:

    The sound o harsh words spoken in a guttural language

    nearly drowns out the cries or mercy coming rom ahead.Looming over the path is what appears to be a massive

    metal rame resembling a tree, rom which hang a number

    o metal cages. Rotting corpses occupy most o the cages,

    though a malnourished human prisoner reaches out rom

    between the bars o one cage, pleading with three stern-

    looking hobgoblins to set him ree.

    TacticsT dw, p

    p d w,

    z d y d. Ty p

    y p p-

    , d y y d d wy

    , y y p. Ty

    d p,

    y w

    w . T

    w z, d y

    y w z

    w prisoners

    lament.

    Features of the Area Illuinion: D dy, , d

    w . A , d p

    (d , p) ,

    d .

    Gibb Tr: T

    dd d , kp-

    d 5 d. T

    d k k , d d

    y y w d ppy. Ground: T d w -

    d d k, , k ,

    d pd pd.

    3 Hobgoblin Deathwatchers (H) Level 3 SoldierMdim tl hmid XP 150

    Initiative +5 Senses Pcpti +2; lw-liht vii

    HP 46; Bloodied 23

    AC 19; Fortitude 16, Relex 14,Will 13

    Speed 6mDeathwatcher Pike (tdd; t-will)FWeapon

    Rch 2; +10 v. AC; 1d10+4 dm, d th tt i

    mkd til th d th hbbli dthwtch xt

    t.MPinning Pike (pptity cti, wh mkd tt

    mk ttck tht d t icld th hbbli

    dthwtch; t-will) FWeapon

    Rch 2; tt th tii ct; +10 v. AC;

    1d10+4 dm, d th tt i immbilizd til th

    d th dthwtch xt t.MPrisoners Lament (tdd; t-will)FWeapon

    Tt bbd, tid, immbilizd tt ly;

    Rch 2; +12 v. AC; 1d10+8 dm, d th tt tk

    2 plty t kill chck d v til th d th

    dthwtch xt t.CClearing Pike (tdd; wh it bldid)FWeapon

    Cl bt 2; tt mi i bt; +10 v. AC;

    1d10+4 dm, d th tt i phd 2 q.

    Hobgoblin Resilience (immdit cti, wh th

    hbbli dthwtch ct tht v c

    d; ct)

    Th hbbli dthwtch ll vi thw it

    th tii ct.

    Alignment Evil Languages Cmm, Gbli

    Skills Athltic +9

    Str 17 (+4) Dex 15 (+3) Wis 12 (+2)

    Con 14 (+3) Int 8 (+0) Cha 7 (1)

    Equipment dthwtch pik, cl m

    The Crossroads

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    HH

    H

    G

    G

    G

    G

    G

    RR

    42March 2010| DUNGEON 176

    2 Raven Swarms (R) Level 2 SkirmisherMdim tl bt (wm) XP 125

    Initiative +6 Senses Pcpti +8; lw-liht vii

    Swarm Attack 1; ch my tht d it t i th

    tk 5 dm.

    HP 34; Bloodied 17

    AC 16; Fortitude 12, Relex 14,Will 13

    Speed 6 lymBeaks and Talons (tdd; t-will)

    +7 v. AC; 2d4+4 dm.MFeasting Ravens (tdd; t-will)

    Th v wm hit p t it pd, c hit thh

    q ccpid by mi, d mk th llwi

    ttck c it ch my wh q it t: +5

    v. AC; 1d4+4 dm.

    Blur o Black (mv; t-will)

    Thv wm mv p t it pd, d c mv

    thh q ccpid by mi.

    Alignment Ulid Languages

    Str 12 (+2) Dex 16 (+4) Wis 14 (+3)

    Con 10 (+1) Int 2 (3) Cha 10 (+1)

    Gibbet Zombies (G) Level 3 LurkerHzd XP 150

    These gibbets hang like ruit rom a large metal tree. Inside,rotting corpsessome resher than otherslean against thebars o the cages.

    Hazard: Cp i ibbt imtd by dth ch t t

    b th livi.

    Perception:

    N chck i cy t tic th ibbt.

    Trigger:

    A ct d it t djct t ibbt.

    Attack

    Opportunity Action Melee

    Target: Th tii ct.

    Attack: +10 v. Ftitd

    Hit: Th tt i bbd til cp (Acbtic Athltic,

    DC 10)

    Countermeasures

    I y ibbt tk m th 10 pit dm, th

    zmbi iid i dtyd d ct l ti

    thi hzd di djct t tht ibbt.

    The Crossroads

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    INSIDE THE

    TRADING POST

    Encounr Lvl 3 (800 XP)

    SetupT k p y d y

    F d dw

    k k d, d w

    M d

    yd. S dw

    d F , y

    , d y w dd M

    y p pp.

    Fulgri (F) Milln Silvr (M)

    Dwrf crvn r (D)

    4 dwrf crvn gurd (G)

    W d p, d

    pp w:

    The inside o this building looks to be only marginally

    cleaner than the wilderness outside. The ground oor o the

    building is host to a wide open area where several benchesare arrayed or the display o wares. A group o dwarves is

    picking through what looks to be animal hides on one table,

    while a weathered hal-orc watches them closely. A lithe

    tieing man with the hood o his robe pulled up turns to

    look at you as you enter, gazing at you with what appears to

    be one eye made completely o silver.

    TacticsW k , d

    p w y ocused guard

    F, M, d p-

    y. M d y

    d d , pyy

    j , pw , d

    k pj wp . F

    y y d

    w hook and hold k,

    d w dw d k

    . I d

    , caravan driver

    k pp p.

    Features of the Area Illuinion: T d p

    kp y y , d,

    d . I y .

    Ground: T d d

    d y dy w. A k d , d

    d p, .

    Scond Floor: A d

    d , w p kp

    w d y . T d

    w q p d .

    Fulgrim (F) Level 3 LurkerMdim tl hmid, hl-c XP 150

    Initiative +6 Senses Pcpti +8

    HP 40; Bloodied 20

    AC 17; Fortitude 15, Relex 12,Will 14

    Speed 6mHandaxe (tdd; t-will) FWeapon

    +8 v. AC; 1d6+3 dm.rAxe Throw (tdd; t-will)FWeapon

    Rd 5/10; +8 v. AC; 1d6+3 dm.MHook and Hold (tdd; t-will)FWeapon

    Rqi hdx; +6 v. Ft; 1d6+3 dm, d th

    tt i bbd. Th tt t cmbt dvt t

    Flim whil bbd.

    Hostage Strike (immdit itpt, wh hit by ml

    d ttck; t-will)

    A ct Flim i bbi tk th dm m th

    tii ttck.

    Combat Advantage

    Flim ttck it ct ti him cmbt

    dvt dl xt 1d6 dm hit, d thtt i phd th tt 2 q.

    Alignment Ulid Languages Cmm, Git

    Skills Stlth +7

    Str 13 (+2) Dex 13 (+2) Wis 15 (+3)

    Con 16 (+4) Int 10 (+1) Cha 14 (+3)

    Equipment 4 hd x, lth m

    Millen Silvereye (M) Level 2 ControllerMdim tl hmid, tifi XP 125

    Initiative +2 Senses Pcpti +3

    HP 37; Bloodied 18

    AC 16; Fortitude 12, Relex 14,Will 4

    Speed 6mQuartersta(tdd; t-will)

    +7 v. AC; 1d8+5 dm.rHurl Object (tdd; t-will)

    +6 v. Rlx; 2d4+4 dm, d th tt i lwd

    til th d Mill xt t.AKneel! (tdd; ch)FPsychic

    A bt 1 withi 10; +4 v. Will; 1d6+6 pychic

    dm, d th tt i kckd p.

    Psionic Augment (, wh Mill hit with quarterstaff

    hurl object ttck; ch wh it bldid)FPsychic

    Mill ttck dl xt 1d8 pychic dm.

    Vision o the Future (immdit itpt, wh hit by

    ttck; ct)

    Mill hit 2 q.

    Alignment Ulid Languages Cmm, ElvSkills Ac +9