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DUNGEON #114 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM MAD GOD’S KEY by Jason Bulmahn A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treach- erous Cairn Hills. A Living Greyhawk-com- patible adventure for 1st-level characters. Chris Stevens & Ben Huen of UDON Jim Zubkavich of UDON Theldrat Theldrat’s Key Jim Zubkavich of UDON Jim Zubkavich of UDON Veltargo DUNGEON 114 Supplement 1 DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

DA114 Online Supplement - paizo.com · DUNGEON #114 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. MAD GOD’S KEY by …

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Page 1: DA114 Online Supplement - paizo.com · DUNGEON #114 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC.  MAD GOD’S KEY by …

DUNGEON #114MAP & HANDOUT SUPPLEMENT

PRODUCED BY PAIZO PUBLISHING, LLC.WWW.PAIZO.COM

MAD GOD’S KEYby Jason Bulmahn

A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everfl owing in the treach-erous Cairn Hills. A Living Greyhawk-com-patible adventure for 1st-level characters.

Chris Stevens & Ben Huen of UDON

Jim Zubkavich of UDON

Theldrat

Theldrat’s Key

Jim Z

ubkavich of UD

ON

Jim Z

ubkavich of UD

ON

Veltargo

DUNGEON 114 Supplement1

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

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one square=5 feet

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Robert Lazzaretti

Robert Lazzaretti

DUNGEON 114 Supplement2

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one square=5 feet

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Robert Lazzaretti

DUNGEON 114 Supplement3

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TORRENTS OF DREADby Greg A. Vaughan

A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village’s spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and

the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Find out in this adventure for 6th-level characters, set on the infamous Isle of Dread.

Mike May

one square=5 feet

Drum Shelter

30 ft. Asce

nt

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Drum Shelter

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nt

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support beams

burial nicheN

one square=5 feet

support beams

burial niche

Robert Lazzaretti Robert Lazzaretti

DUNGEON 114 Supplement4

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

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Robert Lazzaretti

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Poster Map by Christopher Trevas

DUNGEON 114 Supplement6

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

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Mike May

Robert Lazzaretti

DUNGEON 114 Supplement7

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THIRTEEN CAGESby Chris Thomasson

At last! The heroes finally track down the insidious Cagewrights for a final showdown in their lair deep beneath the volcano of Cauldron. But who secretly leads the Thirteen, and what will his

final message mean for the PCs? A Shackled City Adventure Path scenario for 16th-level characters.

Rámon Pérez

Christopher West

DUNGEON 114 Supplement8

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Christopher West

Christopher West

DUNGEON 114 Supplement9

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Christopher West

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“Thirteen Cages” is designed for a group of four 16th-level characters, but with a little work it can be adapted for use by 14th–15th level characters or 17th–18th level characers. All NPCs in the adventure should have their class levels advanced or reduced by an amount equal to the increase in average party level. 14th–15th-Level Characters: Lower-level characters have fewer resources; as a result, they’ll be more likely to need to stop and rest or retreat and regroup before they manage to even reach the Tree of Shackled Souls. You should relax the time restrictions in this adventure somewhat for lower-level adventurers, perhaps allowing them one or even two opportunities to rest before the Tree completes its task. Consider replacing Moltenwing with a slightly less powerful dragon. Dyr’ryd should be reduced to normal Hit Dice for a shator demodand. 17th–18th-Level Characters: It’s likely that characters of this level have access to the most powerful spells in the game (wish, miracle, time stop, etc.), so be prepared for the additional challenges running such high-level characters bring. One good way to increase the challenge of this adventure is to reduce the time the PCs have before the portal opens. Perhaps their and Jenya’s initial divinations reveal that they only have 4 hours left before the portal opens, and whatever they do must be done in that amount of time. All of tthe demodands and demons encountered should be advanced by two Hit Dice for each level by which the party’s average level exceeds 16 at the start of the adventure. Moltenwing’s lair should gain a group of four elder fire elementals under the dragon’s command. Dyr’ryd should be advanced by 2 more Hit Dice; this increases his size to Huge and brings all the appropriate adjustments to Strength, Dexterity, Constitution, Natural Armor, attack rolls, and weapon damage. Remember that if you change the level of the encounters in this adventure, you’ll need to adjust the treasure amounts as well. Consult the section on Treasure that begins on page 51 of the Dungeon Master’s Guide for more specific details.

ERRATA: Scaling the Adventure

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