Treasure of Talon Pass

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    I UPPER. 4Lt:VEL

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    In Treasure afTalon Puss", the player cha racters explorean ancient mountain garrison in search or ajade chalicereputed to be worth a small fortune. But the path tothe jade chalice isn't easy. A dragon and its koboldminions have taken up residence in the garrison, andsome undead soldiers from long ago still haunt its hallsas well.Nor are the pes the only ones seeking the jade chalice.

    A baud of ore mercenaries known as the Nighrflsts areafter the chalice ... and they arrived at the dungeon onlyminutes before the PCs.

    Treasure arra lon P ass is designed to take 2nd-levelcharacters to 3rd level.Ir is full offamiliar features of theDUNGEON & DRAGONS'" game, including traps, trickykobolds, an evil wizard, and of course, a dragon.There's also plenty of room fo r aDM to alter and expand

    T re asur e o f T alon P ass to fit into an ongoing campaign.BACKGROUNDTreasure hunters across the region have long sought apiece of'[ewelry known simply as the Jade Chalice. Thechalice is the missing part of a finely arved set that wanylocal lords would pay handsomely to be able to display onthe mantel in their grand hall.

    Recently.Information ha surfaced indicating that thechalice was last seen centuries ago in the Tower of TalonPass, one a stronghold of an ancient human empire. In itsheyday it housed soldiers guarding the nearby mountain

    CRED1TSDavid NoonanDesignAndy CollinsDevelopment and EditingKim MohanManaging EditingStacy LongstreetD&D Senior Art DirectorChris SeamanCover Illustrationlars Grant-WestDavid GriffithRalph HorsleyZoltan Boros & Gabor SzlkszalDoug KovacsWilliam O'ConnorSteve PrescottInterior Illustrations

    pass. But barbarians sacked it shortly before th e empirefell, and today only shards of brick remain to hint at itsformer glory.However, set into a cliff near a waterfall on th e edge

    of the meadow, a stone stairway leads downward intothe stronghold's basement. About six months ago, a blackdragon named Skatharllam found the subterraneansection and decided that it would make a comfortablelair-evenifit was higher in the rnountatns thanblackdragons usually live. Arriving with a train of kobold ser-vants and a mercenary human mage, Skathar ilarn clearedout most of the dungeon. leaving only a few undead sol-diers undisturbed (and a few secret passageways he hasn'tdiscovered yet).When the adventure begins, the PCs have just arrived

    in Talon Pass and discovered the entrance to the tower'sba ernent, The i ightfist are mercenaries, followiJlg thesame information, arrived less than an bOLLrarlier. owthey're pinned down in room 3, getting ready to makeanother assault on the kobolds inroom 4.ADVENTURE HOOKSAny adventure hook that gets the PCs to the dungeonentrance and clues them In to the presence of the Nightfistorcs will work. For example: The PCs come across the aftermath ofa battle betweenthe Nightfist orcs and a caravan heading u p the T O a dto Talon Pass. The sale survivor from the caravan tells

    Rob l azzarettlCartographerErin DorriesPUblishing Production SpecialistDonna WoodcockProduction ManagerDUNGrONS & DRAGONS, D& D, WIZIIR OS OF TH E COAST, Player'sHa nd bo ok , D u na eo n M a ste r's Guide, Monster Manu al , T re as ur e o fTalon Pass, all other Wizards of the Coast product names, and theirrespective logos are trademarks of Wizards of the Coast, Inc. inthe U.S.A. and other countr ies. All Wizards characters" characternames, and the distinctive likenesses thereof are property ofWizards of the C03st, Inc. This material is protected under thecopyright laws of the United States of America, Any reproductionor unauthorized use of the material or artwork contained hereinis prohibited without the express written permission of Wizardsof the Coast, Inc. Any slrnl lar lty to actua I people, orga nizatlons,places, or events included herein is purely coincidental. Printed inthe U.S.A. 2008 Wizards3203714A-001 EN987654321First Printing: May 2008Visit our website at www.wlzards.corn/dnd

    http://www.wlzards.corn/dndhttp://www.wlzards.corn/dnd
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    them the tory of the jade Chalice before expiring inclas ic pulp fashion .

    A local lord hires the PCs to retrieve the Iade Chalice.warning them that a rival lord has hired ore mcrccnar-ie [Q natch it f irst.

    The host of the jade carver who made the chaliceappears to the PCs in a dream. telling them to retrievethe Jade Chaljce, wanting of dire consequences if theorcs get their hands on it.level 2Major Quest: Ifth' PCs successfully recover

    the Jade Chalice from Hareel Vaar, award each characteran extra 125 XP.

    Ifthe PCs were hired to recover the chalice. theiremployer pays them 260 gp for its return. Otherwise, theycan sell it for that price, or perhaps hold onto it ... whichYOII can encourage them to do if you WaJ1t it to become astgniftcant item in you r campaign.

    MINOR CHARACTER HOOKSIn addition to implementing aile of the adventure J100klisted above, consider uslng either or both of the minorcharacter hooks below. Adding a personal investment toan adventure makes it more meaningful for the charac-ters, and can draw their ttention mor effe tively thanany monetary reward... An am inous vision has appeared to many servants of a

    deity affiliated with one 0 f the c ha meters in the pa rty,In rhls vision. undead being beneath Talon Pass, longforgotten to the world. hay recent! been awak 'ned.

    Level 2 Minor Quest: If the PC defeat all theundead creatures in rooms 2 and 9. award each PC anextra 25 XP.

    .. A 11 evil mage named Hareel Vaal' is wanted in connec-tion with several thefts over the past few months. Oneof the PCs has accepted a comrni sian to hunt this manclown and return him, alive, to civilization.Level 2 Minor Quest: lfthe PCs return Hareel

    Vaal' to any Lawn or city without killing him. awardeach PC an extra 25 XP.

    GETTING READY TO PLAYOtherthan pending a lillie lime looking at the monsterand trap tal blocks, and revi wing the maps on the insidecovers of this booklet. you don't need any sp ccial prepara-tion before running Treasure ofIalon Pa s,Iyou're using Treasure ~ rI (l lo n P a ss as a stand-alone

    adventure. you can give the players the character sheets illthe back or th is book let. Each two-page sheet describes apregenerated 2nd-level charact r.If you're using Treasure olTalol1 Pass to start a new earn-

    paign, tell the players to make 2nd-level characters. Theycan have any reasonable amount of ordinary equipment.plus one 2nd-level magic item and one 1 st-lcvcl magic itemper character. Each character also has 20 gp in ash.

    Treasure ofTalol1 Pass employs the "parcel" techniqueof treasu re d istr ibution d escr ibed in the D u nlJeot1 Master'sGuide". You'Il need nine treasure parcels in additionto the Jade Chalice. which is an art item worth 260 gp oYou call lise the list of parcels below, or you can createyour own using the rules i1 Chapter 7 or the Dun[JeonMaster's Guide.

    Lfyou're using the "wish List" suggestion in the Dut lBeonMaster ' GUide, you can assign magic items based on thoselists. Oth rwise, select magic items from the Player'S Hand-b O O R ' appropriate for your characters and the adventure.

    Porcei I: Magic Hem. level 6Parcel 2: Magic item. level 5Parcel : Magic item, level 4Parcel 4: Talon amulet (new magic item: see page 20)Parcel 5:Two I00 gp gems + 90 gpParcel : Two potions oJheaIi I I t J + 70 gpParcel?: 150 gp + 100 spParcel 8: Po ti on o fh ea !i nB + 40 gpParcel 9: 30 gp + 300 sp

    Once you've assigned rnagtc items, apportion the treasureparcels to rooms as given below:Room 5: One parcelRoom ): Two parcelsRoom 8: Three parcelRoom 9: Two pa reelRoam 11: The Jade Chalice and one other parcel

    ROOM SUMMARIESSe e the encounters on th e Iollowtng pages for marcdeta iled desc rip tions of each 1'00111 an d its lnha hitants,1. Entry: This chamber is empty. butholds potential

    clues for the P S.2.Infirmary: Thi room holds several undead rem-

    nants of the dungeon' orrner inhabitants.3. Prison Chamber: Most of the surviving ore merce-

    naries are here, readying to attack the kobolds in room 4.4_ Pillared Hall: The kobolds have pinned down a lone

    are in this room.S. Sacrifice Chamber: This secret 1-00111 holds a trap,

    as well as a shaft leading down to room 8.6. Kobold Sanctuary: The kobold leaders lai r here.

    guarding the stair down to room 7 .7. Statue Room: This room holds a nest of sptrerop

    drakes and two guardian constructs.8. Dragoo's Lair: The leader of the dungeon's currentdenizens Iives in this natural cavern,9_ Officer Quarters: Three more undead lair here.

    lying in .." ru t fo r living prey.10.Hall of Champions: This antecha rnber is gua rded

    by an imp and three iron defenders.11. Test of Valor: The final chamber of the dungeon

    hold a mall gladiator pit. overseen by the cruel mageHareel Vaar,

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    SETUPThis room doesn't have monsters.

    When the pes first descend the stair', read:This stone c ham ber h as an intact se t o f d ou bl e d oo rs in th e eastwa!'a nd a se t o f d ou ble d oo rs h an gin a p re ca rio usly fro m a single hinBe onth e w e st w alL T heres a weird m ix o f s tone and JOaEed me ta l d eb ri s illt he s ou thw e st c o rn er .

    TACTICSThere's nothing to I1ghthere, but the PCs can gain omeclues that will help them in later rooms. It's also pos-sible that the PCs will retreat here if the battle in room 3doesn't go their way.This room is also a good place to establish the common

    pieces of" dungeon d re sslng" that the PCs will be dealingwith throughout the adventure. See the Common DUll-geon Elements section below.FEATURES OF THE AREAIUwnination: None. other than what the PCs bring

    with them.Western Doors: You don't have to be a forensic genius

    to realize that someone busted these doors open frominside this room. They're hanging outward. so 1 1 1 1 ' damagewas done by omeone trying to get out of room 1, not intoiL A character who makes a DC 15 Perception checknotice that the splintering on the doors is fre h-someonebroke these doors down less than an hour ago.Eastern Doors: These ironbound wooden doors are

    still intact. Judging from the darkness visible at the bottomcrack of the door. there's nothing iJ l urninati ng the roombeyond. And no sound either, In crude Draconi char-acters. painted across the door in red. is a Single word:"Don't," (The kobolds want to make sure they don't windli p fighting the undead)Wreckage: The rubble in the southwest corner con-

    sists of two of the spinning blades pillars found in room5=except the koboJds "disabled" these pillars when theyarrived. IfPCs spend time sifUng through the wreckage,they learn the following:.. Ma ny of the stone pieces have a gen t lyca rved, ellrvedsurface .

    The metal parts appear to be some on ofhi.nged andjointed armature .

    There are pieces of a metal blade amid the wreckage.If the PCs examine the wreckage. they gain bonuses whenthey have to deal with the intact spinning blades trap inroom 5.

    COMMON DUNGEON ELEMENTSThe following elem nts are present in room 1 andthroughout the dungeon, unless otherwise noted.Floor: The floors are flagstone tiles-a mix of I-foot-

    square stones and Lfoot-by-Zfoot re tangles.Walls: The walls are masonry facing with a mix of

    dirt and stone behind them. nles otherwise noted. itrequires a DC 20 Athletic check to climb a wall.Ceiling: All ceilings are 15 feet high. with stone but-

    tresses supporting wooden planks. In a few places on theupper level, the plan ks have rotted away, revea Iing a mixof dirt and stone above.Doors: The iron-bound wooden doors require a DC 18Strength check to force open. They are hinged to swing inboth directions.Stairs: They're all steep enough to constitute difficult

    terrain when moving up.Ambient Sound: The waterfall outside the entrance

    can be heard as dull noise throughout the dungeon.although if loud enough in room 1 that PCs will have tospeak clearly to be heard.Moisture and Temperature: Enough J]1.1strom the

    waterfall blows in that the upper rooms (1 through 6) feeldamp and have occasional patches of condensation on the\VaU and floor, The downstairs is noticeably drier, exceptfor room 8. which has its own water source. All the roomsare a Ilttle chi.lly-about 50 degrees Fahrenheit.

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    Encounter Level 2 (660 XP)SITUPThe undead here, once soldiers wounded in battle, walt forfurther orders that vvIll never come. They do not leave theinfirmary willingly but will defend it to the death-strictlyinterpreting the last orders given them.This encounter includes the following creatures.2 deathlock wights (D)10pack zombies (Z)

    Unless the characters loudly converse or make other obvi-ous noise. all monsters are distracted at the starr of theencounter. The pack zombies have a passive Perceptionscore of 10, and the Wights have a passive Perception scoreof 11.Ifhe P s first open the door from room 1, read:Renma nts o Jw oo d- aM -c an va s J ramew orks a re scattered a c ro ss t heflo or . T he c hamb er c on tin ue s to th e east. tu min a so uth bey on d y ou rsiaht line. There's also a downward s ta in va y in t he soutllenl wall .

    When all PCs are in the room or when a brave PCwalks more than 20 feet into the room, read:Th e door c l oses and locks oJits own vo li ti on . And yo u hear s h u . f t 1 j n afo ots te ps c om in aJ rom th e s ou th ea st Lets oj shuff11n8footste:p5.Ifthe. PCs first open the secret door from room 3,read:Two corp seUke c rea tures sta nd a t a tt en ti on n ex t to a hiyh t ab l e in th ec en te r o j th e r oom. Tw o s ta ir w ay s in the eas te rn wa n le ad u pw a rd .and a door is se t in the n o rt he rn w a ll .1 Deathlock Wighb Level4 ControllerMedium natural humanoid (undead) XP 175 eachInitiative +4 Senses Perception +1: darkvlsionHP 54; Bloodied 17AC 18: Fortitude 15. Reflex 16.Will 17Immune disease. poison: Resist 10 necrotic; Vulnerable.S radiantSpeed 6( ) Claw (standard; at-will) . . Necrotic

    +9 vs. AC; 1d6 necrotic damage. and the target loses 1 healingsurge.

    ;;.,-Grave Bolt (standard; at-will) + NecroticRanged 10: +6 vs, Reflex; 1d6 + 4 necrotic damage, and thetarget is immobilized (save ends).

    ;;.,-.Reanimate (minor: encounter) .. Healing, NeCl'oticRa nged 10: affects a destroyed u ndead creatu re of a level nohigher than the death lock wight's level + 1;the target stands asa free action with a number of hit points equal to one-half itsbloodied value. This power does not affect minions.- < - Horrific Visage (standard; recharge[;:;J[Z][!l) + FearClose blast 5; +7 vs, Will; 1d6 damage, and the target is pushed 3squares.

    AJlgnment Evil Languages CommonSkills Arcana +10, Religion +10Str10 (;..1) Dex 14(+4)Con 14 (+4) Int16 (+5)

    Wis 9 (+1)Cha 18 (+6)

    10 Pack Zombies Levell MinionMedium natural animate (undead) XP 31 eachInitiative + 3 Senses Perception +0; darkvisionHP 1; a missed attack never damages a minion.AC 14; Fortitude 14. Reflex 10,Will uImmune disease, poisonSpeed 4C D Slam (standard; at-will)

    +7 vs. AC; 4 dama&e.Pack AttackA pack zomble galns a +2 bonus to its attack roll if it is adjacent toat least one other pack zombie.( ) Lurching Sacrifice (immediate interrupt; encounter)This power triggers automatically when a nonminion ally adjacentto a pack zombie is hit by a melee attack. The pack zombie Isdestroyed. and the damage dealt to the ally is reduced by S.

    Alignment Unaligned Languages-Str 14 (+3) Dex 6 (-1) Wis 8 (+O)Con 10 (+1) Int 1 (-4) Cha 3 (-3)

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    TACTICSThe pack zombies rush the pes en masse[rom the east. They try to su rrou nd oneor more pes, cutting the rn oIT from 11 nycomrades still outside the door and forc-ing them down the stairs toward thelower chamber.

    On their llrst turn, the death lockwights move to the two doors epa ratingthe southern area from the northern sec-tion. One opens the door into the areaoccupied by the pes and uses /lOrriflcl'isCise. then 8 ra ve b ol t.The other deathlock wight waits [or

    a round after opening the double doors.then proceeds quietly down the widehallway to attack the characters frombehind. If attacked in melee. this wightunleashe horrifiC l'isCise. then flees backto its comrade.

    If the pes come through th ecretdoor [rom room 3. then the wights splitup and run for the two doors during theirfl r51 tu I'll and the zombies come from theeastern stairways durmg round 2.The death lock Wights ca n't use thei r

    reanimation power on the pack zombies.but they can (and do) use iton each other.FEATURES OF THE AREA

    _ . '. _ - ' '_"" ~~ ~~ ..= 'p t_ ' ~: ' '~ [~ ~ I ' "' ;! . ~ I " ' > ' !

    ! : ' i . ' ,1 4 :! b i,. ~ II' ]1 ,~ 1 0 0 ; . , '- I~

    E :' , ~ J ~ ; : : ~ . , . Ii. 1 , ~ : ; ;i f " ' !r l ' : I : . < ~ , i l l " P. . , 'l, Ii..:'C~~ ~~ (Z ~i;;: ; ; ; ; ;(2 r r z rz~ I!""!!I i~ :~i _ _ .._ (2 (2J'It':' I' i t, I : , '- \ I : , rfC 1- . , r I~'"lo" II,;.

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    Illumination: None, adler than what the pes bringwith them.

    Floor Debris: he wreckag on the floor i composedof smashed cots once used "IIhen th is was a hosplta l forwar wounded,

    Door Lock: AD 15 Thievery c.heck is sufficient toopen the northern door. as is aD 20 Strength check.

    Secret Door: A DC 22 Perception check is sufficient tonotice thi door hidden in the stonework. It leads to room3, and both secret doors are obvious [rom within the hall-way between them.

    PACK ZOMBlEIn rare cases, zombies who lived highly regimented lives-such as former soldiers-retain a tiny vestige of that trainingin undeath. These so-called pack zombies are more deadlythan normal zombie minions, though just as easy todestroy.PACK ZOMBIE TACTICSPack zombies attack as a group, gaining the bonus from packattack. They flght to the death, usua Ilyunder the comma ndof some more powerful creature.PACK ZOMBIE LOREA character knows the following information with a suc-cessful Religion check.DC 15: Pack zornbtas retain a vestige of the combattraining and teamwork they possessed in life, typically assoldiers or mercenaries.

    DC 20: Whether returned from death by foul ritual orsheer force of evil willpower, pack zombies defend theirmasters even at the cost of their own existence.

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    Encounter Level 2 (777 XP)SETUP111eore drudge arc gathered near the southern entrance,with Hrimohl in the middle ofth room and the wolvesnear the north. HrimohJ waits for the other orcs to ban-dage themselves before he pu he'S into the room again.This encounter includes the following creatures.lore berserker (0)2 gray wolves (W)8 ore drudges CD )

    Unless the pes loudly converse O[ make other obvi-ous noise. aJl monster are distracted at the start of theencounter. The ore drudg S have a passive Perceptionscore of 10. and Hrimohl has a passive Perception scoreeriz.If the pes round the corner from room 1,read;Bey on d th e c orridor y ou see a larg e, to rc hlit ro om with rusty shackleshan8 in8 from th e stone w alls. Tw o w olves and a pileo j d ea d o re b od ie sare n ea r th e n orth ern en tra nc e, a nd YOll can make au! a c oup le oj o rc so n the Jar, sou th ern en d o j th e room . But th e la na sh ad ow s c ast by thetorchllaht hint th at th ere are more-p erhap s a half dozen or so.If the pes first open the secret door from room 2,read:An ore with a 8 re ata xe sa ys, " A nd hllrry up with th e b anda 8 es l" th ensta rts a t th e sound oj th e sec re t d oor c re akin8 op en. Th e torc hlit ro omb ef or e y ou has s ha ck le s o n th e w alls . W a lls s cre en thenorthern andsouthern areas o j th e ro om from y our vfew.8 OreDrudges Level4 MinionMedium natural humanoid XP 44 eachInitiative +0 Senses Perception +0; low-light visionHP 1;a missed attack never damages a minion.AC 16; Fortitude 15, Reflex 12,.Will 12Speed 6 (8 while charging)C D Club (standard; at-will) Weapon

    +9 V5. AC; 5 damage.Alignment Chaotic evil Languages Common, GiantStr 16 (+3) De.x 10 (+0 ) Wis 10 (+0)Con 141+2 Int 8 (-1) Cha 9 (-1)Equipment hide armor, club

    Hrimohl, OreBerserker Level4 BruteMedium natural humanoid XP 175Initiative +3 Senses Perception +2; low-light visionHP 66; Bloodied 33; see also warr io r 's su rg eAC 15; Fortitude 17. Reflex 13, Will 12Speed 6 (8 while charging)C D Greataxe (standard; at-wil l] +WeapolJ

    +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).+ Warrior's Sur_ge (standard, usable only while bloodied; encounter)+Healing,WeaponThe ore berserker makes a melee basic attack and rega ins 16 hitpoints.

    Alignment Chaotic evil languages Common, GiantSkills Endurance +10. lnttmidate +6Str 20 (t7) Dex 13 (+3)Can 16 (+5) Int 8 ( ..1)Equipment leather armor, greataxe

    Wis 10(+2)Cha 9 ( +1 )

    1 GrayWolves Levell SkirmisherMedium natural beast XP 125 eachInitiative +5 Senses Perception +7; low-light visionHP 38; Bloodied 19AC 16; Fortitude 14, Reflex 14, Will 13Speed 8CDBUe (standard; at-will)

    +7 vs. AC; ld6 + 1 damage, or 2d6 + 2 damage against a pronefa rget.

    Combat AdvantageIf the gray wolf has combat advantage "gainst the target, thetarget is also knocked prone on a hit.

    Alignment Unaligned languages -Str 13 (+2) Dex 14 ( 3) Wis 13 (+2)Can 14(+3) Int 2 (-3}Cha 10(+1)

    TACTICSThe oredrudges Immedlatelv charge into the fray, gettinginto melee combat with as many PCs as possible.Hrimohl and the wolves maneuver to the side or rear of

    the group, looklng forflanking opportunities.The wolvesworktogether toknock a PC prone.Hrimohl and th e wolves fight until slain, but the ore

    drudges nee out of the dungeon ifHrimohl dies and thePCs outnumber the remaining drudges.

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    FEATURES OF THEAREAIllumination: The orcs have dropped

    torche near the northern entrance, inthe middle of the room. and near thesouthern entrance.Secret Door: ADC 22 Perception

    check is sufficient to notice lhi doorhidden in the stonework. It leads to thesunken chamber in room 2. and bothsecret doors are obviou . from within thehallway between them.Shackles: These are badly rusted and

    wouldn't keep aJ1}'oneprisoner [or long.They have slots for padlocks. but no locksart' present.Corpses: The piles of kobold and ore

    bodies at the north and south end' of'theroom count as difficult terrain.

    5 - l ~~,. ..;:_~ ~ I~ [= lrQlti~ J:@ ~ . .~ ~ 'IJ I ~ ! l t . . . : : : . cr ) l ~ . . . . . .".,~.:iI:; r: i - f ' l l l H fi ' : ' i!f" ~ i 1 l l Jt 0 7"~}

    I [ ~ , I ! Id, _ : . " "~ 'i l fu r - - :w . !S - " ' - - = - - = ([I

    J " @ 1'=r'F@ 1D @@ 0 " - ~D D D _'i l

    ~v One square-'--

    c rL L1 : 1:!0: :UZaV-rI.tv:!aac r

    = = 5 feet

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    Encounter Levell (550 XP)SETUPOne oftbe orcs failed to retreat and now crouches northof the center pillar. He's effectively a noncombatant(although he wlll fight if pressed) and isn't worth expert-ence points.The kobold sllngers are spa ed out along the ledge, and

    the kobold dragonshields are in the eastern chamber.This encounter includes the following creatures.lore berserker (0)3 kobold slingers (S)2 kobold dragonshields (D)

    The slingers have a passive Perception core of 11, and thedra zonshtelds have a passive Perception score of 12.When the PCs reach the northwest dOOrWa}7 read:K obold5 stand atop a 1 0100t 1ed8e on the southern wall, whirlins5 1 i 8 5 an d starins northward. Press ed a8ains t th e northern edse of acenrrcl pi!1ar is a bJeedin8 ore t ryin8 to a vo id th e s li ns s to ne s. There'sa7wther exitin th e northeast part of th e room, an d up all th e ledtJe, atunnel head s sou th .3 Kobold Slingers Level1 ArtillerySmall natural humanold XP 100 eachlnltiatlve +3 Senses Perception +1; dark visionHP 24; Bloodied nAC 13; Fortitude r z . Reflex 14, Will 12; see also trap senseSpeed 6C D Dagger (standard; at-will} Weapon

    +5 vs, AC; 1d4 + 3 damage.@ Sling (standard; at-Will) WeaponRanged 10120; +6 vs. AC; 1d6 + 3 da mage; see also special shot.

    Special ShotThe kobold slinger can fire special ammunition from Its sling.Each of these 51ingers carries 1 round of each type of specialshot, described below. A special shot attack that hits deals normaldamage and has an additional effect depending on its type:Stinkpot: The target rakes 11 -2 penalty to attack rolls (save ends).Firepot (Fire): The target takes ongoing 2 fire damage (save ends).Gluepot: The target is immobilized (save ends).

    Shifty (minorl at-will)The kobold shifts 1 square.

    Trap SenseThe kobold ga ins a +2 bonus to all defenses a[llinst traps.

    Alignment Evil Languages Common, DraconlcSkills Acrobatics +8,$te.al th +10, Thievery +10Str 9 (-1) Dex 17 (+3) Wis 12(+1)Con 12 (+1) Int9(-1) Cha10(+0}Equipment leather armor, dagger, sting with 20 bullets and 3 rounds

    of special shot (see above)

    1 I

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    .-:0UcN -..C

    W E ~:00c

    One square'" 5 feet

    FEATURES OF THE AREA corner enables the kobolds to climb up to the ledge thatruns along two sides of this chamber and across [he south-ern edge of the area that conta ins the pJIars.lumlnatiom There is a torch in a wall sconce on theeastern side of each column.

    Ledge: The ledge is 10 fcet off the ground. It takes a DC20 Athlettcschcck and 4 squares ofmovement to get upon the ledge.Broken Column: The easternrnos [ colu I II I I

    has collapsed and ties in rubble on the floor (diff!cult terrain). The ceill ng sags somewhat butremains sturdy,Secret Door: Ittakes a DC 25

    Perception check to spot thisdoor hidden in the wallmasonry, lt leads to room 5,Ore Berserker: His

    statistics are identical toH r irnoh 1'5 ( the o re present iI room 3), except thathe has only] 0 h it points left, He's just trying toget out a live and will nee through the northwesthal lway as soon as the passage looks clear. Hewill attack if cornered, and will use his warrior 'ssuflJe If posstble to regain hit points. but he'snot worth any XP if he is eogaged and defeatedbefore he can nee,EASTERN CHAMBER" J 'hts room has piles of furs. a smoldering cook fire, andsimple kitchen equipment. It's the primary tilling areafor the kobolds, The ladder in the southeast

    (

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    Encounter Levell (500 XP)SETUPThere are no monsters in this room. just a trap and a weirdmagi al effect.This encounter include the following obstacle.

    1spinning blade pillar trapWhen the pes emerge from the corridor, read:There s an obv io us p it n eu r t he m id ale o f this room, a simple stonealtar alolla the north w all and tw o 8 1 0 w l1 1 a , a la s s coffil1s proppedup ri ,9ht i n th e n orth w es t a nd northeast comers. B r ia h t ly 8)owin8 mistswirls inside each wffin-Spinning Blade Pillar Elite LevelS ObstacleTrap XP400B la de s r is e o ur of hid de n c om p a rt m en ts ,m d s pin wilr l7y across dwchclmber .Trap: A spinning blade pillar rises from the floor and spins like atop, moving Its speed in a random direction and then attackingin each round. Itwon't move over the pit or out of the room.Special: lf the characters examined the wreckage in room 1,they gain a + 2 bon us on all skill checks related to this trap.

    Perception... DC 12: The character notices trigger plates around thechamber .

    ... DC 27: The character notices the hidden control panelconcealed along the wall, immediately north of the entrance.

    Initiative +7 Speed 2TriggerWhen a character moves into a trigger square, the pillar risesup from the Aoor in the center of those four squares. andthen blades spring out and attack.

    AttackStandard Action Close burst 1Targets: Each creature in burstAttack: +10 vs. AC, two attacks per targetHit: 3d8+3 damageIf the spinning blade pillar moves into a Large or smallercharacter's space, it pushes that character 1 square andknocks the character prone.

    Countermeasures... Up to two characters can engage In a skill challenge todeactivate the control panel. DC 22 Thievery. Complexity3 (8 successes before 4 failures). Success disables the trap.Failure causes the spinning blade to act twice in the round(make a second initiative roll for the t rap) ,... Characters can attack the spinning blade pillar (AC 18,other defenses 15; hp 1 10; resist S all) or the control panel(AC 16, other defenses 13; hp 70; resist 5 ali). Destroyingeither disables the entire trap.

    FEATURES OF THE AREALllurnmarion: The glowing coffins brightly ilIumi nate

    everything in this room.

    Shaft: A 30-foot-deep verrtcal shaf Call nects this roomto rOOI11 S,opening above the pool. Anyone falling f rOI11above takes 2d to dama 'C (the water ush ions the fall a bit).Altar: Atop a small shrine (not depict d on the map)lies the treasur noted below-the last offering anyonemade before this fortress fell.

    Coffins: Any damage will break open a coffin. releas-ing three glamor pirits from within. Thes spirits looklike humans dressed in ancient robe, and are neithersentient nor hostile. Any attack against a glamor pi filautomatically hits. immobilizing it for 1 hour. The attack-ing creature become immobilized (S

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    Encounter Level 2 (650 XP)SETUPThe wyrmpriest leader of the kobolds lives here along withhis cadre of bodyguards. four kobold dragonshields.

    If any stingers retreated 6-0111 room 4. the move up ontothe ledge and attack from there.This encounter includes the following creatures,1 kobold wyrmpriest (K)4 kobold dragonshields (D)

    The wyrmpriest has a passive Perception score of 14, andthe dragonshields have a passive Perception score of 12,If any battle took place inroom 4 within the last 10 min-utes (or if any sllngers retreated to here), they're allreadyfor a right.When the pes first descend the stairs, read:T he s ta ir s le ad down into a m ostly em pty ro om . A cuTtain covers ah allw ay h ea dil1 8 w est, a nd a ra ise d p assa 8e lea ds w est bey on d th isroom a s we ll. T w o k ob old s s ta nd in th e m tddle of this roo m, on 8ua rdw ith sw ord s a nd s hield s rea dy .When the pes reach the we tern part of the room,read:A l ad de r l eads down o ff th e 1 ed8 e in to th is ro om ,ju ll o f sh ards o fb ro ken p ottery , so me o f it piledin h ea ps o n th e fioor. A stainv ay in th en or th w es t c or ne r le ad s d ow nwar d,4 KoboldDragonshields Levell SoldierSmall natural humanoid XP 125 eachHP 36; Bloodied 18See page 8 for fu IIstatistics.TACTICSThe two d ragonsh ields inthe eastern section imme-diately fall back throughthe curtain, attempting tolure the pes into a trap.The other two dragon-shields wait on either side

    of the short hallway. step-ping out to flank intruders.Thewyrmpriest and

    any surviving lingersfrom room 4 move alongthe ledge to attack pesin the western portion ofthe room, They fall ba kifbloodied or if confrontedon the ledge.

    KoboldWyrmpriest level 3 Artillery(Leader)Small natural humanoid XP 150Initiative +4 Senses Perception +4: darkvlslonHp 36; Bloodied 18AC 17; Fortitude 13, Reflex 15, Will 15; see also trap senseSpeed 6C D Spear (standard; at-wlll) + Weapon

    +7 \IS. AC; 1d8 damage.fEnergy Orb (standard; at-will) tsee textRanged 1.0;+6 \IS. Reflex; 1dl 0 + 3 acid da mage.

    ~ Incite Faith (minor: encounter) .Close burst 10; kobold allies in the burst gain 5 temporary hitpoints and shift 1 square.

    .: ;. Dragon Breath (standard; encounter) + see textClose blast 3; +6 vs, Fortitude; 1dl0 + 3 acid damage. Miss; Halfdamage.

    Shifty (minor: at-will)The kobold shifts 1 square.

    Trap SenseThe kobold gains a +2 bonus to all defenses against traps.

    Alignment Evil languages Common, DraconicSkills Stealth +10, Thievery +10Str 9 (+0) Dex 16 (+4)Con 12 (+2) Int:9(+O)Equipment hide armor, spear, bone mask

    Wis 17 (+4)Cha 12 (+2)

    FEATURES OF THE AREAIllumination: A lit lantern sitsnear t J 1 C southeast

    corner in the eastern chamber. The western chamber isdark.Ledge: The ledge i 10 leet off the ground. 1 1 takes a DC

    20 Athletics check and 4 squares of movement to get upon the ledge. A ladder adjacent to the western edge of theledge enables the kobolds to get up and down easlly.Treasure: wo treasu re parcels can be found in a

    locked cabinet (Thievery DC 20) in the eastern room.

    )0

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    Encounter Level 3 (750 XP)SETUPHareel Vaal', the mage in room 11, uses this room for hidrake-breeding project. IDs drake are kept behind a setof curtai ns because Vaar thi nks the glowing starue wasdisturbing their sleep. Three of the drake are inside thecurtained area in the middle of the room. while the fourthis outside. A pair of arbale ter stands on the stage area,one to either side of the statue.Thi encounter includes the folloWing creatures,2 arbalesters (A)4 splretop drakes (S)

    The arbalesters have a passive Perception score of 19, andthe spiretop drakes have a passive Perception score of] 3(and three ofthem are relying on hearing alone since theytart bebind the curtain).

    ARBALESTERAn arbalester is a form of homunculus, which is a constructcreated to guard specific places, objects, or beings. Theyrequire no food or sleep, and they can maintain their watchindefinitely.

    Homunculi can understand fairly complex orders, andthey follow instructions with no thought of self-preserva-tion (unless, of course, they are ordered to avoid takingdamage).Little more than a powerful crossbow bolted to a woodenchassis, an arbalester moves about on three articulatedlegs.ARBALESITR TACTICSA homunculus can be attuned to a specific area, creature,or object, guarding itwith its life. The homunculus gainscertain powers and benefits in this guard role (as noted inits statistics) and singlemindedly attacks creatures that trig-ger its guard condition(s).An arbalester is often tasked with guarding an area.

    This area can be up to 5 squares on a side. It makes rangedattacks whenever possible.ARBALISITR LOREThe following information can be obtained with a success-ful Arcana check.

    DC 15: An arbalester is a particular type of homunculus,particularly well designed to guard a particular area.DC 10: As long as foes are present in the area guarded

    b y the arba Iester, its witheri ng barrage of crossbowl ike bo Itscontinues without slowing.

    When the pes first descend the stairs, read:A 1 2 {0 0t- ta f/ sta tu e o f a menacina warrior dominates the easternp art o f this room. In t h e c en te r is a fly in a dra ke ta fro nt o f a set of c ur-ta in s h an ain sfr om th e ceilinalikea t en t. T h er e' s a 5 Joo t- h iS h s ta sebehind th e s ta tu e a lona th e eastern wall,with a pa ir o f c rossbow- l ikeconstructs standil18 8uard.1 Arbalesters Level4 ArtilleryMedium natural animate (construct, homunculus) XP 175 eachInitiative +6 Senses Perception +8; darkvisionHP 43; Bloodied 21A C 1 7; Fortitude 16, Reflex 18, Will 15Immune disease, poisonSpeed 6C D Slam (standard; at-wil l )

    +4 vs. AC; 1d4 + 2 damage.@ Bolt (standard; at-wil l )Range 20/40; +9 vs, AC: 1d8 + 4 damage.

    < - Double Shot (standard; recharge B ( Z H U J ; see also guard area)The arbalsstar makes two bolt attacks, either against a singletarget or against two targets within 3 squares of each other.Guard Area

    At the start of the arbalester's turn. if a n enemy is in its guardedarea, the arbalester automatically recharges i ts double shotpower.

    Alignment Unaligned Languages -Str 15 (+4) Dex 18 (+6) Wis 12 (+3)Con 13 (+3) IntS (-1) Cha 3 (-2)4 Spiretop Drakes Level1 SkirmisherSmall natural beast (reptile) XP 100 eachInitiative +6 Senses Perception +3HP 29; Bloodied 14A C 1 5; Fortitude 11, Reflex 14. Will 13Speed 4, fly 8 (hover); see also f lyby attackC D Bite (standard; at-will)

    +6 vs, AC; 1d6 + 4 damage.( ) Snatch (standard; at-will)+4 vs. Reflex; 1 damage. and the spiretop drake steals a smallobject from the target, such as a vial, scroll, or coin.+ Flyby Attack (stands rd; at-will)The spiretop drake flies up to 8 squares and makes one meleebasic attack at any point during that movement. The drakedoesn't provoke opportunity attacks when moving away from thetarget of the attack.

    Alignment Unaligned languages-Str 11 (+0) Dex 18 (+4) Wi.s 16 (+3)(Qn 13 (+1) Int 3 (-4) Cha '1 (+0)

    TACTICSThe arbalesters don't leave their posts 011 th stage. con-tinuing to fire as long as they can see aJly pes_ The areaea h arbalester guards is outlined on the encounter map.The first splretop drake engages the pes immediately.

    and another one flies out from behi nd the curtain in eachsubsequent round. All the drakes act at the same point inthe initiative order.

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    ,-p: L "_ . ,;.,_- , .-!:---!:--1--1 ,:r--I--- _ -_. _ _ ._ ----- ~~= " " " , ' =T - . . . . . . PE',-f [ : F ~ ~ , .

    !' .,., ~., ]', .~_~~~~~ _ I,~J@: i mtl~ r - 1~ :~ ) , ; ' ,II;1 I r n l l ' ~ : [ 5 ; ~S]1 , , - '~ . ~ I :}~ '1I f c o : o ; ; ; ; ~

    -e=: _~' T-~ , '.

    FEATURES OF THE AREAIllumination: This room is lit by braziers (as torches) in

    the northwest and northeast corners, and the statue (as acandle) in the east,Stage: The ledge is 5 feet off the ground. It takes a DC

    20 Athletics check and 2 squares of movement to get up011 the ledge. IfPCs use the statue as extra handholds andfootholds, the Athletics check DC drops to 10.Nest: The drakes emerge from a nest that's blocked oFffrom the res t of the room VI'ith ell rtains ..The ell rta ins offer

    total concealment but are destroyed by even 1 point ofdamage.Statue: The statue set into the ledge is a menacing

    humanoid i.n spiked plate mail and a helm that covers theface..Made of a swirling green marble, itglows softly.Tapestries: The large tapestry along the western wall

    depicts a num bel' of ar rnored soldlers with sword s (notunlike the statue) marching tip a clearly magical stairwayto a white castle built on a cloud. The tapestries hanging inthe northeast and southeast corners depict heraldry-andifyou ever wanted the chance to implicate that a noblefamily in your campaign had a sinister past. now's yourchance.Secret Door: ADC 27 Perception check is sufficient to

    notice th:is door hidden in the stonework It 's also locked(Thievery DC 20), and none of the current dungeon deni-zens have found the door yet, much less [he key. It leads toroom 9, and the secret door is bidden in both dtrectlons,HALLWAYSTwo halls lead alit. orchis room.

    One square'" 5 feet

    The eastern hallway hasn't been discovered by the newinhabitants of the dungeon yet. It's dusty and untraveled,and it ends in a short staircase leading to a door.The western hallwayts the main thoroughfare of the

    lower level of the dungeoll. Several dark. cia.mp. rough-hewn tunnels lead out of this hallway. The two at groundlevel are dead ends. but the other two tunnels-both about5 fee! above the ODor-provide access to other areas ofthedungeon (speciflcally, to room 8 and to the eastern hall-way between rooms 7 and 9).

    .sooa

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    Encounter Level 4 (875 XP)SETUPSkatharllarn is the dragon who leads the kobolds and paysHaruul Vaar very well for his services as a mage. He usu-ally loungesIn the northeast corner of the room.T il is encounter includes the fol Lovvi ng creatu reoI young black dragon (B)

    Skathartlam has a passive Perception score of 19.When the pes first enter the chamber, read:Two f e atu re s d om i. na te this mom : a p oo l of w ater i n t he c en te r of th eroom and a b la ck draBon that's c ool in a u s tail in it.TACTICSBefore using his breath weapon for the first time, Skatharl-Iar n uses frightful presence, then spends an action point touse his breath weapon ..As combat continues. Skatharilaruuses his breath weapon as often as he can, and he evenrisks opportunity attacks jf necessary to ge t into betterposition before doing so.Don't forget abou t the d r agon's tail slash, and when you

    can, usc the push at the end of this attack to put the PCs inthe water. The more you can keep the pes in difficult ter-rain, the more likely they are to be nicely grouped for thebreath weapon.

    rf t he pes released aJ]Yof (he gla mor spi rfts in room5, then Skatharllarn begins the battle without his breathweapon. which was used against the spirits bu t hasn'trecharged yet. RoE recha rge normally fo r it.This battle "i s more fu n ifSkathartlarn moves around.

    even when it isn't tactically necessary for him to do so.Remember that as a Large creature, he can move throughthe squares of Small creatures.Skathartlarn fights unnl slain. He pursues fleeing pes

    unless he's bloodied, in which case he remains in his lairto lick his wounds. If given the chance for a short rest, heexpends his only healing surge and regains 30 hit points:if the characte rs f1ee and return the next day, he rega insanother 30 hil points.FEATURES OF THE AREAIllumination: Skatharilarn sits in the dark. The only

    il lu m inanon is what the PCs brough t with them, unlessIhey re Ieased the gJa mor spl rtts i11 room 5. If any ofthe spi rits are down here, scalier them throughout thechamber. They're immobile, but they still shed Iight asa candle.Shaft: A vertical shaft connects tb is room to room 5. If

    the pes descend from roorn 5, they fall or climb down intothe 2-foot depth of water in the center of the pool. Theytake 2dlO damage if the), fall (the water does cushion theblow somewhat).Pool: The water is only 2 feet deep, but that's enough to

    make it difficult terrain.Treasure: Three treasure par-

    cels are hidden (Perception DeIS) in alcoves high on the northwall.

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    Young Black Dragon Level 4 Solo Lurkerlarge natural magical beast (aquatic, dragon) XP 875Initiative +11 Senses Perception +9; darkvtslonHP 224; Bloodied 112: see also bloodied breothAC 22; Fortit.ude 18, Reflex 10,Will 17Resist 15 acidSaving Throws +5Speed 7, fly 7 (du rnsy), overland fl ight 10, swim 7Action Points 2C D Bite (standard: at-will) + AddReach 2; +10 vs, AC; 1d6 + 3 damage. and ongoing 5 acid damage

    (save ends).C D Claw (standard: at-will)Reach 2; +8 V5. AC; 1d4 + 3 damage.

    .j . Double Attack (standard; at-wil l)The dragon makes two claw attacks.+ Tall Slash (immediate reaction. when a melee attack misses thedragon; at-will)The dragon uses: Its tail to attack the enemy that missed it: reach2; +8 V5. AC; 1d6 + 4 damage. and the target Is pushed 1 square.

    "'~ Breath Weapon (standard; recharge f 8 1 i D J : J + AcidClose blast 5; +7 vs. Reflex; 1d12 + 3 acid damage, and the targettakes ongOing 5 acid damage and takes a -4 penalty to AC (saveends both).

    ~ Bloodied Breath (free, when flrst bloodied: encounter) + AcidThe dragon's breath weapon recharges, and the dragon uses itimmediately.

    ( ...C loud of Darkness (standard; sustain minor; recharge ~~ [!])+ ZoneClose burst 2; this power creates a zone of darkness that remainsin place until the end of the dragon's next turn. The zone blocksline of sight for all creatures except the dragon. Any creatureentirely within the area (except the dragon) is blinded.

    ~ Frightful Prese.nce (standard; encounter) + FearClose bu rst 5: targets enern res; +5 vs, Will; {he ta rget is stunneduntil the end of the dragon's next turn. A/te.reffect: The targettakes a -2 penalty to attack rolls (save ends).

    Alignment Evil Languages Common, DraconicSkills Natun" +9, Stealth +17Str 16 (+5) Del< 20 (+7)Con 16 (+5) Int 12 (+3)

    Wis 15 (+4)Cha 10 (+2)

    c-.lZCo

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    Encounter Levell (600 XP)SETUPThe door at the far end of tile hallway inside this room ishalf-open, luring the character into a trap.Nothing happens until the pes open one of the doors inthe hallway. Then the und ad atta k!Thi encounter includes the following creatures.1 wraith (S)2 ghouls (G)

    All the undead have passive Perception scores of] 2.When the pes look down the hall, read:Y ou see a sh adow of m ovem entfH ! ac ross the h alf-op en door.When the pes open any door, read:T he d oo rs a lo n8 th e side o f th e h aUw ay j 1y o pe nl B eh in d th e. e a ste rnand western d oo rs a re cadaverous c re atu re s o f r otrtn sj 1e sh w ith Io ll -in s ton 8u es an dfe ra l ey es. T he n a s ha do w y p re se nc e j 10 ats th ro u8 hth e d oo r to th e n or th , 8 ra sp in 8 e bo n h an ds o utstre tc he d.1 Ghouls Level 5 SoldierMedium natural humanoid (undead) XP 100 eachInitiative +8 Senses Perception +2; darkvlslonHP 63: Bloodied 31AC 21; Fortitude 18, Reflex 20, Will 17Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiantSpeed 8, climb 4C D (taws (standard; at-will)

    +12 vs. AC; 1d6 + 4 damage, and the target is immobilized (saveends).+ Ghoulish Bite (standard; at-wlll]Target must be immobilized, stunned, or unconscious: +10 vs. AC3d6 + 4 damage, and the target is stunned (save ends).

    Alignment Chaotic evil Languages CommonSkills Steal th +11Str 14 (+4)Con 1S (+4)

    De" 19 (+6)Int 10 (+1)

    Wisl1 ( + 1 )Cha 12 (+3)

    Wraith LevelS LurkerMedium shadow humanoid (undead) XP 200Initiative +10 Senses Perception +2; darkvlslonHp 37; Bloodied 18Regeneration 5 (if t he wraith ta kes radian t damage, regeneration is

    negated untll the end of the wraith's next turn)AC 16;Fort itude 13, Reflex 16,Will 14Immune disease, poison: Resist 10 necrotic , insubstantial ;

    Vulnerable 5 radiant (see also reaeneration above)Speed fly 6 (hover); phasing; see also shadowalideC D Shadow Touch (standard; at-will) .. Necrotic

    +8 vs. Reflex; 1d6 + 4 necrotic damage, and the target isweakened (save ends).

    Combat Advanta.ge + NecroticThe wraith deals an extra 1d6 necrotic damage against any targetit has combat advantage against.

    Shadow Glide (move; encounter)The wraith shifts 6 squares.

    Spawn WraithAny humanoid killed by a wraith rises as a free-willed wraith atthe Stil rt of its creator's next turn, ilppea ring in the space where itdied (or in the nearest unoccupied space) . Raising the slain creature(using the Raise Dead ritual) does not destroy the spawned wraith.

    Alignment Chaotic evil Languages CommonSkills Stealth +11Str 4 (~1)Con 13 (+3)

    Dex 18 (+6)Int6 (+0)

    Wis 10{+2)Cha 15 (+4)

    TACTICSThe wraith uses phasing to pop in and out of combatthroughout the encounter, It stays away from any lJC whohas a light source unless it can ambush that PC alone.The ghouls gang lip against a Single PC if posstblAll three undead llglu unttl slain.

    FEATURES OF THE AREAUlumination: None, other than what the pes bring

    with them.Doors; The doors are all unlocked.Treasure: Two treasure parcels can be found in a

    locked chest (Th ievery DC 15) in the northern room.

    ~ - = -; _ - r r ~ I~ !J;~ r--\ E If I@ I, 'L a ,

    Y ' 1. , . a !! ' . o ~~J~ G t:lI

    J . ~C ~- . . . ., ts Dtltl

    !~ .ll It\I'

    ;. - I iI I ! !! II!.~~One square =5 feel

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    Encounter Levell (600 XP)SETUPThe iron defenders mindlessly patrol the room. while theimp watches and listens at the door.This encounter includes the followingcrearures.1 imp (I)3 iron defenders (D)

    The imp has a passive Perception score of 18. and the irondefenders have a passive Perception score of 16.When the PCs first open the door, read:To th e ri8 ht o j th e doo r, rubble s tr ewn a c ro ss t he J I. oo r partially bl.ocksoff a S i d e c ham ber. A head to th e north is a doub!edoor se t into a8 low ing arc hw ay a nd a no th er, !araer chamber to the west. A tinywiTIaedumano id J l it te r s nervous[y in th e northeast chamber .Imp Level 3 LurkerTiny immortal humanoid (devil) XP 1 50Initiative +8 Senses Perception +8; darkvisionHP 40; Bloodied 20AC 17;Fortitude 15, Reflex 15,Wi!l15Resi.st 15 nreSpeed 4, fly 6 (hover)C D Bite (standard; at-will)

    +7 vs. AC; ld6 + 1 damage.fTail Sting(st~ndard; recharges when the Imp uses vanish) + Poison

    +8 vs,AC; ldB + 3 damage, and the imp makes a secondaryattack against the same target, S e co n da ry A t to c k: +5 lis. Fortitude:the target takes ongOing 5 poison damage and a -2 penalty toWi IIdefense (save ends both).

    Vanish fsranderd, atwjl' l) + .IUusi'onThe imp becomes invisible until the end of its next turn or until itattacks.

    Alignment Evil Languages Common, SURern~!Skill.s Arcana +9, Bluff +9, Stealth +9Str 12 /+2) Dex 17 (+4)Con 16 (+4)lnt 1p (+4)

    Wis14(+3)Cha 16 (+4)

    3 Iron Defenders Level 3 SoldierMedium natura l animate (construct, homunculus) XP 1 SO eachlnttiatlva +SHI' 47: Bloodied 23AC 18; Fortitude 16, Reflex 15,WiIll3

    Senses Perception +6: darkvislon

    [mmunedtsease, poisonSpeed 6illBite (standard; at-will)

    +8 vs. AC: ld8 + 3 damage.tGuard Creature (immediate reaction, when an adjacent enemyattacks the imp: at-w.ill)The Iron defender makes a bite attack ag~inst the enemy_

    Pursue and AttackWhen the Iron defender makes an opportunity attack, it shifts 1square before or after the attack.

    Al'ignment Unaligned bnguages-'Str16 (+4) Oex 15(+3) Wis 11 (+1)Con 1 5 (+ 3) lnt 5 (- 2) ella 8 (+0)

    TACTICSThe imp wants to IUIe the characters across the difficultterrain in [0 the northeast pa rt of this chamber, As soonas at least two characters have come after it. the imp fliesthrough a narrow tunnel near the ceiling that crosses thecentral hallway and also provides access to room 1LThere, tt commands the three iron defenders hidingarou nd the corner to cha rgc ina nd attack.The iron defenders fight until slain. hut irthe imp is

    bloodied it Illes back into its narrow tunnel and into room11 to warn Hareel Vaar,

    . . F~ ~.-~I - ' r . . . . - r- r r ~. r~ r~~

    I", I' a s D:0 """IF~iE .

    ;\' EI~ ID ]A f"l) I~

    I ! S ~.1 Ii,~It

    I . . . . , - I11esquare r= 5 feet I f---

    FEATURES OF THE AREAIllumination: The archway (see below)

    sheds light as bright as a lantern.Archway: Over the double door is a stone

    archway made of the same glmving stone asthe statue in room 7..Inscribed in Commonare the words "End itwith valor."Debris; There used [0 be green glow I 1 1 g

    statues throughout thls room, but they're justgreen, g lOWing wreckage now.frescoes; Runntng in a band around the

    perimeter ofthe room are a series offrcscoportralts on the walls, depicting championsfrom long ago. If you want to provide a con-nection to your ongoing game, a familiar faceor name among the portraits will suggest thatsomeone in your campaign world knows aboutthis place-and perhaps did battle in room 11.

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    Encounter Level 3 (750 XP)SETUPWhen the encounter starts, the human mage Hareel Vaaris u nseen in the upper pa rt of the room. The decrepitskeletons are concealed in a cell underneath the westernledge. the guard drakes are in a similar cell under thenorthern ledge. and the blazing skeleton is under the east-ern ledge. (The creatures in the cells are not depleted onthe map.)

    This encounter includes the fonowing creatures.5 decrepit skeletons (S)2 guard drakes (G)1 blazing skeleton (El1 human mage (M)

    Hareel Vaar has a passive Perception score of 15. Theother monsters are locked in their cells and don't perceiveanythIng until lt's their turn to fight.W-hen the PCs first open the doors, read:Befo r e you is a . 5qua.re room with s pi ke s s et into the walk A bo ve y ou ,th e ro om o pe ns o utw ard,. bu t y ou c an't se e th e e x ten t o I it s upperreac/1esfrom where yo u nre,Once the PCs are all inside, read:A portcullis drops ri8h! behind y ou, and a mlr th fo l, b oomin8 voices ay s, . "On . b eha! fo fS ka thar il ar n, . w e lc ome to th e T es t o JV al or . C anyo u w in the Jade Chalice? r think n.otl" T h e n t h e wes te rn wa l l s L i d e sdow n and skeletons pour out.Hareel Vaar, Human Mage Level 4 ArtilleryMedium natural humanoid XP 175Initlatille +-4 Senses Perception +-5HP 42; Bloodied 21AC 17; Fortitude 13, Reflex 14, Will 15Speed 6C D Qu~i"terst; 18 , Will 16Immune disease, poison: Resist 1'0 Are, 10 necrotic; Vull1.erable 5

    radiantSpeed 6 Bhrting Claw (standard; at-wHO + Fire

    +8 vs , AC: ld4 + 1 damage, and ongoing S fire damage (saveends).@ Flame Orb (standard. at-wil l) + fireRanged 10; +8 vs. Reflex; 2d4 + 4 fire damage .and ongotng 5 firedamage (save ends) .

    Alignment Unaligned Languages -Str 13 (+3) Oex 18 (+6) Wis 15 ~+4)Con 17 (+5) In t 4 ( -1 ) Cha6 \+0)1uard Drakes Levell BruteSmall natural beast (reptile) XI?125 eachInitiative +3 Senses Perception +7HI? 48:. Bloodied 24AC 1$.:Fortitude 1S,Reflex 13, Will 12Immune fear (while within 2 squares of all. a lly)Speed 6(f) Bite (standard; atwill)

    +6 vs , AC; 1d1:0 + 3 damage, or 1dl 0 + 9 damage while withir> 2squares of an ally.

    Alignment Unaligned languages -Str 16 (+4) Dex 15 (+3) W!s i2 (+2)Con 18 (+5) Int3,(-3)Cha 12'(+2)TACTICSRoll initiative for all the monsters when the battle begins .even though most ofthem won't act for a few rounds.Four of the decrepit skeletons engage in melee immedi-

    ately. The fifth one lingers near the cell door and uses hisshortbow instead.Hareel Vaa r releases the two gua rd d rakes on rou nd 2 .

    and the blaztng skeleton Oil round 4. If any PCs get out of

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    the p it early, Hareel releases allremaining monsters, then turnshis attentions to the escapingcharacters.

    Hareel doesn't reveal himselfright away, but taunts the PCthroughout the battle. Roll inftla-tive for him at the start of thefight; his presence in the initiativeorder reminds you to taunt thePCs or cheer on the monsters atleast once a round.On round 6, Hareel \ aar steps

    to the edge ofthe pit and casteithe r t hu nd er b urst" or dandll8l i ,qhtnin9 (ifhe can't place ht t lUl1dcr burst without httting oneof hls allies). In later rounds herelies on maBie missile.

    If the imp from room 10 sur-vived, he stays close to HareelVaar, attacking only to defend themage.

    A II t he monsters fight u ntllslain. They don't leave the battle pit.THE REWARDS OF VALORNot content simply to allow the combatants' own prowessto determine th e outcome of battles here, the former occu-pants imbued this arena with certain magical propertiesthat twist the fates of'tho e within.

    Each time a character or creature in the pit scores acritical hit, become bloodied. or reduce a IDe to 0 hitpoints. roll Id6. Add 2 if the triggering creature's side isoutnumbered (count only C reatu res in the lower pit area),

    You teleport into a randomly chosen unoccupiedcorner of the pit. .You and each of your allies regain ld 10 hp (ifbloodied) or take LdIO damage (ifnot bloodied).You and each of your allies gain a +2 banns toattack rolls and skill checks until the end of thetriggering creature's next turn.You gain an extra standard action. which voumust use before the end of your n~xt turn 'or it is1 0 t.

    2-34-5

    6

    These are treated as lrnrned lare reaction effects. Onlycharacters and creatures all the lowe t level of the pit cantrigger or be affected by the e effects.

    FEATURES OF THE AREAlilumination: A magic chandelier. chained to the

    ceiling, hangs 30 feet over the pit and provides brightillumination. PC call take a tandard action to loop arope over one of the handelier arms. then climb the ropeat half speed with a DC 10 Athleticscheck. A PC at analtitude at least as high as a ledge can make a 0 lS Aero-batics check as a move action to swing to that ledge.Portcullis: This iron portcullis requires a DC 28trength check to lorce upward enough for someone to

    squeeze underneath it.Pit Walls: Iimbing the 10foot-high pit wall requi res a

    DC 20 Athletic check (or DC 0 if climbing a ladder) and4 squares of movement. A character can climb the spikedwalls instead (Athletics DC 15). but a failed check dealsId6 damage to the character.Spiked Walls: Any haracter push d. pulled, or

    J id into a square containing spikes ta kes an extra IdGdamage.Plank Bridge: These rickety wooden planks can hold

    lip to 200 pounds before breaking: afall deals IdlOdamage.Bars: The middle level of the room is separated into

    eight small sections by stout wooden bars (Strength DC 23to break).Ladder: Hareel Vaar uses the ladder lying on the top

    level to get down to the middle level.Levers: Along the north wall of the upper room are the

    lever that control the portculll and the moving walls.Flipping one i a minor action.Treasure: Near the levers. a display case holds the Jade

    Chalice and one other rrea ure par el.

    a :a..~>L L0III.UlI"I":00"

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    CONCLUSIONWith Hareel Vaar defeated and the Jade Chalice in PChand . the adventure is over. nless the PCs a tively se kout encounter they bypassed, they depart the dungeonwith no further encounters. and their trip back to civiliza-tion is likewise uneventful.

    EXPANDING THE ADVENTUREThe easiest way to expand the adventure is to physicallymake the dungeon bigger. The eastern waJls of rooms 4and are good places to add a hallwayleading to whateversort of room you like. lf you want to play lip the dragon'slair. add a few natural cave that connect to room 8. andput more of the dragon's minions (and more of the dragon's hoard!) there.lfyour D&D gwup has more or fewer than five players.

    consider adjusting the encounters to compensate. For eachcharacter above or below five, add or subtract monstersworth about 20% of the encounter's total XP budget. Forexample. in room 3 you auld add an addtrional gray wolfif you have six players at your table. If you add monstersin this way. you should also add extra treasure parcels asdescrfbcd in the Dut18eo t l Aiaster ' Guide.Y ou ca 11 also flesh out th e encounters more fully or

    rebuild them to suit the taste of your group. [J] room 11,ro r example, U1CPCs mjgbt engage In a s k il l c h al le n gewith Hareel Vaar before the doors start opening and battlebegin . You could add some need lefang drake swarms toroom 7. reducillg rhe number of spiretop drakes to corn-pensate, he P s might be able to explore room 2 withouta fight-or even get the undead to work for them=if they'reable to impersonate citizens of that ancient empire andfool the deatblock Wight.

    WHERE Do WE GoFROMHERE?Treasure oJTalon Pass conta ins a number of threads thatcall lead to further adventures.For example: The orcs in the dungeon might not comprise the entire

    Night fist mercenaries group. The surviving Nightfistscertainly want 1 0 avenge their fallen comrades and arecapable of arriving at exactly the most inconvenientmoment for the PCs.

    The Jade Chalice could have mystical Significancebeyond it intrin tc value, It might b a focus for anancient ritual, a minor artifact, or even the vessel for IIghost (malevolent or benign).

    The PCs could learn more about the ancient empire thatbuilt the dungeon in the first place. Future dungeonscould have simil a r layouts, traps, and decorati lie details.You ca n bu Ild a whole campaign a ro u nd the notion of aremnant trying to revive that ancient empire, or merelyinclud another ancient fortress later and wait or yourplayers to say, "Hey, didn't that fortress near Talon Pashave frescoes like this?"

    ornewhere out there. katharilarn ha relatives.- '1 angry parent or Sibling could seck a measure of

    vengeance against he PCs that killed the dragon. Alter-natively, pes who bring Skatharllarn's head back tocivillzation might find gainful employment when wordspreads that they're capable offacing down a dragon(even a young one) inits lair.

    NEW MAGIC 1ITM

    Bear i118 a s if t8 l e d r aBon' s c l a w . this , 1 c k f a c e sharpensyollr lltra k salld di scouraaes marauders a s w e f/ 'Lvl3 +1 680 gpItem Slot: NeckEnhancement: Fortitude, Reflex, and WillProperty: Gain +1 Item bonus to damage rolls when you havecombat advantage.

    Power (Daily): Minor Action. Until the end of the encounter,any creature that hits you with a melee attack takes 1d6damage.

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    Name: .Gender: _

    As a d wmj, ),OU 511(1 re man)' qualities with tile e arth a m! I'oek ofy ou r m o unta in ho m e . .Y ou ar e 5 1 1 ' 0 1 1 & , hardy. and d ependabl .e . Asa fie hte T, ) ,o ur j ob is to de fend _ vow-al ii es , Y ou Ilre brave, loyal ,an .d d e v ot ed to rhe ({mse o .f Boodness.LevellHit Points 37Bloodied 18Healing Surges per Day 12 _Healing Surge Value 9lnitlatlve +2 Action Points _DIFENSESAC Fortitude Reflex Will19 16 12 13

    ATTACKSMelee Basic Attack: +8 (mau l )Ranged Basic Attack: +4 (dagger)

    Damage: 2d6 + 6Damage: ld4 + 1

    ATWlLl POWERSCleave _ Fig~er Attac~Y ou h ft on e e l1 em ) ( t he n d ellll into another.AtWiII + Martial, WeaponStandard Action Melee weaponTarget: One creatureAttack: +8 v s, ACHit: 2d6 + 6 damage, and an enemy adjacent to you takes 3damage.

    Reaping Strike Fighter Attack 1l 'OH:f!Ulu:tutiteyour scythil181lIfackswlth lIIickedJabs Ilnd $JllallmUill8 b lows that s lip th I'QUan) lQur enemy 's d e fen se s.At-Will + Martial, WeaponStandard Action Melee weaponTarget: One creatureAttack: +8 vs, ACHit: 2d6 + 6 damage.Miss: 3 damage.

    ENCOUNTER POWERSpinning Sweep Fighter Attack 1Y ou spin "beneath ) ,our enemy's 8uard lI'il11a 1.0118,poweiful cur.ond then sweep your 1 1'&hmu eh h is em instant later 10 k nock himh ea d o ve r heels.Encounter. Martial, WeaponStandard Action Melee weaponTarget: One creatureAttack: +8 vs. ACHi,t: 2d6 + 6 damage, and you knock the target prone.

    DAILY POWERSBrute Strike . Fighter Attack 1Yous !m l te rOn7 lOr a nd bo ne wirh 11 rirl8infl b low.Daily. Martial, . Reliable, We.aponStandard Action Melee weaponTarget: One creatureAttack: +8 115. ACHit: 6d6 + 6 damage.Mis.s:You don't expend the use of th.s power.Unstoppable Fighter Utility 2You le t y o ur ndl'enaUne SUTge. ~Ill"')' YOII lhmuf)h .tile balTle.Daily. Healing, MartialMinor Action PersonalEffect: You gain 2d6 + 3 temporary hit pomts.

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    RACIAL TRAlTSHeight: 4' 8" Weight: 200 lb. Size: MediumSpeed. 5 squares Vision: Low-lightLanguages: Common, Dwarven Alignment: GoodSkill Bonus: +2 Dungccncertng, +2 Endurance (alreadyincluded).

    Cast-Iron Stomach: +5 racial bonus to saving throwsagainst poison.

    Dwarven Resilience: Youcan use your second wind as aminor action.

    Stand Your Ground: When an effect forces you to move-through a pull, a push. or a slide-you IIIove 1 squareless than the effect speci lI.es.In addition. when an attack would knock you prone,

    you can m ake an immediate saving throw to avoid fall-ing prone.

    CLASS FEATURESCombat Challenge: Every time you attack an enemy,

    whether that attack hits or misses. you can choose tomark that target. The mark lasts until the end of yournext turn. \I\fhile a target is marked, lt takes a -2 pen-alty to attack rolls for any attack that doesn't includeyou as a target. Acrearure can be subject to only onerna rk at a time. A new mark supersedes a mark that wasalready in place.In addition, whenever a marked enemy that is

    adjacent to you shifts or makes an attack that does notInclude yOll, YOLl ca n make a m e lee basic a tt ac k a ga ll1 S\that enemy as an immediate interrupt.

    Combat Superiority: You gaiJl a +2 bonus to opportunityattacks.

    Fighter Weapon Talent: You gain a + 1 . bonus to attackrolls when using two-handed weapons (alreadyincluded).

    FIATSPower Attack, When making a melee attack. yO\! can

    take a -2 penalty to the attack roll, If the attack hits, YOLlgain a +3 bonus to the damage roll.

    Dwarven Weapon Training: Yougain a +2 feat.bonusto damage falls with axes and hammers (such as yourmaul).

    Ability Scores Check ModifierStr 16 +4(on 16 +4Dex.13 +2Int 10 +1Wis14 +3Cha 11 +1Skills (Ability) Trained? ModifierAcrobatics (Dex)Arcana. (Int)Athletics (Str)Bluff(Cha)Diplomacy (ha)Dungeoneering (W,i;sjEndura.nce (Con)'Heal (Wis)History (Int)Insight (Wis)Intimidate (Cha)Nature (Wis)Pen::reption (Wis)ReligIon (lnt)Stealth [Dex)St.reetwise (Cha)Thievery (De~)

    Ye.s+2+1+9+1+1+5+11+3+1+3+6+3+3+1+2+1+2

    Yes

    Yes

    GEARArmor: + I mal l lcscale mai l (see below).Weapon: +J resotmdi 118mn u.l (see below), daggers (5). You r

    daggers have a range of5/10 as thrown weapons.Adventurer's Kit: This kit includes: a backpack, a bed-

    rol\, flint find steel, a belt pouch, two sunrods, ten daysworth of trail rations. 50 feet 0 f hempen rope. and awaterskin.

    Gold: 10 gp

    A se r of basi c ye t effectiv.e enctwnted armor.Lvi1 +1 360 gpEnhancement: AC(already included)

    1 \ t 1 1 1 1 nderine p eal s ou Ilds when this weapon hit5, clarine its tar,gel .Lv!2 +1 520gpEnhancement: Attack rol ls and damage rolls (already included)Critkal: +1d6 thunder damagePower (Daily): Free Action. Use th is power when you hit withthe weapon. The target isdazed until. the end of your nextturn.

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    Name: Gender: _

    As a ha lj 1i 11 8 ,YO l l are resomcc:fi.ll an d Imown. foT your qUickwits an d s te a dy n e rv e s. As a roaue. your job is 10 dart in andd ea lm l1 ssiv e do ma ae , a na u se y ou r skills !O a id ) 'o u r a l li es a snecessary .Level 2Hit Points 30Bloodied 15Healing Surges per Day 7 _Healing Surge Value 7Initiative +5 Action Points _

    DEFENSESAC17

    Fortitude Reflex13 18

    Will15

    ATTACKSMelee Basic Attack: +7 (dagger)Ranged Basic Attack: +10 (dagger)Ranged Basic Attack: +7 (hand crossbow)

    Damage: ld4 + 1 .Damage: 1d4 + 5Damage: ld6 + 4

    AT-WILL POWERSDeft :Str ike Rogue Attack 1_/lna llu n8 e brin 8> y ou in to a n a dv an ta Be ou s posilion.At.-Will + Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureSpecial: Youcan move 1 . squares before the attack.Attack: +10 vs. AC(dagger) or + 7 vs. AC(hand crossbow)Hit: 1d4 + 5 damage (dagger) or 1d6 + 4 damage (handcrossbow).

    Sly F lour ish Rogue Attack 1A distractin8.f!ourish causes the enemy tof O l 1 J e t th e b la de a l histhreat:At-Will + Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureAttack: + 10 vs. AC (dagger) or + 7 vs. AC (hand crossbow)Hit: 1d4 + 8 damage (dagger) or 1d6 + 7 damage (handcrossbow).

    ENCOUNTER POWERSPOSi ti on ing Strike Rogue Attack 1A f o 1 5 e s tumble and a s h o l ' e place th e enemy e x a c t l _ 1 r IIIhere youw o n t him.Encounter + Martial, WeaponStandard Action Melee weaponTarget: One creatureAttack: +10 vs. WillHit: 2d4 + 5 damage, and you can slide the target 3 squares.

    S econ d C h an ce Halfling Racial PowerLuck and srnn 11size combine 10 \\Iork in your favor ns ) '011 ~tod8ey ou r e ne m y's attack .EncounterImmediate Interrupt PersonalEffect: When an attack hits you, force an enemy to roll theattack again with a -2 penalty. The enemy uses the secondroll, even if it's lower.

    Tumble Rogue Utility 2YOLl tumble all! o f h a rm '5 wa) ' . d o cl ai n[ j t he cpporrunlsrlc a tt ac k s o j) 'our enemies .Encounter + MilrtialMove Action PersonalEffect: You can shift 3 squares.

    DAIl.Y POW RTrick Strike Rogue Attack 1TIlrou[jh a series o f f e i l l t s an d lures, yo u maneu ll er y ou rI a c rightwh er e y ou wa'l t h im .Daily + Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureAttack: +10 vs. AC(dagger) or +7 vs. AC(hand crossbow)Hit: 3d4+ 5 damage (dagger) or 3d6 4 damage (handcrossbow), and you can slide the target 1 square.

    Effect: Until the end of the encounter, each time you hit thetarget you can slide it 1 square.

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    RACIAL TRAITSHeight: 4' 0" Weight: 85 lb. Size: SmallSpeed: 6 squares Vision: ormalLanguages: Common, Goblin Alignment: GoodSkilJ Bonus: +2 Acrobatics, +2 Thievery (already

    included).Bold: +5 racial bonus to saving throws against fear.Nimble Reaction: +2 racial bonus to AC against oppor-

    tunity attacks. (Your total bonus is +5 due to ArtfulDodger.)

    CLASS FEATURESArtful Dodger: You gain a 3 bonus to AC against oppor-tunlty atrack . (Yom total bonu j +5 due to NimbleReaction.)

    First Strike: At the start of an encounter, you have combatadvantage against any creatures that have not yet actedin the encounter.

    Rogue Weapon Talent: YOII gain a +1 bonus to arrackrolls when using a dagger ( a l re a dy i nc lu d ed ) ,

    Sneak Attack: Once per round, when you have combatadvantage against an enemy and are using a light blade.a crossbow, or a sling. your attack against that enemydeals an additional +2d8 points of damage.

    FEATSBackstabber: The extra damage dice from your Sneak

    Attack class feature increases from d6s 10 d8s (alreadyin Iuded),

    Halfling Agility: When yOll useyour halfllng econdchance racial featu reo the attacker takes a -2 penalty tothe new attack roll (already included).

    GEARMagic Item: +1 amu l e t o f protection (see below).Armor: Leather.Weapon: +1 vicious daB8er (sec below). daggers (10), hand

    crossbow, bolts (20). Your daggers have a range of 5 / 10as thrown weapons. (Your +1 vicious dalJfJer automati-cally returns to your hand after you throw it.) Yourhand crossbow has a range of"10/20.

    Adventurer's Kit: This kit includes: a backpack, a bed-roll. fUJ1! and steel. a belt pouch. two sunrods, ten daysworth of Iail rations, 50 fect of hempen rope. and awater: kin.

    Thieves' Tools: To use the Thievery kill properly. youneed the right pick and pries. skeleton keys, clamps.a nd so on. Thieves' rools g ra tlt a +2 bonus to Thieverychecks to open ala k or di arm a trap.

    Gold: 25 gp

    T il is Iight blue urmdet increases your defenses . .Lvi 1 +1 360 gpItem Slot: NeckEnhancement: Fortitude, Reflex, and Wil l (already included)

    S om e w ielde rs c la im th is w ea po n ta kes p le as ure in dea/il18 pain .Lvi2 +1 520gpEnhancement: Attack rolls and damage rolls (already included)Critical: + 1d1 2 damageAbility Scores Check ModifierStr 12 +2 .Con 13 +2Dex 18 +5Int 11 +1Wis 10 +1Cha 16 +4Skills (Ability) Trained? ModifierAcrobatics (Dex) Yes +12Arcana (Int) +1Athletics (Str) +2Bluff (Cha) Yes +9Diplomacy (Cha) +4Dungeoneering (Wis) +1Endurance (Con) +2Heal (Wis) +1History [lnt) +1Insight (Wis) Yes +6Intimidate (Cha) +4Nature (Wis) +1Perception (Wis) Yes +6Religion (Int) +1Stealth (Dex) Yes +10Streetwise (Cha) +4Thievery (Dex) Yes +12

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    Name: Gender: _

    As a IW111Ql1.yOU a re decisive a nd ra sh . YOli ar c 110(lIi119 if no tadap table. s a w izard. you chm lnel arcane forc es to exert con-t ro l t ha t hinders foes or blasts th em in ro obl iv io rt . MaBie is yourartform.LevellHit Points 27Bloodied 13Healing Surges per Day 7 _Healing Surge Value 6Initiative +7 Action Points _DEFENSES

    Fortitude14

    Reflex17

    Will17

    AC1S

    ATTACKSMe lee Basic Attack: +4 (quarterstaff) Damage: 1dB + 1Ranged Basic Attack: +6 (maBk missile) Damage: 2d4 + 5AT-WILL POWERS

    G ho st S ou nd Wiurd Cant ripvVith a w in k. y o u c r ea te al l illusory sound that emanores f ran :somewhere close b)t.At-Will + Arcane, IllusionStandard Action Ranged 10Target: One object or unoccupied squareEffect: You cause a sound as quiet as a whisper or as loud asa yelling or fighting creature to emanate from the target.Ifyou whisper, you can whisper quietly enough that onlycreatures adjacent 0 the target can hear your words.

    Light Wizard CantripWith t1 wave of your hcmd.),ou cause a briahr B a l l i La appear OIlth e l ip o f )'ou r s ta ff , u p on s om e o th er object, or i1 1 a Ile a rll)' ,pace.At-Will + ArcaneMinor Action Ranged 5Target: One object or unoccupied squareEffect: You cause the target to shed bright light that fills thetarget's square and all squares within 4 squares of it. Thelight lasts for 5 minutes. Putting it out is a free action.Special: You can have only one lisht cantrip active at a time. Ifyou create a new light, your previously cast light winks out.

    Mag ic M i ss ili P Wizard Attack 1You laumh II S i l v e r y r bolt offorce ru an enemy.At-Will + Arcane, Force, ImplementStandard Action Ranged 20Target: One creatureAttack: +6 VS. ReflexHit: 2d4 + 5 force damage.Special: This power can be used to make ranged basic attacks.

    Ray of Frost Wizard Attack 1A bl is t er in8 ! " cold ra y of whit frost srreaks to you r target.At-Will ., Arcane, Cold, ImplementStandard Action Ranged 10Target: One creatureAttack: +6 vs. FortitudeHit: 1d6 + 5 cold damage, and the target is slowed until theend of your next tu rn.

    S co rc hin g Bu rs t Wi~ard Attad( 1A v ert ic al c olu m n o J 801den flames burns al lwHh 1 1 1 .At~Will + Arcane, Fire, ImplementStandard Action Area burst 1 within 10 squaresTarget: Each creature in burstAttack: +6 vs. ReflexHit 1d6 + 5 fire damage.

    ENCOllNTER POWERSBurning Hands Wizard Attack 1A fierce bUT5 t offlame eruptsfrom jour hand s a nd scorches nelll'b),fae.."Encounter + Arcane, Fire, ImplementStandard Action Close blast 5Target: Each creature in blastAttack: +6 vs. ReflexHit: 2d6 + 5 fire damage.Jump Wizard Utility 2Y o u o r a no ri le r c re at ur e )'011 c ho ose c o n suddenll' leap [Jre ci[distances.Encounter + ArcaneMove Action Ranged 10Target; You or one creatureEffect: The target makes an Athletics check to jump with a+10 power bonus, and the target does not have to move tomake a running jump.

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    DAILVPOW RSAcid A rrow Wizard Attack 1A shimmerin8 a rro w o f 8reen, 8'oIV i1 l8 liquid s tr eak s t o y ou r rlll;9l'ran d bursts in a spray of sizz1in8add.Daily + Add, Arcane, ImplementStandard Action Ranged 10Primary Target: One creatureAttack: +6 vs. ReflexHit: 2d8 + 5 acid damage. and ong.oing 5 acid damage (saveends). Make a secondary attack.Secondary Target: Each creature adjacent to the primary targetSecondary Attack: +6 v s, ReflexHit: 1d B + 5 acid damage, and ongoing 5 acid damage (saveends).

    Miss:.Half damage, and ongoing 2 acid damage to primarytarget (save ends), and no secondary attack.

    Slee Wizard Attack 1You t 'xerrYIJ1ir willl l8uinst) 'ouT fo es, se ek in s to o ver wh elm t hemwid! u tide o f mU8 i ca i wea r in e ss .Daily + Arcane, Implement, SleepStandard Action Area burst 2 within 20 squaresTarget: Each creatu re in burstAttack: +6 vs. WillHit: The target is slowed (save ends). Ifthe target fails its firstsaving throw, the target falls asleep (save ends).

    Miss: The target is slowed (save ends).Expeditious Retreat Wizard Utility 2Your form blurs as _011 hasrily withdraw f rom the ba tt le fi el d.Daily + ArcaneMove Action PersonalEffect: Shift up to twice your speed.

    RACIAL TRAITSHeight: 6' A" Weight: 180 lb. Size: MediumSpeed: 6 squar Vision: NormalLanguages: Common. Draconic Alignment: GoodHuman Bonuses: One extra at-will power, feat. trained

    skill. +1 to Fortitude. Reflex. and WilJ defenses (alreadyincluded).

    CLASS FEATURESSpellbook: Your spellbook holds your daily attack spel Ls

    and Y0ul" utili ty spell . After a n ex t ended rest, prepa reone ofyom two daily attack pells ( ac id a rr ow or sleep)and one of your tWO utlltty spells (expeditious retreat orjump) to use fOJ that day.

    Wand of Accuracy {Implement Mastery): Once perencounter as a free action, you gain a +2 bonus on a Singleattack roll against one target when using your wand.

    tEATSAction Surge: Yougai n a+3 bonus to attack rolls you

    make during any action you gained by spending anaction point.

    Ability Scores Check ModifierStr 11 +1Con 13 +2Dex14 +3lnt 18 +5Wis 12 +2Cha 10 +1

    Skills (Ability) Trained? ModifierAcrobatics (Dex)Arcana (lnt)Athletics (Str)Bluff (Cha)Diplomacy (Cha)Dungeoneering (Wis)Endurance (Con)Heal (Wis)History (Int)Insight (Wis)Intimidate (Cha)Nature (Wis)Perception (Wis)Religion (Int)Stealth (Dex)Streetwise (Cha)Thievery (Dex)

    Yes+3

    +10+1+1+1+7+2+1

    +10+2+1+7+2+10+3+ 1+3

    Y es

    Yes

    YesYes

    Improved Inttiative.You gaiJl a +4 bonus toi nitiativechecks (already included).

    Human Perseverance: You gain a +1 bonu to savingtJlfOWS.

    GEARMagic Items: + 1 1 1 1 Q a i c wand, +1 c lo ak o f r es is ta nc e (see

    below).Armor: None.Weapon: QuarterstaffAdventurer's Kit: This kit includes: a backpack. a bed-

    roll, flint and steel, a belt pouch. two sunrods. ten daysworth of trail ration, 0 feet of hempen rope, and awaterskin.

    peIIbookGold: 23 gp

    A ba,;c wand, enchanted so IS to channel a rc ane e ne r8 J r.Lvi 1 +1 360 gpEnhancement: Attack rolls and damage rolls (already included)Critical: +1 d6 damage

    T his c rim so nh emm ed c lo ak can be activated L O provide minorresista.nce to aU (I lnch.Lvi2 +1 520gpEnhancement: Fortitude, Reflex, and Will (already included)Power (Daily): Minor Action. Gain resist 5 to all damage untilthe start of your next tu rn .

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    Name: Gender: _

    A s a h alf- eif. yo u comb ine th e b es rJ ea tu re s o Jy ou r hum an ande lfh er it aa e. Y o u are dwrismmic and col1fident. A s a c leric YOIllIse yow ' prayers to heal a1ld bolster y o ur a ll ie s.Level 2Hit Points 31Bloodied 15Healing Surges per Day 9 _Healing Surge Value 7Initiative +1 Action Points _DEfENSESAC Fortitude Reflex18 13 11

    Will16

    ArrACKSMelee Basic Attack: +5 (mace) Darnage: ld8 + 2Ranged Basic Attack: +3 (crossbow) Damilge: ldBAT-WILL POWERSLance of Faith Clerk Attack 1f\b rillia nt r ay o fli8 ht s ea rs your fo e wirl1801den mdmn ce , Spar-1Iles o fU 8 h riin ye r a ro un d t he tarBe t, 811idin8your al ly 's ar-lack.At-Will + Divine, Implement, RadiantStandard Action Ranged 5Target: One creatureAttack: +4 vs. ReflexHit: 1dB + 3 rad iant damage, and one ally you can see ga insa +2 power bonus to his next attack roll against the target.Sacred Flame Cleric Attack 1Sacred 1i8htshines fr om abo ve , s ea ri1 1 8 a sinaiI:' enemy w ith itsr ad ia nc e w h ile a t the same time aidin8 a n a l/y wilh its bel1~/'icelltpower .At-Will + Divine, Implement, RadiantSt.andard Action Ranged 5Target: One creatureAttack: +4 vs. ReflexHIt: 1d6 +3 radiant damage, and one ally you can see chooseseither to gain temporary hit points equal to your Charismamodifier + one-half your level or to make a saving throw.

    ENCOLINTERPOW RSChannel Divinity: Armor of Bahamut Feat PowerBuhnmu t p ra te cts .y o u o r a fr ie nd fr om demsta.tillB harm.Encounter + DivineSpecial: You (an use only one of your three Channel Divinitypowers in any Single encounter.

    Immediate Interrupt R;mged STrigger: An enemy scores a critical hit on you or an allyEffect: Turn a critical hit against you or an ally within rangeinto a normal hit.

    /I /Channel Divinity: Divine Fortune Cleric FeatureIn t Il ef ac e o f pe r il ,you hold r ru e r oy ow fa ith a nd r ec eiv ea special booll .Encounter + DivineSpecial: You can use only one of your three Channel Divinitypowers in any single encounter.

    Free Action PersonalEffect: Yougain a +l bonus to your next attack roll or savingthrow before the end of your next turn.

    Channel Divinity: Tum Undead Cleric FeatureY ou se ar u nd ea d foes, push them back, and rcor them in place.Encounter + Divine, Implement. RadiantSpecial: You can use only one of your three Channel Divinitypowers in any single encounter.

    Standard Action Close burst 2Target: Each undead creature in burstAttack: +4 vs, WillHit: 1 dl 0 + 4 radiant damage. and you can push the target6 squares. The target is immobilized until the end of yournext turn.

    Miss: Half damage, and the target is not pushed orimmobilized.

    Healing Strike Cleric Attack 1Divine radiance Bleam5from you r weapotl .\I\fhel1 ) ,ou sm ! re ) '011 renemy.yDur dei!)' bestows a minor b le ss il l8 In thefoFm ofhealilllJfor yo u or aile of your aIlie,.Encounter + Divine, Healing, Radiant, WeaponStandard Action Melee weaponTarget: One creatureAttack: +S vs. ACHit: 2d8 +1radiant damage, and the target is marked untilthe end of your next turn. In addition, you or one ally with in5 squares of you can spend a healing surge. Add 3 to thenumber of hit points gained from the healing surge.

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    Healin g Word Cleric FeatureVOIL whJsper a briefp myer as divine 118i1twashes over )'0111" rarBct .hl'lpinn to m en d irs wounds .Encounter (Special) + Divine, HealingSpecial: You can use this power twice per encounter, but onlyonce per round.

    Minor Actlon Close burst 5Target: You or one allyEffect: The target can spend a he.aling surge and regain anadditional 1d6 + 3 hit points.

    DAILY POWERSB eacon of H ope Cleric Attack 1A bum o f d iv in e enerar ha rms y our fo e s and heals your allies.Daily + Divine, Healing, ImplementStandard Action Close burst 3Target: Each enemy in burstAttack: +4 vs, WillHit: The target is weakened until the end of its next turn.Effect: You and all your allies in the burst regain 8 hit pointsapiece, and your healing powers restore an extra 5 hit pointsuntil the end of the encounter.

    Cure Light Wounds Cleric Utility 1Y ou u tte r a s im p le p ra ye r find aain th e power to in st an tl y h ea lw o un ds , a nd your touch mom ntarily suffuses yo u or a \\IolltlJedcreature with a d im s ilv er l i [ ) h LDaily + Divine, HealingStandard Action Melee touchTarget: You or one creatureEffect: The target regains hit paints as if it had spent a heal-ing surge. Add 3 to the number of hit points gained fromthe hea ling surge.

    RACIA TRAITSHeight: 5' 11" Weight: 160lb. Size: MediumSpeed: 5 .quares Vision: 1.0\ -ltghtLanguages: ComIIIon,Draconic. ElvenAlignment: Lawfu l GoodSkill Bonus: +2 Diplomacy, +2 Inslght (already included).Group Diplomacy: You grant allies within 10 square of

    ) '01.1 a +I racial bonus to Diplomacy checks.CLASS fEAruRSHealer's Lore: When you grant healtng with one ofyom

    cleric pow rs that has the Healing keyword. add 3 tothe number of restored hit points (already included).

    FEATSChannel Divinity: Armor of Bahamut: Youcan invoke

    the pow r ofyour d eity to u e the arm or of Bahamucpower.

    Group Irisight: You grant allies within 10 squares ofyou a + 1 racial bonus to Insight checks and initiativecheck,

    Ability Scores Check ModifierStr 13 +2Con 14 +3Dex " +1Int 10 +1Wis 16 +4Cha 16 +4

    Skills (Ability) Trained? ModifierAcrobatics (Dex)Arcana {Int]Athletics (Str)Bluff (ChaJDiplomacy (Cha)Dungeoneering (Wis)Endurance (Con)Heal (Wis)History (Int)Insight (Wis)Intimidate (Cha)Nature (Wis)Perception (Wis)Religion (Int)Stealth (Dex)Streetwise (Cha)Thievery (Dex)

    Yes+0+5+1+3+3+3+3+8+5+3+3+3+3+5+0+3+0

    YesYes

    Yes

    GEARArmor: +1 dwarlln chaillmail (see below).Weapon: +1 maaicmllcc (see below), crossbow, bolts (20).Your crossbow has a range of 15/30.

    Adventurer's Kit: This kit includes: a backpack a bed-roll, f1inl and steel, a belt pcuch, two sunrods, ten daysworth of trail rations, 50 feet of hempen rope. and awaters kin,

    Holy symbol ofBahamutGold: ]0 gp

    Craf ted b y rllefinest dwmfarrnoTsmi ths , this a rm or w as a lic e onlyaV(lilable to dwarves. thouah. n ow s ome a rmo rsm it Jl s will c r ea te ase tfo r w h oe ver c an p a), th e p ric e.Lvl2 +1 520 gpEnhancement: AC(already included)Property: Gain an item bonus to Endurance checks equal tothe armor's enhancement bonus (already included).

    Power (Daily + Healing): Free Action. Regain hit points as ifyou had .spent a healing surge.

    Lvi1 + 1 360 gpEnhancement:: Attack rolls and damage rolls (already included)Critical: +1d6 damage

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    Name: Gender: _

    A s a d rO.IJonborn, you have dec ! icared your l !f e t o ho n or a nd th epursuit oj excellence. As 11palad in , ),OH IHe a d iv in e w orri.o r com-m itted to the cause o Jlif e a nd B oa dn es s.level 2HitPoints 33 _Bloodied 16Healing Surges per Day 11 _Healing Surge Value 10Initiative +1 Action Points _DEFENSESAC Fortitude11 15

    Reflex13

    Will14

    ATTACKSMelee Bask Attack: +9 (Iongsword) Damage: ldB + 5Ranged Basic Attack: +7 (Javelin) Damage: ldG + 4AT-WILL POWERSDivine Challenge Paladin FeatureY o u b old ly colifron! a nearby el1em)~ 5eoril18 it w it h d iv in e !iS h! !fit i,9lloresyour challena.AtWiII + Divine, RadiantMinor Action Close burst 5Target: One creature in burstEffect: You mark the target. It remains marked until you usethis power against another target, or ifyou fail to engagethe target (see below). A creature can be subject to onlyone mark at a time. A new mark supersedes a mark thatwas already1n place.

    While a target is marked, it takes a -2 penalty to attackrolls for any attack that doesn't include you as a target.Also, it takes Gradiant damage the first time it makes anattack that doesn't include you as a target before the startof your next turn.

    On your turn, you must engage the target you chal-lenged or challenge a different target. To engage the target,you must either attack it or end your turn adjacent to it.Ifnone of these events occur by the end of your turn, themarked condit ion ends and you can't use Divine Challengeon your next turn.You can use Divine Challenge once per turn.

    Holy Strike Paladin Attack 1Yo u strike an enem y w ith your weapon, which ianires with holylilJhtAt-Will + Divine, Radiant, WeaponStandard Action Melee weaponTarget One creatureAttack: +9 vs. ACHit: 1dB + 5 radiant damage. Ifyou marked the target, yougain a +1 bonus to the damage roll.

    Lay on Hands Paladin FeatureYour divine WII[h i!l51'It1[~1heals wOlmds.At-Will (Special) + Divine, HealingSpectal: You can use this power once per day.Minor Action Melee touchTarget: One creatureEffect: You spend a healing surge but regain no hit points.Instead, the target regains hit points as I f it had spent ahealing surge. You must have at least one healing surgeremaining to use this power.

    Valiant Strike Paladin Attack 1As you briny you r well p o n to bea r. 1he oel i s 08 a i15 you m idstreuiJ til to )'0 Uf a track.AtWiII + Divine, WeaponStandard Action Melee weaponTarget: One creatureAttack: +9, + 1 per enemy adjacent to you vs. ACHit: 1dB + 5 damage.

    ENCOllNTER POWERSChannel Divinity: Divine Mettle Paladin FeatureYour Ilrl5wer.,jl1sjaith ill you I' deity empowers a nearb_v crearure tor es is t a debilira!"i118ff!iC!ion.Encounter + DivineSpecial: You can use only one of your two Channel Divinitypowers in any single encounter.

    Minor Action Close burst 10Target: One creature in burstEffect: The target makes a saving throw with a +3 bonus.

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    Channel Divinity: Divine Strength P,!'!_din featureYo u petitioI'!)lour deitrfor t ile d ivine strel1lJtll t o l ay l ow y ou r ellen!ie5-Encounter. DivineSpecial; You can use only one of your two Channel Divinitypowers in any single encounter.

    Minor Action PersonalEffect: Apply your Strength modifier (+4) as extra damage onyour next attack this turn.

    Dragon Breath Dragonborn Racial PowerA s yo u open you r m ou th w ith o . roar. th e d ea dl) ' p ow e r o fy otlr dm -com e kin hlastsfortll t o en lJ u lf yo u IJoes.Encounter + Acid, Cold, Fire, Lightning, or PoisonMinor Actlon Close blast 5Targets: All creatures in areaAttack: +5 vs. ReflexHit: 1 d6 + 2 damage.Radiant Smite Paladin Attack 1YOIIr weapolla1ow; with a p ear b' lu m in esc en ce . E ne m ie s sh rin kfrom its pure II8ht, especially erea rures of 511pel"lllltllral ,( 'vi/such asdemons a nd d ev il s . .Encounter + Divine, Radiant, WeaponStand a rd Action Melee weaponTarget: One creatureAtta.ck: +9 vs. ACHit: 2d8 + 6 radiant damage.

    DAILY POWERSPaladin's Judgment Paladin Attack 1Y ou r m ele e ( J" tm c k p uni sh es y our enemy an d ilea l s al l a f l y .Dally + Divine, Healing, We

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    &yWhen You're Not Playing D&D.

    T h e h ig h - s t o k e s g am e o f (hante p r e f e r r e d b yD & D charaders o f a ll d e s s e s an d l e v e l s !

    T h r e e Drago", A n t e r - i s a f os l- p ac e d n o n- c ol le c ta b lem rd g om e h o s e d o n th e to v e r n g am e , p l a y e d b y

    c he rn rt e r