The Plane Below - Secrets of Elemental Chaos
The Plane Below - Secrets of Elemental Chaos
The Plane Below - Secrets of Elemental Chaos
R O L E P L AY I N G G A M E S U P P L E M E N T
Ari Marmell • Bruce R. Cordell • Luke Johnson
The Plane Below
Secrets of the Elemental Chaos
R O L E P L AY I N G G A M E S U P P L E M E N T
Ari Marmell • Bruce R. Cordell • Luke Johnson
CREDITS
620-24211000-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM
987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1
First Printing: Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden
December 2009 P.O. Box 707 Newport, Gwent NP9 0YH Belgium
Renton WA 98057-0707 GREAT BRITAIN +32.070.233.277
ISBN: 978-0-7869-5249-6
+1-800-324-6496 Please keep this address for your records
DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, FORGOTTEN REALMS, D&D Insider, Adventurer’s
Vault, Arcane Power, Draconomicon, Keep on the Shadowfell, Manual of the Planes, Open Grave: Secrets of the Undead, PLANESCAPE, all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. All Wizards characters and the distinctive likenesses thereof are property of
Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people, organizations, places, or events included
herein is purely coincidental. Printed in the U.S.A. ©2009 Wizards of the Coast LLC.
Chaos Incarnate
1
A riotous realm, the Elemental Chaos is
incomprehensible to those who have not experienced
it firsthand. Here, flame speaks and lightning
dreams, iron hates and seas hunger.
Islands of earth, ash, mud, salt, or semisolid smoke
and flame, some as vast as continents, float amid
an endless sky. Rivers of water, lava, or liquid air
flow from oceans bounded by nothing solid, cross
landscapes of broken crystal, and spill over cliff faces
made of tangible lightning. Winds of heavy vapor are
guided by currents of chaos, whipping into enormous
storms of burning hail and sharp-edged thunder.
As disconcerting as the substance of the Elemental
Chaos is, worse still awaits visitors. Direction has
no meaning. Locations shift constantly. Even gravity
is capricious, exerting its pull differently on living
things than on objects.
This chapter helps you to comprehend this
tumultuous place. Using this material, you can better
convey the wonders, terrors, and peculiarities of the
realm to your players. It offers tools to let you work
the Plane Below into your adventures and campaigns,
ensuring that your players experience it as someplace
truly alien. It covers the following topics.
) The Basic Elements: An overview including
game mechanics for travel, direction, and gravity.
) Features of the Plane: Descriptions and rules for
some of the peculiar environments, terrains, and
hazards of the Elemental Chaos.
) Skill Challenges: Situations that might arise as
adventurers explore the plane.
) Campaign Arcs: Illustrative campaign arcs—one
for each of the four varieties of planar campaigns
discussed in the Manual of the Planes supplement.
) Adventures: A selection of adventure ideas,
including sample hooks.
) Patrons: A review of elemental patrons for your
adventuring party.
ZO LTA N B O R OS & G A B O R S Z I K S Z A I
CH A P T ER 1 | Chaos Incarnate
6
THE BASIC ELEMENTS
Move Object: Standard action. concentration and making a successful Intelligence
) DC: The DC is based on the object’s size—Tiny or check (see left).
smaller, DC 5; Small or Medium, DC 10; Large, DC Only unattended objects can be moved or altered.
15; Huge, DC 20; Gargantuan, DC 25. You can use this planar instability to create interest-
) Success: You move an unattended object. You ing encounters—terrain that rises and falls, footing
move the object 1 square, +1 square for every 5 that shifts from solid to liquid, pools of water that
points by which you beat the DC. become flaming hazards.
) Failure: You can’t try to move the same object until
after a short rest. Mutability in Combat
Alter Object: Standard action. Creatures strong in mind can attack enemies by
) DC: The DC is based on the object’s size—Tiny or manipulating the Elemental Chaos. This is an at-will
smaller, DC 20; Small or Medium, DC 25; Large, DC basic attack, as described below.
30; Huge, DC 35; Gargantuan, DC 40. This system requires some adjudication by the
) Success: You change an unattended natural object Dungeon Master as to its effects in combat. For a sim-
into a different element or type of energy of the pler combat option, see the influence instability power
same size. For example, a boulder can be changed described below.
into a ball of fire.
) Failure: You can’t try to alter the same object until Influence Instability Basic Attack
after a short rest. You bend the plane to your will, smashing a nearby object into
Stabilize Area: 1 minute. your foe or creating energy that does it harm.
) DC: The DC is 5 + 1 per square affected.
At-Will ) see text
) Success: You lock an area into its current form for Standard Action Ranged 15/30
24 hours. Double the area or the duration for every Target: One creature
5 points by which you beat the DC. Attack: Intelligence vs. Reflex
) Failure: You can’t try to stabilize the same area Special: If you are trained in Arcana, you can add your
until after an extended rest. implement’s enhancement bonus to your attack roll. This
power does not become an implement attack.
Alter Area: 1 minute.
Hit: 2d10 + Intelligence modifier damage. This damage
) DC: The DC is 20 + 1 per square affected. Add can be acid, cold, fire, lightning, poison, radiant, thunder,
10 to the DC if the area has been stabilized (see or untyped.
above). Double the area or the duration for every 5 Level 21: 4d10 + Intelligence modifier damage.
points by which you beat the DC.
) Success: You change the terrain of an area for You can adjust the efficacy of this attack according to
24 hours. For example, a bare rocky plain can be the locale, imposing a penalty to attack rolls in more
changed into a forest. stable realms or a bonus in easily altered areas.
) Failure: You can’t try to alter the same area until
after an extended rest.
CH A P T ER 1 | Chaos Incarnate
7
Traveling the riding the chaos is a matter of picking a habitable
mass moving in the right direction and hoping it con-
Elemental Chaos tinues on that way. A common method of choosing a
Navigating the Elemental Chaos is difficult. In the suitable drifting “vessel” was devised by the efreets,
world, travelers can rely on landmarks, the sun, the through a divining practice called al-buraj. Secur-
stars, and a compass. Also, much of that realm can ing such assistance, however, always comes at a high
be reached by foot or boat. In contrast, the Plane price—and dealing with efreets is a perilous proposi-
Below features few dependable landmarks, and pre- tion. Other creatures might have a more instinctive
dictable foot travel is possible only in limited stable understanding of the currents of chaos, but their
regions, such as the City of Brass, Zerthadlun, or the guidance cannot be easily secured regardless of price.
Canaughlin Bog (page 70).
Nevertheless, the Elemental Chaos does contain Flight
some stretches of solid surfaces. Some are composed Flight is available through spells or magic items, but
of dangerous substances, but many are not inherently most of those methods grant the ability for too short
harder to traverse than regions of the world, except a time to be of much use in exploration. A character
where they are broken by great chasms, impossibly might be able to hop from one mote or vehicle to
tall peaks, walls of lightning, or rivers of acid. Some of another, but that’s about it. Other sources of flight,
these areas even contain reasonably permanent land- such as flying carpets and mounts created by the
marks. Getting to such a surface, though, might be a Phantom Steed ritual, are limited by altitude restric-
greater challenge than traveling across it. tions and thus are incapable of flying between widely
separated masses.
Riding the Chaos Some rituals and items grant long-distance flight,
Visitors to the plane who have no other options can but even they are not without danger. In the world,
try to “piggyback” on the drifting masses, though only when a flight effect wears off, a solid landing surface
the most desperate or most adventurous travelers is often nearby. In the Elemental Chaos, no such
practice such travel. A piggyback journey (sometimes guarantee exists. Additionally, some magical flight
called “riding the chaos”) requires hopping from one ends if the affected character takes any action other
swift-moving body to another, making zigzag progress than flying. Getting into a fight while far away from
toward a final destination. Given the constant motion a solid surface could be deadly. Only a few powers,
of the Elemental Chaos, it is only a matter of time such as the cleric’s cloud chariot, are truly effective
before a stable mass drifts by in the right direction. means of long-range flight.
In some regions, suitable motes pass through regu-
larly. In others, the masses are visible in the sky but Teleportation
difficult to reach. To make the jump between motes Because travel throughout the plane is so difficult,
might require chartering a short flight on an airship, many settlements of the Elemental Chaos make use of
performing a teleportation ritual, or raising a floating teleportation circles. Such transport is common in the
stairway through sheer willpower. In the last resort, City of Brass and can be found in other efreet outposts,
it might be possible for travelers to bribe a titan into genasi and giant communities, githzerai monasteries,
hurling them across the gap. and Elemental Chaos-based headquarters of worldly
Aside from the problem of reaching the mass, a factions and cults. The infamous Choking Palace (page
traveler must determine which passing object is the 72) is said to have teleportation circles of solid smoke
best conveyance. Without some method of prediction, that slowly shift through a predetermined pattern,
making them useful only at certain times.
Travelers can find teleportation circles at seemingly
ELEMENTAL COLLISION random points across the various drifting masses of
When large masses of elements collide, cataclysm results. the Elemental Chaos. Some are engraved bands that
One body might shatter the other, creating new, smaller have known origins, marking the sites of old commu-
masses in an instant of extreme violence. Sometimes one nities or strongholds. Others were created by secretive
entity absorbs or encompasses the other, such as when factions to facilitate unseen assemblies for purposes
an earthmote plunges into a vast ocean and becomes a still concealed. Strangest of all, a few circles seem to
sunken continent. The two objects might even transform have been created by nobody but appear fully formed
each other: An earthmote and an enormous ball of fire from random fluctuations of chaos and magic. One
might create a continent of lava, or a windstorm and an infamous transport point, made of everburning flame,
ocean of magma could give rise to a rain of fire. floats in empty space with no solid footing beneath.
By creating an impending elemental collision, you Of course, teleportation circles are useful only
can set a time limit for characters’ heroics or provide an to those familiar with their patterns. Some portal
impetus for a dramatic escape. signatures (such as the public circles in the City of
CH A P T ER 1 | Chaos Incarnate
8
Brass) can be learned through research, but many Many travelers prefer to ride beasts native to the
CH A P T ER 1 | Chaos Incarnate
9
Chaos Glider
Huge vehicle
Finding Your Way
HP 100 Space 2 squares by 3 squares Cost 13,000 gp
Up and down are never in doubt in the Plane Below,
AC 4; Fortitude 12, Reflex 4 but cardinal compass points are meaningless. No
Speed fly 10 sun rises or sets to establish direction. Landmasses
Pilot drift continually. That anyone can find a route
The pilot must control the chaos glider’s wings with both hands. through this constantly shifting place is amazing.
Crew Travelers who can see their destination are not
In addition to the pilot, a chaos glider requires a crew of four,
likely to get lost. Otherwise, navigation is a constant
all of whom use a standard action each round to control the
vehicle. Reduce the glider’s fly speed by 4 for each missing crew
concern.
member. At fly speed 0, the chaos glider sails out of control. Elemental creatures have an instinctive sense of
Load the f low of chaos in their environment and might
Six Medium creatures; 100 pounds of cargo. guide outsiders who request their services. Some
Out of Control beings, such as efreets, claim to recognize pat-
An out-of-control chaos glider moves at half speed in a random terns in the plane’s seemingly random f luctuations.
direction.
Natives can use either Arcana or Nature to navigate,
Chaos Propulsion
A chaos glider rides the currents of chaotic energy that ripple
as can outsiders who have spent several months
through the Elemental Chaos, so it functions only there. Its within the Elemental Chaos and have grown some-
propulsion is uncertain at best. Passengers on a chaos glider can what acclimatized to its turbulence. Other explorers
be becalmed at times, tossed to unknown locations, or hurled can use only Arcana. The “Lost in the Wilderness”
to their destination in the blink of an eye. On average, a glider skill challenge (Dungeon Master’s Guide, page 79) and
moves at its listed speed. the “Sailing the Sea of Fire” skill challenge on page
27 are good examples of how to handle navigation
Chaos Ship in the Plane Below.
Colossal vehicle
HP 2,000 Space 27 squares by 16 squares Cost n/a
AC 3; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15 THE CHAOS SHIP:
Pilot RIDING IN STYLE
The pilot must stand at the wheel, which sits atop the
sterncastle deck. The wheel is mounted on a gimbaled lever
The most dependable way of traversing the Plane Below
that controls pitch and altitude. Cables running beneath the is on a chaos ship. Only a few of these enormous vessels
deck connect to three anarch sphere cradles. These anarch exist, and finding one or booking passage on it might not
spheres provide motive power and lift. The ship will hover be easy, but for many adventurers it’s worth the effort.
without a pilot or crew, but forward motion requires both. The upper deck of a typical chaos ship is 130 feet from
Crew stem to stern. A 5-foot-high railing surrounds the upper
In addition to the pilot, a chaos ship requires a crew of three for
deck. The railing holds stanchions every 5 feet, through
any movement other than hovering. Each must be stationed
adjacent to one of the three inset anarch spheres. Each of the
which hawsers can be tied to secure crew or cargo.
crew must spend a standard action each round to help control One of these vehicles plays a major part in the epic
the vessel once it is under way. Reduce the ship’s fl y speed by tier adventure Prince of Undeath. The illustration on the
4 for each missing crew member. If the ship reaches fly speed facing page depicts a chaos ship’s major features.
0 on any given round after it is under way, the ship is unable Sterncastle: This two-story structure occupies much
to be steered and flies out of control. Once it is out of control, of the ship’s stern. One set of stairs provides access to the
regaining control requires 3 consecutive rounds with the pilot
first level, and a second set of stairs to the second level.
and three crew members manning their stations.
Load
The top level of the sterncastle contains the wheel that
200 Medium creatures; 4,000 tons of cargo. steers the craft.
Out of Control Hatches: The three hatches on the main deck lead to
When the ship is out of control, it moves forward at half speed. the belowdecks areas where cargo is stored.
Each round, roll a d20. On a roll of 1–5, the ship descends. It Anarch Spheres: These three crystal spheres sit in
descends 5 squares per round for the first 10 rounds it’s out of cradles. Each contains the bottled essence of chaos, and
control. After 10 rounds, it descends 10 squares per round. If the
provides the ship’s motive power.
ship hits a solid mote in the Elemental Chaos or the Abyss after
traveling out of control for more than 20 rounds, it is destroyed.
Magic Circles: Each of these inscribed circles pro-
Chaos Attunement vides teleportation access to a different, distant location,
A chaos ship functions only in the Elemental Chaos and the depending on the ship’s current position and the rituals
Abyss. used to create the circles.
Wheel and Three Anarch Spheres (Navigation Focus)
This vehicle is equipped with three anarch spheres, which serve
as the navigation focus for the wheel mounted on top of the
sterncastle deck.
CH A P T ER 1 | Chaos Incarnate
10
F EAT U R E S O F T H E P L A N E
FEATURES OF THE PLANE
A spike of solid thunder erupts from a bubbling You can use the following tools to create evoca-
magma field before dissipating into storm clouds. tive and interactive encounter environments in the
The clouds spawn torrential rains that solidify the Elemental Chaos and the Abyss. A brief description
magma. This igneous rock shatters into a swarm of strange weather and environments in the plane is
of earthmotes, which crash into a sea of acid. The followed by details of several new types of fantastic
impact creates a tidal wave that spills into volatile terrain. Finally, this section presents hazards and
lakes of liquid lightning hugging a rime-covered skill challenges to spice up elemental encounters.
shore. An explosion melts the icy beach and pushes
a river out into the clear skies. That rushing torrent Weather and
slams into a plain of fire. The confluence of opposing
elements hisses into a steam geyser, a half-mile wide Environmental Dangers
and incredibly high. The elemental steam is so hot The weather found in the world also manifests in
that it vaporizes everything nearby. the Elemental Chaos, although often more violent.
Such chaotic manifestations continually shake Locales are obscured by fog, blinded by blizzards,
the Plane Below. Some sections of the plane are hos- and pummeled by rain, tornadoes, sand storms, and
pitable to the primordials alone. Other swaths are gales. Stranger forms of weather also exist—ice mists,
inhabited only by creatures spawned from the churn- acidic rain, fiery cyclones, and gales of boulders.
ing crucible, or those magically protected from its The Endure Elements ritual is a handy tool for
violent extremes. traversing the Elemental Chaos, but it has its limits.
Still, not all areas of the Elemental Chaos are The more hospitable sections of the plane feature
anathema to visitors. In the infinity of this funda- temperatures between the natural-world extremes of
mental plane, countless areas and paths exist that –50 and 140 degrees Fahrenheit, but temperatures in
nonnatives can travel. Surviving such a journey most of the plane’s regions extend beyond this range.
requires some preparation, a good dose of daring, and In addition, the atmosphere can vary significantly in
a careful step. the blink of an eye. In areas of extreme temperatures,
CH A P T ER 1 | Chaos Incarnate
11
creatures without protection expire quickly, and even Endure Primordial Elements
warded individuals can hold out for only so long. Flames lick you, or lightning crackles around you, but you
The Endurance skill gauges a character’s ability to pay these threats no mind.
withstand environmental dangers. For normal dan-
gers found in the world and in the hospitable areas Level: 17 Component Cost: 4,300 gp
of the Elemental Chaos (see Dungeon Master’s Guide, Category: Exploration Market Price: 12,000 gp
page 159), a character must succeed on an Endurance Time: 10 minutes Key Skill: Arcana (no check)
check every 8 hours or lose a healing surge, unless Duration: 24 hours
under the protection of Endure Elements. Within less
hospitable areas, the Endurance check DCs do not You designate up to eight ritual participants, including
increase dramatically, but the frequency of checks yourself, who ignore penalties and Endurance checks
does. Characters without the protection of Endure associated with the extreme weather and environments
Elements must make a check every 5 minutes or lose of the Elemental Chaos.
a healing surge. Those protected by the ritual must An affected creature and its equipment ignore ill
make a check every 8 hours or lose a healing surge. effects from extreme temperatures and other ambient
Extreme conditions in the Elemental Chaos are threats. Creatures’ attacks, terrain features, and traps or
described below. Although the Endure Elements hazards are still potential dangers. In areas where you
ritual neutralizes most natural dangers, the envi- would normally have to make Endurance checks every
ronmental threats of the Elemental Chaos are more 8 hours while under the effect of Endure Elements, you
severe. The term “primordial” indicates an extreme need not make any checks while under the effect of
that requires a character to make Endurance checks Endure Primordial Elements.
even when protected by Endure Elements. For such
regions, the Endure Primordial Elements ritual
provides more reliable protection. (See the “Greater Elemental
Danger, Greater Magic” sidebar.) Fantastic Terrain
Compared to even the most bizarre areas of the
Condition Endurance DC
world, the strange terrain of the Elemental Chaos is
Primordial storms 20
fantastic. Few creatures other than the efreets can
Primordial winds 21
swim the Sea of Fire, and only the hardiest of elemen-
Primordial cold 22
tal beings can survive the deadly pummeling of an
Primordial heat 22
earth storm. Other places are so alive with churning,
No air 26*
warping elemental energy that they seem to come
Frigid primordial cold 26
alive when creatures venture too near.
Stifling primordial heat 26
The following hazards only scratch the surface of
Primordial smoke or ash 26
the variety of fantastic terrain that exists through-
Mutating primordial chaos 31
out the Plane Below. You can use these selections
* This check must be made every minute, rather than
to create a variety of features to add an unexpected
every 5 minutes, and Endure Elements does not lessen
twist to encounters, or mix their material and func-
the frequency.
tions to create new and exciting terrain of your own:
crawling ice, frozen lightning, or fire mist.
Some of the hazardous terrain described below is
GREATER DANGER, typical of the Abyss. Nevertheless, the ever-shifting
GREATER MAGIC nature of the Elemental Chaos means that such dan-
In many areas of the Elemental Chaos, the Endure gers might appear anywhere in the plane.
Elements ritual reduces but does not eliminate envi-
ronmental dangers. These extreme situations require a Acidic Mire
more powerful and much rarer ritual: Endure Primordial Any quagmire can be dangerous and debilitating. In
Elements. the Elemental Chaos, a swampy area filled with caus-
Both rituals turn environmental dangers “on and off.” tic liquid makes the peril far worse. Seas composed
Not until a character reaches the higher paragon tier is of flesh-dissolving liquids are bordered by shores
he or she able to overcome more intense elements by riddled with moors that churn with acid bubbling up
using the Endure Primordial Elements ritual. from below. Such confluences of muck and acid are
Remember that these rituals protect characters from deadly to traverse, so creatures that crave solitude
the ambient atmosphere and normal precipitation dan- build bastions amid this inhospitable terrain.
gers of the plane. They do not protect characters from Effect: A square of acidic mire is difficult ter-
elemental attacks originating from terrain, hazards, or rain for creatures without earth walk. They sink into
the powers of elemental creatures. the mire, muck clinging to flesh and clothing. In
CH A P T ER 1 | Chaos Incarnate
12
addition, any creature that starts its turn in a square Because of the variability of the Elemental Chaos,
F EAT U R E S O F T H E P L A N E
of acidic bog takes ongoing 5 acid damage per tier the effect of chaos breath might not be consistently
and is slowed (save ends both). applied in all cases. In certain areas, the gusts might
Usage: Acidic mire requires characters to trudge not be strong enough to affect larger creatures. Air
more slowly through an area. Artillery or controller creatures might sense an area of chaos breath and
monsters take advantage of such terrain to hinder avoid it, or can have an innate resistance to its effect
melee attackers. at your discretion.
To create more disarray—and more complex-
Bonepowder Haze ity—you could have chaos breath potentially affect
In desolate sections of the Abyss, especially the dread the entire encounter area instead of specific squares
region of Thanatos (Manual of the Planes, page 82), within it. Each creature has a chance of being caught
strange clouds of fine, white powder hover in the air in a gust at the start of its turn, perhaps on a roll of
and crackle with necrotic energy. This strange haze 1–4 on a d20.
saps the life force of creatures within it, dissipating or
corrupting that life force to empower nearby undead. Crawling Earth
Effect: Fields of bonepowder haze are lightly The substance of the Elemental Chaos sometimes
obscured. Any living creature within a square con- exhibits a destructive will, especially in the form of
taining this terrain regains only one-half normal hit elementals, but sentience is not necessary for the
points from healing effects. Furthermore, whenever semblance of living behavior. A prime example is
a living creature receives a healing effect while in crawling earth, which resembles normal ground but
bonepowder haze, each undead creature within 3 animates when stepped on, then quiets after a few
squares of it gains a +2 power bonus to attack rolls moments.
until the end of the undead creature’s next turn. Effect: When any creature ends its movement in
Usage: Pairing bonepowder haze with undead is a square of crawling earth, it triggers that square and
a no-brainer. Even without undead, the haze makes any contiguous squares containing that terrain. The
any combat more dangerous by degrading healing. ground rises up and moves 1d4 squares in a random
Brutes wade into the haze, knowing that the damage direction, carrying along any creature in that space.
of their powerful strikes will persist longer. You can The movement is so quick and jarring that a creature
position artillery at the edge of a field of bonepowder in a square of crawling earth must make a saving
haze to obscure the enemy and also hinder ranged throw to avoid being knocked prone.
counterattacks. A section of crawling earth is usually no larger
than 4 squares on a side, but wider areas exist in par-
Chaos Breath ticularly unstable sections of the Elemental Chaos.
An area of chaos breath contains powerful, unpre- Usage: The Elemental Chaos contains several
dictable wind gusts that extend high into the fantastic terrain types that create a dynamic envi-
atmosphere, equally affecting flying and grounded ronment, but crawling earth does the best job. Such
creatures. The gusts occupy several areas, each 1 to 4 terrain discourages creatures from ending their
squares across. The currents react to movement and movement in certain spaces, forcing them to move
other disturbances, making them appear to be aware. farther than they otherwise would (which favors
Effect: When a creature enters a square contain- melee combatants) or discouraging movement alto-
ing chaos breath or starts its turn there, it slides 1d4 gether (making them easy prey for ranged attacks).
squares in a random direction and must make a You might also set the crawling earth’s movement in
saving throw to avoid being knocked prone. Crea- a specific direction or toward a given point to push
tures that are already allowed a saving throw to the action a certain way or to enhance monsters’
avoid being knocked prone gain a +2 bonus to this control effects.
saving throw.
A creature within a square of chaos breath can Demon Jags
attempt an easy Athletics or Acrobatics check to These areas of sharp, rugged stone are formed when
reduce the distance of the slide by 1 square, plus 1 demons are trampled by other demons or otherwise
square for every 5 points by which the check result violently absorbed into the surrounding surface. Most
beats the DC. A creature that does not slide any dis- commonly encountered in the Abyss, demon jags
tance is not knocked prone. could occur anywhere a demonic horde swarms.
Usage: Chaos breath confounds strategic maneu- Effect: Squares containing demon jags are dif-
vering by adding unpredictability to movement. Since ficult terrain, but any creature can move through the
this terrain is difficult to spot (requiring a hard Per- space normally by taking 5 damage per tier for each
ception check), it can catch both sides in a conflict square entered. Demons are immune to this effect—
off guard. the spars yield to their passing or retract into the
CH A P T ER 1 | Chaos Incarnate
13
Earthflow
The world suffers the occasional mudslide or
avalanche. In the Elemental Chaos, earth moves con-
stantly in rivers of rock, dirt, or mud.
Effect: Each area of earthflow has a direction of
current (see “Underwater Terrain,” Dungeon Master’s
Guide, page 45). Different sections of a single area
could flow in different directions, creating a particu-
larly turbulent earthcourse.
Earthflow squares are difficult terrain. Each
creature within an earthflow area at the start of its
turn slides 3 squares in the direction of flow. If the
creature is forced into an area with a different flow
direction, it slides the remaining distance in the new
direction. The creature must also make an Acrobatics
or Athletics check to avoid sinking into the flow and
becoming grabbed. (Use the “Skill Check Difficulty
Class by Level” table on page 24 to set appropriate
DCs and difficulty.)
Creatures that have earth walk ignore all earth-
flow effects.
Usage: Earthflow terrain forces the characters
in a certain direction or puts them at a disadvantage
against creatures that have earth walk. An entire
Ice encounter area filled with earthflow can be frustrat-
Maws ing, though, so be sure the encounter contains other
terrain and rewards clever use of skills to bypass
ground. Furthermore, a demon occupying a square the earthflow.
of demon jags can use its variable resistance without
reducing its limit for the current encounter. Elemental Spout
Usage: Demon jags serve well as walls and ram- Eruptions of material or elemental energy are a
parts in demon lairs. Those unusual demons that common occurrence in the Plane Below. Any sub-
have any degree of patience use the jags to slow or stance can issue forth from solid surfaces, bodies of
wear down approaching enemies. liquid, raging storms, or empty air.
Effect: An elemental spout fills a burst, 1 square
Demon Slick per tier, centered on a particular origin square. The
Dangerous and debilitating, this odd black slime is spout might erupt at intervals or when a creature
a common terrain feature throughout the Abyss. It moves within 1 square of the burst’s center. For inter-
is particularly widespread where large numbers of val eruptions, the spout rolls initiative at the start of
demons congregate for long periods of time. combat or takes effect at a specific time in a round; for
Effect: The vile gunk smells foul and makes an erratic spout, you might roll initiative each round.
footing treacherous, creating large areas of difficult The effect of an elemental spout depends on the
terrain. Any nondemon creature that ends its turn in a type of energy or material it disgorges. A summary of
square of demon slick takes 5 acid and poison damage common elemental spouts and their effects follows.
per tier. In addition, the oily slick responds to certain Exotic spouts also exist that contain more than one
attacks by extending and latching onto creatures substance.
within it. Any creature that is hit by an acid or poison Acid: 5 acid damage per tier, and ongoing 5 acid
attack while in a square of demon slick takes ongoing damage per tier (save ends).
5 acid and poison damage per tier (save ends). Frost: 5 cold damage per tier, and the target is
Usage: Demon slick is a natural complement to slowed (save ends).
demons that have acid or poison attacks, such as Lightning: 5 lightning damage per tier, and the
bebiliths, mezzodemons, and vrocks. Against charac- target is dazed (save ends). If a target is already dazed,
ters without protection against such types of damage, it is instead stunned (save ends).
the demons’ debilitating attacks are even more Magma: 5 fire damage per tier, and ongoing 5 fire
effective. damage per tier (save ends).
Poison Gas: 5 poison damage per tier, and the
J U L I E D I L LO N
CH A P T ER 1 | Chaos Incarnate
14
Scalding Slick: 5 fire damage per tier, and the target Frozen Fire
F EAT U R E S O F T H E P L A N E
is knocked prone. Portions of the Elemental Chaos experience cold
Thunder: 5 thunder damage per tier, and the target so intense that even fire freezes. In other areas, fire
is pushed 2 squares from the spout’s origin square. and ice mingle in ways that are contradictory to
Usage: Elemental spouts break up an encounter minds that are familiar only with the natural world.
area and give the characters a reason to move in certain This mixing of opposites is highly unstable—the
ways, whether to avoid the effects of the spouts or to subtlest change in the surroundings can cause a
use them in a clever tactical way. Creatures that have dramatic explosion.
resistance or are immune to a spout’s effects can take Effect: Patches of frozen fire are usually no
advantage of the spout to block and damage enemies. larger than 6 contiguous squares, but larger areas
can exist. When a creature without the cold key-
Energy Alteration Field word enters a square adjacent to frozen fire, or a
The air sparkles and the ground buzzes in the area square of frozen fire is subjected to fire, lightning,
of an energy alteration field. The terrain can be as or thunder damage, that square explodes. The
big as an entire encounter area or as small as a few effect is a close burst 1, centered on the origin
squares on a side. square, dealing 1d8 cold and fire damage per tier.
Effect: When a creature within the field makes Usage: An encounter area containing several
an attack that has a damage type, or such an attack regions of frozen fire tightly limits safe zones on the
targets a creature or a square within the field, the battlefield. Such control particularly favors soldiers,
attack’s damage type changes. For an attack that has forcing characters to make hard tactical choices
an area of effect, the damage type changes only in the during combat.
part of the area of effect that overlaps the field.
Energy alteration fields are inherently chaotic, Ice Maws
each one producing a different effect. Use the follow- These expanses of permafrost seem tranquil from
ing table to determine the new damage type, rolling a distance, but when a creature approaches, the
once for each of the attack’s damage types. If the new frozen ground seems to come alive with mouthlike
damage type is the same, nothing happens; an attack openings that snap at the creature’s feet. The vora-
that has two or more damage types ends up with only cious maws are individually small and slow, but
one instead. their collective bite is debilitating.
Effect: If a creature without ice walk starts
d8 Energy d8 Energy
and ends its turn in the same ice maws space, it
1 Acid 5 Lightning
takes 5 cold damage per tier and is immobilized
2 Cold 6 Poison
(save ends). The affected creature cannot make a
3 Fire 7 Radiant
saving throw against this effect until the end of its
4 Force 8 Thunder
next turn.
Usage: Large sections of ice maws can encour-
Creatures trained in Arcana can manipulate an age characters to pass through an encounter
energy alteration field as a minor action. area with haste and discourage ranged attack-
Arcana Easy DC: A successful check allows a crea- ers from staying in one place. Ice archons are
ture to make one target ignore the effect of the energy well known for using ice maws to protect their
alteration field until the end of that target’s next turn. crystalline fortresses.
Arcana Moderate DC: A successful check allows
a creature to change the damage type of its attacks
within the field to any other type that the field
allows. This effect lasts until the start of the creature’s
EXOTIC TERRAIN,
next turn.
Arcana Hard DC: A successful check allows a crea- STANDARD EFFECTS
ture to change the damage type of all attacks within The Elemental Chaos is a place of wild magic and shift-
the field to any other type that the field allows. This ing elements, but not all its terrain requires special rules.
effect lasts until the start of the creature’s next turn. You can adjust normal-seeming terrain to have unusual
Usage: An energy alteration field lets characters features that bring the Plane Below to life. A seeming
and monsters alike tinker with their damage types lake might be traversed as if it were solid land. Stone
and adds a surprise element to an encounter. It can might flow like water and use the same rules for combat
be key strategic terrain in a battle, allowing a creature and movement. Lightning could crawl slowly from the
that specializes in limited damage types to diversify earth to the sky, allowing a creature to climb it as if it
or to affect creatures that normally have resistance to were a beanstalk.
such damage.
CH A P T ER 1 | Chaos Incarnate
15
Usage: This terrain works well with undead and
FANTASTIC TERRAIN
elemental creatures, both of which are commonly
FROM OTHER SOURCES immune to disease and have no fear of being within
Several other D&D books contain fantastic terrain that the area. The disease you pick determines how scary
can be found in the Elemental Chaos. the pallor is. Try positioning this terrain around areas
that you want to be challenging to reach, or in places
Dungeon Master’s Guide you want characters to pass through quickly.
Blood rock (page 67)
Choke frost (page 67)
Loadstone (page 68) Lightning Mist
Mirror crystal (page 68) These fields of gray-blue fog that drift slowly through
Slides (page 68) the Elemental Chaos are hazardous to traverse
Whirlwind (page 69) quickly. Lightning mist typically coalesces into an
area 5 squares on a side, but masses miles wide
Dungeon Master’s Guide 2 and just as deep are not unknown in treacherous
Blast cloud (page 58) territories.
Bolt stone (page 58) Effect: When the particles within the mist are
Creeping ice (page 58) stirred, a charge of electricity lashes out. Any crea-
Elemental windchurn (page 59) ture that enters more than 2 squares of lightning mist
Energy node (page 59) during a single move action takes 5 lightning damage
Grasping bog (page 60) per tier. Squares containing the mist are lightly
Jade flame (page 60) obscured.
Rage stone (page 61) Usage: Lightning mist forces creatures to slow
Thunder shards (page 61) down or suffer the consequences. Artillery monsters
zero in on slowly moving creatures within the mist,
Manual of the Planes gaining more attacks at a slight cost to accuracy. Ele-
Abyssal wellspring (page 21) mental creatures that have resistance or are immune
Elemental seepage (page 22) to lightning damage thrive in these areas.
Phase rock (page 22)
Energy crystals (page 22) Liquid Thunder
After a powerful elemental storm ravages an area of
Infectious Pallor the Elemental Chaos, gray and placid pools are left
Pockets of diseased air drift through the Abyss. These behind. These innocuous-looking puddles are actu-
vapors are often invisible, and those that can be seen ally highly volatile liquid coalesced from the force of
appear innocuous. Light within an area of infectious the storm. Liquid thunder pools are so unstable that
pallor looks slightly different from that in surround- they are rarely larger than 1 square.
ing areas. Also, creatures within this terrain appear Effect: A pool of liquid thunder remains calm and
sickly and wan, and any wounds they take seem to mirrorlike until a creature or an object enters it. It
ooze with infection. then releases the tremendous thunder stored within
Effect: Each area of infectious pallor carries a spe- it, blasting a creature in its square and each creature
cific disease (Dungeon Master’s Guide, pages 49–50). adjacent to that square. The force of the blast hurls
Any creature that starts and ends its turn in a square the affected creatures 10 feet per tier into the air.
of infectious pallor (even if they are different squares Any creature that falls back to the ground takes 1d10
in the same area) is exposed to that disease. A common damage per tier; it can make an Acrobatics check as
plague of the Abyss is demon pox, described below. normal to reduce the falling damage.
CH A P T ER 1 | Chaos Incarnate
16
Usage: Liquid thunder is a simple but dangerous Usage: Primordial fonts create interesting
F EAT U R E S O F T H E P L A N E
obstruction. Creatures that have forced movement random interactions for monsters and characters
powers use it to great effect. alike. You can place them in an encounter when
you want a strange and unpredictable battle.
Phase Crystal Alternatively, primordial fonts are useful in areas
This translucent, silvery crystal is related to phase containing portals or other restricted zones that
rock (Manual of the Planes, page 22). It can be induced are accessible only to creatures that have a certain
to discharge its extradimensional energy and shunt a elemental keyword.
creature out of phase for a short time.
Effect: When a creature ends its move in a square Strangling Wind
of phase crystal, it gains phasing until the end of its The pressure of this wind is so great, and its blasts
next turn. That square cannot affect another creature so turbulent, that it slows and even suffocates those
until the end of the encounter. who push themselves too hard. The winds are
Usage: Combined with obstacles that restrict a strong enough to hinder the accuracy of ranged and
battlefield, phase crystal allows characters or mon- area attacks (even magical ones). A jet of strangling
sters greater mobility. You can restrict the terrain’s wind is typically 3 squares wide and 6 to 8 squares
effect by limiting the number of squares it covers. long at paragon tier, and 5 squares by 10 squares at
Try not to use phase crystal as the only way to get to epic tier.
a special area or encounter unless the terrain is large Effect: A creature that starts its turn in a square
enough to affect the entire party at one time. of strangling wind is slowed until the start of its next
turn. A creature that runs or takes a double move in
Primordial Font strangling wind is dazed (save ends) at the end of that
Volatile fountains of liquid elemental energy can movement, even if it is no longer within the wind’s
erupt anywhere in the Elemental Chaos, changing area. With each failed saving throw, the target loses a
those who bathe in them. healing surge.
Effect: A creature that remains in a square con- Creatures take a –5 penalty to attack rolls with
taining a primordial font for its entire turn gains a ranged or area attacks launched within or into an
random elemental keyword and an accompanying area of strangling wind.
benefit, as shown in the table below. Alternatively, Usage: Strangling wind makes a formidable bar-
a creature in the font’s square can spend a standard rier that penalizes creatures trying to move quickly
action to splash the liquid over itself, gaining the key- through the area. Elemental brutes and soldiers, such
word and the accompanying benefit even if it does as rockfire dreadnoughts (Monster Manual, page 104)
not end its turn in the font. and demons, love fighting in strangling wind. They
Whenever a creature gains a primordial font effect can take their time beating the pulp out of their ene-
and is already under the effect of a previous result, mies without worrying much about ranged attacks.
the prior effect ends. Otherwise, a creature that is
under a primordial font’s effect rolls a d20 at the end Wrath Mud
of its turn. On a result of 9 or lower, the effect ends. In parts of the Abyss, the land itself is subject to the
Creatures of the elemental origin that are affected insane rage that twists and contorts reality. Certain
by a primordial font can make a saving throw to avoid stinking bogs contain eerie mud that saps the sanity
its effect. from creatures within it, pushing them to violence
through psychic pain. The mud has a normal consis-
d6 Keyword Effect tency but features an oily sheen, reflecting light in a
1 Earth You gain resist 5 to all damage. swirling rainbow of sickly color.
2 Fire You deal 1d6 extra fire damage per tier Effect: Areas of wrath mud are difficult terrain.
with melee attacks. Any creature within a square of wrath mud that
3 Ice Each creature that starts its turn adjacent scores a critical hit with a melee attack deals 1d10
to you is slowed until the start of your next extra damage per tier on that attack. Furthermore, a
turn. creature that starts its turn in a square of wrath mud
4 Lightning Until the start of your next turn, you don’t and does not make a melee attack before the end of
grant combat advantage or take a –5 its turn takes 5 psychic damage per tier.
penalty to attack rolls when you run. Usage: Wrath mud is similar to, but more unfor-
5 Thunder Each creature that starts its turn adjacent giving than, blood rock (Dungeon Master’s Guide, page
to you is dazed until the start of your next 67). It is typically used to create bottlenecks that force
turn. bloody melee battles—the kind of fight that demons
6 Water You can shift as a minor action. enjoy most.
CH A P T ER 1 | Chaos Incarnate
17
Elemental Hazards Luminous Node
Hazard
Level 11 Blaster
XP 600
The wilds of the Elemental Chaos are as dangerous A glowing elemental mass pulses randomly, occasionally re-
as any of the plane’s inhabitants. A variety of hazards leasing lances of energy.
threaten the unwary, and even natives give certain Hazard: The node usually occupies 1 square, but it can be
areas a wide berth. The hazards presented here as big as 3 squares on a side. The node deals fire, force,
expand on those in the Dungeon Master’s Guide and lightning, or radiant damage (choose one or roll a d4).
Manual of the Planes. Its energy is attracted to moving bodies within range.
Creatures can enter the node’s space.
Perception
Gorgon Mud Level 8 Obstacle A luminous node sheds bright light in a 10-square radius.
Hazard XP 350
No check is required to notice it.
This viscous green mud forms pockets in bogs and soft ground. Additional Skill: Arcana
It erupts around those who disturb it to clutch at their feet, ) DC 21: The character recognizes the hazard’s nature.
then hardens into an earthen prison. Initiative +2
Hazard: This hazard consists of 10 squares positioned in a Trigger
larger field of mud or soft earth. The hazard affects any When a creature enters a square within 10 squares of
creature that enters one of its squares. the luminous node’s space, the hazard rolls initiative.
Perception The hazard also makes an opportunity attack against a
) DC 19: The character can discern if any adjacent squares creature that enters or starts its turn in the node’s space.
contain gorgon mud. Attack
Additional Skill: Arcana Standard Action Ranged 10
) DC 14: The character recognizes the hazard’s nature. or Opportunity Action
Trigger Target: One creature or the triggering creature
When a creature enters a square of gorgon mud, the Attack: +15 vs. Reflex
hazard attacks. Hit: 2d8 + 5 damage of a type from the following list, and
Attack an effect determined by that type.
Opportunity Action Melee Fire: 1d8 extra fire damage, and the target gains
Target: The triggering creature vulnerable 5 fire (save ends).
Special: A creature that has earth walk or that is immune to Force: The target is pushed 2 squares, knocked prone, and
petrification is immune to the effect of gorgon mud. slowed (save ends).
Attack: +11 vs. Fortitude Lightning: The target is dazed (save ends).
Hit: The target is immobilized (save ends). First Failed Saving Radiant: The target is blinded (save ends).
Throw: The target is restrained (save ends). Second Failed Miss: Half damage.
Saving Throw: The target is petrified (save ends). Countermeasures
Miss: The target is slowed (save ends). ) With a DC 21 Acrobatics check made as part of a move
Countermeasures action, a character can enter the node’s space without
) A character can make a DC 14 Athletics check to grant triggering an opportunity attack.
himself or herself or an adjacent creature a +2 bonus to ) A character adjacent to or within the node’s space can
the next saving throw against the mud’s effect. attempt a DC 16 Arcana check as a move action. If the
) A character who makes a DC 19 Arcana check siphons check succeeds and the node’s next attack hits, treat the
the elemental energy from the mud, rendering inert 1 attack as a miss. If check succeeds and the node’s next
square, plus 1 square for every 5 points by which the attack misses, the attack deals no damage.
check result beats the DC. ) A character within the node’s space can attempt a DC
Upgrade to Elite (700 XP) 21 Arcana check as a move action. Results are as for a DC
) Increase the DCs for Perception, Athletics, and Arcana 16 Arcana check as above. In addition, three successful
checks by 2. checks cause the node to dissipate, eliminating the
) If the target fails a saving throw against the petrified hazard.
effect, a save can no longer end that effect. The target’s ) A character within the node’s space can attempt a DC 26
allies must physically break away the hardened mud (AC Arcana check as a standard action. Results are as for a DC
2; Reflex 2, Fortitude 15; hp 90). Each attack that deals 21 Arcana check as above. In addition, a character who
damage to the hardened mud deals the same amount of makes a sucessful check can force the node to attack any
damage to the trapped target (reduced by the petrified target in range.
condition’s resist 20 to all damage). Upgrade to Elite (1,200 XP)
) The node attacks twice per turn. Each attack can have a
different damage type.
) Dissipating the node requires six successful DC 21
Arcana checks instead of three.
CH A P T ER 1 | Chaos Incarnate
18
F EAT U R E S O F T H E P L A N E
Steel Rain Level 15 Blaster Voidblight Level 15 Blaster
Hazard XP 1,200 Hazard XP 1,200
Ahead, rain sheets down with a metallic tinkling. The ground A mass of pulsing blackness slowly resolves into swarming
beneath it is not damp. motes of nothingness drifting over the ground, each one ab-
Hazard: Tiny shards of sharp metal drop from the sky and sorbing light, life, and sanity.
burrow into the ground or into any creatures they hit. The Hazard: The voidblight occupies 9 contiguous squares.
hazard occupies three areas, each 3 squares on a side. Each voidblight square must share a side, not just a
Steel rain squares are lightly obscured. At the start of corner, with at least one other voidblight square.
each round, the hazard moves 1d8 squares in a random Perception
direction or in a direction you choose. No check is necessary to notice the mass.
Perception Additional Skill: Arcana
No check is necessary to notice the rain. ) DC 23: The character recognizes the hazard’s nature.
) DC 23: The creature sees that the “raindrops” are Initiative +2
metallic. Trigger
Additional Skill: Arcana The voidblight can sense nondemon living creatures
) DC 23: The character recognizes the hazard’s nature. within 20 squares, whether or not it has line of sight to
Trigger them. When it does, the hazard rolls initiative. The mass
When a creature enters a square of steel rain or starts its moves on its turn, oozing through the air or dragging along
turn there, the hazard attacks. the surface to a square occupied by a nondemon living
Attack creature. It has a speed of 5, fly 5 (hover). It then attacks
Opportunity Action Melee such creatures that start their turns within its area.
Target: The triggering creature Attack
Attack: +20 vs. AC Opportunity Action Melee
Hit: 1d10 + 5 damage, and ongoing 10 damage (save ends). Target: Each nondemon living creature that starts its turn
Miss: Half damage. in the voidblight’s square
Countermeasures Attack: +18 vs. Fortitude
) A character using a shield can hold it overhead as a Hit: 1d10 + 6 psychic damage, and ongoing 10 psychic
minor action, gaining a +1 bonus to AC against the steel damage and the target is affected by voidblight insanity
rain but losing any shield bonus to AC and Reflex against (save ends both). While a conscious target is affected by
other attacks. These adjustments to AC last until the start the insanity, it must make a basic attack against an ally
of the creature’s next turn. during its turn or take 10 extra psychic damage at the end
) If a character makes a DC 23 Arcobatics check as part of of its turn.
a move action and ends his or her move outside the area Special: A creature cannot make a saving throw against the
of steel rain, he or she does not trigger an attack when voidblight’s effect while within the hazard’s square.
moving through the hazard. Countermeasure
) With a successful DC 18 Arcana check as a minor action, ) A character can attack a square of voidblight (AC 29;
a character can force one area of steel rain not to move other defenses 27; hp 30; half damage from melee and
at the start of the next round. With a successful DC 27 ranged attacks). When reduced to 0 hit points, that
check, the character can move that area 1d4 squares in a square of voidblight is destroyed.
direction of his or her choice. Upgrade to Elite (2,400 XP)
Upgrade to Elite (2,400 XP) ) The voidblight fills 18 contiguous squares.
) Increase the DCs for Perception, Acrobatics, and Arcana ) Increase the voidblight’s bonuses to attack rolls by 2.
checks by 2. ) Increase all the voidblight’s defenses by 2.
) The steel rain occupies four areas, each 4 squares on a
side. Gates of Winter Level 16 Lurker
) Harmless precipitation lightly obscures the entire Hazard XP 1,400
encounter area. When a creature is about to enter an
The ambient temperature drops sharply, and hoarfrost gleams
adjacent square of steel rain, it makes a DC 23 Perception
ahead. All is quiet . . . until a wall of ice rises violently before
check as a free action; on a success, the creature spots the
you.
metal needles before moving into that square.
Hazard: On the hazard’s turn, a wall of jagged ice rises from
the ground. This hazard has a single origin square, but its
effect is widespread.
ELEMENTAL FLEXIBILITY Perception
The hazards of the Elemental Chaos are myriad. The No check is necessary to notice the area of the hazard.
Between the triggering of the hazard and its attack,
dangers in this section can be transformed in style or
creatures can see the frost on the ground shift, rise, and
approach without significantly altering their mechan- crack.
ics. Often, adjusting damage type is the only change ) DC 25: The character notices an area of thick frost,
needed. which is the hazard’s origin square.
CH A P T ER 1 | Chaos Incarnate
19
Additional Skill: Arcana
) DC 25: If the character is aware of the thick frost in the
origin square, he or she recognizes the hazard’s nature.
Initiative +2
Trigger
The hazard normally triggers when a creature without
the cold keyword comes within 20 squares of the origin
square while the origin square has line of effect to that
creature. Other triggers are possible. When triggered, the
hazard rolls initiative. On its turn, the hazard creates an
ice wall in a random part of the encounter area.
Attack
Standard Action Area wall 10 within 20 squares
Effect: A wall of ice erupts to a height of 6 squares. Any
creature that starts its turn adjacent to the wall takes 2d6
+ 6 cold damage. The wall blocks line of sight and blocks
movement. If the wall appears in a space that a creature
occupies, the creature slides to one side of the wall (roll
randomly for direction) and is knocked prone.
The wall remains until the start of the hazard’s next
turn and then crumbles into broken ice. The space
formerly occupied by the wall is difficult terrain, which
lasts until the end of the encounter.
Countermeasures
) A character can make a DC 20 Acrobatics check or a DC
25 Athletics check as an opportunity action when the wall
appears in that character’s space; if the check succeeds,
the character can shift 2 squares away from the wall and
make a saving throw to avoid being knocked prone. A
character who is normally allowed a saving throw to avoid
being knocked prone gains a +2 bonus to the roll.
) With a DC 20 Arcana check or Nature check made as a Gates of Winter
minor action, a character can determine the rough shape
and location of the next wall.
) A character can attempt a DC 22 Arcana check as an
immediate interrupt when the wall appears; if the check Elemental Eruptions Level 18 Obstacle
succeeds, the character places 1 square of the wall in a Hazard XP 2,000
different contiguous square. The wall cannot enter the The area ahead shudders, projecting heat and small lightning
original square. For every 5 points by which the check arcs. Suddenly, part of it bursts upward, exploding in elemen-
result beats the DC, the character can alter the location of tal fury.
1 extra square. Hazard: A surface contains unstable elements in an area 10
) With a DC 25 Arcana check as a standard action, a squares on a side. Five squares within that area are ready
character can siphon energy from the origin square. After to burst.
three such successful checks, the hazard is disabled for 24 Perception
hours. No check is required to notice the area of the hazard.
) A character who makes a DC 20 Athletics check as part ) DC 25: The character can discern if any adjacent squares
of a move action can smash through part of the wall, are ready to burst.
leaving a hole and treating the square as difficult terrain Additional Skill: Arcana
instead of blocking terrain. The character takes 1d6 + 6 ) DC 25: The character recognizes the hazard’s nature.
cold damage for moving through the wall this way. Trigger
Upgrade to Elite (2,800 XP) When a nonelemental creature enters a square that is
) Increase the DCs for Perception, Acrobatics, Athletics, ready to burst, that square attacks with a random effect.
Arcana, and Nature checks by 2. Once it attacks, the square is no longer ready to burst, but
) The walls crumble into difficult terrain after 2 rounds. a secondary effect persists (see below).
Thus, after the first round, the hazard has two walls in Primary Attack
existence at a time, rather than one. These walls can cross Opportunity Action Melee
each other. Primary Target: The triggering creature
Primary Attack: +22 vs. Fortitude
JASON A . ENGLE
CH A P T ER 1 | Chaos Incarnate
20
F EAT U R E S O F T H E P L A N E
Hit: Roll a d8 to determine the attack’s effect. Elemental Transformation Field Level 18 Lurker
1—Acid: 2d6 + 5 acid damage, and ongoing 10 acid Hazard XP 2,000
damage (save ends). A hazelike heat rising from a desert fills the area with an
2—Cold: 2d8 + 5 cold damage, and the primary target is oddly hued distortion. Suddenly, a companion is horribly
immobilized until the end of its next turn. Aftereffect: The transformed.
primary target is slowed (save ends). Hazard: The air shimmers over a wide area, concealing 10
3—Fire: 2d10 + 5 fire damage, and ongoing 5 fire damage random squares of this hazard.
(save ends). Whenever the primary target takes the Perception
ongoing damage, each creature adjacent to it takes 5 fire No check is required to see the air shimmering.
damage. ) DC 25: The character can discern if any adjacent squares
4—Force: 1d10 + 5 force damage, and the primary target contain an elemental transformation field.
is hurled 20 feet into the air, falls back into its original Additional Skill: Arcana
square (taking 2d10 damage), and is knocked prone. ) DC 25: The character recognizes the hazard’s nature.
5—Lightning: 3d6 + 5 lightning damage, and the primary Trigger
target is dazed (save ends). When a creature enters one of the field’s squares, the
6—Poison: 3d6 + 5 poison damage, and ongoing 5 poison hazard attacks.
damage (save ends). Whenever the primary target takes Attack
the ongoing damage, each creature adjacent to it takes 5 Opportunity Action Melee
poison damage. Target: The triggering creature
7—Radiant: 2d6 + 5 radiant damage, and the primary Attack: +21 vs. Will
target is blinded until the end of its next turn. Aftereffect: Hit: The target becomes a creature of flame, taking ongoing
The primary target takes a –2 penalty to attack rolls (save 15 fire damage (save ends). Until it saves against the
ends). ongoing fire damage, the following effects also apply.
8—Thunder: 3d6 + 5 thunder damage, and the primary ) The target is immune to fire damage from any source
target is pushed 1d6 squares, knocked prone, and other than this hazard.
deafened (save ends). ) All the target’s attacks deal fire damage rather than their
Miss: Half damage. normal type.
Effect: The hazard makes a secondary attack that is a close ) Any creature that starts its turn adjacent to the target
burst 1 centered on the primary target. takes 10 fire damage.
Secondary Attack First Failed Saving Throw: The target is also slowed (save
Secondary Target: Each creature in burst ends both), as more of its substance is transformed into
Secondary Attack: +21 vs. Reflex fire.
Hit: 1d8 + 5 damage of the same type as the primary Second Failed Saving Throw: The target is also immobilized
attack. (save ends all).
Effect: The burst creates an area of difficult terrain that Third Failed Saving Throw: The target is permanently
lasts until the end of the encounter. When any creature transformed into a nonliving column of semisolid fire and
enters the area or starts its turn there, the hazard makes stops taking the ongoing fire damage from this hazard.
another secondary attack as an opportunity action. 7On Each creature that begins its turn adjacent to the column
the hazard’s turn each round, this area of effect expands of fire takes 10 fire damage. The Remove Affliction ritual
by 1 square to a maximum of 4 squares. can restore the target to normal.
Countermeasures Special: The elemental transformation field does not attack
) With a DC 25 Acrobatics check made as part of a move creatures that are already under the effect of a previous
action, a character can move through the hazard’s area successful attack by this hazard. Creatures already
without triggering the primary attack. If the character immune to fire are unaffected by this hazard.
ends its movement in an untriggered square that is ready Upgrade to Elite (4,000 XP)
to burst, it triggers that square’s primary attack. ) Increase the DCs for Perception and Arcana checks by 2.
) A character who makes a DC 20 Arcana check as a ) The hazard deals an additional type of damage. Each
minor action can choose 1 square of the hazard’s area attack has a single damage type, but the hazard can target
that does not erupt this round. a creature already under the effect of one attack with
) A character who makes a DC 25 Arcana check as a another that deals the second damage type. (Replace
standard action can force 1 square that is ready to burst “fire” with the appropriate type.)
to erupt immediately, or can disperse its elemental energy
so that the square cannot erupt for 24 hours.
Upgrade to Elite (4,000 XP)
) Increase the DCs for Perception, Acrobatics, and Arcana
checks by 2.
) 10 squares within the area are ready to burst.
CH A P T ER 1 | Chaos Incarnate
21
Skystone Field Level 19 Lurker Perception
Hazard XP 2,400 ) DC 22: The character recognizes that something is amiss
With a resounding crack, a chunk jettisons from the surface in the area.
beneath you and rockets upward. Additional Skill: Arcana
Hazard: When this hazard is triggered, bits of a solid ) DC 27: The character recognizes the hazard’s nature.
horizontal surface shoot upward, potentially taking Initiative +2
creatures with them. The hazard occupies an area at least Trigger
10 squares on a side; random squares within the area When a creature enters a square of the lightningstone
attack. field, the hazard rolls initiative.
Perception Attack
) DC 22: The character notices an array of cracks running Standard Action Melee
throughout the surface and sees that certain blocks Target: Each creature in the hazard’s area
bounded by the cracks twist and shudder. Attack: +26 vs. Fortitude
Additional Skill: Nature Hit: 1d10 + 3 lightning damage. Each creature adjacent
) DC 27: As Perception, above. to the target takes 5 thunder damage and is pushed 1
Initiative +2 square.
Trigger Miss: Half damage.
The trigger for a skystone field can be random, caused Upgrade to Elite (6,400 XP)
by the actions of creatures, or timed. When the field is ) Increase the lightningstone field’s bonus to attack rolls
triggered, it rolls initiative. Between the triggering of by 2.
the field and its attack, characters in the area know that ) A target hit by the hazard is also dazed until the end of
something is amiss—different bits of ground in the area its turn.
begin to vibrate and twitch violently. On the field’s turn,
a random square within the skystone field is the origin of Void Crust Level 22 Obstacle
a close burst attack. The same square cannot attack more Hazard XP 4,150
than once in an encounter. The surface ahead seems dry and barren, and a chill in the air
Attack weighs on your spirit. Suddenly, the ground opens to expose a
Standard Action Close burst 1 roiling void.
Target: Each creature in burst
Hazard: When a creature within the hazard acts violently,
Attack: +22 vs. Reflex
the area beneath the creature gives way, dropping it into
Hit: The target is flung 30 feet into the air, then falls back
a seething void below. A void crust typically occupies 20
down. It takes 3d10 damage and falls prone in a random
to 30 contiguous squares, each of which must share a
square within 3 squares of its starting position.
side, not just a corner, with at least one other void crust
Miss: The target slides to an unoccupied square adjacent
square.
to the burst. If no such square is available, the attack hits
Perception
automatically.
) DC 24: The character notices that the area ahead is
Effect: The burst creates an area of difficult terrain.
treacherous and fragile.
Countermeasures
Trigger
) With a DC 27 Nature check as a minor action, a If a creature attempts to move out of a square of void
character can determine the square on which the hazard
crust without shifting, makes an attack while in a square
will center its attack during its next turn.
of void crust, or is hit by an attack while in a square of
) A character who knows which square of the hazard void crust, the hazard attacks.
will attack next can attempt a DC 22 Arcana check or
Attack
Thievery check as a standard action. On a successful
Opportunity Action Melee
check, the character stabilizes that square so that the
Target: The triggering creature
hazard does not attack in that round.
Attack: +25 vs. Reflex
Upgrade to Elite (4,800 XP)
Hit: 1d8 + 3 damage, and the target disappears into the
) Increase the DCs for Perception and Nature checks by 2. void. It instantly reappears 20 feet above a random
) The hazard attacks twice each round. square 1d4–1 squares away and falls back to the surface,
taking 2d10 damage. If the creature falls into its original
Lightningstone Field Level 21 Warder space, it again takes damage and disappears into the void,
Hazard XP 3,200 falling again in another square.
A faint waver disturbs the air, and the smell of ozone brushes Miss: The target slides to an unoccupied adjacent square. If
your nostrils. You feel a rumbling in your bones just before a no such square is available, the attack hits automatically.
massive lightning strike lances down. Effect: The space vacated by the target remains open to the
Hazard: A lightningstone field is an area charged with the void. A creature forced into the opening can try to catch
potential of a lightning storm. When a creature enters the itself by attempting a saving throw before falling in. If it
area, it disrupts the field, causing a thunderous lightning fails the saving throw, it is automatically hit by the void
discharge. The field usually occupies an area 10 squares crust’s attack.
on a side. Predators and scavengers near a lightningstone
field are attracted by the sound of the explosion.
CH A P T ER 1 | Chaos Incarnate
22
F EAT U R E S O F T H E P L A N E
Chaotic Planar Rift Level 23 Elite Blaster Corruption Sludge Pool Level 28 Obstacle
Hazard XP 10,200 Hazard XP 13,000
A brilliant stream of crackling acid leaps from one hunk of The surface of this gooey, black-green pond is broken by bits
f loating matter to another like lightning, then transforms into of f lesh. Serpentine forms disturb the fetid pool, revealing a
a rain of silver arrows that plummets downward. f lash of fang or a glimpse of bulging eye.
Hazard: A chaotic planar rift is an unstable, plane-crossing Hazard: These brackish, pulsating puddles of hate,
phenomenon that randomly steals objects and energy madness, and decay inundate the lower regions of the
from elsewhere and deposits them to harmful effect in Abyss. They occur less frequently in other parts of the
the Elemental Chaos. The hazard typically covers a space Elemental Chaos and on other planes. Sludge pools
at least 10 squares on a side. are typically 5 squares on a side but can grow larger,
Perception especially in the most dangerous parts of the Abyss.
Change occurs so rapidly and wildly in the area of a Perception
chaotic planar rift that an active one is impossible to miss. No check is required to notice the pool.
) DC 29: The character detects subtle changes in the air Additional Skill: Arcana
and nearby surfaces that herald the imminent opening a ) DC 28: The character recognizes the hazard’s nature.
chaotic planar rift. Initiative +2
Initiative +4 Trigger
Trigger At the start of the encounter, roll initiative for the hazard.
The trigger of a chaotic planar rift might be random or It makes a lashing tendril attack once each round when
the result of a living creature first entering the field. Once creatures are within reach. When any creature enters the
triggered, the hazard rolls initiative. On its turn, the chaotic pool’s area or begins its turn there, the hazard makes a
planar rift attacks from a random square within its area. sludge latch attack.
Attack Lashing Tendril Attack
Standard Action Close burst 1 Standard Action Melee 3
Target: Each creature in burst Target: One nondemon creature
Attack: +26 vs. Reflex Attack: +31 vs. Reflex
Hit: Roll a d6 to determine the attack’s effect. Hit: 1d8 +6 acid damage, and ongoing 15 acid damage
1—Greatsword: 2d10 + 8 damage, and one creature (save ends). The target is pulled 4 squares toward any
adjacent to the target takes 5 damage. The sword then square of the pool.
vanishes. Sludge Latch Attack
2—Sprouting Tree: 1d8 + 5 damage, and the target is Opportunity Action Melee
knocked prone. One square of the target’s space becomes Target: The triggering creature
difficult terrain until the end of the encounter. Attack: +31 vs. Fortitude
3—Swarm of Acid Toads: 2d8 acid damage, and ongoing Hit: 2d8 + 10 acid damage, and the target is grabbed
10 acid damage (save ends). The toads then burrow into (escape DC 26), takes ongoing 15 poison damage
the ground and disappear. (save ends), and is exposed to level 28 demon pox
4—Quicksand: The target is restrained (save ends). (see page 16).
Aftereffect: The target is immobilized (save ends). A close Countermeasures
burst 2 centered on the target is difficult terrain until the ) A character can ready a melee attack against a tendril
end of the encounter. that attacks him or her or attacks any ally adjacent to that
5—Stone Casket: Ongoing 10 damage, and the target character (an attack against any of these targets counts
is entombed within the casket (save ends both). While as one trigger for this readied action). On a hit (all the
entombed, the target has line of sight or line of effect to tendril’s defenses are 40), the hazard can’t make lashing
no creature, and no creature has line of sight or line of tendril attacks (save ends).
effect to the target. Other creatures can attack the casket Upgrade to Elite (26,000 XP)
to release the entombed target (AC 5; Reflex 5, Fortitude ) Increase the hazard’s bonus to attack rolls by 2.
10; hp 40). ) The pool makes two lashing tendril attacks in each
6—Silver Headband: The target gains vulnerable 20 to all round. A separate readied action is required to attack and
damage (save ends). suppress each tendril.
Miss: Roll a d4 to determine the attack’s effect. ) Increase the damage of the sludge latch attack to 3d8
1—Undead Shield: Zombie arms claw free of the ground + 10.
in the target’s space. When the target moves, the undead
arms move with it. They do not attack the target. The Multielemental Transformation Field Level 28 Lurker
next attack against the target hits the arms instead, and Hazard XP 13,000
they dissolve into dust.
Just at the edge of your vision, something f lickers.
2—Refreshed: The target regains a healing surge and, if
expended, its second wind. Hazard: The air shimmers over a wide area, concealing 10
3—Simulacrum: A duplicate of the target appears 1d6 random squares of this hazard.
squares away from it. On the target’s next turn, both it and Perception
the simulacrum take actions simultaneously; these actions No check is required to see the air shimmering.
need not be the same. The simulacrum can make attacks ) DC 33: The character can discern if any adjacent squares
just as the original can. The simulacrum then vanishes. contain a multielemental transformation field.
4—Roots and Branches: Grasping vegetation fills a close Additional Skill: Arcana
burst 3 centered on the target; +28 vs. AC; 1d12 + 6 ) DC 33: The character recognizes the hazard’s nature.
damage, and the target is grabbed (escape DC 33).
CH A P T ER 1 | Chaos Incarnate
23
Multielemental SKILL CHALLENGES
Transformation Field
Although the Plane Below is home to myriad
enemies, it also presents challenges that cannot be
overcome simply by fighting. Simply traversing the
ever-shifting landscape of the Elemental Chaos can
be a trial. Even in conversation, the Plane Below is
unpredictable. Some elemental inhabitants are open
to parley—but only if the bargainer obeys certain
rules of decorum, abates the fear of the respondent,
or clearly demonstrates the advantages of making
a deal.
The following example skill challenges exem-
plify those that might be encountered by characters
exploring the Elemental Chaos. Refer to the table in
the sidebar to set the challenge DCs at the appropri-
ate difficulty for your group.
Bargaining
with an Efreet
Arrogant and cunning, efreets are hard bargain-
ers. They loathe owing anything to anyone and love
to trick creatures into service. The characters must
obtain an object, information, or favor from an efreet
without paying more than a reasonable price.
This skill challenge can be a starting point for a
party that must negotiate with various members of an
Trigger efreet organization. That effort most likely involves
When a creature enters one of the field’s squares, the dealing with several levels of efreet society. In that
hazard attacks. case, the challenge could involve a higher complexity,
Attack take more time, or be broken into several parts.
Opportunity Action Melee
Level: Two levels higher than the level of the
Target: The triggering creature
Attack: +31 vs. Will
party, or the same level as the efreet (XP equal to the
Hit: The target becomes a creature of mixed elements, reward for one standard monster of the challenge’s
taking ongoing 5 acid damage, ongoing 5 cold damage,
ongoing 5 fire damage, ongoing 5 lightning damage,
ongoing 5 poison damage, and ongoing 5 thunder damage DIFFICULTY CLASS
(save ends all). Until it saves against the ongoing damage,
the following effects also apply.
The table below, reproduced from the Dungeon Master’s
) The target is immune to acid, cold, fire, lightning, poison, Guide, provides DCs for easy, moderate, and hard skill
and thunder damage from any source other than this hazard. checks according to the level of a skill challenge. Use the
) Any creature that starts its turn adjacent to the target appropriate numbers when tailoring a skill challenge to
takes 15 damage of one of the following types, determined a particular level.
randomly: acid, cold, fire, lightning, poison, or thunder.
First Failed Saving Throw: The target is also immobilized SKILL CHECK DIFFICULTY CLASS BY LEVEL
(save ends both).
Level Easy Moderate Hard
Second Failed Saving Throw: The target is permanently
1st–3rd 5 10 15
transformed into a nonliving column of mixed elements
and stops taking ongoing damage. The transformation 4th–6th 7 12 17
field repeats the attack against each creature adjacent to 7th–9th 8 14 19
the target. In addition, each creature that begins its turn 10th–12th 10 16 21
adjacent to the column of elements takes 10 damage of 13th–15th 11 18 23
one of the following types, determined randomly: acid, 16th–18th 13 20 25
cold, fire, lightning, poison, or thunder. The Remove
19th–21st 14 22 27
Affliction ritual can restore the target to normal.
22nd–24th 16 24 29
Special: A multielemental transformation field does not
attack creatures that are already under the effect of a 25th–27th 17 26 31
J U L I E D I L LO N
CH A P T ER 1 | Chaos Incarnate
24
level, or two standard monsters of the efreet’s level if monsters might work, however—efreets respect battle-
SKILL CHALLENGES
the efreet is elite). hardened types. A successful check with this skill
Complexity: 1 (requires 4 successes before 3 fail- counts as 2 successes toward completing the skill
ures), or 2 (requires 6 successes before 3 failures) if challenge, but only one such result can be gained.
the efreet is elite. Additional attempts to use Intimidate anger the
Primary Skills: Arcana, Bluff, Diplomacy, efreet and result in failed skill checks.
Intimidate. Secondary Skills: Acrobatics, Thievery.
Arcana (moderate DC by level, standard action): The Acrobatics or Thievery (hard DC by level, standard
character displays a knowledge of efreet culture. If action, after an Arcana, Bluff, Diplomacy, or Intimidate
the check result beats the DC by 5 or more, he or she check fails): An angry efreet can sometimes be molli-
mentions something personally relevant to the efreet fied with entertainment, such as impressive acrobatic
in question, such as a notable ancestor or a tale of its tricks or dazzling sleight of hand. A successful check
noble house. Success on this check grants a +2 bonus with one of these skills negates a failure in this chal-
to any subsequent Diplomacy checks by the character lenge but does not count as a success.
during this challenge. This skill can be used to gain 1 Success: If the characters earn enough successes,
success in this challenge. they secure what they want from the efreet at a fair
Bluff (hard DC by level, standard action): Fast-talk- price. A party that succeeds in the skill challenge
ing an intelligent and deceptive efreet is difficult, without gaining more than 1 failure might even earn
but playing the game well can impress the creature a small discount from an impressed efreet.
even when it sees through the lies. The first time Failure: If the characters earn 3 failures, they
this check fails by less than 5, the efreet is amused still acquire what they want, but only at a substantial
at the attempt, and that result doesn’t count as markup or only if they agree to do a favor for the
afailure. efreet. The favor might need to be undertaken imme-
Diplomacy (moderate DC by level, standard action): diately, but efreets often favor open-ended requests
Efreets are vain—they expect lesser creatures to show that place others in their debt for an indefinite period.
proper deference during negotiations. A character
who is respectful and knows one’s place has the easi- Reasoning with a Slaad
est road to success. If the check result beats the DC
Few creatures embrace chaos as thoroughly and will-
by 5 or more, he or she mentions something person-
fully as slaads do. Communicating and reasoning
ally relevant to the efreet in question, granting a
with these creatures is incredibly difficult.
+2 bonus to that character’s subsequent Diplomacy
This skill challenge is appropriate when the
checks during this challenge.
characters must interact with a slaad other than
Intimidate (hard DC by level, standard action): Efreets
through combat. It could be as simple as delivering
don’t respond well when harsh tactics are used
an important message or as complicated as trading.
against them. Only a truly fearsome creature can
The negotiation could also be an attempt to convince
intimidate an efreet. Citing a reputation for slaying
JAKE MASBRUCH
CH A P T ER 1 | Chaos Incarnate
25
the slaad to act in a desired way, such as leaving the Insight (hard DC by level, standard action): Although
party alone. slaads are creatures of chaos, they still follow a form
Level: Equal to the level of the party, or the level of twisted logic. These rules change quickly, how-
of the slaad (XP equal to the reward for one standard ever. An insightful character picks up variances in
monster of the challenge’s level, or two standard the tone, context, and relationship between the par-
monsters of the challenge’s level if the slaad is elite). ties, through the slaad’s gestures, body language, and
Complexity: 1 (requires 4 successes before 3 fail- continual gibbering. A success with this skill grants a
ures), or 2 (requires 6 successes before 3 failures) if +2 bonus to subsequent Bluff, Diplomacy, and Intim-
the slaad is elite. idate checks during the skill challenge. This skill can
Primary Skills: Bluff, Diplomacy, Intimidate. be used to gain 1 success in this challenge.
Bluff (hard DC by level, standard action): Deceiv- Success: If the characters earn enough suc-
ing a slaad is not easy, given its strange view of the cesses, they reach an understanding with the slaad.
universe. When a bluff does succeed, the creature is Failure: If the characters get 3 failures, the
excited, believing the character has revealed a new slaad does not understand them and responds in
aspect of reality it had not yet considered. a random way. Roll a d6 and consult the following
Diplomacy (hard DC by level, standard action): A slaad table to determine its actions. If you prefer, choose
does not recognize the rules of diplomacy; it sees the option that best suits the current adventure.
flattery or reasoning as sly trickery, which angers it.
Once any character has failed a Diplomacy check, the d6 Reaction
next failure with this skill counts as 2 additional fail- 1 The slaad believes the characters no longer exist
ures in the skill challenge. A successful Arcana check and ignores them unless they attack it.
(see below) warns the character about this extreme 2 The slaad understands the opposite of what the
reaction. characters are trying to convey. It cannot be
Intimidate (moderate DC by level, standard action): persuaded otherwise except through a new skill
Although a slaad is easily antagonized by other challenge, increasing the complexity by 1.
approaches, it responds well to intimidation. It 3 The slaad runs away, convinced that the characters
views bullying as the only acceptable form of social are powerful individuals that wish to do it harm.
interaction. 4 The slaad croaks continuously and loudly until the
Secondary Skills: Arcana, Insight. characters attack it or depart. This croaking attracts
Arcana (hard DC by level, free action): The character the attention of other slaads or hostile creatures in
grasps how slaads react to communication. The char- the area.
acter learns the difficulty of the primary skill checks, 5 The slaad’s head explodes, attacking in a close burst
as well as the consequences of a second failed Diplo- 3; skill challenge level + 4 vs. Fortitude; 2d4 + 5
macy check (see above). This skill can be used to gain damage. The rest of the slaad leaves.*
1 success in this challenge. 6 The slaad attacks in a rage. Whenever it hits with a
melee attack, the attack deals 1d6 extra damage.
*The characters do not gain experience for “killing” this
REASONING WITH THE slaad. It re-forms its head in a short time.
UNREASONABLE
Those who are not insane might have difficulty trying Repairing a
to understand a slaad’s bizarre mindset. Even a simple
conversation is a frustrating experience. Attempting to
Lightning Skiff
learn anything from a slaad can be downright maddening. Sleek lightning skiffs are the fastest means of travel-
The following exchange depicts the difficulty of reason- ing the Elemental Chaos, but their construction,
ing with a slaad. and the potent forces that propel them, renders
Udal the Sword: Listen, creature, we are not here to them accident prone.
harm you—we merely seek the Cosmic Door, through In this skill challenge, the characters must repair
which we may see all the many planes briefly align! Surely a damaged lightning skiff under a time constraint.
you must know of it? Perhaps the skiff is riding a rough storm and is in
Slaad: Waves crash across the sky. danger of dashing against an earthmote, or the
Udal: Er, yes . . . But listen! I know something of you characters must launch before a demon horde
slaads. You seek to find a path into a greater reality and catches up with them.
escape the prison of the known, do you not? If you help Level: Equal to the level of the party (XP equal to
us find the Cosmic Door, you serve your own ends, too! the reward for an elite monster of the party’s level).
Slaad: The face behind your face is a lie. The Door is a Complexity: 2 (requires 6 successes before
lie! You are a lie! 3 failures).
Primary Skills: Acrobatics, Arcana, Athletics,
Thievery.
CH A P T ER 1 | Chaos Incarnate
26
Acrobatics (moderate DC by level, standard action): they get a success with two upkeep checks, the
SKILL CHALLENGES
The character uses agility and balance to aid in group earns 1 success. Otherwise, they gain
repairs. This skill can be used to gain 1 success in this 1 failure.
challenge. Each character can make a single primary or sec-
Arcana (moderate DC by level, standard action): The ondary skill check each day.
character channels mystic forces to repair part of the Level: Equal to the level of the party (XP equal
lightning skiff. to the reward for four standard monsters of the
Athletics (moderate DC by level, standard action): The party’s level).
character uses might and physical prowess to aid in Complexity: 4 (requires 10 successes before
repairs. This skill can be used to gain 1 success in the 3 failures).
challenge. Primary Skills: Arcana, Athletics, Acrobatics,
Thievery (hard DC by level, standard action): The Endurance.
character relies on nimble fingers and finesse with Arcana (moderate DC by level): The character
mechanical and magic devices to repair part of the draws on his or her understanding of the Elemental
lightning skiff. Chaos to prepare a heading and keep the ship on
Secondary Skills: Nature, Perception, special. that course. Up to two allies can aid in this check.
Nature (hard DC by level, once per hour): If the Athletics (moderate DC by level; upkeep check): The
characters have the time and the opportunity, one character uses might to aid in upkeep and repairs.
or more of them can forage for items useful to the Allies cannot aid this check. A successful check
repairs. A successful check with this skill grants a +2 with this skill contributes to the skill challenge as
bonus to subsequent Arcana or Thievery checks in described above.
this challenge. The characters can attempt this check Acrobatics (moderate DC by level; upkeep check): The
only once in this challenge. character takes advantage of his or her flexibility
Perception (hard DC by level, immediate interrupt, to aid in upkeep and repairs. Allies cannot aid this
when an Arcana or Thievery check is failed): The char- skill check. A successful check with this skill con-
acter points out a repair blunder before it happens. tributes to the skill challenge as described above.
Doing so negates the triggering check’s failure but Endurance (moderate DC by level; upkeep check):
does not earn a success in this challenge. Through sheer grit, the character aids in upkeep
Action Point (special, free action): An artificer can and repairs. Allies cannot aid this skill check. A suc-
spend an action point to negate 1 failure in this cessful check with this skill contributes to the skill
challenge. challenge as described above.
Success: If the characters earn 6 successes, the Secondary Skills: Nature, Thievery.
lightning skiff is repaired. Nature (Hard DC by level): The character advises
Failure: If the characters get 3 failures, the light- the navigator. If this day’s Arcana check failed, a
ning skiff is still damaged and cannot be repaired by successful check with this skill negates the skill
the group. The party must find a new ship or some- challenge failure. If the Arcana check succeeded,
one more knowledgeable who can repair this one. the character who makes the next day’s Arcana
If the group includes an artificer, he or she can check gains a +2 bonus.
spend an action point to restart this skill challenge. Thievery (Hard DC by level): The character creates
a makeshift patch to the ship’s hull or some other
Sailing the Sea of Fire clever repair). If one or none of this day’s upkeep
checks succeeded, a successful check with this skill
While the characters are crewing a planar drom-
negates the skill challenge failure. If one or more of
ond or another vessel capable of sailing the Sea of
those checks succeeded, the characters who make
Fire, they work to avoid hazards and navigate the
the next day’s upkeep checks each gain a +2 bonus.
currents.
Success: If the characters earn 10 successes,
This skill challenge assumes the characters can
they reach their destination safe and sound.
steer the ship, and that the travel time is five days.
Failure: If the characters earn 3 failures, they do
The same basic structure can be used for shorter
not manage to reach their destination on their own.
journeys, or you can connect two or more skill chal-
Because failing this skill challenge could leave the
lenges for longer journeys.
party stranded, you should plan for that possibility.
Each day of the journey, unless at least one char-
The characters might be attacked by pirates, seizing
acter makes an Arcana check to maintain the proper
a new vessel if they win the fight or being captured
heading (see that entry, below), the party gains 1
if they lose. Alternatively, the characters could be
failure. In addition, characters must make at least two
met by a friendly crew that leads them to shore (per-
different Athletics, Acrobatics, or Endurance checks
haps for a price), or might limp into a nearby port
each day for upkeep of the vessel or gain 1 failure. If
short of their destination.
CH A P T ER 1 | Chaos Incarnate
27
its troops for war. The militant state has already con-
CAMPAIGN ARCS quered a number of surrounding villages and seems
poised for expansion. Over time, the heroes are hired
The Elemental Chaos is easy to use in passing—an more and more frequently to escort important indi-
encounter with an elemental here, an adventure viduals between towns to plan for war, or to gather
within a planar conjunction there. But storylines intelligence in the areas conquered by Hassiek.
involving the Plane Below need not be so limited. They discover that the city-state is indeed expand-
Making the Elemental Chaos the centerpiece of a ing, and that its forces include elemental beings,
campaign is an interesting and creatively satisfying demons, and arcane practitioners that have a strong
way to integrate the Plane Below into your game. elemental focus.
Not all the campaign’s adventures need take As the characters reach the top of the heroic tier,
place in the Elemental Chaos—in fact, they probably they have learned that Hassiek’s leaders are being
shouldn’t. Much of the Elemental Chaos’s appeal lies advised by cultists dedicated to a primordial and that
in its alien nature, and overexposure risks rendering saboteurs have infiltrated the governments standing
it mundane. In addition, the plane’s environment is against Hassiek. When the characters return to their
dangerously inappropriate for heroic tier characters. home base with this news, the alliance vows to roust
The influence of the Elemental Chaos can be felt these enemies and stand strong against Hassiek.
throughout the campaign, even though only some
events occur there. Paragon Tier: Scorched Earth
The Manual of the Planes supplement discusses Given what the characters have learned, the allied
four varieties of planar campaigns. In an origin of leaders realize that war with Hassiek is not only inev-
monsters campaign, the planes are the source of itable but necessary. The cultists must be prevented
adversaries, but the party rarely or never travels from carving out their own kingdom in the region.
beyond the world. An exotic adventure campaign The characters’ adventures in the paragon tier vary,
allows the characters to travel to another plane on but nearly all of them relate to the war in some way.
occasion. In a planar progression campaign, the char- The characters might be assigned to stop agents of
acters visit multiple planes as they work their way Hassiek from acquiring powerful magic items or ritu-
through the storyline. An extraplanar campaign takes als, to defend towns from sieges they cannot survive
place entirely beyond the world. without assistance, and to undertake missions of infil-
Each of the four campaign arcs that follow tration and sabotage.
illustrates one of these campaign types, focused All the while, the influence of the Elemental
on or based around the Elemental Chaos. You Chaos on Hassiek grows ever more apparent. Ele-
can use them as frameworks to fill in with details mentals, demons, and archons appear with greater
as you see fit, or as inspiration for designing your frequency among the city-state’s forces. Agents of
own campaign. Hassiek seed settlements with slaad tadpoles as bio-
logical weapons to spread chaos phage (page 142).
Hidden Elements The characters learn that some prisoners taken
by Hassiek have been sent elsewhere for purposes
The City of Brass has been recently shaken by
unknown. Finally, they discover that Hassiek’s lead-
upheaval. Clever and prepared efreets took advantage
ers are mere puppets of their advisors—a cadre of
of the chaos, consolidating power and increasing the
efreets ruled by Ma’mun.
authority of their noble houses. So widespread was
the turmoil that the city has come under the sway of a
new Lord of the Efreets. Epic Tier: Victory or Death
Sheikh Ma’mun is not one of the efreets on the Horrid creatures spawned in the Plane Below ram-
rise. His intricate schemes were superseded by page across the countryside, terrorizing innocent folk,
those of others who were luckier and acted more and dire portents abound. Elemental cultists, plotting
swiftly. Seething at the lost opportunity, Ma’mun with the efreets, are developing rituals to tear open
has turned his attention to the world. If he cannot rifts to the Elemental Chaos, flooding the besieged
seize power from within, he will build supremacy towns with raw elemental energy and furious storms.
from without. The characters must halt these efforts, and this
endeavor occupies the first few levels of the epic tier.
In doing so, the characters learn that Hassiek’s cap-
Heroic Tier: Rumors of War tives are being sent to the Elemental Chaos, there to
The various communities from which the charac-
swell the slave ranks of Ma’mun’s household.
ters hail have formed an alliance and are nervously
Eventually, the characters discover that Ma’mun
exchanging messengers. Their leaders have heard
seeks to conquer a large portion of the world and
tales that the great city-state of Hassiek is massing
CH A P T ER 1 | Chaos Incarnate
28
use its resources either to overthrow the Lord of the Paragon Tier: Legwork
C A M PA I G N A R C S
Efreets, or—if that fails—to found his own elemental The characters return to the world and engage in
kingdom in the world. Only a final, desperate thrust a few side adventures. Word of their activities has
into the Elemental Chaos to confront Ma’mun can spread, and they must fend off attacks from other pri-
stop this inexorable march. The characters must mordial cults even in the midst of unrelated activities.
defeat the efreet lord to prevent him from transform- At Solariel’s urging, they launch a preemptive strike
ing their homes and the surrounding lands into a against an even stronger cult, attacking its stronghold
realm of slavery, fire, and death. and defeating the giant that rules it.
When the characters are about halfway through
To Harness the Chaos the paragon tier, Solariel discloses part of the grand
Solariel is an angel with a mission: Destroy the plan to them. It wants to tame the slaads, or at least
primordials once and for all. For this immortal crea- curtail their destructive impulses, and is ready to put
ture, imprisonment of the primordials is not enough. this idea into motion.
As long as they live, they could break free. Even if First, the characters must return to the Elemental
they do not escape, many creatures still worship Chaos and confront slaads directly. The angel tasks the
them; the primordials’ destruction would send the party with bringing back samples of slaad anatomy,
gods’ enemies into turmoil. Most immortals believe including flesh, organs, and bones, as well as a living
that trying to destroy the primordials is a fool’s slaad tadpole. Solariel gives the characters control of
errand, but Solariel’s divine master is curious to see the spelljammer and grants them wide discretion in
what the angel might accomplish and has given it how to confront the slaads. The immortal does suggest
free rein. several areas they might search—one of which is the
Solariel knows that destroying the primordials besieged githzerai monastery of Sanzerathad (page
will not be easy, but it has a plan. Although they were 86). The characters undertake a mission or two on
born of the Elemental Chaos, the primordials have behalf of the githzerai and win their trust. With these
definite bodies and thoughts, making them points valuable allies, the party has a secure base of opera-
of order in the Plane Below. The angel reasons that tions for continuing forays into the Plane Below.
the best way to destroy them is to harness a force of
purest entropy: the slaads. Epic Tier: The Work of Angels
By the time the characters reach the epic tier, they
Heroic Tier: Book Work and Solariel have gathered all the information they
The characters meet Solariel early in their careers. need. Now the immortal explains the next stage of
The angel might be impressed by their success on the plot. The characters might have serious misgiv-
a mission or by their faith, or it might choose them ings about the idea, but the angel wins them over
out of desperation. The immortal presses them into by emphasizing the great good that will follow the
service but does not inform them of its overarching destruction of a primordial, perhaps hinting of one
scheme, explaining only that it needs help carrying that is nearing escape.
out a plan for a major triumph of good over evil. To gain control over creatures as wild as the
Solariel might have a number of adventuring par- slaads requires something truly remarkable. The
ties in its service, but the characters prove the most information uncovered points to Liricosa (page 148),
capable. The angel observes the characters as they a revered githzerai hermit who could be instrumen-
progress through the heroic tier, occasionally giving tal to the plan. Solariel believes that the monk has
them guidance or a rewarding assignment. These achieved such control over his body and his environ-
adventures occur in the world and are largely unre- ment that, when equipped with an artifact called the
lated to Solariel’s plan. Scepter of Rulership, he can control an entire army of
At Solariel’s behest, the characters steal a book slaads—at least for a short time. First, though, the arti-
of primordial lore. This act earns them the enmity fact and Liricosa’s aid must be secured.
of a cult dedicated to the primordial Mual-Tar, also Once they have accomplished these preliminary
known as the Thunder Serpent (Manual of the Planes, efforts, the characters and Solariel put the plan into
page 70). The cult dispatches elementals and initi- motion. They gather a slaad army and assault a pri-
ates to destroy the party. As the characters approach mordial in its prison realm, clashing with the most
the paragon tier, they manage to annihilate the cult, powerful of its followers and finally reaching its
but its leader escapes. Solariel sends the party into restrained body. Then everything goes wrong. The
the Elemental Chaos on a spelljammer to capture the slaads, rather than destroying the primordial, destroy
fleeing head cultist. During this journey, the party only its shackles. With a shriek of triumph, the horror
encounters slaads and witnesses firsthand their breaks free. It dispatches Solariel with contemptuous
destructive power. ease, then turns toward the party. A final, cosmos-
shaking battle ensues.
CH A P T ER 1 | Chaos Incarnate
29
The Bigger They Are . . . elemental-oriented opponents—fire bats, lower-level
magma beasts, galeb duhrs, and so forth. These crea-
In an age so long ago it is mythical, the gods and the tures are not normal inhabitants of those areas, for
primordials battled for sovereignty over creation. they have slain native creatures. The elemental intrud-
Numerous primordials, defeated but not slain, were ers appear to be searching for something.
bound in divine prisons and left afloat in the depths At the same time, the characters learn about mur-
of the Elemental Chaos. One of these was Solkara, the ders in various larger towns and cities, committed
Crushing Wave (page 152), an entity of unspeakable by undead creatures. The heroes might be drawn to
destructive might. Since that time, her loyal servants investigate by curiosity, or might be hired to do so by
have struggled to free her by focusing elemental fire frightened aristocrats or overwhelmed city admin-
against the glacier that holds her. istrators. They learn that the murder victims were
The leader of one such sect is the mad storm titan clandestine members of diabolic cults, and that the
Mirmakur, the Raving Priest (page 154). He has tried undead questioned them about their fellow devil-wor-
for centuries to free the primordial. Frustrated by his shipers. The party eventually follows the trail to the
efforts in the Elemental Chaos, the titan has turned master of these undead, a vampire lord who dwells in
his eyes elsewhere. Mirmakur recently learned that the Shadowfell. The characters confront him, breach-
sources of potent flame— perhaps intense enough ing his fortress and fighting their way through his
to melt away Solkara’s prison—exist outside the undead minions. They discover that the vampire holds
Plane Below. The titan will stop at nothing to gain no malice toward the diabolists but is merely a link in
this power. the chain. He was hired to learn all he could about the
region’s devil cults, and his employer is a fire giant.
Heroic Tier: Tinder
During the course of a few otherwise unrelated Paragon Tier: Spark
adventures, the characters gradually become aware of As the characters return to their world, likely won-
something strange. In some of the dungeons and ruins dering why a fire giant is hiring undead to investigate
they explore, they encounter an unusual number of devil cults, they find the region caught up in a furor.
JASON A . ENGLE
CH A P T ER 1 | Chaos Incarnate
30
Giants of all varieties—including those not known for Planar Adventurers
C A M PA I G N A R C S
collaborating—have attacked several towns and are
laying siege to major cities. The efreet noble Qassemi has trafficked with dark
Much of the party’s career at the paragon tier powers to contrive a sinister plan, but he needs help
involves fighting off rampaging bands of giants, repel- to pull it off. If he succeeds, he will strike a mortal
ling their sieges, and rescuing their prisoners to learn blow against the githzerai of the Elemental Chaos,
more about what’s going on. Eventually, the charac- all the while maintaining deniability for any involve-
ters determine that every community being attacked ment. What begins as a series of planar jaunts ends in
is home to a cult of Mephistopheles. The giants are an agonizing decision and a fearsome confrontation.
focusing their attacks on the cultists’ homes and This campaign arc begins and ends in the Elemental
shrines and have taken numerous cultists alive. The Chaos but has stops in every other plane. Characters
characters might be inclined to leave the devil-wor- of nearly any race—from githzerai to goblins to mino-
shipers to their fate, but innocents are also dying at taurs—could be appropriate for this campaign.
the hands of the giants.
After working through ever more powerful Heroic Tier:
foes, the characters learn that the giants are being Mutiny on the Phelddagrif
directed from a fortress deep in the Elemental Chaos. The characters begin as slaves aboard a small spell-
They must explore portions of the plane and per- jammer called the Phelddagrif. In their first adventure,
haps gather allies. In the end, they must infiltrate they break free, overpower the ship’s genasi captain,
or assault a bastion teeming with giants and their and take control of the vessel.
archon guards. They confront the titan leaders and Shortly thereafter, the characters receive a mes-
discover the truth of what’s been happening: A storm sage from the efreet noble Qassemi, owner of the
titan priest of Solkara seeks to wrest the secret of Phelddagrif. Rather than being angry, the elemental
hellfire from the worshipers of Mephistopheles. The being is impressed. He offers the escapees a deal:
titan, Mirmakur, believes that this flame, imbued They can keep the spelljammer, without cost or pur-
with the diabolic power of damned souls, might be suit, as long as they agree to work for him from time
able to melt the divinely empowered ice that impris- to time—no questions asked. If the characters press
ons the Crushing Wave. If he is correct, a dreadful for details, the efreet explains only that certain tasks
primordial could soon be loosed on the cosmos. need performing, but he cannot take public responsi-
bility for them.
Epic Tier: Flame Throughout the heroic tier, the characters travel
The epic tier adventurers engage in a prolonged the planes, visiting fantastic worlds and following
race against time. While gathering information on adventure wherever it leads. The Feywild, the Shad-
Mirmakur, and perhaps Solkara and Mephistoph- owfell, and the world are likely spots for adventures
eles, the characters must survive constant attacks in the heroic tier, but the party might also visit the
from the storm titan’s soldiers. Eventually, they track Astral Sea. The group receives a few missions from
their attackers back to the Elemental Chaos and Qassemi, consisting mostly of minor tasks involving
Mirmakur’s lair, but the Raving Priest is long since the transport of cargo or personages.
gone. He has descended into the second layer of the
Nine Hells with a cadre of his mightiest followers, Paragon Tier: The Great Game
seeking the source of hellfire. In the paragon tier, the characters become more
Following the titan, the characters become entangled in Qassemi’s affairs and his wheelings
embroiled in a war between the invading elemen- and dealings in the City of Brass. They infiltrate the
tal creatures and Mephistopheles’s most powerful stronghold of one rival efreet and attack the trading
operatives. Reluctantly, the party agrees to work vessels of another. In between these assignments, the
alongside the devils against a common threat. After group continues its travels, likely visiting the other-
much efforts, Mirmakur finally manages to retrieve worldly domains of the Astral Sea. As the characters
a quantity of hellfire contained in a mystical vessel. approach the epic tier, Qassemi summons them to
He leaves a sizable force to delay his enemies while the Elemental Chaos. The efreet has a task for them:
he returns to the Elemental Chaos. The characters an assassination. He doesn’t care if the heroes have
dispatch the rear guard and pursue. They arrive in moral objections to such an assignment—they agreed
time to confront the storm titan on the ice of Solkara’s to their service and are bound by its terms. The target
prison and try to stop Mirmakur before he unleashes is an individual aboard a large spelljammer currently
the Crushing Wave. traveling somewhere in the Elemental Chaos.
CH A P T ER 1 | Chaos Incarnate
31
Epic Tier: Crashing the Gates adventures. They should include the plane’s bizarre
The assassination target is well protected by elemen- terrain features and unique hazards to remind the
tal creatures, golems, and other powerful beings. players that the party is exploring an alien realm.
Investigation or observation reveals that the target Nothing reduces the impact of an Elemental Chaos
is an elderly githzerai called Mericam. She is one of adventure more than making the environment seem
the Sustainers who protect Zerthadlun (Manual of the ordinary.
Planes, page 77) and is on a rare mission outside the Not all Elemental Chaos adventures require ele-
city. Mericam explains that Qassemi wants her dead mentals as major participants. The heroes might ally
for the same reason that she is away from Zerthad- with djinns or githzerai against a greater threat, coop-
lun—she is gathering allies to strike against Ashblack, erate with one efreet house against a more dangerous
a major vassal outpost of the City of Brass. The efreets clan, or lead an army of archons against a horde of
of that stronghold are conspiring to destroy Zerthad- slaads that threaten to spill into the world.
lun. She insists that the characters choose a side.
If the characters complete their mission and Adventure Hooks
kill Mericam, they are responsible for the destruc-
tion of the largest githzerai city in the cosmos, and
and Quests
that stigma haunts them for the remainder of their The following plot seeds and quests can help you set
careers. If they choose to turn against Qassemi, they up a variety of Elemental Chaos adventures. Some
attack Ashblack at the head of a combined army of stories take place entirely within the Plane Below;
githzerai and elemental creatures. As the assault other tales begin in the world and shift the action
force occupies the bulk of Qassemi’s forces, the char- later. Feel free to use them as written, tweaking the
acters smash their way into the palace and confront details and levels as needed, or just find in them
efreet guards, flanked by demons and dragons. The inspiration for building your own adventures.
campaign comes to a climax as they confront Qas- The level notation for each adventure hook, given
semi and see him in his true form. Qassemi has before the title, is a rough estimate. Each adventure
become an enormous beast: part efreet, part dragon, includes quest hooks and rewards, with the amounts
and part demon. of those rewards appropriate for a group of five char-
acters of the indicated level.
CH A P T ER 1 | Chaos Incarnate
32
investigate the disappearances by tracking, setting a cadre of demons learned about the abyssal stone.
A DV E N T U R E S
ambushes, or traveling to the attacked cities. They believe that the stone’s energy can transform
Alternatively, one of the characters (particularly a other sorts of slaads into Abyss-tainted void slaads.
dwarf ) has a personal connection with Hammerfast The demons intend to raze the monastery, take the
or the other dwarven communities in the mountains. stone, and advance their own destructive schemes.
He or she decides to help out after hearing rumors of The githzerai have learned of the impending attack
trouble. and intend to fight to the last.
Quest XP: The mountain dwarves are furious at the If you wish to further complicate the plotline,
presence of outsiders, out of shame that their troubles consider involving a powerful—and unusually subtle—
have been revealed. If the characters get the dwarves slaad in the quest for the evil stone. It too has learned
to accept their aid without resorting to threats and of the threat and seeks to prevent the demons from
violence, or without giving up and leaving the insuf- getting their hands on it. The scheming slaad oper-
ferable isolationists to their fate, they receive a minor ates behind the scenes, impeding the demons and
quest reward of 400 XP. aiding the heroes when they least expect it.
When the characters learn that the perpetrators Quest Hook: A genasi village or the captain of a
are galeb duhrs, they earn an additional minor quest spelljammer or planar dromond in the Elemental Chaos
reward of 400 XP. contacts the characters, or takes advantage of an
Quest Hook: After the galeb duhrs are identi- existing link from prior adventures. The characters
fied as the root of the problem, those dwarves who are asked to stop the githzerai raids.
have accepted the characters’ presence call on them Quest XP: Countering the attacks isn’t hard. The
to track down the kidnappers, free the hostages, githzerai aren’t interested in pitched battles, and they
and prevent further raids. Some adventurers might stop raiding once the demonic siege of Henzathra
choose to do this because it’s the right thing to do; begins. If the characters track them down and learn
those who are mercenary can be induced to act in the truth (not easy to do, given the githzerai’s dis-
return for a reward in the form of one or two level 8 trust of everyone) they earn a minor quest reward of
treasure parcels. 800 XP.
Quest XP: Finding the galeb duhrs’ lair requires Quest Hook: Once the characters learn the truth
more than searching a few mountain caves. Their behind the demonic attack, it shouldn’t take much
tunnels are conduits to the Elemental Chaos, leading for them to aid the githzerai. A cadre of demons that
to the heart of an enormous earthmote floating in the has the power to transform any slaad into a void slaad
wild tempest. In addition to galeb duhrs, the char- isn’t good for anyone.
acters must battle various earth-oriented elemental Quest XP: If the characters help the githzerai fight
creatures. They could come face to face with some of off the first wave of the siege, they earn a minor
the Rockbrow hill giants. quest reward of 800 XP. If they are able to eliminate
If the heroes free the kidnapped dwarves and hurt the demonic cabal seeking the stone, they earn a
the galeb duhrs enough to discourage them from major quest reward of 4,000 XP. They gain another
trying such action again, they earn a major quest minor reward of 800 XP if they suggest a practical
reward of 2,000 XP. This reward should be greater means of destroying the stone or otherwise rendering
if you have included higher-level foes or created a it harmless.
longer adventure that spans several levels.
20: War of Seasons
13: Seed of Chaos The courts of the Feywild are barely less discordant
Githzerai from the Henzathra monastery, though than the Elemental Chaos, though their conflicts are
militant and insular, are peaceful. But recently and more subtle. Fey factions work constantly to trump
without warning, they attacked several planar drom- each other, maneuvering for influence, magic, terri-
onds and spelljammers, as well as a few genasi trading tory, or prestige. Most fey eschew blatant warfare in
communities. The assaults are thieving raids—the favor of more restrained contests, but rogue elements
githzerai gather what goods they can and depart, among the Court of Stars are angry, evil, or desper-
fighting and killing only enough to collect their booty. ate enough to engage in open bloodshed. Recently,
What they’re stealing isn’t especially valuable: mostly war between a fiefdom of the Summer Court and
foodstuffs and basic necessities, either grown in the certain nobles of the Gloaming and Winter Courts
more habitable regions of the Elemental Chaos or has spilled out of the Feywild. The Winter Fey sought
imported from the world. allies among the creatures of cold and ice in the
The githzerai of Henzathra are preparing for a Elemental Chaos. In turn, the Summer Court called
siege. One of them recently acquired a chunk of stone upon creatures of fire. The result is an intermittent
from the Abyss that thrums with evil power. Recently, battle of multiple factions.
CH A P T ER 1 | Chaos Incarnate
33
The characters begin in the city of Irriad’s Glen, a cold-based elemental beings. By studying the various
peaceful community in a bucolic setting of the world. battles that are taking place all over the region and by
Perhaps they have just completed an adventure, or questioning the survivors, the heroes learn that the
maybe they’re looking for items found only in a com- two elemental forces are proxies in a war between fey
munity of this size. Everything seems normal, except powers. Each faction is struggling to take over a region
that the weather is oddly warm and dry for this time of the world as a staging ground. This area includes a
of year. While the characters are still in the city, number of portals to the Elemental Chaos.
alarms sound and the gates slam shut. An army of Quest XP: If the characters discover the origin of
fire archons, along with fire-based elementals and the invading army, they earn a minor quest reward of
fire giants, is advancing on Irriad’s Glen. 2,800 XP.
Quest Hook: Irriad’s Glen needs the characters’ Quest Hook: At this point, the characters might
help to repel the assault. The characters cannot defeat be inclined to just hole up and let the conflict play
the attacking monsters on their own, but they can out, but they cannot. Irriad’s Glen represents too
provide much-needed support to the besieged city. great a prize—if one army takes it, the city becomes
Besides, they’re the only help around. a secure bastion with a sizable work force. In addi-
Quest XP: By helping to fight off the attack, the tion, the influence of the Feywild and the Elemental
characters earn a minor quest reward of 2,800 XP. Chaos is threatening the world. The weather changes
Quest Hook: The characters might be curious drastically depending on which side has the upper
about why the elemental army is attacking Irriad’s hand. When the fire armies make headway, the area
Glen. Even if they aren’t, the city leaders defi- becomes hot and parched; when the forces of cold
nitely want answers and offer a reward for further advance, freezing winds and blizzards sweep the
information. land. Crops and herds grow sickly due to the dis-
If the characters decide to investigate, they trace rupted cycles, and supplies are running low.
the attackers back to one of several fortified bases. The heroes aren’t powerful enough to stop the
There, they discover that the fire creatures were armies from fighting. Instead, they must get to the
attacked and driven out by a larger force of water- and source of the problem, severing the Fey Courts’
J U L I E D I L LO N
CH A P T ER 1 | Chaos Incarnate
34
PATRONS
PAT R O N S
alliances with their proxies in the Elemental Chaos.
Such a task requires diplomacy, tact, intimidation,
and possibly demonstrations of physical might. The
archons leading the armies of the two sides must Visitors to the Elemental Chaos might battle slaads,
be convinced that the war is too costly or otherwise become enmeshed in the schemes of wily efreets, or
against their interests. Alternatively, the characters trade goods with xenophobic githzerai. Characters
can resolve the conflict by confronting the nobles who regularly interact with the plane, or who come to
of the warring fey courts. To end the war requires the attention of the powers that be there, might also
navigating labyrinthine politics, bribing officials with cultivate an elemental patron. This section describes
favors, and launching targeted assaults. several possible elemental benefactors for the charac-
Quest XP: If the characters succeed against either ters. They fill much the same roles as worldly patrons,
the armies’ leaders or the fey nobles, they earn a providing missions, equipment, safety, and sources
major quest reward of 14,000 XP. of adventure.
The patrons presented here are iconic examples of
their races or organizations. You can drop them into
26: There Goes the your campaign as they are, or use them as examples
Neighborhood when creating patron characters of your own.
Shaken by recent turmoil, the City of Brass is ill-
equipped to deal with a new elemental realm that has
appeared not far from the city. The garrison at an out-
Shah Abdul-Azim Abassi
post reports that a nebula of caustic smoke and liquid Efreet Karadjin (Monster Manual, page 100)
fire that had raged for decades has transformed itself
in mere hours. A wall of lightning-charged iron now The efreets of the City of Brass collect tools—many
surrounds a flat plain of rock over a mile across. of them living. They have numerous uses for mortal
The efreet nobles know how much physical power pawns.
and mental strength is needed to stabilize portions
of the plane, and they are deeply worried about Background
the proximity of a being mighty enough to reshape Abdul-Azim Abassi has been deeply embroiled in the
such a massive stretch so swiftly. They are keen to politics of the City of Brass all his life. He is a high-
determine whether this newcomer is a threat or a ranking efreet in the city, with a number of lesser
potential ally. efreets and scores of slaves in his service. At the same
Quest Hook: The Lord of the Efreets is hard- time, he answers to more powerful nobles. Abdul-
pressed to restore order in the aftermath of the city’s Azim chafes at this aspect of his situation and yearns
recent upheaval. Despite having no allies to spare for more power.
who can investigate the event, the monarch cannot
leave the mystery unresolved without losing face. Using Shah Abdul-Azim
Hiring the characters is the ideal solution, since they Abdul-Azim schemes to increase his own political
are expendable outsiders who have no binding con- power and decrease that of his rivals. Efreet society is
nections to any efreet faction. so complex and far-reaching that the shah can accom-
Quest XP: If the characters infiltrate this new ele- plish these goals in a number of ways, giving rise to
mental realm and learn the identity of its master, and plenty of adventure possibilities.
perhaps his or her agenda, they earn a minor quest Abdul-Azim can send characters on the following
reward of 9,000 XP. sorts of missions.
Quest Hook: The master of this new realm is ) Spy on or sabotage the household of a rival efreet.
Qualquineska, a primordial naga druid who has ) Put down a slave uprising.
guarded elemental secrets for millennia. The naga ) Incite a slave uprising to discredit a rival.
recently came across knowledge of magic so potent ) Acquire an item, person, or piece of information.
that, she believes, she can use it to ascend and ) Destroy enemies of Abdul-Azim or of the efreets in
become a true primordial. Establishing her own general, such as genasi pirates or a slaad colony.
realm in the Elemental Chaos is merely the first step ) Establish positive relationships, perhaps for
of the process. the sake of trade, with forces in the world or
Quest XP: The magic that Qualquineska has access elsewhere.
to, and what she needs to ascend, are up to you. The ) Find a new source of raw materials for Abdul-
characters earn a major quest reward of 45,000 XP Azim’s slave force to plunder.
if they stop the naga, and an additional minor quest
reward of 9,000 XP if they find a way to keep any
other potent creature from following in her footsteps.
CH A P T ER 1 | Chaos Incarnate
35
The Stone Council Valaphyr
Earth Titans (Monster Manual, page 122) Djinn Thunderer (Monster Manual 2, page 71)
Three earth titans make up the Stone Council. They The djinns are native to the Elemental Chaos, but
rule an earthmote hollowed by tunnels and packed they haven’t been a significant force for a long time.
with servants—hill giants, enslaved dwarves and Much of their populace remains trapped in objects
kobolds, galeb duhrs, earth elementals, and a few or other magical prisons, and the free djinns have
stone giants. lost a great deal of their former power. All djinns
long to return to glory, but none are more keen for it
Background than Valaphyr.
The Stone Council began when a group of earth
titans conquered the earthmote and dubbed their Background
new domain Allrock. Desiring a realm of their After being trapped in a magic flute for millen-
own, the titans set about securing subjects. Now, nia, Valaphyr won his freedom when a group of
after dozens of raids to the world to acquire dwarf adventurers discovered the golden instrument in a
and kobold slaves, Allrock has become crisscrossed young dragon’s hoard. One incautious party member
with passages. Elemental creatures keep arriving, sounded the flute before it was definitively identified.
attracted to the power of Allrock, but the earthmote After an untold time in magical slumber, the djinn
has run out of space to hold them. was eager to exercise his power. The adventurers,
weakened from their battle with the dragon, had no
Using the Stone Council chance. Valaphyr collected their magic equipment in
Earth titans might not be the brightest of their kind, addition to the dragon’s hoard, then secured passage
but the Stone Council members are smart enough to to the Elemental Chaos. Once there, he sought shelter
realize that their kingdom must expand or be torn among a group of djinns in a small cloud citadel.
apart. The titans have been looking to secure new ter- Valaphyr had chalked up his lengthy imprison-
ritory for Allrock’s growing population. ment to supremely bad luck but has since learned
Characters in the service of the Stone Council that most of his kind were even less fortunate. The
could take advantage of their generally higher intel- djinn has vowed to free his race from its shackles and
ligence to deceive their patrons. If the earth titans punish the gods for such cruel treatment. To this end,
were to discover such deception, however, they would he plans to liberate the djinns, recover their old hold-
bring all their might to bear on the transgressors. ings, and, ultimately, free a primordial and march
The Stone Council can send characters on the fol- upon the gods’ domains.
lowing types of missions.
) Explore an unoccupied area of the Elemental Using Valaphyr
Chaos to determine its suitability for an expansion Although his first act as a free djinn was to slay the
of Allrock. adventurers who unwittingly rescued him, Valaphyr
) Travel to the world to get more slaves who can help holds no enmity for their kind. He appreciates the
secure new territory. resources and enterprise of adventuring parties and
) Attack and conquer a nearby area of the Elemental regularly uses them to achieve his goals. He has no
Chaos controlled by another force, such as other interest in endangering himself, and he regards the
giants, slaads, githzerai, or efreets. lives of his fellow djinns as too precious to risk. In
) Devise a practical way to expand Allrock, such as contrast, adventurers are cheap to hire, and their
finding a reliable method of transforming the sur- lives mean nothing to Valaphyr.
rounding elemental substance into earth. The djinn seeks an audience with any adventuring
party that ventures close to his cloud citadel. He also
goes out of his way to invite adventurers he believes
to be especially capable. Though he cares little for
their well-being, he treats such characters fairly—he
has need of their services and prefers not to make
unnecessary enemies. On the other hand, he has little
patience for any who disrespect him or the djinns.
CH A P T ER 1 | Chaos Incarnate
36
ORDERS OUT OF CHAOS
O R D E R S O U T O F C H AO S
Valaphyr can send characters on the following
kinds of missions.
) Rescue a djinn from a magic prison.
) Defeat the current denizens of a former djinn With the exception of the most potent efreets, the
stronghold. powers that dwell within the Elemental Chaos are
) Slay a devout or important divine servant. rarely more organized than the plane they call home.
) Forge an alliance with other allies of the primordi- The constantly changing nature of the plane and the
als or enemies of the gods. great distances between communities prevent control
) Gather magic items or an artifact for the djinns. over multiple populations. Those leaders that inspire
cults aren’t interested in cooperation between sects
or in forming larger faiths. The nonnative inhabitants
Zat of the Plane Below must expend so much time and
Githzerai Mindmage (Monster Manual, page 131) effort on survival that they have little energy or moti-
vation to pursue other goals.
The insular githzerai nevertheless must seek the Yet as a source of unimaginable power, the Ele-
services of outsiders from time to time. A few individ- mental Chaos calls to groups of individuals who seek
uals, such as Zat, go out of their way to find them. to explore and to exploit its depths. A few examples
of Elemental Chaos-linked organizations follow. As
Background always, pick and choose the details you are fond of, or
Zat operates out of the genasi city of Threshold (page let them inspire you to create groups of your own.
57), where she keeps an eye on the massive portal to
the world. She has lived in the Elemental Chaos all The Cult of the
her life and grew up fascinated by the legends of the
githzerai race. Although young, she has developed Elder Elemental Eye
into an excellent mindmage and recently traveled to The Temple of Elemental Evil: Nearly every sage,
Threshold at the behest of her githzerai superiors. priest, or adventurer has heard its name whispered in
They provide her with the resources to act as an rumors and legends. It has been destroyed more than
able patron. once by the forces of good. Just as many times, it has
risen from the rubble to plague the world.
Using Zat The Temple of Elemental Evil is but one symptom
Zat frequents the area near the portal to ensure of a deeper malady. It is the holiest site of the Cult of
that she makes initial contact with visitors. Occasion- the Elder Elemental Eye, a horrific organization not
ally, she uses the passage to find and establish agents fully understood even by its own worshipers. The
in the world. Although she is not native to the city, Zat cultists are not highly organized, and internecine
has come to love Threshold and its people. She serves struggles for control of the temple are constant. Still,
the interests of the githzerai, the city of Threshold, if one sect can impose its will on the others and raise
and her own notions of what is best. the group to prominence once again, it can direct
Zat can send characters on the following sorts of the cult’s awesome resources to end creation in any
missions. number of ways.
) Slay enemies of the githzerai, particularly mind
flayers and githyanki, on which Zat offers a stand- Cult of the Elder Elemental Eye
ing bounty. Lore
) Serve as diplomats to a race or an organization in Arcana, History, or Religion DC 15: The infa-
the world that would be hesitant around, or hostile mous Temple of Elemental Evil was the heart of a
to, the githzerai. religious sect that terrorized the surrounding regions.
) Recover a lost githzerai item or individual. The group hired bandits, consorted with demons and
) Establish contact with a githzerai or genasi colony evil powers, and caused much destruction before it
in the world or in a remote location of the Elemen- was defeated.
tal Chaos. History DC 20: The Cult of Elemental Evil arose
) Spy on a power within the Elemental Chaos, such multiple times, and the temple was destroyed and
as the City of Brass efreets or a cult dedicated to rebuilt at least twice.
a primordial. Arcana or Religion DC 25: The so-called Cult
of Elemental Evil was in fact a sect of worshipers
devoted to Zuggtmoy, a foul demon of slime and
fungus. The elemental trappings of the sect were an
CH A P T ER 1 | Chaos Incarnate
37
attempt by the demon lord to attract a wider array of clandestinely seeking ever more power for their evil
followers. When Zuggtmoy’s aspect was slain during patron. Their ultimate goal is to bring Tharizdun into
a raid on the temple, Zuggtmoy’s followers lost faith, the world—a event that would be catastrophic for the
and the demon turned her attentions elsewhere. entire cosmos.
Arcana or Religion DC 30: Zuggtmoy was Leader: Only a few faction leaders have a chance
merely a pawn in a larger game. She was not the true to attain dominance over the sect. Falrinth, a male
power behind the Temple of Elemental Evil. The Cult human wizard, is an ancient fanatic who has already
of the Elder Elemental Eye was the ultimate threat, survived two separate offensives against the temple.
an organization worshiping a primordial entity of Dein, a male stone giant warlock, believes that natu-
enormous power. The name of the cult’s master is ral humanoids have no place in the cult except as
unknown, but rumors indicate that other primordials slaves. Karreska Redhand is a female orc druid whose
have cooperated with it, including Imix, Lord of Fire. older half-sister, Smigmal, was a sect champion until
Religion DC 40: The title of the Elder Elemental she was slain.
Eye refers not to a primordial but to the Chained Headquarters: The Temple of Elemental Evil is
God, Tharizdun—the mad, figurative father of the an enormous stone edifice with hideous carvings and
Abyss. That he is the power behind the Cult of the demonic gargoyles, constructed and reconstructed
Elder Elemental Eye is a fact known only by the sect’s in varying styles over the years. The temple contains
highest members. Not all worshipers of Tharizdun multiple passageways to the Abyss and the Elemental
are members of the sect. The cult represents only one Chaos, as well several pockets of the Plane Below
group of mad fanatics, albeit one of the largest and made manifest in the world.
most infamous. Legend tells that the temple exists in both the
world and the Elemental Chaos, two spiritual halves
Organization of the same structure kept separate by planar bound-
With little organization and no unified leadership, aries. According to the tales, if the two temples were
the Cult of the Elder Elemental Eye has never reached ever brought into conjunction, they would form a
its full potential. Still, its members work tirelessly, permanent, enormous conduit between the planes.
ERIC L. WILLIAMS
CH A P T ER 1 | Chaos Incarnate
38
Dimensional boundaries for miles would waver between the world and the Elemental Chaos. All the
O R D E R S O U T O F C H AO S
and blur, opening the way for a massive invasion of while, they have deceived large groups, including
demonic and elemental creatures. other cultists, into worshiping and sacrificing to one
Hierarchy: The cult’s hierarchy is simple: Who- entity while believing that they serve another.
ever has the power leads. All worshipers are devoted
to the spread of elemental evil as a concept, even if Adventure Ideas
some of them direct that devotion to different enti- Just the words “Temple of Elemental Evil” can get
ties than others do. This common goal keeps the cult your players raring to go. For those who still need
operating. convincing, here are a few ways to get their charac-
Members: Although its leaders are usually skilled ters involved.
warriors or elemental spellcasters, the cult accepts The Cult of the Elemental Eye adds an elemental
anyone. Worship of Tharizdun isn’t required to join, theme to an entire campaign. Its servants and thralls
nor does the cult incorporate only such worshipers. can appear at early levels, gathering sacrifices or
The selfish, the bitter, the ambitious, the anarchic, competing with the characters for magic items. At the
and those who dabble in forbidden lore are all drawn paragon tier, the characters might struggle against
to the cult. Evil and obsessed, they seek power at higher-level priests and various elemental monsters,
the expense of nonbelievers and are welcomed with perhaps even making forays into the Elemental Chaos
open arms. or the upper levels of the Temple of Elemental Evil.
Many cultists aren’t natural humanoids. They Heroes at the epic tier can delve into the temple’s
include elementals desiring power over the world, depths and take on the demonic or elemental powers
giants seeking the return of their lost empire, and to whom the sect’s factions are devoted.
demons reveling in the chance to destroy.
The Grave-Minders
History Faced with passing years, great riches, and power
When the Cult of the Elder Elemental Eye first arose
waiting to be claimed, even those who zealously hold
is impossible to say. Worshipers of Tharizdun, under
to a purpose can drift astray. Such was the case with
his various titles, have existed since the end of the
the Grave-Minders.
Dawn War. When the temple was first built decades
This holy order was once dedicated to guarding
ago, it appeared to be dedicated to the destructive
the divine bonds on the primordials and was set to
powers of the elements, but was in fact faithful to the
warn the various priesthoods and temples of the
demon Zuggtmoy. Even then, some members secretly
world if those prisons weakened. Since its founding,
revered the Elder Elemental Eye, working to steer the
however, the group has devolved into a band of scav-
sect to their own purposes. Were they instrumental
engers and treasure hunters. In their ambition, they
from the beginning, manipulating the demon into
scour the graves and prisons of the primordials for
founding the cult? Did they come along later to take
their own gain.
advantage of what Zuggtmoy had begun? So secretive
is the sect, and so varied the accounts of its factions,
that none can say. Grave-Minders Lore
Arcana, History, or Religion DC 20: The Grave-
Minders were founded by members of the earliest
Goals and Methods religions. Fearing that the turmoil of the Elemental
The cult’s ultimate goal is to fray the boundaries
Chaos might blind the eyes of the gods, they set up
between the world and the Elemental Chaos (or the
several strongholds in the Plane Below, monitoring
Abyss) and thus free its dreadful patron. It seeks to
the prisons and graves of the primordials to ensure
increase the power of its members, especially its
that none would rise again.
leaders, while offering worthy sacrifices in hopes of
Little has been heard of them for centuries.
granting its master enough strength to break free.
Arcana or History DC 30: The Grave-Minders
What it lacks in organization, the cult makes up
did not disappear, but the order has avoided notice
for with determination and sheer power. As a group,
because its members have turned away from their
the cultists are extremely potent and learned. On
original mission. They are more interested in raiding
more than one occasion, they have succeeded in sum-
primordial tombs for ancient treasures and powerful
moning horrific beings to the world.
magic, whether left behind since the Dawn War or
Cultists engage in various schemes. These plots
gathered by worshipers attempting to free their pri-
have included imprisoning powerful entities and
mordial masters.
indoctrinating them, using magic to drive entire
populations mad, transforming powerful creatures
into elemental beasts, and weakening the boundaries
CH A P T ER 1 | Chaos Incarnate
39
Organization Goals and Methods
The Grave-Minders were viewed as heroes and mar- The goals of the Grave-Minders are simple: Locate
tyrs in their early days—parables and psalms were the resting places of primordials, living or dead,
written about them. Today, the organization keeps and loot the powerful and valuable treasures found
its existence secret. Only its regular contacts, several there. Some members aspire to be rich enough to
informed denizens of the Elemental Chaos, and a buy and sell entire cities. Others enjoy testing them-
half-dozen high priests of primordial cults and divine selves against dangers that would challenge the gods.
churches are aware of the group’s current activities. Some seek rulership, conquest, or even apotheosis,
None of them think much of the Grave-Minders. and believe these items can aid them. A rare few
Leader: The organization’s leader is elected by still serve the original mission, keeping an eye on
acclaim, based largely on his or her accomplish- the primordials and thwarting the efforts of their
ments. The current head is Ephram Kiembretz, a fellow members.
male human invoker, but he’s nearing retirement. Most members of the Grave-Minders explore the
His likely successor is Lathlenvia Viell, a female tief- Elemental Chaos. The rest conduct research in the
ling rogue. greatest libraries of the world and in the recorded
Headquarters: On the rare occasions when the histories of those few elemental cultures that bother
Grave-Minders assemble, they do so on the spelljam- to keep such writings. Once a primordial grave or
mer galleon Ice Princess, which sails the skies and prison has been located, a team of tomb raiders
vapors of the Plane Below. travels there to secure whatever wealth and magic it
Hierarchy: The Grave-Minders are divided into contains.
autonomous cells of procurers, who are essentially In other words, the Grave-Minders is an adventur-
adventuring parties, and researchers, consisting ers’ guild interested only in the deadliest dungeons
mainly of older members. Each team has its own and most fearsome foes.
commander, who reports to the organization’s leader.
Members: The group accepts anyone ambitious Adventure Ideas
and capable enough to travel to the hazardous regions The Grave-Minders can function well as allies, as
of the Elemental Chaos where the primordials are enemies, or as recruiters. The group might cooper-
imprisoned or entombed. Particularly knowledgeable ate with the characters in exploring the grave of a
sages or experts serve as researchers; all the other primordial, or it might compete for the recovery of
members of the Grave-Minders are adventurers. Fol- an artifact. The heroes could join the Grave-Minders
lowers of gods and primordials alike are welcome, to fulfill the group’s original purpose—guarding
as long as they don’t object to the Grave-Minders’ against the awakening of a primordial. Alternatively,
activities. they might be dispatched to thwart the organization
by a religious faction that fears the Grave-Minders’
History meddling will cause the very awakening the group
The Grave-Minders have little recorded history. Sup- once feared.
posedly, the organization was founded within a few
generations of the end of the Dawn War. Given how The Speakers of Xaos
obscured in myth that time is, that claim cannot be
Also called the Xaos-Speakers, this organization
confirmed.
is respected by the few who know of it, and feared
A thousand years ago, members began to lose
by the fewer who know it well. A cabal of arcane
interest in standing watch against an event that
and scholastic explorers studying the nature of the
nobody thought would ever occur. Instead, they
Elemental Chaos, the Speakers of Xaos (pronounced
became increasingly interested in the treasures and
like “chaos”) pursues a variety of ambitions that, if
power to be gained in the Elemental Chaos. Those
successful, could grant its members access to world-
guiding the society, no matter how devout, could
shattering information.
not resist the income and influence those treasure
hunters brought to the Grave-Minders. At first they
justified their actions as using these resources to Speakers of Xaos Lore
guard against the primordials’ return, but eventually Arcana or History DC 15: The Speakers of Xaos
that excuse was abandoned. When an adventuring is a college of wizards, sages, druids, priests, and
rogue by the name of Avirras was acclaimed leader explorers who seek a complete understanding of the
several hundred years ago, the society’s shift was Elemental Chaos. Although a few small subgroups
complete—pretended guardianship became undis- meet in the world, the group’s primary campuses are
guised robbery. in the Plane Below.
CH A P T ER 1 | Chaos Incarnate
40
O R D E R S O U T O F C H AO S
History DC 20: The Xaos-Speakers don’t have a Headquarters: The group has a number of small
unifying motivation for their study of the Elemental institutions and meeting places in the world. More
Chaos. Some members gather knowledge for its own prestigious complexes are scattered throughout stable
sake. Other individuals hope to understand the magic regions of the Elemental Chaos, including a library in
that underlies all reality and thus increase their the City of Brass. The organization’s central college is
own abilities. Still others seek mastery over various located outside the githzerai city of Zerthadlun—far
elemental creatures and the primordials—either to enough that the githzerai don’t object to its presence,
maintain the divine order, or in hopes of freeing the but near enough to take advantage of the city’s stabi-
primordials and controlling their awesome power. lizing influence on its surroundings.
Arcana or History DC 25: The Speakers of Hierarchy: Other than the elected director, no
Xaos resulted from the merger of two orders: the Xaos-Speaker has official authority over another.
Xaositects, an anarchist faction that operated Unofficially, associates defer to long-standing, power-
within the city of Sigil, and the Lyceum Elemental, ful, and influential researchers.
a combination cabal and social club for researchers Members: Officially, the group is open to anyone
investigating all matters elemental and primordial. who seeks knowledge and understanding of chaos,
Arcana DC 30: One of the Speakers’ primary the natural order, and the Plane Below. In fact, only
lines of research is the study of chaos. By identify- those who demonstrate sufficient power to survive
ing patterns in what others see as randomness in the the rigors of the Elemental Chaos, or provide lore or
Plane Below, they believe they can predict the future. knowledge that the group lacks, are admitted. Any
They hope to learn to manipulate the nature of the Speaker can nominate a candidate for membership.
Elemental Chaos and, through it, the world.
XAOSITECTS
Organization
The Speakers of Xaos is not a clandestine organi- A great conflict surged through Sigil’s streets some time
zation, but its activities and research are closely ago, realigning factions, organizations, and entire systems
guarded secrets. Individual members pursue their of belief. Though the Lady of Pain remained inviolate and
own hidden experiments, refusing to share evidence in control, many other lesser power structures faltered
and conclusions even within the group. or failed altogether, including the faction called the
Leader: The Speakers of Xaos is a gathering of Xaositects. Calling this group an organization would be
like-minded individuals, not a regimented order, a stretch. The loosely connected order, while older than
and its leadership is informal. The members elect a many others, had a habit of disbanding, re-forming, and
director, who approves expenditures and groupwide changing its name. Such behavior not only makes it dif-
activities but otherwise has little say over individual ficult to compile a reliable history of the Xaositects but
members’ actions. The current holder of that office is also leaves open a question: Are all those earlier Xaosi-
Director Callum Rell, a male deva invoker. tects gone, or are some still rattling around the planes?
DAV E A L L S O P
CH A P T ER 1 | Chaos Incarnate
41
Confirmation requires the approval of another mostly, the efreets are unwilling to cooperate with
member of equal or greater seniority, as well as outsiders trying to learn their secrets. The few who
that of the director. Similarly, anyone can be black- would consider the idea demand something major in
listed by agreement of the director and two senior exchange.
members.
Adventure Ideas
History The Speakers of Xaos can be a catalyst for all manner
Since before the world’s recorded history, the Xaos- of adventures, as allies of the characters, as enemies,
itects were a philosophical faction in the great planar or—given the differing methods and goals of its
city of Sigil. Some members were pure anarchists, but members—as both at the same time.
many were dedicated to seeking meaning and pat- The group’s more scholarly members might hire
terns in chaos. The group’s mantra was that reality is the characters to gather information, observe certain
chaotic, and only by understanding disorder can it be inhabitants of the Elemental Chaos, retrieve magic
mastered. items, or map a specific location. They might require
Eventually the Xaositects disbanded, partly due to aid against enemy elementals or cults whose power
the efforts of rival sects and partly in obedience to a they cannot match, or help in delivering vital supplies
decree of the enigmatic Lady of Pain. The anarchists to their bastions in the Elemental Chaos.
continued on as they always had—what did the exis- The group’s more ambitious members could
tence of a recognized structure matter to them? More become regular adversaries of the party. They might
regimented members sought out new homes and a ally themselves with rogue efreets who trade knowl-
rededication of purpose. They began communicat- edge about al-buraj in exchange for aid in various
ing with the Lyceum Elemental, a cabal of sages and schemes. They might spark war between commu-
researchers who had become fascinated with the nities in the Elemental Chaos by kidnapping and
Elemental Chaos’s theoretical effect on events in the vivisecting elemental beings. They could even con-
world. The combination of the Lyceum’s theoretical quer a region of the world with power gained through
knowledge with the former Xaositects’ applied expe- a deeper understanding of elemental nature.
rience resulted in the birth of the group known today
as the Speakers of Xaos.
CH A P T ER 1 | Chaos Incarnate
42
Power (Daily): Standard Action. You gain resist 5 to all
Goals of the
A RT I FAC T S
damage until the end of the encounter; or
Immediate Interrupt. Trigger: You are hit by an attack. Plastron of Tziphal
Effect: You gain resist 15 to all damage until the end of ) Thwart and destroy worshipers of the gods, espe-
your next turn. cially of those deities that existed at the time of the
Power (Daily): Minor Action. You gain a power bonus to Dawn War.
Fortitude equal to the Plastron’s current enhancement
) Increase the influence of elementals and pri-
bonus until the end of the encounter.
Power (Daily): Free Action. Trigger: You make a saving
mordials, as well as earth, rock, and petrifying
throw to end an effect. Effect: You make the triggering creatures created by Tziphal.
saving throw again and use either result. ) Locate the grave of Tziphal, deep in the Elemental
Chaos, and bring the primordial back to life.
Roleplaying the
THE MOUNTAIN BUILDER Plastron of Tziphal
None today know whether Tziphal is truly dead. Mauled The Plastron doesn’t communicate much with its
and cursed by the gods, he lies within a cairn deep in the wearer, indicating its desires through flashes of
Elemental Chaos (see “The Mountain Builder’s Barrow,” emotion. The artifact might project rage toward a
page 100). The body within might be utterly lifeless or creature it wants slain, fear of someone it wants to
rest in some intermediate state between life and death. avoid, or a yearning for a location it wishes to visit.
Creatures that have powers of petrification (Tziphal’s The Plastron cares little for how the wearer accom-
“children”) and a few worshipers of the primordial occa- plishes these goals.
sionally claim to hear a deep and rumbling voice at the In its hatred, the Plastron coaxes its wearer to
very limits of their hearing. They cannot yet make out attack divine characters and immortal creatures. If
the words, but they feel an ever stronger compulsion the artifact foresees an opportunity to accomplish one
to seek out its source and obey whatever instructions it of its goals, however, it might be willing to put up with
might have for them. the presence of such enemies in the short term.
Few descriptions of the Mountain Builder survive, and
those that do are often contradictory—though all agree Plastron of Tziphal Lore
that his flesh was the hue and consistency of stone. Arcana DC 20: The Plastron was carved from the
Some portray the primordial as an enormous, featureless rocky flesh of Tziphal the Mountain Builder, said to
humanoid form of blocky stone, standing hundreds of be the progenitor of creatures that petrify. The armor
feet tall. Other images depict him as a creature far longer retains a bit of the primordial’s power, as well as his
than he was tall, with a dozen pairs of legs and multiple hatred for the divine order that cast him down.
swaying torsos. All stories describe Tziphal as stagger-
ingly huge—a peculiar detail, considering that no creature CONCORDANCE
of such size could possibly fit within the mystical barrow Starting score 5
said to be his grave. Either all tales of Tziphal’s appear- Owner gains a level +1d10
ance are false, or the Mountain Builder was capable of Owner completes a quest that contributes
altering his form to a tremendous degree. to the release of a primordial +3
Whether or not Tziphal still lives depends on the Owner is a goliath or a dwarf +1
needs of your campaign, but you need not involve him Owner kills an immortal creature or
personally to base adventures around him. Multiple a divine character (maximum 1/day) +1
cults of the Mountain Builder exist still among elemen- Owner gains a level without slaying an immortal creature
tal creatures said to be created by him, as well as among or a divine character –1
humanoids of the world. Many followers seek to restore Owner is immortal or is a divine character –3
the primordial to his former glory, while others believe Owner thwarts actions that contribute
they follow a sacred mandate to petrify all natural beings. to the release of a primordial –4
The leaders of such cults claim to be guided by that mys-
terious, rumbling voice. Are they speaking the truth, or Pleased (16–20)
using Tziphal’s name to justify their own ambitions? What “I am chosen of Tziphal. He shall walk the world again,
is the voice telling them to do? And is it truly the voice leaving forests of stone in his wake, and I shall thrive in his
of Tziphal, or some other entity taking advantage of his shadow.”
cultists’ faith? The wearer is a worthy champion of the pri-
mordials. The Plastron takes great steps to keep the
champion alive and successful.
CH A P T ER 1 | Chaos Incarnate
43
The artifact’s enhancement bonus becomes +5. The artifact’s enhancement bonus becomes +2.
Property: You gain an item bonus to Fortitude equal to the Property: You take a –2 penalty to attack rolls and damage
Plastron’s current enhancement bonus. rolls against elemental creatures.
Power (Daily): Immediate Reaction. Trigger: You are hit Property: Elemental creatures and earth creatures can
by a melee attack. Target: The triggering creature. Effect: score critical hits against you on a roll of 19–20.
The target is immobilized (save ends). First Failed Saving Special: The first time each day that a critical hit is scored
Throw: The target is restrained (save ends). Second Failed against an ally you can see, that ally is immobilized (save
Saving Throw: The target is petrified (save ends). Third ends). First Failed Saving Throw: The ally is restrained
Failed Saving Throw: The target is petrified (no save). (save ends). Second Failed Saving Throw: The ally is
petrified (save ends). Third Failed Saving Throw: The ally is
Satisfied (12–15) petrified (no save).
“Though I remain a lowly being of worldly flesh, through
the power of the primordials I can become so much more.” Moving On
The Plastron still views the wearer as inferior, but “The Mountain Builder calls . . .”
it has seen potential. It empowers the wearer in hopes The Plastron of Tziphal disappears, reappearing
of creating a more useful instrument. elsewhere in the world to continue its quest. If the
Plastron is at least satisfied, the wearer gains a stony
Property: You gain a +2 item bonus to Strength-based appearance, along with a permanent +1 bonus to AC
checks and a +2 item bonus to weapon damage rolls. and a permanent +2 bonus to saving throws against
Property: The item bonus to saving throws applies only slowing, immobilizing, petrifying, or restraining
to effects imposed on you by a divine character or an effects that a save can end.
immortal creature.
An unsatisfied or angered Plastron curses the
wearer, draining away essence and transforming his
Normal (5–11) or her body into a stone golem of the wearer’s current
“I can sense that this armor holds me in contempt, but it level. The golem is compelled to seek out the nearest
desires that I serve as an instrument of its will.” primordial cult and serve its members as though they
The armor finds nonelemental beings and those had created it.
it considers unworthy to be distasteful, but it prefers The wearer can be restored to life and flesh
any wearer to none. It is as patient as earth and stone, only by reducing the golem to 0 hit points and then
willing to wait for this one to prove worthy. performing the Remove Affliction and Raise Dead
rituals in that order.
Unsatisfied (1–4)
“The Plastron grows ever more disgusted with me. It sees
in me all the weakness of those who have no elemental Crystal of Ebon Flame
heritage.” The Crystal of Ebon Flame is appropriate for characters
The Plastron has lost hope that the wearer might in the upper epic tier.
prove valuable. It bides its time until it can move on, The Crystal is a conflicted artifact. The item’s goal
or until the wearer improves its concordance. is to release Tharizdun, but a divine curse has been
laid on it to thwart that end.
The artifact’s enhancement bonus becomes +3.
Property: You take a –2 penalty to attack rolls and damage Crystal of Ebon Flame Epic Tier
rolls against earth creatures and creatures that have
This fist-sized, black, f lame-shaped crystal whispers menac-
petrification powers.
ingly when grasped. It offers power but warns of corruption.
Special: The first time each day a critical hit is scored
against you, you are immobilized (save ends). First Failed The Crystal of Ebon Flame is a +6 implement with the
Saving Throw: You are restrained (save ends). Second Failed following properties and powers. When a wielder first
Saving Throw: You are petrified (save ends). Third Failed picks up the artifact, he or she can choose what sort of
Saving Throw: You are petrified (no save). implement it functions as.
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage, and the target takes ongoing 10
Angered (0 or lower) fire and necrotic damage and is weakened (save ends
“I represent everything the Plastron despises, all that both)
Tziphal seeks to destroy. I must die to pave the way for Property: When you use an attack power through this
Tziphal’s return.” implement, you can score a critical hit on a roll of 19–20.
The Plastron views its wearer as just another pack- Property: You gain a +4 bonus to checks to escape a grab,
age of divine energy in a fleshy wrapping that should and a +5 bonus to saving throws against immobilizing or
restraining effects that a save can end.
be destroyed.
CH A P T ER 1 | Chaos Incarnate
44
Power (Encounter ) Healing, Implement): Immediate
A RT I FAC T S
Reaction. Trigger: You reduce a creature within 10
squares of you to 0 hit points. Effect: You can spend a
healing surge or make a saving throw against each effect
on you that a save can end. The triggering creature is
utterly destroyed. It crumbles to dust and cannot be
restored to life with the Raise Dead ritual. (Epic destiny
powers that allow a return from death, or other magic of
similar potency, still function.)
Power (Daily ) Fire, Necrotic): Free Action. Trigger: You
hit with a fire or necrotic power using this implement.
Effect: The target also takes ongoing 20 fire and necrotic
damage (save ends).
Property: Each day until you use one of the Crystal of Ebon
Flame’s powers, whenever you spend a healing surge, you
gain additional hit points equal to one-half your level.
CH A P T ER 1 | Chaos Incarnate
45
Pleased (16–20) Moving On
“The Ebon Flame shows me the awesome terror of the “It is time for another to champion the cause.”
Chained God awakening. I glory in knowing that I bring The Crystal of Ebon Flame moves on either while it
this monumental event closer.” is pleased or it is angered, typically when the wielder
The Crystal believes that its wielder zealously gains a level. The artifact disappears, putting itself in
shares its goal of freeing Tharizdun. position to be discovered by its next wielder. If it is
pleased, it moves on to a new wicked wielder who will
Power (Daily): No Action. Trigger: You die. Effect: You start a Cult of the Ebon Flame and work toward the
return to life with hit points equal to your bloodied artifact’s ultimate goal. If the artifact is angered, the
value. Each creature within 5 squares of you takes
divine curse takes effect instead, moving the Crystal to
ongoing 20 fire and necrotic damage (save ends).
a new champion who serves as custodian for a time.
When the Crystal moves on after being pleased, it
Satisfied (12–15)
grants the following special power to its wielder.
“I have taken the first steps toward the true power of utter
oblivion.”
Consumption of Artifact Granted Power
Although the artifact hopes for better, the wielder
seems to be its best means to free the Chained God at the Ebon Flame
the moment. Daily ) Healing
Immediate Interrupt Personal
Trigger: You reduce a creature within 10 squares of you to
Property: You gain a +5 bonus to death saving throws.
0 hit points.
Effect: You can spend a healing surge. The triggering crea-
Normal (5–11) ture is utterly destroyed. It crumbles to dust and cannot
“The artifact and the divine curse placed upon it are in be raised using the Raise Dead ritual. (Epic destiny pow-
perfect harmony. I hear each of them speaking to me, coax- ers that allow a return from death, and other magic of
ing me . . .” similar potency, still function.)
Neither the artifact nor the divine curse has any
great hope for the wielder, but does not view him or When the Crystal moves on after being angered, the
her as detrimental to its goal. divine curse grants a boon to its wielder. The next
time the character dies, he or she rises again on his
Unsatisfied (1–4) or her next initiative count with full hit points and all
“The Crystal thinks me a tool of deluded creatures that encounter powers recharged.
cannot face the truth that Tharizdun has shown them.”
The Crystal is disappointed in the wielder’s actions, Wave
but it continues to offer its powers in hopes that the Wave is appropriate for lower paragon tier characters.
wielder will succumb. The curse grants the wielder
greater resilience to contain the Crystal’s power. Wave Paragon Tier
The following property is bestowed by the divine
This trident is ornately decorated with aquatic images. When
curse. grasped, it emanates a divine fervor, urging its bearer to fol-
low its lead.
Property: Each day until you use one of the Crystal of Ebon
Wave is a +3 magic trident (Adventurer’s Vault, page 9) with
Flame’s powers, whenever you spend a healing surge, you
the following properties and powers.
can make a saving throw.
Enhancement: Attack rolls and damage rolls
Critical: +3d6 damage, or +3d10 damage against aquatic or
Angered (0 or Lower) elemental creatures that do not worship Melora or one of
“The Crystal believes me to be a weakling who cannot face her exarchs
the ultimate fate of the universe.” Property: You gain a swim speed equal to your land speed.
The Crystal is desperate to move on, while the Property: You cannot be surprised by aquatic or elemental
curse struggles mightily to prevent it from doing so. creatures that do not worship Melora or one of her
exarchs.
The wielder loses the properties of the artifact
Power (Encounter): Minor Action. Until the end of your
but does not gain the benefit of the curse’s property. next turn, you ignore cover and concealment when mak-
The artifact’s anger is so intense that it can block this ing an attack using Wave against an aquatic or elemental
aspect of the curse. creature that does not worship Melora or one of her
exarchs.
CH A P T ER 1 | Chaos Incarnate
46
Goals of Wave Power (Daily): Standard Action. Until you take an
A RT I FAC T S
extended rest, each ally within 20 squares of you
) Spread the worship of Melora and her exarch can breathe water as if under the effect of the Water
Sekolah. Breathing ritual.
) Spread Melora’s and Sekolah’s dominance to all
aquatic and water creatures, and to all bodies of Satisfied (12–15)
water in all worlds and all planes. “Though I am born of dry land, my soul is of the sea.”
Wave is content with its wielder but believes that
Roleplaying Wave he or she could make greater efforts toward its goals.
Wave remains silent much of the time, but it imme-
diately commands its wielder to take action if an Property: While wielding Wave, you gain the aquatic
opportunity arises to pursue its goals. It is particu- keyword (MM 280).
Power (Daily): Standard Action. Until the end of the
larly keen to attack aquatic and elemental creatures
encounter, each ally within 10 squares of you can
that are not worshipers of Melora or Sekolah. If breathe water as if under the effect of the Water
the bearer fails to act quickly and decisively, Wave Breathing ritual.
becomes angry, insulting and cursing him or her
before subsiding into sullen silence. Normal (5–11)
“Wave demands that I worship Melora and spread the
Wave Lore glory of the waves.”
Arcana DC 18: This trident was crafted by giants Wave awaits the wielder to prove amenable to
who were imprisoned by aquatic enemies and turned aiding its goals.
away from their primordial masters, becoming
devout followers of Sekolah, exarch of Melora. Unsatisfied (1–4)
“The trident is displeased with me, and its anger grows.”
CONCORDANCE The wielder is making no effort to spread the word
Starting score 5 of Melora. Wave has all but decided that it must find a
Owner gains a level +1d10 new owner unless something swiftly changes.
Owner worships Melora or one of her exarchs +2
Owner kills an aquatic or elemental creature Special: You do not gain Wave’s benefit against surprise
that does not worship Melora or one of her when facing aquatic or elemental creatures that do not
exarchs (maximum 1/day) +1 worship Melora or one of her exarchs.
Owner refuses to attack an aquatic or elemental
creature that does not worship Melora or her exarchs Angered (0 or lower)
when the opportunity arises (maximum 1/day) –1 “The fearsome wrath of the sea is against me, channeled
Owner attacks a creature that worships Melora through Wave’s own anger.”
or her exarchs (maximum 1/encounter) –2 Wave despairs of its wielder and will soon take its
Owner is an aquatic or elemental creature leave.
that does not worship Melora or her exarchs –4
The artifact’s enhancement bonus becomes +2.
Critical: +2d6 damage, or +2d10 damage against aquatic or
Pleased (16–20) elemental creatures.
“The unyielding power of the tides flows through me, and I Special: You do not gain a swim speed.
guide that power in Melora’s name.”
Wave and its bearer are fully aligned, working Moving On
together to spread the word of Melora. “Like the sea, Wave is capricious. Now it seeks to move on.”
Wave wants to go where it can pursue its goals.
The artifact’s enhancement bonus becomes +4.
When the wielder next gains a level, the artifact dis-
Critical: +4d6 damage, or +4d10 damage against an
aquatic or elemental creature that does not worship
appears, its sentience and other abilities traveling to
Melora or one of her exarchs another land in search of help in spreading Melora’s
Property: When using this weapon, you deal 1d10 extra word. If Wave is at least satisfied when it departs, its
damage against aquatic or elemental creatures that do former wielder gains a swim speed equal to his or her
not worship Melora or one of her exarchs. land speed.
Property: When aquatic or elemental creatures that do not
worship Melora or one of her exarchs flank you, you do
not grant combat advantage to them.
CH A P T ER 1 | Chaos Incarnate
47
CHAPTER 2
Races of Chaos
2
The Elemental Chaos is strange, and its
inhabitants are equally bizarre. Life that arose in
such a foreign environment rarely resembles that of
the natural world.
Elementals come first to mind as natives of the
Plane Below: bestial amalgamations of substances,
with little purpose beyond an instinct to survive.
Aside from those wild creatures, though, exist many
other sentient races, each with its own culture.
This chapter discusses the major races of the
Elemental Chaos, their societies, beliefs, and
behavior. Some form organized nations, such as the
rigid, despotic empire of the efreets; others, such
as the erratic slaads, are linked by little more than
physiology and disposition. They include:
) Archons: These elemental soldiers created in the
Dawn War form regimented settlements devoted
only to war.
) Djinns: Beings of ancient, noble heritage now
dispersed and imprisoned, the djinns seek
freedom and revenge.
) Efreets: Tyrannical beings of flame, efreets
navigate the unpredictable plane with their
mystical tradition of al-buraj.
) Genasi: Despite their elemental heritage, genasi
struggle to survive in the Plane Below.
) Giants and Titans: Once servants of the
primordials, these mighty elemental beings now
pursue their own ends.
) Githzerai: Refugees from ancient slavery, these
disciplined people impose order in the midst of
chaos.
) Slaads: Wildly destructive and seemingly insane,
slaads have no real society but pursue the roiling
chaos storms that sweep the Plane Below. Does
their behavior serve a deeper purpose?
) Other Races: These beings exist in smaller
numbers or are isolated within the plane. Some
are of the natural world, including humans
ZO LTA N B O R OS & G A B O R S Z I K S Z A I
E F R E ET S
The efreets are the most notorious and feared among successful noble house, the lord holds supreme
the great elemental races. They are well known for authority. Below the lord is a council of viziers
their willingness to leave the Elemental Chaos at the (known colloquially as the Ring of Smoke), represen-
behest of mortals—for a price. Arrogant and resentful tatives from the other noble houses who outrank the
of servitude, efreets strive to pervert any arrange- rest of the efreet aristocracy. Below the nobility are
ment into which they enter, adhering to the letter the merchant class, then free residents of other races,
rather than the spirit of the deal. Hence the axiom and finally the slave caste. An entire slave army is
“Take care what you ask of an efreet, lest it take you at sworn to the defense of the City of Brass.
your word.” The efreets’ mercantile ways and bureaucratic
Some efreets believe that they were the archetype social structure are widely known, but no less impor-
for entities of flame crafted by the primordials and tant is their tradition of erudition and scholarship.
later by whatever malign will guided the formation The libraries of the City of Brass are the envy of the
of the Nine Hells. This origin theory explains not literate universe, and even nonelemental sages credit
only the resemblance of the eldest devils to efreets, the efreets with transcribing the Primordial language
but the prevalence of flame among such beings. Such into the Barazhad script. Efreets have an unsurpassed
an outlook is typical of efreets, who see themselves understanding of the Elemental Chaos and of the
as the first elemental race and the rightful masters of movements of bodies within it, through their mastery
the Plane Below—an attitude that brought them into of an ancient divinatory practice called al-buraj.
conflict with the ancient djinns.
The race was nearly untouched by the Dawn War, Efreet Society Lore
unlike most other elemental creatures. Efreets cared
Arcana DC 20: The efreets are an ancient
no more for the primordials than for the upstart gods.
elemental race of cunning and fire mastery. They
They watched from the sidelines, content to shore up
remained neutral during the Dawn War and thus
their own power base in the Plane Below while others
avoided the destruction that came to others. Efreets
ravaged the Plane Above (the Astral Sea). Rumors
strive to make deals advantageous to themselves
whisper of a faction of efreets that got involved late
and adhere to the letter rather than the spirit of an
in the war, but only to help the gods punish the
arrangement.
djinns for their participation. The truth of the story is
Arcana DC 25: Efreets hold that they, not the
unknown, as is the nature of the aid provided, but pro-
djinns, are the nobility of the Elemental Chaos. The
ducing solid supporting evidence might well reignite
two races are age-old enemies, and some stories say
active war between the two ancient races.
that the efreets gave the gods the means to imprison
the djinns.
Life and Culture Arcana DC 30: Scholarship is as important to
Ancient and conniving, efreets have developed an efreets as possessions and power. The City of Brass
intricate social system. Their ancestral home, the holds vast libraries of knowledge, and efreets first
City of Brass, boasts over 200,000 efreets—and nearly transcribed the Primordial language into the Bara-
twice that number of slaves—and has evolved over zhad script. Efreets have perfected the elemental
millennia to its present structure. Spreading beyond navigation of al-buraj, first invented by the djinns.
the City of Brass throughout the vast Elemental Arcana DC 35: Efreet society is regimented, rely-
Chaos, the efreets take their sacred laws with them ing heavily on slavery, and each of their settlements is
wherever they go. governed by their sacred laws. Aside from the famous
Efreet culture is a curious mix of sophisticated, City of Brass, the efreets have established cities and
time-honored tradition and free-flowing mercantil- outposts throughout the Plane Below. The Smolder-
ism. At the top of the social pyramid sits the Lord ing Gate is a mighty fortress that guards the mouth of
of the Efreets. Chosen from the most powerful and the Abyss itself.
Barazhad script
A BCD E F G H I J K L MNO P Q R
S T U V W X Y Z 1 2 3 4 56 7 8 90
CH A PTER 2 | Races of Chaos
53
Outlook and Interaction scholars claim that the efreets were once enslaved by
the first primordial of flame.
The City of Brass is a relatively welcoming destination
within the inhospitable Elemental Chaos, offering
safe harbor from the dangers of the plane. Since it is Major Sites
one of the few points there that stays in place, the city The efreets oversee a classic empire that holds sway
has become the center of trade in the Plane Below over people, places, and resources far beyond their
and the cosmos beyond. The efreets, for all their arro- home region. They maintain their dominance by
gance, are not so foolish as to turn away visitors—and means of an army of archon slaves and maintain
the profit they represent. holdings throughout the Plane Below.
Although outsiders are tolerated in the city, they
must abide by restrictive policies. Security is high, The City of Brass
especially around the harbor and the Charcoal The most famous location in the Elemental Chaos,
Palace (the lord’s citadel), and transgressions of the the ancestral home of the efreets is described
law are punished with varying periods of servitude. in detail in the Manual of the Planes supplement
Those who don’t cause trouble, though, are usually (pages 73–76).
left alone.
Slave labor forms a large part of efreet society, and Dar el-Hariq
the concept of servitude is complex and longstanding. The enlightened few who are familiar with the
It is central to the efreets’ worldview, perhaps even to sahaars (see the “Mapping Chaos” sidebar), and their
their nature: Bondage to another efreet is the harsh- service to the efreets over the centuries, know that
est punishment possible in the race’s culture. Some their temples are not limited to the City of Brass. The
practice of al-buraj involves using multiple observa-
tories, each of which can be located by any other, as
MAPPING CHAOS markers in the ever-changing tempest. In this way
Being stationary relative to the rest of the Elemental the sahaars perform the arcane triangulation that is
Chaos, the City of Brass has obvious advantages. As well the basis of the ritual art.
as offering safety from chaos storms (Manual of the Planes, Over millennia, as the efreets spread through the
page 67) and other planar perils, this static vantage point Elemental Chaos, they established many satellite
allows inhabitants to study the tempest in detail. observatories, to better serve the sahaars of the City of
Efreets conduct this eternal investigation with a ritual Brass and the greater glory of their race. Dar el-Hariq
form of “astronomy” called al-buraj. The djinns originally was one such site, part of a former outpost on a mas-
created the art, but since their diminishment at the end sive block of elemental earth tumbling through the
of the Dawn War, they have contributed little to its prog- plane. The outpost was lost to attackers that emerged
ress. The efreets chart patterns in the fluctuations of the from a nearby chaos storm, but the temple observa-
Elemental Chaos, which they believe not only reveal what tory remained. Today, a group of rebellious efreets
has occurred but also presage events to come. reside there, performing their own al-buraj rituals and
The practice of al-buraj combines seemingly incompat- biding their time until they sense the perfect moment
ible outlooks: rigorous natural philosophy and intensely to act.
devotional ritual. An observer records precise measure-
ments of elemental bodies’ composition and movement The Smoldering Gate
through the plane relative to his or her location; the The name of this massive fortress in the Elemental
stable City of Brass provides a known reference point. Chaos is misleading. Although it does have gates,
This mathematical precision is combined with deep the Smoldering Gate is named not for those but for
meditation to reveal metaphoric truths, often in a trance its purpose.
induced by powerful elixirs. Millennia ago, the Lord of the Efreets sent an
The art’s ritual practitioners, called sahaars, are impor- army of efreets, accompanied by a cadre of the most
tant and respected members of efreet society. Oracle, powerful constructs that their magic could sustain,
climatologist, and security advisor, a sahaar predicts on a one-way mission into the Elemental Chaos. The
impending storms and tracks the movements of earth- legion’s objective was to find the major portal to the
motes and other elemental bodies that might threaten Abyss nearest to the City of Brass and build a watch-
travel. Temple observatories grant all sahaars the ability tower on the most defensible position overlooking it.
to gaze into any area of the Elemental Chaos. The result was a nearly impregnable fortress,
The efreets claim that other beings are physically and populated by efreets and their unliving servitors. It
mentally incapable of practicing al-buraj, or even of grasp- has remained in roughly the same place ever since,
ing its deeper cosmological underpinnings. Such a claim at the very threshold of the Abyss. In all those long
might be based on the efreets’ secrecy and arrogance years, the soldiers of the Smoldering Gate have never
rather than on any real information.
E F R E ET S
the efreet mage. The creatures that Djamela had
conjured were left to run free, preventing others from
continuing her research.
Without its creator to maintain the strengthening
rituals, the dike began to decay, and the island was
nearly consumed by the Sea of Fire. A shadar-kai
mercenary named Sarshan moved into the tower
at some point and now apparently controls it. The
shadar-kai has also established control over the
mage’s traps.
CHANGE IN THE
CITY OF BRASS
The Scales of War adventure path in Dungeon magazine
chronicles events that can affect the City of Brass, sum-
marized here. If you are setting your own stories in the
City of Brass, you could integrate some of the following
material into your campaigns.
Bashamgurda, Lord of the Efreets for nearly four cen-
turies, insulted and enraged the noble houses by allowing
an outside force to use the City of Brass as a staging
ground for an army, and the houses hold him responsible
for the carnage that followed. Acting with the support of
every key noble house other than Bashamgurda’s own, a
seasoned general named Estumishu stepped up to take
The Sultan of Brass
the Brass Throne. The coup itself was nearly bloodless,
costing the life of only Bashamgurda himself. The fallout
willingly entered the portal or even revealed the exis- was less pleasant.
tence of their stronghold to outsiders. The guardians’ Enraged, Bashamgurda’s house declared war on
movements are strictly regulated, and they remain Estumishu’s family and was destroyed for its blatant vio-
ever vigilant despite the monotony. Always they lation of efreet law. Estumishu’s palace guard, the Ring of
watch, against the day when the mouth of the Abyss Fire, massacred the males of the house and enslaved their
yawns wide to spill forth its horrors. wives and children to the new lord. Only a few escaped to
a distant outpost, Dar el-Hariq. Not every house agreed
The Tower of Djamela with this draconian response, but all saw little choice but
Djamela’s Tower is built on a steep-sided, floating to fall in line.
island that juts up in the midst of the Sea of Fire. On This upheaval at the highest levels of efreet society has
the horizon, the distant spires of the City of Brass changed the sense of welcoming cultural openness once
shimmer above the haze of the lava sea. An ancient prevalent in the City of Brass. Today, anxiety oozes from
stone dike surrounds the island, bolstered by arcane the highest halls of power and permeates the city’s mood.
rituals that help keep the lava at bay. The tower Life under Bashamgurda had been stable if unsatisfying
itself is a sheer obsidian monolith that dominates for some among the nobility. But many who thought they
the island. knew who Estumishu was, and what he would represent
Years ago, this island was home to Djamela, an once in power, are now doubting themselves.
eccentric efreet mage whose passion was the study Recently Estumishu acquired the nickname “the
of raw chaos. The mage was particularly interested Smiling King,” allegedly for the way his oversized teeth
in the mutability of the Elemental Chaos, which she protrude even when he is silent. No one else seems
sought to harness and control. Her research was so to be laughing, though. As word of Estumishu’s coup
dangerous that she was driven from the City of Brass, spreads throughout the Elemental Chaos, many of the
so she relocated to this remote location to continue other communities are holding their breath. The efreets
her work. are the largest and most organized power in the plane,
Djamela raised a monolithic tower filled with and no one knows whether the Smiling King intends to
traps, and she conjured golems and spectral defend- maintain the status quo or steer efreet society to a new
and unexpected course.
JIM NELSON
GENASI
was instrumental in saving the world from the after- enormous portal that opens once each month for 72
math of the Dawn War, and the genasi still revere the hours. Each time, the portal connects to a seemingly
hero Twenisto, called the Water Thief. random location in the world or, rarely, some other
Arcana DC 35: Some genasi of the Elemental plane. The genasi use this short window of oppor-
Chaos form hunting bands called zar-son, which roam tunity to trade their wares, secure new materials, or
the Plane Below in pursuit of dangerous elemental contact long-lost kin.
monsters.
The Wild Quarter
Outlook and Interaction This area of the Iskalat district in the City of Brass
Despite all their hardships, genasi as a whole have (Manual of the Planes, pages 73–76) is home to most of
no quarrel with the other elemental races. They feel the city’s genasi. Many are freed slaves who work to
a kinship to all children of the elements, even if indi- earn freedom for their kin. The genasi’s elemental
viduals mistreat them. nature works against them, though; with so many
Some genasi grow bitter about their race’s lowly firesouls living so close together, mad celebrations
status and depart through portals to the natural and rages continually break out, giving the quarter its
world, but many are loath to leave their home plane, name. The efreets, having little tolerance for chaos,
harsh as it is. A few such genasi form bands they call must patrol constantly to break up the disturbances.
zar-son, which loosely translates as “great hunters.” A Despite the genasi’s noble aims, they have become a
zar-son band consists of four to twelve genasi, usually citywide joke.
exhibiting various manifestations, who adventure
across the Elemental Chaos and fight powerful
elemental creatures. Some bands exist only to gain THE WATER THIEF
experience and strength from these hunts, while Genasi consider themselves to be resourceful and clever,
others search for a hospitable place to call home. and nothing exemplifies this attitude better than the
story of the Water Thief.
Major Sites During the long years of the Dawn War, life in the
world was a struggle. The blasted landscape was unsuit-
Genasi tend to congregate in small populations able for growing crops or even rebuilding. Ash, salt, and
within the cities of other races but occasionally form scoria fouled streams and lakes. The creatures of the
communities of their own. world had no choice but to drink the tainted water, short-
ening their lives and exposing them to horrible disease.
Gloamnull A group of genasi scholars, who had long ago fled
This genasi trade city, struggling to survive in the their primordial masters and taken up residence in the
Elemental Chaos, is detailed in chapter 3 (page 74). world, decided to solve this problem. They knew that the
Elemental Chaos contained vast resources of pure water.
Hatsnarl Being elemental in nature, the genasi were best suited to
This genasi town (population roughly 4,000) is built secure a supply, but the scholars could find none willing
on a cluster of small earthmotes—the largest is a mere to travel to the Plane Below. Fear of the war and of the
mile across. Rope bridges link every floating rock primordials overwhelmed them.
with at least one or two others, though the windsoul Finally, a watersoul genasi called Twenisto appeared
genasi who make up most of the population often just at the scholars’ doorstep. He didn’t volunteer to travel
fly between them. to the Elemental Chaos to secure fresh water but simply
The town is ruled by an enigmatic storm giant of grinned, claiming to have already done so. The scholars
unusual shrewdness named Aphyr. Through Aphyr’s drew water from their well and were astonished to find
masterful diplomacy, the town has formed alliances it pure and sweet—as it was throughout the world.
with elementals and other storm giants, and an elite The genasi hailed Twenisto as a hero, calling him the
cadre of air archons defends it. The genasi of the city Water Thief, and their mythic traditions credit the race
are particularly disciplined, and many study ritual with the survival of all natural peoples. The other races
magic at its extensive library. Other forces in the area remained ignorant of his accomplishment, though some
are beginning to look toward Hatsnarl with some genasi note that stories exist in other cultures that echo
concern about Aphyr’s goals. Twenisto’s tale.
The hero did not linger in the world to enjoy the
Threshold acclaim. He returned to the Elemental Chaos, his heart
The largest genasi city in the Elemental Chaos is also stolen by a beautiful lightning elemental. A prominent
the most likely to attract visitors from the natural genasi family with the surname Waterthief claims
world. With a population of almost 10,000 genasi, Twenisto’s lineage to this day.
G I A N T S A N D T I TA N S
of giants spans both planes. Perhaps giants seek out
such places, or their presence somehow opens por-
tals. Regardless of their origin, these portals allow
giants to wreak havoc in both planes.
Major Sites
Because giants are so widespread and their commu-
nities so loose, few legitimate settlements exist. Those
that do are titan realms and significant centers of
Sakath-Mazim,
power, though visitors find little but hardship. Kingdom of the Ashen Storm
The mighty fire titan Surtur rules this realm of
burning ground and searing, ash-filled winds. Fire
Kaltenheim, elementals of all types prowl the blistering land-
Kingdom of the Howling Ice scape, slaying outsiders. In his castle of ever-flowing
Kaltenheim is the domain of the frost titan Thrym, lava, Surtur plots against his nemesis, the frost
who rules from a citadel of deep blue ice. His territo- titan Thrym.
ry’s frigid landscape includes iced-over seas, caves of
ice stalactites, and bone-snapping storms of snow and
hail. Thrym seethes with hatred of his opposite, the
Torrakor,
fire titan Surtur, and he constantly plots to destroy Kingdom of the Black Waves
his enemy and freeze Surtur’s kingdom, Sakath- The storm titan queen Ysaga rules this ravaged
Mazim. Kaltenheim is the frozen reflection of that expanse of dark waters: a sailor’s nightmare of huge
burning realm. waves smashing against each other, driven by fero-
cious storms. Thunder rolls constantly, and the only
illumination comes from the lightning that continu-
The Rune-Carved Keep ously lances from the boiling clouds. Monstrous
The eldritch titan Xantis rules this castle in a remote
creatures reach up with maws or tentacles to catch
area of the Elemental Chaos. The keep is sparsely
any creature foolish enough to travel upon the waters.
populated with eldritch giants, golems, and a few
Ysaga has worked hard to ensure her solitude, even
other creatures of an arcane bent. Githzerai explorers
from other beings related to her favored elements.
claim that Xantis did not build the keep but discov-
Some say she toils in search of a mystic remedy for
ered it. Its original constructors are a mystery, as is
some ancient curse or tragedy. Whatever the reason,
the meaning of the runes inscribed on its surface.
she wants no company other than the storms, the
Xantis intends to find the answers to both puzzles
waves, and the mindless beasts that dwell below.
JAKE MASBRUCH
GITHZERAI
seething Elemental Chaos, usually a walled city built and livestock are brought in from other planes,
on an earthmote. Cenobites and mindmages patrol particularly the Feywild and the Astral Sea. Visi-
the wall, watching for incursions. Other githzerai sit tors to a githzerai settlement might be surprised
or stand in quiet meditation throughout the fortress- by markets featuring ears of silver corn or hulking,
city, exercising their focused will to keep the turmoil red-skinned hogs.
at bay. Outsiders receive close scrutiny, often having
cenobites assigned to keep track of their moves Outlook and Interaction
and moods.
Githzerai are suspicious of outsiders, but they reserve
As mortal creatures, githzerai require food and
true hatred for their ancient enemies: the mind flay-
water. They can direct the unstable plane’s mutabil-
ers and their brutal kin, the githyanki. They kill such
ity to transform some of the local environment to
creatures on sight, and they form special groups to
hunt them down across the planes. Anyone who
grievously wrongs the githzerai people might also be
ZERTHIMON’S FATE the target of relentless pursuit.
As with so many figures of myth, Zerthimon’s final fate
remains unknown. Githzerai historians agree that after Major Domains
his duel with Gith, Zerthimon led his followers to the The githzerai boast more communities within the
Elemental Chaos, where they established their monas- Elemental Chaos than most other races, but only
tic society. They also agree that he was an able leader a few are large or important enough to be known
for many decades, and that he trained the first githzerai to outsiders.
monks. Then, apparently, he simply disappeared.
Many stories purport to tell Zerthimon’s fate. The
most popular among githzerai is that he achieved a Arsanith
profound form of enlightenment, far deeper than that Arsanith is a legend among the githzerai, but a few
attained by the hermit Liricosa (page 148)—perhaps even planar travelers report having actually seen the
divine insight. Zerthimon transcended his mortal form to place. Tales say that it is a small monastery deep
become an immortal being of pure energy, subtly guiding within the Elemental Chaos, far from any other
his people in their quest to follow him to this supreme outpost of civilization, where only those who have
state. He is no longer troubled by thoughts of violence touched enlightenment dwell. Arsanith’s inhabitants
against his enemies, and those who sense his presence are said to have such control over the surrounding
can feel his peaceful nature. chaos that they alter it purely by instinct, keeping
Other scholars scoff at these tales, calling them exis- out elemental beasts and demons. They similarly
tential nonsense. Zerthimon was a great leader and left notice any other creature that nears their monas-
a great heritage, but his end was no mystery. He simply tery and cloak their existence if they do not wish to
died, as all mortals do; his followers held a grand funeral be found. However, the tales also say that anyone
for him, and all knew of his passing. Only later, when who has glimpsed enlightenment is welcome in
Zerthimon’s life and death became clouded from the pas- Arsanith—even githyanki.
sage of time, did historians and wishful thinkers invent
more fantastic fates for him. Sanzerathad
A darker story, and one that offends most githzerai, This githzerai settlement barely survives the wilds
is that Zerthimon did die—but only in part. Unwilling to of the Elemental Chaos. For more information about
abandon his people, he delved into forbidden arts to Sanzerathad, see page 86.
extend his life beyond death. He became a lich, just as
Gith herself had done. However, after performing the Zerthadlun
rituals necessary to achieve this state, Zerthimon was The largest githzerai city in the Elemental Chaos is
horrified at what he had done. He realized that if his one of the best places for outsiders to enjoy some of
people saw him in this state, they would turn from his the safety and comforts of civilization. Zerthadlun is
teachings and all his achievements would be for naught. described in more detail in Manual of the Planes, pages
He fled to some forgotten place in the Elemental Chaos, 77–78.
where he dwells still, wrestling with the evil of his
existence and trying to guide his people without their
knowledge.
Interestingly, githyanki also take bitter offense at
this tale, because they believe it would diminish Gith if
their race’s greatest traitor had managed to join her in
immortality.
SLAADS
Slaads wander most of the Elemental Chaos, but
they are always found in some locations.
OT H E R R AC E S
a few have established villages of their own. These
Elementals are the wild animals of the Elemental small societies have little interest in interacting with
Chaos, as are other bestial elemental creatures, such outsiders, but neither are they innately hostile. Travel-
as magma beasts, flame snakes, and rimefire grif- ers in need of shelter or assistance might be welcome
fons. Though some are more intelligent than natural (or at least tolerated) for a brief time. Phoelarchs are
beasts, they are creatures of instinct rather than intel- rigidly honorable, but their customs and sense of
lect. They consume and reproduce, with no desire honor differ greatly from one community or individ-
to form communities or even such loose groups as ual to the next. Formerly affable hosts might turn on
tribes. a visitor suddenly in response to the slightest offense,
Elementals sometimes form packs or extended or for reasons the outsider never fully understands.
family units that hunt in a somewhat organized way.
Such groups do not govern areas as sentient beings
do, but they dominate a region through sheer num- Primordials
bers. More intelligent creatures of the Plane Below Those primordials who survived the Dawn War
occasionally capture and train elementals as pets or remain imprisoned or deep in slumber, scattered
servants. across the breadth of the Elemental Chaos. The
presence of even a dormant primordial greatly inf lu-
Humans ences the development of any nearby community,
regardless of the races that populate it. Such societ-
The Elemental Chaos is home to a considerable ies drift toward the worship of that primordial, or
number of humans. Some are new arrivals, but many of primordials in general, whether in hidden cults
groups of humans have been here for generations; or open temples. Perhaps the primordial’s resting
like genasi, most humans dwell in communities place draws those already inclined to worship it, or
dominated by other races. The City of Brass has a its overwhelming presence slowly twists the minds of
large human population, made up mainly of slaves, other beings.
though freed servants, merchants, and craftsfolk are A primordial’s influence is evident in a commu-
common as well. Genasi settlements, though rare, nity’s appearance and character, even if the worship
frequently include sizable human minorities. Several itself is hidden. A settlement built on a primordial
giant communities keep humans as slaves. A few of stone displays low, squat architecture, while one
human-dominated communities exist as well, from near an entity of water might have curved streets
isolated, struggling villages to major trading centers. and flowing artwork featuring soft lines. The regions
Becasue humans reproduce and spread more surrounding such communities are home to con-
rapidly than other civilized races do, surviving in the centrations of elementals that share the nearby
Elemental Chaos is even more difficult for them.Few primordial’s essence, and the citizens might consider
areas offer sufficient fertile soil and drinking water such creatures to be holy.
to support an expanding population while lacking
hazardous elements or creatures, and many nascent
human populations do not survive. Those human THOSE WHO ROAM
communities that do sustain themselves in the
Conventional wisdom and religious doctrine maintain
Plane Below are just as varied as those in the natu-
that all primordials were either slain or imprisoned by
ral world, with an enormous variety of cultures and
the gods at the end of the Dawn War.
governments.
This is untrue.
A scant few unchained primordials yet roam the
Phoelarchs cosmos—primarily the Elemental Chaos, but the other
These natural humanoids (described in Monster planes as well. How beings of such immense power and
Manual 2) share their souls with the elemental pho- such destructive instinct can remain hidden is unclear.
eras, winged entities of fire perhaps related to the Scholars hypothesize that the free primordials have either
wondrous phoenix. Although most phoelarchs dwell lost much of the power they had in their prime or are so
in the natural world, a few have become fascinated subtle that they—and their terrible plots—are invisible
with exploring their dual nature. They travel to the to all.
Elemental Chaos, hoping to track down the pho- Even the most learned sages know the names of only
eras with whom they share their essence. Phoeras, two free primordials. One is Iktha-Lau the Ever Empty,
although intelligent, lack the desire to form com- the utter cold from the darkest voids. The other, Ulctilan-
munities, instead soaring through the heights of the tilokla, is a creature only partly real that is said to have
Elemental Chaos alone or in flocks. germinated from the seed of the multiverse’s first dream.
Elemental Locales
3
The Elemental Chaos is infinite: Even
the portion known to natural creatures dwarfs
their world. You might lead the characters along
ways wending through preconceived locales or
fill previously unknown spaces with cultures and
landscapes pulled from the peculiar, grotesque, and
scintillating depths of your psyche.
Whether you prefer examples of adventuring
areas in the Plane Below, or want some details
about its most important or infamous regions, we’ve
got you covered. This chapter presents ten areas
of the Elemental Chaos, some unique and others
archetypal. By introducing variations to suit the
strangeness of the Elemental Chaos as you perceive it,
you can make them unique to your campaign.
Each locale described in this chapter includes the
following information.
) Overview: Here you’ll find a general description
of the locale and its place in the Plane Below.
) Inhabitants and Culture: If the area contains
organized settlements, their nature is described
here. Some areas are too wild to have an
identifiable culture, but significant inhabitants are
discussed.
) Major Areas: This entry summarizes important
cities, fortresses, and other sites of note in the
region.
) Adventures: This entry includes a list of
environmental hazards and notable terrain
features in the locale, followed by several sample
encounters to threaten the characters.
T H E C H O K I N G PA L AC E
contained in the pages of the volumes here. Ehkahk Palace contains a brazier or an open flame that emits
strives to acquire every bit of recordable knowledge magical smoke. Ehkahk and his servants can easily
that exists throughout the cosmos. see through this smoke. For everyone else, smoky
The Smoldering Duke spends much of the time in areas are lightly or heavily obscured, depending on
his library, perusing tomes and writing in his journals the smoke’s density. While he is in the library, upon
(or, according to gossip, falling asleep on the books the Shrouded Throne, or in his chambers, Ehkahk
he writes). He also scries on his palace through the can scry on any chamber or creature through the
smoke (see “Environmental Features”). palace’s smoke.
The Shrouded Throne: The Smoldering Duke Smoke, Solid: The solid smoke that forms walls and
holds court in a hall in the central keep. He sits upon furniture in the Choking Palace has the consistency
the Shrouded Throne, a seat of power formed of of iron.
smoke and surrounded by eddies of black fumes. His Vapors: Each living creature that breathes the
audience can see only his eyes through the vapors. poisonous vapors of the Dungeon of Ash must make
From here, Ehkahk can scry other parts of the palace Endurance checks as though suffocating (Dungeon
through the smoke (see “Environmental Features”) Master’s Guide, page 159). A creature that has no heal-
and teleport to any spot within Fume. ing surges left takes no damage from the vapors but
Sooty Garden: Ehkahk’s Sooty Garden produces suffers continuous, agonizing pain. Affected creatures
a profusion of plants for pipes and braziers: various must escape the vapors to regain any healing surges.
smoking herbs and incense. It rests in a courtyard
between two of the castle’s towers. Druids and Encounter Groups
trained elementals tend the scores of different plants The characters might encounter any sort of entity
growing in soil imported from the Feywild. Ash and within Fume, because Ehkahk welcomes all beings
smoke in the air coat the plants, giving them a sickly that swear him fealty; however, the citizenry fights
appearance despite their healthy condition. only if it must. Ehkahk’s servants and soldiers, mostly
elemental in nature, present the greatest danger.
Adventures See “Ehkahk” on page 146 for other encounter
Ehkahk seeks to maintain power in Fume and to pro- suggestions.
tect his people from outside threats, but he keeps any
other objectives secret. Why does he collect ancient Level 13 Encounter (XP 4,600)
lore? Why does he maintain diplomatic relations with ) 1 beholder eye of flame (level 13 elite artillery,
the City of Brass and other communities? MM 32)
Because of his secrecy, Ehkahk can serve as any ) 1 cloud of elemental steam hazard (level 14
sort of adversary for the characters. They might have blaster, Manual of the Planes 67)
something he wants, or they might seek a magic item ) 2 firelashers (level 11 skirmisher, MM 104)
or lore that he also covets. Perhaps they are allied ) 1 tempest wisp (level 13 controller, Monster
with someone he considers an enemy. Manual 2 102)
Ehkahk could also help the characters. They might
need to gain permission to enter the library or nego- Level 18 Encounter (XP 10,200)
tiate for the release of a prisoner in the Dungeon of ) 3 air archon zephyrhaunts (level 16 lurker, Manual
Ash. They might even arrive in Fume by accident and of the Planes 114)
have to navigate the duchy’s laws and customs before ) 1 cambion hellfire magus (level 18 artillery,
continuing on their way. MM 39)
) 1 genasi elemental dervish (level 18 elite skir-
misher, Monster Manual 2 116)
Environmental Features
Smoke and vapors pervade the Choking Palace. Only
Level 21 Encounter (XP 18,375)
the stoutest of respiratory systems escape unscathed.
) 2 djinn thunderers (level 20 artillery, Monster
Smoke: Smoke fills the chambers and hallways.
Manual 2 71)
Each creature other than Ehkahk and his minions
) 1 efreet fireblade (level 22 soldier, MM 98)
must make a successful DC 26 Endurance check
) 2 fire archon blazesteels (level 19 soldier, MM 19)
every 8 hours to avoid losing a healing surge (see
) 3 smoke hounds (level 23 minion soldier,
“Environmental Dangers,” Dungeon Master’s Guide,
page 147)
page 159).
G LOA M N U L L , C I T Y O F R A I N
and probing tentacles.
The Warming Fire: Travelers frequent this inn,
which has a fire elemental in the hearth to drive back
the chill. Garl, the proprietor and a Dagon devotee,
sometimes poisons his guests’ food.
Adventures
Gloamnull can serve your campaign as a simple
genasi trade city affected by the strangeness of the
Elemental Chaos. If you use it to introduce the cult
of Dagon, though, you can overlay the area with per-
vasive despair and bloody sacrifices. The characters
might need to escape the cult, resist a sporadic attack
from outside forces, or investigate a disappearance.
Enterprising characters (such as sympathetic genasi)
might try to free the city from Dagon’s grasp.
Environmental Features
The elemental and demonic influences on Gloamnull
create a variety of bizarre terrain and environments.
Moss and mildew grow everywhere.
Blood Rock: Years of sacrifice and random
slaughter beneath Gloamnull have resulted in
patches of blood rock (Dungeon Master’s Guide,
page 67).
Rain: The soul-deadening rain always falls. A
square being drenched by the rain is lightly obscured.
The constant rain extinguishes unprotected natural
flames. Level 8 Encounter (XP 1,800)
Sacred Circles: Worshipers of Dagon have ) 1 canoloth (level 7 soldier, Manual of the Planes
dedicated areas beneath Gloamnull and secret 120)
aboveground rooms to the demon prince. These func- ) 2 death shards (level 8 artillery, Monster
tion as sacred circles (Dungeon Master’s Guide, page Manual 2 34)
68) for chaotic evil creatures. Some such areas also ) 6 genasi lackeys* (level 7 minion, MM 162)
contain altars of zealotry (Dungeon Master’s Guide, ) 1 gorgon mud hazard (level 8 obstacle, page 18)
page 92). *Use the statistics for human lackeys.
Slides: Slime coats some of the sloping tunnels
beneath Gloamnull, causing them to function as Level 12 Encounter (XP 3,400)
slides (Dungeon Master’s Guide, page 68). ) 1 foulspawn berserker (level 9 soldier, MM 112)
Traps: The genasi have littered Gloamnull (includ- ) 1 foulspawn grue (level 8 controller, MM 112)
ing the tunnels beneath it) with traps to prevent ) 1 foulspawn hulk (level 12 brute, MM 113)
visitors from learning of their worship of Dagon. They ) 2 foulspawn seers (level 11 artillery, MM 113)
primarily employ warder traps, preferring to deter ) 1 vrock (level 13 skirmisher, MM 58)
visitors rather than kill them.
Water: Water floods tunnels under the city. Level 16 Encounter (XP 8,000)
When knee-deep or waist-deep, water is difficult ter- ) 1 aboleth overseer (level 18 elite controller, MM 8)
rain. For water-filled tunnels, see “Aquatic Combat” ) 8 aboleth servitors (level 16 minion, MM 9)
on page 45 of the Dungeon Master’s Guide. ) 8 canoloth harriers (level 13 minion, Manual of the
Planes 120)
Encounter Groups
If the characters glimpse Gloamnull’s sickly under- Level 20 Encounter (XP 13,900)
belly, they might contend with genasi cultists ) 1 gibbering abomination (level 18 controller,
and Dagon’s ilk, such as demons, water-dwelling MM 126)
monstrosities, and aberrations twisted by ancient, ) 4 kuo-toa guards (level 16 minion, MM 172)
ERIC L. WILLIAMS
unspeakable evil. Foulspawn can represent sacrificed ) 1 larva mage (level 21 elite artillery, MM 175)
humanoids or genasi warped by Dagon’s influence. ) 1 void crust hazard (level 22 obstacle, page 22)
ZO LTA N B O R OS & G A B O R S Z I K S Z A I
I R D O C M O R DA
Morda. Primarily azers, eisk jaats (page 136), galeb page 42).
duhrs, and genasi captured during the archons’ mili- Loadstone: Patches of loadstone (Dungeon Master’s
tary endeavors, they help to maintain the fortress. Guide, page 68) lace the corridors.
Few of them survive long; because the archons under- Magnetic Slope: Some tower passageways slope
stand little of other creatures’ needs, many of the sharply and have bits of magnetic ore smelted into
slaves starve or otherwise die of neglect. the iron. For a creature moving upward, such a slope
is difficult terrain. A creature that is pushed, pulled,
Major Areas or slid downward on such a slope moves 1 square
farther than normal. Metallic creatures and individu-
The passages of Irdoc Morda wind through the stone
als wearing heavy metal armor are immune to these
of the mountains and spiral up and down the towers’
effects because of the magnetic pull.
interiors. In a variety of chambers, archons practice
Rust Patches: Some spots of Irdoc Morda’s iron
their techniques of war, study layouts of nearby ele-
develop the same poisonous rust that covers injured
mental communities, meet with outsiders, and offer
iron archons. Any bloodied creature that starts its
service to fallen primordials. Hidden and guarded
turn in a square of this rust takes 5 poison damage.
chambers hold treasure that the archons have
Scrying Walls: Enchanted iron walls allow crea-
received as payment or taken from defeated foes.
tures on one side to see the room or passage on the
The Hollow: In the Hollow, a great cavern once
other side. A creature that uses a standard action to
rich in iron, the archons are building the largest spell-
concentrate on such a wall can see the opposite area
jammer ever conceived. If they manage to complete
superimposed over the creature’s reflection. Such
it—a process requiring many years—they will own an
walls are unmarked, so only those who know which
iron-hulled, nearly unstoppable fortress from which
walls are which and creatures capable of detecting
to launch battles for their own or others’ aims.
magic can make use of them.
The Vein: Legend tells of a deposit of ironlike
metal, unknown to sages, that yet remains below
Irdoc Morda. If the legend is true, the Vein might Encounter Groups
hold a power that affects archons and other crea- Irdoc Morda is a fortification, so the place crawls with
tures—even making archons behave unusually. warriors. Related problems also threaten intruders,
Watchtowers: Magic-wielders infused three of including trained elemental beasts, slaves, and traps.
Irdoc Morda’s towers with scrying and divination
magic. Each of these watchtowers—one looming Level 14 Encounter (XP 5,800)
) 1 earth archon ground rager (level 14 controller,
above, one hanging below, and one protruding from
the side of the great mountains—contains a lens that Monster Manual 2 14)
) 1 gates of winter hazard (level 16 lurker, page 19)
allows an observer to see for miles, even through
) 1 ice archon hailscourge (level 16 artillery,
deep cloud cover. The lenses’ creators also tuned
them to three locations that even untrained observers MM 20)
) 2 iron archon interceptors (level 14 soldier,
can scry on. Rumors vary as to the identity of those
locations. Are they other archon bastions, the resting page 130)
sites of primordials, or regions of other worlds?
Level 17 Encounter (XP 8,800)
) 1 earth archon rumbler (level 17 brute, Monster
Adventures Manual 2 14)
The characters might confront the archons of Irdoc ) 1 field of everfrost* hazard (level 18 blaster,
Morda as soldiers in a larger struggle, never navigat- DMG 92)
ing the fortress, or they might infiltrate the alien ) 1 ice archon rimehammer (level 19 soldier,
tunnels and passages that defy the rules of architec- MM 20)
ture. If they are troubled by something worse than ) 2 iron archon crescent blades (level 16 skirmisher,
archons, they might even consider taking shelter in page 130)
Irdoc Morda, in which case they must consider what *As a field of everflame, but dealing cold damage.
to offer the proprietors in exchange.
Level 21 Encounter (XP 16,700)
Environmental Features ) 1 earthwind ravager (level 23 controller, MM 104)
Worked rock and iron define the terrain of Irdoc ) 1 greater helmed horror (level 18 elite soldier,
Morda’s passageways and chambers. Peaks and MM 155)
barren lowlands punctuate the surface landscape. ) 1 ice archon frostshaper (level 20 controller,
Iron Walls: The walls of the towers and of some MM 21)
interior chambers are iron. Use the hard DC for the ) 2 ice archon rimehammers (level 19 soldier,
encounter level when determining the difficulty of MM 20)
CH APTER 3 | Elemental Locales
77
THE MOTESWARM Major Areas
Tides of the Elemental Chaos hold together the
diverse pieces of the Moteswarm. Three locations
A jumble of small masses of every substance, the important to the current inhabitants are described
Moteswarm gives birth to strange effects and stranger below.
elementals. Giants and githzerai are the only crea- Archon Forge: Built on a small mote of gold-
tures other than elementals scratching an existence flecked marble, the archon forge resembles a keep
from the turbulence. carved from the stone. It produces air archons
When a band of githzerai arrived in the Mote- (Manual of the Planes, page 114). An individual who
swarm recently, they discovered a lost archon forge has access to the proper rituals could take possession
among the floating motes. They shaped plans to take of the forge and control the archons.
control of the forge and tame the Moteswarm. Before The forge evades retention, capture, and even dis-
they could act, giants learned of their plans and covery. The Moteswarm is at its most chaotic in this
attacked the githzerai. Elementals native to the place area, which means it’s a navigational challenge even
considered both races to be invaders and reacted to alight upon the forge’s mote. Whirling firemotes
accordingly. and icemotes, clouds of searing mist, spikes of light-
Since that day, the three factions have struggled ning, and shifting gales bar entry.
for control. When one faction gains the upper hand, The githzerai that first reached the forge encoun-
the other two—and the chaos of the Moteswarm— tered ancient air archon guardians still defending it.
bring it down.
T H E M OT E S WA R M
and huge claw marks marring the walls. A few areas are cold enough to support this heat-
Corehold: The major githzerai monastery of the stealing ice.
Moteswarm, Corehold perches atop a large island of Fonts of Power (Dungeon Master’s Guide, page 68):
crystal. Though the githzerai built the structure in These features, keyed to every elemental keyword,
haste, its materials—brittle crystal, gold, silver, and exist throughout the Moteswarm.
iron—lend it great beauty. Outsiders who win their Lightningstone Fields (page 22): These danger-
way into the githzerai’s good graces can find shelter ous areas abound in the Moteswarm.
and food here. Glissa hopes to establish Corehold as a Pools (Dungeon Master’s Guide, page 65): Water
meditation center. and other liquids (such as liquid thunder) collect in
For now, though, the monastery is anything but pools.
serene. Glissa focuses her efforts on securing the Whirlwinds (Dungeon Master’s Guide, page 69):
forge. The githzerai must continually rebuild walls Whirlwinds arise frequently in the Moteswarm’s wild
destroyed by acid rains, impacts from flying rocks, turbulence.
and attacks by elementals and giants.
Zahazrian: Kazzamir’s center of power is an islet Encounter Groups
of solid lightning called Zahazrian. The storm titan’s Elementals, giants, githzerai, and natural hazards of
will keeps the mote manifest enough to support habi- the Elemental Chaos beset adventurers here. Char-
tation. Only storm giants and a few lightning-related acters might also encounter other travelers, such as
elementals spend time on its crackling surface. other adventuring parties or efreet scouts, but most
Kazzamir lives in a shack, formed by arcs of light- intelligent creatures avoid the Moteswarm.
ning, that he calls his castle. Seated on his chair, the
only piece of furniture in the structure, he broods Level 11 Encounter (XP 3,000)
and plans. Sometimes he ventures forth to cleave ) 1 ashfrost assassin (level 12 skirmisher, page 138)
enemies with his greatsword or to undertake a mis- ) 2 firelashers (level 11 skirmisher, MM 104)
sion that he believes only he can accomplish. When ) 1 luminous node hazard (level 11 blaster, page 18)
he returns, he always finds—to his frustration—that he ) 1 rockfist smasher (level 10 brute, Monster
must recreate Zahazrian. Manual 2 100)
PA N D E M O N I U M S TO N E
Wherever characters roam in the Elemental Chaos,
the Pandemonium Stone can come to them. Because
it can appear anywhere in the multiverse, it can also
introduce adventurers to other planes. The characters
might encounter the singing slaads, visit the Trackless
House, or meet the Watchers of Tomorrow.
Someone might require the party’s escort to the
Trackless House, or the characters might need to
retrieve something from the inn or hide there from
an enemy.
The Watchers of Tomorrow offer adventures based
on their experience with the spire and with slaads.
Adventurers might earn their trust by doing an
appropriate service—and thus learn their philosophy.
Environmental Features
Every sort of terrain and environmental hazard in the
Elemental Chaos and in the Abyss might occur on the
slopes of the Pandemonium Stone. Two special fea-
tures trigger upon specific events.
Reentry Squall: When the Pandemonium Stone
appears, an intense elemental disturbance ripples
out 600 feet in all directions. Each creature caught
in the blast must succeed on a DC 23 Acrobatics or
Athletics check, or that creature slides 2d20 squares,
falls prone, and takes ongoing 5 psychic damage (save
ends). Creatures on the surface and adjacent to or
within the spire feel no effect from a reentry squall.
Slopes: The surfaces of the Pandemonium Stone
continually change shape and substance. In some
places they slope gradually, qualifying as difficult ter-
rain. Elsewhere, the slopes are so steep that creatures
must make Athletics checks of varying difficulty to
climb them, up to a DC of 27.
Encounter Groups
Slaads swarm around the Pandemonium Stone, but
groups of other creatures also arrive to investigate it.
P I L L A R S O F C R EAT I O N
Raging Storm—including the ceilings, floors, and
walls of chambers and tunnels—consist of a substance
known as cloudstuff.
Cloudstuff, Semisolid: Semisolid cloudstuff com-
prises most of the landscape. Any creature that starts
its turn in a square of semisolid cloudstuff takes a
–1 penalty to speed on that turn. Creatures that lack
a burrow speed can burrow through cloudstuff at a
speed of 2 or one-half their normal speed, whichever
is lower. The spongy material offers easy handholds
and footholds; any Athletics check to climb a vertical
surface of semisolid cloudstuff gains a +2 bonus.
Cloudstuff, Solid: Solid cloudstuff is as strong as
stone. It looks identical to semisolid cloudstuff.
Extreme Weather: Weather in some regions
reaches supernatural ferocity. Primordial storms, pri-
mordial winds, and primordial cold frequently occur.
Heavy Air: Water or other vapors can supersatu-
rate air, making it preternaturally thick. Any living
creature in an area of heavy air must hold its breath
or suffocate as if underwater.
Lightning Mist: Lightning in some clouds con-
denses into a charged fog, forming lightning mist
(page 16).
Lightning Seepage: This crackling form of
elemental seepage (Manual of the Planes, page 22) can
occur anywhere.
Rain: Areas of light rain are lightly obscured.
Places where the rain pours in sheets might be heav-
ily obscured instead. Rain extinguishes unprotected
natural flames.
Wind: The Raging Storm swirls with severe
winds. Any creature that enters a square of strong
wind slides 1 to 3 squares (or more, for extremely
high winds) in the wind’s direction. Otherwise, these
winds behave like whirlwinds (Dungeon Master’s
Guide, page 69). In a few locations, these blasts grow
severe enough to become strangling wind (page 17).
Encounter Groups
Storm-related monsters abound on this pillar. Aquatic
creatures dwell in rivers and in cataracts fed by the
rains (which can fall in any direction). Other kinds of
creatures might survive in calm areas or, with magi-
cal aid, in caves of cloudstuff.
whirlwinds (Dungeon Master’s Guide, page 69). 2, and add a swim speed of 8.
**The giants are mounted on the sea worm.
S A N Z E R AT H A D
inscribed with runes and icons symbolizing order Planes, page 67) frequent the grounds, constantly
and strength of mind, Sanzerathad’s outer wall stands altering the terrain there.
against the physical dangers of chaos. Two steel gates
engraved with runes break the wall’s continuity. The Encounter Groups
Blades of Discipline walk the wall and stand sentry at Encounters around Sanzerathad generally involve
the gates at all times. demons, elementals, slaads, and other creatures
The Room with No Doors: Somewhere deep naturally given to chaos. The randomness can
within Sanzerathad hides its most important cham- spawn chaotic or elemental variants of any creature,
ber. The thickness of the room’s walls rivals that of particularly aberrations and undead. Some such
the monastery’s outer wall. No doors allow entrance. chaos-spawn remain in existence; others vanish
Only sheer force of will (which must defeat the after a short time. Most of them appear outside the
combined efforts of the Hands of Order) can open a outer wall. Sometimes, when the Hands of Order
passage through the rock. falter, warping walls and changes in the environment
None but the githzerai know what the room con- signal a new arrival inside the compound, which any
tains. Does it house a holy object? A repository of available Blades of Discipline—and perhaps the char-
lore? The heart of a slumbering primordial? A relic acters—rush to exterminate.
of the mind flayers from whom the githzerai escaped
long ago? A portal to the heart of Zerthadlun, through Level 13 Encounter (XP 4,600)
which chaos would flow if left unchecked? Interested ) 5 canoloth harriers (level 13 minion, Manual of the
parties can only speculate—or wait until chaos finally Planes 120)
overwhelms Sanzerathad. ) 1 chaos storm hazard (level 16 blaster, Manual of
the Planes 67)
Adventures ) 2 foulspawn hulks (level 12 brute, MM 113)
Adventurers could end up in Sanzerathad as cast- ) 1 gray slaad (level 13 skirmisher, MM 238)
aways from a chaos storm or after an attack. They
might be following rumors about the Room with Level 19 Encounter (XP 13,200)
No Doors, coveting whatever legendary wonders ) 1 Avernus cinderstorm hazard (level 18 elite
they believe to be housed within. They could try to blaster, Manual of the Planes 23)
convince the githzerai to accept their help, whether ) 2 gibbering abominations (level 18 controller,
of their own accord or in response to a plea from a MM 126)
githzerai monk acting without consent of superiors. ) 13 slaad spawns (level 17 minion skirmisher,
The characters might arrive on behalf of another Monster Manual 2 185)
community plagued by chaos, in hopes that the githz-
erai of Sanzerathad might offer advice on how to Level 21 Encounter (XP 18,600)
ward it off. ) 1 black slaad (level 20 skirmisher, MM 239)
) 1 chaos storm hazard (level 16 blaster, Manual of
Environmental Features the Planes 67)
Inside Sanzerathad’s walls are ordinary stone streets ) 1 consumptive swarm (level 21 elite skirmisher,
(with the exception of random surprises born of the page 133)
swirling chaos currents). The terrain outside the ) 2 rot harbingers (level 20 soldier, MM 223)
walls is a different story. ) 1 skystone field hazard (level 19 lurker, page 22)
Changing Terrain: Outside Sanzerathad proper,
tides of chaos wash over the terrain without pattern,
transforming the land from one moment to the next.
Any sort of terrain or environmental hazard can
manifest there.
Chaos Outbreaks: Inside Sanzerathad’s walls,
outbreaks of chaos sometimes occur. A normal hall-
way might become a passage of swamp muck. A stone
wall might turn to ice. Doors and hallways could sud-
denly lead to new locations in the monastery. (You
can either map out the monastery in several sections
and shuffle them or simply treat a door as a portal to
elsewhere in Sanzerathad.)
90
The gargoyles take to the air and engage in flyby square, the crystal shatters, the creature is knocked
E N CO U N T E R : OV E R T H E E D G E
attacks. They focus on climbers, making bull rush prone, and the square becomes difficult terrain.
attacks to push characters off ledges. Not the most Mirror Crystal: Mirror crystal twists space. A
intelligent of monsters, they stand on any type of crys- creature standing on mirror crystal can look down
tal if given the opportunity to land beside their foes. and see all other mirror crystal spaces within 20
If only one bloodied gargoyle remains, it attempts squares of it. A creature can make ranged attacks
to flee deeper into the mine to join up with the through mirror crystal, targeting a creature on or
hill giant. adjacent to another square of mirror crystal. The
range to a creature attacked through mirror crystal
Features of the Area is 1 square. (These areas are represented by blue
squares on the map.)
Sheer Walls: The walls of the opening offer few
Phase Crystal: This translucent, silvery crystal
handholds and footholds, requiring a DC 19 Athlet-
can be induced to discharge its extradimensional
ics check to climb.
energy and shunt a creature out of phase for a short
Illumination: Daylight brightly illuminates the
time. When a creature ends its move in a square of
upper 20 feet of the opening and dimly illuminates
phase crystal, it gains phasing until the end of its
deeper areas. Due to the crystal’s reflectivity, the
next turn. That square cannot affect another creature
radius of characters’ light sources increases by 2
until the end of the encounter. (These areas are rep-
squares.
resented by orange squares on the map.)
Brittle Crystal: A creature can move across or
Rubble: Bits of broken crystal are difficult ter-
stand on squares of brittle crystal normally. (These
rain. (These areas are represented by pink squares on
areas are represented by purple shading on the map.)
the map.)
If a creature takes damage while standing on such a
91
ENCOUNTER: IN THE PITS
Encounter Level 9 (2,000 XP) Shattering Crystal Single-Use Terrain
The experience reward is adjusted for terrain advan- The giant’s greatclub smashes into the crystal, and rubble
tageous to the hill giant. hurtles toward you.
Minor Action
Setup Requirement: The giant must be adjacent to a crystal
stalactite or stalagmite.
1 capture crystal hazard (C) Check: The giant makes a melee basic attack against the
1 hill giant (H) crystal (AC 5).
Success: The stalactite or stalagmite shatters and makes
One hill giant overseer remains in the mine to help an attack, which is a close blast 3 or close burst 1 (giant’s
choice) centered on the stalactite’s or stalagmite’s square.
the galeb duhrs and gargoyles protect it. Unless the
Target: Each creature in the blast or burst
characters battled the guardians in the previous Attack: +13 vs. Fortitude
encounter in complete silence, they cannot surprise Hit: 1d10 + 3 damage.
the giant. Effect: The blast or burst becomes an area of difficult
As a precaution against intruders and against the terrain that lasts until the end of the encounter.
hill giants’ own servants stealing from the mine, the
giants’ shaman has converted some of the mirror Capture Crystal (C) Level 13 Lurker
crystal in the cavern into capture crystal. Hazard XP 800
The crystalline f loor emits a resonant hum, and then absorbs
When the PCs reach the f loor of the opening, the creature above it with a painful f lash of light.
read: Hazard: When triggered, capture crystal absorbs a creature
The cavern slopes down and away from you to crystal walls near it, trapping it in a small crystalline prison from where
it can only look out helplessly.
dozens of yards off. Crystal stalactites and stalagmites
Perception
gleam. Light bounces this way and that, and sound falls ) DC 18: The character recognizes that the patches of
flat. A hill giant thuds toward you, club swinging. capture crystal are made of the same material as mirror
crystal.
Hill Giant (H) Level 13 Brute Additional Skill: Arcana or Dungeoneering
Large natural humanoid (giant) XP 800 ) DC 23: The character determines that a patch of capture
Initiative +5 Senses Perception +7 crystal is a different sort of hazard from mirror crystal.
HP 159; Bloodied 79 Trigger
AC 25; Fortitude 27, Reflex 21, Will 23 The hazard tries to capture any creature that ends its turn
Speed 8 in or adjacent to a capture crystal square that does not
m Greatclub (standard; at-will) ) Weapon currently contain a trapped creature.
Reach 2; +15 vs. AC; 2d10 + 7 damage. Attack
M Sweeping Club (standard; encounter) ) Weapon Opportunity Action Close burst 1
The hill giant makes a greatclub attack against two Medium Target: The triggering creature
or smaller targets; on a hit, the target is pushed 2 squares and Attack: +16 vs. Reflex
knocked prone. Hit: 2d6 + 2 radiant damage, and the target is captured
R Hurl Rock (standard; at-will) in a crystalline prison (save ends). While captured in the
Ranged 8/16; +15 vs. AC; 2d6 + 5 damage. crystalline prison, the target is immobilized in a crystal
Alignment Chaotic evil Languages Giant chamber beneath the attacking square of capture crystal.
Skills Athletics +16 It has just enough space to stand but cannot leave the
Str 21 (+11) Dex 8 (+5) Wis 12 (+7) chamber. It can see out of any square of capture crystal or
Con 19 (+10) Int 7 (+4) Cha 9 (+5) mirror crystal within 20 squares of it. The target has line
Equipment hide armor, greatclub of effect to no creature and no creature has line of sight
or line of effect to the target (although its image appears
in other squares of capture crystal). When the effect
When the hill giant is adjacent to a stalactite or a sta-
ends, the target reappears adjacent to a square of capture
lagmite, the giant can shatter it in a spray of crystal by crystal within 20 squares of the space it vacated. It cannot
hitting it with an attack. The stalactite or stalagmite is be captured again until the end of its next turn.
destroyed. Countermeasures
) A character can make a DC 18 Arcana or Dungeoneering
check as a standard action against an adjacent square of
capture crystal to disable that square until the end of the
encounter.
) A square of capture crystal can be attacked. It has AC
5, Reflex 3, Fortitude 8, and 20 hit points. Once it is
destroyed, that square is disabled.
92
E N CO U N T E R : I N T H E P I T S
If a creature takes damage while
standing on such a square, the
crystal shatters, the creature is
knocked prone, and the square
becomes difficult terrain.
Mirror Crystal: Mirror crystal
twists space. A creature standing
on mirror crystal can look down
and see all other mirror crystal
spaces within 20 squares of it. A
creature can make ranged attacks
through mirror crystal, target-
ing a creature on or adjacent to
another square of mirror crystal.
The range to a creature attacked
through mirror crystal is 1 square.
(These areas are represented by
blue squares on the map.)
Phase Crystal: This translu-
cent, silvery crystal can be induced
to discharge its extradimensional
energy and shunt a creature out
of phase for a short time. When a
creature ends its move in a square
of phase crystal, it gains phasing
until the end of its next turn. That
Tactics square cannot affect another creature until the end
The hill giant charges into melee—perhaps taking a of the encounter. (These areas are represented by
round to throw a chunk of crystal if it cannot reach orange squares on the map.)
the characters—and smashes the toughest-looking Rubble: Bits of broken crystal are difficult terrain.
target. The giant knows to avoid the brittle crystal (These areas are represented by pink squares on the
and knows how to use mirror crystal, but it cannot map.)
use phase crystal. It lures its enemies near stalactites Stalactites: These features are depicted by spikes
and stalagmites so it can hurt them by shattering the pointing downward. Because of the height at which
crystal into sprays of shards. the stalactites hang, they are difficult terrain only for
Large and larger creatures and for creatures flying at
Features of the Area an altitude of more than 5 feet.
Illumination: The area is dimly illuminated. Due Stalagmites: These formations, depicted by spikes
to the crystal’s reflectivity, the radius of characters’ pointing upward, are relatively short. They count as dif-
light sources increases by 2 squares. ficult terrain only for Medium and smaller creatures.
Ceiling: The ceiling is 15 to 20 feet high.
Thin Crystal Walls: These features are repre- Conclusion
sented by dark areas half a square wide or less. These Having overcome the mine’s few guardians, the char-
walls are transparent, so they don’t impede line of acters are free to pry some of the precious gems from
sight, but they do block line of effect. Thin crystal is its crystal. Each member of the party who spends at
as fragile as glass; the crystal in a square has AC 5, least 1 hour digging in the mine acquires gems worth
Fortitude 10, and 5 hit points. Breaking the thin crys- a total of 80 gp (one-fifth of a level 8 treasure parcel).
tal wall in a square does not bring down the wall in You could expand this adventure into a longer one
adjacent squares. in a number of ways. If the mine has been rigged
Thick Crystal Walls: These features are repre- to signal the hill giants about intruders, the giants
sented by dark areas more than half a square wide. might send a larger war party to investigate. You can
A square containing thick crystal is opaque, blocking put time pressure on the party by making the trad-
both line of sight and line of effect, and as strong as ing group’s return imminent. Further quests could
stone (AC 4, Fortitude 12, hp 80). involve seeking additional samples of gems, planning
Brittle Crystal: A creature can move across or an ambush against the giants’ trading party, or fol-
stand on squares of brittle crystal normally. (These lowing the traders back to the tribe and assaulting
areas are represented by purple shading on the map.) the giants’ settlement.
93
characters, having heard of or witnessed a slaad ram-
THE BODY LUMINOUS page, want to bring the slaads to justice. Alternatively,
they are hired by a patron or a community leader to
An adventure area for five 15th-level stop the rampages.
adventurers Quest XP: If the characters are able to defeat the
slaads and return with proof of their success, they
Stormy masses snarl across the high reaches of the earn a major quest reward of 6,000 XP.
Elemental Chaos. One of them is the Body Luminous,
a vestige of a future apocalypse that materializes in Arrival
the present. Its mysteries beckon adventurers, explor- The characters must contend with the storm shroud
ers, and foul creatures alike. and a rainbow of slaads before they can reach the
heart of the Body Luminous.
Background
Arcana or History DC 18: The Body Luminous When the PCs see the Body Luminous from afar,
resembles a coma of lightning-lit thunderheads, miles read:
in diameter, that streaks across the Elemental Chaos. Thunderheads roll into view, tumbling in an arcing trajec-
Observers at a distance presume it is nothing more tory. Flashes of fire and lightning drag thunder in their
than a fireball burning its way to extinction. wake. A rent in the clouds reveals a chalky core littered with
Arcana or History DC 20: The speed of the irregularities. The rent closes, and the storm boils past.
Body Luminous makes it difficult to locate; however,
the wizard Torhana Inksoul has created a dozen com- The characters must catch up with the Body Lumi-
passlike devices that point toward it. Locating such nous and breach the storm shroud to reach the core.
a compass presents a challenge because of the com-
passes’ value and rarity . . . and because Torhana has Environment
been missing for two decades. The core of the Body Luminous is a few miles in
Arcana or History DC 23: Expeditions that diameter. The surrounding thunderheads extend
have intercepted the Body Luminous and pierced its another mile above the surface, with only a few hun-
stormy shroud have found a nucleus of chalky stone dred feat of clear space beneath their churning bases.
containing fossils of creatures and artifacts. One story Speed: Treat the Body Luminous as having a
describes an entire preserved city of bizarre architec- speed of fly 10. It is small enough that intersecting its
ture, filled with forms of unidentifiable beings. trajectory requires calculation.
Arcana DC 26: According to Torhana Inksoul’s Gravity: Creatures within 200 feet of the Body
writings, the Body Luminous is an apocalyptic vestige Luminous sense it as “down” and fall toward it.
thrown back from the future, so it holds knowledge of Storm Shroud: The storm clouds sheathing the
events to come. She could not say whether its appear- core are violent and dangerous. When any creature
ance is a warning or a mere accident of fate. passes through the clouds and enters an adjacent
clear square beneath the shroud, the storm makes an
Hook: Find Torhana opportunity attack against it: +18 vs. Reflex; 1d10 +
10 fire and lightning damage.
A female human named Gaija Meloran contacts the
adventurers. She has discovered the papers of her
missing great-aunt, Torhana Inksoul, along with a On the Surface
compass that points to something in another world When the PCs reach the surface of the Body
called the Body Luminous. Gaija never knew her Luminous, read:
great-aunt and wants to find her. An expanse of chalky stone stretches to the horizon. Fos-
Quest XP: If the characters find Torhana Inksoul silized bones of animals, humanoids, dragons, and titans
and report her fate to Gaija Meloran, they earn a suffuse the stone, intermingled with centuries of ruins and
minor quest reward of 1,200 XP. the occasional chunk of a colossus.
Hook: Slaad Stomping The ruins span a range of architectural styles, but the
degree of decrepitude prevents identification of the
A band of slaads has been seeking the Body Lumi-
cultures that built them.
nous in hopes of finding a way to pierce the barriers
The stubs of four broken towers define a concave
between realities. In their search, the slaads have
courtyard 300 feet across. Offset from the center of
left a path of destruction through the cosmos. The
the courtyard stands the body of a mostly petrified
T H E B O DY L U M I N O U S
and chest is stone. The slaad guards a shaft that leads the slaad. On a successful check, the slaad moves
to the interior of the Body Luminous. closer to complete petrification. A success with this
skill counts as two successes toward the skill chal-
Perception Check lenge. A failed check counts as two failures.
DC 11 Other visitors have left signs of their presence, Bluff (requires the Primordial language; DC 23, stan-
including partial excavations and litter in the form of tent dard action): The character lies to and cajoles the
stakes, water skins, broken tools, and buried refuse. slaad. On a success, the creature is intrigued enough
DC 18 Loose scales of various colors, large footprints that it would rather continue interacting with the
made by webbed feet with clawed toes, and firebird car- characters than warn its comrades.
casses showing wide-mouthed bites pepper the landscape. Diplomacy (requires the Primordial language; DC 23,
DC 23 The fossils and ruins lie along rough lines that con- standard action): The character attempts to placate the
verge toward a distant point. slaad, perhaps offering a certain food or following a
nonsensical line of reasoning.
Creatures that succeed on the DC 23 check can trace Intimidate (requires the Primordial language; DC 18,
the convergence to the courtyard. standard action): The character threatens the slaad
with boredom, violence, or something else it fears so
Arcana Check that it will remain silent.
A character who notices the scales, webbed foot- Secondary Skills: Insight, special.
prints, and firebird carcasses can make this check. Insight (DC 23, standard action): The character
DC 18 These signs resemble those left by slaads. attempts to follow the slaad’s maddening logic. On
a success, each character gains a +2 bonus to subse-
When the PCs can see the courtyard’s broken quent Bluff, Diplomacy, or Intimidate checks in the
towers, read: skill challenge. A success does not count as a suc-
The remains of four pillars rise from the landscape. As cess toward the skill challenge. The characters can
you draw near, you see that they form the four corners of attempt this check as many times as they like but can
a courtyard several hundred yards wide. The courtyard succeed only once.
slumps, creating a concavity. Near the center of the bowl Ritual (special): The Remove Affliction ritual ends
hulks a froglike statue of a different stone than the rest the slaad’s petrification. The blue slaad digester (see
of the landscape. It shows no signs of erosion. Next to it, the statistics block below) calls down to the slaads in
chalky rubble rings the mouth of a shaft. the upper vestibule to warn them of the characters’
presence, then attacks the characters. The skill chal-
A freak occurrence turned one of the exploring slaads lenge automatically fails, although the characters do
partially to stone. The slaad’s new state of existence is receive experience for defeating the slaad.
a unique condition, making its goals and desires even Success: The slaad allows the characters to pass
harder to figure out than usual. However, it can warn down the shaft without alerting the creatures in the
its companions below of intruders. It responds slowly upper vestibule.
enough that the characters have the chance to disable Failure: The slaad emits a constant, loud croaking
it or win it to their side. sound that alerts the others.
When the PCs near the petrified slaad, it calls Area 1: Upper Vestibule
out in Primordial: Torhana Inksoul’s expedition excavated the shaft that
“Come no closer, or I will warn the seekers below. Oh, see is being guarded by the partially petrified slaad. A
what they have done to me.” few days ago, a group of slaads opened the passage
and gained access to a vestibule with a sealed valve,
Petrified Slaad Guardian which they have not managed to budge.
The characters can appease or defeat the petrified Tactical Encounter: “Upper Vestibule,” page 96.
slaad by succeeding on this skill challenge.
Level: 15 (XP 4,800). Area 2: Inner Lock
Complexity: 4 (requires 10 successes before 3 Beneath the valve in the upper vestibule, a vertical
failures). passage drops to an inner lock of hard, smooth mate-
Primary Skills: Arcana, Bluff, Diplomacy, rial unlike the chalky stone encountered so far. The
Intimidate. back of a humanoid skeleton partly protrudes from a
Arcana (requires the Ritual Caster feat; DC 23, stan- translucent wall.
dard action): The character uses knowledge of ritual Tactical Encounter: “Inner Lock,” page 98.
1 blue slaad digester (D) AC 28; Fortitude 27, Reflex 26, Will 26
1 gray slaad havoc (H) Immune chaos phage
Saving Throws +2
1 green slaad madjack (M)
Speed 6, teleport 4
1 white slaad (W) Action Points 1
m Grasping Claw (standard; at-will) ) Disease
When the PCs peer into the shaft, read: Reach 2; +19 vs. AC; 1d8 + 9 damage, and the target is grabbed
A vertical shaft drops 40 feet to a white floor. and exposed to chaos phage (page 142). The blue slaad digester
can grab up to two Medium or smaller creatures at once.
The walls of the shaft can be climbed with a DC 18 M Acidic Spew (minor; at-will) ) Acid
One creature grabbed by the blue slaad digester takes ongoing
Athletics check. If the characters have the ability to
10 acid damage (save ends).
fly, they can descend in that fashion. M Caustic Tongue (opportunity, when a creature grabbed by the
blue slaad digester escapes the grab; at-will) ) Acid
When the PCs reach the chamber f loor, read: Reach 2; targets the triggering creature; +17 vs. Fortitude; the
In this chamber, a series of 15-foot terraces descend east- target is knocked prone and takes ongoing 10 acid damage
ward to a ground floor. Cave-ins have reduced the area to (save ends).
a fraction of its original size. In the section that remains, M Covetous Claws (standard; at-will)
The blue slaad digester makes two grasping claw attacks.
large statues of humanoids clad in elemental garb pose in
C Digestive Spray (minor; recharge ⚅) ) Acid
idealized grandeur. A gray creature with a wide, flat head Close blast 5; +15 vs. Fortitude; 1d8 + 6 damage, and ongoing
works at a valve set in the floor on the lowest level. 10 acid damage (save ends).
Alignment Chaotic evil Languages Common, Primordial
If the slaads know of the PCs’ approach, add: Str 23 (+13) Dex 20 (+12) Wis 13 (+8)
Three creatures resembling the gray one, of various colors Con 16 (+10) Int 4 (+4) Cha 20 (+12)
and sizes, leap toward you.
Green Slaad Madjack (M) Level 13 Elite Controller
If the slaads do not know of the PCs’ approach, Large elemental humanoid XP 1,600
Initiative +8 Senses Perception +16; low-light vision
add the following instead:
HP 268; Bloodied 134
Three creatures resembling the gray one, of various colors AC 27; Fortitude 26, Reflex 23, Will 25
and sizes, lounge in various places. Immune chaos phage
Saving Throws +2
If the PCs attempt conversation, read: Speed 6, teleport 4
The gray creature looks at you and replies in Primordial, Action Points 1
“Did dreams lead you here, as us? Dreams of futures past m Claw (standard; at-will) ) Disease
Reach 2; +18 vs. AC; 2d8 + 5 damage, and the target is exposed
and histories solvent? Of worlds that are not this world?
to chaos phage (page 142).
Can you unlid the eye of tomorrow that vexes us? Are you C Maddening Croak (standard; recharges when first bloodied and
succulent and filled with juicy blood?” again when the green slaad madjack spends an action point) )
Psychic
The gray slaad continues to work or to spew questions Close blast 5; +16 vs. Will; 2d12 + 5 psychic damage, and
until the heroes move within 5 squares of a slaad, or the madjack slides the target 3 squares and knocks it prone.
until they attack the slaads. Then all the slaads attack. Until the end of the target’s next turn, the target must take a
standard action to stand up.
C Maddening Visions (minor 1/round; at-will) ) Charm
Tactics Close burst 2; targets one enemy in burst; +16 vs. Will; the
The digester and the madjack move forward first. target must make a melee at-will attack as a free action against
one of its allies within its reach. The green slaad madjack
The madjack tries to disorient foes, while the digester
chooses the attack and the target ally.
moves in and grabs anyone it can. The gray slaad C Mind Spasm (immediate reaction, when an enemy moves
havoc stays back and uses havoc bolt to keep enemies adjacent to the green slaad madjack; at-will) ) Psychic
within reach of the others. The white slaad looks for Close burst 1; +13 vs. Will; 2d6 + 5 psychic damage. If the
opportunities to exploit combat advantage, splitting attack hits the triggering enemy, it is also dazed (save ends).
into its temporal replicas only if it is hard-pressed. Alignment Chaotic evil Languages Common, Primordial
Skills Athletics +15, Stealth +13
Str 19 (+10) Dex 14 (+8) Wis 21 (+11)
Con 22 (+12) Int 16 (+9) Cha 14 (+8)
96
Gray Slaad Havoc (H) Level 15 Artillery (Leader) White Slaad Temporal Replica Level 16 Minion Lurker
E N CO U N T E R : U P P E R V E S T I B U L E
Medium elemental humanoid XP 1,200 Medium elemental humanoid XP 0
Initiative +10 Senses Perception +11; low-light vision Initiative +16 Senses Perception +14; low-light vision
HP 116; Bloodied 58 HP 1; a missed attack never damages a minion.
AC 27; Fortitude 27, Reflex 28, Will 26 AC 29; Fortitude 29, Reflex 27, Will 26
Immune chaos phage Speed 6, teleport 4
Speed 6, teleport 6 m Probability Claw (standard; at-will)
m Havoc Claw (standard; at-will) ) Disease +21 vs. AC; 8 damage, and the target is dazed until the
+22 vs. AC; 1d8 + 6 damage, the gray slaad havoc slides the beginning of the white slaad temporal replica’s next turn.
target 2 squares, and the target is exposed to chaos phage (page Combat Advantage
142). A white slaad temporal replica deals 2 extra damage against any
R Havoc Bolt (standard; at-will) creature granting combat advantage to it.
Ranged 20; +20 vs. Reflex; 2d8 + 6 damage, and the gray slaad Alignment Chaotic evil Languages Common, Primordial
havoc slides the target 3 squares. If the attack scores a critical Str 20 (+13) Dex 19 (+12) Wis 13 (+9)
hit, the gray slaad havoc can repeat it once as free action. Con 22 (+14) Int 7 (+6) Cha 14 (+10)
C Fog of Chaos (immediate interrupt, when hit by a ranged
attack; recharge ⚃ ⚄ ⚅)
Close burst 20; targets the triggering attacker; +20 vs. Will; the
Features of the Area
triggering attack instead targets one of the target’s allies of its Illumination: Glowing rods sticking up from the
choice. top of each statue shed flickering light that dimly illu-
C Reality Shift (move; at-will) ) Teleportation minates the chamber.
Close burst 10; targets one creature in burst; +20 vs. Will Ceiling Entry: The entry shaft leads down from a
(no attack roll required against an ally); the gray slaad havoc ceiling roughly 40 feet above the highest terraces and
teleports the target to any space within the burst.
85 feet above the ground floor.
Alignment Chaotic evil Languages Common, Primordial
Skills Athletics +14, Stealth +15
Statues: The three Large statues are made of stone
Str 14 (+9) Dex 17 (+10) Wis 19 (+11) (AC 4; Reflex 4, Fortitude 12; hp 80). They provide
Con 20 (+12) Int 23 (+13) Cha 16 (+10) cover. A character can make a DC 18 Athletics check
to climb onto a statue.
White Slaad (W) Level 16 Elite Lurker Floor Valve: This metallic dome (the octagonal
Medium elemental humanoid XP 2,800 feature on the map) has large clamps and the word
Initiative +16 Senses Perception +14; low-light vision “Inksoul” etched on one side. For nonelemental crea-
HP 248; Bloodied 124 tures, the valve requires a DC 28 Strength check or
AC 29; Fortitude 29, Reflex 27, Will 26 Thievery check to open. Subtle magic imbued in the
Immune chaos phage valve bars elemental creatures entirely; however, the
Saving Throws +2
slaads’ persistence has nearly exhausted the magic.
Speed 6, teleport 4
Action Points 1
m Probability Claw (standard; at-will) ) Disease
+21 vs. AC; 1d6 + 5 damage, and the target is dazed until the
end of the white slaad’s next turn and is exposed to chaos phage
(page 142).
Temporal Split (standard; recharges when first bloodied or when
the white slaad spends an action point)
The white slaad splinters into six white slaad temporal replicas,
each appearing in an unoccupied space within 5 squares of
the white slaad’s previous space. The white slaad disappears,
and it cannot attack or be attacked until it reappears. The
temporal replicas thereafter act on the white slaad’s initiative
count. When the last temporal replica has been reduced to 0
hit points, the white slaad reappears within 5 squares of the
space occupied by that replica and can act normally on its next
initiative count. See also advantage of time.
Advantage of Time
Whenever a white slaad reappears after its temporal replicas
have been reduced to 0 hit points, all enemies it can see grant it
combat advantage until the end of its next turn.
Combat Advantage
A white slaad deals 1d6 extra damage against any creature
granting combat advantage to it. In addition, that creature is
dazed (save ends) instead of dazed until the end of the slaad’s
next turn.
Alignment Chaotic evil Languages Common, Primordial
Skills Athletics +18, Stealth +17
Str 20 (+13) Dex 19 (+12) Wis 13 (+9)
Con 22 (+14) Int 7 (+6) Cha 14 (+10)
97
ENCOUNTER: INNER LOCK
Encounter Level 15 (6,500 XP) 3 Oblivion Wraiths (W) Level 14 Brute
Large shadow humanoid (undead) XP 1,000 each
Tactics
The oblivion wraiths attempt to envelop characters in
their nihil aura, while the spirit ooze attacks the near-
est target mindlessly.
98
Spirit Ooze (O) Level 16 Elite Lurker Torhana, Spirit Vampire (V) Level 12 Lurker
E N CO U N T E R : I N N E R LO C K
Large natural animate (blind, ooze, undead) XP 2,800 Medium shadow humanoid (undead) XP 700
Initiative +20 Senses Perception +10; blindsight 10 Initiative +14 Senses Perception +11; darkvision
HP 166; Bloodied 83; see also split HP 66 (99 if in a possessed body); Bloodied 33
AC 32; Fortitude 27, Reflex 32, Will 31; see also slippery phasing AC 24; Fortitude 23, Reflex 24, Will 26
Immune disease, gaze, poison; Resist 10 necrotic, insubstantial; Immune disease, poison; Resist 5 necrotic, insubstantial (spirit
Vulnerable 10 radiant form only); Vulnerable 5 radiant
Saving Throws +2 Speed 6 (possessed body only), fly 6 (spirit form only); phasing
Speed fly 6 (hover); see also spirit sink and phase away (spirit form only)
Action Points 1 m Claw (standard; possessed body only; at-will) ) Necrotic
m Spirit Sink (standard; at-will) ) Necrotic +17 vs. AC; 1d6 + 4 damage plus 1d6 + 4 necrotic damage.
Reach 2; +19 vs. Fortitude; 3d6 + 5 necrotic damage, and the m Spirit Touch (standard; spirit form only; at-will) ) Necrotic
target is weakened (save ends). The spirit ooze gains phasing +15 vs. Reflex; 2d6 + 6 necrotic damage.
until the end of its next turn. M Blood Drain (standard; requires combat advantage; possessed
Split (when first bloodied; encounter) body only; recharges when an creature adjacent to Torhana
The spirit ooze splits into two Large oozes, one occupying becomes bloodied) ) Healing
the original ooze’s space and the other in a space adjacent +15 vs. Fortitude; 2d12 + 8 damage, the target is weakened
to it. Each of the creatures has hit points equal to half of the (save ends), and Torhana regains 16 hit points.
original creature’s current hit points. Both creatures act on the M Possess Body (minor; at-will)
original creature’s initiative count. Effects applied to the original Torhana can possess the body of a dead or unconscious Medium
creature do not apply to either individual after the split. The or smaller humanoid. While in a possessed body, she has the
spirit ooze cannot split if reduced to 0 hit points by the attack following traits:
that bloodied it. If left alone, at the end of the encounter the ) She loses fly 6, phasing, and spirit touch.
two individuals combine into one spirit ooze, which has hit ) She gains speed 6, claw, blood drain, and a +7 bonus to
points equal to the individuals’ total. Strength-based checks.
Combat Advantage ) She loses the insubstantial quality and gains 33 temporary
A spirit ooze deals 2d6 extra damage against any creature hit points. When she loses the temporary hit points, the body
granting combat advantage to it. falls prone in its square and Torhana resumes spirit form.
Phase Away (minor; while the spirit ooze has phasing; at-will) ) While possessed, the body cannot regain hit points or
The spirit ooze shifts 1 square. awaken. A dying creature is considered stable while Torhana
Slippery Phasing (while the spirit ooze has phasing) possesses its body. Healing the possessed creature deals
The spirit ooze gains a +2 bonus to AC and Reflex. damage to Torhana equal to the hit points regained.
Alignment Unaligned Languages — ) Melee and ranged attacks can target Torhana only. Close and
Skills Stealth +21 area attacks target both the possessed creature and Torhana.
Str 16 (+11) Dex 26 (+16) Wis 15 (+10) ) Torhana can leave a possessed body as a minor action. When
Con 17 (+11) Int 2 (+4) Cha 11 (+8) she does so, she resumes spirit form and the body falls prone in
the square Torhana occupies.
) Once Torhana leaves a body, she cannot possess that body
Torhana drifts about in combat, making spirit touch again until the end of the encounter.
attacks when she can. She moves to possess dead or Vulnerable to Sunlight
unconscious characters as they become available. If Torhana starts her turn in direct sunlight, she is dazed and
cannot use possess body until the end of her turn.
Illumination: Light leaking through the translu- Str 6 (+4 or +11) Dex 18 (+10) Wis 10 (+6)
cent wall dimly illuminates the chamber. Con 16 (+9) Int 10 (+6) Cha 22 (+12)
Entry Shaft: The light-colored circle represents a
10-foot-diameter hole in the ceiling beneath the valve one of the crates holds the expedition’s remaining
that the characters opened in the previous encounter. funds: two level-15 treasure parcels.
Ceiling: The ceiling is roughly 15 feet high.
Obelisks: The obelisks block line of sight. They Conclusion
extend from floor to ceiling. An obelisk can be The characters have discovered the horrible truth of
climbed with a DC 23 Athletics check. what happened to Torhana’s expedition: The Body
Cracks: Squares containing cracks that radiate Luminous is a death trap.
from the skeleton are difficult terrain. If you want to expand this adventure, you can con-
Translucent Wall: Any living creature that nect the mysterious body to a future catastrophe in
touches the eastern wall is restrained (save ends). First your campaign world. An entire campaign arc could
Failed Saving Throw: The creature is restrained and be devoted to learning the secrets that Torhana failed
knocked unconscious (save ends both). Second Failed to find, or finding a way to see the visions that she
Saving Throw: The creature is petrified as a crystalline saw without being destroyed by the deadly walls. The
mineral and fuses to the wall (no save). final event of the campaign might be the characters’
Crates: The crates contain foodstuffs, rope, water, desperate attempt to prevent the foreseen apocalypse
and other gear, all magically preserved. A chest in from occurring.
99
THE MOUNTAIN BUILDER’S BARROW
An adventure area for five 25th-level adventurers Environment
Tziphal the Mountain Builder, primordial of folding The characters might come through Tholundru’s
earth, petrification, and volcanoes, nearly met his end planar gates, or they might arrive at the barrow by
in the Dawn War. The gods covered what remained other means. The barrow lies among three earth-
of his body in stones from Celestia and mortared motes that form a cluster of mountains around its
them with astral earth and divine blood. They wove protective orb.
elemental forces to lift the burial site aloft and shroud As the PCs approach the barrow, read:
it deep within the Elemental Chaos. Tziphal has lain Three masses of earth form a cluster of mountains, down
in stasis ever since. which flow three great streams: one of mud, one of lava,
and one of semiliquid salt. Resting in a gap between them
Background is a marble platform supported by four columns. Several
Arcana or Religion DC 27: The body of Tziphal statues protrude from its top, some continuations of the
the Mountain Builder rests in a barrow raised by dei- support pillars. The statues surround a great pile of stones.
ties who defeated him during the Dawn War. Tziphal
created most species that have the power of petri- Arcana Check
fication—or their ancestors. His cairn attracts such DC 30 You deduce that the barrow is out of temporal
creatures, as well as other beings of earth and stone. alignment with its surroundings, and that some nearby
Arcana or Religion DC 32: A malformed stone object is responsible for keeping it so.
giant runecarver named Tholundru has spent years Lava: A river of lava flows down one of the moun-
scouring the planes for a way to awaken Tziphal. In tain slopes. The lava pours through a gap between the
so doing, he has discovered secrets of the primordials. mountains and rains through the Elemental Chaos.
He has called and created primeval forces to aid him. Mud: Smothering mud slides down one of the
slopes. It oozes through a gap between the moun-
Hook: Prevent Tziphal’s tains, then slowly solidifies as it drops through the
Reanimation Elemental Chaos.
Salt: A stream of barely liquid, moisture-sucking
The Mountain Builder’s barrow drew Tholundru to salt runs down one of the slopes before dispersing
it long ago. Since then, with religious fervor, he has into the Elemental Chaos.
sought the means to revive the primordial. In the Time-Displaced Barrow: The barrow is visible,
process, Tholundru has awakened monstrosities from but it is displaced in time from the rest of the area,
the Dawn War, including retrievers and a primordial existing just seconds behind the present. This dis-
colossus. Tholundru set the colossus to guard the placement prevents visitors from meddling with the
barrow against heretics and dispatched the retrievers barrow. A creature can gain access only by retrieving
to bring him materials for the reanimation ritual. and using a special key, which is in the hands of a pri-
The retrievers encounter the characters on one mordial colossus standing in the lava river.
such mission. Upon investigation, the characters
learn that more retrievers have been stealing compo-
nents for an especially powerful reanimation ritual. Area 1: The Slopes
Along with Tziphal cultists, goaded by Tholundru, Rivers of lava, salt, and mud flow down the slopes
they have also kidnapped or killed servants of deities. into a vale whose bottom opens to the limitless
The party might find Tholundru’s planar gate at a Elemental Chaos. From there, the streams plummet
cult site or track a retriever to the gate. downward until they are lost to sight. Characters who
Quest XP: If the characters stop Tholundru from approach the slopes or the barrow must first defeat
performing the reanimation ritual, they earn a major guardians that respond to the presence of intruders.
quest reward of 35,000 XP. Tactical Encounter: “The Slopes,” page 102.
101
ENCOUNTER: THE SLOPES
Encounter Level 26 (47,500 XP) The monsters attack as soon as the characters draw
close to them or attack them.
Setup
1 primordial colossus (P) Tactics
1 retriever (R) The monsters do what they can to hurl the characters
6 Tziphal xorns (X) into the lava. The retriever opens with its eye rays and
then uses retrieve to carry enemies to the lava and
The servants of Tziphal protect his tomb from crea- drop them in. The Tziphal xorns rely on erupt to push
tures he does not favor. Using the key it keeps gripped foes headfirst into the stream.
in its left hand, the colossus can bring the barrow
back into temporal harmony with the surrounding Features of the Area
area. Tholundru has ordered the colossus to grant Illumination: Glowing lava and daylight brightly
entry only to him and other followers of Tziphal. illuminate the area.
If the characters try to climb the pillars or land Slopes: The slopes are difficult terrain for crea-
on or otherwise interact with the barrow and its tures moving up them. A creature knocked prone on
platform before activating the key, they simply pass a slope slides 1d4 squares on the scree. Forced move-
through as if the object were not there. ment down the slope increases by 2 squares.
When the PCs draw near enough to the slopes to Lava River: A creature that starts its turn adjacent
make out details, read: to lava takes 1d10 fire damage. One that enters lava
An enormous humanoid form stands next to the lava that or starts its turn in it takes 5d10 fire damage. The
flows down one of the trio of earthmotes.
Primordial Colossus (P) Level 28 Elite Brute
Do not place the retriever until the characters notice Huge elemental animate (construct) XP 26,000
it. The xorns do not appear until they burrow up from Initiative +21 Senses Perception +22
below and attack. Elemental Presence (Acid, Cold, Fire, Lightning, Thunder) aura
5; each creature that starts its turn within the aura takes 15
Arcana Check acid, cold, fire, lightning, and thunder damage.
DC 31 The form near the lava is a construct with an aura HP 640; Bloodied 320
of elemental power. The lava does not appear to harm it. AC 40; Fortitude 44, Reflex 37, Will 38
Immune disease, fear, poison, sleep; Resist 15 variable (3/
Perception Check encounter)
Saving Throws +2
DC 31 A huge creature like a metallic spider lurks amid
Speed 10
tumbled rocks near the lava river. Its gemlike eyes blaze Action Points 1
with elemental power. m Slam (standard; at-will)
+29 vs. AC; 3d10 + 14 damage.
c Colossal Slam (standard; at-will) ) Acid, Cold, Fire, Lightning,
Thunder
Close blast 3; +29 vs. AC; 3d10 + 14 damage, and the
primordial colossus can make a secondary attack. Secondary
Attack: Close blast 3; +28 vs. Fortitude; 3d8 acid, cold, fire,
lightning, and thunder damage, and the target is knocked prone.
M Reactive Kick (immediate reaction, when an enemy moves
adjacent to the primordial colossus; recharges when first
bloodied) ) Acid, Cold, Fire, Lightning, Thunder
Targets the triggering creature; +30 vs. Fortitude; 3d8 + 7 acid,
cold, fire, lightning, and thunder damage, and the target is
pushed 4 squares and knocked prone.
R Primordial Stone (standard; at-will) ) Acid, Cold, Fire,
Lightning, Thunder
Ranged 20; +29 vs. Reflex; 3d6 + 14 damage, and the
primordial colossus can make a secondary attack that is a burst
5 centered on the target. Secondary Attack: +28 vs. Fortitude;
3d8 acid, cold, fire, lightning, and thunder damage, and the
secondary target is knocked prone.
Alignment Unaligned Languages —
Str 38 (+28) Dex 25 (+21) Wis 27 (+22)
Con 30 (+24) Int 3 (+10) Cha 15 (+16)
102
current slides creatures 3 squares toward the opening
E N CO U N T E R : T H E S LO P E S
Retriever (R) Level 27 Soldier
at the bottom of the vale. Lava rivers are 20 feet deep Huge elemental animate XP 11,000
and require a DC 24 Athletics check to swim. Initiative +24 Senses Perception +20; darkvision,
A creature that falls in the river and is swept to its truesight 10
end is engulfed by a swirling cataract of lava before HP 248; Bloodied 124
AC 43; Fortitude 39, Reflex 40, Will 38
dropping through the gap. In addition to the damage
Immune charm, fear; Resist 5 to all damage
from immersion in the lava, the creature takes 5d10 Speed 8
damage from the violent churning as the river spills m Claws (standard; at-will)
into the Elemental Chaos. A mile below the earth- Reach 3; +34 vs. AC; 2d8 + 8 damage.
mote stretches a rocky badlands; any creature that m Retrieve (standard; usable only while the retriever does not
cannot fly or otherwise stop its fall is in grave danger. have a creature grabbed; at-will)
Reach 3; +30 vs. Fortitude; 2d8 + 8 damage, and the target
Conclusion is grabbed. The retriever can move a creature it has grabbed
without making a Strength attack.
Defeating the colossus causes it to release the key, R Eye Rays (standard; one ray recharges each round—roll a d4 to
made of polished black obsidian. determine which) ) Acid, Cold, Fire, Thunder
The retriever fires all the rays as a single standard action, but
When the PCs defeat the colossus, read: each must target a diff erent creature: ranged 10; +32 vs. Reflex.
The colossus shudders and cracks apart, its chunks falling 1—Acid Ray: 2d10 + 9 acid damage, and the target is blinded
in a heap. Its clenched left hand breaks apart, and from the (save ends).
2—Cold Ray: 2d10 + 9 cold damage, and the target is
shattered grip drops a massive obsidian object shaped like a
immobilized (save ends).
skeleton key. 3—Fire Ray: 2d10 + 9 fire damage, and ongoing 15 fire damage
(save ends).
To gain access to the barrow, the characters need to 4—Thunder Ray: 2d10 + 9 thunder damage, and the target is
retrieve the key. If the key fell into the lava, a char- stunned (save ends).
acter might have to scoop it out, use the mage hand Self-Repair (standard; recharges when first bloodied) ) Healing
power to grab it, or find some other means of obtain- The retriever regains 20 hit points and gains a +4 bonus to AC
ing the key. until the start of its next turn.
Once the key is retrieved, a character must make Unerring Accuracy (standard; daily) ) Teleportation
The retriever senses the general location of the target or nearest
a DC 30 Arcana check to activate it. Doing so causes
creature of the type it was commanded to locate. The retriever
the barrow to snap back into temporal alignment. teleports to a space that is within 10 squares of the target. The
target need not be on the same plane as the retriever when it
When the barrow returns to normal time, read: uses this power.
A crack splits the air. The platform’s shimmering ceases, Alignment Unaligned Languages —
and it becomes more solid-looking. Str 26 (+21) Dex 29 (+22) Wis 25 (+20)
Con 24 (+20) Int 2 (+9) Cha 10 (+13)
The characters can now climb up the columns sup-
porting the platform, fly to its top, or try to jump onto
6 Tziphal Xorns (X) Level 25 Minion Skirmisher
it from the slopes. Medium elemental magical beast (earth) XP 1,750 each
Initiative +21 Senses Perception +20;
all-around vision, darkvision
MUD AND SALT HP 1; a missed attack never damages a minion.
Though not shown on the tactical map, the fight could AC 38; Fortitude 38, Reflex 36, Will 37
potentially move to one or both of the other slopes, Immune fire, poison
including the elemental rivers flowing down them. Speed 5, burrow 5; see also earth glide
m Triple Claw (standard; at-will)
River of Mud: Moving through the thick mud is
One, two, or three targets; +29 vs. AC; 9 damage.
difficult and exhausting. Swimming requires a DC 28 M Erupt (standard; encounter)
Athletics check, and the DC of Endurance checks to avoid The Tziphal xorn burrows its speed and attacks a nonflying
drowning increases by 4. The viscous flow is difficult ter- enemy whose space it passes under: +28 vs. Fortitude; 15
rain for swimmers. A creature that is immersed in mud damage, and the target is pushed 4 squares and knocked prone.
and then leaves the river is slowed by the sludge (save Earth Glide
ends). The mud has a downslope current of 3 squares. A Tziphal xorn can burrow through lava and stone as if it were
loose earth.
River of Salt: The semiliquid salt forms a dense slurry
Retreat (immediate reaction, when missed by a melee attack;
that is almost impossible to swim in, requiring a DC 32 at-will)
Athletics check. It is difficult terrain for swimmers, and The Tziphal xorn burrows its speed.
the DC for Endurance checks to avoid drowning increases Alignment Chaotic evil Languages Common, Primordial
by 6. The salt leaches moisture from flesh, blinding any Str 27 (+20) Dex 24 (+19) Wis 26 (+20)
creature immersed in it; the creature remains blinded Con 28 (+21) Int 10 (+12) Cha 15 (+14)
until the end of its next turn after leaving the river. The
river has a downslope current of 2 squares.
103
ENCOUNTER: THE BARROW
Encounter Level 27 (62,000 XP) 3 Serpent-Twined Statues (S) Level 26 Blaster
Trap XP 9,000 each
104
E N CO U N T E R : T H E B A R R OW
Tholundru (T) Level 28 Elite Controller (Leader)
Large elemental humanoid (earth, giant) XP 26,000
Initiative +17 Senses Perception +23; low-light vision
Hardened Focus aura 5; each of Tholundru’s allies gains a +4
bonus to damage rolls against immobilized enemies within the
aura. Each petrified enemy within the aura loses all resistances
and gains vulnerable 5 to all damage.
HP 514; Bloodied 257
AC 42; Fortitude 41, Reflex 36, Will 41
Immune petrification
Saving Throws +2
Speed 8 (earth walk)
Action Points 1
m Enruned War Pick (standard; at-will) ) Weapon
Reach 2; +33 vs. AC; 2d10 + 11 damage (crit 3d10 + 22), and
the target is slowed (save ends).
M Double Attack (standard; at-will)
Tholundru makes two enruned war pick attacks.
A Rune of Stony Sleep (standard; recharge ⚄ ⚅) ) Zone thundering echo. While those powers recharge, Thol-
Area burst 1 within 10; +31 vs. Fortitude; 3d8 + 7 damage, and undru swings his enruned war pick. He focuses attacks
the target is slowed (save ends). First Failed Saving Throw: The
on slowed characters to immobilize them, allowing
target is petrified (save ends). Effect: The burst creates a zone
of magical runes that lasts until the end of the encounter. Each
his allies to take advantage of the attack bonus con-
enemy that starts its turn within the zone takes a –2 penalty to ferred by his aura.
saving throws against immobilizing or slowing eff ects. Neither Tholundru nor the gorgon is affected by
A Rune of Thundering Echo (standard; recharge ⚃ ⚄ ⚅) ) the statues’ petrification, so they might try to maneu-
Thunder ver enemies into range of the traps.
Area burst 1 within 20; +31 vs. Fortitude; 3d8 + 9 thunder
damage. A slowed or immobilized target also takes ongoing 10
thunder damage (save ends). Features of the Area
Grasping Stone Illumination: Glowing lava and daylight brightly
When Tholundru hits a slowed creature with an attack that illuminate the area.
would cause the creature to become slowed, that creature is
Cairn: The pile of stones slopes up from the center
instead immobilized (save ends).
Stone Bones (immediate interrupt, when Tholundru is hit by an
of the dais to 15 feet at its apex. It is difficult terrain.
attack; not usable while bloodied; at-will) Any creature on the cairn takes a –2 penalty to saving
Tholundru gains resist 5 to all damage against the triggering throws against fire and petrification effects.
attack. Columns: Each smooth, carved support column is
Stone from Air (minor; recharges when first bloodied) between 30 and 100 feet tall, depending on its posi-
Tholundru calls four shardstorm vortex whirlwinds to his aid. tion on the slopes. Its polished surface requires a DC
Each appears in an unoccupied square within 15 squares of
25 Athletics check to climb.
Tholundru and acts immediately after Tholundru’s initiative
count. The shardstorm vortex whirlwinds remain until killed,
Platform Edges: A creature falling from the plat-
until dismissed by Tholundru as a free action, or until the end form plummets 30 to 100 feet to the slopes or into
of the encounter. Characters do not gain experience points for lava, mud, or salt (see the previous encounter).
killing the shardstorm vortex whirlwinds. Steps: Shallow steps lead up from the edge of the
Alignment Evil Languages Common, Giant, Primordial platform.
Skills Arcana +25, Athletics +27, Stealth +22 Serpent-Twined Statues: Three of the four
Str 27 (+22) Dex 17 (+17) Wis 28 (+23)
Medium statues house traps, as described above. The
Con 25 (+21) Int 23 (+20) Cha 20 (+19)
Equipment enruned war pick
fourth is an ordinary stone statue (AC5; Reflex 5, For-
titude 10; hp 50). All statues are blocking terrain.
Tactics Conclusion
The quake gorgon uses its temblor aura to keep the char-
acters away from Tholundru and gores them while the The characters find the reagents Tholundru has
stone giant uses area and ranged powers. It conserves gathered for his ritual. Depending on your campaign
eruption breath for bunched enemies and uses grounding plans, they might also discover prisoners Tholundru
glare to pull flying creatures into its reach. intended to sacrifice. You could expand the adven-
Tholundru uses stone from air to place shardstorm ture by adding a group of cultists who arrive too late
vortex whirlwinds between himself and the char- to aid in the ritual. You might also devise a way for
acters, spacing the whirlwinds to foil area or close the heroes to lay Tziphal to rest for good, leading
attacks. Then he hurls rune of stony sleep at the party to further quests and a return to the Barrow of the
and spends an action point to follow up with rune of Mountain Builder.
105
CHAPTER 4
4
The dreaded Abyss is a wound in reality, a
diseased abscess in the Elemental Chaos synonymous
with horror. Adventurers are sorely tested in the
Abyss, braving its depths only after their other
options are exhausted. Few willingly enter, fewer
return, and still fewer emerge unbroken.
More than a place, the Abyss is a presence—a death
urge that would consume all existence if it were left
unchecked. It is entropy unleashed, hunger eternal,
hatred and rage unquenchable. The Abyss is not
merely the source of great evils, it is evil without end.
The Abyss is both a part of the Elemental Chaos
and a separate plane. It festers in the lower reaches of
the Plane Below, a maw capable of swallowing entire
worlds. It is bounded horizontally, confined to an
ever-narrowing, swirling pit of entropy and chaos, but
if the Abyss has a bottom, no one has reached it and
returned.
The layers of the plane might be infinite. Each
known one is a realm that has its own inhabitants,
its own terrain, and its own nature. This chapter
presents an overview of the pit, divided into the
following topics.
) The Deepest Depths: How the Abyss and some
of its layers function, and what traits they display,
plus a discussion of means for traveling to and
about the plane.
) Abyssal Campaign Arcs: A pair of suggestions
for involving paragon and epic characters in the
workings and the treachery of the Abyss.
) Abyssal Adventures: Sample adventure hooks
and quests involving demons and the plane that
spawns them.
) Skill Challenges in the Abyss: Four skill
challenges that could occur nowhere else.
) Abyssal Locations: A few prominent fiendish
sites with suggested encounter groups and
environmental features.
JASON A . ENGLE
A B Y S S A L C A M PA I G N A R C S
to the Abyss, this time to Thanatos, where they must willing—and able—to take on a demon lord. Convinc-
acquire the Helms using stealth and deception. Finally, ing others to join the mission is easier than the heroes
the characters return to the world and fight their way might imagine: Rulers, gods, and rival demon lords
to Malikith’s headquarters. Although they defeat the all seek the defeat of Demogorgon. While gathering
cult and send its plans crashing down, Graz’zt or one companions, the characters must survive continuing
of his disciples will surely remember this slight. assaults by ever more powerful soldiers of the Prince
of Demons. The attacks culminate when the exarch
Epic Tier: Kazuul (Monster Manual 2, page 46) and an army
of demons invade the natural world to lay waste to
The Conquering Demon everything the characters hold dear.
A powerful cult of Baphomet (Manual of the Planes, Eventually the characters confront or outmaneu-
page 118) has conquered one of the Elemental Cha- ver Jett and learn of Dagon’s influence. They might
os’s few genasi trading cities. The populace is dead decide that removing the Lord of Depths would help
or fled—both the minotaur cultists and Baphomet their cause immeasurably. The climax of the cam-
are bloodthirsty ravagers. One of the refugee genasi paign is a showdown: the characters and their allies
approaches the characters and asks them to free on one side, and one or both demon lords and their
the city. forces on the other. If the heroes can’t kill one or both
The minotaurs are strong but not overly bright. A of the demon princes, they can still claim a major vic-
party that employs finesse can overcome them with tory by substantially weakening them.
relative ease. While liberating the city, the characters
encounter at least one living genasi, a former council
member named Jett. He accompanies the characters LOW LEVEL, HIGH DANGER
as they free the city, watches them defeat the mino- The sample campaign arcs presented here involve the
taur leader, and willingly offers whatever aid and paragon and epic tiers. Characters at the heroic tier
information he can. simply aren’t tough enough to survive extended forays
Jett is actually a covert priest of Dagon (Monster into the Abyss or the prolonged attentions of its inhab-
Manual 2, page 45) who hopes to expand the demon’s itants. Nevertheless, you can still introduce abyssal
influence to other cities, using swifter methods than influences into heroic tier adventures or campaigns.
those employed to take Gloamnull (page 74). He The simplest means of doing so is to pit the characters
had manipulated the Baphomet cultists into openly against the cultists of a demon lord. Since foolish or mad
attacking the city so he could sweep in, with the aid individuals of all levels might turn to worship of such vile
of a few dark allies, and “rescue” it. His plans stymied beings, you can design these opponents to suitably chal-
for now, he cozies up to the heroes to gather more lenge the party’s abilities. Such organizations also allow
information about them. you to foreshadow the appearance of more powerful
While the characters undertake other adventures, abyssal entities in the campaign at higher levels.
Jett contemplates what to do about his recently over- Perhaps your heroic tier characters are already in
turned plans. In the end, he forsakes subtlety and the Elemental Chaos when a demonic force launches
reconquers the city with a force of demons supplied an attack. They might be inhabitants of or visitors to a
by Dagon’s ally, Demogorgon (Monster Manual 2, page major community of the Plane Below, such as a githzerai
42). The characters uncover Jett’s ruse and return to monastery or a genasi or efreet trading post. The charac-
free the place again. They also learn that he hopes to ters aren’t yet powerful enough to stand on the front line
use the genasi city as a beachhead for fiendish forces against the demon hordes, but they can still contribute
to conquer other important locations in the Elemen- to the battle in important ways. For example, they can
tal Chaos. The ultimate goal is to build an army of protect and evacuate some of the population, fight lone
slaves, march into the Abyss, and conquer the rivals demonic scouts that penetrate the settlement, or patrol
of Dagon and Demogorgon. the streets against looters or other scum that would take
By defeating Jett, the characters have person- advantage of the turmoil. This activity in turn brings the
ally angered the Prince of Demons. Demogorgon party to the attention of more influential patrons—and
launches a series of fiendish attacks against them, more dangerous enemies.
culminating in a strike by his exarch Thrarak (Mon- The influence of the Abyss occasionally bleeds into
ster Manual 2, page 47). The steadily escalating the world for a short time through a planar breach. If the
attacks, punctuated with a pointed declaration by one characters aren’t tough enough to handle a sojourn in the
of Demogorgon’s servants, send a clear signal that Abyss, you can bring the Abyss to them. A small region
the two-headed fiend has no intention of letting the that has been corrupted and twisted into a reflection
matter drop. For the characters to survive, the Prince of the darkest pits makes an interesting and terrifying
of Demons must die. glimpse of the campaign’s future.
A B Y S S A L A DV E N T U R E S
ghost, they earn a minor quest reward of 3,200 XP.
Quest XP: If the characters manage to rediscover
the old ritual, they earn a major quest reward of
16,000 XP.
A B Y S S A L LO C AT I O N S
ible from the uppermost reaches of the bastion, is a
shining and treeless oasis. The entire site is a vast,
unmoving demon called Asag. This strange being
engulfs any creature that attempts to gain refresh-
ment from its sparkling but poisoned waters. Even
those who choose to circumvent the terrible place
might be ambushed—several solamiths and barlguras
dwell within burrows dug into Asag’s massive body.
Hesaxath’s Lair: The seemingly endless gorge
that Mal Arundak overlooks is home to a deadly hive
of chasmes (Manual of the Planes, page 121). These
monsters serve an undead dragon named Hesaxath,
who is covertly building a power base in the hope of
becoming the Abyss’s next demon lord. Hesaxath’s
lair reeks of sulfur and death. Its chambers are filled
with the dragon’s vast hoard, including one artifact—a
seer’s stone supposedly created by Ioun.
Adventures
Mal Arundak is an excellent way to introduce a cam-
paign set in the Abyss. Although the fortress seems a
refuge of normalcy amid the chaos, it is soon revealed
as another instance of demonic terror.
Getting into Mal Arundak is difficult enough. The
tougher challenge is dealing with delusional angels
that can turn on the characters at a moment’s notice.
The heroes must walk a fine line—encouraging
their hosts’ desire to help servants of the gods while
quieting the dark corruption that has stained their
essence. A truly epic task could be finding a way to Level 11 Encounter (XP 3,450)
redeem Alusiel and the others, perhaps by retrieving ) 3 barlguras (level 8 brute, MM 53)
the Ebon Stone. ) 2 canoloths (level 7 soldier, Manual of the Planes
120)
Environmental Features ) 2 evistros (level 6 brute, MM 54)
Asag Black Grass: Although the area of Asag is ) 2 neldrazus (level 8 lurker, Monster Manual 2 56)
treeless, black grass appears to grow from its surface. ) 2 runespiral demons (level 5 artillery, Monster
In truth, the stalks are the demon’s appendages. Manual 2 59)
Resembling cilia, the tendrils grab at anything in
reach. Any nondemon that falls prone in a square of Level 14 Encounter (XP 5,200)
Asag black grass must make a DC 20 Strength check ) 4 corrupted angels of protection* (level 14 soldier,
to stand up. Each creature that is prone in a square MM 15)
of Asag black grass at the end of its turn takes 10 acid ) 1 corrupted angel of valor* (level 15 skirmisher,
damage. MM 14)
Screaming Winds: The areas around the Bastion * To reflect these angels’ corruption, change their
of Confusion are immense and lifeless wastelands. origin to elemental, add the demon keyword, and
Winds blow strongly over the dusty plains, howling give them resist 10 variable (2/encounter).
with anguished cries. Dangerous whirlwinds (Dun-
geon Master’s Guide, page 69) often arise. Level 15 Encounter (XP 6,200)
) 2 boneclaws (level 14 soldier, MM 37)
Encounter Groups ) 3 chasmes (level 14 skirmisher, Manual of the
The following encounter groups fit the strange hap- Planes 121)
penings of Mal Arundak. ) 1 immolith (level 15 controller, MM 56)
F R A N Z VO H W I N K E L
A B Y S S A L LO C AT I O N S
proclaimed king of a small city-state whose name has
been lost to history—as have the details of the sins of
hubris that caused his soul to wind up here. Cullis’s
mind snapped long ago, and he lords over this stink-
ing hovel-town as if it were an opulent empire.
Thullgrime’s citizens grudgingly do Cullis’s bid-
ding—strapping on rusted weapons to go on patrol,
shuffling soiled scraps and calling it paperwork, and
shambling about on so-called state business. They
obey mainly because they fear Cullis’s punishment,
meted out by a dire creature called the Grollog. This
being might have once been an earth-based elemen-
tal that was corrupted by Juiblex’s influence. Now, it
is a huge, amorphous beast with a great, sucking maw
and dripping pits for eyes. It can merge with other
oozy material and travel throughout Molor, moving
through the floors, walls, or ceilings with only a
ripple to denote its passing. The Grollog is somewhat
intelligent and can communicate in broken Abyssal
and Common. Why it obeys Cullis is anyone’s guess;
most denizens suspect Juiblex’s influence.
Adventures
Molor does not welcome visitors. Those who are
knowledgeable about the place avoid it unless no
other option exists. The characters might need to
speak with a person or a creature in Thullgrime, or
they might track a dangerous cult of Juiblex to a base
here. They might wind up in the Stinking Realm by
accident, perhaps crossing over from the winding Encounter Groups
sewers of a major and magic-rife city in the world, Oozes and slimes dwell in Molor, as do creatures of
or they could be forced to pass through on their way filth and a plethora of demons.
elsewhere.
Level 5 Encounter (XP 1,000)
Environmental Features ) 1 gelatinous cube (level 5 elite brute, MM 202)
The ever-present, slippery muck makes all but a few ) 3 wights (level 5 skirmisher, MM 262)
of Molor’s surfaces difficult terrain.
Cave Slime: Cave slime (Dungeon Master’s Guide, Level 9 Encounter (XP 2,250)
page 67), or its abyssal equivalent, coats many sur- ) 1 black pudding (level 8 elite brute, Monster
faces in Molor. Manual 2 172)
Cloudspore: These mushrooms (Dungeon Master’s ) 2 carrion crawlers (level 7 controller, MM 40)
Guide, page 67) grow among stands of other fungi. ) 1 gorgon mud hazard (level 8 obstacle, page 18)
Demon Slick: This oily black slime (page 14) is ) 2 otyughs (level 7 soldier, MM 211)
difficult to discern from the surrounding filth.
Grasping Slime: Molor’s muck is a perfect loca- Level 17 Encounter (XP 9,000)
tion for this feature (Dungeon Master’s Guide, page 68). ) 2 abyssal ghouls (level 16 skirmisher, MM 118)
Infectious Pallor: Endemic to Molor, this terrain ) 2 abyssal ghoul hungerers (level 18 minion,
(page 16) harbors horrifically wasting diseases such MM 119)
as slimy doom (Dungeon Master’s Guide, page 50). ) 1 acid transformation field hazard* (level 18
Sacred Circle: A few circles (Dungeon Master’s obstacle, page 21)
Guide, page 68) dedicated to Juiblex exist throughout ) 1 enormous carrion crawler (level 17 elite control-
the realm. ler, MM 40)
Slides: Many steep areas and sluices of Molor * This functions like an elemental transformation
function as slides (Dungeon Master’s Guide, page 68). field, but the damage type and transformation are
acid instead of fire.
JIM NELSON
Rust, Shifting: In areas, the rust layer is soft, like ) 1 iron golem juggernaut (level 26 elite soldier,
fine sand, forming difficult terrain. A few of these Monster Manual 2 135)
A B Y S S A L LO C AT I O N S
of marilith sisters, command this group. Vrocks and Escaping a demon horde or outrunning the ponder-
mezzodemons flock to their banner, sharing their ous mass of Rajzak can be challenge enough, but
fierce, tactical, and heartless approach to surviving anyone trapped in the Spires of Rajzak seeks escape
and mastering the Spires. Surprisingly clear-headed above all. Several means are available, but all are
for demons, Vestra and Volauk realize that survival dangerous or elusive in nature. Finding the Greenfire
in the Spires requires teamwork. They are less spend- Doorway is a fool’s errand, though many sorry crea-
thrift with the lives of their underlings than other tures eking out an existence in the Spires are happy
demons. They are also more open to parley than to sell a “genuine” map to the demongate. (These
others, though they negotiate typically as a pretense wretches have plenty of inventive excuses for why
to learn the weakness of potential prey. they haven’t used the map to get out.) Still, the place
Unlike many of the demons in the Spires, the sis- might exist and could permit release.
ters are not exiles but travel the area in the service of The githzerai in the Bastion of Hate might offer
Graz’zt. If they know Graz’zt’s plan for the Thousand the best way to escape the Spires—they clearly have a
Swords, the sisters do not speak of it. One rumor means of exit. The characters would have to win the
claims that the Dark Prince is training a special force, trust of those suspicious people, however.
and that he has designs on controlling the Spires and
making this the fourth layer in his empire.
Environmental Features
False Gates: A number of false demongates stand
Major Areas amid the stone arches. They are teleporters (Dungeon
For the most part, the Spires of Rajzak are a monot- Master’s Guide, page 69) that only send unfortunates
ony of black dust, teetering rock formations, and even deeper into the Spires.
deadly bottleneck canyons that make ideal ambush Loadstone: Many of the protruding rocks and jags
sites. A few areas break this uniformity. throughout the Spires consist of this peculiar sub-
The Bastion of Hate: Carved into a mountain- stance (Dungeon Master’s Guide, page 68).
side by an unknown architect eons ago, the Bastion Primordial Fonts: These pools of chaotic energy
of Hate is one of the few permanent structures in (page 17) bubble up throughout the area.
the Spires of Rajzak. It hums with arcane energy
and is impervious to even Rajzak’s predations. These
features make the fortress a highly desirable base Encounter Groups
of operations for the hordes that haunt the Spires. Demon hordes predominate in the Spires, but undead
Recently, a powerful group of githzerai has begun to and other creatures can be found on occasion.
explore the Bastion of Hate, perhaps with the aim of
transforming it into a monastery. Level 14 Encounter (XP 5,400)
) 2 immoliths (level 15 controller, MM 56)
The Greenfire Doorway: Among the demon-
) 2 abyssal eviscerators (level 14 brute, Monster
gates that dot the Spires of Rajzak, only one promises
escape: the Greenfire Doorway. It might be no more Manual 2 51)
) 2 skull lords (level 10 artillery, MM 236)
than a myth, but the Doorway fills the hopeful
thoughts of exiles desperate to leave the Spires. Some
theories suggest that it is not a single passage but a Level 16 Encounter (XP 7,600)
) 3 githzerai mindmages (level 14 artillery, Monster
phenomenon that affects one or more of the demon-
gates, wreathing them in a strange green fire when Manual 2 131)
) 1 githzerai zerth (level 13 elite controller, Monster
active.
Sorrow’s Crescent: This massive canyon is some- Manual 2 130)
) 5 githzerai cenobites (level 11 soldier, Monster
times referred to as Rajzak’s Nest, but no evidence
indicates that the massive demon does more than Manual 2 130)
pass through the place. Over 50 miles long and 20
miles across, it is the largest open area in the Spires. Level 17 Encounter (XP 8,000)
) 2 chasmes (level 14 skirmisher, Manual of the
At any given time, at least one demon horde, or
Rajzak, occupies Sorrow’s Crescent. Demons that Planes 121)
) 3 vrocks (level 13 skirmisher, MM 58)
spend more than a few hours here heal all wounds.
) 6 mezzodemons (level 11 soldier, MM 58)
They gain other, random powers when they drink the
inky liquid that rolls down the canyon’s sides.
Creatures of Chaos
5
Even in the wild and seething Elemental
Chaos, life thrives. Such beings appear alien to
creatures of the world, but they are driven by the
same desires and emotions and are just as dangerous
to adventurers as other monsters they are more
familiar with.
A host of creatures native to the ever-shifting
realms of the Plane Below appear in the Monster
Manuals and the Manual of the Planes books. This
chapter expands upon those concepts and adds
new ones to fill your campaign with challenges for
elemental-themed adventures. Though all these
monsters originated in the Elemental Chaos, they are
also found in the mortal world.
In this chapter you will find:
) Abominations: Elemental monstrosities that
continue to war against the gods and their
servants.
) Archons: New archons to serve in primordial
armies.
) Blight-Born Demons: Elemental creatures
tainted and twisted by the influence of the Abyss.
) Eisk Jaats: Beings of elemental cold enslaved by
the frost giants.
) Elementals: More of the wild creatures that
embody all the forces of creation.
) Slaads: More additions to the ever-growing roster
of the chaotic, illogical slaads.
) Masters of the Elements: Legendary and
infamous figures of the Elemental Chaos,
including Ehkahk the Smoldering Duke, the
revered githzerai Liricosa, and the horrifying
Ygorl, ancient slaad lord and champion of entropy.
J U L I E D I L LO N
Mud Archon
Iron Archon Interceptor Tactics Every army needs scouts, ambushers, and assas-
An interceptor chooses a foe and sticks with it. How-
sins. Although mud archons are capable of stand-up
ever, even when focused on a given target, it chooses a
combat, they excel at the stealthy strategies of guer-
position that lets it move to flank, or tempts a marked
rilla warfare.
enemy into drawing an intercepting slash.
ARCHON
Medium elemental humanoid (earth, water) XP 1,000 Medium elemental humanoid (earth, water) XP 2,400
Initiative +16 Senses Perception +11 Initiative +17 Senses Perception +14
HP 112; Bloodied 56 HP 183; Bloodied 91
AC 28; Fortitude 27, Reflex 26, Will 25 AC 33; Fortitude 32, Reflex 31, Will 30
Immune disease, poison Immune disease, poison
Speed 7 (swamp walk); see also sliding mud form Speed 7 (swamp walk); see also mud spray
m Spiked Chain (standard; at-will) ) Weapon m Longsword (standard; at-will) ) Weapon
Reach 2; +19 vs. AC; 2d4 + 6 damage, and the target is knocked +24 vs. AC; 2d8 + 7 damage, and the target is slowed until the
prone. end of the mud archon ambusher’s next turn.
M Shifting Mud (free, when the mud archon skulker moves into an Mud Spray (move; recharge ⚄ ⚅) ) Polymorph
enemy’s space; only while in sliding mud form; at-will) The mud archon ambusher transforms into a spray of mud and
Targets the triggering enemy; +17 vs. Reflex; the target is shifts its speed. During this move, it ignores difficult terrain and
knocked prone and immobilized until the end of the skulker’s can move through enemies’ spaces. At the end of the move, it
next turn. reverts to its normal form. Each enemy adjacent to it at the end
Sliding Mud Form (standard; at-will) ) Polymorph of the move grants combat advantage to the ambusher until the
The mud archon skulker transforms into an oozelike mass of end of the ambusher’s next turn.
mud. While in sliding mud form, the skulker is insubstantial and Splatter (free, when a critical hit is scored against the mud archon
can attempt to become hidden if it has cover or concealment. ambusher or when it is first bloodied; at-will)
While squeezing in this form, it moves at full speed, provokes Mud spray recharges, and the ambusher uses it.
no opportunity attacks for squeezing, and does not take a –5 Combat Advantage
penalty to attack rolls for squeezing. It can shift 4 squares as a A mud archon ambusher deals 2d6 extra damage against any
move action and can move through enemies’ spaces during this creature granting combat advantage to it.
move. it cannot manipulate objects or make attacks except for Alignment Chaotic evil Languages Primordial
its shifting mud power. The mud archon skulker can revert to its Skills Acrobatics +20, Stealth +20
normal form as a minor action. Str 25 (+16) Dex 22 (+15) Wis 20 (+14)
Strike the Fallen Con 23 (+15) Int 15 (+11) Cha 15 (+11)
Whenever a mud archon skulker hits a prone enemy with a Equipment: scale armor, 2 longswords
melee attack, it deals 2d8 extra damage.
Alignment Chaotic evil Languages Primordial
Skills Acrobatics +17, Stealth +17
Level 14 Encounter (XP 5,400)
Str 23 (+13) Dex 20 (+12) Wis 18 (+11) ) 2 earth archon ground ragers (level 14 controller,
Con 22 (+13) Int 15 (+9) Cha 13 (+8) Monster Manual 2 14)
Equipment: scale armor, spiked chain ) 1 iron archon crescent blade (level 16 skirmisher)
) 2 iron archon interceptors (level 14 soldier)
Mud Archon Ambusher Tactics
An ambusher uses mud spray as often as possible to Level 18 Encounter (XP 10,400)
) 1 ice archon rimehammer (level 19 soldier, MM 20)
keep in motion and gain combat advantage. It often
) 2 mud archon ambushers (level 19 skirmisher)
uses splatter to move adjacent to its attacker, though it
) 1 storm archon tempest weaver (level 21 artillery,
sometimes exploits the additional movement to deal
with a pesky controller or ranged combatant. Monster Manual 2 17)
Encounter
Groups
ZO LTA N B O R OS & G A B O R S Z I K S Z A I
131
Dust Demon Level 15 Elite Controller
DEMON, BLIGHT-BORN Large elemental magical beast (air, demon) XP 2,400
Initiative +14 Senses Perception +12; darkvision
Buff eting Winds aura 5; each creature in the aura takes a –2
FROM THE MOMENT THAT THE FESTERING CYST of the penalty to attack rolls with ranged and area attacks.
Abyss was formed, horrors unimaginable came into HP 296; Bloodied 148
existence. Demons slouched from that tainted womb, AC 29; Fortitude 27, Reflex 29, Will 25
and its corruption twisted primordials into demon Resist 10 variable (3/encounter), half damage from melee and
princes. But other inhabitants of the Elemental Chaos ranged attacks; Vulnerable 10 against close and area attacks
Saving Throws +2
were also poisoned by utter evil. Djinns and efreets,
Speed fly 10 (hover)
archons and elementals, even slaads were caught in Action Points 1
the horrific and unholy emanations. Like the demon m Wind and Thunder (standard; at-will) ) Thunder
lords, these creatures were either transformed into Reach 2; +19 vs. Fortitude; 1d8 + 7 damage plus 1d8 thunder
their vile forms at the creation of the Abyss or are damage, and the dust demon slides the target 3 squares. The
descendants of others who were. dust demon can then shift 1 square or move 3 squares as a free
They are the blight-born, demons of the purest ele- action.
M Whirlwind Sweep (standard; at-will) ) Thunder
ments made anything but pure.
The dust demon moves half its speed and can move through
enemies’ spaces. This movement does not provoke opportunity
Dust Demon attacks. At any point during the move, it makes an attack
against a Large or smaller creature within reach: reach 2; +19 vs.
The aftermath of the Abyss’s creation engulfed a tribe
Reflex; the target is grabbed and pulled into the dust demon’s
of djinns, scouring away portions of their flesh and space. Until the grab ends, the target is dazed and takes ongoing
souls until they were little more than sentient wind and 10 damage and ongoing 5 thunder damage. When the grab
bits of debris. The resulting blight-born demons, known ends, the target shifts to a square of its choice adjacent to the
as dust demons, appear as whirlwinds of dirt, dust, dust demon.
teeth, and broken bone that whip through one another A dust demon can grab one Large creature, two Medium
so that it is impossible to tell where one ends and the creatures, or four Small or smaller creatures, and it can move
normally while it has creatures grabbed.
next begins. Driven insane by their transformation,
Dust Horde (standard; encounter)
dust demons kill and maim out of endless rage directed Five dust wisps appear, each in an unoccupied square within 2
against all creatures that do not suffer as they do. squares of the dust demon. Each wisp takes a move action and
a standard action right away and thereafter acts immediately
Dust Demon Tactics after the dust demon’s initiative count. When a dust wisp is
reduced to 0 hit points, the dust demon that created it takes 5
A dust demon whirls through and around its prey,
damage. Characters do not earn experience points for killing
attempting to catch one or two foes in its whirlwind dust wisps created by this power.
sweep while pummeling the others with basic attacks. Bloodied Winds (when first bloodied by an attack; encounter)
It releases some of its constituent dust wisps to over- The dust demon slides the triggering attacker 4 squares.
whelm a single target that is near death, vulnerable Alignment Chaotic evil Languages Abyssal, Primordial
to damage, or close to a cliff edge or other hazard. If Str 18 (+11) Dex 24 (+14) Wis 20 (+12)
a dust demon is bloodied by an enemy, it releases a Con 20 (+12) Int 14 (+9) Cha 17 (+10)
blast of wind that forces the attacker away.
Dust Wisp Level 15 Minion Controller
Small elemental humanoid (air, demon) XP 300
Dust Demon Lore Initiative +14 Senses Perception +12; darkvision
Arcana DC 18: Dust demons are the result of a Buff eting Winds aura 2; each creature within the aura takes a –2
family of djinns that were partly torn apart by abyssal penalty to attack rolls with ranged and area attacks.
forces; their remains were corrupted into blight-born HP 1; a missed attack never damages a minion.
demons. A dust demon consists of several entities AC 29; Fortitude 27, Reflex 29, Will 25
bound together in its unholy winds, some of which Speed fly 10 (hover)
m Wind and Thunder (standard; at-will) ) Thunder
escape the windstorm in times of stress to wreak indi-
+19 vs. Fortitude; 7 damage plus 4 thunder damage, and the
vidual havoc. dust wisp slides the target 3 squares. The dust wisp can then
Arcana DC 23: Dust demons have no real society. shift 1 square or move 3 squares as a free action.
Their constituent wisps hunger only to shred and Alignment Chaotic evil Languages Abyssal, Primordial
destroy. The souls of creatures that die while swept Str 18 (+11) Dex 24 (+14) Wis 20 (+12)
up in a dust demon plunge into the Abyss, forever to Con 20 (+12) Int 14 (+9) Cha 17 (+10)
suffer as the playthings of demons. But if a dust wisp
could be captured, healed of its madness and taint,
and returned to the dust demon of which it is a part,
the entire djinn tribe would be cleansed—or so the
legend goes.
D E M O N , B L I G H T- B O R N
Soulburner Prolonged exposure to the Abyss normally trans-
forms slaads into void slaads, but those that were
Formerly efreets, ash-wrought soulburners feed on
bathed in energy at the birth of the Abyss were more
the warmth of living beings. Though they burn flesh,
dramatically altered. From those first warped slaads
their feeding drains body heat, leaving behind icy
burst swarms of ravenous parasites combining the
corpses rather than cinders.
worst aspects of slaad tadpoles and demons.
Ash-Wrought Soulburner Level 19 Controller Consumptive Swarm Level 21 Elite Skirmisher
Large elemental humanoid (demon, fire) XP 2,400 Large elemental beast (demon, swarm) XP 6,400
Initiative +15 Senses Perception +13; darkvision Initiative +20 Senses Perception +15; darkvision
HP 178; Bloodied 89 Swarm Attack (Acid) aura 1; each enemy that starts its turn
AC 32; Fortitude 32, Reflex 31, Will 31 within the aura takes 7 acid damage.
Resist 15 fire, 15 variable (2/encounter); Vulnerable cold (an ash- HP 400; Bloodied 200
wrought soulburner that takes cold damage is slowed until the AC 35; Fortitude 33, Reflex 34, Will 30
end of its next turn) Immune disease; Resist 20 variable (3/encounter), half damage
Speed 8, fly 8 (clumsy) from melee and ranged attacks; Vulnerable 15 against close
m Chilling Fist (standard; at-will) ) Cold and area attacks
Reach 2; +24 vs. AC; 3d6 + 8 cold damage. Saving Throws +2
r Soulfire Theft (standard; at-will) ) Cold Speed 6; see also aqueous shift
Ranged 15; +23 vs. Fortitude; 1d10 + 8 cold damage, and the Action Points 1
target takes ongoing 5 cold damage and is slowed (save ends m Swarm of Jaws (standard; at-will) ) Disease
both). When any creature fails a saving throw against this +26 vs. AC; 3d6 + 9 damage, and the swarm makes a secondary
power, the ash-wrought soulburner recharges either burning ash attack against the target. Secondary Attack: +24 vs. Fortitude;
storm or soulfire inferno. the target is exposed to slimy doom (DMG 50).
R Soulfire Inferno (standard; encounter) ) Fire M Ravenous Stampede (standard; at-will) ) Acid, Disease
Ranged 15; +23 vs. Reflex; 2d8 + 7 fire damage, and ongoing 10 The consumptive swarm shifts its speed and makes an attack
fire damage (save ends). against each creature it moves adjacent to during the move: +24
A Burning Ash Storm (standard; encounter) ) Fire, Zone vs. Reflex; 1d6 + 3 damage plus 1d6 + 3 acid damage, and the
Area burst 2 within 15; the burst creates a zone of burning ash swarm makes a secondary attack against the target. Secondary
that lasts until the end of the ash-wrought soulburner’s next Attack: +24 vs. Fortitude; the target is exposed to slimy doom
turn. Any creature that starts its turn within the zone takes 2d6 (DMG 50).
+ 3 fire damage. The zone blocks line of sight. Sustain Minor: C Consumptive Spew (standard; recharges when first bloodied)
The zone persists, and the soulburner can move it 3 squares. ) Acid
Alignment Chaotic evil Languages Abyssal, Primordial Close blast 5; +24 vs. Reflex; 4d6 + 9 acid damage, and ongoing
Skills Intimidate +20 5 acid damage (save ends). Effect: Six consumptive parasites
Str 25 (+16) Dex 22 (+15) Wis 9 (+8) appear, each in an unoccupied square within or adjacent to
Con 18 (+13) Int 11 (+9) Cha 23 (+15) the blast. They act immediately after the consumptive swarm’s
initiative count. Characters do not earn experience points for
killing consumptive parasites created by this power.
Ash-Wrought Soulburner Currents of Chaos (minor; at-will)
Tactics The consumptive swarm shifts 1 square.
The soulburner begins combat with its encounter Aqueous Shift
powers, using burning ash storm to protect itself and A consumptive swarm ignores difficult terrain while shifting.
Alignment Chaotic evil Languages understands Abyssal
gain cover from enemies and soulfire inferno against
Str 18 (+14) Dex 26 (+18) Wis 21 (+15)
a dangerous foe. It then falls back to soulfire theft to Con 24 (+17) Int 3 (+6) Cha 9 (+9)
recharge its more powerful attacks while sustaining
burning ash storm.
Consumptive Parasite Level 16 Minion Skirmisher
Small elemental beast (demon) XP 350
Ash-Wrought Soulburner Lore Initiative +15 Senses Perception +12; darkvision
Arcana DC 22: Ash-wrought soulburners are HP 1; a missed attack never damages a minion.
elemental creatures that were corrupted into blight- AC 30; Fortitude 28, Reflex 29, Will 27
Immune disease; Resist 15 variable (2/encounter)
born demons by the creation of the Abyss. They were
Speed 6; see also chaotic shift
once efreets, but the abyssal taint has caused their m Digestive Bite (standard; encounter) ) Acid
inner fires to go out. Now they must draw heat and +19 vs. Fortitude; 4 acid damage, and the target gains
life energy from other beings to survive. vulnerable 5 acid (save ends).
Arcana DC 27: Ice devils sometimes enslave Chaotic Shift (move; at-will)
ash-wrought soulburners. Their chill nature give The consumptive parasite shifts 2 squares.
the devils a natural advantage over the heat-starved Alignment Chaotic evil Languages understands Abyssal
Str 9 (+7) Dex 24 (+15) Wis 19 (+12)
demons.
Con 21 (+13) Int 3 (+4) Cha 9 (+7)
When blizzard cloak recharges, the mystic uses it, ) 1 frost titan (level 20 elite brute, Monster
unleashes winter’s fury, and starts the tactic all over Manual 2 123)
E L E M E N TA L
Sunsearer Level 15 Artillery
Medium elemental magical beast (fire) XP 1,200 A diamondstorm reaper fearlessly moves around
Initiative +14 Senses Perception +11
the battlefield, counting on its toughness to protect
Dazzling Radiance aura 1; each enemy that starts its turn within
the aura is blinded until the start of its next turn.
it. It starts with diamondstorm to position itself and
HP 116; Bloodied 58 control the flow of battle, triggering its reaping power
AC 27; Fortitude 27, Reflex 29, Will 26 against adjacent enemies that try to get away. Then it
Immune blinded, disease, poison; Resist 10 fire, 10 radiant focuses on pinning its enemies in close combat, using
Speed 2 (clumsy), fly 8 (hover) diamond shred as often as possible to mark two foes or
m Sunstrike (standard; at-will) ) Fire, Radiant pummel a single target to the ground. When blood-
+20 vs. Reflex; 1d6 + 3 fire damage plus 1d6 +3 radiant
ied, it might use diamondstorm to reach the enemy
damage.
r Blinding Ray (standard; at-will) ) Fire, Radiant
that bloodied it.
Ranged 10; +20 vs. Fortitude; 1d6 + 3 fire damage plus 1d6 +3
radiant damage, and the target is blinded (save ends).
A Sunblast (standard; recharge ⚃ ⚄ ⚅, or recharges when the
Caustic Slayer
sunsearer takes fire or radiant damage) ) Fire, Radiant
Fine salt crystals and other caustic minerals form
Area burst 2 within 10; +19 vs. Reflex; 1d8 + 5 fire plus 1d8 + a gritty, malleable body around flexible bones of
5 radiant damage, and the target takes a –2 penalty to attack shifting rock, creating a towering form of streaming
rolls and grants combat advantage (save ends both). Miss: Half particles and writhing limbs. Although the creature
damage. is enormous, its constituent parts are so fine that it
Alignment Unaligned Languages Primordial moves with unexpected ease.
Str 8 (+6) Dex 24 (+14) Wis 18 (+11)
Con 20 (+12) Int 6 (+5) Cha 7 (+5)
Caustic Slayer Level 24 Elite Lurker
Huge elemental magical beast (earth) XP 12,100
Diamondstorm Reaper Initiative +25 Senses Perception +19
The vicious diamondstorm reaper combines the HP 356; Bloodied 173
AC 38; Fortitude 35, Reflex 37, Will 36
strength and sharpness of diamond with the fluidity
Immune disease, poison; Resist 30 acid
of wind. Saving Throws +2
Speed 7 (earth walk), climb 7; see also malleable form
Diamondstorm Reaper Level 20 Soldier Action Points 1
Large elemental magical beast (air, earth) XP 2,800 m Slam (standard; at-will) ) Acid
Initiative +18 Senses Perception +14 Reach 3; +27 vs. Fortitude; 1d10 + 7 damage, and ongoing 10
HP 188; Bloodied 94 acid damage (save ends). If the target cannot see the caustic
AC 36; Fortitude 34, Reflex 32, Will 30 slayer, it instead takes 2d10 + 7 damage, and ongoing 15 acid
Immune disease, poison damage (save ends).
Speed 6 r Eyeburn (standard; at-will) ) Acid
m Slam (standard; at-will) Ranged 20; +27 vs. Reflex; 2d6 + 7 acid damage, and the target
+27 vs. AC; 3d6 + 8 damage (crit 3d6 + 26), and the target is is blinded until the end of the caustic slayer’s next turn.
marked until the end of the diamondstorm reaper’s next turn. M / R Slayer’s Fury (standard; at-will)
M Reaping (immediate interrupt, when a creature marked by the The caustic slayer makes two basic attacks.
reaper moves or shifts out of a square adjacent to it, or makes C Caustic Breath (standard; recharge ⚄ ⚅) ) Acid
an attack that does not include the reaper; at-will) Close blast 5; +26 vs. Fortitude; 2d10 + 7 acid damage, and the
The diamondstorm reaper makes a slam attack against the target takes ongoing 10 acid damage and is slowed (save ends
triggering creature. On a hit, the target’s movement ends. both).
M Diamond Shred (standard; recharge ⚄ ⚅) C Sight-Burning Cloud (standard; recharge ⚄ ⚅) ) Acid, Zone
The diamondstorm reaper makes two slam attacks. If both Close burst 2; the burst creates a zone of corrosive grit centered
attacks hit the same target, that target is also knocked prone on the caustic slayer that lasts until the end of its next turn.
and dazed until the end of the diamondstorm reaper’s next When the slayer moves, the zone moves with it, remaining
turn. centered on it. Any creature that ends its turn within the zone
M Diamondstorm (standard; recharges when first bloodied) takes 20 acid damage and is blinded until the end of its next
The diamondstorm reaper shifts its speed and can move turn. The zone’s area is heavily obscured for all creatures except
through enemies’ spaces. It makes an attack against each the caustic slayer, which treats it as lightly obscured. Sustain
creature whose space it enters: +24 vs. Fortitude; 4d8 + 8 Minor: The zone persists.
damage (crit 4d8 + 32), and the target is marked until the end Malleable Form
of the diamondstorm reaper’s next turn. A caustic slayer can squeeze through spaces as though it were a
Keen Winds Large creature.
A diamondstorm reaper can score a critical hit on a roll of Alignment Unaligned Languages Primordial
19–20. Skills Stealth +26
Alignment Unaligned Languages Primordial Str 23 (+18) Dex 28 (+21) Wis 25 (+19)
Str 26 (+18) Dex 23 (+16) Wis 19 (+14) Con 23 (+18) Int 8 (+11) Cha 8 (+11)
Con 20 (+15) Int 6 (+8) Cha 9 (+9)
Chaos Phage Swarm Reach 2; +18 vs. AC; 2d8 + 5 damage, and the target is exposed
to chaos phage (see below).
These mindless clumps of oversized slaad embryos C Maddening Croak (standard; recharges when first bloodied and
are set loose into the Elemental Chaos to spread again when the green slaad madjack spends an action point) )
Psychic
havoc and produce more of their kind. A chaos phage
Close blast 5; +16 vs. Will; 2d12 + 5 psychic damage, and
swarm attacks recklessly, since in death it infects the madjack slides the target 3 squares and knocks it prone.
even more potential hosts. Until the end of the target’s next turn, the target must take a
standard action to stand up.
Chaos Phage Swarm Level 12 Brute C Maddening Visions (minor 1/round; at-will) ) Charm
Medium elemental beast (swarm) XP 700 Close burst 2; targets one enemy in burst; +16 vs. Will; the
Initiative +10 Senses Perception +9, blindsight 10 target must make a melee at-will attack as a free action against
Swarm Attack (Disease) aura 1; each enemy that starts its turn one of its allies within its reach. The green slaad madjack
within the aura takes 7 damage and is exposed to chaos phage chooses the attack and the target ally.
(see below). C Mind Spasm (immediate reaction, when an enemy moves
HP 151; Bloodied 75; see also death burst adjacent to the green slaad madjack; at-will) ) Psychic
AC 24; Fortitude 26, Reflex 24, Will 23 Close burst 1; +13 vs. Will; 2d6 + 5 psychic damage. If the
Resist half damage from melee and ranged attacks; Vulnerable 10 attack hits the triggering enemy, it is also dazed (save ends).
against close and area attacks Alignment Chaotic evil Languages Common, Primordial
Immune chaos phage Skills Athletics +15, Stealth +13
Speed fly 6 (hover) Str 19 (+10) Dex 14 (+8) Wis 21 (+11)
m A Thousand Tiny Bites (standard; at-will) ) Disease Con 22 (+12) Int 16 (+9) Cha 14 (+8)
+13 vs. Fortitude; 2d10 + 5 damage, and the target is exposed
to chaos phage (see below).
M Swarm Swell (standard; recharge ⚄ ⚅) ) Disease
Green Slaad Madjack Tactics
Reach 2; +13 vs. Fortitude; 2d10 + 5 damage, ongoing 10
A green slaad madjack prefers to stay close to disrupt
damage (save ends), and the target is exposed to chaos phage. its foes with maddening visions, typically starting an
C Death Burst (when reduced to 0 hit points) ) Disease attack by charging. It then uses an action point to
The chaos phage swarm explodes in a burst of diseased matter: let loose its maddening croak, further sowing chaos
Close burst 2; +13 vs. Reflex; ongoing 10 damage (save ends), among its foes and recharging that power. Once
and the target is exposed to chaos phage. bloodied, the madjack teleports away from melee
Alignment Chaotic evil Languages —
when possible to get the most use of its mind spasm
Str 20 (+11) Dex 18 (+10) Wis 16 (+9)
Con 21 (+11) Int 1 (+1) Cha 3 (+2)
and maddening visions powers.
Chaos Phage Level 16 Disease Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower
The target ! Initial Effect: A slaad !" The target takes a –2 penalty to Will. While " Final State: The target dies,
is cured. embryo is implanted in bloodied, the target succumbs to madness and and a slaad tadpole burrows
the target. attacks the nearest creature. out of its skull.
SLAAD
Blue Slaad Digester Level 14 Elite Soldier The gray slaad havoc peppers foes at a distance with
Large elemental humanoid XP 2,000
havoc bolt, trying to draw a retaliatory ranged attack
Initiative +14 Senses Perception +13; low-light vision
HP 332; Bloodied 166
to trigger its fog of chaos power. Most enemies fall
AC 28; Fortitude 27, Reflex 26, Will 26 for this tactic only once; afterward, the gray slaad
Immune chaos phage havoc reshapes the battlefield to its advantage with
Saving Throws +2 reality shift.
Speed 6, teleport 4
Action Points 1
m Grasping Claw (standard; at-will) ) Disease
Red Slaad Juggernaut
Reach 2; +19 vs. AC; 1d8 + 9 damage, and the target is grabbed Taking the red slaads’ propensity for violence to
and exposed to chaos phage (see page 142). The blue slaad extremes, the immense juggernaut is an unstoppable
digester can grab up to two Medium or smaller creatures at once. engine of destruction.
M Acidic Spew (minor; at-will) ) Acid
One creature grabbed by the blue slaad digester gains ongoing
10 acid damage (save ends). Red Slaad Juggernaut Level 15 Elite Soldier
M Caustic Tongue (opportunity, when a creature grabbed by the Huge elemental humanoid XP 2,400
blue slaad digester escapes the grab; at-will) ) Acid Initiative +12 Senses Perception +12; low-light vision
Reach 2; targets the triggering creature; +17 vs. Fortitude; the HP 296; Bloodied 148
target is knocked prone and takes ongoing 10 acid damage AC 32; Fortitude 30, Reflex 25, Will 29
(save ends). Immune chaos phage
M Covetous Claws (standard; at-will) Saving Throws +2
The blue slaad digester makes two grasping claw attacks. Speed 8, teleport 4
C Digestive Spray (minor; recharge ⚅) ) Acid Action Points 1
Close blast 5; +15 vs. Fortitude; 1d8 + 6 damage, and ongoing m Brutal Claw (standard; at-will) ) Disease
10 acid damage (save ends). Reach 3; +21 vs. AC; 2d8 + 6 damage, and the target is knocked
Alignment Chaotic evil Languages Common, Primordial prone and exposed to chaos phage (see page 142).
Str 23 (+13) Dex 20 (+12) Wis 13 (+8) M Rend the Fallen (minor action; at-will)
Con 16 (+10) Int 4 (+4) Cha 20 (+12) Reach 3; targets a prone creature; +21 vs. AC; 2d8 +6 damage.
C Claw Apocalypse (standard; at-will) ) Disease
Close burst 2; +19 vs. AC; 2d8 + 6 damage, and the target is
Gray Slaad Havoc knocked prone and exposed to chaos phage.
These variant gray slaads love to sow confusion in Juggernaut’s Punishment (opportunity, when a creature within 2
squares of the red slaad juggernaut moves or stands up; at-will)
combat by misdirecting enemies’ attacks and scatter-
The red slaad juggernaut makes a melee basic attack against
ing friend and foe alike across the battlefield. the triggering creature.
Alignment Chaotic evil Languages Common, Primordial
Gray Slaad Havoc Level 15 Artillery (Leader) Skills Athletics +18, Stealth +15
Medium elemental humanoid XP 1,200 Str 22 (+13) Dex 16 (+10) Wis 20 (+12)
Initiative +10 Senses Perception +11; low-light vision Con 20 (+12) Int 10 (+7) Cha 11 (+7)
HP 116; Bloodied 58
AC 27; Fortitude 27, Reflex 28, Will 26
Immune chaos phage
Red Slaad Juggernaut Tactics
Speed 6, teleport 6 A red slaad juggernaut teleports or charges into the
m Havoc Claw (standard; at-will) ) Disease largest concentration of enemies, then slashes at
+22 vs. AC; 1d8 + 6 damage, the gray slaad havoc slides the them all with claw apocalypse. It follows up with rend
target 2 squares, and the target is exposed to chaos phage (see the fallen against any targets knocked prone by that
page 142). attack, then uses an action point for another claw
R Havoc Bolt (standard; at-will)
apocalypse. The slaad gleefully takes advantage of its
Ranged 20; +20 vs. Reflex; 2d8 + 6 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical
juggernaut’s punishment against any foe attempting to
hit, the gray slaad havoc can repeat it once as a free action. escape.
C Fog of Chaos (immediate interrupt, when hit by a ranged
attack; recharge ⚃ ⚄ ⚅)
Close burst 20; targets the triggering attacker; +20 vs. Will; the
White Slaad
triggering attack instead targets one of the target’s allies of the (Chronos Slaad)
target’s choice.
These rare slaads have an uncanny and disturbing
C Reality Shift (move; at-will) ) Teleportation
Close burst 10; targets one creature in burst; +20 vs. Will
insight into time, with which they pull replicas of
(no attack roll required against an ally); the gray slaad havoc themselves from the past and future.
teleports the target to any space within the burst.
Alignment Chaotic evil Languages Common, Primordial
Skills Athletics +14, Stealth +15
Str 14 (+9) Dex 17 (+10) Wis 19 (+11)
Con 20 (+12) Int 23 (+13) Cha 16 (+10)
SLAAD
chronos slaads, have learned that time itself is an illu-
Arcana DC 16: Slaads sometimes set loose their sion that can sometimes be pierced, if ever so briefly.
enlarged embryos into the Elemental Chaos in the White slaads can pull replicas of themselves into the
form of chaos phage swarms. Dozens of these swarms present from other moments in time. These temporal
are a pestilence that spreads faster and farther than replicas are not as powerful as the original, but each
ordinary diseases, breeding even more slaads in its seeks to accomplish its goals.
wake. Arcana DC 26: A white slaad can create only a
Arcana DC 18: Blue slaad digesters are variant limited number of temporal replicas, though slaads
blue slaads with a slightly different philosophy on believe that one of their elder slaad lords has the
spreading chaos—they believe that if they can eat ability to pull hundreds of replicas into the present.
enough of reality, the true nature of the wider multi- Called Norsar the Many, this translucent-skinned
verse will finally show through. slaad is its own army.
Arcana DC 22: Gray slaad havocs can induce
planar instability by firing too many havoc bolts in a
short period. Stories claim that a few who managed Encounter Groups
to trigger a cascade of havoc bolts briefly opened unin- Slaads usually fight alongside other slaads, because
tentional portals to the world or to an echo plane in their motives are inscrutable to most other kinds of
the midst of a fight. creatures.
When red slaads feast overlong on the elemental
instability, they throw off the husk of their former Level 13 Encounter (XP 4,600)
flesh and swell in size to become juggernauts. ) 2 chaos phage swarms (level 12 brute)
Black slaad entropics are Ygorl’s close followers, ) 2 gray slaads (level 13 skirmisher, MM 238)
void slaads rendered nearly immortal in the Lord ) 1 green slaad madjack (level 13 elite controller)
of Entropy’s presence. If a black slaad entropic is
destroyed, it becomes a drifting miasma of entropy; if Level 16 Encounter (XP 7,600)
that entropic void is destroyed, it creates a lingering ) 2 gray slaad havocs (level 15 artillery)
pocket of nothingness. If such a void remains after a ) 1 red slaad juggernaut (level 15 elite soldier)
battle along with Ygorl, a slaad arises from it—often a ) 1 white slaad (level 16 elite lurker)
black slaad entropic.
EHKAHK
E HKAHK spend healing surges.
HP 464; Bloodied 232
AC 39; Fortitude 35, Reflex 39, Will 37
LOOMING IN AN OBSCURE REGION of the Elemental Immune disease, fire
Chaos, a fortress of uneven walls and jagged towers Saving Throws +2
rises from a foundation of black clouds. A passerby Speed 6, fly 8 (hover); see also ride the smoke
Action Points 1
might mistake this structure for a bastion of the djinns,
m Ashen Rapier (standard; at-will) ) Weapon
but on close examination it seems to be constructed +29 vs. Reflex; 2d10 + 10 damage, and Ehkahk slides the target
of ash-blackened steel. The clouds are in fact rolling 1 square and can then shift 1 square as a free action.
banks of burning, suffocating smoke. This is the Chok- r Ashen Plume (standard; at-will) ) Fire, Poison
ing Palace (described in more detail on page 72), home Ranged 15; targets one or two creatures; +29 vs. Fortitude;
of Ehkahk, the Smoldering Duke, and his court. 1d10 + 10 fire and poison damage, and the target is blinded
Ehkahk is a gaunt creature, the height of a human (save ends).
R Choking Kennel (minor; recharges when first bloodied)
child, with ash-gray skin. Smoke leaks constantly
Four smoke hounds (see below) appear, each in an unoccupied
from his eyes and mouth, leaving trails in the air space within 15 squares of Ehkahk. The smoke hounds take
when he moves, and pours from his back, giving their turns immediately after Ehkahk’s initiative count. They
the impression of flexing wings. Those who take remain until they are killed, until Ehkahk uses a free action to
Ehkahk’s small size to mean he is no threat, though, dismiss them, or until the end of the encounter. Characters do
rarely survive to repeat their mistake. not gain experience points for killing smoke hounds summoned
by this power.
R Consuming Smoke (standard; recharge ⚃ ⚄ ⚅) ) Fire,
Ehkahk’s Tactics Poison, Teleportation
Ehkahk claims to disdain violence but actually Ranged 15; +31 vs. Fortitude; 1d10 + 10 fire damage, and the
delights in exercising his abilities, particularly against target disappears until the start of Ehkahk’s next turn. The
target reappears prone in a space of Ehkahk’s choice within
those he deems disrespectful. He uses venomous
15 squares of him that does not include hindering terrain,
vapors to neutralize as many enemies as possible, then and Ehkahk makes a secondary attack that is a close burst 1
wreaks havoc. The most troublesome foe becomes a centered on the target. Secondary Attack: +28 vs. Fortitude;
target for consuming smoke, and he looses the choking 3d10 + 10 poison damage. The area within the burst is heavily
kennel against enemies that are mobile. He prefers obscured by thick smoke until the start of Ehkahk’s next turn.
to remain at range and aloft, making use of ride the A Ride the Smoke (move; recharge ⚄ ⚅) ) Teleportation,
smoke when possible. Zone
Area burst 4 within 20; the burst creates a zone of thick smoke
that lasts until the end of Ehkahk’s next turn. Ehkahk and each
Ehkahk Lore adjacent ally of his choice teleport to spaces of his choice within
Arcana DC 17: Ehkahk, the Smoldering Duke, the zone. The zone’s area is heavily obscured to enemies.
A Venomous Vapors (standard; encounter) ) Fire, Poison
is a small but powerful creature of poisonous fumes
Three area bursts 1 within 15 that do not overlap; +28 vs.
who rules a court in his fortress, the Choking Palace. Reflex; 4d8 + 10 fire and poison damage, and the target is
Although his domain, called Fume, is not large, and blinded (save ends). Miss: Half damage, and the target is blinded
he does not always treat his subjects well, he protects until the end of Ehkahk’s next turn.
the place mercilessly against attackers. The other Alignment Unaligned Languages Common, Giant,
powers of the Elemental Chaos seem to acknowledge Primordial
his rule; he sends regular ambassadors to the Char- Skills Arcana +26, Bluff +25, Diplomacy +25, Insight +22
Str 13 (+13) Dex 19 (+16) Wis 21 (+17)
coal Palace in the City of Brass and occasionally visits
Con 24 (+19) Int 28 (+21) Cha 26 (+20)
there himself. Equipment ashen rapier
Arcana DC 26: Nobody is certain of Ehkahk’s
true nature. Different tales claim that he is an elemen- Ehkahk’s duchy is home to all manner of crea-
tal who developed an abnormal degree of intelligence; tures, from near-mindless elementals to rogue
the offspring of an efreet and a djinn; and even the efreets and djinn, and even a sizable population of
child or a fragment of a slain primordial. natural beings. Any who lack a home are welcome in
EHKAHK
lifelong fealty to him.
Arcana DC 31: Ehkahk seems to have no fear of
death. He has more than once returned to his court
after being “slain” in the sight of witnesses. Perhaps
the Smoldering Duke is truly unkillable, or maybe
multiple different individuals have taken on his title.
Smoke Hound
These creatures of living smoke aren’t truly hounds,
but their behavior and general shape are close
enough to what canines display that the name
has stuck. When they are not serving a master or
trainer, smoke hounds run in packs through the
Elemental Chaos.
L I R I CO S A
tal understanding of the nature of being allows him
to change aspects of himself, his environment, and
even other people. He understands all languages,
and all creatures understand his speech. Some say
that Liricosa has access to all the secrets of the uni-
verse and can learn the answer to any question if
he concentrates. Though he willingly talks to those
who seek him, the answers he provides are rarely
what the questers thought they wanted.
LIRICOSA’S CURRENT
WHEREABOUTS
Deep in the Elemental Chaos stands a ruined city atop
a tumbling earthmote. The city’s builders are long gone,
and their identity is a mystery. The place’s doorways and
ceilings suggest that its inhabitants were 8 or 9 feet tall,
and several other clues indicate that they were humanoid
and had at least four arms. The likely cause of their demise
is a portal that periodically activates in the city’s bowels.
About once a year, the portal sputters to life. It is
linked to the Abyss, but the precise location, level, and
layer of the destination vary every year with no discern-
ible pattern.
Six months ago, Liricosa abandoned his traditionally
isolated lifestyle when he and his acolytes arrived at
this ruined place. They slew the scattered demons that Liricosa’s Disciples
had come through the portal most recently, then set up Liricosa keeps roughly twenty disciples at any given
shop. By now, most githzerai have heard rumors that the time. Most are githzerai, but a few are members of
legendary Liricosa dwells here. His presence at a known other races. They come from different backgrounds
location attracts more followers, and Liricosa seems and have different goals, but they all revere Liricosa.
happy to accept and train them. These individuals remain with him for as long as they
Many people have also come to warn Liricosa of an like. Some have been with him for decades; others
imminent demon attack, but his eyes wander and he come and go, traveling the planes in attempts to
seems to lose attention when this topic arises. Some attain enlightenment.
believe that he is just a crazy old hermit and doesn’t For a typical disciple of Liricosa, use the statistics
know what he is getting into—but anyone familiar with for a githzerai zerth (Monster Manual, page 130).
Liricosa knows that the truth can’t be so simple. They
wonder if he plans to shut down the portal or perhaps Encounter Groups
even build an army to take the fight to the Abyss, though Liricosa faces opponents alone. His disciples are
none can say why he would choose to do so now. always willing to fight on his behalf or at his side, but
Liricosa’s current chief disciple, Ertrand, has been leav- anything that is a serious threat to him would likely
ing his master’s side more often than usual. He has been slaughter his students, so he sends them away before
seen in major settlements in the Elemental Chaos: the engaging in combat.
City of Brass, Zerthadlun, and Threshold, among others.
He talks to only a select few individuals in these places,
but he always visits the libraries.
DAV E A L L S O P
S I R R A J A DT, T H E V E N G E F U L S TO R M
Sirrajadt prefers to remain hidden until combat Like Sirrajadt, a djinn cloudstalker prefers to take
begins, then attacks aggressively. He moves into a foes unaware and uses similar tactics. It assumes
good position, invokes storm form, uses cyclone to cloud form, moves into the midst of enemies, and
disrupt enemies and place his allies in advantageous rearranges the battlefield with turbulence. Then the
positions, and then spends an action point to launch cloudstalker strikes a chosen foe with biting wind.
storm surge.
After this devastating opener, he alternates Sirrajadt Lore
between lurking in storm form (maneuvering allies Arcana DC 26: Sirrajadt, called the Vengeful
with cyclone) and using storm strike, with occasional Storm, is a djinn who seeks the destruction of all he
lashes of sound and fury. When he resumes his blames for the fall of his kind. He sometimes cooper-
humanoid form, Sirrajadt takes a position that allows ates with other creatures if doing so allows him to
him to set up his next attacks or avoid retaliation. If take down a more potent enemy, such as an efreet
he is forced to flee, he does so in storm form. house. Sirrajadt has numerous militant followers,
including djinn cloudstalkers and elementals.
Djinn Cloudstalker Sirrajadt travels in a great magical storm, carrying
These djinn ambushers forgo the direct assaults his followers with him. The first sign of his coming is
favored by their kin to practice guerrilla warfare. rolling thunder that long precedes any visible thun-
They consider Sirrajadt, who has mastered cloud- dercloud. By the time the horizon darkens, it is too
stalker techniques to a mystical level, to be the late. Sirrajadt and his troops strike quickly, without
greatest of their kind. mercy or honor.
Arcana DC 31: Long ago, Sirrajadt was only a
Djinn Cloudstalker Level 24 Lurker minor noble of the House of Haytham. At the time,
Large elemental humanoid (air) XP 6,050 he was rebellious and uncouth, refusing to accept his
Initiative +25 Senses Perception +16; blindsight 10 place and always complaining about his status, until
HP 173; Bloodied 86 his family sent him away. Sirrajadt suffered through
AC 38; Fortitude 35, Reflex 38, Will 36; see also cloud form the horrors of the Dawn War without the luxuries of
Immune disease, poison; Resist 15 lightning, 15 thunder his birthright. When he returned from his wander-
Speed 6, fly 8 (hover); see also cloud form
ings, it was to a palace shattered: The gods had locked
m Katar (standard; at-will) ) Weapon
Reach 2; +29 vs. AC; 2d8 + 9 damage (crit 3d8 + 18).
away the members of Sirrajadt’s house. The djinn
M Biting Wind (standard; usable only in cloud form; at-will) ) Cold then swore an oath of blood vengeance. Aside from
Reach 2; targets a creature within reach or within the cloud rage, shame drives Sirrajadt to prove himself, even
form zone; +31 vs. AC; 4d8 + 9 cold damage, and the target is though his family might never know of his victories.
knocked prone. The djinn cloudstalker returns to its humanoid
form after the attack. See also cloud form.
C Cloud Form (standard; at-will) ) Polymorph, Zone
Encounter Groups
Close burst 1; the djinn cloudstalker disperses into a billowing Sirrajadt is never encountered alone. He has too
cloud. The burst creates a cloudy zone until the cloudstalker many enemies—some of whom are more potent than
uses a minor action to end the effect or is forced to resume he—to risk traveling in solitude.
humanoid form. While in cloud form, the cloudstalker cannot
be attacked and can use only biting wind and turbulence. It can
fly at half speed as a move action, squeeze as though it were a
Level 26 Encounter (XP 47,150)
Tiny creature, and move through enemy-occupied spaces. ) 1 djinn cloudstalker (level 24 lurker)
The cloudstalker can resume its normal form as a minor ) 1 djinn skylord (level 25 controller, Monster
action. When it does so, it appears in any unoccupied space Manual 2 73)
within the burst’s area. It must resume its humanoid form after ) 2 djinn stormswords (level 24 soldier, Monster
using biting wind, or if the zone is destroyed. Manual 2 72)
C Turbulence (minor 1/round; usable only in cloud form; at-will)
) Sirrajadt (level 27 elite lurker)
Close burst 1; targets enemies; +26 vs. Fortitude; the djinn
cloudstalker slides the target 2 squares and knocks it prone.
Alignment Unaligned Languages Primordial
Skills Stealth +26
Str 22 (+18) Dex 28 (+21) Wis 18 (+16)
Con 23 (+18) Int 23 (+18) Cha 25 (+19)
Equipment 2 katars
tal Chaos and the natural world, claiming to speak has appeared once again. Some worry that its return
for Solkara and to act in her name. Few were willing might herald the coming release of Solkara herself.
to challenge the Living Glacier’s claim.
CH A P T ER 5 | Creat ures of C haos
15 3
Mirmakur, fire-based elementals who contribute their powers to
the sacred task. When not overseeing these efforts,
the Raving Priest Mirmakur wanders the Elemental Chaos and other
The storm titan Mirmakur is devoted to freeing Sol- worlds, seeking ever more powerful magic to aid in
kara and leads the cultists who revere the Crushing his quest.
Wave. His body is filthy, his hair matted into clumps, Arcana DC 33: Mirmakur is not happy about the
and his teeth befouled with dangling seaweed, but recent return of the ice creature called Xixecal, one of
his eyes burn with a fanatic’s fervor. Mirmakur’s Solkara’s greatest servants. He hopes that the Living
obsession has consumed his sanity, and he flies into Glacier’s appearance means that the Crushing Wave
a homicidal rage at the slightest setback. He has even will soon be free, but he fears that the more powerful
slain many of his own cultists, whom he branded as creature might replace him as the primordial’s chief
heretics for failing to fulfill their sacred duty. agent.
Shkiv
Shkiv came to Ygorl’s service after the ruin of Arkho-
sia. Disgusted with human excess and overcome with
grief for his fallen kin, the dragon sought out the Lord
of Entropy to get revenge. The slaad lord accepted the
dragon’s service, and the melancholic beast has been
Ygorl’s constant companion ever since.
Service to a slaad lord comes at a steep price. The
chaotic energy swirling about Ygorl corrupts any who
spend too much time in his presence. Shkiv’s body is
JIM NELSON
YG O R L , LO R D O F E N T R O P Y
tarnished, and his flesh sags from the bones, testify- no affection or concern for them. Slaads spill out in the
ing to the dragon’s great age. hundreds or thousands from the Elemental Chaos to
wipe out a settlement, tear down a mountain, or retrieve
Shkiv Level 26 Artillery a discarded magic item. These missions seem to serve
Large natural magical beast (dragon) XP 9,000 little purpose, but the slaads perform them obediently.
Initiative +20 Senses Perception +20; darkvision Arcana DC 31: When he is not roaming, Ygorl
HP 189; Bloodied 94; see also bloodied breath withdraws to his solitary fortress. Like the Pande-
AC 39; Fortitude 41, Reflex 37, Will 36
monium Stone (page 80), this stronghold appears at
Resist 30 fire
Speed 8, fly 10 (hover), overland flight 12
random, vanishing for a time and reappearing else-
m Bite (standard; at-will) ) Fire where in the Elemental Chaos. Here the slaad lord
Reach 2; +33 vs. AC; 2d8 + 5 damage plus 2d8 fire damage. reflects on reality’s end and plans his next move.
m Claw (standard; at-will)
Reach 2; +33 vs. AC; 2d8 + 9 damage.
M Aggressive Assault (standard; at-will)
Skirnex, Voice of Ygorl
Shkiv shifts 2 squares and then makes two claw attacks. He Ygorl needs slaads to execute his mysterious plans,
cannot move on his turn after using this attack, and, if flying, he but his reclusive nature hinders his efforts to direct
must land. them. The twisted void slaad Skirnex serves as an
R Chaos Fire (standard; at-will) ) Fire intermediary and pseudo-priest, dispensing the Lord
Ranged 20; +31 vs. Reflex; 2d8 + 8 fire damage, and each
of Entropy’s unfathomable wisdom to followers.
enemy adjacent to the target is dazed until the end of Shkiv’s
next turn.
C Flux Breath (standard; recharge ⚄ ⚅) ) see text Skirnex Level 23 Elite Controller (Leader)
Close blast 5; +29 vs. Reflex; 4d10 + 8 damage. Roll a d6 Medium elemental humanoid, slaad XP 10,200
to determine the attack’s damage type: 1—cold, 2—fire, 3— Initiative +15 Senses Perception +17; low-light vision
lightning, 4—necrotic, 5—psychic, or 6—thunder. Miss: Half Entropic Gibbering aura 2; each enemy that enters the aura or
damage. starts its turn there takes a –2 penalty to all defenses until the
C Bloodied Breath (free, when first bloodied; encounter) start of its next turn.
Flux breath recharges, and Shkiv uses it immediately. HP 290; Bloodied 145
Alignment Chaotic evil Languages Draconic, Primordial AC 35; Fortitude 37, Reflex 35, Will 33
Skills Arcana +22, Athletics +27, Insight +20, Intimidate +24 Immune disease; Resist insubstantial
Str 28 (+22) Dex 24 (+20) Wis 14 (+15) Saving Throws +2
Con 27 (+21) Int 19 (+17) Cha 22 (+19) Speed 6, teleport 4
Action Points 1
m Claw (standard; at-will)
Shkiv’s Tactics Reach 2; +28 vs. AC; 2d10 + 8 damage, and ongoing 10 damage
Shkiv bears Ygorl into battle, blasting flux breath over (save ends). Each Failed Saving Throw: The target loses a healing
his master’s foes and following up with chaos fire. The surge.
pair might work together, depending on the situation, r Bolt of Insanity (standard; at-will) ) Psychic
but they often separate so that Ygorl can savage his ene- Ranged 20; +27 vs. Reflex; 2d10 + 8 psychic damage, and the
target is surrounded by a shroud of maddening energy (save
mies in melee. The dragon lends whatever aid it can.
ends). While surrounded by the shroud, whenever the target
takes damage, it takes 1d10 extra psychic damage.
Ygorl Lore M / R Mad Assault (standard; at-will)
Arcana DC 17: Ygorl is one of the mighty slaad Skirnex makes two basic attacks. If each attack hits a different
target, the target is also dazed until the end of its next turn.
lords who dwell in the Elemental Chaos. This ter-
A Void Slime (standard; recharge ⚃ ⚄ ⚅) ) Necrotic
rible host includes such figures as Chourst, the Lord Area burst 2 within 10; +26 vs. Fortitude; 2d8 +6 damage,
of Randomness, and Bazim-Gorag the Firebringer. and the target is encased by a blob of entropic goo (save ends).
Ygorl embodies the force of decay: He is dedicated While encased by the goo, the target is slowed, cannot take
to unraveling the bonds of creation and scattering standard actions, and takes half damage from melee and ranged
its remnants to the void. Slaad legends say that Ygorl attacks. Aftereffect: The target is slowed and takes ongoing 10
came into being when the universe died and now necrotic damage and a –2 penalty to attack rolls (save ends
all). Miss: The target is slowed and takes ongoing 10 necrotic
moves backward through time.
damage (save ends both).
Arcana DC 26: The Lord of Entropy has learned C Entropic Shift (move; at-will) ) Teleportation
over his long existence to choose his battles carefully. Close burst 10; targets two creatures in burst; +20 vs. Will
Just as they crushed the primordials in the Dawn (no attack roll required against an ally); Skirnex teleports the
War, the gods would join forces to stop Ygorl should targets, swapping their positions.
he act overtly. Having already witnessed creation’s Alignment Chaotic evil Languages Common,
demise, he has no need to bring it about quickly. Deep Speech, Primordial
Skills Stealth +20
Instead, he subtly saps the bonds between mortals
Str 24 (+18) Dex 18 (+15) Wis 13 (+12)
and the gods, and weakens reality’s fabric to ensure Con 23 (+17) Int 11 (+11) Cha 17 (+14)
that the end he knows will come.
CH A P T ER 5 | Creat ures of C haos
157
Acolyte of Entropy Level 18 Skirmisher
Skirnex’s Tactics Medium elemental humanoid, slaad XP 2,000
Skirnex prefers to attack from a distance, but when Initiative +14 Senses Perception +13; low-light vision
enemies close, he tries to get them in his entropic gib- HP 162; Bloodied 81
bering aura to weaken their defenses. His void slime Regeneration 5
power hinders multiple enemies and makes ranged AC 31; Fortitude 30, Reflex 31, Will 28
strikers and controllers easier for allies to catch in Immune disease
melee. He also interferes with enemies’ disposition Speed 6, teleport 4
m Entropic Claw (standard; at-will) ) Necrotic
and places his allies in advantageous positions with
+23 vs. AC; 1d8 + 8 necrotic damage, and the target is
entropic shift. weakened until the end of its next turn.
R Void Bolt (standard; at-will) ) Necrotic
Skirnex Lore Ranged 20; +21 vs. Reflex; 2d8 + 8 necrotic damage, and the
Arcana DC 16: Skirnex is a misshapen void slaad target is knocked prone. If the attack scores a critical hit, the
target is also stunned until the end of its next turn.
with a stunted third arm sprouting from his shoulder,
C Illogic Burst (when the acolyte of entropy becomes bloodied;
surrounded by an almost palpable haze of wrongness. recharges when the acolyte is restored to full hit points) )
Even though slaads follow no god or primordial, some Necrotic, Psychic
are willing to listen to Ygorl’s words as interpreted by Close burst 3; the acolyte of entropy’s head explodes: +21 vs.
Skirnex. Fortitude; 3d8 + 6 necrotic damage, and ongoing 5 psychic
Arcana DC 24: Skirnex has led many expedi- damage (save ends). Aftereffect: The target grants combat
tions on behalf of the Lord of Entropy and managed advantage until the end of its next turn.
Entropic Advantage
to survive, although he has been bizarrely altered. He
Whenever the acolyte of entropy hits a target granting combat
takes his unusual longevity to be evidence that the advantage to it, that target also gains vulnerable 5 to all damage
Lord of Entropy favors him and has set himself up as (save ends).
something resembling a priest of Ygorl. Skirnex hopes Alignment Chaotic evil Languages Common, Primordial
to share the secrets of ruin known only to Ygorl, even Skills Athletics +16, Stealth +17
though the slaad elder has never given any indication Str 14 (+11) Dex 17 (+12) Wis 19 (+13)
of recognizing or even remembering him. Con 20 (+14) Int 23 (+15) Cha 16 (+12)
Arcana DC 29: Skirnex’s distorted form suggests
that he has been touched by the emanations of the Encounter Groups
Far Realm. Perhaps he wandered into a place where Few slaad lords look beyond the slaads for servants,
that weird domain overlaps the Elemental Chaos, but Ygorl recognizes that all creatures have a part to
or somehow strayed too close to the seed of evil that play in bringing about creation’s end. He forges alli-
rests at the bottom of the Abyss. ances with any who would have him, asking little
in return beyond spreading mayhem. Demon lords
Acolyte of Entropy bargain for Ygorl’s void slaads to bolster their hordes
Skirnex has gathered a small group of fanatical slaad in wars raging across the Abyss. Evil gods make pacts
worshipers of Ygorl who coerce other slaads into fol- with the Lord of Entropy, gaining insight about the
lowing his orders. future in exchange for participating in one of his
bizarre schemes.
Ygorl usually keeps a coterie of black slaad entro-
Acolyte of Entropy Tactics pics near at all times, ready to do his bidding. Skirnex
Acolytes of entropy revel in destruction and lash out
often leads fanatical followers on missions to serve
at any targets they can reach. They try to flank ene-
the slaad lord’s inscrutable purposes.
mies, trying to deal as much damage as possible. An
acolyte has no fear of being injured and even tries to
Level 23 Encounter (XP 29,400)
sustain enough damage to loose an illogic burst, grant-
) Skirnex (level 23 elite controller)
ing its allies combat advantage against confounded
) 4 acolytes of entropy (level 18 skirmisher)
foes.
) 4 black slaads (level 20 skirmisher, MM 239)
Monster Level and Role Page Monster Level and Role Page
Crushing Wave Initiate 8 Soldier 155 Diamondstorm Reaper 20 Soldier 139
Scorchwind Phantom 9 Lurker 138 Liricosa 21 Solo Controller 148
Consumptive Swarm 21 Elite Skirmisher 133
Crushing Wave Hierophant 10 Artillery (L) 154
Skirnex 23 Elite Controller (L) 157
Chaos Phage Swarm 12 Brute 142 Smoke Hound 23 Minion Soldier 147
Ashfrost Assassin 12 Skirmisher 138 Writhing Crag 23 Elite Soldier 134
Green Slaad Madjack 13 Elite Controller 142 Primeval Ooze 24 Elite Brute 128
Mud Archon Skulker 14 Lurker 131 Caustic Slayer 24 Elite Lurker 139
Blue Slaad Digester 14 Elite Soldier 143 Djinn Cloudstalker 24 Lurker 151
Iron Archon Interceptor 14 Soldier 130 Ehkahk 25 Elite Controller (L) 146
Eisk Jaat Rimebolter 15 Artillery 136 Tziphal Xorn 25 Minion Skirmisher 103
Gray Slaad Havoc 15 Artillery (L) 143 Primordial Blot 26 Solo Artillery 140
Sunsearer 15 Artillery 139 Shkiv 26 Artillery 157
Dust Demon 15 Elite Controller 132 Black Slaad Entropic 26 Minion Brute 144
Dust Wisp 15 Minion Controller 132 Entropic Void 26 Minion Soldier 144
Eisk Jaat Warrior 15 Minion Skirmisher 136 Quake Gorgon 26 Soldier 104
Red Slaad Juggernaut 15 Elite Soldier 143 Ygorl 26 Elite Soldier (L) 156
Eisk Jaat Mauler 16 Brute (L) 136 Sirrajadt 27 Elite Lurker (L) 150
White Slaad 16 Elite Lurker 144
White Slaad Temporal Replica 16 Minion Lurker 144 Mirmakur 28 Elite Brute 154
Consumptive Parasite 16 Minion Skirmisher 133 Storm That Walks 28 Solo Controller 129
Iron Archon Crescent Blade 16 Skirmisher 130 Tholundru 28 Elite Controller (L) 105
Acolyte of Entropy 18 Skirmisher 158 Xixecal 30 Elite Brute 153
Eisk Jaat Mystic 18 Lurker 137
Solkara 34 Solo Controller 152
Ash-Wrought Soulburner 19 Controller 133
Mud Archon Ambusher 19 Skirmisher 131
For use with these 4th Edition DUNGEONS & DRAGONS® products:
ISBN: 978-0-7869-5249-6
EAN