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m2: curse of the kingspire

by Harley Stroh
CURSE OF the KINGSPIRE Table of Contents
MASTER DUNGEONS: M2

Wri t i ng Introduction
Harley Stroh ....................................................................................3
Game Masters Section
edi t i ng ....................................................................................3
Aeryn “Blackdirge” Rudel Background Story
....................................................................................5
c over a rt Player Beginning
Clyde Caldwell ....................................................................................6
i nt eri or a rt Level K: Hamletspire
Doug Kovacs, Scott Purdy ....................................................................................8
Level D: The Drachenvold Swamp
Ca rtogra phy .................................................................................. 14
Tom Martin Level 1: Ruins of Old Kingspire
.................................................................................. 17
a rt di rec t i o n Level 2: Old Kingspire
jim pinto .................................................................................. 28
publ i shi ng Conclusion
Joseph Goodman .................................................................................. 53
Appendix I: New Magic
Pl ayt est i ng .................................................................................. 54
Alex Anderegg, Kale Duncan, Amber Ebert, Max Foster, Matt
Ruzicka, Jon Speer

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Introduction Investigating the abandoned hamlet of Kingshire, the PCs

CURSE OF THE KINGSPIRE


encounter a band of cultists, a rearguard ordered to ward off
Legends are born from epic heroes and timeless adventures.
any that might risk interrupting Arkos’ fell rite. Continuing
While some are content to wile away their lives wresting
with their investigations, the PCs press into the Drachenvold
grubby pieces of copper from kobolds and goblins, a select few
swamp, where they encounter the sinister remains of Arkos’
are called to high adventure. Many will rise and many will fall,
wicked deeds.
but those that survive will have earned the fated title of Hero.
Arriving at Kingspire citadel, the PCs infiltrate the ruined
Curse of Kingspire is designed for 5 characters of 4th through 6th
keep, by guile or by blade, bypassing guardian sentries and
level, but can easily be scaled to accommodate higher-level PCs
traps and finally encountering Arkos, the leader of the cult.
or larger adventuring companies. Eladrin and elven heroes will
In a climactic battle, Arkos’ misbegotten rite comes to a head,
enjoy moments in the spotlight, with special encounters keyed
resulting in an eldritch apocalypse that washes over the heroes,
for (or against) them.Wizards will find special challenges amid
transporting them through space and time to Old Kingspire,
the eldritch secrets concealed by the Kingspire, rogues will be
where an eternal battle wages.
tested during the infiltration of the citadel, and warriors of
every stripe will find foes aplenty to challenge them. In order to escape this extra-dimensional prison, the PCs must
ply their guile against the sinister Crow King and his Twilight
Caution: Like all Master Dungeons, Curse of Kingspire is not
Court.Winning the graces of the king (or failing that, one of his
recommended for first-time GMs or players. The adventure is
rivals), the PCs discover the secret that will win their release:
designed to reward intelligent play, just as foolish choices must
surely be punished. New players testing their character’s wings The Twilight Court is divided, the eldest son of the eladrin
may find the adventure unforgiving and harsh, while new GMs clan exiled to the endless caves beneath the Kingspire. When
may be challenged when the adventure calls for improvisation. he fled from his treacherous family, the rogue lord stole an
There are many other excellent adventures eminently more ancient Runeblade in his flight. That same relic holds the key
suitable for beginning players and GMs. to releasing the Kingspire from its internment, returning the
Twilight Court (and the heroes) back to the Known Realms
However, for players and GMs looking for a challenging,
from whence they came.
dynamic adventure, or for those brazen enough to laugh in
the face of danger, the Kingspire awaits! But recovering the relic is no small feat, and will test the heroes
to their fullest. The worst crimes are those committed brother
Adventure Summary against brother, and the Twilight Court is no exception. Before
recovering the Runeblade the PCs will face down a tribe of
The Curse of the Kingspire takes place in three distinct chapters,
each requiring — and rewarding — its own style of game play. rebel Eladrin, their dead master, and the gruesome fiend that
The first chapter, focusing on the infiltration of a shire and the lurks beneath the Kingspire and the plot to undo all the realms
ruins atop the ridge known as the Kingspire, rewards careful of the North.
infiltration, and quick, deadly strikes.The second chapter, taking
place in a distant, otherworldly realm where the Kingspire is Game Masters Section
eternally under siege, rewards roleplaying and overcoming skill En counter Tab le
challenges. The final chapter, set in the gloomy underworld To help the GM prepare, we have included a quick reference
beneath Old Kingspire, is a violent, bloody climax, where the table showing all encounters at a glance. The abbreviations
heroes must use both wit and brawn to overcome monstrous used are: Loc — the location number keyed to the map for the
foes. encounter. Pg — the module page number that the encounter
The adventure begins with the heroes investigating rumors can be found on. Type — this indicates if the encounter is a
of demon worship on the outskirts of the realm. Happening trap (T), puzzle (P), combat (C), or hazard (H). Encounter
upon the hamlet of Kingshire, the PCs discover it devoid — the key monsters, traps or NPCs that can be found in the
of inhabitants, save for a few cultic devotees. The leader of encounter.
the cult, driven to insanity by the encroaching madness that Scaling In formation
roils and seethes amid the foul mists of the Drachenvold, has Curse of the Kingspire is designed for five characters of 1st
been sacrificing his fellow villagers to the fell power that lurks through 6th level, but it can be easily modified for parties of
within the ruins of the Kingspire citadel. While Arkos aims to different sizes or levels. Note that, like all Master Dungeons,
restore his people to greatness, the rite he is enacting has far the Kingspire is a deadly place, not intended for new players or
graver results. GMs. A simple misstep that might be easily forgiven in another
adventure can have dire repercussions beneath the Kingspire.

3
MASTER DUNGEONS: M2

4
With your specific party in mind, consider the following
Getting the Players Involved

CURSE OF THE KINGSPIRE


suggestions:
The Kingspire offers mystery, wealth, and magic to spare, and
Weaker parties (3 or fewer characters, or lower than these are but a few lures to offer curious PCs. GMs can design
5th level): Remove 1 spearman and 1 huntsman from area story hooks specific to their PCs, or modify one of the story
K–3; remove all the decrepit swamp zombies from area D–2; hooks listed below:
remove the 2 woodsmen from area 1–6; reduce the number
• The party, sent at the behest of their liege, has been
of gargoyles in area 1–11 to 3; remove the 4 initiates from
ordered to ferret out the mystery lurking beneath
area 1–13; lower the shard dragon’s level by 2 in area 2–5;
the Kingspire. The liege’s finest seers aver that the
reduce the number of invading savages by half in area 2–6
Kingspire was once home to a clan of rebel eladrin,
through 2–11; remove the war-bear from area 2–12; remove
though the truth behind the legends will likely never
the rat swarms from area 2–16; reduce the number of impalers
be known.
to 1 and the number of knights to 1 in area 2–21; lower the
• Studying ancient tomes late into the night, one of the
devourer worm’s level by 2.
PCs (likely either a wizard or warlock) discovers an
Stronger parties (7 or more characters, or higher than antediluvian scroll hinting at the Kingspire’s secrets.
5th level): Increase the Witch’s level by 2 and add 3 more Penned in an ancient eladrin tongue, the scroll records
jumping spiders to area K–1; add 2 spearmen and 2 hunstmen the flight of a lost clan, which built up a citadel high
to area K–3; add 2 levels to the Miller’s Apprentice; add 3 more atop the Kingspire. Of more interest to the heroes,
swamp zombies and 5 more decrepit zombie to area D–2; add the eladrin carried a fabled eldritch blade with them, a
2 huntsmen to area 1–5; double the number of woodsmen and relic from another age: the Runeblade.
hunters in area 1–6; increase the levels of the icy ward by 3; add • The party’s cleric is tasked by his church to root out a
2 ruined gargoyles to area 1–11; add 2 levels to Arkos and his nascent cult taken root in the shire at the foot of the
cult champions in area 1–13; increase the shard dragon’s level Kingspire.The cleric is shown a terrible vision of a war
by +2; increase the level of the frostward tap by +2; raise the between eladrin and sub-human savages, and once the
war bear’s level by +2; raises the Torturer’s level by +2; increase cult is placed to rest, the cleric and his allies must put
the Mad Gaoler’s level by +2, and add an additional 3 dire the wandering spirits to rest.
rats; double the number of impalers and knights in area 2–21;
increase the worm’s level by +2.
Background Story
The Kingshire was once a hamlet of sixty or so hunters and
fisherfolk that made their livelihood on the marshy banks of
the Drachenvold.The hamlet sits on the tip of a peninsula that
extends into the marsh, and takes its name from the rocky
ridge at the heart of the swamp — the Kingspire.
All that changed in past winter, when Arkos the Miller ventured
into the ice-laden swamp to harvest roots from the lower
slopes of the Kingspire. Caught in a surprise ice storm, Arkos
was forced to weather the night in the ruins. As night fell and
howling winds stripped his life away, he witnessed ghostly lights
dancing high on the icy ridge. Mistaking the lights for searchers
sent from the hamlet, Arkos crawled from his hovel, pleading
for aid. Exhausted and frozen, he reached the top of the spire
only to discover the lights were phantasms, ghost warriors with
blazing brands, heedless of the freezing rain.
Arkos cried out to any gods that would listen, offering up his
soul for his life. And while no gods deigned to answer, some
thing did.
When the storm broke, Arkos emerged from the swamp
a changed man. Though covered in sheet ice from head to
toe, an unnatural fire burned behind his crystal blue eyes.
Returning to his village, Arkos bore witness to his miracle to

5
any that would listen. In short order, the charismatic miller Since that fateful day, the Kingspire’s inhabitants have been
MASTER DUNGEONS: M2
was the leader of a small — but devout — cult, dedicated to trapped in a place out of time. Neither the past, nor the future,
the mystery of the Kingspire. Each full moon, Arkos and his but rather elsewhere, this demi-plane exists suspended in
followers rowed their shallow punts into the swamp and made temporal stasis in which the same night repeats itself, again and
offerings to the unknown powers of the Kingspire. At first the again. They are the Twilight Court, caught in a place where
cultists offered up simple animal sacrifices, laying the bodies it is eternally the night of siege, when the savage barbarians
of lambs and calves upon the fallen stone blocks that litter the overran the Kingspire, slaughtering its guardians and all that
slope of the Kingspire ridge. Whether out of divine favor or dwelled within.
simply the fickle, uncaring hand of fate, the cultists prospered
The arrival of the heroes offers the eladrin a chance to escape
while the rest of the hamlet suffered misfortune and disaster.
their relentless fate. Trapped like the eladrin, the heroes’ sole
Fearing the rise of the swamp-born cult, the local priest sent hope of escape lies with upsetting the balance of power,
word to the king. The messenger betrayed the priest and changing the tide of history and the fate of the Kingspire.
instead reported the missive to Arkos. The next full moon, it
was the priest’s steaming corpse that adorned the crude altar. Player Beginning
The death of the priest ushered in a time of terror for the Read or paraphrase the following to begin the adventure:
villagers. Those with the means to flee deserted the hamlet,
but those that were too poor or weak to leave either professed By the time you reach the hill overlooking Kingspire the sun is low in
devotion to Arkos’ mystery god or were offered up in bloody the sky, casting an ominous red haze through the thick swamp mists.
sacrifice. The hamlet is set on the edge of a low marsh; from your vantage point
you can just make out the rocky spire at the heart of the Drachenvold
Arkos knew that their sacrifices were merely a means to an swap.The village itself is strangely silent.
end. In his heart, he knew that the secret of Kingspire was
hidden inside the ridge, and the miller was marking the path The muddy, rutted road that has brought you this far continues down
with blood. the slope to the hamlet’s low, earthen wall. To your left, a narrow
footpath picks its way down the rocky slope to the swamp, before
T h e S e c ret o f K i ngsp ire continuing on to the hamlet.
Ages past, long after the sun had set on the eladrin, the
The air cools as the day wears on, causing the seething mists to roll
Drachenvold swamp marked the furthest reaches of the feyborn
in from the swamp, first obscuring the hamlet, and then curling like
empire. As the empire fell into darkness and chaos, rebel lords
ghostly tentacles around you and your companions.
accelerated its decline by breaking from the royal houses and
claiming fiefdoms for their own. Chief among these young
lords were the brothers Nyrae, who led their kith and kin
into the wilderness, and erected the mighty Kingspire, a citadel
from whence they might subdue the surrounding lands and
rule independent of their decadent kind.
But the wilderness brought its own host of challenges, and
chief among them where the dread tribes of sub-human
savages who coveted the eladrin’s near-mystical mastery over
magic and metal.
So long as the eladrin remained united, not even the hordes of
barbarians presented a true threat. But the divisive lords were
anything but united. Chafing beneath his brother’s rule, Prince
Rynth betrayed his fellow eladrin, and led his followers into
the deep caverns beneath the Kingspire.
Thus weakened, the eladrin had no hope of deterring the
hordes of swarming savages. Their sole hope of salvation was
a foul ritual, a desperate plea made to ancient powers. On
the eve of the siege, the eladrin cast the monumental ritual,
sweeping the citadel’s inhabitants from the prime material
plane. The spell proved tragically powerful, and the hordes of
savage barbarians were swept along with the Kingspire.

6
Level K Inside: The hut has a single, low entrance that forces Medium-
MASTER DUNGEONS: M2
sized PCs to stoop as they enter. From the outside, the hut is
Kingspire Hamlet surely no more that 12 feet across, but inside it seems to be
quite spacious and nearly 20 feet in diameter. A fire pit in the
At the time of the PCs’ arrival, most of the hamlet’s populace
is already high atop of the Kingspire, preparing a rite that is center of the hut’s muddy, wooden floor provides illumination
intended to shatter the boundary between the past and present and warmth. The walls are hung with the skins of dead rats,
Kingspires. The remaining inhabitants are leaving to join their lizards, and vultures, alongside large ceramic decanters filled
fellow cultists shortly. with odd, viscous liquids. A variety of rats, toads, crows, and
small black cats sit in cages hung from the ceiling, and tiny
While it is likely that encounters in Kingspire will turn to black spiders race everywhere. The hut smells of bitter herbs,
combat, violence is not necessary to advance the plot. Heroes burnt fat, and wood smoke.
favoring duplicity and deception can accomplish much by
disguising themselves as cultists or their allies. The crone is crouched before the fire, stirring the dying
embers with a smoldering twig (actually a +1 wand). As the
There are two principle entrances to the hamlet. The first, the PCs enter, she looks up with milky white eyes and begins
Queen's Road, is the most direct, and shows signs of regular to giggle. Tossing a log onto the fire, the witch beckons the
use. The second is a humble footpath winding its way down heroes closer.
the ridge to the swamp’s edge, before meandering into town.
The crone is a skeletal, hunchbacked eladrin dressed in a robe
Area K –1 of rags and stitched animal skins. Her hands are dark from soot
Th e W i tch of D rachenvold and grease, and her curling black fingernails haven’t been cut
( EL 1, X P 575) in decades. When she smiles (which is nearly constantly), the
Read or paraphrase the following: Witch reveals blackened, dying teeth and diseased gums that
have whitened with age. Her speech alternates between high-
The narrow, muddy footpath wends its way down the rocky slope. At pitched giggles, and a grim, threatening growl.
the base of the steep hill, where the ridge meets the swamp, is a small
hut with a thatched roof and mud and wattle walls. The bones of Development: The sole inhabitant of the Kingspire to escape
small animals dangle from the eaves like wind chimes, clattering and the fell curse, old age has rendered the mad Witch utterly mad.
clacking as a chill breeze blows mist in from the swamp. What little sanity she has is founded on loyalty to her long
vanished kin; the Witch works to aid the Twilight Court, but
The thick mists move in, and in moments, the hut vanishes into a her tactics are obscure at best.
bank of fog.
The crone insists on reading the PCs’ fortunes, preferring to
The hut is home to an ancient, slightly crazed eladrin crone, single out any eladrin or elf.
known to the locals as the Witch of Drachenvold. One of
the original inhabitants of the Kingspire Citadel, the witch Read or paraphrase the following:
is quick to recognize heroes and their purpose for coming to The ancient crone cackles with unholy delight as you draw near. “The
Kingspire. Far from a force good or evil, the crone is content to Kingspire knows its own, yes it does.You have been here before, no?
let her auguries determine her reaction to the heroes. And here you will remain, until the spire sinks back into the mists
As the fog descends upon the PCs, anyone succeeding on a from whence it arose, until the end comes to all things.”
DC 17 Perception check immediately feels as if they are being Still cackling madly, the crone empties a vial of viscous blood onto
watched. The crone’s “lovelies,” a pair of ancient crocodiles, the muddy floor, scraping runes into the grime. Looking up with pale
move in with the fog, lurking 50 feet or more from the hut, white eyes, she extends a single bony hand, saying, “A bit of hair, or
but closing quickly if the encounter devolves into combat. flesh, to give the spell its soul. The stones must have something to
win, eh?”
If the hero complies, offering the Witch a bit of his or her
hair or a piece of flesh, she places the component into her
mouth, chewing vigorously with the few teeth she still has,
before spitting it into the witch’s brew on the floor. Her
preparations complete, the witch casts three runestones into
the slick puddle.
To replicate the rite, roll three 4-sided dice before the players
and act out the result.

8
3d4 Fortune
The Witch of Drachenvold

CURSE OF THE KINGSPIRE


3 “Woe! You are the end to House Nyrae, and
this must not come to pass!” Cackling madly, Level 3 Controller
the Witch calls for her lovelies (the pair Medium fey humanoid, eladrin XP 150
of crocodiles), and then hurls herself into Initiative +4 Senses Perception +8; low-light vision
battle. HP 43; Bloodied 21
4–5 “Heavy is the head that wears the crown. AC 17; Fortitude 13, Reflex 16, Will 16
We honor you, Monarch of the Damned.Your Saving Throws +5 against charm effects
throne awaits you atop Old Kingspire.” The Speed 6
crone reaches into her robes and retrieves  Agonizing Caress (standard; at-will)
a blackened iron crown, swaddled in rags, +8 vs. AC; 1d6 + 3 damage.
and offers the crown to the PC.  Evil Eye (standard; at-will) w Fear, Psychic
6–9 “Secrets lurk beneath Old Kingspire. Search Range 10; +8 vs. Will; 1d6 + 4 psychic damage, and the
there for answers, but ‘ware the exiled Regent target suffers a –2 penalty on attack rolls and saving
and his Court.The humblest twig will be the throws (save ends).
end of them all!” The witch offers the PCs  Witch’s Curse (standard; recharge 5,6) w Psychic,
the Witch’s Twig. Polymorph
10–11 “The Dragon arises, once more! Share this ring Ranged 5; +7 vs. Fortitude; 3d6 + 3 psychic damage, and
with the black-haired regent, and she will favor the target is slowed (save ends). First Failed Save: the target
you with her boons.” The crone removes an is immobilized instead of slowed (save ends). Second Failed
emerald ring from her skeletal fingers and Save: The target turns into a frog until the end of the
presses it into the PC’s hands. encounter (no save).
12 “Your coming has been long foretold.The old Devil’s Luck (immediate interrupt, when targeted by a
rites are undone, and the end is upon us all! ranged attack; at-will) The Witch can change the attack’s
Lord Death rises from the deeps, and you are ranged target to an adjacent ally.
his herald!” Cackling madly, the Witch calls Fey Step (move; encounter) w Teleportation
for her lovelies (the pair of crocodiles), and The Witch can teleport 5 squares.
then hurls herself into battle. Alignment Evil Languages Common, Elven
Skills Arcana +8, History +4, Nature +7, Religion +7
Tactics: If at any point the PCs attack the Witch, she responds Str 10 (+1) Dex 17 (+4) Wis 14 (+3)
in kind, calling out for her lovelies.As the pair of crocs enters, the Con 11 (+1) Int 13 (+2) Cha 17 (+4)
hut enlarges even further, reaching a diameter of 30 feet across. Equipment Witch’s Twig (+1 wand), emerald signet ring,
At the same time, a trio of leaping spiders descends from the blackened iron crown
ceiling, growing from small spiders (the size of a small coin) to
fearsome, dog-sized monstrosities. The Witch keeps the spiders
close, using them to deflect ranged attacks with her devil’s luck,
Ancient Crocodile (2)
while using her evil eye to weaken foes, following up with witch’s Level 4 Soldiers
curse.The crocs, for their part, hurl themselves at their foes, doing Large natural beast (reptile) XP 175
everything in their power to defend their mistress. Initiative +5 Senses Perception +3; low-light vision
Treasure: Ages past, the Witch owned jewels and treasures HP 58; Bloodied 29
worthy of an eladrin princess. But in the centuries since her AC 20; Fortitude 19, Reflex 14, Will 15
flight from the Kingspire, much of what she owned has been Speed 6, swim 8
lost, traded in exchange for favors, or simply abandoned and  Bite (standard; at-will)
left to vanish into the swamp’s murky waters.The little treasure +10 vs. AC; 1d8 + 4 damage, and the target is grabbed
she does have is worn on her person. In addition to the wand, (until escape). The crocodile cannot make bite attacks while
ring, and crown, the witch wears a greasy golden necklace grabbing a creature, but it can use crushing jaws.
hung with a bird skull (worth 50 gp), and carries a simple  Crushing Jaws (standard; at-will)
leather pouch that contains 50 well-worn cp. If a crocodile begins its turn with a target grabbed in its
jaws, it makes an attack against the grabbed creature: +10
The items hung about the hut are largely worthless, but a vs. AC; 2d8 + 4 damage. Miss: Half damage.
close search (Perception, DC 25) turns up the equivalent of 3 Alignment Unaligned Languages —
doses of a potion of healing, a vial of black dragon acid (does 5 Skills Stealth +8
ongoing acid damage to a target, save ends), and an ominous Str 18 (+6) Dex 12 (+3) Wis 13 (+3)
carven idol depicting a dragon devouring itself. Con 18 (+6) Int 2 (–2) Cha 7 (+0)

9
A small earthen rampart rises to the palisade. Figures stand watch
Jumping Spider (3)
MASTER DUNGEONS: M2
atop the wall, their spears held at the ready.
Level 1 Minion
Small natural beast XP 25 A band of watchmen stand atop the wall at the ready. Rough
men in shaggy beards and muddy armor, they are loyal to
Initiative +3 Senses Perception +1
the cult, and tasked with ensuring that the night’s ritual isn’t
HP 1; a missed attack never damages a minion.
interrupted.
AC 15; Fortitude 11, Reflex 13, Will 11;
Speed 6, climb 6 (spider climb) Their captain, Jon Ocat, is a cagey veteran. What he lacks
 Fanged Bite (standard; at-will) in intelligence, he makes up in cunning and hard earned
+5 vs. AC; 4 damage. experience. Ocat calls out to the PCs, asking their names and
 Web Thrower (standard; at-will) business, playing the part of an anxious watchman. A quick
Ranged 5; +3 vs. Reflex; target slowed (save ends). look is enough to ascertain that the Watch’s bowmen carry
Jump (minor; at-will) black-fletched arrows identical to those that killed the villager
The spider shifts 2 squares. in area K–2.
Alignment Unaligned Languages ­–
Jon Ocat is eager to learn what brought the PCs to the hamlet.
Skills Stealth +8
If they appear to be agents of the crown, sent to investigate
Str 8 (–1) Dex 16 (+3) Wis 12 (+1)
Kingspire, the captain does his best to lure them into an
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
ambush (see below). However, if the PCs keep Jon in the dark
about their true intent (or manage to convince him that they
Area K –2 are a part of the cult), Jon hesitantly allows them to enter (see
T h e Body i n t he Rush es Duping the Watch).
As the PCs pass this area, secretly make Passive Perception
checks (DC 17). Alternately, if the heroes are alert and on the Duping the Watch: When Arkos led his people into the
lookout for danger, call for active Perception checks (DC 15). swamp, he warned them that like-minded souls would be
drawn by the power of the Kingspire, so there is a chance that
If the Perception check is successful, read or paraphrase the the PCs can convince Ocat that they are allies. However, Jon
following: is a shrewd judge of character, and tricking him into believing
You and your sharp-eyed companions spy something hidden in the that the PCs are allies is no simple task. The PCs must succeed
rushes on the side of the road — a figure hunched low to the ground on three DC 20 checks, before one failure. Diplomacy and
and perfectly still. Intimidate are both obvious skill choices, but Religion can
also dupe Jon into believing that the PCs are here to advance
Investigation shows the figure to be the body of a man in his the cause of the Kingspire cult.
late forties, dressed in muddy rags. A pair of arrows lodged in
the corpse’s back leave little mystery about the cause of death. If the heroes manage to weasel their way inside, Jon still isn’t
The arrows are fletched with black feathers, matching those convinced. He insists on accompanying the PCs, escorting
carried by the bowmen in area K–3. them to the Miller’s Apprentice (area K–5).

The villager was Tomkin the Shepherd. Refusing to bow to Ambush! The captain calls for the gates to be drawn aside
the cult’s evil ways, he attempted to flee and was shot. Tomkin and welcomes the PCs into the hamlet. Once the heroes enter,
eluded pursuit, but finally succumbed to his wounds, collapsing he springs an ambush, attacking the PCs from all sides with his
in the ditch. spearmen, while the archers fire into the melee. Jon Ocat is no
fool — if all his spearmen fall in battle, he orders a withdrawal,
Tomkin collapsed atop a sheet of parchment, stolen from a tome retreating back to the Old Mill (area K–5), joining the Miller’s
Arkos found in the ruins of Old Kingspire. A passing search Apprentice in the defense of the hamlet.
(Perception, DC 10) finds the parchment, ruined with mud and
tucked into Tomkin’s belt. Show the players Handout A. If captured, Ocat attempts to buy his freedom by spinning a
tale of how he and other villagers were pressed into service
Area K –3 by Arkos. (The tale is a lie; Jon Ocat joined freely, eager to
T h e Wat c h ( EL 6, X P 1, 200) indulge his cruel and hateful nature.) While the Captain has
Read or paraphrase the following: little insight into Arkos’ true motivations, he readily betrays
his master, confessing to the PCs how Arkos has pressed the
Ahead, the muddy track runs to a crude wooden gate set into the entire hamlet into service of a foul, unknown power. He also
wooden palisade that surrounds the hamlet. Smokey torches are set tells the PCs that tonight the cult is holding a rite atop the
atop the palisade wall, casting a hellish red glow through the mist Ruins of Old Kingspire, in the hopes of opening a portal to
and soot. lost powers.

10
Jon Ocat, Watch Captain Huntsman (4)

CURSE OF THE KINGSPIRE


Level 5 Soldier (Leader) Level 2 Artillery
Medium natural humanoid, human XP 200 Medium natural humanoid, human XP 125
Initiative +6 Senses Perception +7 Initiative +4 Senses Perception +6
HP 64; Bloodied 32 HP 32; Bloodied 16
AC 21 (23 with strength in numbers); Fortitude 18, AC 14; Fortitude 14, Reflex 15, Will 12
Reflex 15, Will 16 Speed 6
Speed 6  Short Sword (standard; at-will) w Weapon
 Spear (standard; at-will) w Weapon +7 vs. AC; 1d6 + 1 damage.
+12 vs. AC; 1d8 + 4 damage; see also make them bleed!  Shortbow (standard; at-will) Weapon
 Take Them! (minor; recharge 5,6) Ranged 15/30; +9 vs. AC; 1d8 + 3 damage; see also archer’s
Close burst 5; allies in the burst shift 3 squares. mobility.
See Them bleed! Archer’s Mobility
When Jon Ocat’s hits an enemy with a melee attack, all If the huntsman moves at least 4 squares from its original
allies within 5 squares gain a +2 power bonus to attack and position, it gains a +2 bonus to ranged attack rolls until the
damage rolls against that enemy until the end of Jon Ocat’s start of its next turn.
next turn. Devil’s Accuracy (free; encounter)
Strength in Numbers The huntsman can reroll a ranged attack roll. It must use
Jon Ocat gains a +2 bonus to AC while adjacent to an ally. the second roll, even if it’s lower.
Alignment Evil Languages Common Alignment Unaligned Languages Common
Skills Bluff +9, Insight +7, Intimidate +9 Skills Nature +5, Stealth +9
Str 18 (+6) Dex 14 (+4) Wis 10 (+2) Str 13 (+2) Dex 16 (+4) Wis 11 (+1)
Con 16 (+5) Int 12 (+3) Cha 15 (+4) Con 14 (+3) Int 9 (+0) Cha 11 (+1)
Equipment leather armor, heavy shield, spear Equipment leather armor, shortbow, quiver of 20 arrows,
short sword
Spearmen (4)
Area K–4
Level 2 Skirmisher
Aban d on ed Home
Medium natural humanoid, human XP 125
Read or paraphrase the following:
Initiative +5 Senses Perception +1
HP 38; Bloodied 19 The ramshackle hut is silent and cold. Cobwebs hang over the door, in
AC 16; Fortitude 15, Reflex 14, Will 12 the corners of the hut, and from the low, thatched ceiling. The hearth
Speed 6 is cold and untended, with simply a rusted pot hanging over the dead
 Spear (standard; at-will) w Weapon coals.
+7 vs. AC; 1d8 + 4 damage. When the cultists came to power they drove out most of the
 Javelin (standard; at-will) w Weapon village’s good folk, leaving many of the homes abandoned.
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage. The cultists have looted these huts, taking anything of use and
 Goring Strike (standard; encounter) w Weapon destroying everything else. If the heroes inspect multiple huts,
Requires spear; +7 vs. AC; 1d8 + 8 damage, and the target the DM should vary the description slightly (one might have a
suffers ongoing 2 damage (save ends). muddy floor from a leaking roof, while another shows signs of
Alignment Unaligned Languages Common a rat infestation), but on the whole, the huts are identical.
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Con 14 (+3) Int 10 (+1) Cha 8 (+0)
Equipment leather armor, spear, 4 javelins

11
Heroes taking the time to scour the huts have the chance Heroes taking the time to search the inhabited huts have a chance
MASTER DUNGEONS: M2
to uncover clues pointing to the fate of the hamlet. On a of uncovering clues pointing to the hamlet’s involvement with
successful, active search (Perception, DC 20) roll 1d12 and the cult. On a successful, active search (Perception, DC 20) roll
consult the following table: 1d12 and consult the following table:
1d12 Discovery 1d12 Discovery
1–3 Bloodstains on the walls and floor, and a 1–3 A simple shrine set into the hut wall,
broken, bloodied, spear-tip buried in one of composed of a candlewick in a shallow
the wooden beams. stone bowl filled with lamp oil. Beneath the
4 A weapons cache, once hidden beneath bowl is a simple, hand woven altar-cloth,
the floor in the back of the hut, has stained with blood, wine, and the ashes of
been unearthed. A few worthless items, burnt offerings.
scavenged from battlefields in generations 4 A partially completed embroidery
passed, still remain, including a pair of depicting a worm devouring its own tail.
pitted and scarred short swords, a dozen 5–6 A hammered copper chalice, swaddled in
spear tips, and a rusted chain hauberk. cloth and sticky with blood and matted
5–6 A smashed holy symbol dedicated to the hair.
good-aligned Goddess of Hearth and 7 A wooden block, carved to resemble a
Harvest. The symbol is half-buried and terrible dragon curling around to devour
crushed into a dozen pieces. itself.
7 A child’s homemade ragdoll, tied from 8–9 A tray of maggoty sweetmeats, made from
scraps of homespun fabric. The doll has the remains of past sacrifices. (See the Old
been torn in half and tossed into the hearth. Mill, area K–6).
8–10 A large X drawn in charcoal across the 10–11 A bloody cleaver, fastened to the end
wooden planks of the hut’s door. (A of a cudgel. The haft is decorated with a
symbol marking the inhabitants as non- winding carving of a ferocious worm.
believers.) 12 A hidden shrine dedicated to a good-
11 A severed human hand, staked above the aligned deity of the DM’s choice. The
hearth with an iron nail; a warning to those shrine is secreted beneath a pair of muddy
that would try to steal from the cult. floorboards at the back of the hut.
12 The corpse of a dog, collapsed in the
corner of the hut. A trio of black fletched Area K–6
arrows (matching those carried by the Th e Old Mill (EL 5, XP 1 , 0 0 0 )
Watch in encounter K–3) is buried in the Read or paraphrase the following:
animal’s chest.
A small, tepid stream runs down the side of the ridge, splashing down
Area K –5 over a moss-eaten waterwheel. Beside the waterwheel, set into the
grassy ridge, is a humble mill. A simple footpath wends its way past a
Oc c upi ed Hut pair of clay ovens, to the front of the mill.
Read or paraphrase the following:
Before falling under the spell of the Kingspire, Arkos was a
The muddy hut squats low to the damp ground. Thin trails of smoke
humble miller. The mill, situated away from the village proper,
curl from the mud-brick chimney in long tendrils, before vanishing into
allowed Arkos and his devotees to worship without fear of
the gray mist. A single, humble door bars the entrance.
interruption from their fellow villagers. Once the cult seized
Villagers that have either dedicated their lives to the Cult control of the village, the cultists no longer had any need to
of the Kingspire, or turned a blind eye to the cult’s crimes conceal their horrid practices. Now, the mill serves as a staging
occupy these huts. Those that aid or abet the cult’s work have place and headquarters for the cult.
prospered under Arkos’ rule, while their goodly neighbors
The Ovens: The clay ovens are hot to the touch. Inside each
suffer and starve, making their sins all the more damning.
oven are a dozen small-wafer like sweetmeats made from the
None of the huts have locks, and all the villagers are already en ground remains of the cult’s previous victims. Each sweetmeat
route to the Kingspire, so there is little to prevent the heroes has been rolled and baked in the shape of a looped knot, in
from thoroughly searching the huts. If the heroes inspect homage to the cult’s all devouring worm.
multiple huts, the DM should vary the description slightly, but
on the whole, the huts are identical.

12
The sweetmeats, intended to be part of an unholy sacrament atop A simple beeswax candle stands in one corner of the room,

CURSE OF THE KINGSPIRE


the Kingspire, are steeped in unholy magics. Anyone consuming beside a collection of odd relics looted from the ruins of Old
one of the cakes immediately marks himself as a devotee of Kingspire. Included in the pile are a pommel of a shattered
Arkos, granting the cleric power over him. (See encounter area sword, a few links of chainmail armor, and the hammered boss
1,The Ruins of Old Kingspire for more information.) There are of a shield depicting a dragon-like worm devouring itself. A
a total of 24 sweetmeats baking in the twin clay ovens. close inspection of the relics (History, DC 20) affirms that they
are of eladrin make. A DC 25 check reveals that the relics likely
The Mill: The inset map details the interior of the mill.
belonged to one of the race’s exiled rebel houses. DMs should
The miller’s apprentice labors inside the mill room, hurriedly
reveal as little or as much of the background story as they
working to finish preparations for the night’s festivities. The
see fit, based on the PCs’ background and their knowledge of
misshapen giant is feeding corpses of villagers and animals
eladrin history.
into a chute, then driving the millstone by hand, grinding the
bodies into a bloody mush that he bakes into sweetmeats. At the head of the bed is a sheaf of muddy sheets of parchment.
Arkos has diligently recorded his visions, but they are nearly
Once the handsomest youth in all of Kingspire, the miller’s
entirely gibberish. The sole sheet of use to PCs is recorded on
apprentice has suffered terribly under Arkos’ ministrations. A
the reverse of one of the sheets (Perception, DC 15): a crude
towering, misshapen hulk of a man, the apprentice’s bones are
map of Old Kingspire. (Show Players Handout B.)
twisted and overgrown, his skin is stretched taut over his tall,
narrow frame, and his eyes and ears have been crudely stitched The Loft: Arkos’ apprentice spends his nights sleeping on a
and stretched to resemble the eladrin Arkos has mistaken for narrow bed of planks placed across the rafters. Amid the tick-
the Old Gods. eaten pelts and homespun blankets, there is little of worth. A
careful search of the pallet (Perception, DC 15) reveals a worn
Despite his size, the apprentice displays only a childlike
bracelet of silver and gold — Arkos discovered the bracelet
intelligence. In fact, his master’s unpredictable cruelty has made
in the ruin on one of his later expeditions, and gave it to his
the apprentice hesitant and uncertain. Once his ire is aroused,
apprentice as an afterthought.The simple ornament has become
however, the apprentice is a terrible opponent. He takes up his
the simpleton’s prized possession.The bracelet, a broad band, has
maul and charges into battle, effortlessly dancing in and among
little worth (20 sp) were it not for the inscription on the inside
his foes as he deals out devastating blows.
of the band. The inscription is in Ancient Eladrin and reads:
Environment: The apprentice does his best to drive PCs into
Atop the Kingspire
the waterwheel — anyone moving into the 2 squares on the
wheel’s north side risks being crushed (immediate reaction, We raise this Staff of Scorn.
+10 vs. Reflex, 1d12+6 damage) and is dragged underwater
And this Sword of Runes
for a round, before surfacing on the far side.
Kith & Kin, Bound by Blood
The mill is only one floor, with rafters supporting a half-loft
above.Agile (or foolhardy) PCs can ride the turning waterwheel May they never be Sundered
to its peak and leap into the rafters to gain a tactical advantage
The Crawlspace: A trap door is concealed beneath a pile of
against the rampaging apprentice. The stunt requires a DC 20
sacks in the corner of the mill (Perception, DC 20). Swollen
Acrobatics check, and PCs failing the check are immediately
shut with moisture, a DC 18 Strength check is sufficient to
caught by the wheel and dealt damage as above.Those making
wrench the trap door open, revealing a crawlspace below.At first
it into the rafters gain combat advantage against their foe, and
glance, the crawlspace is filled with sacks loaded with tubers and
receive a +2 bonus to AC and Reflex defenses. (Note that
squash. Hidden at the very back of the crawlspace (Perception,
PCs hiding in the rafters are easily within the range of the
DC 15, to anyone that crawls inside) is a small iron coffer.
apprentice’s enormous maul.)
The coffer, looted from the ruins of Old Kingspire, is befouled
However, any time a PC attempts move action in the rafters,
with age, making picking the lock more difficult than normal
or takes more than 10 points of damage, he must succeed on a
(Thievery, DC 25). The iron is pitted with rust, and a DC 25
DC 15 Acrobatics check or lose his footing, falling to the floor
Strength check is sufficient to wrench opens the lid.
below and taking 1d10 points of falling damage.
The coffer opens to a pair of rotted wooden trays. The top tray
Arkos’ Quarters: This room holds a simple pallet made from
holds 21 soiled pp; each is heavily worn and bears the stamp of a
furs and quilts stitched from homespun rags. Arkos carries all
dragon, with a sword and arrowhead on the reverse. Investigators
of his most prized possessions on his person, so there is very
succeeding on a DC 20 History check correctly trace the coins
little here of worth.
to ancient, Eladrin make. Amid the platinum coins is a shard of
thick blade (likely a bastard sword or narrow greatsword). The
shard bears the stamp of a dragon matching the coin.

13
Miller’s Apprentice Level D
MASTER DUNGEONS: M2

Level 5 Solo Brute


Large natural humanoid XP 1,000
The Drachenvold Swamp
The swamp is ancient in aspect: its leafless trees are gnarled
Initiative +3 Senses Perception +1 and twisted, the marsh grasses crackle and break underfoot,
HP 272; Bloodied 136 and the water is stagnant and still. The thick evening mists are
AC 19; Fortitude 22, Reflex 17, Will 14 pervasive, curling underfoot and obscuring sight beyond 30
Saving Throws +5 feet. Light behaves strangely in the mists — torch and lantern
Speed 6 light seems to flicker and reflect in the distance, while pale
Action Points 2 globes appear from the swamp waters and vanish in an instant.
 Crushing Maul (standard; at-will) w Weapon The stench of rot and decay is everywhere, and the swamp is
Reach 2; +8 vs. AC; 2d8 + 6 damage. perfectly silent, making the actions of the heroes jarringly loud
 Mighty Swat (standard; recharge 5,6) w Weapon in comparison.
Reach 2; requires maul; +8 vs. AC; 4d8+6 damage, and the
target is pushed 3 squares and knocked prone. The depth of the bogs varies throughout the swamp. As a rule
 Floor Sweep (standard; recharge 5,6) w Weapon of thumb, bogs within 50 feet of the shore are 1d6+3 feet in
Close burst 2; +6 vs. AC; 2d8 + 6 damage, and the target is depth, while those further than 50 feet from the shore are
knocked prone. 1d12+6 feet deep.
Alignment Evil Languages Common While there are no wandering monsters for the purpose
Skills Athletics +13, Endurance +12 of this adventure, the Drachenvold does lend itself to eerie
Str 22 (+8) Dex 12 (+3) Wis 9 (+1) experiences. For every half-hour spent in the swamp, roll 1d12
Con 20 (+7) Int 8 (+1) Cha 10 (+2) and consult the following table:
Equipment maul

14
1d12 Encounter The skiff is the last of villager’s boats. The rest have already

CURSE OF THE KINGSPIRE


1 A ball of light hovers in the mist just at the borne the cultists to the Kingspire. The skiff is large enough
edge of the PCs’ vision. to accommodate up to 8 Medium-sized passengers, but any
2 The heroes hear screams in the darkness. Large-sized creatures or mounts will need to be left behind or
3 A PC feels biting worms crawling through make their own way through the deep-water bogs.
the sole of his boot, and burrowing into his
flesh. (Inspection reveals that the soles are Area D–2
whole.) A Watery Grave (EL 3, XP 74 0 ):
4 One of the heroes sees an enormous, In the course of his ritual sacrifices, Arkos sinks the corpses
serpentine form gliding through the swamp, into the swamp. Some of the corpses, animated by the unholy
away from the heroes. power of the Kingspire, have awakened from the dead. They
5 A pair of sinister vultures circle above lurk beneath the dark waters, and then flip over the PCs’ punt
the heroes, following them on their way as they pass overhead. The zombies seize hold of the hapless
through the swamp. PCs, dragging them down to their watery doom.
6 One of the heroes senses a squirming Active Perception checks (DC 15) note ripples in the murky
sensation coming from his backpack. Upon waters just before the zombies surface. If the PCs fail to take
inspection the heroes discover that all active measures, DC 20 Passive Perception checks permit the
their food is spoiled, contaminated with PCs to shout out a warning just before the zombies lurch to
writhing worms. the surface.
7 One of the heroes sees a corona glowing
around the head of an eladrin or elf PC. (If Read or paraphrase the following:
there are no elves or eladrin in the party, The brackish water erupts in violence all around you. Horrid groans
determine a PC at random.) None of his and the stench of maggoty flesh fills the night, even as rotting fingers
companions sees the same halo. seize hold of the skiff, threatening to flip you into the black waters!
8 A PC slips knee-deep into a hidden
bog, coating his trousers and armor in a A total of 8 zombies lurk in the waters. Five of the corpses
stinking, red ooze. are older and weakened from rot, collapsing quickly beneath
9 The heroes hear their names being called determined blows. Three, however, are fresh and fight with
from somewhere out in the swamp. The terrible, unholy strength.
voices are human, but have a sinister, Tactics: Any zombie adjacent to the punt can attempt to grab
delighted tone. hold of it as a minor action. As a minor action, any PC in the
10 One of the PCs pitches forward in a punt can make an attack against a zombie’s Reflex defense to
coughing fit, spitting up a bloody, six-inch knock free a hand. At the beginning of any round with 3 or
worm. more zombies having hold of the punt, the zombies flip the
11 Cold chills pass over the party. One PC punt over as s standard action, spilling all the PCs into the
(determined at random) is strangely water.
immune.
12 A PC’s shadow detaches from his form, The swamp waters here are 7 feet in depth — just deep
kills a nearby animal, then returns. enough to drown most PCs (see the DMG). Heroes fighting
in the water do not receive Dexterity bonuses to their Armor
Area D–1 classes or Reflex defenses.
T h e So dden Punt Complicating matters, a crocodile lurks nearby, a mere 50 feet
Read or paraphrase the following: distant. Drawn by the abundant supply of food, and wary of
the animated dead, the crocodile is quick to make a meal out
A narrow dock extends from the muddy shore out over the brackish
of one of the living.The crocodile closes in using Stealth at the
waters. No more than three planks wide, covered in black mold, and
first sign of combat, attacks the PC furthest from the action,
surrounded by high reeds, the dock seems about to vanish into the
and then retreats into the swamp with its meal. The crocodile
swamp.
has no interest in the battle itself, and retreats once bloodied.
At the end of dock is a single, sodden skiff, moored to the dock with
a single rotting rope. A pair of 10-foot poles rests against the bow of
the skiff.

15
Alignment Unaligned Languages —
Swamp Zombie (3)
MASTER DUNGEONS: M2
Skills Stealth +8
Level 2 Brute Str 18 (+6) Dex 12 (+3) Wis 13 (+3)
Medium natural animate (undead) XP 125 Con 18 (+6) Int 2 (–2) Cha 7 (+0)
Initiative –1 Senses Perception +0
darkvision Area D–3
HP 40; Bloodied 20; see also zombie weakness Th e Ruined Steps
AC 13; Fortitude 13, Reflex 9, Will 10 Read or paraphrase the following:
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant A crude platform of wooden planks and thick branches sit atop enormous
Speed 4 blocks of cut granite that have tumbled into the reedy marsh. Above,
 Slam (standard; at-will) stand two twin pillars, the remnants of the collapsed stone arch.
+5 vs. AC; 1d8 + 2 damage. Several wooden skiffs are moored at the docks, and tracks lead up the
 Drowning Grasp (standard; at-will) muddy slope of the Kingspire.
+3 vs. Reflex; the target is grabbed (until escape). Grabbed
targets in the water suffer a –5 penalty to Endurance The makeshift dock is built atop the fallen blocks of the once
checks to avoid drowning. mighty arch. Once a memorial built in honor of the eladrins’
Zombie Weakness might, all that remains are the pillars and the fallen blocks.
Any critical hit to a swamp zombie reduces it to 0 hit Each of the pillars bears engravings depicting the history of
points instantly. Clan Nyrae: their break from the eladrin empire; the clan
Alignment Unaligned Languages — striking out into the wilderness; and finally, the founding of
Str 14 (+3) Dex 6 (–1) Wis 8 (+0) the Kingspire Citadel. Heroes taking the time to inspect the
Con 10 (+1) Int 1 (–4) Cha 3 (–3) fallen, muddy blocks discover a grim prophecy: The stones of
the fallen arch depict a skeletal king sitting atop a stone throne.
Decrepit Swamp Zombie (5) A skeletal court, assailed by armies on all sides, surrounds the
Level 3 Minion king. The throne rests upon the back of a two-headed worm.
Medium natural animate (undead) XP 38
Area D–4
Initiative –2 Senses Perception –1; darkvision
HP 1; a missed attack never damages a minion. Th e Silent March
AC 13; Fortitude 13, Reflex 9, Will 10 Read or paraphrase the following:
Immune disease, poison A narrow path wends its way up the barren ridge. Candles placed along
Speed 4 the sides of the path light the way into the high mists. High above, you
 Slam (standard; at-will) can make out the silhouette of the citadel atop the moonlit spire.
+6 vs. AC; 5 damage.
Alignment Unaligned Languages — A moment or two after the PCs start up the slope, ghostly
Str 14 (+2) Dex 6 (–2) Wis 8 (–1) blue figures emerge from the black waters and march up the
Con 10 (+0) Int 1 (–5) Cha 3 (–4) path to the top of the spire. Towering, spectral savages armed
with spears and battleaxes and girded in hides, the ghosts were
once proto-humans, a mere step above Neanderthals.They are
Ancient Crocodile the ghosts of the savages that stormed the Kingspire Citadel,
Level 4 Soldiers bringing the eladrin conflict to a head.
Large natural beast (reptile) XP 175
There are over 100 ghosts emerging from the swamp, marching
Initiative +5 Senses Perception +3; low-light vision
up the ridge.The silent ghosts ignore the heroes, unless there is
HP 58; Bloodied 29
an elf or eladrin among them, in which case, the ghosts gather
AC 20; Fortitude 19, Reflex 14, Will 15
around the hero, their weapons raised in threat.
Speed 6, swim 8
 Bite (standard; at-will) The ghosts are entirely insubstantial, and only pose a threat if
+10 vs. AC; 1d8 + 4 damage, and the target is grabbed the PCs flee. The ghosts give chase, their spectral howls filling
(until escape). The crocodile cannot make bite attacks while the night. Elves and eladrin are targeted by +5 Will attacks each
grabbing a creature, but it can use crushing jaws. round until they reach the citadel (area 1–1) or leave Kingspire
 Crushing Jaws (standard; at-will) Island. Those falling to the attack suffer 1d12 psychic damage
If a crocodile begins its turn with a target grabbed in its and are slowed. A successful save ends the slow effect, but a
jaws, it makes an attack against the grabbed creature: +10 failed save worsens the condition to unconsciousness, forcing
vs. AC; 2d8 + 4 damage. Miss: Half damage. the PC’s allies to carry them to safety.

16
As the PCs come within 100 feet of the gatehouse (area ridge for the PCs to hide.The heroes must either flee from the

CURSE OF THE KINGSPIRE


1–2), a heavy mist rolls over the battlefield, obscuring all sight battlefield or fight their way through to the gatehouse.
beyond 5 feet. The mist smells of smoke and burning flesh,
This area is entirely filled with phantasmal combatants. To
a fell harbinger of things to come. As the foul mists lift, the
make any progress, the PCs are forced to hew their way
PCs see two opposing armies. First, an army of sub-human
through the chaotic battlefield. For every 15 feet moved, the
savages charges up the slope in their wolf pelts and bear skins,
PCs must kill two minions. Heroes that move as a pack, back
axes and spears raised high. Second, an army of cruel-faced
to back, can make good progress, but if they become separated,
eladrin, armed with bows and sharp blades, stream from the
the encounter quickly resolves into a deadly bloodbath. In
gatehouse and take up formation at the top of the hill. The
addition, roll 1d8 each round to determine random battlefield
PCs are caught between the clashing forces.
encounters. If the PCs are separated by 15 feet or more, roll for
each individual group.
Level 1 1d8 Random Encounter
Ruins of Old Kingspire 1 No random encounter for the round.
The ruins of the citadel are overgrown with ashen vines and 2 A savage astride an enormous warhorse
noxious weeds.The ruins are mostly 1 story high, with crumbling rides down the PCs, spear couched for a
walls stretching up another 1 or 2 stories in height. Unless charge (+10 vs. AC, 10 damage; 50 XP).
otherwise noted, there is no natural light in the old ruins. 3 The PCs hear the mournful whistle of war
arrows fired from the ranks of the eladrin.
Area 1–1 The arrows rain down over them (burst 2,
F i e ld o f t he Fa l l en +5 vs. Reflex, 5 damage; 75 XP).
(EL 1 , X P 570 + Va ri a bl e) 4 A savage standard bearer collapses before
Read or paraphrase the following: the PC, his wolf-skin banner falling to the
ground. If the PCs take up the banner,
The rocky ridge gives way to a barren field, utterly devoid of life. A the savages rally around them and surge
phantasmal light rings the top of the ridge, causing the mists to glow forward, bringing the PCs within 30 feet of
as if lit from below. Ragged war banners, shattered weapons, and bits the gatehouse.
of broken armor litter the field. Deep in the heart of the mists, a 5 A mob of savages charges the PCs, howling
crumbling ruin stands silent in the darkness. wildly. They clash with the ranks of heroes,
The war banners, weapons and armor, are all ghostly remnants driving them back 10 feet, stabbing and
of a terrible battle waged over a thousand years ago. The slicing with their ghostly weapons (burst
battlefield is haunted, and on certain moonlit, misty nights, 10, +5 vs. AC, 5 damage; 100 XP).
the spirits of the fallen return to continue their endless battle. 6 A spectral wave of fire washes over the
Normally, these battles cannot affect the living, but Arkos’ fell battlefield, slaughtering eladrin and savages
rites have brought the battle to a fever pitch that spills over alike (burst 10, +10 vs. Will, 1d12+4
into the realm of the living. fire damage; 100 XP), clearing a way
for the PCs to advance 30 feet without
As the PCs come within 100 feet of the gatehouse (area encountering combatants.
1–2), a heavy mist rolls over the battlefield, obscuring all sight 7 An eladrin dragonrider swoops down from
beyond 5 feet. The mist smells of smoke and burning flesh, on high. The dragon attempts to snatch 2
a fell harbinger of things to come. As the foul mists lift, the PCs in its ghostly-blue talons, flinging them
PCs see two opposing armies. First, an army of sub-human 30 feet distant (+5 vs. Reflex, 2d10 damage,
savages, charge up the slope in their wolf pelts and bear skins, and the target slides 6 squares; 150 XP).
axes and spears raised high. Second, an army of cruel-faced 8 No random encounter for the round.
eladrin, armed with bows and sharp blades, stream from the
gatehouse and take up formation at the top of the hill. The
PCs are caught between the clashing forces.
It is mere seconds before the armies clash, and immediate action
is called for. The battlefield is sufficiently pocked and pitted
to allow quick PCs to seek cover (Stealth, DC 15), but this
solution is only good for a few rounds at the most. The armies
clash in chaotic melee, and the eladrin formations stop the
charging humans, but their forces are scattered in the process.
However, 1d4 rounds into the battle there is nowhere on the

17
Phantasm Eladrin and Savages Area 1–4
MASTER DUNGEONS: M2

Level 3 Minion (500 or more)


Th e Killin g Hall
Read or paraphrase the following:
Medium natural animate (undead) XP 38
Initiative –2 Senses Perception –1 The short hallway is littered with fallen blocks and overgrown with
darkvision weeds. It runs no more than five paces before coming to an enormous
HP 1; a missed attack never damages a minion. portal, banded in rusty iron.The portal stands partially open, and from
AC 13; Fortitude 13, Reflex 9, Will 10 beyond you can hear fevered voices raised in unholy prayer and song.
Immune disease, poison Heroes distracted by the rite taking place in the courtyard
Speed 4 (area 1–6) may make a deadly mistake: the north and south
 Ghost Strike (standard; at-will) +6 vs. AC; 5 damage. walls of the hall are punctuated by arrow slits. Cautious PCs
Alignment Unaligned Languages — (Perception, DC 15) that take the time to inspect the hall
Str 14 (+2) Dex 6 (–2) Wis 8 (–1) before turning their full attention to the courtyard are quick
Con 10 (+0) Int 10 (+0) Cha 3 (–4) to notice the arrow slits.

Area 1–2 As detailed in area 1–5 below, the guards placed by Arkos are
anything but attentive, and only take notice of the PCs after
The Gat eho use one or more of the heroes have passed into the hall. Careful PCs
The heroes are forced to fight their way up the blood soaked
can slip past the archers if they take pains to hide themselves in
stone steps, slaying 4 eladrin phantasms (see area 1–1 for
the shadows and are quiet enough to avoid detection (Stealth,
statistics) to reach the gatehouse floor. Once the PCs reach the
DC 15). Of course, cunning PCs might come up with even
gatehouse, read or paraphrase the following:
more effective solutions (perhaps by distracting the guards, or
You stumble up the blood soaked steps and into the ruined gatehouse. dispatching them with well placed spells).
All is silent, an eerie contrast to mad melee. The field where two great
Combat is the least effective tactic. The archers inside the
armies fought, just moments before, is now still as the grave.
guardrooms enjoy superior cover (–5 to attack rolls), but have
The gatehouse stands in ruins. Fallen blocks and rotting timbers litter no penalties while raining down their arrows on the PCs. See
the floor and a pair of mighty, ironbound portals, that once might have area 1–5 for more information.
held back an army, now hangs loosely from their hinges.
Area 1–5
There is little for the PCs to discover in the gatehouse. A close Guard rooms (EL 1+, XP 3 7 5 +)
inspection of the floor (Perception, DC 15) done before the Read or paraphrase the following:
party tracks through the dust and cobweb reveals that a large
group of humanoids (Arkos and his cultists) recently passed The small, ruined chamber has been turned into a camp of sorts.A small
though the gatehouse, en route to the citadel. fire smolders in the heart of the chamber. A trio of archers dressed in
humble, woodsmen garb are crouched around the fire, taking long draws
Area 1–3 from their wineskins and idly casting dice for handfuls of copper pieces.
The Bri dge On the opposite wall you spy a pair of arrow slits.
Read or paraphrase the following:
Note, the description of the archers is different if the PCs are
A narrow stone bridge spans the gap between the gatehouse and the
detected passing through area 1–4, or if the archers join in the
citadel. Leering, horned gargoyles look down from the walls of the
general melee of area 1–6.
ruined citadel, and you can spy holes along the edge of the bridge
that once supported wooden railings. Gray mists swirl below in the There are 3 huntsmen in both of the areas keyed 1–5, for
darkness. Any fall from this height would surely be fatal. a total of 6 huntsmen that can attack area 1–4 if the PCs
are discovered. Arkos ordered them to stand guard over the
Despite its age, the bridge remains as sturdy as the day it
gatehouse to ensure that his ritual isn’t interrupted, but the
was constructed. A mere 10 feet in width, those crossing the
archers believe there is nothing in the swamp foolish or
bridge feel an acute sense of exposure, with the knowledge
powerful enough to merit guard duty. Sullen because of their
that it would take little to knock them into the swirling abyss
assignment, the guards have instead taken to drinking as they
below. The rocky base of the ravine is 60 feet below, hidden in
wait for Arkos to permit them to return.
darkness and the swamp mists.
It the archers detect the PCs passing through area 1–4, they
Cautious heroes succeeding on a Perception check (DC 20)
spring to the arrow slits, firing volley after volley of arrows into
note light shining into area 1–4 from the arrow slits in areas
the hall. If the PCs make it past the archers, or if the archers
1–5, and hear the sounds of loud chanting and drumming
hear sounds of combat coming from the courtyard (area 1–6),
coming from area 1–6.

18
they desert their post, hurrying to their bows in support of There are 27 cultists in all, reveling in the courtyard. Ten have

CURSE OF THE KINGSPIRE


their comrades. been forced into the ritual, and still cling to a semblance of
their rational minds. The remaining 17 have sworn their souls
Treasure: There is little treasure here, as all of the cultists have
and lives to Arkos and his strange cult, and are thoroughly
turned over any items of worth to their master Arkos. A careful
wicked.
search of the bodies (Perception, DC 15) garners a meager
cache of 1d100 cp, 1d12 sp, and a pair of silvered arrows. The cultists are caught up in their rite. If the PCs make any
effort to conceal themselves, it is relatively easy (Stealth, DC
Archer (3) 15) to slip unnoticed to the southern entrance. The northern
entrance, set closer to the bonfire, is more difficult to reach
Level 2 Artillery
(Stealth, DC 25).
Medium natural humanoid, human XP 125
Initiative +4 Senses Perception +6 Statistics for the 17 dedicated cultists are listed below, but the
HP 32; Bloodied 16 remaining 10 flee at the first chance, wanting nothing but to
AC 14; Fortitude 14, Reflex 15, Will 12 flee the cult and Arkos’ cruelty. These craven villagers are of
Speed 6 no use in a fight, dropping their weapons and falling prone if
 Short Sword (standard; at-will) w Weapon confronted.
+7 vs. AC; 1d6 + 1 damage. The 17 cultists, however, have no qualms about giving their
 Shortbow (standard; at-will) Weapon lives in the name of Arkos. Their master has promised them
Ranged 15/30; +9 vs. AC; 1d8 + 3 damage; see also archer’s eternal rewards and more, and the cultists have foolishly
mobility. bought into his promises. While the minions try to surround
Archer’s Mobility the heroes, the hunters hurl their daggers into the fray, while
If the archer moves at least 4 squares from its original the woodsmen brutes lay into those that try to break free of
position, it gains a +2 bonus to ranged attack rolls until the the cordon.
start of its next turn.
Devil’s Accuracy (free; encounter) Development: Arkos and his retinue are preparing their rite
The archer can reroll a ranged attack roll. It must use from atop the balcony (area 1–13). If the PCs elect to bring
the second roll, even if it’s lower. the battle to the cultists, Arkos retires to area 1–14 to complete
Alignment Unaligned Languages Common his ritual, but if the PCs conceal themselves and allow the
Skills Nature +5, Stealth +9 ritual to progress, read or paraphrase the following:
Str 13 (+2) Dex 16 (+4) Wis 11 (+1) A ragged, wild haired man appears on the balcony above the courtyard.
Con 14 (+3) Int 9 (+0) Cha 11 (+1) A pair of silent priests dressed in black robes and bearing a chalice and
Equipment leather armor, shortbow, 20 arrows, shortsword a large, earthenware jug flanks the man.

Area 1–6 The wild-haired man raises his arms to the crowd and the dancers
go quiet.
Ov e r g rown Court ya rd
a n d t h e Pl ague of Worm s “Ages past, when the world was still young, and the race of man was
little more than tribal bands,” he intones, his deep voice filling the
(EL 6, X P 1,285)
courtyard,“the Kingspire shined like a jewel in the wilderness. But our
Read or paraphrase the following:
ancestors, with savage cruelty and bloodied fist, laid low the Kingspire
The ruined courtyard is overgrown with weeds and even a stunted and its rulers, destroying what should have been our legacy.”
trio of trees.Thick moss has overgrown the surrounding walls, as if the
“The rulers of this mighty citadel fled, beyond the veil of day and
swamp were trying to draw the citadel down into its brackish waters.
night, like unto immortals. We were meant to sit with them and raise
The courtyard is littered with rubble, but you can spy a mob of ragged cups of ruby wine in their eternal court at twilight, as kith and kin.”
and muddy villagers dancing, chanting and howling in the night.They
With wild eyes the man fills the chalice from the earthen jug and
carry flaming brands that send sparks drifting into the misty sky, and
drinks deeply, spilling down his beard and staining his robes crimson.
farming tools — pitchforks and cleavers — transformed into cruel
“Join me, brothers and sisters! Let your chants echo through the ages
implements of slaughter.
as we call back the Master of Kingspire! You are the holy ones, chosen
At the far end of the courtyard, obscured by the swamp mists and to feed his hunger, and thereby secure your place beside his mealy
smoke from the flaming brands, you can make out a high balcony. throne! Give your lives for him now, so that he might cleanse the
Lights glimmer and flicker inside the crumbling ruin as the wild world, and raise your fists in triumph! For long has he slept and great
dancers reach a fevered pitch. is his hunger!”

19
The wild-haired man raises the earthenware jug over his head and
Hunter (5)
MASTER DUNGEONS: M2
casts it out over the courtyard. It crashes down among the revelers, who
immediately break into a riot, fighting for drops of the foul potion. Level 2 Skirmisher
Laughing mightily, the priest withdraws into the citadel. Medium natural humanoid, human XP 125
Initiative +6 Senses Perception +1
As the cultists fall upon the liquid, a great rumbling shakes the
HP 37; Bloodied 18
Kingspire. Moments later, the ground underfoot begins to roll
AC 16; Fortitude 12, Reflex 15, Will 12
and shift as thousands of worms squirm their way up from the
Speed 6
ground. Unless engaged in combat, the cultists hurl themselves
 Boar Spear (standard; at-will) w Weapon
to the ground, and are quickly devoured by the worms, leaving
Reach 2; +7 vs. AC; 1d10 + 1 damage, and the hunter shifts
naught but bones stripped of muscle and flesh. However if the
1 square.
PCs played their hand too early, the cultists stumble their way
 Dagger (standard; at-will) w Weapon
through the plague of worms in an effort to turn the PCs into
Ranged 5/10; +7 vs. AC; 1d4 + 3 damage.
a sacrificial offering.
 Immobilizing Thrust (standard; encounter) w Weapon
For their part, the PCs must succeed on DC 10 Acrobatics Requires boar spear; +7 vs. AC; 1d10 + 1 damage, and
checks each round or fall to the ground. Any hero falling the hunter makes a secondary attack on the same target.
against the ground is immediately attacked by flesh eating Secondary Target: +5 vs. Fortitude; the target is immobilized.
worms (immediate reaction, +10 vs. AC, 1d12+6 damage). Special: The hunter cannot move from his square while the
Additionally, with the arrival of the worms, the entire courtyard target is immobilized.
is treated as difficult terrain. Combat Advantage
The hunter deals an extra 1d6 damage on melee and
The plague of worms is merely a precursor of things to come,
ranged attacks against any target it has combat advantage
and only extends over area 1–6. Once the PCs leave the
against.
courtyard, they are free from the threat of the worms.
Alignment Evil Languages Common
Arkos does not stay to fight — he is too busy bringing about Skills Stealth +9, Nature +6
the end of the world. If the PCs somehow force Arkos and his Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
retinue to stay, their statistics are provided in area 1–14. Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, boar spear, 4 daggers
Woodsman (2)
Level 4 Brute Village Cultist (10)
Medium natural humanoid, human XP 175
Level 2 Minion
Initiative +3 Senses Perception +2 Medium natural humanoid, human XP 31
HP 66; Bloodied 33; see also battle fury
Initiative +0 Senses Perception +0
AC 16; Fortitude 17, Reflex 14, Will 14
HP 1; a missed attack never damages a minion.
Speed 6
AC 15; Fortitude 13, Reflex 11, Will 11
 Woodsman’s Axe (standard; at-will) w Weapon
Speed 6
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
 Cleaver (standard; at-will) w Weapon
 Handaxe (standard; at-will) w Weapon
Reach 2; +6 vs. AC; 4 damage.
Ranged 5/10; +5 vs. AC; 1d6 + 4 damage.
Mob Mentality (standard; at-will)
 Fury of Arkos (free, when first bloodied; encounter) w
A village cultist gains combat advantage against a target if
Weapon
the target is within at least 5 squares of 2 or more of its
The woodsman makes a melee basic attack with a +4 bonus
allies.
to the attack roll and deals an extra 1d6 damage on a hit.
Alignment Evil Languages Common
Alignment Evil Languages Common
Str 14 (+3) Dex 10 (+1) Wis 10 (+1)
Skills Athletics +11, Endurance +10
Con 12 (+2) Int 9 (+0) Cha 11 (+1)
Str 19 (+6) Dex 12 (+3) Wis 11 (+2)
Equipment cleaver fastened to a 10-foot pole.
Con 16 (+5) Int 10 (+2) Cha 12 (+3)
Equipment woodsman’s axe (greataxe), brace of three
handaxes

Area 1–7

20
T h e Dungeo n Tower Icy Ward
MASTER DUNGEONS: M2

Read or paraphrase the following:


Level 5 Warder
This wide tower once offered a commanding view over the swamp to Trap XP 200
the north and east. Now it is like much of the rest of the castle, merely Perception
a ruined shadow of its former majesty. Debris litters the tower floor, DC 20: The character feels a slight chill radiating from the
forcing you to carefully pick your way through the fallen rubble. panel.
Concealed amid the rubble (Perception, DC 20) is a locked Trigger: When a creature opens the panel.
(Thievery, DC 20) iron grate opening to a spiral staircase. The Immediate Reaction Close burst 3
key to the lock is kept hidden in area 1–8. The staircase below Targets: All creatures in burst
has collapsed, making passage impossible without weeks of Attack: +8 vs. Reflex
heavy digging. Hit: 2d8+3 cold damage, and the target is slowed (save
ends).
The tower once served as quarters for the eladrin archers serving Miss: Half damage, and the target is not slowed.
the regents of the Kingspire. A careful search of the rubble
along the arrow slits lining the walls reveals a deteriorating Countermeasures
leather quiver containing a sheaf of arrows. While all of the • The characters can trigger the trap from afar with
arrows are ruined with age (and worthless, like the quiver) missile weapons. The trap has an AC of 20, and triggers
there is a pair of bowstrings threaded into the decaying leather if more than 10 points of damage are dealt to it.
of the quiver. Wound with gold and silver thread, and strands • An adjacent character can disable the trap with a DC
of hair taken from a unicorn’s mane, the bowstrings bestow a 25 Thievery check
+2 bonus to any non-magical bow. The ancient bowstrings
fray quickly and are only good for 1d12 uses, each.
Area 1–9
Area 1–8 Th e Ruins Below (EL 3, XP 7 5 0 )
Ru i ned Storeroo m Read or paraphrase the following:
( EL 1, X P 200) The narrow staircase descends the side of the citadel to a platform
The western door to this chamber is stuck, and requires a below. The steps are slick with black moss and condensation. Swirling
DC 15 Strength check to force open, alerting the archers in mists obscure the sheer drop to the base of the citadel far below.
area 1–5 who investigate the noise in 1d6 rounds. Read or
paraphrase the following: Descending the steps brings the PCs to an old ruined entrance
to the citadel’s dungeon level. The entrance is secured by a
The rotting door gives way, revealing what appears to be an old locked iron gate (Thievery, DC 20 to unlock); the key to the
storeroom. Shelves line the walls, laden with ancient casks, bundles gate can be found hidden in area 1–8.
and crates. Many of the shelves have collapsed, spilling their ruined
contents to the floor. Through the rusty bars, the PCs can see that the chamber
is largely in ruins. The ceiling above has partially caved-in,
At first glance, there is little here to merit the PCs’ interest. and the remainder of the chamber is in danger of collapse.
The storeroom’s contents have all been rendered worthless The chamber was once the quarters of the dungeon’s master
by the passage of time. Thorough PCs, however, are in luck: torturer, the cruel eladrin responsible for extracting secrets and
a DC 23 Perception check reveals a hidden panel set into instilling fear in the regent’s enemies. Apart from a few cruel
the north wall. Plastered over with mud, ages ago, the panel implements trapped beneath fallen blocks (leg irons, brands,
is easily pried loose with the tip of a dagger. However, the thumb screws and bits of a broken rack) little is left to testify
panel is also trapped, and PCs failing to take the appropriate to the horrors that took place here.
countermeasures are targeted by a billowing cloud of icy air
that freezes skin, sears eyelids, and scars the lungs. In the very back of the chamber, some 20 feet distant from the
entrance, stands an iron maiden. When the citadel fell to the
Hidden behind the panel is a dark velvet pouch sewn with Nyrae’s curse, a half-elven rogue was left trapped in the iron
small diamond chips in imitation of the night sky (worth 200 maiden, where she died a slow and agonizing death.The residual,
gp). The pouch contains a large, ceremonial key ring chased psychic taint of her tortured spirit permeates the torture device,
with platinum (worth 50 gp) and a ring of five keys (three to threatening to draw the PCs into its ancient misery.
open the gates in area 2-15, one to open the grate in area 1-7,
and one to open the gate in areas 1-9 and 2-9). The first PC to see the iron is targeted by the lingering spirit
(standard action, +10 vs. Will). Whether or not the attack
is successful, the PC feels hatred and agony wash over him,
emanating in waves from the iron maiden. Additionally, on a

22
successful attack, the PC is pricked, as if by a thousand tiny Area 1–10

CURSE OF THE KINGSPIRE


spikes, causing the PC to take 1d12 points of damage per Hall of Sh attered Pane s
round. The PC’s blood, however, weeps from the iron maiden, Read or paraphrase the following:
emerging from a hundred tiny pinholes and running in tiny
rivulets down into the stone floor. A once-majestic hall now stands in ruin. The vast ceiling arches high
overhead, decorated with leering gargoyles, demons, and devils that
The condition continues until the heroes open the iron seem frozen in the semblance of life. Four towering windows line
maiden, or the PC is brought out of the area (up the stairs to the outside of the hall, their panes shattered into a thousand shards
area 1–8 is sufficiently distant). that litter the floor. Something, or someone must have disturbed the
Opening the Maiden: One of the timbers supporting the shards, sometime in the past, because they are laid out in the shape
remainder of the ceiling is resting precariously against the of a dragon.
iron maiden. Opening the maiden causes the beam to shudder A DC 15 Perception check made in an effort to look for
and fall, causing the ceiling to collapse. When the maiden tracks confirms that nothing (living) has passed through this
is opened, the animated corpse of the half-elf springs out, hall in many a decade. Arkos rightly fears this hall, and has
grasping hungrily for the nearest living creature. commanded his followers not disturb the “haunted hall of
When the maiden is opened, call for initiative for every PC many panes.”
in the room; roll 1d20 + 5 for the corpse as well. Characters This hall was once decorated with elaborate stained glass panes
beating the corpse’s initiative can leap for safety, insuring that — works of art that also came with a curse.While the hall poses
they take only half damage from the falling ceiling. very little threat in its ruined condition, keen investigators
However, if the corpse succeeds in beating any of the PC on might glean details that will aid them when they encounter
initiative, it leaps to the closest, slowest PC (+7 vs. Reflex). If the hall in its previous incarnation (see area 2–5).
the corpse succeeds on its attacks, the PC is held in place and A cursory inspection of the glass reveals that most of the
suffers the full brunt of the collapsing ceiling. shards are stained with blood, and that the skeletons of a dozen
If the PC survives the collapse, he discovers a ring clutched in tall humanoids litter the corners and walls of the chamber.
the skeletal hand. Forged in the likeness of intertwined leaves, (Heroes might mistake these for eladrin, but their build is far
wound around a glittering ruby.Though not magical, this band too stocky.They actually belong to the sub-human savages that
once held great worth to the regent of the Kingspire. attacked the Kingspire in ages past.)

Apart from the ring, there is no treasure in the chamber. A more thorough inspection of the chamber reveals four stone
shelves set in the north wall. In the past, these nooks served as
Collapsing Ceiling simple altars to the vices celebrated by the cruel eladrin, but
now their contents have been scattered throughout the ruined
Level 7 Lurker hall or stolen by scavengers.
Trap XP 250
Perception DC 20: The character notices that the Area 1–11
scaffolding is concealing the trap. Tower of th e Magus
Trigger: When a creature opens the iron maiden. (EL 5, XP 1000)
Immediate Reaction Close burst 3 The arched stone bridge leading to area 1–11 fell away decades
Targets: All creatures in burst ago, forcing explorers to puzzle their way across the gap. Read
Attack: +10 vs. Reflex or paraphrase the following:
Hit: 3d8+3 cold damage, and the target is immobilized
(save ends). The stone archway comes to an abrupt halt. The bridge has fallen
Miss: Half damage, and the target is not immobilized. away here, leaving a daunting gap to the far side. Across the gap are
Special: If the corpse in the iron maiden successfully hits the ruins of an enormous tower. Once several stories in height, the
and grabs a PC, the trap automatically hits the PC (no tower now stands as an empty husk, a few ruined gargoyles watching
attack roll required). from atop its crumbling walls.
It is a 10-foot jump (Athletics DC 11 or DC 21 without a
Countermeasures running start) to reach the far side of the collapsed bridge, but
• An adjacent character can disable the trap with a DC PCs making the leap without adequate precautions (spells, or
25 Thievery check simply tying a rope to their companions) are in for a deadly
• A DC 15 Dungeoneering check grants the party a +2 surprise. The 5 feet of the platform on the tower side (to the
bonus to Thievery checks to delay or disable the trap. south) is crumbling and readily collapses under the weight of
a landing PC jumping the gap. Characters successfully leaping

23
the gap hit the far side, only to have it crumble beneath their Digging the coffer free, the PCs find that ¬– while the coffer is
MASTER DUNGEONS: M2
feet. PCs must succeed on an immediate DC 25 Athletics or hopelessly crushed – its contents have survivied. Once locked,
Acrobatics check (player’s choice). Those failing this check the coffer’s clasp was snapped off when the tower collapsed.
must make a saving throw or plummet 50 feet to rocky ground Inside, swaddled in a black velvet bag stitched with silver runes
below (5d10 falling damage). is a gold-colored orb, carved out of crystal.
Characters succeeding on the saving throw are clinging by Out of place and out of time, this Orb of the Magi functions
their fingertips, and must make a DC 20 Athletics check each as a magic +3 orb that grants +2 to any Arcana check, with
round to hold on. Those succeeding by 5 or more manage to the special ability to grant a PC spellcaster the ability to recast
drag themselves back on to the bridge, but otherwise, they must a spent daily encounter power, at the price of two healing
be saved by their allies before weakening … and plummeting surges. There is a cumulative 1% chance each time the orb is
to their fate. Note that once the bridge falls away, the leap to used that the spent surges are permanently lost.
jump the gap becomes 15 feet in width (Athletics DC 16 or
DC 31 without a running start). Ruined Gargoyle (5)
Once the PCs have the time to inspect the tower on the far Level 5 Lurker
side of the collapsed bridge, read or paraphrase the following. Medium elemental humanoid (earth) XP 200
A single hammered copper portal, stained with verdigris, guards the Initiative +8 Senses Perception +9;
entrance to the ruined tower before you. The portal is decorated with darkvision
reliefs of a spiraling vine that follows the curve of the arched door, HP 51; Bloodied 25
wending its around a hammered copper sun and moon, before winding AC 19; Fortitude 19, Reflex 17, Will 17
down the far side of the portal. Framed within the work, wielding the Immune petrification
contrasting might of the sun and moon is a single eladrin spellcaster. Speed 6
 Claw (standard; at-will)
This tower was once the lair of powerful eladrin magus. It has +10 vs. AC; 1d10 + 4 damage.
since fallen into a ruin and little remains to interest heroes.  Silent Drop (standard; encounter)
Some of the magus’ guardians, however, remain ready to carry Can only be used if the gargoyle is 10 feet or more above
out their tasks, in obedience to a master who has long since its target. +10 vs. AC; 2d10 + 4 damage, and the target is
passed from the world. knocked prone.
Five ruined gargoyles lurk atop the crumbling walls of the Stone Form (standard; at-will)
tower, some 25 feet overhead. Their bodies are pitted and The gargoyle becomes a statue and gains resist 25 to all
cracked with age; their magic has diminished to the point that damage, regeneration 3, and tremorsense 10. It loses all
they no longer have the ability to fly. However, the gargoyles other senses and can take no actions in stone form other
have adapted to their ruined condition and still make deadly than revert to its normal form (as a minor action).
opponents. They lurk, in stone form, atop the walls, waiting Alignment Evil Languages Primordial
for the PCs to cross the ruined bridge. As the last of the PCs Skills Stealth +9
crosses over to the far side of the bridge, the gargoyles turn Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
from stone long enough to hurl themselves off of their perches Con 15 (+4) Int 5 (–1) Cha 12 (+3)
at the heroes, crashing down amid them.
Area 1–12
Once at ground level, the gargoyles scratch and claw at the
PCs, doing their best to repel the intruders. The gargoyles are
Western Blockh ou s e
under orders to repel all invaders; the sole foes that escape their (EL 2, XP 600)
wrath are any eladrin wizards. Read or paraphrase the following:

Treasure: The interior of the tower is a collection of fallen The square tower chamber is littered with debris. Water collects in
granite blocks, rotted timbers, and shards of slate shingles. The pools on the stone floor, amid the fallen timbers and crumbling stones.
rubble makes searching for anything of value exceedingly Muddy stone steps rise to a central platform above. A dozen or so
difficult. However, thorough explorers are rewarded for their small burning lamps rest on the steps, casting the staircase in flickering
diligence. A close search of the tower floor (1 hour or more; yellow light.
Perception, DC 20) discovers a small silver coffer trapped
beneath the rubble.

24
A successful tracking check (Perception, DC 15) confirms what If the PCs have not raised an alarm among the cultists, Arkos

CURSE OF THE KINGSPIRE


cautious PCs likely suspect: dozens of muddy footprints lead and his 5 initiates are here, preparing to make an offering in
up the stairs.The staircase is trapped, however, and it requires a the name of the spirits inhabiting the Kingspire.
DC 22 Perception to note the thin trip wire strung along the
If the PCs have been detected, however, or set off the trap in
steps. Heroes unlucky enough to spring the trap overturn 3
area 1–12, Arkos has retreated to area 1–14, leaving his cultists
casks of oil, showering all 10 squares of the steps with oil.
to fend off the PCs. The cultists fight in a holding action,
The oil is instantly ignited by the lamps resting on the steps, stalling the PCs long enough for Arkos to finish his rite.
resulting in a raging inferno that washes up the stairs, causing
The cult champions are arrayed in rusted armor, scavenged
fire damage to all characters on the stairs.The flames persist for
from the innumerable armies that perished trying to assault the
3 rounds, before dying down into tiny patches of pooled oil.
Kingspire. The champions fight with ancient, rusted bastard
The trap can only be triggered once.
swords and pockmarked shields. The initiates swarm around
them, doing their best to harass and harry the PCs, buying
Oil Trap their master time.
Level 7 Elite Lurker
If the PCs succeed in surprising the cultists, Arkos fights just
Trap XP 600
long enough to break free to area 1–14. Arkos is obsessed with
Perception DC 22: The character notices the tripwire. completing his rite, never realizing that the damage has already
Trigger: When a creature steps onto the stairs, the trap been done. His initiates fight to the death, confident in the
rolls initiative. eternal reward promised them.
Initiative +6
Standard Action Close special Development: If the PCs succeed in defeating Arkos here,
Targets: All creatures on the stairs. see Curse of the Kingspire, below.
Attack: +12 vs. Reflex
Hit: 3d8+3 fire damage, and ongoing 5 fire damage (save Arkos
ends). Level 6 Controller (Leader)
Miss: Half damage, no ongoing damage. Medium natural humanoid, human XP 250
Special: The trap attacks all PCs on the stairs every round
Initiative +4 Senses Perception +12
for three rounds.
Unholy Aura (Healing) aura 5;
allies that start their turns in the
Countermeasures
aura regain 3 hit points.
• Characters alert to the tripwire can easily step over it.
HP 70; Bloodied 35
Additionally, an adjacent character can disable the trap
AC 20; Fortitude 16, Reflex 15, Will 19
with a DC 27 Thievery check.
Speed 6
• A DC 15 Dungeoneering check grants the party a
 Morning Star (standard; at-will) w Weapon
+2 bonus to Thievery checks to delay or disable the
+11 vs. AC; 1d8 + 2 damage.
trap.
 Fury of the Ancients (standard; at-will) w Psychic
Ranged 10; +10 vs. Will; 1d10+4 psychic damage.
Area 1–13  Fist of the Ancients (standard; encounter)
Ba l c o n y ( EL 5, X P 1,050) Area burst 2 within 10; +8 vs. Reflex; 2d8+4 damage, and
Read or paraphrase the following: the target is immobilized (save ends). The area of the burst
Stairs rise to a wide balcony that overlooks the courtyard below. At becomes difficult terrain until the end of the encounter.
the back of the balcony, stairs climb towards to the inner keep of the  Poison Cloud (standard; recharge 5,6) w Poison
citadel. The balcony is decorated with elaborate stonework: curling Area burst 2 within 10; +8 vs. Fortitude; 2d6 + 4 poison
stone vines, forest animals, and bas-reliefs of dark, wooded groves, damage, and the target is dazed until the end of Arkos’ next
adorn the chamber. turn.
Alignment Evil Languages Common
Plates of glowing embers are placed about the floor in a semblance Skills Athletics +10, Religion +8
of some esoteric rite, and the air is thick with the smell of burning Str 15 (+5) Dex 13 (+4) Wis 19 (+7)
incense. Con 14 (+5) Int 10 (+3) Cha 12 (+4)
Equipment morningstar, rusted breastplate

25
The dark chapel is silent and still, a preternatural gloom smothering
Cult Champion (2)

CURSE OF THE KINGSPIRE


all hints of light or sound. A thick coat of dust covers the doors, cobwebs
Level 6 Brute hang from the ceiling, and moldering tapestries drape the walls. A
Medium natural humanoid, human XP 250 dusty stairway rises to a loft, decorated with solemn gargoyles and
Initiative +6 Senses Perception +4 leering dragons.The sensation of magic is thick in the air, like a terrible
HP 88; Bloodied 44 storm about to break.
AC 19; Fortitude 19, Reflex 17, Will 16
If the PCs are bearing light, a quick Perception check (DC 15)
Speed 5
is sufficient to note the tracks leading up the stairs rising to the
 Bastard Sword (standard; at-will) w Weapon
balcony above. Arkos is lurking in the back of the loft, ready to
+9 vs. AC; 1d10 + 5 damage.
spring an ambush on the heroes.
 Shield Bash (standard; at-will) w Weapon
+9 vs. AC; 1d6 + 5 damage, and the cult champion makes a As the PCs enter the chamber, they hear a soft chanting that
secondary attack on the same target. Secondary Attack: +7 quickly rises to an apocalyptic shout. Crying out to the Crow
vs. Fortitude; the target is knocked prone. King, Arkos hurls a black orb down from the loft. The DM
 Slash and Bash (standard; recharge 5,6) w Weapon should determine a square as a target; PCs within 5 feet have
The cult champion makes a bastard sword and a shield bash the opportunity (Athletics/Acrobatics DC 25) to catch the orb
attack against the same target. before it strikes the ground. However it avails them little —
Alignment Evil Languages Common the orb has an eggshell-like consistency and whether it strikes
Skills Athletics +9 the ground or is caught by a PC, it shatters into a thousand
Str 20 (+8) Dex 16 (+6) Wis 12 (+4) tiny shards.
Con 18 (+7) Int 8 (+2) Cha 6 (+1)
For an instant, a mute, eldritch silence engulfs the world.
Equipment bastard sword, heavy shield, rusted plate
Moments later, a wave of magic, sounding like the crash of
armor, belt pouch with 1d10 gp
a thousand armies, washes over the PCs, rendering them
unconscious (save ends). When they awake, they are still in the
Initiate (4) Kingspire, though in another world.
Level 7 Minion See the Player Beginning for Level 2 for more
Medium natural humanoid, human XP 75 information.
Initiative +5 Senses Perception +4 Curse of the Kingspire: Despite Arkos’ success or failure at
HP 1; a missed attack never damages a minion. completing his faux rite, the results are largely the same. With
AC 19; Fortitude 18, Reflex 17, Will 17 the priest’s death, the curse is triggered, sending an eldritch
Speed 6 wave rolling over the Kingspire.
 Spear (standard; at-will) w Weapon
Read or paraphrase the following:
+10 vs. AC; 5 damage.
Alignment Evil Languages Common You hear a crash, and then a cacophony like the breaking of a thousand
Str 16 (+6) Dex 14 (+5) Wis 12 (+4) crystal shards.Your companions shout over the noise and point towards
Con 13 (+4) Int 12 (+4) Cha 14 (+5) the heart of the Kingspire. A wave of eldritch force, distending and
Equipment rotting leather armor, spear destroying everything it passes, rolls your way!
The PCs cannot outrun the eldritch wave, though DMs should
Area 1–14 call for actions all the same.
C h a p e l o f t he Crow K i ng
As above, all heroes in the Kingspire are rendered unconscious
If Arkos survives his encounter with the PCs in area 1–13,
(save ends). When they awake, they remain within in the
he flees here, desperate to complete the rite that will return
Kingspire, though in another time and space.
the Kingspire to greatness. Unbeknownst to the deluded
would-be sorcerer, the curse of the Kingspire has already been For those that manage to cling to consciousness, and for those
triggered. awakening in the Kingspire of old, see the Player Beginning
for Level 2 for more information.
If Arkos was slain atop the balcony in the previous encounter,
proceed to Curse of the Kingspire, below. Otherwise, read
or paraphrase the following:

27
Level 2 manner of lies and deceits, but his most effective ploy is the
MASTER DUNGEONS: M2
truth: his brother has the means of escape from the Kingspire.
Lost Kingspire Nyrae refuses to share the specifics of this relic, instead insisting
that the heroes “trust him,” fully knowing that they can’t, and
In order to escape the barbarian assault, the rulers of Kingspire
tore the fabric of space and time to carry their home to safety. yet won’t have a choice.
However, the rite was only a partial success, and the inhabitants The Path of Betrayal: The Crow King “confides” in the PCs that
of the Kingspire have languished in their self-inflicted prison his brother possesses a dangerous artifact that has the power to
ever since. free them from the curse of the Kingspire. If the heroes can
Lost Kingspire is the citadel at the height of the barbarian siege, succeed in defeating his brother and recovering the Runeblade,
a segment frozen in time, like an ant caught in amber.While the the Crow King promises to help them to escape the Kingspire,
world outside has long since forgotten about the inhabitants of along with great rewards of gold and magic once they return
the Kingspire and the battles fought there, the inhabitants are home.
forced to relive the same 24 hours, again and again. Of course this is a lie, but the Crow King is careful not to
The rite that will free the eladrin from their prison requires appear too eager, knowing that this will only drive his pawns
three days to cast. Ironically, the eladrin are trapped in an away. He makes his offer, and if the PCs decline, Nyrae simply
eternity of only one day, and can never complete the rite.Weary waits for his less subtle kinfolk to drive the PCs back to him.
from their endless existence and unable to win their freedom, If the PCs accept the Crow King’s offer, his knights escort them
the eladrin have bitterly resigned themselves to their fate. to area 2–19 and command them to fulfill their master’s will.The
The arrival of the PCs changes all this. For the last several Crow King joins his servitors a short while later, and they secret
hundred years, the eladrin have dealt only with one another, themselves atop the trapped staircase, lying in wait for the PCs
warred against the barbarians at their gate, and fought against when they emerge from the caverns below. See Conclusion
their kith and kin in the dungeons beneath the Kingspire below for details on the adventures’ dramatic finale.
(detailed in level 3). The arrival of the PCs heralds the Lady Ariarch: (Area 2–10) Mistress of the Tower of the
introduction of chance, chaos, and change; if the PCs succeeded Magus, Lady Ariarch was once the star of Kingspire, a shining
in entering their cursed prison of shadow and time, there is beauty, sorceress without peer, and lady-in-waiting to Clan
still the chance that the eladrin might escape. Elihai. Secretly, she was also the secret lover of Prince Rynth,
However, the eladrin also know that they must act quickly. and when the Kingspire was overrun, it was Lady Ariarch’s
The heroes must not be allowed to become jaded, cynical, magic that whisked the citadel away from certain defeat.
and forlorn; for once this comes to pass, the PCs will simply But her efforts to save her lover’s life cost her his love.With the
be additional courtiers in the Crow King’s immortal retinue. Kingspire trapped within a demi-plane of eternal violence and
Therefore, the eladrin court moves quickly, each attempting to war, Prince Rynth cursed the day that Lady Ariarch had ever
turn the PCs’ arrival to his or her advantage. been born, casting her from his side and leading his followers
into exile in the caverns beneath the citadel. Since that day,
T h e Tw i l i ght Co urt
Lady Ariarch has pined for her lost lover, wanting only to be
The noble court of the Elihai family is composed of three
in his arms once more.
principal personalities, each with his or her own strategies and
goals. Although polite and kind when in each other’s presence, Though her physical beauty has not diminished with the
each is a heartless, deceitful traitor, willing to take whatever passage of centuries, it pales before her bitterness and simmering
steps are needed to eliminate any obstacles to their ends. hurt. Unlike her regent, Lady Ariarch is unable to conceal the
anger and disappointment that consumes her. Worse, whatever
Nyrae the Crow King: (Area 2–2) Cruelly handsome,
eldritch talent she might have once had was spent long ago in
charismatic, and confident, Nyrae symbolizes all the arrogance
her efforts to return the Kingspire to its home. While far from
and hubris that laid the Kingspire low.Tall, with a shock of white
helpless, her once awesome magical powers have been reduced
hair pulled back beneath his serpent crown, and a cloak of raven
to mere shadows of her former might.
feathers cast over his shoulder, the Crow King sees the PCs as
mere pawns — intriguing pawns, to be sure, but little more The PCs’ arrival sparks a glimmer of hope in Lady Ariarch’s
than playthings provided by the fates for his amusement. The blackened heart. She cannot contain her eagerness around the
Crow King can be kind or cruel as it suits him, but in truth, he heroes, questioning them without end, and staring at them
cares for naught but himself, a trait that becomes immediately with stark, desperate eyes when her regent commands silence.
apparent when he forgets himself and flies into a rage. Given the opportunity, she exhausts the PCs with her constant
presence, quietly observing every action, and interrogating
Obsessed with the defeat of his elder brother, Nyrae seeks
them about their passage into Lost Kingspire.
to convert the heroes to his cause. He does this through all

28
The Path of Obsession: Lady Ariarch fully believes that, with mundane challenge, and an effective timepiece can afford the

CURSE OF THE KINGSPIRE


Prince Rynth at her side, she would be content in the eternally heroes considerable advantages over the curse, allowing them
warring demi-plane of Lost Kingspire. She begs, bribes, curses to predict key events in the siege. Note that the PCs can have a
and threatens the PCs, all in an effort to win their loyalty, or significant influence on the Cycle (by killing key members of
failing that, obedience. Lady Ariarch proposes an expedition, the Twilight Court, or by driving back the savages), and DMs
a quest in search of her lost love. Though she cannot join the should alter the events as needed to reflect the PCs’ actions.
heroes (the Crow King forbids it), she does her utmost to aid
Finally, while it has no explicit effect on the PCs, the savages rain
her champions, using all the wiles at her disposal.
down arrows, spears, and boulders on the citadel throughout the
The Vizier: (Area 2–4) Seated at the left hand of the Crow night. The clatter of arrows on flagstones, catapult shot crashing
King, the eladrin known simply as the Vizier, is a gaunt, skeletal through the slate shingles, and the plaintive cries of the dying
creature perpetually garbed in dark robes, and with his magical can be heard throughout the night, no matter the time.
rod always close at hand.The Vizier has a cruel face, with sharp
features and stern, commanding eyes. Seldom speaking (at least, Th e Fall of Kingspire Cyc le
in the presence of his regent), when the Vizier does speak, it is Hour Event
with unflinching honesty and cruel appraisal. 0 The Turning of the Worm. All inhabitants
are returned to their original encounter
The Path of Regicide: Among the twilight court, the Vizier alone areas. All wounds are healed, the dead are
does not care to escape the demi-plane. But he has no desire raised, and encounter and daily powers are
to serve for eternity; rather, he would rule from this hell, the regained.
lovely Ariarch at his side, constantly warring against the savage 1 The first wave of barbarians assaults the
sub-humans that assault the spire time and again.To accomplish gatehouse (area 2–13), sundering the
this, he must find a way to slay the Crow King, no small task, portals, but is driven back.
given the nature of the Kingspire’s curse. The answer lies with 2 Servants prepare a banquet in area 2–1.
Lord Rynth’s Runeblade.The eldritch blade consumes the souls 3 The second wave of barbarians storms the
of its foes, and its powers are so great that even the curse of the gatehouse (area 2–13), pushing back the
Kingspire cannot return the dead to life. defenders to area 2–12.
The Vizier has tried, and failed, to recover the Runeblade on 4 The Crow King, Lady Ariarch, and the
his own. The heroes’ arrival offers him the chance to shift the Vizier join one another for a final repast in
balance of power in his favor. The Vizier pulls the PCs aside, area 2–1.
and in his cold, calculating manner, approaches them with a 5 The barbarians charge area 2–12, but
simple bargain: aid him in recovering the Runeblade, and he are driven back across the bridge to the
will assure them safe passage home. The Vizier warns the PCs gatehouse (area 2–13).
against attempting to use the sword — the ancient relic is the 6 The banquet ends. Lady Ariarch retires
reason behind the curse that laid the Kingspire low, and to toy to her tower (area 2–10) to prepare her
with power of its magnitude is to invite destruction.The Vizier defenses, while the Crow King and the
speaks the truth: the Runeblade poses a dire threat to those that Vizier leave for the Hall of Four Panes,
dare to wield it. offering prayers to the foul principles, in
hopes of winning divine assistance in the
Tracking Time: The Kingspire’s curse necessitates strict night’s battles.
timekeeping. While the PCs can gather information, make 7 The savages launch a surprise attack on
allegiances, and achieve other non-material gains over the area 2–9 from below, swarming the lower
course of several days, any material gains (specifically magic level (area 2–14) and slaying everyone they
items and treasure) are lost when the Kingspire resets at the encounter. The barbarians hold area 2–9
end of 13 hours. It falls upon the GM to note the passage of with archers and javelin bearers, cutting
time, applying changes to the encounter locations as noted. Lady Ariarch off from the rest of the
After suffering through one or two cycles of the curse, astute citadel.
PCs may wish to do their own time keeping.This is particularly 8 The savages press up through area 2–8 and
challenging given the perpetual night that shrouds the citadel slaughter the guards in the south 2–11.
— without the cycles of day and night, or even the turning of 9 Submitting to the pleas of his men-at-
the stars, the usual methods of estimating time are worthless. arms, the Crown King retires to chambers
Heroes will need to divine their own means of tracking time, (area 2–2) to prepare for battle. The
either through magic, the measured burning of lantern oil, Vizier gathers his warriors in area 2–4
or the like. Cunning PCs are sure to relish this somewhat and prepares for the final defense of the
Kingspire.

29
10 The Death of Magic. The savages storm the
Savage Warchief
MASTER DUNGEONS: M2
Tower of the Magus (area 2–10) at great
cost of life. After exhausting her arcane Level 5 Soldier (Leader)
powers, Lady Ariarch perishes to a savage’s Medium natural humanoid, human XP 200
spear, and the Tower of the Magi is sacked, Initiative +6 Senses Perception +5
ending the citadel’s surviving arcane HP 64; Bloodied 32
defenses. AC 21 (23 with savage mob); Fortitude 19, Reflex 15,
11 The eladrin forces clash with the Will 16
savage sub-humans in the courtyard Speed 6 (8 while charging)
(area 2–6). Chaotic battle rages as the  Spear (standard; at-will) w Weapon
outnumbered eladrin slowly succumb to +12 vs. AC; 1d8 + 5 damage; see also trail of blood. If the
the overwhelming numbers of the savages. warchief hits with an opportunity attack, it shifts 1 square.
12 The Vizier and his surviving warriors  Battle Cry (minor; recharge 5–6)
are forced back to area 2–1, while the Close burst 5; allies in the burst shift 3 squares.
barbarians swarm over the rest of the Trail of Blood
Keep. The Crow King and his royal guard When the warchief’s melee attack hits an enemy, allies gain
stage a final assault from the throne room a +2 bonus to attack rolls and damage rolls against that
(area 2–2), driving the savages from area enemy until the end of the warchief’s next turn.
2–3. Barbarian Resilience (immediate reaction, when the
13 The Fall of Kingspire. In a frantic last stand, warchief suffers an effect that a save can end; encounter)
the Crow King, the Vizier, and a handful of The warchief rolls a saving throw against the effect.
royal guards perish atop the balcony (area Savage Mob
2–3). The savages sack the citadel, reducing The warchief gains a +2 bonus to AC while at least one ally
it to ruin. is adjacent to it.
Alignment Evil Languages Common
D e ath wi t hi n t he Cycle Skills Athletics +11, Nature +8, Intimidate +7
The Curse of Kingspire ensures that death poses little Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
meaningful threat to the inhabitants of the Kingspire. At the Con 16 (+5) Int 12 (+3) Cha 10 (+2)
end of 13 hours, all inhabitants, living and dead are returned Equipment hide armor, heavy shield, spear
to their original encounter areas.The dead are raised, the living Description The savage sub-human stands over seven feet in
are healed of any wounds, and the bloody cycle begins again. height, even hunched over.The warchief carries his courage on
his sleeve, in the form of the hides of bears and catamounts. A
The heroes, though, are not as lucky. While they are healed sinister, wolfish intelligence glimmers beneath his thick brow, the
and “reset” with the beginning of each cycle, death still comes instincts of a fierce northern predator sighting its prey.
with a cost.
Each time a PC is raised through the turning of the worm, the Barbarian Champion
PC’s total number of healing surges is reduced by one. This Level 8 Elite Soldier
cost is permanent for as long as the PC remains under the Medium natural humanoid, human XP 700
curse of the Kingspire, and multiple deaths result in multiple
Initiative +9 Senses Perception +8
penalties. A PC cannot be brought below one healing surge.
HP 184; Bloodied 92; see also bear totem
The sole exceptions are those slain by the Runeblade. Their AC 26; Fortitude 24, Reflex 20, Will 23
souls are forever lost, consumed by the fell weapon, and they Saving Throws +2
are not raised from the dead with the following cycle (nor can Speed 6 (8 while charging)
they be raised in any manner). Action Points 1
 Sword of Fury (standard; at-will) w Fear, Weapon
T he Savage Ho rde +12 vs. AC; 1d10 + 6 damage, the target is marked until the
There are multiple opportunities for the PCs to battle the end of the champion’s next turn, and the champion makes a
horde of savage sub-humans throughout the 13-hour Cycle secondary attack against the same target. Secondary Attack:
of the Worm. Rather than duplicate the stats each time there +10 vs. Will; the target takes a –2 penalty to all defenses
is a chance that an encounter might be called for, statistics for until the end of the encounter or until the champion dies.
members of the horde are listed here. Mark or photocopy the  Sword of Kings (standard; recharge 6) w Weapon
page for easy reference in battles with the marauding horde. Requires greatsword; +12 vs. AC; 2d10 + 6 damage, and the
target is stunned until the end of the champion’s next turn.

30
Bear Totem (when first bloodied; encounter)  Spear (standard; at-will) w Weapon

CURSE OF THE KINGSPIRE


The champion gains a +4 bonus to damage rolls for the +9 vs. AC; 5 damage.
remainder of the encounter. Alignment Evil Languages Common
Barbarian Resilience (immediate reaction, when the Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
champion suffers an effect that a save can end; encounter) Con 14 (+4) Int 8 (+1) Cha 9 (+1)
The barbarian rolls a saving throw against the effect. Equipment hide armor, spear
Alignment Evil Languages Common Description The hulking warrior snarls like a feral dog, his flint
Skills Athletics +14, Intimidate +14, Nature +11 spear clutched in thick, meaty hands. Hungry for slaughter, he
Str 22 (+10) Dex 17 (+7) Wis 18 (+8) advances, weapon at the ready.
Con 20 (+9) Int 14 (+6) Cha 21 (+9)
Equipment greatsword, hide armor, brown bear cape and Player Beginnin g
helm (EL 7; XP 1, 500)
Description The barbarian towers over you, his hulking frame Following the events concluding Level 1, read or paraphrase
stitched with crude tattoos and war paint. His crown is adorned the following:
with the skull of a fierce dire bear, matching the thick fur cape
thrown over the barbarian’s shoulder. He wields an enormous The silence passes, replaced by a cacophony of howling cries, the clash
sword in his thick, scarred hands, and gives a savage howl as he of blades on armor, and the piteous screams that can only be the sound
charges, wild-eyed, towards you! of pitched battle. Weakly, you open your eyes to discover that you are
atop a balcony. A pair of staircases descends to either side. The air is
Barbarian Archer thick with black smoke, but through the haze you spy a warband of
frenzied barbarians charging up the stairs towards you, voices raised
Level 3 Artillery
in a battle cry!
Medium natural humanoid, human XP 150
Initiative +5 Senses Perception +8 Though it is the third hour in the Cycle of the Worm, a band
HP 39; Bloodied 19 of sub-human savages have succeeded in scaling the northwest
AC 15; Fortitude 15, Reflex 17, Will 14 tower, and entering a window into area 2–4 (an event that
Speed 6 (8 while charging) is not repeated in future cycles). The PCs, awakening on the
 Spear (standard; at-will) w Weapon balcony (area 2–3), must immediately contend with a band of
+8 vs. AC; 1d8 + 2 damage. howling, frenzied, bloodied savages.
 Shortbow (standard; at-will) w Weapon The war band is composed of a barbarian champion, a warchief
Ranged 15/30; +10 vs. AC; 1d8 + 4 damage, and the archer and 4 archers. The archers hang below, winging barbed war-
grants an ally within 5 squares of it a +2 bonus to its next arrows from cover, while the warchief follows the champion
ranged attack roll against the same target. up the stairs, using his abilities to support his ally.
Barbarian Resilience (immediate reaction, when the
archer suffers an effect that a save can end; encounter) If the PCs can hold the barbarians to the stairs and area 2–4
The archer rolls a saving throw against the effect. below, they gain a +1 to attack rolls due to higher ground.The
Alignment Evil Languages Common savage warriors are consumed by savage bloodrage, and do not
Skills Athletics +7, Nature +6 retreat or withdraw.
Str 14 (+3) Dex 19 (+5) Wis 14 (+3) Once the battle has ended, the PCs have the opportunity
Con 15 (+3) Int 11 (+1) Cha 10 (+1) to examine their surroundings. They are atop the balcony
Equipment Hide armor, spear, shortbow, quiver with 30 overlooking the courtyard (area 2–6) below. Troops of
arrows disciplined eladrin are fighting a horde of savage sub-humans,
Description The barbarian darts for cover and draws his bow driving them out the gate to area 2–13. The barbarian horde
in a smooth, practiced motion, sending shrieking war arrows has routed; whether or not the PCs lend their aid, the eladrin
whistling through the air! succeed in securing the keep in 1d4 rounds.

Barbarian Warrior Unless the PCs immediately take pains to hide themselves from
discovery, a troop of 8 bloody and exhausted eladrin cautiously
Level 4 Minion approach them. The knights of Elihai are unsure whether the
Medium natural humanoid, human XP 44 PCs intend to be friends or foes.
Initiative +2 Senses Perception +2
HP 1; a missed attack never damages a minion. This second encounter is a pivotal one. If the PCs conduct
AC 16; Fortitude 16, Reflex 12, Will 12 themselves with intelligence and grace, they can easily win
Speed 6 (8 while charging) the eladrins’ trust. However, if they behave foolishly or resort
to violence, the eladrin immediately assume them to be a

31
band of sub-human warchiefs. Role-playing is essential, and  Twilight Challenge (standard; encounter)
MASTER DUNGEONS: M2
DMs should award a +3/–3 bonus to skill checks based upon Ranged 10; the target is marked until the end of the
the players’ choice of words, tone and tenor. Furthermore, if encounter or until the knight of Elihai dies, taking 4 damage
the party nominates one of their own eladrin or elves, their each round it does not attack the knight.
negotiations receive a +2 bonus. Shadow Step (move; encounter) w Teleportation
The knight of Elihai can teleport 7 squares.
Convincing the Knights of Elihai: The PCs must
Alignment Unaligned Languages Common, Elven
convince the eladrin that they are here to aid their plight.
Skills Athletics +11, Arcana +7, History +7, Nature +10
Complexity: 2 (requires 6 successes before 3 failures)
Str 18 (+7) Dex 22 (+9) Wis 13 (+4)
Primary Skills: Bluff, Diplomacy, Intimidate.
Con 13 (+4) Int 14 (+5) Cha 16 (+6)
Bluff (DC 22): The PCs try to win the eladrin’s trust under
Equipment chainmail, light shield, longsword
false pretenses. Other characters can aid the lead PC in
making the check.
Diplomacy (DC 18): The PCs try to foster an alliance with Area 2–1
the eladrin, based on their mutual goals of survival. Great Hall
Intimidate (DC 26): The PCs win the eladrin’s compliance Read or paraphrase the following:
through brute threats of violence. Before you stands a sumptuous banquet hall overlooked by a balcony.
Success: The knights offer to escort the PCs to audience A large table, capable of seating 20 or more, dominates the center of
with their lord and master of the keep, the Crow King (area the chamber, while braziers used for heat and cooking occupy the back
2–2). wall.
Failure: The knights attempt to capture the PCs for
questioning. Captured PCs are brought to the torturer The walls of the chamber are hung with thick, embroidered tapestries
(area 2–14) where the Vizier oversees their interrogation depicting shining armies of eladrin triumphing over dwarves, orcs, and
(from area 2–4). human savages. The tapestries show the defeated forces, enslaved to
Quartered in the Kingspire: Once the PCs have an their eladrin masters, and working to build the Kingspire Citadel.
audience with either the Crow King or his Vizier, they are If it is hour 2 of the Cycle of the Worm, 5 servants are here,
free to explore the Kingspire at their leisure. The sole preparing a meal for Crow King and his court:
exception is the King’s throne room (area 2–2) and Lady
Ariarch’s tower (area 2–10). The PCs are granted quarters Eladrin servitors, dressed in tunics and breeches, scurry about readying
in the small room east of area 2–8, but given the Kingspire’s a meal for their masters.
short cycle, they will have little cause to use it. If it is hour 4 of the Cycle, the Crow King, Lady Ariarch,
the Vizier, and 5 knights of Elihai are enjoying a sumptuous
Eladrin Knight of Elihai (8) meal:
Level 7 Soldier A royal court is seated at the grand table. Upon your entrance, the
Medium fey humanoid, eladrin XP 300 eladrin at the head of the table stands and claps his hands once.
Initiative +11 Senses Perception +4; Immediately new places are set. Offering a smile that could be mistaken
low-light vision for a snarl, the eladrin motions for you to sit.
Shadow Touch aura 10; fey For stats on the Crow King and his court, see areas 2–2, 2–4,
creatures in the aura score and 2–10. The PCs are the immediate focus of the dinner,
a critical hit on a roll of 19 or 20 harassed with an endless series of questions from the Crow
(a roll of 19 is not an automatic King and Lady Ariarch. For his part, the Vizier sits back and
hit, however). quietly observes. The PCs are served crimson wine in crystal
HP 77; Bloodied 38 goblets, and grilled steaks, cut from the corpses of the sub-
AC 23; Fortitude 18, Reflex 21, Will 17 humans.
Saving Throws +5 against charm effects
Speed 5; see also shadow step The servitors are non-combatants, fleeing at the first sign of
 Longsword (standard; at-will) w Weapon violence. If cornered and unable to flee, the minions put up a
+12 vs. AC; 1d8 + 4 damage. mere show of a fight. If captured and interrogated (Intimidate,
 Driving Slash (standard or opportunity attack; DC 18), the servitors happily buy their freedom with
recharge 5–6) w Weapon information, providing a detailed accounting of the layout of
Requires longsword; +12 vs. AC; 3d8 + 4 damage, and the the Kingspire, as well as a depiction of their masters.
target is pushed 1 square.

32
Area 2–2 Ring of the Crow King: The Crow King is secretly in love

CURSE OF THE KINGSPIRE


T h ro n e o f t he Crow K i ng with the half-elven maiden held captive in area 2–14. She
Read or paraphrase the following: carries his signet ring, a testimony to their forbidden love. The
Crow King, caught up in the defense of the Kingspire, has no
The stairs open into a magnificent throne room. Furs and skins taken idea that his love is being tortured, under orders of the Vizier.
from fell monsters adorn the floors, while trophies from defeated foes
(including the head of a dwarf king, and several human skulls) adorn If the PCs succeed in discovering the ring in area 1–9 and
the walls. At the head of the chamber, seated atop a high throne carved present it to the Crow King, he demands to know where they
from the heart of a great ironwood tree, sits an imperious eladrin, found it, and how they came by it. If the PCs answer honestly,
girded in an ancient suit of fir trimmed armor and adorned with a the King immediately realizes that his trusted advisor has
cloak of raven feathers; a greatsword rests at his side. An enormous betrayed him. He takes his royal guard to apprehend the Vizier,
black cat sits at his feet, watching you with hungry eyes. while sending the PCs to free his beloved from her torture in
area 2–14. If the PCs are successful, they win the Crow King’s
Flanking the throne are 4 royal guards, their eyes watching you with full trust and the regent does everything in his power (short of
the intensity of hawks. Outside the siege rages on, but here all is calm endangering himself or any of his subjects) to aid the heroes
and still, like a storm about to break. in their quest.
The throne chamber of the Crow King is the spiritual heart
of the Kingspire Citadel. The Crow King is a stern and Nyrae the Crow King
solemn warrior, given to violent mood swings and passionate Level 8 Elite Brute
outbursts. He embodies the worst of the eladrin traits: chaos, Medium fey humanoid, eladrin XP 700
wickedness, and heartless cruelty. Fortunately for the heroes, Initiative +8 Senses Perception +7;
he needs them to exact his revenge upon his twin brother. darkvision
Therefore, they merit the Crow King’s kindness … or at least HP 212; Bloodied 106
his patience. The regent invites them to approach the throne, AC 22; Fortitude 22, Reflex 18, Will 23
though the royal guards ensure that the heroes come no closer Saving Throws +2, +5 against charm effects
than 10 feet. Speed 6
If the PCs arrive uninvited, they do not make it past the Action Points 1
entrance before being stopped by the royal guard. If the PCs  Hellsword (standard; at-will) w Fire, Weapon
can offer a sensible reason for their request of an audience, the +12 vs. AC; 1d10 + 6 fire damage (crit 2d6+16 fire damage).
Crow King deigns for them to enter.  Flame Strike (standard; recharge 5–6) w Fire,
Weapon
Treating with the Crow King Requires greatsword; +12 vs. AC; 2d10+6 fire damage, and
The Crow King attempts to win the PCs’ favor, asking them ongoing 5 fire damage (save ends).
to aid him in his endless battle against his brother, the dread Doom’s Embrace
Lord Rynth. In exchange for their aid, he promises release When the Crow King charges an enemy, he can make a
from the Curse of the Kingspire. It is a simple bargain, and greatsword attack against each enemy within his reach at
the Crow King makes it clear that his patience is limited: The the end of his charge.
heroes are free to choose as they like, but if the heroes refuse, Reap the Fallen
they are worthless to the Crow King, and Nyrae has little The Crow King gains 10 temporary hit points each time he
patience for them. bloodies an enemy or reduces an enemy to 0 hit points or
If pressed, the Crow King concedes that it is true that he fewer.
doesn’t have the power to end the curse at the moment. Shadow Step (move; encounter) w Teleportation
Nyrae contends that this is because Rynth stole a portion of The Crow King can teleport 7 squares.
his eldritch power when he fled into the caverns beneath the Alignment Chaotic evil Languages Common, Elven
Kingspire, and that once his brother is slain, the power will Skills Athletics +13, Arcana +6, Intimidate +14, History +6,
return to him. It is a flimsy story that doesn’t hold up well Insight +12, Diplomacy +14, Bluff +14
under cross-examination. Str 20 (+9) Dex 18 (+8) Wis 16 (+7)
Con 16 (+7) Int 10 (+4) Cha 21 (+9)
If questioned as to how his brother manages to escape the reset Equipment eladrin darkhide, +2 flaming greatsword
that occurs every 13th hour, the Crow King curses and calls
the audience to an end, immediately commanding the PCs to
leave his presence. The next time he encounters the PCs, he is
cold, but polite, refusing to grant them another audience until
the PCs accede to his demands.

33
Shadow Cat Area 2–3
MASTER DUNGEONS: M2

Level 4 Skirmisher
Balcon y
Read or paraphrase the following:
Medium fey beast XP 175
Initiative +8 Senses Perception +8; The balcony overlooks a barren courtyard below. The sounds of battle
low-light vision echo from outside the dark stone walls: the guttural war cries, the
HP 54; Bloodied 27 whistle of flights of arrows, the resounding rumble of boulder smashing
AC 18; Fortitude 16, Reflex 18, Will 15 into the citadel from below. A thick smoke hangs in the air, mixed with
Speed 8, climb 6; see also fey step the smell of burnt hair and flesh.
 Bite (standard; at-will) If it is the 10th hour, or later, in the Cycle of the Worm, the
+9 vs. AC; 1d6 + 4 damage, and the shadow cat shifts 1 courtyard below is filled with raging barbarians, rampaging
square. through the citadel and slaughtering all they encounter.
Shadow Pounce (move; encounter)
The shadow cat teleports 5 squares, and then attacks, Area 2–4
dealing an extra 2d6 damage and knocking the target prone. Th e Vizier’ s Red ou b t
Alignment Unaligned Languages — Read or paraphrase the following:
Skills Stealth +11
Str 14 (+4) Dex 18 (+6) Wis 13 (+3) A trio of braziers flames in the corners of this chamber, offering light
Con 14 (+4) Int 2 (–2) Cha 11 (+2) and heat to stave off the gloom. A large table, stacked with maps
and small stone counters, occupies the center of the chamber. Racks
of weapons adorn the walls, and their air is heavy with the smell of
Eladrin Knight of Elihai (4) weapon oil.
Level 7 Soldier If it is the 9th hour of the siege or earlier, the Vizier is likely
Medium fey humanoid, eladrin XP 300 with his knights, directing the defense of the Kingspire. Unless
Initiative +11 Senses Perception +4; the PCs have come specifically to agree to his quest, he has no
low-light vision time for their questions. The Vizier orders the PCs out so that
Shadow Touch aura 10; fey he and his knights can focus on the defense of the Kingspire.
creatures in the aura score
If the PCs come to area 2–4 after the 12th hour, the chamber is
a critical hit on a roll of 19 or 20
overrun by savage sub-humans. Bent on slaughter, they charge
(a roll of 19 is not an automatic
the heroes, hoping to add to their growing collection of bloody
hit, however).
trophies.There are 8 barbarian warriors (level 4 minions) in all,
HP 77; Bloodied 38
with an additional 1d6 warriors arriving every 1d6 rounds.
AC 23; Fortitude 18, Reflex 21, Will 17
There is no way for the heroes to triumph in this battle — all
Saving Throws +5 against charm effects
the PCs can win is a few spare moments, in between waves of
Speed 5; see also shadow step
savage barbarians.
 Longsword (standard; at-will) w Weapon
+12 vs. AC; 1d8 + 4 damage. Treasure: Buried amongst the Vizier’s battle plans is a
 Driving Slash (standard or opportunity attack; rudimentary sketch of the lower levels of the Kingspire. The
recharge 5–6) w Weapon map (Handout C) is easily found by any PC taking the time
Requires longsword; +12 vs. AC; 3d8 + 4 damage, and the to review all the maps, but if the heroes are harried or pressed
target is pushed 1 square. by foes, the map can be discovered with a DC 20 Perception
 Twilight Challenge (standard; encounter) check.
Ranged 10; the target is marked until the end of the
Additionally, the Vizier keeps a ring of heavy iron keys on his
encounter or until the knight of Elihai dies, taking 4 damage
belt. The keys open the leering gates of area 2–15.
each round it does not attack the knight.
Shadow Step (move; encounter) w Teleportation
The knight of Elihai can teleport 7 squares.
Alignment Unaligned Languages Common, Elven
Skills Athletics +11, Arcana +7, History +7, Nature +10
Str 18 (+7) Dex 22 (+9) Wis 13 (+4)
Con 13 (+4) Int 14 (+5) Cha 16 (+6)
Equipment chainmail, light shield, longsword

34
Heroes have nothing to fear here — so long as they leave the
Vizier

CURSE OF THE KINGSPIRE


altars and panes alone. If the altars are disturbed, or worse, if
Level 7 Elite Lurker one or more of the panes are shattered, the repercussions pose
Medium natural humanoid, eladrin XP 600 a dire threat to the heroes.
Initiative +12 Senses Perception +10;
Inversely, if the PCs make offerings to the altars, they will be
low-light vision
suitably rewarded — after a fashion — though no PC can be
HP 128; Bloodied 64
the recipient of more than one blessing. Each condition lasts
AC 21; Fortitude 18, Reflex 22, Will 20
until the PCs’ next extended rest. Paladins, clerics, and other
Saving Throws +2, +5 against charm effects
divine spellcasters electing to make offerings at the altar are
Speed 6
immediately stripped of all their divine powers.
Action Points 1
 Poisoned Dagger (standard; at-will) w Poison, Cruelty: This pane depicts an eladrin king, his queen, and
Weapon their court looking on while a torturer performs his trade on 4
+12 vs. AC (+13 against a bloodied target); 1d4 + 5 damage, helpless humans.The altar has an empty basin and a razor sharp
and the Vizier makes a secondary attack against the same blade designed for bloodletting. If blood is added to the basin,
target. Secondary Attack: +10 vs. Fortitude; ongoing 10 the PC making the offering receives +2 bonus on damage rolls
poison damage (save ends). until his next extended rest.
Combat Advantage
Pride: This pane depicts an eladrin regent and an army of
The vizier deals an extra 2d6 damage against targets he has
shining knights, reigning from atop a verdant hill. Beneath
combat advantage against.
them, the rulers of the elves, dwarves, and dragonborn offer
Nimble Counterattack (immediate reaction, when the
up their crowns to the triumphant eladrin.The altar is adorned
vizier is missed by a melee attack; at-will)
with a simple, white silk; an arrowhead, spearhead, and the
The makes a melee basic attack, and shifts 1 square.
shattered blade of a longsword have been placed atop the
Shadow Walk (move; recharge 6) w Teleportation
silk. If a PC leaves a weapon at the altar, he or she gains 10
The Vizier teleports 5 squares, and becomes invisible until
temporary hit points.
the end of his next turn.
Alignment Evil Languages Common, Elven Wrath: This pane depicts a black knight standing amid a field
Skills Arcana +6, Bluff +11, History +6, Stealth +13 of fallen foes. Corpses litter the land around him, their blood
Str 13 (+4) Dex 20 (+8) Wis 14 (+5) and entrails staining the ground. The altar holds a simple teak
Con 16 (+6) Int 13 (+4) Cha 16 (+6) box. Inside the box is a gruesome collection of trophies taken
Equipment poisoned dagger, gold chain (worth 50 gp), from the bodies of slaughtered foes. The trophy box contains
platinum tipped rod (worth 100 gp) dried ears, finger bones, and shards of shattered skulls. If a PC
leaves a foe’s body part within the box (a bit of flesh or hair is
Knights of Elihai (see above) (3)
sufficient) then every time the PC has the chance to make an
opportunity attack, the attack is an automatic hit.
Area 2–5
T h e H a ll o f Fo ur Pa nes Envy: The pane depicts a radiant eladrin king, seated at the
center of an adoring court. All the courtiers look on with envy
(EL va ri es, X P va ri es) and jealousy. A censer sits atop the altar, beneath a portrait of
Read or paraphrase the following: a handsome eladrin regent. Any incense has long since rotted
The majestic hall seems out of place in the dour, block-like citadel. away, but if a PC is able burn his own incense in the censer, he
The vast ceiling arches high overhead, decorated with leering gargoyles, or she receives a +2 bonus to all defenses, including AC.
demons, and devils that seem frozen, caught in the semblance of life. If the PCs are foolish enough to desecrate the altars or break
But more disturbing than the stone artistry decorating the ceiling are the panes, all four of the stained windows shatter, showering
the towering panes of stained glass. Each depicts a court of eladrin the hall (and any PCs) with shards of falling glass (+5 vs. AC;
engaged in a fell vice, casting pale shades of sickly colored light upon hit 1d8+4 damage). Once round later, the shards takes the
altars set into the wall of the hall. form of an enormous glass dragon. The dragon immediately
There are four stained glass windows casting their light over attacks any PC in the chamber, continuing its assault until all
the hall, each depicting a different vice celebrated by the cruel the characters have fled the area. Once the PCs have left, the
eladrin of Kingspire. From east to west, the themes of the panes dragon reforms as the stained glass window, healing all damage,
are Cruelty, Pride,Wrath, and Envy. Four altars, matching each and regaining all spent powers. If the dragon is slain, it cannot
of the 4 panes, are set into the north wall. The light of each reform as the stained glass window.
pane falls upon each of the altars, so that the simple religious
relics are illuminated in garish, sickly light.

35
Treasure: At first glance, there is no treasure in the hall. Area 2–6
MASTER DUNGEONS: M2
However, if the PCs defeat the dragon and carefully search the Courtyard
remnants of shattered glass (Perception, DC 23) they discover
small, brilliantly faceted jewels amid the shards. A successful
(EL varies, XP varie s )
Read or paraphrase the following:
search turns up 3 jade gems (worth 100 gp each), 1 topaz
(worth 500 gp), 1 fire opal (worth 1,000 gp) and a single, The wide courtyard serves as a central staging area for the entire citadel.
bright sapphire that functions as a +2 orb. A thick haze of black smoke hangs over the courtyard, choking the
lungs and stinging the eyes.The smell of burnt flesh and spilled blood
Red Shard Dragon assaults your senses, and just outside the thick citadel walls you can
Level 7 Solo Soldier hear the clamor of a heated battle.
Large construct (dragon) XP 1,250 If it is the 10th hour of the siege or earlier, the eladrin still
Initiative +8 Senses Perception +10; darkvision hold the courtyard. Every 1d12 minutes a troop of eladrin
HP 332; Bloodied 166; see also bloodied breath charge past, hurrying to reinforce the citadel’s defenses. If the
AC 25; Fortitude 25, Reflex 22, Will 21 PCs have met with any of the principle three rulers of the
Resist 15 fire; Vulnerable 10 thunder Kingspire, the eladrin ignore them. However, if the PCs have
Saving Throws +5 not yet been formally presented before the Twilight Court,
Speed 6, fly 8 (hover), overland flight 12 the troop mistakes the PCs for sub-human commanders. The
Action Points 2 Eladrin call for the PCs’ surrender; if the heroes resist, the
 Bite (standard; at-will) w Fire eladrin sound their warhorns for reinforcements, and attempt
Reach 2; +14 vs. AC; 2d6 + 6 plus 2d6 fire damage. to capture the heroes. Captured PCs are brought to area 2–14
 Claw (standard; at-will) to be interrogated by the Torturer and the Vizier.
Reach 2; +14 vs. AC; 2d6 + 6 damage. If it is the 11th hour of the siege or later, the courtyard is
 Double Attack (standard; at-will) overrun with barbarians battling the eladrin defenders. The
The dragon makes two claw attacks. horde is nearly unstoppable, and it requires all the PCs’ strength
 Tail Strike (immediate reaction, when an enemy simply to move across the battlefield, let alone turn the tide
moves to a position where it flanks the red dragon; at-will) against the sub-humans. During the battle, treat every square as
The dragon attacks the enemy with its tail: reach 2; +12 vs. rough terrain, with every 5-foot move incurring an attack of
Reflex; 1d10 + 6 damage, and the target is pushed 1 square. opportunity. Every round, roll 1d12, and on an 8 or higher, a
 Breath Weapon (standard; recharge 5, 6) w Fire random PC is charged by a barbarian warrior (see above).
Close blast 5; +10 vs. Reflex; 1d12 + 4 fire damage. Miss:
Half damage. If the PCs elect to stay and fight, they have their pick of foes.
 Bloodied Breath (free, when first bloodied; There are a total of five barbarian champions, eight barbarian
encounter) w Fire archers, and a seemingly unending stream of barbarian
The dragon’s breath weapon recharges, and the dragon uses warriors. If the PCs somehow call out and defeat all five of
it immediately. the champions, the battle turns against the barbarians, and the
 Frightful Presence (standard; encounter) w Fear eladrin drive the savages from the courtyard.
Close burst 5; targets enemies; +10 vs. Will; the target is
stunned until the end of the dragon’s next turn. Aftereffect: Eladrin Knights of Elihai (3)
The target takes a –2 penalty to attack rolls (save ends). Level 7 Soldier
Alignment Evil Languages Common, Draconic Medium fey humanoid, eladrin XP 300
Skills Bluff +9, Insight +10, Intimidate +9
Initiative +11 Senses Perception +4;
Str 22 (+9) Dex 17 (+6) Wis 14 (+5)
low-light vision
Con 19 (+7) Int 11 (+3) Cha 12 (+4)
Shadow Touch aura 10; fey
creatures in the aura score
a critical hit on a roll of 19 or 20
(a roll of 19 is not an automatic
hit, however).
HP 77; Bloodied 38
AC 23; Fortitude 18, Reflex 21, Will 17
Saving Throws +5 against charm effects
Speed 5; see also shadow step
 Longsword (standard; at-will) w Weapon
+12 vs. AC; 1d8 + 4 damage.

36
 Driving Slash (standard or opportunity attack; After the 11th hour, this chamber is overrun with three

CURSE OF THE KINGSPIRE


recharge 5–6) w Weapon barbarian champions, five archers, and eight warriors (see
Requires longsword; +12 vs. AC; 3d8 + 4 damage, and the above for statistics). Having shattered the grate’s lock, the
target is pushed 1 square. savages swarm from below, replacing 1 champion, 2 archers
 Twilight Challenge (standard; encounter) and 3 warriors each round. In order to fight their way into the
Ranged 10; the target is marked until the end of the dungeon below, the PCs need to cut their way through a total
encounter or until the knight of Elihai dies, taking 4 damage of 5 champions, 8 archers, and 15 warriors.
each round it does not attack the knight.
Treasure: There are six barrels in all, each holding 100 arrows.
Shadow Step (move; encounter) w Teleportation
The finest archer of the group, a tall eladrin female with long
The knight of Elihai can teleport 7 squares.
dark hair tied in a tight braid, has a pair magical bowstrings
Alignment Unaligned Languages Common, Elven
threaded into her quiver. Wound with gold and silver thread,
Skills Athletics +11, Arcana +7, History +7, Nature +10
and strands of hair taken from a unicorn’s mane, the bowstrings
Str 18 (+7) Dex 22 (+9) Wis 13 (+4)
bestow a +2 item bonus to attack and damage rolls to any non-
Con 13 (+4) Int 14 (+5) Cha 16 (+6)
magical bow. The bowstrings fray quickly and are only good
Equipment chainmail, light shield, longsword
for 1d20 uses each. If the tower falls to the savages, the archer
fights to the end, leaving her bowstrings to be discovered by
Eladrin Warriors later generations.
Level 2 Skirmisher
Medium fey humanoid, eladrin XP 125 Eladrin Archers
Initiative +7 Senses Perception +3 Level 2 Artillery
low-light vision Medium fey humanoid, eladrin XP 125
HP 39; Bloodied 19
Initiative +5 Senses Perception +9;
AC 16; Fortitude 14, Reflex 16, Will 14
low-light vision
Saving Throws +5 against charm effects
HP 32; Bloodied 16
Speed 5; see also shadow step
AC 15; Fortitude 14, Reflex 16, Will 15
 Longsword (standard; at-will) w Weapon
Saving Throws +5 against charm effects
+7 vs. AC; 1d8 + 4 damage.
Speed 6; see also shadow step
 Short Sword (standard; at-will) w Weapon
 Short Sword (standard; at-will) w Weapon
+7 vs. AC; 1d6 + 4 damage.
+5 vs. AC; 1d6 + 4 damage.
 Lightening Slash (standard; encounter) w Weapon
 Longbow (standard; at-will) w Weapon
The eladrin warrior makes a longsword attack and a short
Ranged 20/40; +7 vs. AC; 1d10 + 4 damage; see also archer’s
sword attack against the same target. If both attacks hit, the
mobility.
eladrin warrior deals an additional 4 damage.
Archer’s Mobility
Shadow Step (move; encounter) Teleportation
If the eladrin archer moves at least 4 squares from its
The eladrin warrior teleports 7 squares.
original position, it gains a +2 bonus to ranged attack rolls
Alignment Unaligned Languages Common, Elven
until the start of its next turn.
Skills Arcana +3, History +3, Nature +6, Stealth +9
Eladrin Accuracy (free; encounter)
Str 12 (+2) Dex 18 (+5) Wis 14 (+3)
The eladrin archer can reroll an attack roll. It must use the
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
second roll, even if it’s lower.
Equipment chainmail, longsword, short sword
Easy Flight (immediate reaction, when an enemy makes
a melee attack against the eladrin archer; encounter) The
Area 2–7 eladrin archer shifts 1 square and makes a ranged attack
Ba rrac ks against the enemy.
Read or paraphrase the following: Shadow Step (move; encounter) w Teleportation
This wide tower is host to a series of arrow slits, each peering down The eladrin archer teleports 7 squares.
onto the battlefield below. Barrels of arrows are spaced throughout Alignment Unaligned Languages Common, Elven
the chamber within easy reach, with additional bows and bowstrings Skills Arcana +4, History +4, Nature +9, Stealth +10
hanging from racks set along the walls. In the center of the chamber is Str 13 (+2) Dex 18 (+5) Wis 16 (+4)
a spiral staircase, sealed by a locked grate. Con 14 (+3) Int 12 (+2) Cha 11 (+1)
Equipment leather armor, short sword, longbow, quiver
If it is the 10th hour of the siege or earlier, twelve eladrin with 30 arrows
archers are here, raining clouds of arrows down on sub-
humans below.

37
Area 2–8 Area 2–9
MASTER DUNGEONS: M2

S to r e roo m ( EL 1, X P 350) Catwalk


Read or paraphrase the following: Read or paraphrase the following:
The storeroom walls are stacked high with casks, bundles and crates, Your ears are assaulted by the cacophony of war. Hundreds of feet
left in disarray in the face of the pressing siege. below, a seething tide of fierce barbarians surges along the base of the
ridge. Arrayed in the pelts and skins of bears and lions, they look and
If it is the 7th hour of the siege or earlier, the storeroom is in
sound more like horde of beasts that an army.
disarray, though still held by the eladrin.
The stairs wrap along the side of the citadel, ending at a locked
If it is the 8th hour of the siege or later, the savages have
iron gate (Thievery, DC 20 to unlock); the key to the gate
overrun the storeroom, pressing into the south 2–11, and
can be found hidden in area 1–8. The gate can also be torn
slaughtering the guards.
free (Strength, DC 30) or battered down after taking 75 hp
Treasure: A DC 15 Perception check reveals a hidden panel of damage.
set into the north wall. The panel has not been plastered
Heroes descending the stairs must succeed on DC 15 Stealth
over yet, a last minute action taken by the eladrin before
checks, or draw the attention of the barbarians below. If the
surrendering the citadel to the barbarians. However, the panel
savages spot the PCs, a mob of archers begins to rain down
has been trapped, and a billowing cloud of icy air that freezes
arrows on the heroes. Once spotted, each exposed PC is
skin, sears eyelids, and scars the lungs targets PCs failing to take
targeted by an attack (+5 vs. AC). A successful attack means
the appropriate countermeasures. Heroes who have suffered
the PC is struck by 1d4 arrows, each inflicting 1d6 damage.
this ward in the future (area 1–8) are in for a surprise: the ward
is newly cast, and the magics are far more powerful. If it is the 7th hour of the siege or later, the barbarians have
succeeded in scaling the side of the ridge with ropes and crude
Hidden behind the panel is a dark velvet pouch sewn with
ladders, tearing open the iron gate and swarming the lower
small diamond chips in imitation of the night sky (worth 200
levels. In order to clear the way down to 2–16, the PCs have to
gp). The pouch contains a large, ceremonial key ring chased
fight their way through two barbarian champions, two archers,
with platinum (worth 50 gp), and a trio of keys that open the
and three warriors.
locks in 2–15.
Area 2–10
Frostward Trap Tower of th e Magu s
Level 8 Blaster When the PCs cross from the main citadel to area 2–10, read
Trap XP 350 or paraphrase the following:
Perception A narrow stone bridge arches from the citadel to the tower. The tower
DC 28: The character notices a magical glyph on the panel. stands apart, both physically and aesthetically, from the grim and dour
Additional Skills: Arcana citadel. Built of polished stone, high buttresses, and graceful spires, the
DC 24: The character notices the glyph, and provides a +2 tower calls to mind a solemn pine, high atop a rocky slope. Its beauty
bonus to Theivery checks to disarm the trap. does not distract your eye from the leering gargoyles that circle above,
Trigger: When a creature opens the panel. keeping a watchful eyes on the battle below.
Attack
Immediate Reaction Close blast 2 If Lady Ariarch, the ruling magus of the tower, is present, the
Targets: All creatures in blast PCs are allowed to pass over the narrow bridge. However, if
Attack: +11 vs. Reflex the Lady of the Tower is not present, the gargoyles make it
Hit: 4d6+4 cold damage, and the target is slowed (save clear that the heroes are not welcome, first by flying close
ends). over head, screeching, then by dive bombing the heroes as
Special: The trap deals an additional 1d6 cold damage, each they cross the bridge, turning to stone just before impact, and
time the Cycle resets. knocking the heroes from the bridge. Those knocked off the
bridge fall to their doom 80 feet (8d10 damage) to the rocky
Countermeasures ground below, before being swarmed by the savage horde.
• An adjacent character can disable the glyph with a DC If the PCs manage to cross the bridge, read or paraphrase the
28 Thievery check. following:
A single hammered copper portal, stained with verdigris, guards the
entrance to the ruined tower before you. The portal is decorated with
reliefs of a spiraling vine that follows the curve of the arched door,
wending around a hammered copper sun and moon, before winding

38
down the far side of the portal. Framed within the work, wielding the 1d20 Treasure
MASTER DUNGEONS: M2
contrasting might of the sun and moon is a single eladrin spellcaster. 1 A glass globe of lightning bugs. If the globe
is shattered, anyone within 10 feet is
The portal opens at the command of Lady Ariarch. If the heroes
targeted by a blast of crackling lightening
are not welcome (or expected for that matter), they must find
and resounding thunder (+13 vs. Reflex,
a means of opening the portal. Brute strength (Strength, DC
2d12 lightning and thunder damage and the
30) or raw damage (AC 20, 200 HP) is sufficient to open
target is deafened (save ends)).
the portal, but each and every time a living creature touches
2 A jug containing silvery, viscous liquid (3
the portal without the Magus’ permission, an arc of eldritch
doses of potion of healing).
lightening lances from the door, striking the nearest living
3 A scroll with the ritual Silence.
creature (+10 vs. Ref, 2d10 lightning damage).
4 A silver-plumed pen that scribes whatever
Once the PCs gain entry to the tower, read or paraphrase the is spoken within a 5-foot radius.
following: 5 An empty spell book composed of sheets
of hammered gold (worth 500 gp).
The interior of the tower is like something out of a dream. Lit by
6 A pair of catstep boots.
dancing fireflies and floating globes, the interior of the tower is a single
7 A tome containing the ritual Enchant
chamber, its ceiling rising to a point several stories above. The walls of
Magical Item.
the chamber are adorned with hundreds of eldritch tomes and scrolls,
8 A silver skeleton key. Cast as a skeleton
beakers filled with strange, glowing liquids, complete skeletons of
(that then molds itself into whatever lock it
creatures that have long since passed from existence, and hundreds of
is placed) the silver key has three charges.
other eldritch curiosities.
9 A scroll of holding (functions as a 256-page
Lady Ariarch makes her home inside the tower, with her spell book). Presently holds the rituals
pseudodragon assistant for company. Here she spends her time Animal Messenger, Comprehend Languages,
plotting a means of winning back the love of Lord Rynth, and Gentle Repose, Magic Mouth, Make Whole,
ridding herself of the Crow King and the hated Vizier. She Secret Page, Silence, and Floating Disk.
welcomes the PCs as an end to that quest, and if the heroes
10 An orc skull with gold teeth (worth 3 gp).
agree to aid her, she readily permits the PCs to paw through
her treasure cache (see Treasure below). Lady’s Ariarch’s quest 11 Gauntlets of ogre power, forged as blackened
is a simple one: Find Lord Rynth and convince him of the iron greaves.
Lady’s love. (Of course the quest is not so easily accomplished: 12 A pair of crystal, 6-sided dice that roll
Lord Rynth died decades ago.) whatever total the owner whispers. (Note
that the owner has no control over
If the PCs spurn her advances, she responds with fury, using whatever numbers make up that sum.)
all the magic at her disposal to slay them. The pseudodragon 13 Pages containing the ritual Raise Dead.
immediately flies to her aid, while any surviving gargoyles enter 14 An elven cloak folded inside a small teak
through high windows above to do battle for their mistress. box decorated with elaborate woodland
If the PCs enter the tower after the 10th hour of the siege, it carvings.
is overrun with savages. The sub-humans destroy everything 15 A trio of pseudodragon eggs, warming over
within reach, finally setting fire to the interior of the tower. If a bronze bowl of embers. If kept warm, the
the PCs attempt to stop the destruction, two warchiefs, four eggs hatch in 1d4 weeks.
champions, six archers, and ten warriors attack them. 16 A spear tip carved from a black unicorn’s
horn. If affixed to a pole, and wielded by a
Treasure: The tower is home to a seemingly unending array good-aligned hero, it functions as a +3 spear.
of eldritch curiosities and secrets. Few may be of much value to 17 A tome containing the ritual Pass Wall.
the heroes, but every nook and cranny contains something of 18 A rolled tapestry depicting the heroes
interest. If the PCs agree to act as Ariarch’s agents — reaching dying to an enormous worm in a
Lord Rynth to relay her message of love and devotion — she mushroom forest. Detailed with gold and
permits them to peruse her tower, taking anything of interest. silver thread, the tapestry is worth 100
Note that any items garnered from the tower are lost at the gp. If the PCs survive the adventure, the
Turning of the Worm. tapestry changes to show their death at
For every 1/2 hour a PC spends inspecting the tower, he or the hands of their next most powerful foe.
she is permitted an Arcana check. On a roll of 15 or better, the 19 A trio of scrolls tied together with a silver
PC discovers something of value and interest amid the eldritch band, containing the rituals Magic Mouth,
curiosities. Roll 1d20 and consult the following table. Each Eye of Alarm and Magic Circle.
find can only be discovered once. 20 Roll twice.

40
Lady Ariarch Pseudodragon

CURSE OF THE KINGSPIRE


Level 8 Elite Controller Level 3 Lurker
Medium fey humanoid, eladrin XP 700 Tiny natural beast (reptile) XP 150
Initiative +7 Senses Perception +9; Initiative +9 Senses Perception +8
low-light vision HP 40; Bloodied 20
HP 164; Bloodied 82 AC 17; Fortitude 14, Reflex 15, Will 14
AC 24; Fortitude 17, Reflex 23, Will 23 Speed 4, fly 8 (hover); see also flyby attack
Saving Throws +2, +5 against charm effects  Bite (standard; at-will)
Speed 6; see also shadow step +8 vs. AC; 1d8 + 4 damage.
Action Points 1  Sting (standard; recharge 4, 5, 6) w Poison
 Spear (standard; at-will) w Weapon +8 vs. AC; 1d8 + 4 damage, and ongoing 5 poison damage
+13 vs. AC; 1d8 + 1 damage, and the target is slowed until (save ends).
the end of Ariarch’s next turn.  Flyby Attack (standard; at-will)
 Binding Bolt (standard; at-will) The pseudodragon flies up to 8 squares and makes one
Ranged 10; +12 vs. Reflex; 2d8 + 5 damage, and the target is melee basic attack at any point during that movement. The
immobilized until the end of Ariarch’s next turn. pseudodragon doesn’t provoke opportunity attacks when
 Teleporting Bolt (standard; at-will) w Teleportation moving away from the target of the attack.
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is Invisibility (standard; recharges when the pseudodragon is
teleported up to 3 squares. The target cannot be teleported damaged) w Illusion
into an unsafe space. As long as the pseudodragon doesn’t move, it is invisible.
 Dazzling Blast (standard; recharge 5, 6) w Radiant Alignment Unaligned Languages —
Close blast 3; +10 vs. Will; 2d6 + 5 radiant damage, and the Skills Insight +8, Stealth +10
target is blinded until the end of Ariarch’s next turn. Str 13 (+2) Dex 18 (+5) Wis 15 (+3)
Shadow Step (move; encounter) w Teleportation Con 16 (+4) Int 6 (–1) Cha 17 (+4)
Ariarch can teleport 7 squares.
Alignment Evil Languages Common, Elven
Skills Arcana +16, History +16, Nature +10
Gargoyle (5)
Str 12 (+5) Dex 16 (+7) Wis 12 (+5) Level 9 Lurker
Con 10 (+4) Int 20 (+9) Cha 16 (+7) Medium elemental humanoid (earth) XP 400
Equipment robes, spear Initiative +11 Senses Perception +12
darkvision
HP 77; Bloodied 38
AC 25; Fortitude 21, Reflex 19, Will 19
Immune petrification
Speed 6, fly 8; see also flyby attack
 Claw (standard; at-will)
+14 vs. AC; 2d6 + 5 damage.
 Flyby Attack (standard; recharges after using stone form)
The gargoyle flies up to 8 squares and makes a melee basic
attack at any point during the move without provoking an
opportunity attack from the target. If the attack hits, the
target is knocked prone.
Stone Form (standard; at-will)
The gargoyle becomes a statue and gains resist 25 to all
damage, regeneration 3, and tremorsense 10. It loses all
other senses and can take no actions in stone form other
than revert to its normal form (as a minor action).
Alignment Evil Languages Primordial
Skills Stealth +12
Str 21 (+9) Dex 17 (+7) Wis 17 (+7)
Con 17 (+7) Int 5 (+1) Cha 17 (+7)

41
Area 2–11 Area 2–12
MASTER DUNGEONS: M2

Gua rd Ro om Killing Hall (EL 7, XP 1 , 2 0 0 +)


Read or paraphrase the following: Read or paraphrase the following:
A pair of barrels and a rack of long-bladed spears crowd the narrow A pair of enormous portals, banded in iron, blocks the way. A single
chamber.The far wall is composed entirely of arrow slits, offering a view mighty bolt, as wide as a tree, is laid across the gates, sealing them
into the hall beyond. closed.
Four eladrin archers watch over each of these paired chambers, If it is the 5th hour of the siege, a troop of barbarians has
firing arrows into area 2–12 when the barbarians succeed in succeeded in breaching the portal with their massive battering
breaking down the gates. The archers resort to the spears only ram. A force of eladrin knights and spearmen meets the
if the barbarians threaten to stab their own weapons through savages once they breach the portal. The eladrin are ultimately
the narrow arrow slits. successful in driving the savages back, but only at great cost
of life. If the PCs lend their aid, enough eladrin survive to
If it is 8th hour of the siege or later, barbarians have overrun
forestall the events of the 10th hour of the siege by an hour.
the south guard room, slaughtering the archers, stripping their
bodies of armor and weapons, and making blood trophies of The attacking force is made up of a mob of savage champions,
the archers’ scalps, ears and fingers. warriors, and a single enormous war bear outfitted with metal
claws, fangs, and crude hide barding. Ten warriors lead the
Eladrin Archer (8) charge, but once they are quickly cut down, savage champions
and the rampaging war bear take their place.
Level 2 Artillery
Medium fey humanoid, eladrin XP 125 In order to make a difference in the battle, the PCs must slay
Initiative +5 Senses Perception +11; either three barbarian champions or the war bear. (The PCs
low-light vision can slay any number of warrior minions, but they are quickly
HP 32; Bloodied 16 replaced by their brethren.) Heroes that succeed in slaying the
AC 15; Fortitude 14, Reflex 16, Will 15 deadly war bear are quickly hailed as champions by the eladrin.
Saving Throws +5 against charm effects At the DM’s discretion, 3 eladrin archers swear fealty to the
Speed 6; see also shadow step PC heroes, pledging their bows and blades to the defense of
 Spear (standard; at-will) w Weapon the heroes.
+5 vs. AC; 1d6 + 1 damage.
 Longbow (standard; at-will) w Weapon War Bear
Ranged 20/40; +7 vs. AC; 1d10 + 4 damage; see also archer’s Level 11 Elite Brute
mobility. Large natural beast XP 1,200
Archer’s Mobility
Initiative +8 Senses Perception +9
If the eladrin archer moves at least 4 squares from its
HP 276; Bloodied 138
original position, it gains a +2 bonus to ranged attack rolls
AC 25; Fortitude 25, Reflex 22, Will 23
until the start of its next turn.
Saving Throws +2
Eladrin Accuracy (free; encounter)
Speed 8
The eladrin archer can reroll an attack roll. It must use the
Action Points 1
second roll, even if it’s lower.
 Claw (standard; at-will)
Easy Flight (immediate reaction, when an enemy makes
Reach 2; +15 vs. AC; 2d8 + 6 damage.
a melee attack against the eladrin archer; encounter) The
 Maul (standard; at-will)
eladrin archer shifts 1 square and makes a ranged attack
The war bear makes two claw attacks. If both claw attacks
against the enemy.
hit the same target, the war bear makes a secondary attack
Shadow Step (move; encounter) w Teleportation
against the target. Secondary Attack: +13 vs. AC; the target is
The eladrin archer teleports 7 squares.
grabbed (until escape).
Alignment Unaligned Languages Common, Elven
 Ursine Crush (standard; at-will)
Skills Arcana +4, History +4, Nature +8, Stealth +10
The war bear deals 4d8 + 6 damage to a grabbed creature
Str 13 (+2) Dex 18 (+5) Wis 16 (+4)
(no attack roll required).
Con 14 (+3) Int 12 (+2) Cha 11 (+1)
Alignment Unaligned Languages —
Equipment leather armor, spear, longbow, quiver with 30
Str 23 (+11) Dex 16 (+8) Wis 18 (+9)
arrows
Con 18 (+9) Int 2 (+1) Cha 16 (+8)

42
Area 2–13 purple skin, knobby joints, and leering, watery eyes. Their fell

CURSE OF THE KINGSPIRE


T h e Gat eho use kind delight in inflicting pain on helpless foes, making them
Read or paraphrase the following: the preferred practitioners of the torturer’s arts.

The stout gatehouse watches over the ridge rising to the citadel. Arrow The Torturer waits for the PCs to focus their attention on the
slits face out onto the high moors, where an army of savages rage. iron maiden before returning to his solid form and attacking
the weakest PC (preferably a rogue or warlock), spending an
The gatehouse falls early in the siege (hour 3), making it action point to follow up with a crushing blow if the target
unlikely that the PCs find their way here. It is also a difficult is knocked prone. Once the battle goes against the lesser
place for the heroes to make a difference in the battle; the fomorian, he returns to gaseous form and attempts to flee,
brunt of the barbarian horde is directed at the gatehouse, and joining his fellows to fight on.
defending it is suicidal.
If it is the 7th hour of the siege or later, this chamber is overrun
There are 8 eladrin stationed here, doing their best to fend by savages. The Torturer has already retreated to the citadel
off the army of savages. Once the front gates fall and the above, in the hopes of lending aid to his master, the Vizier.The
gatehouse is overrun, an endless stream of barbarian champions savage sub-humans move on once the room is clear, ignorant
and warriors charge into the gatehouse. If the PCs manage to of Sefra and her plight. If the PCs manage to fight their way
slaughter 10 champions and 30 warriors, they accomplish the here, they do not encounter savages while in the quarters.
impossible: giving the horde pause.
Treasure: The Torturer keeps little in the way of treasure.
Their triumph is sure to be short lived. The horde falls back However, a DC 22 Perception check reveals a secret door in
to make room for a troop of 50 archers. Armed with flaming the west wall of the chamber. Opening the secret panel, the
arrows, the archers set fire to the gatehouse in 1d8 rounds. heroes discover a small hidden chamber where the Vizier likes
Thereafter, anyone remaining in the gatehouse suffers 2d8+4 to sit and enjoy the punishment of his foes. Inside the chamber,
points of fire damage per round, for the next 20 rounds, as the set into the wall, is a small wooden coffer. The coffer is locked
gatehouse burns. After 20 rounds, the gatehouse is reduced to (Thievery, DC 25), and trapped with a small glass vial. If the
blocks of granite and cinders. The army surges through the coffer isn’t unlocked twice, the vial breaks when the coffer is
gates, and lays siege to the gates in area 2–12. opened, filling the secret chamber with poison gas. (See trap
stats below for details.)
Area 2–14
To rtu rer’s Qua rt ers Inside the coffer are a large emerald (1,000 gp), a medium
ruby (750 gp), and a +2 wand of icy rays.
(EL 5, X P 1,050)
Read or paraphrase the following: Saving Sefra: There is little that the heroes can do to save the
half-elf maiden. The Torturers’ cruel ministrations ensure that
Various implements of torture adorn the walls of the horrific chamber.
death is only a few minutes away. Worse, since she was already
Leg irons dangle from the ceiling, brands rest in braziers of glowing
shut inside the maiden when Lady Ariarch’s spell whisked the
embers, and thumb screws rest in bloodied pans. A large wooden rack
Kingspire away, Sefra is “reborn” into the maiden, and her
rests in the back of the chamber, alongside an iron maiden.You see to
lingering death, every 13 hours. Only defeating the Curse of
your horror that fresh blood is weeping from the iron maiden — some
the Kingspire can free the poor half-elf maid from her eternal
poor soul is trapped inside!
misery.
This chamber is home to the lesser fomorian that serves as the
Crow King’s torturer. Unknown to the regent of the Kingspire,
the Torturer is loyal only to the Vizier. Presently the Torturer
is in the process of slowly killing the Crow King’s secret lover.
The half-elven maiden, Sefra, is slowly dying within the
confines of the iron maiden.
At first glance, the chamber is empty. Unless the PCs pause
to take a longer inspection of the chamber (Perception, DC
15) they take no notice of the haze hanging in the back of
the chamber, mistaking it for the black smoke of the siege.
In truth, the haze is the Torturer, in his gaseous form. (The
Torturer enjoys entering his victims, in gaseous form, as they
die, so that he can feel the death rattle of their final breaths
first hand.) In his physical form, the lesser fomorian is a large
humanoid resembling an especially grotesque ogre, with

43
Countermeasures
Torturer, Lesser Fomorian
MASTER DUNGEONS: M2
• An adjacent character can disable the trap with a DC
Level 8 Elite Controller 25 Thievery check.
Large fey humanoid XP 700
Initiative +7 Senses Perception +5; Area 2–15
darkvision Gates of Deceit (EL 5, XP 3 5 0 )
HP 180; Bloodied 90; see also siren song Read or paraphrase the following:
AC 24; Fortitude 22, Reflex 18, Will 21
Saving Throws +2 A trio of iron gates frames this chamber. Each gate is topped with
Speed 8 a demonic fey, leering down from above. The air is wet and stinks
Action Points 1 of mold and filth. The sounds of battle are diminished, as if held in
 Morningstar (standard; at-will) w Weapon abeyance by the grim gates and solemn atmosphere.
Reach 2; +13 vs. AC; 1d12 + 5 damage, and a Medium The gates are all locked, and the Vizier holds the keys (in area
or smaller target is pushed 1 square or knocked prone 2–4). They can be picked by talented rogues (Thievery, DC
(formorian’s choice). 25), broken down by the diligent (1 hour of time, AC 20,
 Crushing Blow (standard; at-will) w Weapon 250 hp in damage) or torn out by the exceptionally strong
Affects a prone target only; +13 vs. AC; 2d10 + 4 damage. (Strength, DC 30). If the Vizier’s keys are used (found in area
 Soporific Whispers (standard; recharges when first 2–4), the trap-puzzle is deactivated.
bloodied) w Charm, Sleep
Close blast 5; +10 vs. Will; the target is dazed (save ends). The gates pose no threat to any individual PC. When
First Failed Save: The target falls unconscious (no save). approached as a party, however, the gates can quickly threaten
Deceptive Veil (minor; at-will) w Illusion to undo a party.
The Torturer can disguise itself to appear as an elderly The gates’ magic is sufficient to deter the weakened horde —
Medium or Large humanoid. A successful Insight check in the 7th hour of the siege a band of 3 champions, 1 warchief,
(opposed by the Torturer’s Bluff check) pierces the disguise. and 12 warriors attempt to batter down the gates. Failing, they
Gaseous Form (standard; sustain standard; encounter) w return to the battle in the citadel above.
Polymorph
The Torturer becomes insubstantial and gains a fly speed of Stepping through a gate produces a magical effect. Puzzling
8 (hover). It can enter and move through a porous obstacle out the right combination is not difficult if the PCs are
that would otherwise prevent movement (such as a door persistent, but violent parties might find their own swords and
or a cracked window). It remains in this form as long as it spells turned against them.
sustains the power. Any PC stepping through a gate vanishes in puff of black
Alignment Evil Languages Common, Giant smoke, leaving only a cloud of falling ash and dust. Above, the
Skills Bluff +13, Insight +10, Stealth +12, Thievery +12 gemstone eyes of the gate flash, blinding any PC within 10
Str 20 (+9) Dex 16 (+7) Wis 12 (+5) feet (saving throw ends). At the same instant, a terrible, roaring
Con 18 (+8) Int 12 (+5) Cha 18 (+8) wind fills the chamber and the PC reappears at the opposite
Equipment morningstar gate, cloaked in illusion and shadow, appearing — for all intents
and purposes — as a raging shadow demon. This illusion only
Poison Gas lifts if the PC leaves the area or steps through the next gate.
While the PCs remain in the area, verbal communication
Level 8 Lurker
is impossible, as all sounds are drowned out by the roaring
Trap XP 350
wind.
Perception
DC 25: The character notices the shine of glass, inside the No harm comes to the hero, unless his own allies respond with
lock. violence.
Trigger: When a creature opens the lock.. Portal Puzzle: PCs stepping through the north gates are
Attack teleported to the south side of the south gates; similarly, PCs
Opportunity Action Close burst 3 stepping through the south gates are teleported to the north
Targets: All creatures in burst side of the north gates. In order to pass through the western
Attack: +11 vs. Fortitude gates, PCs without the Vizier’s keys need to pass through a total
Hit: 1d10+4 poison damage, and the target is dazed (save of 2 portals. For instance, a PC coming from the south must
ends). First Failed Save: The target falls unconscious (no save). open the south gate, step through to the north gate, open the
Miss: Half damage. north gate, teleport back once again to the south gate. At this

44
point the PC may pass through the south gate, and through The Mad Gaoler is a disturbingly tall eladrin, with wild eyes,

CURSE OF THE KINGSPIRE


the western gate. rotting teeth, and matted hair that has — literally — become
a nest of mice. He wears mouse-eaten rags over a hauberk of
Exiting the dungeon causes no teleportation.
rusting chainmail, and fights with a spiked club in one hand,
Treasure: The iron fey gargoyles overlooking the gates are and a manacle attached to a 6-foot chain in the other.
each adorned with gemstone eyes. The gems can be pried free
Before entering combat, the Mad Gaoler calls for a truce,
from the iron castings, but this does not deactivate the gates’
offering terms of parlay. The gaoler giggles disconcertingly
teleporting magic. The eyes of the south gate are 2 emeralds
the entire time, obsessively rubbing his hands together, and
(worth 250 gp each). The eyes of the north gate are sapphires
repeatedly licking his lips. The gaoler asks for the heroes to
(worth 300 gp each). The eyes of the west gate are paste and
forgive his aggressive “armies,” declaring that it has been so
worthless (though they appear to be pair of diamonds worth
long since they have received visitors. The gaoler offers for
1,000 gp each).
one of the PCs to join him in his “throne room,” to discuss a
Area 2–16 treaty between the two powers. To earn the heroes’ trust, the
T h e K i n gspi re Dung eons Mad Gaoler offers to leave a swarm of rats behind as insurance
against any duplicity on his part.
(EL 7, X P 1,475)
Read or paraphrase the following: If the heroes refuse or press the attack, the Mad Gaoler fights
to the death in futile defense of his demesne.
A large chamber emerges from the darkness. The air is cold with
moisture, and the stink of mold is thick in the air, clinging to the Cell A: The cell’s iron door is bolted closed from the outside,
back of your throat and chilling your lungs. Squinting to make out and rusted closed (Strength, DC 25 to open). Opening the
the features of the grim chamber, you are able to discern leg irons and cell, the heroes discover tufts of moldy straw, harmless green-
manacles set into the grimy stone walls. Skeletons, their bones long black mold covering the walls and ceiling, and a pair of empty
since picked clean by rats and roaches, line the corners of the chamber. shackles bolted into the south wall.
Since the start of the siege, the dungeons have seen little A secret door is hidden in the back of the chamber (Perception,
action.The barbarians, stymied by the gates in area 2–15, focus DC 25 to discover). This cell is used exclusively for the select
their forces on the upper citadel, while the Crow King and his few prisoners that the Vizier secretly releases.
sycophants have little use for a dungeon when they are pressed Cell B: The iron door to this cell is also bolted closed from the
for friendly swords and spells above. outside. A simple padlock (Thievery, DC 15) secures the iron
The Mad Gaoler (found in area 2–17) has come to regard the bolt in place. Inside the cell PCs find moldy straw, several sets
dungeons as his own domain. Since the barbarians fail to make of shackles and chains set into the walls, and a shallow, muddy
it past the portal puzzle, the Gaoler does not perish nightly pool dug into the floor to collect water. The anchors are stout,
in the siege like his companions in the citadel above. Instead, and difficult to tear from the wall (Strength, DC 25); similarly,
his existence is largely the same, night after accursed night, the manacles, once fastened by Mad Gaoler’s iron bolts, are
without any means of distinguishing one from the next. This difficult to break (Strength, DC 30, or 25 hp of damage).
endless monotony cost the gaoler dearly, breaking his mind, Captured by the Eladrin! If the PCs are captured by the
and driving him into madness. eladrin, the Vizier orders them placed in cell B. The PCs are
Now the gaoler spends his days in fantasy, repeatedly building disarmed and escorted to area 2–16, where the Mad Gaoler
his throne in area 2–17 and ruling over his “kingdom” of puts them in shackles, hammering heated iron slugs into the
mice and rats. Unless the PCs conceal their passage through leg irons and manacles to secure them closed. Any PC thus
area 2–16 (including both light and sound), the Mad Gaoler shackled receives a –2 penalty to his or her AC and Reflex
sends his minions to repel the intruders. If the heroes repulse saves, and has his or her speed reduced by 2.
his armies of rats, the gaoler himself investigates. The gaoler, The Mad Gaoler is ignorant of the secret door in cell A, and
believing the heroes to be potential allies, calls for an armistice, randomly chooses where to places the heroes. Roll 1d20 —
and attempts to negotiate a treaty. on an even number the heroes are placed in cell A, and on an
Tactics: Upon the PCs’ entry, a trio of rat swarms scurry from odd number the PCs are placed in cell B.
area 2–17, swarming about the heroes. If one or more of the
swarms is destroyed, the surviving swarms retreat, squeaking
and squealing in dismay. A mere 1d6 rounds later, the Mad
Gaoler enters from area 2–17 with eight dire rats and the
surviving swarms.

45
The Mad Gaoler Rat Swarm (3)
MASTER DUNGEONS: M2

Level 7 Soldier Level 2 Skirmisher


Medium natural humanoid, eladrin XP 300 Medium natural beast (swarm) XP 125
Initiative +11 Senses Perception +4; Initiative +6 Senses Perception +6
low-light vision low-light vision
King’s Swarm aura 10; The Mad Swarm Attack aura 1; the rat
Gaoler or ANY rats in the aura swarm makes a basic attack as
score a critical hit on a roll of 19 a free action against each enemy
or 20 (a roll of 19 is not an that begins its turn in the aura.
automatic hit, however). HP 36; Bloodied 18
HP 77; Bloodied 38 AC 15; Fortitude 12; Reflex 14; Will 11
AC 23; Fortitude 18, Reflex 21, Will 17 Resist half damage from melee and ranged attacks;
Saving Throws +5 against charm effects Vulnerable 5 against close and area attacks
Speed 5; see also shadow step Speed 4, climb 2
 Spiked Club (standard; at-will) w Weapon  Swarm of Teeth (standard; at-will)
+14 vs. AC; 1d8 + 4 damage. +6 vs. AC; 1d6 + 3 damage, and ongoing 3 damage (save
 Chain (standard; at-will) w Weapon ends).
Reach 2; +14 vs. AC; 1d8+4 damage. Alignment Unaligned Languages —
 Entrapping Chains (standard; recharge 5, 6) w Str 12 (+2) Dex 17 (+4) Wis 10 (+1)
Weapon Con 12 (+2) Int 2 (–3) Cha 9 (+0)
Requires chain; reach 2; +12 vs. AC; 3d8 + 4 damage, and the
target is restrained until the end of the gaoler’s next turn. Area 2–17
The gaoler cannot attack with his chain while the target is Gaoler’ s Quarter s
restrained. Read or paraphrase the following:
 Madman’s Challenge (standard; encounter)
Ranged 10; the target is marked until the end of the A long, narrow cot occupies the north wall of this chamber. Nearby, a
encounter or until the gaoler dies, taking 4 damage each brazier of glowing coals casts the rest of the chamber in a hellish light.
round it does not attack the gaoler. Placed in the center of the long east wall is a tall chair decorated with
Shadow Step (move; encounter) w Teleportation moldy, blackened rags. More disturbing, the chair has been decorated
The Mad Gaoler can teleport 7 squares. with hundreds of rodent skulls, ranging from tiny mice to enormous
Alignment Evil Languages Common, Elven rats, nailed to the chair in some peculiar, esoteric pattern.
Skills Athletics +11, Arcana +7, History +7, Nature +9 This chamber is the home of the Mad Gaoler and his army
Str 18 (+7) Dex 22 (+9) Wis 13 (+4) of rats and mice. Lost in a world of fantasy, the Mad Gaoler
Con 13 (+4) Int 14 (+5) Cha 16 (+6) mistakenly believes that he has come to rule over the Kingspire
Equipment chainmail, spiked club, manacle and chain. Dungeons. The fantasy is a fragile one, immediately banished
when the Vizier enters the dungeons, but with few visitors, the
Dire Rat (8) gaoler has more than ample time to indulge his fantasies.
Level 1 Brute Treating with the Mad Gaoler: The gaoler is first
Medium natural beast XP 100 encountered in area 2–16, where he offers the heroes terms of
Initiative +2 Senses Perception +5 parlay. If the PCs agree, sending one of their own as a delegate
low-light vision to meet with the madman, he escorts the ambassador to his
HP 38; Bloodied 19 chambers. The gaoler sits upon his throne with regal dignity,
AC 15; Fortitude 15, Reflex 13, Will 11 pulling on a mouse-skin cape and raising a scepter topped
Immune filth fever with a fanged dire rat skull. Then the Mad Gaoler offers the
Speed 6, climb 3 PC a treaty: the heroes may pass through his “lands” so long
 Bite (standard; at-will) w Disease as they agree to never again harass his “folk” (the mice and
+4 vs. AC; 1d6 + 2 damage, and the target contracts filth rats). Furthermore, the gaoler knows the secret to reaching
fever. the hidden dungeons of Kingspire, and is willing to share
Alignment Unaligned Languages — his secrets with the PCs in return for a tithe: all the heroes’
Skills Stealth +7 food and drink. If the PCs accept the Mad Gaoler’s terms, he
Str 14 (+2) Dex 15 (+2) Wis 10 (+0) immediately calls his rat and mice, handing out the food, and
Con 18 (+4) Int 3 (–4) Cha 6 (–2) pouring out bits of drink to his ravenous people.

46
Once his folk are sated, the Mad Gaoler shows the PCs the lit by braziers of burning oil. The smell of smoke, mixed with the

CURSE OF THE KINGSPIRE


secret door hidden in the west wall, opening the portal with stench of rot and mold, is thick in the air.
practiced ease. Giggling madly, the gaoler shares that it was
The steps, and the caverns past the portals were once the sacred
many centuries ago when Prince Rynth led his band of exiled
burial grounds for Elihai regents and servants. However, now
fey into the caverns below.
they are home to the exile Prince Rynth and his servitors.
Treasure: The gaoler has little of worth. However, his mouse-
A pair of secret doors (Perception, DC 20) is set within the
skin cloak has taken on a bit of the Kingspire’s magic, and acts
north wall of the steps. The steps between the secret doors are
as a +2 elven cloak.
trapped, so that as the heroes descend the stairs, a faint cloud
Secret Door: A secret door is hidden in the west wall of of vaporized oil descends from above.The oil cloud rolls down
the chamber. Agents of the Vizier used spy holes cut into the the steps, reaching the braziers in 1d4 rounds, causing the
secret door to spy on the gaoler; however, since his descent cloud to explode into flames, incinerating any PC remaining
into madness, the spies visit less and less often. The door on the flight of stairs or in the chamber below.
itself is masterfully hidden (Perception, DC 30), but a DC 22
The trap’s flames ignite the oil-soaked wooden beams
Perception check allows PCs to spot the spyholes. Once the
supporting the ceiling. After 3 rounds, the fire has progressed,
spyholes are detected, finding the secret door is an easy matter
causing the beams and the ceiling blocks to collapse. Falling
(Perception, DC 20). As noted above, the gaoler is aware of the
beams and stone blocks target any PC attempting to move
secret door and the spyholes.
down the steps. The fire continues for 1 hour.
Area 2–18 Deactivating the Trap: If the PCs investigate the upper
S p y Cha m ber secret door they discover a corridor running parallel to the
Read or paraphrase the following: steps. Inside the hidden corridor is a large iron lever, soaked in
A trio of crates stands in the center of this chamber, making a crude oil. Lifting the lever deactivates the trap, making it safe for the
table and benches. Atop the center crate is a pair of dice and a shallow heroes to descend the steps.
copper dish. A handful of coins — mostly gold and silver — are Once the PCs reach the base of the steps, read or paraphrase
scattered about the floor. A pair of clay jugs, stained with wine, sits on the following:
the floor beside the makeshift table.
The ancient portals of brass and hammered copper tower before you.
This spy chamber hasn’t seen use in many a year. Agents of the The gates are decorated with bas-reliefs depicting an eladrin funerary
Vizier, tiring of watching the ever more insane gaoler, have procession beneath a star-lit sky.The solemn figures, led by a queen of
taken to gambling and drinking instead. inestimable beauty, carry the body of a regal warrior towards a high-
Because of the peculiarities of the Kingspire’s curse, there is mountain cairn.
little point to winning (or losing) at dice, a frustration the spies A makeshift beam is placed over the door and laden with stones.
discovered centuries ago. Similarly, the wine jugs are filled
halfway with every turning of the worm. There are total of 5 Oil Cloud
gp and 18 sp scattered about the floor.
Level 5 Warder
The wine is exceedingly strong, and any PC taking more than Trap XP 200
a few draughts from the jug suffers –1 on all attack rolls and Perception
defenses until he or she takes an extended rest. Heroes insisting DC 20: The character notices an oily sheen on the stone
on drinking half a jug or more are severely impaired (–5 to all steps.
attack rolls and defenses). Trigger: Descending the steps.
Immediate Reaction Close burst 5
Area 2–19
Targets: All creatures in burst
S te p s o f Fi re ( EL 1, X P 400 ) Attack: +8 vs. Reflex
Read or paraphrase the following: Hit: 4d8+3 fire damage, plus 5 ongoing fire damage (save
You have been descending the seemingly endless stairs for what must ends).
be hours. Each flight is the same, stone steps descending ever further, Miss: Half damage, and no ongoing damage.
and elegant wooden beams, arching towards the high ceiling, creating
the effect of a silent, gloomy forest. Countermeasures
• The characters can disable the trap from inside the
Finally, in the darkness ahead, you spy an end to your interminable secret chamber running along the steps.
descent. One last flight descends to the feet of a pair of towering portals • An adjacent character can disable the trap with a DC
25 Thievery check.

47
Treating with the Feywracked: Cunning heroes can call
Ceiling
MASTER DUNGEONS: M2
across the gap, in an attempt to win a truce from the
Level 5 Warder feywracked exiles. This is challenging, at best, with the exiles
Hazard XP 200 slow to trust the invaders. The PCs’ cause is aided if they
Perception think to offer (or hint at) potential gifts to the feywracked
DC 20: The character notices the wooden beams are exiles. Metal weapons and coins are especially prized by the
soaked in oil. exiles, as they have little means for mining ore.
Trigger: The oil cloud trap. Complexity: 2 (requires 6 successes before 3 failures)
Target: All creatures remaining on the steps Primary Skills: Bluff, Diplomacy, Intimidate.
Attack: +7 vs. Reflex each round for 1 hour. Bluff (DC 22): The PCs try to win the exiles’ trust under
Hit: 1d12+8 damage, plus ongoing 5 fire (save ends). false pretenses. Other characters can aid the lead PC in
making the check.
Countermeasures Diplomacy (DC 18): The PCs try to foster an alliance
• The characters cannot disable this hazard; only avoid with the exiles; this requires an offering of some sort —
it. weapons and treasure are especially prized.
Intimidate (DC –): Immediate failure. The feywracked exiles,
Area 2–20 mad from their lonely exile, respond to threats with
D o o m Arc h ( EL 5, X P 600) violence.
Read or paraphrase the following: Success: The feywracked exiles safely escort the heroes to
the cavern floor, directing the PCs to the Tomb of the Last
A narrow stone bridge, crumbling with age, arches out into an enormous King (area 2–25).
cavern, coming to rest at a stalagmite.The Cyclopean stalagmite, titanic Failure: The feywracked exiles fight to the death, willingly
in size like the rest of the chamber, houses what looks like a small giving their lives in an attempt to repulse the heroes.
village, separated from the arch by a wooden gate!
Note that unless the heroes take precautions to conceal Area 2–21
themselves as they draw open the gate, they are exposed to Stockad e of th e Exi le s
the javelins of the feywracked exiles lurking across the arch. (EL 8, XP 1, 700)
The impalers lurk atop 2–21B, giving them both cover (–2 to Read or paraphrase the following, keeping in mind that the
hit) and an excellent view of the arch. The impalers wait for heroes are likely under attack:
the PCs to begin crossing the arch before hurling their javelins
at the heroes. If one or more of the PCs falls to the impalers’ The high, sturdy palisade walls off the stockade. Past the wooden
poison, the feywracked knights throw wide the gates and one walls, you can spy the wooden ruins of a village, all in various states
of their number rushes in to finish off the poisoned hero. of decay. A short tower, the second story barely standing, keeps watch
to the north, while further down the stalagmite you can spy a large
The knights fall back behind the gates if the PCs put up a ruined great hall.
fierce resistance, fully aware that a fall from the high arch to
the cave floor below could well be fatal (20d10 damage). In order to gain the exiles’ stockade, the heroes must first
negotiate the wooden gate. Heroes can easily scale the gate
See area 2–21 for statistics on the feywracked exiles and (DC 10 Athletics, taking 2 rounds, and granting combat
additional tactics for the defense of their village. advantage) or vault the gate in a single round with a DC 18
Athletics check. Alternately, brutish heroes can shatter the gate
in a single round with a DC 25 Strength check, or by inflicting
40 points of damage (AC 15) with physical weapons.
Inside the stockade are the sole survivors of Prince Rynth’s
original company. The six feywracked exiles are tormented
souls, ruined in body and mind. Once they were simple
eladrin, but after centuries of exposure to the fell magic of
their prince’s Runeblade and the absence of the sustaining fey
magics of the upperworld, the survivors are now gaunt, gray-
skinned monstrosities, with sunken cheeks, and dulled, hollow
eyes. They move with the preternatural quickness of feral
predators, exploiting any opportunity the instant it appears,
withdrawing (or shadow stepping) away from foes, only to flank
and attack from another direction. Wounded, they fall back to

48
make sniping attacks, making their last stand in the ruins of Area F — Mushroom Hut: This collapsed hut stinks of

CURSE OF THE KINGSPIRE


the great hall. rot and mold, and is kept constantly wet from a formation
of dripping stalactites high above. The feywracked have taken
Though their stockade has fallen into ruins, the feywracked
to cultivating various breeds of mushrooms in the rotting
exiles use it to great advantage in battle. Weapons are cached
structure, all poisonous. Dried, powdered, and then mixed into
throughout the ruins, along with traps for unwary heroes that
a paste, the proper combination of mushrooms produces the
might try to give pursuit. Note that the exiles are aware of all
poison the feywracked use on their javelins and spears. Foolish
the traps, and avoid them easily, whereas the heroes might not
heroes consuming any of the mushrooms are targeted: +15 vs.
be so fortunate.
Fortitude; 1d10 +5 damage and 5 ongoing (save ends). First
Area A — Tower Ground Floor: This room appears empty Failed Save: The target takes an additional 1d10 + 5 damage.
save for a fire pit that hasn’t seen use in many a year. A crude Second Failed Save: The target is reduced to 1 hit point.
staircase in the back of the tower rises to the second floor (area
Area G — Water Hut: This structure collapsed long ago, and
B). A fine wire is stretched across the third step; the first PC to
is now little more than rotting walls. A crude javelin trap wards
ascend the steps without noticing the trip wire is targeted by a
the entrance to this hut (see below). A formation of stalactites
crossbow bolt fired from above.
high above provide a constant drip of water; the feywracked
Area B — Tower, Second Floor: The 2 impalers begin the have taken to collecting the water in a large mushroom cap.
encounter atop the tower, hidden behind the battlements for Five clay jugs are set against the wall of the hut. Four are filled
cover.They hurl their javelins at heroes crossing the bridge, but with water, and are safe to drink. The fifth contains a potent
once the heroes fight their way into the stockade, the exiles alcohol brewed from mushrooms and glowworms. A single
withdraw to ground level and split up, sneaking through the swig of the stuff grants a drinker +10 temporary hp, –2 to
ruins to hurl javelins at unsuspecting heroes. his initiative rolls and Reflex defense, and +1 to his Fortitude
defense. Fools imbibing more than a mouthful must make 3
Area C — Backroom: This room is empty save for a
saving throws or fall unconscious for the next 24 hours.
bundle of javelins resting in the shadows against the back
wall (Perception, DC 15 to notice unless the PCs inspect Area H — Collapsing Hut: This hut is propped up by key
the chamber). The 4 javelins are all poisoned with the exiles’ supports set by the exiles. A narrow trip wire is stretched across
mushroom oil. The foul-scented oil (+5 vs. Fortitude) causes the entranceway at chest level (for Medium-sized creatures).
ongoing 5 poison damage and the target is slowed (save ends Medium-sized creatures entering the hut snap the wire,
both). causing the hut to collapse forward, atop them. See below for
trap statistics.
Fermented Mushroom Poison
Level 5 Poison Feywracked Impaler (2)
Attack +5 vs. Fortitude; ongoing 5 damage and slowed Level 7 Artillery
(save ends). Medium natural humanoid XP 300
First Failed Save: The target is immobilized instead of slowed Initiative +5 Senses Perception +9; darkvision
(save ends). HP 69; Bloodied 34
Second Failed Save: The target is stunned instead of AC 21; Fortitude 22, Reflex 17, Will 17
immobilized (save ends). Speed 6
 Spear (standard; at-will)  Weapon
Area D — Collapsing Hut: This hut is propped up by key +12 vs. AC; 1d8 + 4 damage.
supports set by the exiles. A narrow trip wire is stretched across  Poisoned Javelin (standard; at-will)  Poison, Weapon
the entranceway at chest level (for Medium-sized creatures). Ranged 10/20; +14 vs. AC; 1d6 + 4 damage, and the target
Medium-sized creatures entering the hut snap the wire, takes ongoing 5 poison damage and is slowed (save ends
causing the hut to collapse forward, atop them. See below for both). First Failed Save: The target is immobilized instead of
trap statistics. slowed (save ends). Second Failed Save: The target is
stunned instead of immobilized (save ends).
Area E — Curing Hut: A fire pit is dug at the base of this
Shadow Step (move; encounter)  Teleportation
partially collapsed hut. Soot-blackened chains hang from a beam
The feywracked can teleport 7 squares.
placed across the walls; hanging from the chains are several
Alignment Chaotic evil Languages Elven
skinned rats, curing over the fire. The rats’ skins are affixed to
Skills Athletics +12, Endurance +13
the walls by spikes whittled from dried mushroom stalks.
Str 19 (+7) Dex 14 (+5) Wis 13 (+4)
Five poisoned javelins lean against the walls of the chamber, Con 21 (+8) Int 7 (+1) Cha 9 (+2)
covered by a large lizard skin (Perception, DC 15 to notice). Equipment spear, quiver of 6 javelins

49
Alignment Chaotic evil Languages Common, Elven
Feywracked Knight (3)
MASTER DUNGEONS: M2
Skills Dungeoneering +13, Endurance +14, Religion +9
Level 6 Soldier Str 15 (+6) Dex 12 (+5) Wis 18 (+8)
Medium natural humanoid XP 250 Con 21 (+9) Int 10 (+4) Cha 14 (+6)
Initiative +6 Senses Perception +5; darkvision Equipment robes, quarterstaff
HP 74; Bloodied 37
AC 22; Fortitude 19, Reflex 15, Will 17
Speed 6
Javelin Trap
 Bastard Sword (standard; at-will) w Weapon Level 1 Obstacle
+13 vs. AC; 1d10 + 5 damage, and the target is marked until Trap XP 100
the end of the feywracked knight’s next turn. Perception
 Poison Dagger (standard; encounter) DC 20: The character notices the trip wire.
+13 vs. AC; 1d4 + 4 damage, and the knight makes a Trigger
secondary attack on the same target. Secondary Attack: +11 The trap attacks when a creature enters the chamber
vs. Fortitude; the target is immobilized (save ends). without noticing the trip wire. When the trap is triggered,
 Javelin (standard; at-will) w Weapon a javelin fires from above, attacking a random target in the
Ranged 10/20; +11 vs. AC; 1d6 + 4 damage. trigger squares.
Shadow Step (move; encounter) w Teleportation Attack
The feywracked can teleport 7 squares. Opportunity Action Ranged 10
Alignment Chaotic evil Languages Elven Target: One random creature on the trigger step when
Skills Athletics +12, Endurance +12 the trap activates.
Str 18 (+7) Dex 12 (+4) Wis 15 (+5) Attack: +7 vs. Reflex
Con 18 (+7) Int 6 (+1) Cha 8 (+2) Hit: 1d10 + 3 damage
Equipment bastard sword, 2 javelins
Counter Measures
• An adjacent character can disable the trap with a DC
Feywracked Shaman 22 Thievery check.
Level 8 Controller (Leader)
Medium natural humanoid XP 350
Initiative +5 Senses Perception +13; darkvision
Collapsing Hut
HP 93; Bloodied 46 Level 1 Lurker
AC 22; Fortitude 22, Reflex 17, Will 20 Trap XP 100
Speed 6 Perception
 Quarterstaff (standard; at-will) w Weapon DC 22: The character notices the trip wire.
+13 vs. AC; 1d8 + 2 damage. Additional Skills: Dungeoneering
 Dagger (standard; at-will) w Weapon DC 20: The character notices that the hut is unstable,
+13 vs. AC; 1d4 + 2 damage. granting a +2 bonus to attempts to disable the trap.
 Filth Ray (standard; at-will) w Poison Initiative +3
Ranged 10; +12 vs. Fortitude; 1d6 + 5 poison damage, and A trip wire, stretched across the entrance of the hut at
the target is weakened (save ends). chest level for Medium-sized creatures.
 Worm’s Curse (standard; recharge 4,5,6) w Attack
Necrotic Standard Reaction Close burst 3
Ranged 5; +12 vs. Fortitude; the target takes ongoing 5 Targets: Creatures in burst
necrotic damage and is slowed (save ends both). Attack: +4 vs. Reflex
 Slayer’s Fury (minor; recharge 4,5,6) Hit: 2d6 + 2 damage, and the target is immobilized (save
Close burst 10; all allies in the burst gain +5 speed until the ends).
end of the shaman’s next turn. Miss: Half damage.
 The Worm, Reborn (standard; encounter) w
Healing Counter Measures
Close burst 5; bloodied allies in the burst regain 15 hit • An adjacent character can disable the trap with a DC
points. 22 Thievery check.
Shadow Step (move; encounter) w Teleportation
The feywracked can teleport 7 squares. Area 2–22

50
Ru i n e d Great Ha l l transformed into spearheads, broken weapons are re-forged

CURSE OF THE KINGSPIRE


Read or paraphrase the following: and sharpened, coins are beaten into javelin tips — nothing
metal is wasted or neglected.
Stone steps descend to the collapsed ruins of a great hall. A crude roof
of tanned hides covers much of the structure, supported by beams and Determined PCs (Perception, DC 15) are able to collect 15 gp
enormous mushroom stalks, scabbed onto the walls. Inside you can spy worth of hammered gold here, though most of the soft metal
fire pits, pallets made of skins and hides, and a large altar chimney. has been mixed with iron and used in the exiles’ weapons.
Driven from the upper ruins, the exiles make their last stand Area 2–23
here in the great hall. They fight bitterly, with the knowledge Bas ket Lift
that their cause is doomed. If the last survivors are all bloodied, Read or paraphrase the following:
they give up their lives, plunging through a hole in the floor at
the back of the hall, plummeting to their death on the cavern Narrow steps painstakingly carved into the side of the stalagmite run
floor below. down to a narrow platform. A crude basket winch, built from a giant
mushroom cap, fibrous rope, and counterweight stones, sits atop the
Heroes inspecting the ruins find little of value. The piles of platform, permitting access to the cavern floor.
furs and skins are the exiles’ crude beds. The skins are largely
cave rats with the occasional lizard, and are worthless. Three Far below, you can spy the cavern floor, covered in a dense forest of
bundles of 6 javelins are placed along the back wall of the giant mushrooms. A narrow path of stones cuts through the forest,
chamber. None of the javelins are poisoned. angling toward the cavern wall.

The stone chimney set against the back of the chamber is The exiles use the basket winch to access the cavern floor.
actually a crude forge. Resting atop the forge is a variety of Though crude in appearance, the basket winch isn’t dangerous
ruined metal objects — the exiles’ most valuable commodity. so long as nothing attacks the heroes as they descend to the
Unable to mine for metal, the feywracked have taken to using cavern floor.
and reusing any metal object. Belt buckles and pendants are It takes the lift 5 minutes to make 1 trip from the platform

51
to the cavern floor. Ascending is much quicker, taking only 12–14 Healing Cap. The hero recovers 1d20
MASTER DUNGEONS: M2
half the time. Thanks to the counterweights, the basket can be hp, and any spent encounter powers.
raised and lowered from the winch platform, from within the Eladrin tasting this mushroom treat is as
basket, and from the fungi forest floor below. common poison (see above).
15 Dancing Spore. The PC takes 5 points
If, at any point in a descent or climb, the riders make quick
of poison damage, but for the next 1d10
shifts inside the basket, or are hit by an attack, there is a chance
rounds, the PC’s AC and Reflex defense
that the mushroom cap flips; one PC in the cap must make a
are improved by +2. Tieflings tasting this
DC 15 Acrobatics check to keep the cap from overturning.
mushroom treat it as common poison
If the cap does flip, riders must make DC 10 Athletics or
(see above).
Acrobatics checks to seize hold of the cap, or risk falling to
16 Spore of Timorous Dread. For the next
their death (damage ranging from 6d10 to 1d10 depending on
hour, the PC is stricken with dread. All
the height of the basket).
Initiative checks suffer a –2 penalty, and all
Area 2–24 fear effects targeting the hero receive a +2
Fung i Fo rest bonus to hit.
Read or paraphrase the following: 17 Invigorating Spore. The PC takes 5
points of poison damage, but for the next
The floor of the cavern is covered is a thick bed of spongy humus. 1d10 rounds, the PC gains a +5 bonus to
The stench of rot is thick in the air, as if every breath fills your lungs damage rolls. Elves and halflings tasting this
with stinging spores. Giant mushrooms tower around on all sides. mushroom treat it as common poison
A narrow path of stones is set in the soft ground, wending its way (see above).
through the fungi forest. 18 Shadow Stem. The PC slowly fades from
The humus is thick, and every step drops the character a foot or sight, becoming invisible for the next 1d4
more into the rotting soil. While movement on the stone path rounds. Dwarves and dragonborn tasting
is normal, the humus is treated as difficult terrain. Additionally, this mushroom treat it as common
creative PCs can move along the tops of the mushroom forest, poison (see above).
leaping from cap to cap. Each round spent moving this way, the 19 Death Cap. The PC immediately takes
PC must succeed on a DC 15 Acrobatics or Athletics check, or 25 poison damage plus 7 ongoing poison
slip, falling to the spongy soil (no damage). damage (save ends). First Failed Save: The
character drops to 1 hit point. Second Failed
There are a nearly endless variety of mushrooms filling the Save: The character dies.
cavern, ranging from deadly strains to those with bizarre 20+ Heroes’ Cap. Characters tasting this
magical properties. Eating the mushrooms is exceedingly mushroom gain 15 temporary hp, a +1
foolhardy, but what are heroes if not fools? bonus to all defenses, and immunity to
For each mushroom tasted roll 1d20 and consult the all fear effects. The benefits last until
following table. Heroes succeeding on a DC 20 Nature or the heroes’ next extended rest. Ending
Dungeoneering check add +5 to their roll. Multiple tastes the rest, the PC gains 500 XP. As wise
of the same mushroom type by the same character do not heroes might expect, the powers of this
stack or repeat effects, though tastes from different species do. mushroom only work once per hero.
Samples taken from the mushrooms are good 1d6 days before Greedy would-be heroes discover that if
drying and losing their properties. the mushroom is eaten twice (or more),
the second result is common poison
1d20 Effect (see above).
1–4 Common Poison. The PC takes 1d20
damage, and his Fortitude defense is Area 2–25
lowered by 5 for the next week. The PC
must make an immediate saving throw; on
Tomb of th e Last Pr i n c e
Read or paraphrase the following:
a failure, the hero takes 5 ongoing poison
damage (save ends). The narrow stone path winds its way to the cavern wall. There, set
5–10 Harmless. The mushroom is tasty, but beneath a small overhang, is a crude stone throne carved from the
otherwise has no effect. living rock. Seated atop the throne, girded with bejeweled armor and
11 Spore of Madness. The PC loses his mind covered in a dark fungus, sits a grim skeleton.
for 1d6 rounds, attacking the nearest living
A massive greatsword rests against the throne. The dark blade pulses
creature with intent to kill.

52
with ancient, malign power, calling up bitter bile and filling your mind
Devourer Worm

CURSE OF THE KINGSPIRE


with dreams of bloody slaughter.
Level 10 Elite Skirmisher
This skeleton is the corpse of Prince Rynth; the skeleton’s Huge aberrant magical beast XP 1000
bones have been entirely replaced by mold and fungus.
Initiative +12 Senses Perception +13
Touching the skeleton causes it to collapse into a slithering
HP 210; Bloodied 105
pile of rot.
AC 26; Fortitude 24, Reflex 24, Will 22
The bejeweled armor is a suit of +1 bloodcut plate armor. The Saving Throws +2
sword at the skeleton’s side is the Runeblade — the goal of the Speed 8, burrow 8
heroes’ quest.  Bite (standard; at-will)
Reach 2; +5 vs. AC; 2d8+6 damage, and the target is
The malignant, dire magic of the Runeblade is so great that it
knocked prone.
counteracts the Curse of the Worm. Living creatures within
 Death from Below (standard; at-will)
500 feet of the blade age normally, and are not “reset” with
The worm moves below the surface up to its burrow
the turning of the worm. The Runeblade is a fell artifact of
speed, avoiding opportunity attacks, and then bursts up
inestimable power. In the hands of Heroic tier characters, its
from the ground and makes a bite attack with combat
powers are greatly reduced, but terrible all the same.
advantage: +17 vs. AC; 2d8+6 damage, and the target is
The sword derives its name from the eldritch runes set in grabbed.
its blade. The runes pulse like dying red embers, the light  Acidic Spew (standard; recharge 4, 5,6) w Acid
growing brighter whenever the blade tastes blood. The blade Area burst 1 within 10; +15 vs. AC; 1d8 + 5 damage.
is forged of some unknown black metal, and close inspection Alignment Evil Languages –
shows wisps of mist spilling across the blade, forming tortured, Skills Stealth +15
screaming faces. Str 21 (+10) Dex 20 (+10) Wis 17 (+8)
Con 17 (+8) Int 4 (+2) Cha 12 (+6)
In the hands of a Heroic-tier character, the Runeblade is a
+3 lifedrinker greatsword with a sinister bent; see New Magic
for a full examination of the blade’s properties and powers.
The might of the Runeblade’s enchantment counteracts the
Conclusion: Legacy of the
Kingspire’s curse, and returning the blade back to the upper Sword of Rune and Ruin
levels of the Kingspire brings Lady Ariarch’s ill-wrought For all the pain and torment it has wrought, ending the curse
enchantment to an end. is remarkably simple. The heroes must return Runeblade to the
upper level of the Kingspire.
However, the might of the blade has also attracted a powerful
defender: an enormous, devourer worm. Taking the blade When the heroes return to the citadel, read or paraphrase the
from the throne draws the attention of the worm. The first following:
round, the heroes feel something moving beneath the humus,
The runes of the sword flare bright red, like embers about to catch fire.
and see the stalks of the mushrooms displaced as the enormous
An unbearable brightness passes over you, and for an instant, you feel
creature moves towards them. The second round, the worm
as if your entire body is disjointed — torn between two dimensions.
erupts from beneath the rotting soil, plunging down to devour
the heroes. Then the sensation passes. Above, the constant dark mists part to
reveal the blue sky. As the mists fade, you realize that the citadel is
The worm can easily outmatch the heroes. A giant, ravenous
returned to its ruined state.The sounds of battle cease abruptly, leaving
predator, there is little that would daunt the terrible foe, and
naught but the natural sounds of the swamp in their wake.
the heroes’ sole hope of survival lies in flight.
You are triumphant! Your companions give a shout, but a lingering
The worm gives chase, up to the base of the stalagmite. The
sense of malignant dread hangs over you like the tendrils of fading
worm can rear up to 20 feet in the air and still make its attacks;
mist.What of the Runeblade you still carry? It calls for blood, and you
once the heroes have ascended 20 feet or more, the worm is
know in your heart that this tale has only begun…
impotent, screeching their fury, but affecting naught.
The inhabitants of the citadel and the sub-human barbarians
are not so fortunate. They age several centuries in the span
of a few moments, reduced to gaunt, withered forms, then
corpses, then dust. A cold wind blows over the citadel carrying
away the remnants of the Kingspire’s folk, erasing them from
memory and legend, save for the tales told of the heroes.

53
Appendix I: New Magic Property: You gain +4 to hit and damage, and +2 to
MASTER DUNGEONS: M2
Initiative checks while wielding the blade.
The Runebl a de Property: You take a –5 penalty to Diplomacy checks.
One of the four blades forged for the Courts of the Eladrin, Power: (Encounter w Divine, Weapon):You can use
the Runeblade exists only to bring death and destruction to whirlwind smite (Paladin 13).
fey folk. Known in legend as the Winter Blade, and the Tirfing,
the blade brings ruin to any that dare to wield it in violence.
Satisfied (12–15)
The Runeblade is a +3 lifedrinker greatsword and is appropriate “The blade calls to me, and I must answer in blood”
for upper heroic-tier characters.
The Runeblade has found a suitable wielder, but is not yet sated.
Enhancement: Attack rolls and damage rolls. When touched, it fills the wielder’s mind with thoughts of
Critical: +2d6 damage, or +2d8 against good-aligned foes. slaughter and destruction, and of the great rewards that will
Property: This weapon deals an extra +1d6 damage to surely follow.
good-aligned foes.
Property: You gain +2 to hit and damage, and +1 to
Property: You gain a temporary +1 bonus to attack rolls
Initiative checks while wielding the blade.
and damage rolls for each foe reduced to 0 hit points or
Property: You take a –3 penalty to Diplomacy checks.
less (minions don’t count) during your turn. Bonuses last to
the end of your next turn.
Power (Encounter w Weapon):You can use reckless Normal (5–11)
strike (Fighter 7). “To achieve true peace for all, sacrifices must be made.”
Special: Any creature slain by the Runeblade cannot be When taken up, the Runeblade tries to seduce its owner with
raised from the dead. offers of power, and all the good that can be accomplished
Special: The Runeblade counteracts the curse of the by a benign tyrant. At first the blade urges the wielder on to
Kingspire. combat evil foes, slowly urging the hero into attacking those
Goals of the Runeblade: The Runeblade aims to bring that present a threat to the heroes’ plans, and finally those that
death and destruction to the world, reaping the ranks might offer a threat.
of the champions of order and law, and spreading strife
amongst the civilized realms. Its thirst for blood is insatiable, Unsatisfied (1–4)
and drives the sword on, regardless of its wielder’s wishes. “I cannot control the chaos blade — it controls me.”
The blade works actively against the wielder, goading him into
Conc o rda nc e battle in the hopes that the owner will fall.
Starting Score 5
Owner gains a level +1d10 Property: You take a –5 penalty to Diplomacy checks. At
Owner is an evil-aligned eladrin +1 the DM’s discretion, a failed Diplomacy check angers the
Owner slays a close friend +2 NPC, causing him to attack.
Owner slays a good creature of 10th level or higher
+1 An gered (0 or lowe r )
Owner is good-aligned –1 “Get away! The blade’s hunger must be sated!”
Owner permits a foe to live –2 The Runeblade is at war with the wielder, actively working to
Owner spends 8 hours in the presence of a higher-level free itself from the character. Everywhere the hero travels, he
martial character (maximum 1/day) –2 is confronted by angry, embittered foes, determined to bring
Owner goes for 24 hours without slaying a living his life to an end.
creature of 5th level or greater (cumulative
until a suitable creature is slain) –1 Property: You take a –10 penalty to Diplomacy checks. At
the DM’s discretion, a failed Diplomacy check angers the
Pl ea sed ( 16–20) NPC, causing him to attack.
“I am become Death, destroyer of worlds.” Special: In any instance calling for a potential random
encounter, the wielder is sought out and attacked by a
The Runeblade is pleased with its host — for the moment. It wandering monster, to the exclusion of all other potential
continues to aid the hero, slaughtering as many good-aligned targets.
creatures as possible, and spreading strife and terror throughout Special: Once per week the Runeblade can make a special
the world. attack against your Will defense, rolling 1d20+ your level. If
this attack hits, you must attack the next stranger you
encounter.

54
M ovi ng On

CURSE OF THE KINGSPIRE


For every creature slain by the Runeblade, a portion of the
wielder’s soul also dies. The DM should track the number of
creatures slain, applying the following table:
Foes Slain Effect
0–5 No effect.
6–10 The hero grows cold and distant, seldom
caring for social niceties. (–1 to Diplomacy
and Bluff checks.)
11–16 The hero no longer cares for friends or
allies, taking action only if it has a direct
and immediate benefit to himself. If good-
aligned, the hero becomes unaligned.
17–21 The hero displays open disdain for the
cares and pain of others. (–3 to Diplomacy
checks).
22–25 All animals fear the hero. Horses refuse to
be ridden, dogs snarl and attack, and cats
flee.
26–28 The hero engages in cruelty for pleasure.
Left alone with another, he attacks with the
blade to observe his targets’ responses.
29–30 The hero actively seeks out old allies
to kill, bent on wiping all traces of their
existence from the world.
31+ The hero has become numb and indifferent
to the world of the living. The player must
forfeit his character to the DM, who can
run the character as a psychopathic villain.

55
MASTER DUNGEONS: M2

56
HANDOUT A
CURSE OF THE KINGSPIRE
HANDOUT B HANDOUT C

57
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64

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