gmg5302 - Master Dungeons M2 - Curse of The Kingspire (Oef)
gmg5302 - Master Dungeons M2 - Curse of The Kingspire (Oef)
gmg5302 - Master Dungeons M2 - Curse of The Kingspire (Oef)
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
2
Introduction Investigating the abandoned hamlet of Kingshire, the PCs
3
MASTER DUNGEONS: M2
4
With your specific party in mind, consider the following
Getting the Players Involved
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
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)
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,
13
Miller’s Apprentice Level D
MASTER DUNGEONS: M2
14
1d12 Encounter The skiff is the last of villager’s boats. The rest have already
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
17
Phantasm Eladrin and Savages Area 1–4
MASTER DUNGEONS: M2
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
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
22
successful attack, the PC is pricked, as if by a thousand tiny Area 1–10
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
25
The dark chapel is silent and still, a preternatural gloom smothering
Cult Champion (2)
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
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
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
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
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
37
Area 2–8 Area 2–9
MASTER DUNGEONS: M2
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
41
Area 2–11 Area 2–12
MASTER DUNGEONS: M2
42
Area 2–13 purple skin, knobby joints, and leering, watery eyes. Their fell
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,
45
The Mad Gaoler Rat Swarm (3)
MASTER DUNGEONS: M2
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
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
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
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
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
55
MASTER DUNGEONS: M2
56
HANDOUT A
CURSE OF THE KINGSPIRE
HANDOUT B HANDOUT C
57
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MASTER DUNGEONS: M2
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