4e D&D Dungeon Master's Guide 2

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UNO

DUNGEON MASTER'S GUIDE®2

ROLEPLAYING GAME SUPPLEMENT


James Wyatt • Bill Slavicsek • Robin D. Laws
CREDITS
Design Art Director
james Wyatt (lead), Mari Kolkowsky
Bill Siavicsek, Mike Mearls, Robin D. laws
Graphic Designer
Additional Design Soe Hemmi
Andy Collins, Rob Donoghue,johnn Four, Greg Gorden,
Vacine "Vax" Merzouk, Stephen Radney-MacFarland, Cover Illustration
Stephen Schubert, Matthew Sernett Wayne Reynolds

Development Interior Illustrations


Stephen Schubert (lead), Steve Argyle, Ryan Barger, Kerem Beyit, Zoltan Boros
Andy Collins, Stephen Radney·MacFariand & Gabor Szikszai, Nicole Ashley Cardiff, Chippy,julie
Dillon, Vincent Dutrait,jason A. Engle, Randy Gallegos,
Editing Tomas Giorello, Ralph Horsley, Howard lyon, Raven
Michele Carter (lead), Mimura, lucio Parrillo, Georgi Simeonov "Calader,"
Kara Hamilton, Miranda Horner, Cal Moore Amelia Stoner, Eva Widermann

Additional Editing Cartographer


Greg Bilsland, Torah Cottrill jason A. Engle

Managing Editing D&D Brand Team


Kim Mohan liz Schuh, Scott Rouse, Kierin Chase, Sara Girard,
Martin Durham
Text Review
George Stray ton Publishing Production Specialist
Erin Dorries
Director of D&D R&D and Book Publishing
Bill Siavicsek Prepress Manager
jefferson Dunlap
D&D Creative Manager
Christopher Perkins Imaging Technician
Carmen Cheung
D&D Design Manager
james Wyatt Production Manager
Cynda Callaway
D&D Development and Editing Manager
Andy Collins Game rules based on the original DUNGEONS & DRAGONS ' rules
created by E. Gary Gygax and Dave Arneson, and the later
D&D Senior Art Director editions by David "Zeb" Cook (2nd Edition);jonathan Tweet,
jon Schindehette Monte Cook, Skip Williams, Richard Baker, and
Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
and james Wyatt (4th Edition).

Dedicated to the memory of Dave Arneson

620-24206000-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIL.
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ISBN: 978-0-7869·5244·1 +1-800-324-6496 Please keep this address for your records

DUNGEONS & DRAGONS, 0&0, d20 , dlO System, WIZARDS OF THE COAST, EBERRON, FORGOTTEN REALMS , Player's Handbook, Dunaeon Master's Guide, Monster Manual, Advenwr;
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OCT10N .................. 4 Skill Challenge Examples ......... 89 Emblem of Ossandrya ......... 154
Closing the Portal .............. 89 Rash and Reckless ............ 155
Opening the Ninth Ward ....... 90 Rod of Seven Parts ............ 157
~. cture ................... 8 Hunting the Mastermind ....... 90 Standard of Eternal Battle ..... 159
g ........ ................ 9 Chasing the Bandits ............ 91 Organizations ................... 161
~~"d·,,, e Arcs ................. 12 Traveling Through Gorgimrith ... 92 Recurring Villainy ............. 161
• of Characters .......... 13 The Restless Dead ............. 93 Political Complications ........ 162
• e World BUilding ...... 16 The Rushing River. ............. 94 Rivalry ....................... 162
. g Hooks ............... 20 War by Other Means ........... 96 Belonging to an Organization ... 163
es .... .................... 22 Moving Through Suderham ..... 98 Shifting Relationships ......... 163
e vards .................. 25 Power Struggles .............. 164
r Players Want.......... 26 4: CUSTOM1Z1NG MONSTERS ... 102 Organization Elements ........ 165
" Characters ........... 27 Monster Themes ................ 104 Examples ..................... 165
_ -;}, ngs Level .............. 34 Using Themes ................ 104 Campaign Arcs ................. 168
Themed Groups .............. 105 Breach Smashers .............. 168
Demogorgon Cultist ........... 106 Pillars ofthe State ............. 169
e as Story ............... 38 Feywild Denizen .............. 108 Blood and Treasure ........... 171
.' ations ............... 42 Goblin Allies .................. 110 The Mobius Trippers .......... 172
;. for Large Groups ...... 50 Legion of Avernus ............. 112 Dungeoncraft:
rs for Small Groups ...... 51 lolth's Chosen ................ 114 The Campaign Arc .......... 174
rs and Attrition .......... 52 Orcus Blood Cultist ........... 116
=. . .................... 52 Snaketongue Cultist .......... . 118 6: PARAGON CAMPA1GNS ...... 176
Those Who Hear. ............. 120 Paragon Status .................. 178
o ement .............. 56 Tiamat's Red Hand ............ 122 Reaching Paragon Tier. ........ 178
.. ................... 58 Templates ...................... 124 Crowns and Thrones .......... 178
-astic Terrain .......... 58 Applying a Template .......... 124 Masters of War ............... 180
overs ................. 62 Functional Templates .......... 125 Down to the Depths .......... 181
~ -r· aps ...... ............ 64 Beast of Demogorgon ....... 125 Darkness in the light .......... 183
~ Solo Traps ............ 66 Champion of Bane .......... 125 World Hopping ............... 184
Traps ................ .. 66 Chaos Warrior .............. 125 Masters of Reality ............. 185
,Iaiden .............. 66 Cursed Guardian ............ 126 Masters of Time ......... . ..... 185
~ I'on Portcullis ......... 67 Dragontouched Destroyer ... 126 Sigil, The City of Doors .......... 186
to .r·lIing Chamber ....... 67 Grizzled Veteran ............ 127 Origin Stories ................. 186
g Walls Room ........ 68 Hellbound Soldier. .......... 127 The Impossible Place .......... 186
~olling Boulder ........ 69 Mad Alchemist ............. 128 Portals ....................... 188
Strangler Statue ....... 70 Slithering Idol .............. 129 The lady of Pain .............. 190
tal Tiles . ........... .. 71 Spectral Assassin ........... 130 Rules and Governance ......... 191
::;..=......,,,"' Hunter ............. 72 Spiderblessed Spinner. ...... 130 Sigil's Businesses
Terrifying Haunt ............ 130 and Services ................ 193
Victim of the Mad Dance .... 131 The Wards ofSigil. ............ 194
Class Templates ............... 131 Faces of Sigil. ................. 202
Creating Monsters .............. 133 Typical Street Encounter. ........ 204
Typical Sewer Encounter ......... 206
5: ADVENTURES ................ 134 Gate·Towns ..................... 208
-'- ""LLENGES ......... 78 Alternative Rewards ............. 136 A Conspiracy of Doors ........... 210
"e Basics ............. 80 Reward Types ................. 136 Starting the Adventure ........ 211
Challe nge How Rewards Work ........... 137 Encounter D1:
ork ....... ........ .. . 80 Creating a Reward ............ 137 Doorway to Danger ........... 212
<Play ................ 80 Divine Boons ................. 139 Encounter D2: Tradegate ........ 214
es ... ............... 82 legendary Boons .............. 142 Encounter D3:
• ""es in Depth ......... 84 Grandmaster Training ......... 144 The Night Market. ............ 216
e ... ................ 84 Item Components ............... 146 Encounter D4:
ariety of Options ...... 85 Artifacts ........................ 147 The Demon Caves ............ 218
Failure ............. 86 Adamantine Horse ofXarn ..... 148 Encounter D5: The Warehouse ... 220
e Challe nges ......... 88 Amulet of Passage ............ 150 Ending the Adventure ........... 222
. Challe nges .......... 89 Cup and Talisman
of Al'Akbar ................. 152 lNDEX ......................... .. 223
ride with your player characters. That chapter also
PLAYER'S HANDBOOK 2 introduced eight includes handy rules for altering a character on the
new classes and five new races to the D&D"" game.
fly so he or she can fit in with a party of characters of
It presented racial paragon paths, character back-
much higher or lower level.
grounds, and new feats and rituals for every character.
Monster Manual fO 2 presented over 300 new mon-
sters to the game, covering every level and role. From EXPERT ADVICE
the humble ankheg broodling to the mighty Prince A Dun8eon Master's Guide isn't just about rules, it's
of Demons, Demogorgon, it's full of monsters to chal- about helping you be a better Dungeon Master.
lenge your players and add new life to your dungeons. Whether you're a veteran DM or a first-timer, this
So what's in Dun8eon Master's Guide'ID 2 that will book has ample expert advice to improve your game.
make your game better? Chapter 1, "Group Storytelling," focuses on the
cooperative experience of creating a dramatic nar-
JUICY RULES BITS rative. Whether you're looking to inject a little more
drama into your game or you want a group-created
Let's start with the juicy rules bits you can drop in
story to drive your campaign, you'll find advice that
your game right away-like the eight pages of new
will help you bring the characters at your table to life.
traps in Chapter 2. You also get solid guidelines for
Chapter 2, "Advanced Encounters," extends that
creating your own traps, covering everything from
advice to the level of the individual encounters that
getting the numbers right to making sure your trap
make up your adventures, offering advice to help
threatens the characters-not the fun of your game.
make each encounter an important part of the plot.
Chapter 2 also includes new types of fantastic
This chapter also includes advice on how to tailor
terrain you can add to your encounters, as well as
encounters for different player motivations, how to
introducing the concept of "terrain powers"-attack
deal with large and small groups, how to encourage
powers built in to an encounter's environment.
movement in combat, and how to pace encounters
Chapter 4 is about tweaking and adjusting mon-
to build dramatic tension. If you've wondered how
sters. It rounds out the rules presented in the first 4th
to encourage characters to press on without taking
Edition Dun8eon Master's Guide with additional rules
an extended rest, or how to handle a long fight with
for making minions and refined guidelines for elite
wave after wave of onrushing enemies and no time
and solo monsters. It presents new templates, includ-
for a short rest, this chapter has the advice you need.
ing class templates for the classes in Player's Handbook®
Chapter 2 ends with a sample encounter that
2, and introduces monster themes-a great way to
pulls many of the elements discussed in the chapter
tweak the flavor and powers of a monster to make it
together into a Single, dynamic fight.
fit whatever kind of adventure you want to run.
Chapter 3, "Skill Challenges," focuses on using
You'll find new artifacts in Chapter 5, including
skill challenges in your game, combining extensive,
old favorites such as the Rod of Seven Parts and the
detailed advice with lots of examples. It sums up the
Cup and Talisman ofAI'Akbar (both of which appeared
basic rules of skill challenges (as already expanded
in the original Dun8eon Master's Guide back in 1979)
and clarified in rules updates found on www.wizards.
as well as all-new artifacts deSigned to appeal to pairs
com), moves on to discuss five key elements of skill
or whole groups of characters.
challenges, and wraps up with a series of examples.
Chapter 5 also sets out a new system of rewards
In among the rewards and artifacts in Chapter
you can use instead of (or as a supplement to) magic
5, "Adventures," you'll also find plenty of advice to
items. Divine boons represent gifts from the gods
help you build your campaign. Sample campaign
or their agents, legendary boons express the accom-
arcs, including a hands-on example of how to build
plishment of great deeds of power, and grandmaster
a campaign arc, help you form the skeleton of your
training reflects what happens when a player charac-
campaign, and information about using artifacts and
ter learns from a legendary master.
organizations can help you flesh out the details.
Near the end of Chapter 1, you'll find rules for
If the characters in your campaign have advanced
companion characters-a great way to round out a
to paragon level, be sure to take a look at Chapter 6 ,
small party or bring an important NPC along for the
"Paragon Campaigns." This chapter offers tips and

INTRODUCTION
u ggestions for campaigns set in the paragon tier, • Dun8eon magazine, which proVides three to five
,esents the city of Sigil as a home base for char- new adventures every month-something for each
_ ters' adventures through the paragon tier, and tier of play (heroic, paragon, and epic)-so you'll
, cludes a short adventure for 11th-level characters. always have a game that's ready to run. Whether ~
you run those adventures, or play your own home-
D&D INSIDER brewed adventures and campaigns, Dun8eon offers
a continuous source of articles, features, hints, and
hroughout this book, you'll find excerpts of material tips, to help make the job ofDMing even easier.
- m the pages ofDun8eonTM magazine, particularly • The D&D Character Builder, a stand-alone appli-
-ephen Radney-MacFarland's "Save My Game" cation that puts information from every printed
lumn and James Wyatt's "Dungeoncraft" column. book and online article at your fingertips as you
me other material in this book originally appeared build and level your character. In addition to pro-
the "Ruling Skill Challenges" column by Mike viding an updatable and easy-to-read character
earls or in feature articles in Dra80nTM magazine. sheet, the Character Builder generates power
These columns and features are part ofD&D cards for you to quickly reference and track your
.:iderTM, an online subscription-based service character's powers.
signed to bring new life and new ideas to your • The D&D Compendium, a searchable online data-
-D game. D&D Insider is a suite of content and base of the complete rules text for every race, class,
:.lIs for better gaming, including: paragon path, epic destiny, skill, feat, power, item,
• Dra80n magazine, which features new material and and ritual- from every D&D rulebook and online
expanded content to help make your characters magazine article.
and campaigns more fun and more compelling:
character options, powers, feats, magic items, para-
Wizards of the Coast is working constantly to expand
gon paths, epic destinies, monsters, campaign set-
and improve the tools and content available on D&D
ting source material, and more. Dra80n magazine
Insider, so be sure to check www.dndinsider.com for
also regularly features material slated for inclusion
the latest updates. And if you like the excerpts from
in future print products, giving you the opportu-
D&D Insider you find within these pages, become a
nity to share your feedback with the Wizards of the
subscriber and check out what you've been missing!
Coast design and development teams.

PUTT1NG IT ALL TO USE


ce the release of the Dun8eon Master's Guide in 2008, The D&D Compendium, part of the D&D Insider suite
D&D game has grown. Besides Player'S Handbook 2 and of tools, is a great way to keep track of information that
ster Manual 2, you and your players might own Martial appears in multiple books. If you're trying to find the caller
er"', Draconomicon'": Chromatic Dra80ns, Open Grave"', in darkness, the Compendium can tell you quickly that it
enturer's Vaulf", the FORGOmN REAlMS"" or EBERRO~ Cam- appears in Open Grave: Secrets of the Undead (and that it's
-8n Guide and Player's Guide, and any number of other a level 19 elite soldier). Using the Compendium to build
:lplements and adventures. How do you put it all to work encounters keeps all the information from your books at
your game? your fingertips.
Start by knOWing when to say no. If a player brings a Loot freely. For instance, you don't have to be running a
.v option to your table that doesn't fit in your game, game set in the world of Eberron to find something worth
s okay to tell the player to hold on to that idea until using in the EBERRON Campai8n Guide. Maybe the idea of
s campaign wraps up and you (or someone else in your characters with dragon marks tied to a mysterious proph-
up) starts something new. Balance this, of course, with ecy fits in with the ideas you have for your own campaign.
advice to say yes as much as possible (see page 28 of Letting your characters take dragon mark feats-and then
- Dun8eon Master's Guide), but know the limits you want pitting them against agents of the Chamber and the Lords
_'Our game and don't be afraid to enforce them. of Dust-makes everyone at the table happy.
f your players are eager to try a new class or build they Delves (short, three-encounter adventures), lairs, and
.md in Player's Handbook 2 or a power source book such even single encounters are easy to work in to whatever
-\Teane Power'", check out the sidebar on page 35, which adventure you're running, whether it's a published adven-
usses how to let players take on multiple characters. ture or one of your own creation. If you craft your own
'-' should also feel free to let your players tweak aspects adventures but find yourself underprepared for a session,
. eir characters when new options become available. If picking up a delve from Dun8eon Delve"', a dragon lair from
guardian druid in your party wants to become a swarm Draconomicon, or even a couple of encounters from one of
_ d once Primal Power'" comes out, and the player can the dozens of adventures found in Dun8eon magazine is a
e that change without doing violence to the story of great way to keep your game on track .
.. r game, let it happen. - James Wyatt

INTRODU C T I O N
THE Dill game offers a Dungeon Master and
the other players the ability to craft a story out of each
session and each adventure. Sometimes a gaming
group creates a straightforward story, with sword-
and-sorcery action and little character development
or few plot twists. Other times, a group weaves a mag-
ical tale with dramatic layers of complex storytelling.
This chapter focuses on the narrative side of the
game from the DM's point of view, offering tech-
niques to encourage your group of players to help you
shape the story of the game.
This chapter includes the following topics .
.. Story Structure: The basic building blocks of nar-
rative storytelling.
.. Branching: Consider the narrative as a series of
choices leading to multiple possible destinations.
.. Cooperative Arcs: Consult with your players to
build a campaign from the ground up .
.. Your Cast of Characters: Help players work with
you and each other to create dynamic characters .
.. Cooperative World Building: The cooperative
storytelling approach builds a story through joint
improvisation. Players feel they have a stake in the
story when they participate in building the plot.
.. Roleplaying Hooks: Strong personality and plot
hooks established at the start keep the characters
involved throughout the life of the campaign.
.. Vignettes: Short, directed scenes allow players to
see events from a different point of view.
.. Drama Rewards: Significant, dedicated role-
playing deserves XP rewards .
.. What Your Players Want: Create surveys so
you can adapt the game to your players' -and their
characters' -requests .
.. Companion Characters: Your story might call
for an ally to join the PCs for a time, or maybe
they need help in overcoming a challenge you
want to use. These rules work independent of
the storytelling style you adopt for your game.
.. Making Things Level: Guidance for handling
the situation when a character of higher or lower
level joins the party.

CHAPTER 1 I Group Storytellinn


- ---

STORY STRUCTURE -J

To create any story-whether prepared in advance or Denouement: . br- p-up equence in \\ hich
improvised, whether for your D&D game or for a cre- the players glimp e t e _ ~in ~ con.equence of the
ative writing project-begin with the basic bUilding story's climactic eyem _
blocks that construct all narratives_
TURNING POINTS
CLASSIC STORY STRUCTURE Every peak or valley in the rising action pivots around
Fantasy stories draw on the great myths of various a turning point. At the end of a turning point, player
world cultures and make heavy use of traditional feel the tension either increase or decrease. Turni ng
structures_ You can create strong effects by deviating points fall into two main categories: problem solving
from an expected structure, but doing so requires a and dramatic turns.
thorough knowledge of the subject.
The following elements comprise a traditional PROBLEM SOLVING
story. Problem-solving turning points make up the majorit]
Introduction: An opening sequence that identi- of an adventure story. A protagonist faces an external
fies the viewpoint characters, or protagonists, and obstacle, attempts to overcome it, and either passes or
the basic situation. The introduction also establishes fails the test. For this reason, the structure of adven -
the antagonists, the forces that impede the progress ture stories is sometimes referred to as "the pass/fail
of the protagonists. cycle." External obstacles that stand in the way of
Rising Action: A series of events that makes the pragmatic or tactical goals include:
characters' situation more complex and urgent. As
• a hidden item the characters must find.
these events progress, the consequences become
more significant. You can map the rising action as • a wall the characters must climb.
an upward-trending line with peaks and valleys. • a witness the characters must convince to talk.
Through a series of turning points, you create tension,
release it periodically, and then build it up again to a DRAMATIC TURNS
higher pitch. Tension also rises or falls when a protagonist pursues
The Climax: A pivotal moment of maximum ten- emotional goals through interaction with other char-
sion, in which the opposed forces driving the central acters. These turning points make up a large part
conflict of the story conclusively clash, resolving the of conventional dramas, from soap operas to classic
situation established in the introduction. plays. In adventure stories, dramatic turns most often
appear as interludes of emotional reaction interwo-
ven with active pass/fail obstacles.
STORY lSN'T EVER YTH1NG Dramatic scenes occur when outside characters
You can run a thrilling D&D campaign that keeps your such as the PCs' friends , family members, loved ones,
players coming back for more even if you don't give a rivals, and enemies hold emotional power over the
single thought to story structure, character motivations, player characters. These scenes offer a shift in power
cooperative world building, or any of the other concepts from one character to another. Tension decreases if
described in this chapter_ Using these ideas makes you the protagonist retains or increases his or her emo-
a better DM only if doing so enhances the collective fun tional power. If she loses it, tension increases.
of a receptive group. Before introducing the cooperative
techniques discussed in this chapter, poll your players and
confirm that they are interested. TENS10N AND RELEASE
Consider the types of players in your group (as discussed Maintain the tension and release of the pass/fail cycle
on pages 8-10 of the Dun8eon Master's Guide). Explorers, by adjusting DCs or encounter levels to reflect the
instigators, and storytellers thrive in a cooperative game. party's recent record of loss and gain. When a string of
Power gamers and slayers might approve, as long as the failures discourages players, adjust the numbers down -
focus on characterization doesn't cut into their fighting ward to make their subsequent success more likely.
time. Watchers remain content if they are allowed to shy If the PCs are cocky in the wake of successive wins,
from the creative spotlight. Thinkers might feel frustrated tighten the screws.
by a cooperative game's focus on drama and tension.
Some actors might love the cooperative style of dramatic
creation, but others could find it distracting.

CHAPTER 1 I Group StorytellinB


- ~ ----- . - . -- . - . -- . -- . - . - . --~- . -- . - . --. - . - . -

=a..\NCH1NG ..-J

-D stories differ from other narrative Tension increases as they move toward a new turning
t major way: D&D stories don't follow a point-possibly one not of their choosing.
etermined storyline through a series of A null result-one that is not a success and does
' nt . Instead, each turning point presents not move the story forward-could frustrate players
nity for the story to branch in an unex- and create a negative play experience. If the pes
tion. By anticipating branches, you can fail to overcome the current obstacle, they must find
he story keeps moving in an exciting- another way to surmount it-and there should always
ted -direction. be another way.
branch point engages players and can To create a strong pass/fail branch point, build ten-
ry in two or more directions. sion by showing players the negative consequences
of failure. Even if the players see the negative conse-
: / FAIL BRANCHING quences already, increase the thrill level with vivid
description. Describe the yawning chasm the paladin
u call on a D&D mechanic to resolve
will fall into ifhe fails to clamber up onto the ledge.
and the result affects the story, you create a
Alternatively, tantalize your group with a tempting
nch point.
reward they will gain if they succeed.
a: 'ers successfully complete encounters
I enges or make successful skill checks,
a test and gain a benefit. Tension is AVOIDING DEAD BRANCHES
cess carries them to the next turn- When you look at the two possible outcomes of any
branch point, don't let either choice lead
, flee an encounter or you into a narrative dead end. This situ-
allenge or skill ation could occur when the pes can't
_ufTer devise a solution to a problem, or if a
n- sequence of dull, repetitive, or petty
obstacles hinders their progress.
Eventually, a dead branch
will stump you. You just can't
imagine a consequence of
failure that takes the story
anywhere fun or interesting.
In this case, allow the players
an automatic success. Either
secretly set the De of the check
to 1, or drop the pretense and
tell the players that they over-
come the obstacle without
resorting to a die roll. If this
easy success feels like a lapse in
story logic, describe a fortuitous
event that makes the obstacle
suddenly surmountable. The
pes locate a crack in a suppos-
edly impregnable wall, find the
guards asleep at their post, or
stumble upon the dragon after
ups out a D&D session's major events in a pass(fail cycle. The PCs first a wagonload of ale has left him
" ral pirate fleet threatens the friendly dominions. The characters success- in a magnanimous mood. Turn
:urran, an expert on the pirates, passin8 that obstacle (represented by an a dead branch into an opportu-
Durin8 the PCs' return from this journey, an astral kraken attacks them, nity to create a scene to move
defea t it before it shatters their ship. A downward arrow represents their the story forward.
:h ashore on Kalandurren. This event leads to a successful skill chal- Repeated null results are
demon chief (pass) and the capture of an astral skifffrom slaad 8uards a particularly difficult form of
• fa ll short on a skill challen8e to repair the skiff (fail), leadin8 them to dead branches. The story stalls,
• dia mond to power its en8ines, which they successfully locate (pass). and the players' frustration

C II A PTER 1 I Group Storytellina


builds with each failed attempt at the same task. Make sure to tailor the encounter for the additional
Before this type of dead branch spoils everyone's enjoy- goal the PCs must accomplish. Ease back on encoun-
ment of the game, drop the DCs in order to allow the ter difficulty if necessary by redUCing creature
characters to move on. Plan ahead to avoid the frustra- numbers or the overall encounter level. Consider
tion of repeated null results by devising obstacles that introdUcing a creature or two in the middle of a fight
create a new situation after a failure. if the PCs meet the secondary goal with anticlimac-
Sometimes story logic dictates a difficult challenge tic ease. You could also stage an encounter of higher
even though one ofits possible branches leads to a dead level than the level of the PCs. Build in a goal that,
end. In this case, focus the challenge on what the PCs' ifit is reached, removes some of the creatures from
necessary victory costs them, rather than on winning the fray, putting the encounter back into the group's
or losing. On either a success or a failure, the characters comfort zone.
will move on to the same obstacle. However, on a fail-
ure, they move on at a Significant disadvantage. DECISION BRANCHING
Strongly plotted adventures provide players with
ENCOUNTERS AS BRANCH POINTS multiple opportunities to make decisions that insert
The aftermath of a typical encounter has two or branch points into the story. These branches might
more branches. Lucky, smart PCs walk away from a lead to obstacles that don't involve the PCs defeating
fight haVing spent relatively few daily powers, action monsters or traps, such as:
points, and healing surges. Bad luck or poor tactics
+ Opening the door on the left instead of the one on
in the same encounter leaves the PCs in worse shape
the right.
and force them to rest to replenish their resources.
OccaSionally, a party member will die, exacting an + Choosing which witness to talk to next.
even higher cost in lost time and payment for a ritual + Deciding to go to the tavern in the dangerous part
to bring back the dead character. of town instead of the one that seems more safe.
You can turn encounters into genuine pass/fail + Going home to challenge your evil stepbrother for
turning points, with possible branches for both out- superior status in the family.
comes. One way to accomplish this is by staging a
+ Demanding that your father, the king, recognize
nonlethal fight against superior opponents. Pit the
you as a worthy heir.
group against more creatures than the standard
encounter rules call for, or increase the encounter
level by one or two notches. Success gives the group a
benefit and sends them to obstacle A, whereas failure
has a negative consequence and takes them to less
desirable obstacle B.
Another technique is to give the PCs a secondary
goal to fulfill during the encounter, in addition to
overcoming the traps and defeating the creatures. If
the PCs achieve the goal in a set number of rounds,
the plot takes a positive turn. If the PCs take longer or
fail, their next obstacle reflects a narrative setback. A
secondary goal might include a simple task, such as
reaching a specified square and then succeeding on
a skill check. Chapter 2 discusses encounter goals in
more depth, but simple objectives could include the
following accomplishments:
+ Capturing an enemy noncombatant.
+ Defeating a particular creature before dealing
with the rest of its comrades.
+ Destroying a magic device before it harms a dis-
tant person, place, or object.
+ Grabbing an artifact before it is somehow lost.
+ Hitting a button to keep a dimensional gate open.
+ Rescuing a hostage.
+ Stopping a sinister ritual.

CHAPTER 1 I Group Storytellinfl


players make unexpected choices, forc- choice between unknowns. Simply choosing between
provise a suitable response. A DM who a dungeon corridor to the right and one to the left is
epare every encounter before starting not as satisfying a decision for the players as the choice
-e might try to nullify the players' choice, between a corridor that reeks of necromantic magic
_ heir return to the preplanned set of and a hallway that echoes with a strange siren song.
who like to improvise might use these When a decision point lies between action and
decision branches as opportunities to inaction, heighten the stakes by making both options
:.ers to take the story in a new direction. seem risky in different ways. If a player tries to decide
. ion points give the players a sense whether he should return home to confront his char-
influence over the course of events. acter's stepbrother, raise the stakes: Suggest to him
_'mation so they can make a clear deci- the consequences of putting off the showdown, as
-=-"""""''" contrasting outcomes, not a random well as what might happen ifhe goes through with it.

DM'S WORKSHOP: ROYAL SUMMONS


• e campaign, the paragon-level PCs had themselves as proud and unapologetic, befitting their
g the Underdark. They know of a dwarven paragon status.
they hope to make their base of operations After checking your notes, you see that the PCs easily
g. but encounters with dwarf patrols have succeeded on their last skill challenge, so you might decide
hat the dwarf king is unstable. to use high DCs this time.
pie of branching, the king of the strong- With both possible branches from this challenge
s the PCs. The stronghold's sergeant, planned, the scenario plays out. The PCs fail the skill chal-
s with a heavily armed escort to take the lenge, and a furious Fyolf imprisons them. The players react
ral audience chamber. As a consequence of with dismay when the king threatens to jail their charac-
e ious pass/fail scene when the PCs met ters, and they consider fighting their way out of his court.
Thangur, they have earned the sergeant's Because you have described in great detail the for-
'0 al. midable retinue attending the king, it seemed unlikely
it a decision branch into the opening of that the PCs would present you with this decision point.
'-"--.--op-"-O--; Do the PCs try to flee the escort, or do they You might think about shutting off this option by simply
c pany Thangur? Plan ahead to ensure that declaring the opposition to be overwhelming. But before
:JOse risks to the party and offer up interest- you do that, remind yourself that cooperative OMs take
cues from their players; rethink the situation, and look for a
ses risks; if the PCs fail the resulting skill way to resolve this scenario with a fight that makes sense.
e away, they face capture and King Fyolf's You decide that Fyolf, bored and seeking entertainment,
I succeed, they must fend for themselves in dispatches just enough guards to make for a tough but fair
e Underdark without the dwarves' aid. So, fight against the party. If the PCs defeat the guards without
action offers two branches that move the being foolish enough to kill any of them, he'll merely exile
_ eVv obstacles. them from his kingdom. If they lose the fight, or if they
.:. - angur has its risks, too. He reluctantly kill any guards, they wind up in chains. Armed with two
a rush with a mind f1ayer has made King Fyolf interesting yet believable branches, you can now create a
ricious. Depending on how deftly they deal dwarf encounter and haul out the battle grid.
might throw them in his dungeon or send Then, as you begin to assemble the encounter materials,
Again, this outcome branches toward two the players perform an about-face. Cooler heads maintain
cles: escaping from a dungeon or going on that attempting to escape from Fyolf's prison presents less
Pes might not have chosen for themselves. difficulty than fighting an entire court of dwarf warriors-so
- anned ahead in two directions, you have the characters surrender and allow themselves to be taken
~0iiL:':::':::::::i
-M place for the players to make either avail- into custody.
-=.-""'~,.. and you can plan strong pass/fail results for While you describe the group's trip to jail, at the same
5. time, anticipate the possible branches that could arise
~
d'scuss their options and decide to accom- from an escape sequence. Being unable to escape from
~.\s you might expect, they pump him for confinement exemplifies a classic dead branch-possibly
atio n about Fyolf. Use this opportunity the deadest of a" because it leads to frustration. So you
e tension with a description of the king's assume the characters manage to escape, perhaps with-
:::::l~:::CZ::::~ Obsequious words sometimes anger him, out attracting any attention from their guards or perhaps
:: pts if petitioners fail to bow and scrape after fighting their way out. In both cases, the PCs wind up
without civilized shelter in the Underdark and must take
e discussion, the PCs decide to present and hold a hideout of their own.

CHAPTER 1 I Group StorytellinlJ


- ----------.-.-- . -.--.---.-.--~-.--.-.--.-.-.-

I
COOPERAT1VE ARCS -.J

en e of shared authorship between you and the and rank the possible choices. They might take ele-
players can begin before you start playing, when you ments of several pitches and combine them into a
create a campaign. Convene with your group and favorite pick. Cross-fertilization promotes engaging
a - them to help you create a campaign arc from the storylines. Aim for a concept open enough to allow
~ round up. Have each player bring a pitch, a basic variety while still revolVing around a distinct,
idea fo r the campaign, to this meeting. The pitch is a central idea.
imple sentence that describes how the player charac- HaVing hammered out the basic premise, expand
ter fit into their world. Here are a few examples. and refine it by establishing the basic arcs of the
• The resurrected heroes of a long-dead empire fight three tiers. (You can skip this step if you plan to run
to prevent the disaster that claimed their civiliza- a shorter campaign.) Use the examples beginning on
tion from destroying another. page 168 in Chapter 5 for inspiration and guidance
as you build the basic structure of your storyline.
• Outcasts and scavengers vow to gather a barbarian
Earthbound and practical, the heroic tier focuses
a rmy and conquer the world.
on the steady emergence of the characters from
• Bickering half-siblings set out to gather unique obscurity to fame. The paragon tier thrusts them
items for their father's magic item shop. into strange environments and raises the stakes to
• In a Roman-style empire, high-status slaves cap- national or global levels. In the epic tier, the stakes go
ture live monsters for combat in the coliseum run up yet again, with the cosmos possibly hanging in the
by their master, a senator. balance.
Don't worry if an obvious take on the later tiers
\ou erye as editor and mediator, gUiding the pro- fails to present itself You can schedule a new pitch
ce until you assemble a blueprint for the campaign. meeting later, as the new tier draws closer.
fte r each player makes a pitch, let the group discuss

DM'S WORKSHOP: CONCEIVING THE REVIVED


ow that another OM's campaign is about to wrap up, you as peasants in the same Village. As they advance through
ta e the reins for your group's next campaign. You decide the heroic tier and they manifest their various powers,
o create a cooperative campaign arc, pitch-meeting style. they slowly recall their past lives. Initially, they remember
Your group consists of the players Amy, Ben, Carlos, and only flashes of their old lives. At the end of the heroic tier,
Deena. When you solicit pitches from the group, one sug- they have recovered their memories entirely.
estion immediately captures everybody's attention: Ben suggests that during the paragon tier, they discover
"How about a game where we bring our favorite char- why fate reincarnated them together. "We won't know
acters back for an all-star team-up?" Amy says. what it is; maybe something cosmic in scope requires the
The other players immediately reel off exploits of universe's greatest heroes to gather."
fa 'orite PCs from past campaigns. You recall some details, Deena nods, seeing his direction. "And then the epic
ot ers you don't. tier focuses on fighting a world-threatening force."
You can tell that the players like the idea because the As you furiously jot down ideas, Carlos pipes up with a
o her players begin riffing on it: request of his own: "You know, my monk never defeated
MHow do they all know each other?" his archenemy, the Flower King. If I convince Keith, who
~ They don't have to be from the same world, I hope. DMed that campaign, to write him up for you, can you
1y paladin is from the FORGOTTEN REALMS campaign-" make him a major villain?"
M-but I want to play my first character, from my big "Yes!" Amy exclaims. "Every hero team-up needs its
brother's home brewed world." rogue's gallery."
~And they were all different levels, and different editions," Now that the players have an excuse to tell you about
muses Carlos. "You want to start out at 1st level, right?" their characters, they spend the evening giving you the
The group suggests ideas until the wrinkles are ironed details you need to reveal their old histories, and to intro-
out. and here's where things stand: The PCs have the same duce their villains. Meanwhile, you might ponder various
na mes and appearances as their favorite past PCs and live possible cosmic menaces to propel the plot forward.

C H APTER 1 I Group Storytellin8


- ------ . -. --.- . --.--.-.-.--.-.--.-.--.- . -.-~

, ~'l.:"R. CAST OF CHARACTERS .~

toconfine the storytelling process to Devise adventure plot lines around character
een you and the players. Encourage motivations. Wherever possible, develop story ideas
rate with each other. to build rela- so that they advance the agendas of multiple PCs.
connections between their characters. This method divides attention between players more
h ends a greater sense of cohesion to evenly. It also covers you when a player whose moti- .J..

_ tory. Your campaign's memorable vation you planned as a story springboard can't play o
during a critical session or leaves the campaign. l-
ing moments of interaction likely V)

en player characters. Similar to the Over time, balance your use of motivations to <::
ters of an ensemble TV show, the PCs shine the spotlight on everyone. Make an exception u
C!
. -pith one another to make dramatic for watchers, players who prefer having a secondary ::>
role in others' stories to taking center stage in their o
own. Some motivations can easily generate stories, >-
OTIVATIONS whereas others might require effort to incorporate.
If you consistently find it difficult to connect a PC's
_ er build strong ensembles. Compel-
motivation with the action in your game, revisit the
characters actively propel themselves
motivation. Work with the player to adjust the moti-
b_ pursuing powerful core motivations.
vation so that it inspires specific action.
r to spell out his or her reason for
_ 1 tivations can suggest what the char-
ountered before they meet each other, INTERRELATIONSHIPS
-ind of actions they might take during To create reasons for the PCs to spend all their time
e are a few examples to get your players together and entrust each other with their lives, ask
each player to specify a preexisting tie between his
. e curiosity about arcane secrets pro- character and at least one other Pc. The tie should
involve strong positive feelings toward the chosen Pc.
Both of the players must agree to the relationship;
- _-tion of my village drives me to ven-
negotiate the original suggestion until it makes sense
_~ n t bandits and anyone else who
for both. When a player's turn comes up, he or she
of them."
should specify a new tie, rather than repeating one
( the brother who died saving my life, I already established. However, the player might also
o spread the worship of Pel or."
-e my brilliant mind to solve mysteries,
D1STRACTED
old me 1'd learn the secret of my true After having gone to the trouble to create them, players
_ - mewhere deep in the Underdark" probably stick to their motivations. When a PC ignores
his motivation to gain a short-term advantage, or for other
a.-er ifhe or she creates a passive, reasons that seem out of character, declare him distracted.
onal motivation; help the player The stress of acting against his instincts costs him precious
gh'e it emotional weight. mental concentration. Until he reverts to his established
contain specifics. If the campaign motivation, he labors under some or all of the following
- the PCs' courses of action, help play- consequences.
iyations into the arc's main activity.
eptions of their characters might • Grants combat advantage.
e. especially after the first few ses- • Takes a -2 penalty to saving throws.
ign. Allow them to modify their core • loses one healing surge after each rest.
r yided that the new motivation also • Can't regain action points.
lling story hooks.
A player who wants to alter his character's motivation
to fit an evolVing conception of the character can do so
- JSE OF MOTIVATIONS
without penalty. A character who constantly shirks his
__ - adventures, use motivations to draw
motivation to suit momentary circumstances is a shifty
into encounters, skill challenges, and
opportunist, and his motives should reflect that. Work
-. \ lake sure characters can act on
with the player to recast his character's motivation to
. n in more than one way, so they don't
match his behavior.

CHAPTER 1 I Group StoryteIlin8


confirm that he or she reciprocates the loyalty given
CONTRASTS
by another Pc.
Such a relationship might pair two characters as Next, have each player outline a source of conflict
members of the same family, romantic partners, a between his or her character and another Pc. Unlike
mentor and a protege, comrades-in-arms, coworkers, the strong feelings represented by motivations and
dedicated worshipers of the same deity, or political interrelationships, you can make these points of
allies.

DM'S WORKSHOP: CAST1NG THE REV1VED


Amy, Ben, Carlos, and Deena gather for the preamble ses- In the second-to-Iast round of collaborative party build -
sion of "The Revived." ing, players pick their contrasts.
Amy introduces her PC as Arisana, a budding wizard, and Amy says, "I don't fully trust Caliban. I don't understand
provides her motivation: "Since childhood, the villagers have why he watches an outcast like me so closely, and I sense
feared me, saying I had 'witch eyes.' I had to sneak away and that he hides his true intentions toward me. No one could
learn magic from books I found beneath a deserted hut. I ever love me, so it can't be that."
need to prove to them-and myself-that they were wrong Carlos clutches his chest. "Oh, no! Poor Caliban!"
to fear me, and I am not a creature of evil." Ben's up next: "I choose Diani-I keep bugging her to
Ben says, "My character is Bob the Ranger. He didn't settle down and have my kids."
have a motivation when I played him in my big brother's "I try to restrain myself," adds Deena, "but Brom doesn't
campaign, so I'll say he feels he has a great destiny, and he make it easy."
wants to find out what that feeling means." "Brom can be an insensitive numbskull," says Carlos.
(The others in the group object to his character's name, "Caliban finds it hard to maintain his sense of mystica
and Ben agrees to the more formal-sounding "Brom.") detachment around the guy."
"I'm Caliban, and I have developed unarmed fighting "Who hasn't been contrasted with yet?" asks Deena.
powers at odds with the surrounding culture," says Carlos, Amy holds up her hand.
explaining that he chose to playa monk. "He has recurring "Interesting. I'm your tie, right?" Deena continues.
nightmares about this dread figure who wears a crown and "Um, well, let's say I fear your outsider ways, how you
a wreath of toxic blossoms. Caliban seeks combat experi- skulk around and separate yourself from society. Dian
ence, so he can defeat this menace when it arrives." believes in duty and conformity and obedience to legiti-
Deena says, "My character is Diani, a fierce devotee of mate authority."
Bahamut. I intend to perform great deeds in the name of Finally, each player specifies a recurring character who
my deity to erase the memory of my treacherous father. might playa role in the campaign.
He betrayed a cohort of his allies to Tiamat before she "I'm an outcast," muses Amy. "So I only speak to these
devoured him." three individuals in the village. How about the shade of
Now each player establishes a tie to another Pc. "Ari- the old hermit who owned the books of magic I found :
sana feels grateful to Diani," says Amy. "She saw virtue in It appears by moonlight, sometimes, and it listens more
me despite the Villagers' fears." than it talks."
Ben takes his turn: "Brom thinks Caliban's weird powers "I had a henchman in the old campaign called Bodo:
are cool. They show that Caliban has a great destiny, just says Ben. "I'll have a servant named Bodo who follows me
like me, so I stick close by his side." around, listens to my stories, and picks up after me."
Carlos says, "Caliban adores Arisana, though he worries "We must be well off, hubby," says Deena.
that if he shows it, he'll make her a target for the evil being "I guess. Can I say I'm the son of a landowner?" Ber
in his dreams. So instead, he keeps a protective, brotherly asks you.
watch over her." "Sure, but you don't score any extra starting
"Hmm," says Deena, "that leaves Brom. I know-he's equipment."
my husband! We were betrothed as children, and I went In fact, Ben has just created two recurring characters-
through with the marriage out of loyalty to my long-suffering Bodo and Brom's father-giving you more grist for you r
mother. I feel no great passion for him, but I honor him out story-making mill.
of duty." "I already named my contrasting character," says Carlos.
"Wow, weird," says Ben, taking in this suggestion. Since "The Flower King."
the idea impinges on his character, he could ask for a "Me too," says Deena. "My father's treachery broke the
modification. Instead he thinks for a moment and decides heart of Diani's mother, Eloan."
to roll with it. "I never thought of Brom as being married. "And your treacherous father?" Ben points out.
This process has made him more interesting than when Deena shakes her head. "No, he's dead."
I played him as a kid. Well, Brom's kind of clueless, so he I'm sure you believe he's dead, you think to yourself
figures Diani loves him the way he loves her." already hatching a plan for his eventual appearance.

C HA PTER 1 I Group Storytelliny


o
....
III
<:
u
cc:
:J
o
>-

e_. mild, even humorous. You want to


PREDESTINED
~ __ ~"' ''''banter, not genuine rancor.
differences over minor theological This approach comes into play when players want
der for fun in-character debates. to decide ahead of time what, in general, happens
!1d. a character's vow to take fatal to their characters at a campaign's end. A story that
nother PC poses an obvious threat ends with one or more characters suffering a tragic
ny. Contrasts that tie into another fate (perhaps dying in a final heroic gesture) or an
highlight both characters. Help the ironic reversal is especially appropriate for this sort
_ether to modify suggestions to bring of approach. In the latter case, a player might ask for
_ '1 line with their intended character
story hooks that help his or her character evolve over
time. Each step is part of a gradual progression, but
the contrast between the beginning character and the
end result is extreme. A foolhardy character might
ING CHARACTERS grow wise. An avatar of virtue could slowly become
k players to invent one or two NPCs corrupted until the player hands his or her char-
a "e important ties. These can be ties acter over to you as an NPC adversary. A rambling
ar to what a character might share explorer might end up finding true happiness in his
_ up member. Alternatively, these hometown.
pise the character, and you can use A character's core motivation culminates in pre-
acles to the character's goals. destined fates. They finish a PC's story. The character
rks best if you expect the PCs to achieves his or her ultimate goal, rises above it to
periods of downtime in a single home discover and complete a more profound objective, or
haye trouble incorporating casts of is destroyed. In a tragic ending, either the goal inher-
into a campaign that features a band ently leads to doom, or the character's inner flaws
-ing pes. prevent his or her success.

CHAPTER 1 I Group Storytellin8


.--.-.--._-_._._-.-.--.-._-.-._.-
COOPERAT1VE WORLD BU1LD1NG -.J

The process of shared creation doesn't need to stop NEVER NEGATE


during your campaign's prep phase. You can continue
it by allowing players a role in inventing your D&D A DM serves as an arbiter, deciding which player su,
world. gestions to incorporate into the world directly and
The default D&D setting provides an ideal basis which suggestions need to be modified to fit into YOU"
for definition on the fly. It establishes a few corner- broader plans.
stone elements, such as the planes of existence and When you are presented with player input into
the way magic works, and then you can fill in the rest. your world, start by repeating to yourself the first ru-
Traditionally, DMs flesh out these details on their of improvisation: Never negate.
own, as part of their prep work. Engage your players- With few exceptions (see the "Limits of Colla bora-
and ease your workload-by inviting them to join in tion" Sidebar), follOWing this rule means incorporatin,
the process and help you create the world. at least part of every suggestion into your world. If an
If you like the idea of player input but feel more idea contradicts something you plan to introduce, doT'
comfortable working from detailed notes, assign your reject the conflicting idea out of hand. Put a new spi T'
players homework. Ask them to describe which ele- on it instead. Even when you hear no objections to a
ments of the world their characters closely engage suggestion, consider adding an additional element to
with. These background elements might include their it. This approach surprises the players, and it encour-
cultures, religions, and organizations. This method ages a sense of creative back-and-forth. Approving the
preserves suspension of disbeliefby creating relevant players' suggestions pleases them, and it encourages a
world details. If your group enjoys this approach, participants to build on each other's ideas.
consider opening up the world as a joint setting, one Add a new detail or caveat to a proposed idea
in which all of you run games. You might establish instead of altering it beyond recognition. What you
separate campaigns based in different parts of the lose in control, you gain in player engagement.
same world, or rotate DMing duties in a Single, long- Players might unintentionally add details to your
running game. world by confusing elements of the default D&D

DM'S WORKSHOP:
LIMITS OF COLLABORATION CHAMPIONS OF HONOR
Even though the first rule of improvisation is never to
In this example of an incidental reference, a player named E
negate someone else's idea, sometimes rules are meant
responds hau8htily on behalf of his character, Erekam, wh
to be broken.
challen8ed by sentinels at a city 8ate:
When you and your players brainstorm to design a
"I bang vigorously on my shield, showing them t
world, you can feel free to alter pure flavor elements of
emblem of my warrior order."
published 0&0 works. On the other hand, avoid sug-
Ed has never before referenced an emblem on f..
gestions that require you to alter game mechanics. "This
shield, but since it's his character, he can introduce
world contains no necrotic energy" might sound like the
without any adjustment by you.
seed for an interesting variant setting. However, many
"Do you not recognize this symbol?" Ed exclaims. -
creatures, powers, and magic items in the game rules
his deep Erekam voice. "It identifies me as a member
have necrotic attacks, resistances, and vulnerabilities
the Champions of Honor! Do you not know us?"
hardwired into them. RemOVing such elements changes
You've never heard of the Champions of Honor. Y
the game balance, making some game properties more
reach for your notepad, ready to scrawl the necessa ~
powerful than intended and other abilities useless.
notation.
Also, player suggestions must remain consistent with
In character as the indifferent guard, you scratch yo .
the world's previously established continuity. If players
head and say, "We don't receive visitors hereabou'
declared the Raven Queen to be the city's patron deity
stranger."
last week, a new idea should usually not be allowed to
"Why, for a hundred years the Champions of Hor
override that fact. (You might make an exception for a
have protected the good folk of this region, driving off 0
truly compelling suggestion, provided that the player can
and bandits alike!"
conVincingly justify the inconsistency.) This stipulation
Through this exchange, Ed establishes that this orga n
applies only to facts about the world that have come up
zation exists as he has described and that Erekam belon-
in play. You can contradict a detail about your setting that,
to it. After brainstorming for a moment, you prepa ~
so far, appears only in your notes. If your players don't
a bandit encounter-now someone can spot Ereka rr
know about it, changing it won't impair their suspension
shield, tell him about a brigand problem, and motiva-
of disbelief.
the group's trip to the wilderness to engage them.

C HAPTE R 1 I Group Storytellin8


or alternate versions. Stave off other INCIDENTAL REFERENCE Q
_ impulses to correct these mix·ups. Z
This situation arises when a player makes an offhand
o fo rtuitous errors, and incorporate
you would a purposeful suggestion.
remark, possibly as in-character dialogue, concerning g
a fact about the world. You then treat it as true.
layer misremembers the life expec- If you need to adjust the idea, do not interrupt an
cites a vastly longer figure, you unfolding scene to footnote the setting detail. Wait Q
le elves in your world enjoy greater until a suitable break in the action , and then go back ....J
ht: norm. These accidental impro- ct:
to foster the idea of a mutually
and clarify. o
":heir example helps to overcome
$
nce either to step on your toes or to
SOLICITED INPUT 1..1.1

In the solicited input technique, you ask each player >


rce material.
to supply a detail of your world. You could ask a par-
ticular player-perhaps one who hasn't had enough
_ _"-~ "'-J U C IN G LI.I
spotlight time-or throw it open to the group and take 0..
SUGGESTIONS the first suggestion offered. 0
o
niques allow you to bring player u
fo re: incidental reference, solicited THE TURNAROUND
u!llaround. Proactive players might Players are accustomed to asking the DM for details
method. the direct assertion. of the world. In the turnaround technique, you take
a player's question and turn it around on the group,
asking the players what they think the answer
<'S WORKSHOP: might be.
S lN THE ROAD Use the stock phrases of the turnaround: "You tell
~ solicited input, the players are trave/ina me" and "What do you think?"
rood throuah a dense forest.
o avoid a rocky outcrop," you narrate, DIRECT ASSERTION
o he east and northwest." Players who are accustomed to the DM's traditional
rs a decision point to the PCs, as well as control over setting elements will wait for you to
"ts branches to their interests. Ben and
ed an earlier interaction scene, so you
Amy and Carlos. DM'S WORKSHOP:
eard that something dangerous lies to DEEP GNOME RULE
"s .t1"
In this example of a turnaround, the players are travelina
a moment. "Um, it's bird people. I hate
throuah the Underdark, debatina whether to seek hospitality
at a deep anome enclave far underaround.
• you panic. You don't have stat blocks
"Do I know anything about the deep gnome culture?"
e. But you realize that, with minimal
Amy inquires.
-=·"""'"' s in your bugbear and goblin encounter
You consider requiring her to make a History check but
- into hostile, flightless birds. You affirm
instead give her an automatic success, because haVing infor-
adding a new detail.
mation seems more interesting here than not haVing it. (In
reply. "They have a new leader, Rakak,
other words, failure would be a dead branch; see page 9.)
lengeance on all mammals."
"You've read tomes on the subject," you answer.
"hat trouble lies to the northwest?"
"So, this enclave-how do the gnomes rule it?
e opportunity to bring his character's
"You tell me."
_--'-~, back into the storyline.
"Uh, well ... I consider surface gnomes to be sneaky
of the Poison Blossom, a haunted place
Feywild skulkers, and I think Underdark gnomes act espe-
"anish. Rumor has it that the Flower King
cially paranOid. So its defenders rule its society, maybe?
e and might have hidden secret texts on
Sort of a combination of a police state and a ninja clan?"
That idea sounds pretty cool, and it's complicated
o a twist: If the PCs go to the grounds,
enough that it doesn't require additional details.
of the Flower King searching for lost
"Exactly right," you say.
can reveal this surprise later.
Amy realizes that she might have just invented the
pl ayers have established their options,
group out of a suitable hideaway. She quickly adds, "But
e r'1erits of the two choices: Do they head
paranoid ninja police state in a good way."
e bird people, or do they explore the
"Yep, that's what the deep gnomes say," you answer,
keeping open a hint of uncertainty and danger.

C HAPT E R 1 I Group StorytelIin8


prompt them before supplying world details. In a coop- planned combats. A daring DM might let the PCs
erative campaign, more assertive players might catch play in this sandbox ifhe or she feels confident
on to the technique and start giving you input unbid- enough to countermand advantages that players tr)
den. Give these ideas extra scrutiny to ensure that the to sneak into the situation.
players don't wreck the suspension of disbeliefby pro- The DM's Workshop sidebars "Tentacle Temple"
posing details that give their characters an advantage. and "Forks in the Road" provide examples of descrir
If the players make slanted suggestions, spin the pro- tive control.
posals to counterbalance the idea's intended benefits.
When given in good faith, direct assertions make SUPPORTING CHARACTERS
good gifts for a harried DM. Proposals show what If you used the collaborative cast-building technique:
interests the players and what they want to do next. when preparing your campaign, the players might
have already invented NPCs that tie into their chara -
AREAS OF INPUT ters' backgrounds. Extend this approach by allowin<,
You can seek player input for any aspect of your setting, them to describe other minor characters.
from the fine details to the world-spanning back story. Initially, you might blanch at the thought of allow-
Common areas of input include the following elements. ing players to invent NPCs who make the PCs' lives
easier. In practice, those NPCs can make your job
easier. First, characters whom your players can intera
BACKGROUND INFORMATION
with (and are interested in interacting With) make the
Draw on players for details of your world's history, cul-
story more dramatically interesting. Second, when yo
tures, economy, or religiOUS practices. By inviting them
give your players the means to overcome minor incon-
to add to your world maps, you recruit them as geogra-
veniences, you speed up play. In roleplaying, as in an)
phers. See the DM's Workshop sidebars "Champions of
story, you want to edit out the boring bits. If allOWing _
Honor," "Deep Gnome Rule," and "Dragons Love Elves"
player to immediately flag down a messenger or find
for examples of player input into world background.
blacksmith advances the story, all the better.
As with any PC advantage gained through impro-
DESCRIPTIVE CONTROL vised player input, you can change a situation and
When you grant partial descriptive control to your introduce it as a bit of complication. The bad guys mig:
players, you allow them to specify what they see and kidnap the messenger and grill him for information.
hear in a scene. prompting a rescue attempt. That seemingly helpful
DMs might prefer to make encounters offlimits blacksmith could be a spy for the iIlithid conspiracy.
for descriptive control. Allowing players to add To help players invent minor characters on the
obstacles and features might unbalance carefully fly, supply a list of names appropriate to the location.
Players pick one that suits the new character and
cross it off the list. When the players specify a name
DM'S WORKSHOP: you add that nonplayer character to your notes.
TENTACLE TEMPLE Once the players create an NPC, you control his r

In this example of a direct assertion, the party has entered a her words and actions, as you normally would.
demon-occupied city.
"Do I see a watchtower?" Carlos asks you.
Before you can reply, Ben, feeling a creative surge, sup-
DM'S WORKSHOP:
plies an answer of his own: "Look! Over there! That horrible DRAGONS LOVE ELVES
tower, rising from the central plateau! Oh, my goodness, its In this example, you turn around an abusive sU88estic
tiles writhe! And tentacles dangle from the spire'" intended only to Bfant an advanta8e to a player.
You might instinctively want to slap down this seizure The party finds itself in the treasure chamber of a-
of your narrative prerogative. Then you remember that ancient dragon. The characters have no hope of defea'
you encouraged the players to collaborate in building the ing the dragon in combat and must resort to persuasic-
world. You affirm Ben's idea by building on it. to avoid becoming its midday snack.
"Yep, those are tentacles, all right. A strange bird that "Luckily, dragons in this world famously love an
looks like a black-feathered albatross circles slowly near respect the elven people," says Paul. Not coincidental
the spire. Suddenly, a tentacle zaps out, like the tongue he plays an elf.
of a frog, and grabs the bird, pulling it into the tower. You In character as the dragon, you growl menacingly -
hear a chewing noise." Paul's direction. "The others I might forgive," you boof""
"You mean the tower is alive?" Deena exclaims. She "but to have my lair invaded by an elf, a member of
knows your DMing style includes vivid details to encour- people who allied with the dragons at the dawn of tim
age the PCs to move in closer to explore. "Thanks a lot, ... why, it is enough to rouse me to homicidal fury!"
Ben!" she jokes. "Whoops," says Paul.

CHAPTER 1 I Group Storytellin8


Player-controlled recurring NPCs come in handy
in open-ended adventures in which PCs split up and
fan out to pursue separate agendas in parallel. The
NPCs allow you to engage your players in the action
v
=~
...j
a]
when their characters are otherwise occupied. ~
Make a player-controlled NPC a noncombatant 0
who, like any sensible, ordinary citizen, avoids the dan-
gers of an adventuring life. You can play NPCs without ex:
set statistics, and without treating them as minions or 0
designing creature stat blocks for them. Sometimes, :$
they might morph into full-fledged companion charac-
ters (page 27) as the campaign develops.
>
TIMING AND FREQUENCY
Using the techniques of cooperative world building at '-'
the right times, and not too often or too seldom, gives 0
them maximum impact. If you continually ask play- U
ers to describe your world for you, they lose belief in it
and come to think ofit as malleable. Call on them too
infrequently, and your requests for input seem jarring
when they do occur.
To achieve balance, seek input no more than three
or four times per session. Invite collaboration when
you experience one of the following situations:
• You can't think of an answer.
• You don't see why the question matters.
• The party is stumped and seeking a new plot thread.
e the idea of player-created NPCs
-. let players momentarily play these • You cannot envision the party's next obstacle.
ry characters. Choose when they • Your players haven't made a significant story
. h control. Different players might choice recently.
_ characters over the course of a • Players are fOCUSing on the mechanics of the game
and you want to engage their creative energy.

DM'S WORKSHOP: TANIS


's first trip to the city of Sigil, Brom cut between the two sequences. Amy thought it out of
a local to show them the ropes. "I look for character for Arisana to go on either errand. Rather than
e any around?" cook up a third plot line just for her, you offer her the
ch of them," you reply. "Describe the chance to tag along in the githyanki sequence, temporarily
talk to." playing Tanis. Amy decides that it would be a fun contrast
see a young girl, dressed in rags with a mop to portray Tanis as an enthusiastic fan of the githyanki.
something about her makes the others Although others shun Tanis's ugliness, Amy explains, the
- "ah. " pirates of the Astral Sea have engaged her services on
- ests Amy. "She has a clawed hand, as if numerous occasions. The others dislike her affinity for the
or monster in her ancestry." githyanki, but they end up letting her lead the negotiation
a ed hand, that's awesome. She looks with Yultang.
'l't receive the handouts that the others Two sessions later, Brom dies. His comrades, low on
e sheet of Sigil character names. "Her funds but unwilling to sell their equipment, scour Sigil for
someone willing to perform a Raise Dead ritual in return
detail, and take on the role of Tanis. For for future favors. You ask Ben if he wants to play Tanis,
" ns of play, you retain control of the char- and he agrees. Picking up on the previously established
convey information about the city. githyanki connection, he has her suggest Yultang as a
a'ld Diani conduct a dangerous negotia- possible financier of the revivifying ritual. Although Brom
ya nki leader Yultang. Caliban descends would shudder at the thought of owing the githyanki, Ben
:: pocket dimension, attempting to track enjoys haVing his temporary character skillfully back his
~..-..,.ga"nger who has been posing as him. You permanent one into a corner filled with juicy plot hooks.

CHAPTER 1 I Group Storytellin8


.-.-.--._-._-_.-.-_.-.--._-_.- .--._--._.
ROLEPLAY1NG HOOKS ..-J

-by Stephen Radney-MacFarland, figure out they can drive the story rather than ha\
from "Save My Game!" in Dunaeon # 155 it unfold around them. When players have more
investment in the storytelling and roleplaying par
The narrative part of roleplaying has a more free -form of the game, they focus on these parts rather tha n
nature than the game rules. This aspect of playing ignoring or avoiding them.
the game makes people nervous and self-conscious, I'll give you an example by briefly outlining wh"
especially if they prefer not to act. Sometimes you have I'm doing in my current campaign-my first, full -
to ease players into roleplaying by making it work like fledged levels 1-30 D&D 4E campaign-the Da)'h_
other game aspects. The following ideas show you how. Lona Shadows. When my players made their char-
acters, I gave them a list of seven backgrounds the)
CREATE HOOKS could choose from. I told them from the start that
choosing a background would ensure that their ch
A lot ofD&D games involve the bare-bones, smash-
acters had a stronger connection to the overall plo
and-grab model of roleplaying, filled with stats,
the campaign, but that they didn't need to take one
action , monster killing, and treasure. Players in these
I made these backgrounds simple, with few restric-
games need less story to gUide them. They don't care
tions. Two examples follow.
about the implausible. They have fun because they
The Hexed (Half-Elf, Human, or Tiefling): .
buy into the game. Why? Because the game and its
mysterious master cursed you; you don't know hi
design have built-in hooks.
identity. All you know is that his raspy voice occasi
What do I mean by hooks? The parts that grab
ally compels you to do as he bids. His commands
your audience, pull them in, and never let them go.
sometimes demand terrible deeds, but far worse c
D&D has them in spades. Classes and races both
sequences ensue when you refuse to obey.
function as hooks; their concepts, art, and application
The Orphan (Human): You're an orphan ofth
reach out and grab people. The "simple rules with
disappeared village of Fadail. A wandering oracle
exceptions" principle ofD&D offers another hook.
loun prophesized that only Fadail's last scion could
You have a firm idea of the general rules, and you can
find the village. Presumably, that person is you.
reference the speCific. A hook pokes its head up and
These raw hooks have a purpose. I combined the
says, "Hey, I'm here, and I think you'll like me." The
interesting themes I wanted to explore in the cam-
people who do like it, grab it and run. As a fantasy
paign into a form that might interest my players, an
game, D&D has its own hook, too.
made the themes available to my players.
DMs sometimes forget the general principle of
Allowing my players to pick their backgrounds
hooks when they make their campaigns. DMs might
achieved a couple of objectives. First, it gives them
create a place they believe could be real, not realiZing
a focused hook into one or more of the stories and
that few players care for the models of trade and agri -
themes of the campaign. Having a choice strength-
culture in the game world-since the game functions
ens their story investment, and it gives me a tool thy
as a power fantasy. Others fixate on their campaign's
simultaneously focuses their plot-seeking activity a.
overarching story and overlook that this form of
helps me create stories that speak to their character
storytelling already has an audience (and cast) of real
personally-even before the campaign begins.
people in the form of players and their characters. In
For instance, I had a specific player in mind wh
the end, these DMs might find themselves trapped
I wrote the hexed, and I was not surprised when th
when they create hooks interesting only to them. And
player took that background. He enjoys playing the
as the DM, if you interest only yourself, you don't have
mysterious, tormented characters that have a secre
an audience.
knew he would gravitate toward this background.
Use a sandbox approach to story and roleplaying.
As for the backgrounds not chosen (such as the
Throw out loose threads, see who bites, figure out
orphan above), I have a page of rough ideas I won't
why they bite, and react to the story rather than
use in this particular campaign. I can learn a lot fr
driving it autocratically from the start. You might
what my players didn't pick, such as what kind of
guide your players in class and race choices, but
game interests them.
don't make those decisions for them. Don't try to
More important, these backgrounds bridge the c
make roleplaying decisions for them, either. You can
between game and story. Since I made background
use an open approach in your details of your world
a character choice, the players feel a sense of owner
and story vision without lOSing it completely. Pick
ship. I created roleplaying and story hooks the same
up on good ideas and suggestions from your play-
way the rest of the game hooks worked-I let my pIa.
ers. As your players feel more attached to the story,
ers choose what they wanted.
their immersion levels rise, especially when they

C H A PT E R 1 I Group Stor y tellin8


hooks to flesh out their characters and inform their VI
HOSE LINES TAUT
actions. My backgrounds lack detail for a reason-I ~
~ oks. Next step: Don't let them go. want to see how each player interprets and weaves 0
ut for new and interesting hooks.
them into the story. As the hexed player comes up l:
, :entify what players find interest- with past stories on how the voice guided him, I can i
• pull them in with it. As the first ensure that future instances of the voice act in a simi- "Z
in my campaign, I make sure the lar manner.
, e of each player remains important
n't make a background a wasted
incorporating its themes and ideas in
DON'T BE A SINKER
roach makes the hook irrelevant Finally, don't sink honest effort even ifit's awkward. It u
er all, my pes can't retrain their takes practice to do anything well. Some individuals '"
the same time, a D&D game has an might have a native ability to succeed, but most goals
Game sessions rarely tug every line- require trial and error until we hit our groove.
r when they have the best effect. The same holds true for roleplaying. Although the
I he hexed character never heard drama major in your group might excel, your group
ation would be silly and counter- introvert might have a hard time with it at first. And
h e opposite holds true as well. You although pointing out someone's awkward attempt
_arne session to start with the voice at roleplaying might give you a brief moment of
o do. Save these reveals for the right amusement, a friendly guiding hand works better
it then, leave them hanging over than sarcasm if you want to promote roleplaying and
d. After a few sessions, and when deeper story interaction. Don't worry; no one is up
ing occurs, I bring in the mysteri~ for an Oscar. No talent agent will knock on your door
ate drama and conflict, and to give in the morning. People continue to roleplay as long
in choices to make. as they have fun. You might enjoy being critical, but
rJer of business, I observe how my others rarely find it fun.
I e hooks, and how they use the

MY SON, THE F1RE ARCHON


ers and characters differently. Charac~ .. 1 st·level daily attack: blindin8 barra8e turned into blind~
exity than monsters because PCs live in8 flames (a blast of blinding fire).
r normally controls a Single character, .. 1 st-Ievel encounter attack: dazin8 strike transformed
s multiple monsters at a time. into dazin8f1ame (a simple dazing attack).
when your 11~year-old son wants to .. 1 st-Ievel at-wills: piercin8 strike became fiery blast (it
s a character? already targets Reflex instead of AC), and deft strike for
e tactile elements of the game. He mobility again.
'ng new miniatures home, he builds
s out of my Dun8eon Tiles, and he I made his sneak attack damage fire damage, just for flavor.
ers with specific minis in mind. Then, for racial powers, I copied the tiefling's fire resistance
'n' from the Desert of Desolation set is and added poison resistance in the same amount. I gave
e wants to play that creature as his him immunity to disease and made his speed 8. That was
I do? Fire archons don't appear in the enough-he didn't need an additional racial power.
ndix of playable monster races. Did I create a character identical to the fire archons in
at how eaSily I constructed a fire the Monster Manual? No, and I didn't make it a standard
itt him a 7th·level rogue, and I picked human rogue, either. I made it resemble the fire archon in
rewo rk to add a fiery touch: all the ways that matter.
+er attack: cloud of steel, which I turned A player's character is an important aspect of the game
(a close blast 5 of fire damage). for that player. So a DM should help every player create
arrack: deep cut became blazin8 strike a fun character who won't unbalance the game (which
~~..... fire damage). would hinder the fun of the other players). Sometimes it
-"'-" ~n'er attack: bait and switch turned into proves easy within the limits of the rules. Other times, you
remained a power concerned with have to be more creative.
-James Wyatt, originally posted
on Wizards.com staff blogs

C HAPT E R 1 I Group Storytelliny


.-._._-.--.-.--.-.--.-._-.--.-.-._-.-.--.- .--.-._.-

I V1GNETTES
Add moments of character interaction to your game
with vignettes- specially shaped scenes in which play-
~

make useful session starters. They can kick-start a


campaign after a long break. Use them as remi nd
ers respond to dramatic situations you create for them. when your planned adventure riffs on a previou
conflict that might have receded into the backgr
VIGNETTE TYPES
Vignettes can fill a number of roles in your story. FLASHBACKS
Flashback sequences move the character's back-
• Interactions dramatize current conflicts between
ground story into the spotlight for the entire grow-
PCs or other characters.
imagine. These vignettes can sharpen the portra~
• Flashbacks illuminate past events in the charac- of unfocused PCs by playing out the pivotal m om
ters' lives. that shaped their core motivations.
• Dream sequences bring a character's inner con- You can also use flashback sequences to introd
flicts to life in a surreal mental environment. elements of the character's past that later resurfac ...
• Transitions leap the campaign forward in time. the main action. For example, if a previously unm
tioned old mentor of a PC shows up to send the p
• Third-person teasers use NPCs, portrayed by the
on a mission, a flashback can add weight to the id
players, to foreshadow events that enmesh the PCs.
of their preexisting relationship.
In campaigns featuring elements of destiny or
INTERACTIONS prophecy, flash forward to possible futures that
Interactions resolve conflicts that arise during prOVide a fun variation on the flashback. You m i •
standard play between PCs. Push for resolution specify that these predictions offer glimpses into
cautiously; preserve player autonomy by allowing immutable future. You might find it easier, thougr
some interactions to end in standstills. Interactions to portray these sequences as possible futures (or

DM'S WORK.SHOP: BAN1SHED


After several sessions of play, you realize that one ofthe pes Haru, as Yaroth, kicks off with a wheedling plea to
seizes the lead role in encounters and takes a back seat in tect his life. "They'll just banish you, but if you turn IT'
interaction scenes. The player, Greg, enjoys the story side of they'll execute mel"
D&D. His shifter character, Grath, has yet to display a per- "And so you deserve!" cries Inez, as Uchig. "Why, I ~
sonality. You start the next session with a flashback sequence a mind to tell the clan chief myself."
featuring Grath. Greg established that Grath chose the life of "Remember," says Greg, "you have sworn on your h
a wandering adventurer after his people banished him. You to keep this secret."
ask him to explain why his people banished him. "What good is my honor, if he takes yours unfa
"My brother stole cattle belonging to the clan chief and from you?"
traded them for silk for his trading company," Greg says. Greg's addition to the scene gives him a goal, too
"The clan soothsayer performed a divining ritual and saw persuade his friend not to besmirch his own honor
that I knew the culprit. Although I despised my brother, Yaroth's misdeeds.
family loyalty prevented me from turning him in. So the The scene continues. When it becomes repetitive
townsfolk banished me, though my brother remains with address Greg: "Okay, let's identify one more unkn
them to this day." detail about Grath's banishment. Steer the scene to . -
"All right, we're flashing back to the moment before that revelation."
your final audience with the clan chief. You stand in the Greg nods and waits until Inez makes a strong pc
family tent. What's your brother's name?" in favor of informing on Yaroth. He jumps in, now sw -
"I hadn't decided." ing to narrative mode: "At that point my elderly fa
"Okay, how about Yaroth." You point to another player, enters the tent, clutching his chest. I realize that if·
Haru. "You play Yaroth. You must convince him not to turn elders execute Yaroth, it will also kill my father.
you in." I see my destiny laid out before me-as a wande r
Turning back to Greg, you ask, "Who was Grath's best masterless noble."
friend and confidante?" Move back into standard action when the scene rea d~
"A comrade-in-arms." a natural climax. As you steer the group toward a ch
You select a third player, Inez, to play Grath's best friend, of encounters, you can plan how to introduce a scene ~
Uchig. "Your goal is to convince Grath not to throwaway recalls Grath's pivotal moment.
his position for the sake of his thieving, no-good brother."

CHAPTER 1 I Group StorytellinJ1


hallucinations) that the PCs can avert or move
toward, according to their actions in the present.

DREAM SEQUENCES
Dream sequences allow you to portray a PC's inner
(urmoil with surreal imagery. The PC stands at one
point of the triangle while other players try to pull
him in opposite directions. They might play dream
-:ersions of themselves, figures from the PC's past, or
urreal personifications of abstract forces. For that
~atter, the other PCs can shift identities according to
he whims of dream logic.

TRANSITIONS
Transitions acknowledge the progression of time in
,he campaign since the last session. They create the
ense that the character's life continues between
adventures. In campaigns that use them, transitions
can cover longjumps in time, taking the characters
hrough months or years of unseen action.
Transitions require open-ended framing led by
layer input. Ask the players to describe a conflict
that occupied them during the elapsed time period.
Together, choose a dramatic moment, and frame a
-ignette around it. You might construct one vignette
_er character, or cast vignettes together into a scene
f combined struggle.

THIRD-PERSON TEASERS
cenes featuring a cast of player-controlled NPCs
~oreshadow events for their PCs. Third-person teasers
provide snappy openers to sessions that might other-
-'-ise begin with a gathering ofPCs in a tavern.
Dialogue might drive third-person teasers, but
'hey might depart from other vignettes by featuring
Jescriptions of physical action.
For inspiration, look at the opening credit
-equences of TV shows, especially openers that fea-
ure only members of that week's guest cast. Horror

D'M'S WORKSHOP:
CALLED TO ACCOUNT
Brom, who believes himself destined for greatness, ended
ast session with a craven surrender to the bandit queen,
solta. To explore the gap between his self-image and his
actions, you create a dream sequence in which Brom's
ero, the legendary warrior Ambek, calls him to account.
'ou assign Amy to play Ambek, who wishes to convince
Brom to follow in his footsteps. Deena also appears in his
dream, as Iso Ita, who argues that Brom, as an ordinary
'llan, took the only reasonable action when he bowed
and scraped before her.
You want this scene to pose a question, not to answer
one, so interrupt it as it reaches a crescendo. Brom, you
'larrate, jolts awake in his bedroll, drenched in icy sweat.

C HAPTER 1 I Group Storytellinn


procedurals, such as Supernatural or The X·Files, start
with teasers that introduce an unknown threat to the DM'S WORKSHOP:
main characters. lLL1TH1D ATTACK
This device allows you to introduce your players to As the kickoff to an adventure in which the heroes'
the bad guys before their characters kill them. They mind f1ayers, assign each player a new character to
learn to dread and loathe the villains long before the in a third·person teaser. Each character plays a so
climactic encounter, increasing its emotional impact. guarding a frontier outpost. Assign each soldier a na
Preserve future surprises by withholding informa· Half of the six characters work toward a goal that fo
tion from the players. A monster attack scene might them to interact with one another. After playing dic
allow their temporary characters to see shadowy fig· night, Conrad, Aldfrid, and Ellis have lost their wag
ures materialize from nothing and attack. In a scene Imric, Oswyn, and Hengist, and the former group 'At '
of political negotiation or criminal plotting, you might the latter group to forgive their debts.
not tell the pes what characters they're playing. After the players roleplay their temporary charac
Third·person vignettes require players who can long enough to make them feel real and engaging
separate their knowledge of the events portrayed describe the horrible results of a mind f1ayer attac·
from what their characters know. the outpost. Although you allow the players to desc-
their temporary characters' responses to the attack, d
DM'S WORKSHOP: use dice or rules to resolve the results. These poor sol
have no hope. The two players who can convinc
REPORT TO THE EMPEROR describe countermeasures survive the longest. The il .
In a saga·length campaign in which each of the PCs rules a leader, Khardaghk, as played with sinister relish by
province of the Arcathian Empire, the characters level up, interrogates and toys with the last two survivors. B} .
triggering one of the campaign's periodic one·year breaks. time he slays the last of the soldiers, the players des
You ask each player to come to the next session, which Khardaghk and want to see him laid low-even th
starts with a meeting of provincial governors before the their characters have yet to hear of him.
emperor, with an accomplishment to brag about. A dry
recap of interim events becomes a fun competitive scene,
in which each player jockeys for recognition.

C HAPT E R 1 I Group Storytellin8


-NETTE STAGES An impasse can be a strong outcome because it leaves
unanswered questions the players can deal with in
break down into three stages: subsequent scenes.
:ng, when you establish the parameters of the If an impasse disappoints the players, decide
Ltion. who gives in. When PCs face off against NPCs, the
'pment, in which the scene plays out. PCs should have more influence over the conflict.
lu ion, the wrap-up. In a conflict between two PCs, or one between
NPCs, judge which side offers the most persuasive
argument. Instruct the players on the lOSing side to
,' ING convincingly relent. If players seem unhappy to relent
Tdming a vignette, you establish a current situ· for their PCs, default to an impasse.
well as the conflict the vignette resolves. Start
:>nating which players you want to participate '--'--'-'-'--'-'--'-'--'-'-'-
i.,nette. Tell them whom they will portray-
n characters or other NPCs important to the DRAMA REWARDS oJ
\ u might have a mix-part of your group plays
er ,and the other part plays NPCs. When asked to recall their favorite D&D experi-
nd. briefly describe the physical environment ences, players might recall a session made up only of
articipants' starting situations. roleplaying interaction. You might hear the capper
layout the conflict that drives the scene, phrase, "And we didn't roll dice once!"
bl~' between two characters or sets of charac- If you aspire to this style of play, you can give
ablish the goal each side pursues. player characters experience rewards for time spent
in dramatic scenes of interaction, as well as for their
ELOPMENT triumph over more traditional encounters. Award
the players, through dialogue and action the characters experience as if they had defeated one
: Ill. play out the scene. Depending on the con· monster of their level for every 15 minutes they spend
deSign, the players might employ a mixture of in significant, focused roleplaying that advances the
t:motional pleas, and offered inducements. As story of your campaign. Don't count time the players
the scene heads in one of two directions. Either use to digress, idly chatter, repeat themselves, wander
.:er resolve the conflict, or each side digs in. off topic, argue to a standstill, or engage pOintlessly
tell that players have dug in their heels when with minor characters.
----............. nts of each side begin to restate their positions. Because vignettes are short, and because you steer
alemate happens, nudge the proceedings along them to maintain focus, you should grant drama
ing a new argument or negotiating position rewards for vignettes only if you rely on them in any
or the other side might adopt. If the players given session. Don't bother to calculate experience for
dug in, move to the next stage. one or two typical vignettes.
If you think a player is clearly drawing out an
interaction to score a drama reward, subtract an
LUSION
amount of time that you estimate is equal to the
nfl ict resolves itself naturally, the players
entire time that player spent in the interaction.
c.c 'mpromise, allowing both sides to achieve
This technique compensates players for the time
- ~ al . or one side capitulates to the other. The
they devote to interaction without judging any par-
have done your job for you: Declare the scene
ticipant's skill at portraying his character. Instead,
cut back to the main action.
it rewards the entire group's focus and efficiency of
th sides refuse to budge, ask yourself if it
communication.
!1satisfying to end the scene at a standstill.

ACT10N RESOLUT10N
MA1NTA1N1NG Vignettes can unfold through dialogue alone, without
PLAYER AUTHOR1TY resorting to skill checks. When participants phYSically
~ --epa red to accept input from players when placing clash or otherwise engage in activities that game mechan-
r characters in vignettes. If your framing places the ics ordinarily resolve, you can break out the dice, allow a
<: 'n a situation they don't think they would have put directly concerned player to decide the outcome, or put
selves in, or assigns them a goal they don't agree it up to a group vote, with yourself as the tiebreaker.
revise the framing to meet their objections. Tell the Players whose pes appear in flashback sequences
rs what the scene is intended to accomplish and decide how past conflicts panned out. Use mechanics
their input to adjust the situation and goal to better only if different players' ideas conflict, and they can't
ect their characters' intentions. agree on what should have happened.

C IIAPTER 1 I Group StoryteIlin8


'-'-'--'---'--'-'--'-'--'--'-'-'--'-'--'-'--'-'-'--'
WHAT YOUR PLAYERS WANT ..J

You'll find it easier to create adventures and encoun· as session length or location, new house rules, or
ters your players enjoy once you know what your game world changes with your group. Implement
players like about gaming. If you serve up game ses- changes one or two at a time, in trial periods. If
sions that cover exactly what the group enjoys, then someone expresses unhappiness with a change, roll
the players will have fun. Plus, you can prepare with it back. Set proper expectations and follow a pro·
more confidence and fewer contingencies because cess that respects individuals while trying to please
you know what material the players gravitate toward the group.
and what hooks and encounters they avoid, meaning To avoid overwhelming busy players, consider
faster and easier session preparation. spacing out your questions. Perhaps supply one or
To find out what the members of your group like two questions during sessions that players can think
and dislike, ask them. Player and character surveys about while their characters are idle. Post a question
allow you to discover this information. What would of the week on your gaming group website, or follow
you like to know about your players' gaming prefer- up every session with a short feedback form.
ences? Write down a wish list. If you knew whether Revisit your surveys. Sometimes player and
your group preferred city, wilderness, or urban character tastes change, and you want to keep your
settings, would that affect your campaign plans? information fresh. Administer the entire survey
What about favorite gaming moments, combats, and again, or just pick key questions. A healthy frequency
encounter setups? That information might give you for surveys might be every five character levels, ten
great ideas for future sessions that your players find sessions, or four months.
exciting.
Once you compile a list of details you want to Example character survey questions:
know about your group, turn each item into a ques- • Describe yourself in ten words or fewer.
tion, and then compile your questions into surveys.
• What do you think is your greatest strength?
Use anything related to characters' wants, dreams,
and goals in a character survey. Ask each player to • What do you think is your biggest weakness?
answer this survey from his or her character's point • What is your most distinguishing feature?
of view. You could roleplay to make responses more • Why did you choose an adventuring life?
interesting, since players could consider question-
• Which family members or friends do you hold
naires a chore. Place questions related to player
most dear?
preferences and experiences in a separate player
survey. • What people, groups, or objects hold your greatest
Dividing your queries and the players' answers loyalty?
into character and player categories helps you plan • What career do you want to have one year from
better adventures. Take character answers and weave now? Five years?
those elements directly into encounters by way of • What place do you wish to visit?
monster, terrain, and treasure selection. Factor PC
• Consider your skills. How did you acquire them?
preferences into your plots, as well. Characters might
want to visit certain places, take certain actions, • What do you like to do when not adventuring or
and earn specific achievements. Modify your short- training?
and long-term plans, the setting, and the villains to • What magic items do you crave?
include character desires. You best serve a player • Where do you enjoy hanging out?
through his or her character. Fulfilling the PCs'
• How do you want people to remember you after
survey requests makes a group eager to play and
your death?
happy with your games.
The second part of the equation serves player-
Example player survey questions:
specific preferences. You can serve these inclinations
in the same way you serve character preferences- • What monsters do you like most?
with in-game content and deSign. However, you might • Rate your enjoyment of each of the following
serve your friends better through new house rules, environments from 1-10, 10 being best: a) wilder-
changes to the gaming environment or schedule, ses- ness encounters, b) city encounters, c) dungeons,
sion management, and other metagame issues. and d) unusual locations such as cloud homes or
When you read player survey responses, con- underwater.
sider how you can improve the game and campaign • Rate your enjoyment of each of the following types
based on player feedback. Discuss major items such of adventures from 1-10, 10 being best: a) long

CHAPTER 1 I Group Storytellin8


_rures, b) short adventures, c) linear adven- style. Approach each encounter with character and
and d) open play with no prepared plot. player preferences in mind. Even if you want to
: our enjoyment of each of the following types retain the original content of the encounters you've
: from 1-10, 10 being best: a) combat, b) designed, realize that subtle tweaks during play can
ction with NPCs, c) puzzles, d) investigation, make games more enjoyable. For example, make
e mystery. a foe's magic weapon one a PC desires, change an
NPC's surname and make him a distant cousin of a
u have any session location requests or
ences?
character, or use extra description for magical effects z
because one of your players loves spells and wizardry. 0
imes can you play each week? You can also make checklists of requests and z
do you prefer I contact you about game ideas for each player and character. Then, try to add «
c..
. --, Please provide your contact information. items from these checklists into the game. Check ~
do you prefer we handle characters of absent off an equal number of items for each player by ses- 0
sion's end to maintain balance and fairness. Keep the U
checklists on hand behind your DM screen to make
hree gaming moments would you like to
adding items easier during the game.
e in this campaign?
If you have a top-down DMing style, you do not
need to throw out all your plans and deSigns in order
-e and craft profiles for each player in one
to craft game sessions based on player and character
. u can read up on a player when desired. Pro-
preferences. Just change a few details, because the
contain survey answers, player knowledge,
group will notice a little customization and campaign
eadsheet, or paper forms you maintain.
personalization, and this approach makes everyone
- nable intervals, review your player and
excited to play.
profiles so you can adjust your DMing
- - - ----_._.--._. __ ._-.-._._-.-.--._._-.-._.-
:OHPAN10N CHARACTERS -.J

rescues an imprisoned knight who swears one rule: Add an extra character only when it helps
er as a faithful companion for a year and a fill out a small party or an underserved role.
an tends to the wounds of a young black If fewer than five players participate in a game,
he friendly animal follows the shaman on your group probably struggles with standard encoun-
A "izard takes on an apprentice, a youthful ters designed for groups of five PCs. In addition, your
o learn the ways of magic and use them to group probably lacks one or more character roles.
Adding the right companion character can solve both
ng sidekick, the eager beast follower, and problems.
! henchman feature regularly in fantasy Even in full-size groups, having a few compan-
mics. and movies. Although adding an ion characters available for use helps you cope with
~acter to the adventuring group might make unexpected player absences. When the party's leader
e from a story point of view, instantly rec- misses a gaming session, that friendly local priest
pitfalls can make this decision a bad one: ofKord willing to adventure with you can keep the
- :night consider running a single charac- game on track.
be a full-time job; running two adds a lot of
nd slows down the game.
COMPAN10N CHARACTERS
• g one player to run two characters dimin-
e participation of the other players in the VS. NPCS
hich can lead to frustration and disap- The rules for building companion characters are similar
ent from those players. to the "Creating NPCs" rules presented on page 186 of
the Dunyeon Master's Guide. However, these new rules are
, characters can dilute the individual
better at crafting an adventuring ally for the PCs, whereas
~-·Tl . "C of other party members by doubling (or
the NPC rules are better at helping you build enemies for
'pling) particular roles, which can lead to
your characters.
eeli ng as though his or her character isn't
These new rules are more abstract than the NPC rules:
ntanymore.
They focus entirely on the companion character's role in
the party, rather than building the character through the
cope with these issues, adding an extra
filter of its class. That makes it simpler to create and use
Lan yield Significant benefits. No matter
the companion character.
:ling the story angle, however, remember

CHAPTER 1 I Group Storytellinn


COMPANION CHARACTERS personality, motivations, and important choices. The
players might dictate the companion character's tac-
IN THE GAME tics, but you can overrule them if the players push
Companion characters fill a role similar to that of the companion character into a suicidal position (''I'll
NPCs because you don't design and detail companion hold off this dragon while you guys flee!") or attempt
characters like player characters, nor do companion to exploit him.
characters have key roles in the story as PCs do.
Companion characters exist first and foremost to CREATING A
ensure a fun and exciting game. A companion char-
acter should never disrupt anyone's enjoyment. You COMPANION CHARACTER
control a companion character's presence and role You can craft a companion character by adapting a
in the game and must allow him or her to come and monster from the Monster Manual or another source,
go as appropriate to the story. Remove a companion or by building one from scratch, the same way you
character from the game (or modify the character's create an NPC opponent.
statistics) if she creates an inappropriate impact on When you create a companion character, consider
the game, or if her presence overshadows the PCs. involVing the players in the process, particularly any
The rules for companion characters relate to mon- player whose character has strong ties to the compan-
sters more than to PCs, though companion characters ion character. For example, if the paladin PC decides
share some aspects with PCs. Overall, a companion to take on a squire, the paladin's player might want to
character's abilities offer function over flavor: a small determine the characteristics of that companion char-
array of powers and skills, a few personality elements, acter. You can allow that player to sketch out or design
and the other basic mechanical elements of a char- the squire, but you have ultimate veto authority. If
acter such as defenses, hit points, and healing surges. you want to change something in the player's design,
These rules aim to make the companion character explain your reason to avoid appearing arbitrary or
easy to run, so a single player can handle both a PC unfair. Maybe the companion character's race doesn't
and a companion character with little extra effort. fit into your world, or maybe you think the powers the
Of course, statistics represent only a portion of player chose for the character are inappropriate.
what makes companion characters fun. As the DM,
you have to bring a companion character to life. A USING AN EXISTING MONSTER
character who has an engaging personality and good As an easy solution, use an existing creature from the
story adds a layer of fun to the game. A companion Monster Manual or some other resource to create a
character who doesn't exhibit such details behaves companion character. You can use an "out of the box"
like a game piece, nothing more than a convenient monster as a hired mercenary, a tamed beast, or a
tool for fighting monsters. formerly evil creature that turned its back on its heri-
AllOWing players to run a companion character tage. Just find a monster of the appropriate level and
can ease your burden (you have enough to do role, and apply a few adjustments to its statistics.
handling monsters, traps, and refereeing the game), Simple monsters make good companion characters
but you still have control over the character's because they don't burden a player the way a more
fleshed-out character would. The "Suggested Com-
panion Characters" sidebar gives a list of appropriate
DM BUlLY, PLAYER RUN monsters; use the following criteria to find a good fit.
The rules for companion characters rest on a simple Keep it Simple: As a rule of thumb, allow a com-
assumption: The OM builds the character, and the play- panion character no more than three different attack
ers use the companion character for as long as his or her powers. Otherwise, he or she approaches the com-
presence remains appropriate. plexity of a Pc. You made the companion character
Don't allow players to exploit and abuse the Monster to fill a party role or pad out the group's numbers.
Manual to build a powerful ally_ Instead, use a companion A complex monster defeats that purpose and might
character when the party needs the help of an ally, or to overshadow the characters.
fill out an empty role at a short-handed table. Standard Monsters Only: Avoid elite and solo
At the table, assign the companion character to a player, monsters because they make overpowered compan-
preferably one whose character's background somehow ion characters. Conversely, minions are too weak to
links to the companion character. In combat situations, help out the party.
the player can run the companion character. Medium Is Best: Although Small companion
If a particular adventure does not require the com- characters pose no problems, Large creatures crowd
panion character, tell your group he has an important the characters in a dungeon. Don't use Huge or Gar-
errand that prevents him from assisting the pes Gust as gantuan companion characters except for brief guest
you might do for an absent player's pC). appearances on enormous fields of battle.

CHAPTER 1 I Group Storytellin8


NG A MONSTER INTO 5. Powers. You might have to adjust a monster's
powers to make them fit a companion character.
PANION CHARACTER RecharBe: If the creature has a power that
u use an existing monster as a companion recharges during the encounter, treat it as a normal,
r. keep these rules in mind.
nonrechargeable encounter power.
yel. Make a companion character of the
SwappinB Powers: If a monster's power causes
el as the party. You can adjust an existing trouble in the game because it's overly complicated or
. level up or down to bring it in line with the
powerful, trade one of the creature's encounter attack 2
el. If you increase a monster's level to make powers for an encounter attack power from a class I'
nion character, advance it according to the
·Companion Characters in Play" on page 33.
that shares the companion character's party role. z
he companion character's level by revers-
«
a..
me process. For example, if you reduce a ~
mage's level from 4 to 3, reduce her hit points
SUGGESTED COMPANION oJ
r her attack bonus and defense scores by 1, CHARACTERS
_ a -1 penalty to her damage rolls. Here are a few monsters from the Monster Manual and
ole . A monster's normal role helps determine other sources that make good companion characters.
riate role in the party. Use the following They have attacks and abilities on par with PC at-will or
to determine a monster's appropriateness encounter abilities.
'cular role in the PC party.
It?r: Controller monsters obviously work well Level Monster Role
Ie. Look particularly for controllers with 1 Fire beetle Striker
. Artillery monsters that use area attacks 1 Halfling slinger Striker
_as controllers. 1 Elf scout Striker
..: oldiers make good defenders. If a 1 Gray wolf Striker
an mark its enemies as an at-will attack, 1 Human bandit Striker
i a defender regardless of its monster role. 1 Kobold dragonshield Defender
r monsters, particularly ones that prefer to 3 Gnome arcanist Controller
YJlelee and control a limited swath of the 3 Human guard Defender
im mediately around their own space, can 3 Iron defender Defender
nders in a PC party. 3 Spitting drake Striker
. Fe\\' monsters fit this role because only a 4 Dwarf bolter Striker
ber have the ability to bolster their allies. 4 Human berserker Striker
r hat has the leader subtype can function 4 Human mage Controller
up leader in the party, but many of these 4 Warforged soldier Defender
ha\'e more complicated arrays of powers S Dragonborn soldier Defender
hem otherwise inappropriate. Instead, S Dwarf hammerer Defender
mster that fits the controller or defender S Human noble M Leader
d the default power for leader companion S Rage drake Striker
detailed in step 8 for creating companion 6 Ambush drake D Striker
. ~.-\s sign Feature," on page 31. 6 Dire boar Striker
_Brutes, lurkers, and skirmishers function 6 Dragonkin defender D Defender
iers. Artillery monsters that use single- 7 Eladrin fey knight Soldier
, d attacks also fit the striker role. 7 Hell hound Striker
P oints and Healing Surges. Do not use 7 Human cavalierM Defender
er' normal hit points. The role you assign 7 Macetail behemoth Defender
. ion character determines its hit points as 8 Eladrin twilight incanter Controller
he Companion Character Statistics table 8 Warforged forgepriest M Leader
30. It also gains healing surges, according to 9 Gnome wolverine M Striker
able. 9 Human pirateM Striker
enses. If you want to tweak the monster's 10 Minotaur warrior Defender
ncrease one or two defenses while reduc- 13 Hill giant Striker
efenses. Don't adjust any defense by more 14 Angel of protection Defender
m the baseline given in the Companion 14 Azer foot soldier Defender
tatistics table. 1S Thunderfury boar Striker
. Reduce two other defenses by 1. 17 Firebred hell hound Striker
D: Appears in Draconomicon: Chromatic DraBons
hude, Reflex, or Will: Reduce AC by 1 or
M: Appears in Monster Manual 1
e one other non-AC defense by 2.

C lIAPTER 1 I Group Storytellin8


Choose a power of a level equal to or lower than the gain additional uses at higher tiers or when the party
companion character's level. For instance, you can reaches a milestone.
trade a human mage's thunder burst attack for shock
sphere (a 3rd-Ievel wizard encounter power). CRAFTING A UNIQUE
Avoid Record-Keepin8 Effects: Powers that have
COMPANION CHARACTER
effects that a saving throw can end, or that a monster
If no monster matches your vision for a follower, or
can sustain, burden the player (and frequently prove
if you want a particular kind of character for your
too powerful in the hands of a companion character).
campaign world and your current story arc, you can
Either avoid these monsters or remove the aspect of
create a unique companion character from scratch.
the power that requires record-keeping. For example,
Crafting a unique companion character resembles
change a "save ends" duration to make the effect last
creating a PC or making a unique monster. To do so,
until the end of the companion character's next turn.
follow the steps outlined below.
Avoid Immediate Actions: Players should have to
1. Choose Level: Set a companion character's
worry about immediate actions for only one character
level within one level of the PCs. This practice keeps
at a time. If a player's PC has no immediate actions,
the companion character relevant and prevents him
allow his companion character to have one.
or her from outshining the player characters.
Beware of Game breakers: Don't allow a companion
2. Choose Role: A companion character doesn't
character to have abilities that allow that character
have a character class, but each one does need a party
(and potentially the party) to avoid common obstacles
role to generate numerical statistics and to clarify the
or ignore normal resource management, particularly
character's place in the adventuring group. Page 16
in the heroic tier. Your own experience at the table
of the Player's Handbook describes the party roles of
can tell you what powers or abilities would offer too
controller, defender, leader, and striker.
much of an advantage to the party. For example:
3. Choose Race: If the companion character is
• A companion character who has darkvision, blind- a member of a PC race, he or she gains all the racial
sight, or tremorsense gives the party a warning traits of that race, including the racial power. If you
system beyond their normal abilities. don't choose a PC race for the companion character,
• A companion character who can fly, particularly ignore this step.
one capable of carrying another character, elimi- 4. Generate Ability Scores: Generate a unique
nates too many challenges and potential risks to companion character's ability scores just as you
the PCs. The same holds true for companion char- would for a 1st-level player character (as described on
acters who have teleportation or phasing. page 17 of the Player's Handbook). Unlike with a PC or
• A companion character who can daze, stun, or an NPC, a companion character's ability scores don't
immobilize foes with an at-will power has too improve at higher levels.
much clout. If you want to use such a creature, Ability modifiers don't influence a companion
change the at-will power to an encounter power. character's attack or defense numbers. Ability modi-
fiers still apply when determining hit points and
• A power that restores hit points without costing a
healing surges, damage values, skill check modifiers,
healing surge makes a companion character too
ability check modifiers, and initiative check modifier.
potent. Make such a power a daily power.
S. Determine Hit Points and Healing Surges:
The role you assign to a companion character dictates
6. Magic Items. As a general rule, companion
his or her hit points and healing surges, as shown on
characters don't use magic items. A PC might give a
the Companion Character Statistics table.
magic item to a companion character, but if one does
6. Calculate Defenses: A companion character's
so, do not add the magic item's enhancement bonus to
defenses depend on the role and level you choose,
the companion character's statistics. The companion
as shown on the Companion Character Statistics
character's attack and defense values are already set at
table. Do not apply modifiers for ability scores or
appropriate values for the character's level, so adding
equipment.
these bonuses could lead to an overpowered character.
At your option, increase any non-AC defense by 2.
A companion character can use only one daily
If you do, reduce a different non-AC defense by 2 to
magic item power per day. The character doesn't
compensate.

COMPANION CHARACTER STATISTICS


Statistic Controller Defender Leader Striker
Hit points (level x 4) + 6 + (level x 6) + 9 + (level x S) + 7 + (level x S) + 7 +
Con score Con score Con score Con score
Healing surges 6 + Con modifier 9 + Con modifier 7 + Con modifier 6 + Con modifier
Armor Class 13 + level 17 + level 1S + level 1S + level
Other defenses 13 + level 13 + level 13 + level 13 + level

CHAPTER 1 I Group Storytellin8


ect Powers: Choose a character class that Armor and Shield: Even though the companion III
character's armor and shield do not modify his or a::
me role as the companion character. Note UJ
. appropriate melee and ranged basic her AC, assign such gear as desired for the appropri-
hen select one other at·will attack power, ate appearance. Defenders and leaders, for example,
u nter attack power, and one utility power might wear heavy armor. Apply any armor check and
class. Each of these powers must be no speed penalties.
level than the companion character's Weapons and Implements: Give the companion
the companion character gains levels, character weapons or implements appropriate for his Z
e e powers with new powers of the or her powers. Remember to apply the weapon's pro- I'")
'1 character's level or lower. ficiency bonus to attack rolls.
mpanion character is 11th level or higher, Mundane EqUipment: You can provide various
encounter attack power or utility power mundane gear-rope, trail rations, torches-to a com-
eI or lower. If the companion character is panion character.
or higher, it also gains an encounter attack MaBie Items: Don't equip companion characters
ti lity power of 17th level or lower. with magic items. A companion character doesn't
-jon Feature: Each companion character need magic items to be a viable party member. A
ne of the following four features, as appro- companion character's presence doesn't result in
. or her role. extra magic items placed as treasure (see "Compan-
'r: Once per encounter as a free action, a ion Characters in Play" on page 33), so they shouldn't
an extend an effect on an enemy to end at have any when they join the party.
:.is next turn, rather than his current turn. 13. Roleplaying Details: Flesh out the compan-
. \ "hen a defender hits an enemy with a ion character with details about his or her alignment,
. attack, the defender marks that target personality, appearance, and beliefs as appropriate.
end of her next turn. What a Companion Character Doesn't
. T- \ ice per encounter as a minor action, a Receive: A companion character doesn't receive class
lIow an ally within 5 squares of the leader features or any benefits related to class features that
healing surge. A leader of 16th level or appear in his or her powers.
u e this feature three times per encounter. A companion character gains only limited benefits
. Once per round, a striker deals 1d6 extra from equipment. In particular, a companion charac-
en he hits an enemy he has combat advan- ter gains no enhancement bonuses from magic items.
t This extra damage increases to 2d6 at A companion character has no feats.
nd 3d6 at 21st level. A companion character should know rituals only
culate Attack Bonus: A companion char- if such knowledge is important to your story. You
. bonus equals 4 + level. For attacks with decide if a companion character learns additional
dd the weapon's proficiency bonus. Do not rituals as the campaign continues.
. -iers for ability scores or magic items. A companion character doesn't select a paragon
lculate Damage Bonus: A companion path at 11th level or an epic destiny at 21st level.
- dds the appropriate ability modifier to
as normal. In addition, the character COMPANION CHARACTER TRAITS
I his or her level to all damage rolls. This No matter how you create companion characters,
-es the damage bonuses that PCs derive assign them key personality traits. Make companion
!1d other special benefits. characters more than a collection of numbers.
ose Skills: Choose two trained skills for Don't go overboard; a few key aspects go a long
ion character. Make at least one of these way toward defining a companion character. You can
In ,,-hich a PC has training, so the compan- summarize a companion character's essential ele-
ter doesn't steal the limelight. ments in five sentences, covering the following topics.
ry. you can give the companion character Occupation: Outside ofHfe with the PCs, what
dditional trained skills to fill out key gaps does the companion character do for a living?
.' array of trained skills. Physical Description: Provide a brief summary
e kill check modifiers the same as for a PC of the companion character's appearance. In addition
el - ability modifier + training, if any). Skill to covering the basics (height; build; color of skin,
i iers include racial bonuses, if applicable. hair, and eyes), consider a distinctive qUirk to help
--el. and again at 21st level, companion set the character apart in the players' minds. You can
ain a +3 bonus to each of their trained choose a qUirk from the NPC Quirks table on page
186 of the DunBeon Master's Guide, roll on the table to
ose Equipment: Assign gear to the com- generate a qUirk randomly, or come up with one of
racter as appropriate his or her their role, your own.
d appearance.

CHAPTER 1 I Group Story tell inn


one-handed halfling mage who has been so helpful
to the party struck a bargain with a demon that holds
her missing hand captive and uses it as a ritual focus
to temporarily seize control of her. Use the secret to
inject surprise into a mundane encounter or session.
Make the secret lead to another storyline or resolve a
key element in the story. Roll or choose a secret from
the Secrets table below.

AGENDAS
d10 Agenda
1 Wants revenge
2 Needs t he PCs' help on a quest
3 Needs money
4 Bored, seeks excitement
S Seeks magic
6 Seeks lost relative or friend
7 Seeks fame
8 looks up to PCs (hero worship)
9 Owes PCs a favor
10 Wants to chronicle PCs' adventures

Gloomy pessimist, sees doom everywhere


3 Religious fanatic, tries to convert others
4 Superstitious, sees ill omens in everything
Agenda: Why is the character with the party? S Hedonistic, gambler and drinker
Although a strong personality makes a companion 6 Violent, eager to attack
character memorable, a clear (and perhaps secret) 7 Greedy, takes risks for treasure
agenda gives you a direction for the character. You 8 Barbaric, knows little of civilization
can roll on the Agendas table below, choose one from 9 Patriotic, fights for a noble or a country
the table, or come up with one of your own. 10 Careless, sloppy, makes casual mistakes
You could make the companion character want 11 Bookish, studious, takes copious notes
something that conflicts with the PCs' goals. A larce- 12 loyal, fights to the death for friends
nous dwarf could sneak back to an abandoned temple 13 Suspicious, trusts no one
in the dungeon and steal the sacred ingots that the 14 Altruistic, easy target for a person in need
party decided to leave behind. A knight might prom- 1S Honorable, follows rigid code
ise the mayor to defend the town against an attacking 16 Grim, suicidally brave
kobold horde, forcing the PCs into a tough decision: 17 Vengeful, seeks payback for a wrong
remain behind and help their friend, or push onward 18 Abrasive, insults others
to chase down a fleeing villain. 19 Finicky, overly polite and formal
Behavior: How does the companion character 20 Rude, ill-mannered
interact with other characters? Does he or she have a
pessimist attitude, seeing doom around every corner? SECRETS
You might create a religious fanatic who preaches d10 Secret
religious doctrine and finds a deity's hand in every 1 In debt to crime lord
event. One key behavioral trait provides enough dis- 2 Spy fo r a villain
tinction to make a companion character stand out. 3 Spy for a rival organization
Come up with a behavioral trait that works for the 4 Works for villain but wants to change sides
character, or roll or choose one from the Behavioral S Worships an evil god
Traits table below. 6 Once belonged to evil cult
Secret: Finally, give each companion character a 7 Fleeing from powerful enemy
secret. If that secret surfaces in play, it could prOVide 8 Has a deep phobia
an interesting plot twist or an unexpected complica- 9 Once famous in particular city or region
tion. The PCs discover that their trusted gUide is a 10 Noble in hiding
reformed criminal with a price on his head. Or, the

CHAPTER] I Group StoryteIlin8


1PANION CHARACTERS Orryn displays fierce loyalty to his friends and
risks his life to protect people he cares about. And he
PLAY expects the same loyalty in return.
of how you create companion characters, Unknown to the PCs, Orryn was briefly a member "".
ing rules apply to them in play. of an evil cult in his youth. When he discovered the
unters: When you build encounters, treat truth about the cult, he quit the group, but its mem-
nion character like a full member of the bers still hold a grudge against Orryn.
Mechanically, you built Orryn as a 4th-level
companion character's level is one level defender with fighter powers. His Fortitude is 2
r ower than the party's level, first deter· points higher than normal, resulting in a correspond-
r experience budget for the party as if the ing drop in his Will. This adjustment reflects his
a.
--".....;.., ~ character didn't exist. Then add the expe- tough but sometimes rash nature. ~
rue of a standard monster of the companion o.)
r' level to the encounter. Orryn Glittercave Level 4 Defender
Ie: \Vhen you determine treasure, don't Small fey humanoid. gnome XP-
ompanion character as a party member. Initiative +2 Senses Perception +2; low-light vision
HP 46; Bloodied 23; Healing Surges 10
hould receive treasure, and magic items,
AC 21; Fortitude 19, Reflex 17, Will 15
~---=-'e for the number of player characters.
Saving Throws +5 against illusions
haracters negotiate payment to the compan- Speed 4
er. increase the treasure payout to support CD Battleaxe (standard; at-will) • Weapon
nt. ;\lake sure players understand that +10 vs. AC; 1d1 0+5 damage, and the target is marked until the
_characters have no need for magic items. end of Orryn's next turn.
. g Levels: A companion character begins @ Shortbow (standard; at-will) • Weapon
Ranged 15/3 0; +10 vs. AC; 1d8+2 damage.
rience points equal to the minimum
at the character needed to attain his or her
+ Sure Strike (standard; at-will) • Weapon
+12 vs. AC; 1d1 0 damage.
el. Companion characters gain a full share + Steel Serpent Strike (standard; encounter) • Weapon
rience points earned by the party. +1 0 vs. AC; 1 d1 0 +5 damage, and until the end of Orryn's next
companion character gains a level, he or turn, the target is slowed and cannot shift.
the following benefits: Master Trickster (minor; encounter)
-: Controller companion characters gain Orryn can use the ahost sound cantrip (Player's Handbook,
page 158).
~ leaders or strikers gain 5 hit points, and
Unstoppable (minor; daily)
ain 6 hit points. Orryn gains 2d6+1 temporary hit points.
'IUS: A companion character's attack Fade Away (immediate reaction, when Orryn takes damage;
r'a es by 1. encounter) • Illusion
_ Each of the character's defenses increases Orryn is invisible until he attacks or until the end of his next
turn.
• " "hen a companion character achieves Reactive Stealth
If Orryn has any cover or concealment when he makes an
mbered level, increase his or her damage
initiative check, he can make a Stealth check.
Alignment Good Languages Common, Elven
\ u can replace one of the companion Skills Arcana +6, Diplomacy +10, Heal +7, Stealth +3
encounter powers with a new encounter Str16 (+5) Dex11 (+2) Wis10(+2)
a class that has a matching role. The level Con 13 (+3) Int 14 (+4) Cha 16 (+5)
power must be equal to or lower than the Equipment chainmail, battleaxe, dagger, shortbow with 20 arrows
t:haracter's new level.

COMPANION CHARACTER
--ercave is a gnome warrior, a knight, and
r his people.
big and tough for a gnome, and he walks
(the result of an old injury).
he wants to join the party to help protect
other friendly fey creatures. Or the pes
re cued him from captivity at the hands
rers, in which case Orryn swears to help
plete their current quest. In either case,
haracters in a couple adventures before
me.

CHAPTER 1 I Group StorytelIin8


.-.-._-._-.-.--._.-_._._-.--_._.--.-.--._._-.-.-.-
MAK1NG TH1NGS LEVEL -.J

Even though the Dun8eon Master's Guide recommends Ability Checks: Increase all the character's abil-
that all characters gain levels at the same rate, you ity check modifiers by one-half the level difference
might have characters of different levels who want (round down).
to adventure together. Perhaps an old gaming buddy Hit Points: Increase the character's hit points by
drops in for a guest appearance and wants to play an amount equal to the level difference x the number
a character six months out of date, or a new player of hit points the character normally gains per level.
arrives with a character who doesn't measure up to Damage Rolls: The character gains a bonus to
the rest of the PCs. In such a circumstance, you might damage rolls with encounter and daily attack powers
intentionally set up a situation in which one PC acts equal to one-half the level difference (round down).
as a sidekick to a group of higher· level characters. If the party is 21st level or higher and the charac-
You can adjust a character to fit in with a group ter is not, treat the character's at-will attack powers as
of characters of significantly higher or lower level. if the character were 21st level.
Use the adjustments described in this section as a What the Character Doesn't Receive: New
temporary fix- if a character wants to join the group powers, new feats, ability score increases, improved
permanently, adjust the character's level according to class features, paragon path benefits, epic destiny
the parameters in the Player's Handbook. benefits, additional magic items, extra uses of daily
Use this approach for no more than one or two magic item powers, or any other benefits normally
characters in a party and only as a short-term solu- gained by a character of the new level.
tion. Although a sidekick of this nature can keep up Experience Points: The character gains the same
with higher-level comrades for a few encounters, he amount of experience from encounters as everyone
or she doesn't have a full range of powers and might else. This adjustment allows the character to rapidly
qUickly run out of options. Similarly, a character close the level gap with the rest of the party.
scaled down to adventure in a lower-level group still Example: A visiting player brings a 5th-level
has advantages over his or her allies; such a charac- fighter to your table, whereas the rest of the group
ter outshines the other characters ifhe or she hangs has 10th-level characters (a level difference of 5).
around for too long. You give the character a +5 bonus to attack rolls and
Don't use this system unless at least two levels defenses, a +2 bonus (one-half the level difference,
separate the characters. A difference ofjust one level rounded down) to skill checks and ability checks, and
between characters is not enough to worry about. 30 additional hit points (a level difference of 5 x 6 hit
points per level). The character receives a +2 bonus to
Up FROM A LOWER LEVEL damage rolls with encounter and daily attack powers.
If you need to temporarily boost a character's abilities When the party overcomes a 10th-level encounter,
and don't want to use the normal process, this section this 5th-level character gains 500 XP. The 10th-level
offers a simple system that keeps the lower-level char- characters need eleven of those encounters to reach
acter on par with the challenges in your adventure. 11th level, whereas five encounters bring the 5th-
These adjustments might represent a short-cut level fighter to 6th level. After those five encounters,
abstraction of the abilities possessed by higher-level start with the base character again, advance the char-
characters: "Garik is 12th level. His character sheet acter to 6th level normally, and repeat this process
lists him as 6th level because I haven't had time to (this time with a level difference of 4).
advance him yet." Alternatively, you might make the
boosts temporary: The character draws on the talents DOWN FROM A HIGHER LEVEL
and inSights of his higher-level allies to survive battles Although low-level characters more commonly tag
in which the challenges are over his head. along with high-level characters, the converse can
To adjust a character's statistics, use the following also occur. If you need to add one character to a party
guidelines. In each case, "level difference" is the dif- whose level is Significantly lower-perhaps a grand-
ference between the level of the character you want master joining the group for an adventure with his
to adjust and the level of the rest of the party. students-use the following guidelines to adjust statis-
Attacks: Increase the character's attack bonus by tics accordingly.
the level difference. Attacks: Reduce the character's attack bonus by
Defenses: Increase all the character's defenses by the level difference.
the level difference. Defenses: Reduce all the character's defenses by
Skill Checks: Increase all the character's skill the level difference.
check modifiers by one-half the level difference
(round down).

CHAPTER 1 I Group Storytellin8


Reduce all the character's skill Experience Points: The character gains the same
one-half the level difference amount of experience from encounters as every-
one else. This practice prevents the character from
: Reduce all the character's abil- outpacing the rest of the party (and encourages the
by one-half the level difference character to return to adventures more appropriate to v
his or her level). 2.
uce the character's hit points Example: A 20th-level wizard tags along with a :r
I to the level difference x the group of 10th-level characters (a level difference of r-
the character normally gains IO). Impose a -10 penalty to the character's attack ~
rolls and defenses and a -5 penalty to skill checks ~
aracter loses all utility powers of and ability checks. Reduce the character's hit points «
e party level. The character also by 40 (a level difference of 10 x 4 hit points per level). :E
_ ned from a paragon path or epic Impose a -5 penalty to the character's damage rolls
ers are higher in level than the with encounter and daily attack powers. He loses
his 12th-level utility power and all his paragon path
: The character takes a penalty to powers (his lIth-level encounter attack power, his
encounter and daily attack powers 16th-level utility power, and his 20th-level daily
e level difference (round down). attack power).
i 21st level or higher and the The 500 XP award this character receives from
e . treat the character's at-will completing a 10th-level encounter does little to help
e character was 20th level. him reach the next level-he needs 64 such encoun-
_ . Don't reduce the character's abil- ters to reach 21st level. Of course, during that time,
t any class features. Keep the the rest of the party gains several levels, decreas-
path features and epic destiny ing the level difference. And as the rest of the party
n't remove any feats. Don't change advances, the character looks forward to facing
don't change the number of more challenging encounters that earn him more
i em powers the character gains. experience.
=--=-~--

MULT1PLE CHARACTERS PER PLAYER


new player options, the expanding formulate encounters and story lines that result in char-
more possibilities-more than play- acter death on a regular basis (and your players agree
- course of a normal campaign. What that this approach sounds fun), tell your players to keep a
rs. excited by the classes and races backup character on hand, of the same level as the rest of
1 want to start new characters? Do the party.
. Do you throw your campaign con- If your campaign involves world-shaking events unfold-
~.,........'u and let a whole new party pick up ing in multiple places across the globe, you might invite
=- off? Or do you jettison your whole your players to create two different parties of characters,
7.3in? and then switch the action between groups for different
ess drastic than all of these can keep adventures. One group of characters searches for the hilt
d your campaign stable. of the legendary sword Durindana while another group
a Mdu ngeon ofthe week" approach of heroes looks for pieces of the shattered blade. The
n8eon Master's Guide), your players goal of both groups is to reforge the sword and wield it
c aracters on different adventures. against Vecna. You might run one group's adventure for a
aracters (including multiple charac- few sessions, and then switch to the other group for the
to an exploration society. For any next few. All the characters in each group should be the
- assemble a group of adventurers same level, though the two groups might differ in levels.
~ ssion to mission. In this situation, a For example, one band of epic-level characters deals with
ing paladin in one session and a a terrible threat against the entire fabric of the universe,
ext. Just make sure that the party while their heroic-level counterparts contend with the
hat each of its different configura- local repercussions of that threat.
- mix of roles. Whenever a character If you have a small number of players and you want each
c aracters of that player should also player to play multiple characters at once to have a group of
; er can swap his or her characters four or five characters, you should use the rules in this chap-
ter for companion characters rather than making any player
ar solution if you plan a campaign take on more than one full-fledged player character.
al to adventurers. If you intend to -James Wyatt

CHAPTER 1 I Group Storytellin9


THIS CHAPTER expands on the information
presented in Chapter 4 of the Dun8con Master's Guide
to give you tips, techniques, and a few tricks to make
dynamic, exciting combat encounters for your game.
The chapter covers a wide range of topics .
.. Encounter as Story: Building on the story foun·
dations laid out in Chapter 1, this section discusses
encounters as turning points in the story of your
adventure and focuses on encounter objectives
that add purpose to a combat encounter.
.. Player Motivations: This section focuses on
the player motivations described in the Dun8eon
Master's Guide and describes how to tailor combat
encounters to the players at your table .
.. Large and Small Groups: This information can
help you design encounters for unusually large or
small groups of player characters.
.. Encounters and Attrition: This section includes
a discussion of encounter pacing and suggestions
for how to push characters onward when they
want to stop for an extended rest.
.. Creating Movement: Learn how to avoid static
encounters .
.. Terrain: Using additional terrain in your encoun·
ters, including terrain with inherent attack powers,
can make each encounter unique .
.. Designing Traps: Use this gUide to create traps
for your adventures; you'll find plenty of examples .
.. Pulling It All Together: An example encoun·
ter combines the elements of this chapter into a
dynamic fight.

CHAPTER 2 I Advanced Encounters


. -.-.--.--.-.--.-.--.-.--.--.-.-.--.-.--.-.--.-.-.~

ENCOUNTER AS STORY ~

A well-crafted encounter is a key scene in the story fills your players with anticipation and tension as
of your adventure and in the overarching story of the your adventure progresses toward its climax.
characters in your campaign. If you build your adven-
ture like a structured fantasy story, sharing a similar SETTING ENCOUNTER
dramatic structure with novels, movies, and plays,
then an encounter equals a scene in that story. The OBJECTIVES
encounter acts as a discrete element in which ten- Players can quickly grasp the objective of an encoun-
sion builds in steady increments toward the climax of ter in which their characters face a horde of savage
the adventure. (See Chapter 1 for more discussion of orcs. The characters understand that they must fight
story structure.) for their lives, and they either try to kill all the orcs or
Viewed as part of a larger story, a great encounter escape from them. Other encounters have less obvi-
has three key ingredients. ous goals, such as finding an important clue, securing
History: It builds on what the characters have an alliance with a group ofNPCs, or defeating a mon-
learned in past encounters and previous game ster before it kills innocent bystanders or assassinates
sessions. the baron. Every encounter should have a specific
Clear Objective: The characters must try to objective, even ifit's straightforward. Ambiguous
accomplish a specific task. goals could leave your players frustrated or bored.
Significant Outcome: The characters might An encounter's objective also links the encounter
easily accomplish the objective, barely succeed, or into the adventure story. If the overall story of your
fail entirely. However the encounter resolves, the out- campaign involves a quest that the characters embark
come matters and relates to later encounters. on to deliver a precious relic to a remote monastery,
then each encounter in your campaign should have
BUILDING ON THE PAST an objective that moves that quest forward. For
example, during encounters along the way, the char-
A strong encounter builds on information the
acters might have to protect the relic from enemies
characters have acquired in the course of previous
who want to steal or destroy it. These encounters
encounters. You can create stronger encounters by
build toward a climactic showdown with the leader of
foreshadowing what lies ahead.
those evil forces.
Introducing information about an encounter
The use of a secondary objective can make
ahead of time builds anticipation or apprehension.
straightforward combat encounters more interest-
For example, if you know the climactic battle in an
ing. The secondary objective might force characters
orc-filled adventure features the brutal orc chieftain
to approach the encounter differently, using their
and his ogre bodyguard, orcs in earlier encounters
powers or strategizing in ways they normally
could name the chieftain and speak fearfully of the
wouldn't. A time limit is a simple example of a sec-
ogre. When one orc suggests running from the PCs'
ondary objective: Not only do the characters have to
onslaught, another says, "No! Angarr will feed us to
overcome a gang of bandits, they have to do so in a
the ogre if we flee!"
small number of rounds. If they don't beat the clock,
Laying the groundwork for future encounters can
the hostage awaiting rescue in the next room will
also help the players succeed. For example, the party
succumb to his wounds.
seeks an audience with a grand duke who has no tol-
erance for rudeness or insolence. When the duke is
introduced to the characters, tell the players that the THE OUTCOME MATTERS
duke frowns at them and acts condescending. This A clear objective can make it easy to determine the
information might keep the PCs on their toes par- consequences of success or failure in an encounter.
ticularly if you also tell them the grand duke recently If the characters' objective is to protect a relic from
imprisoned someone who was rude to him during shadar-kai that plan to steal it, then failure might
an audience. This setup builds the players' anticipa- mean the PCs must reclaim the item from the victori-
tion as they prepare for the audience and helps them ous thieves. Success, on the other hand, could mean
avoid imprisonment. that the players come across fewer shadar-kai in a
You can use the same technique to prepare the later encounter, or it could mean that the characters
characters for random wilderness encounters. Let must face the shadow dragon that commands the
players know what to expect if they wander off the shadar-kai. (See the discussion of branching in Chap-
beaten path or stray into the nearby forest: Perhaps ter 1 for more ideas about how to use the result of an
woods folk warn the PCs of deadly spiders or fey- encounter as a way of determining the characters'
haunted clearings. Foreshadowing what lies ahead next encounters.)

CHAPTER 2 I Advanced Encounters


; 38 --
I
')
Failure is a possibility in any encounter; the more
pertinent question is how successfully the characters F1N1SH1NG STRONG
deal with a challenge during an encounter. Following Players find the end of a great encounter meaningful and
are some examples of possible outcomes. memorable. No matter what the scene is about, spice it
• The characters take advantage of their opportuni- up and leave them wanting more. If the characters just
ties and deal with the threat successfully. The PCs vanquished the main villain of the adventure, they might
use few of their resources and enjoy the rewards of stumble upon a mysterious fact or witness a strange event
the encounter with few setbacks. that leaves them wondering if they have wrapped up the
adventure as neatly as they thought.
• The characters overcome the obstacles facing
A sense of resolution can also provide a strong finish
them-at a cost. The PCs might head into the
to an encounter. When the characters achieve one of the
next encounter with fewer healing surges or daily
main goals of the campaign, give them an appropriately
powers at their disposal. Worse, an enemy that
lavish reward. Make it a truly memorable scene, full of
fled the fight could raise an alarm (leading to
pomp and gravity. Allow the characters to bask in their
tougher encounters ahead) or escape with impor-
own glory.
tant information.
Then set up your next adventure with a surprising twist
• The characters fail to overcome the challenge. in the middle of the celebration! End your session with a
They might flee from a combat encounter, or their cliffhanger, and your players will be hungry for more.
enemies could capture them. They don't receive - Vax and James Wyatt
a reward for the encounter, they suffer a serious
setback, and they might have to work hard to over-
come the consequences of their failure.

he outcome of one encounter should play into the


ext encounter. Success in an encounter carries the
haracters toward completing the overall goal of the
dventure. Failure leads the characters to a new turn-
ng point.

C I-I APTER 2 I Advanced Encounters


SAMPLE ENCOUNTER are escorting an NPC to a destination where he or
she can be cured of a crippling condition, they might
OBJECTIVES create an ally if they succeed.
Use the following story-rich objectives as foundations If the characters protect an item, it might be an
for complex and compelling encounters_ Although artifact they need to complete an important ritual, a
these objectives focus on a single encounter during gift meant to seal an alliance with another group, or a
an adventure, you can use them in multiple encoun- religiOUS icon that could end a struggle that has torn
ters that combine to form one obstacle or problem the apart a religiOUS order. The villains could send thugs
PCs must overcome_ after the characters with the sole intention of destroy-
ing the item.
MAKE PEACE Objective: Keep the NPC alive or the item intact
Through a misunderstanding, the characters must for the duration of the encounter.
fight monsters or nonplayer characters who should be Possible Outcomes: Although this sort of encoun-
allies_ Perhaps the characters' enemies have deceived ter looks like an all-or-nothing proposition, a middle
the leader of the NPCs into attacking the PCs, or ground exists. For example, the characters could
maybe the NPCs are xenophobic or territoriaL avert failure by using a Raise Dead ritual to revive
Objective: The characters must convince the a dead NPC. The characters might also achieve dif-
members or the leader of the opposing group that the ferent degrees of success based on whether the NPC
two groups should work together. or the item takes damage during the fight, whether
Possible Outcomes: The characters need allies, the party's enemies recognize the NPC or the item,
so skill at negotiation is more important than martial or whether the NPC completes a specific task before
prowess. If the party's diplomatic attempts falter, the dying.
PCs face a fight. This encounter could produce these • The characters protect their charge by avoiding
outcomes: combat, either hiding from their enemies or flee-
ing before their foes engage them.
• The characters avert a fight, prevent injury or loss
oflife on both sides, and convince the NPCs to • The characters fight off the attackers and protect
become their allies. the NPC or item.
• Fighting breaks out, but the characters convince • The characters protect the NPC or the item, but
the other side of their good intentions and stop the their enemies see and identify the NPC or the item
conflict. One or both sides are bloodied or suffer and use this information against the PCs later.
casualties. • The NPC survives but is wounded. This injury
• The characters break off the fight without secur- could hinder the character's ability to perform the
ing the aid of the NPCs, opting to flee rather than reqUired task or could otherwise diminish his or
harm potential allies. her usefulness to the player characters.
• The characters fail to secure the NPCs' aid and • The item breaks but is not rendered useless. The
defeat them in combat, perhaps knocking them characters can recover enough of the item to
unconscious or taking them prisoner. At worst, the undertake a quest to repair it, or they can use the
PCs kill the opposing group and lose these poten- item for its intended purpose at a less effective
tial allies. leveL
• Enemies capture or kill the NPC, or the PCs lose
PROTECT A PERSON OR AN ITEM or destroy the item. The characters must rescue or
The characters act as bodyguards, or they have an resurrect the NPC or repair the item, or else they
ancient or fragile item they must transport to a spe- must find a new way to accomplish their goaL
cific location. In every challenge they face the risk • The characters keep the NPC alive long enough
of breaking the item or endangering the character for him or her to complete a necessary task but
they're protecting. not long enough for him or her to give the PCs
The nature of the nonplayer character the PCs a reward or important information needed for
must protect can affect the difficulty of the encoun- a later encounter. For instance, the elderly sage
ter. In an easy encounter, the NPC could be a smart completes the ritual to seal the demongate but dies
warrior, capable of aiding the characters in combat under a demon's claws before he can warn the
if necessary. For a tougher encounter, make the NPC characters of a threat he discovered in the course
incompetent, prone to panicking in combat, or apt to of the rituaL
risk the lives ofPCs through dubious decisions. Alter-
natively, you could create NPCs who are grievously
injured, too young or too old to fend for themselves,
or wracked by debilitating diseases. If the characters

CHAPTER 2 I Advanced Encounters


• The guards sound an alarm. Reinforcements could
RETRIEVE AN OBJECT
arrive immediately, or the characters might find
I n this objective, the characters must gain possession V
future encounters more difficult because the ene- t-
of a specific object in the room or area, preferably Jl
mies are prepared for the characters' arrival.
before combat finishes. This type of encounter has Jl
two basic scenarios. First, the enemies the PCs face <C
are overwhelmingly powerful, creating a situation STOP A RITUAL
,·here the characters must retrieve the object and An evil cult leader, a malevolent sorcerer, or a demon
then either flee or use its powers for protection. performs a ritual that has dire consequences if the
econd, the enemies desire the item as much as the PCs fail to stop it. A gateway to the Ninth Hell could
characters do, and both parties race to obtain it. open, a terror from beyond the stars could make its
Objective: Reach and secure an object in the way into the world, or a horde of slavering demons
encounter area. Securing the object could mean could erupt from the Abyss at the completion of the
pocketing a small item, activating a large object in ritual. Only the characters can prevent these events
he room, or opening a locked chest containing the from happening.
object. During an encounter, the characters might Objective: The characters must interrupt the
have to search the area to find a hidden item. ritual before their enemy completes it. They might
Possible Outcomes: If the characters acquire the have to kill the ritual caster quickly, fighting their
object, they succeed. If they don't, more possibilities way past bodyguards to reach their target. Or they
open up. might have to destroy special focus items used in the
ritual (smash statues, extinguish candles or burning
• The characters retrieve the object and either
braziers, or splash holy water on the infernal altar).
escape with it or use it to defeat their enemies in
The ritual caster's participation adds an interesting
the encounter.
element to this type of combat encounter. You might
+ The characters obtain the object, use it once, and determine in advance that the caster must spend
then lose it to their enemies. The object helps five standard actions to perform the ritual and also
them, but not as much as they had hoped it would. use a minor action to sustain the ritual each round.
+ The characters fail to retrieve the item and must Stunning the caster disrupts the ritual, and the caster
either pursue the enemies who took it or find a could participate in combat at the cost of not making
way to achieve their goal without it. progress with the ritual. Alternatively, the ritual
caster could remain absorbed in performing the
SNEAK IN ritual until the characters successfully disrupt it, at
he characters need to move through the encounter which point the caster joins the combat in an effort to
area without raising an alarm. Succeeding could destroy them. As a third possibility, the ritual caster
mean killing the guards and thereby ensuring that takes an active role in the combat until the characters
none of them reach the enormous gong on one side disrupt the ritual, which causes the caster to flee or to
of the chamber, or it could mean sneaking through a be destroyed by the failed ritual.
maze of rooms undetected. Possible Outcomes: To prevent this sort of
Objective: Reach a destination or kill all the encounter from dead-ending the adventure or your
defenders without raising an alarm. entire campaign, set it up so that either the charac-
Possible Outcomes: The outcome of an infiltra- ters have excellent odds of disrupting the ritual, or
tion encounter can have a dramatic effect on future the ritual 's completion doesn't have world-shattering
encounters, or on the rest of the adventure. If the consequences.
characters succeed, they can bypass significant • The characters stop the ritual in time and avert
obstacles. If they fail, they face stiffer resistance in the catastrophe.
encounters ahead.
• Each round the characters spend in combat with-
• The characters succeed-no alarm is raised, and out stopping the ritual, more combatants join the
anyone who became aware of their presence is fray- cultists hurry into the room from elsewhere
dead or disabled. in the temple complex, or demons spill up from
• The characters fail to sneak through the area, and the yawning chasm in the floor. The characters
guards attack them. This outcome can lead to a succeed in stopping the ritual but suffer Significant
second encounter with the same objective, since losses during combat.
the characters must defeat these guards before the • The characters fail to prevent the ritual and must
guards raise an alarm. find a way to undo what the ritual accomplished.
+ One guard manages to alert more guards in the
next room, making for a tougher encounter.

C IIAPTER 2 I Advanced Encounters


.-.-._-._-._--._.-_._. __ ._-_._._-.-.--._._-.-._._-
PLAYER MOT1VAT10NS -.J

Different players have different motivations. Pages Add Roleplaying Elements to Combat: From
8-10 of the Dun8eon Master's Guide outline eight lowly kobolds to mighty dragons, the monsters the
archetypal player motivations you might find at characters face in combat can come alive if you
your game table. If you understand these motiva- imbue them with personality. Challenges, taunts, and
tions and know how to encourage your players, insults can be fun and particularly appropriate when
you can tailor the encounters in your adventures to a character marks a monster or vice versa. Monsters
better suit your players' tastes. The following pages might gloat or curse during the ebb and flow of
suggest speCific ways to make encounters appeal to battle. Describe the monsters' attacks the way actors
your players, helping each player have more fun at would describe their own actions, even when the
every session. monsters miss. Keep a list of taunts, curses, and dra-
These suggestions include seating arrangements, matic descriptions on hand in case inspiration fails.
based on the idea that adjacent players influence one You might let characters use Bluff, Diplomacy,
another. You might not want to assign seats to your or Intimidate checks to influence monster actions
group and might instead allow your players to choose during combat. This tactic allows players to trick ene-
their own seating arrangement. However, if you have mies into taking actions that benefit the characters.
trouble engaging the players in your group, review Characters might goad their foes into entering haz-
the seating suggestions and see if steering players to ards, draw enemies into positions that give characters
different seats helps. combat advantage, lure enemies away from a blood-
ied character, or convince a monster to attack the
THE ACTOR character who has the best defenses. Actor players
might want to try these tactics; you must determine
One actor at your table can inspire the rest of your
an appropriate skill check and assign a DC for the
group to roleplay, bringing all the player characters
check.
to life. At their best, actors make the game feel like
Leverage Character Details: Make an effort to
more than a game- something more akin to a fantasy
include characters, locations, and events from the
novel or movie.
actor player's character background in encounters,
Seating: The best seat for an actor is directly
particularly in climactic fights against major villains.
opposite you, perhaps at the far end of a table. With
For example, if the actor PC's father died in a duel
all the other players between you and the actor, the
with a tie fling, you could choose that same murder-
actor's dramatics won't close you off from the other
ous tiefling darkblade as the adventure's villain.
players. A clear view of the actor's body language
When the characters confront this villain, the tiefling
might make you feel more engaged in roleplaying,
recognizes the daughter of the human he killed years
and the two of you can encourage the rest of the
ago and taunts her: "So you're Andrunn's brat? No
group to be more involved.
better at swordplay than your father, I see." The actor
An actor seated beside a shy player can help to
might find that villain more satisfying to defeat than
draw that player out over several game sessions.
just another tiefling darkblade, and you didn't need
Encounter Types: Actors thrive in skill chal-
to make a single change to the monster's statistics.
lenges of all sorts, and they especially flourish in
challenges that involve interaction with NPCs.
Combat doesn't necessarily leave the actor cold-vivid ACTORS IN KOBOLD HALL
descriptions of powers and other actions in combat
As written, Kobold Hall (in Chapter 11 of the Dun8eon
can engage the actor the same way dramatic interac-
Master's Guide) offers few opportunities for interaction
tion draws in other characters. encounters in which actors thrive. However, you could
Provide Vivid NPCs: QUirks and mannerisms
roleplay the kobolds before and during the combat
that bring NPCs to life (see page 186 of the Dun8eon
encounters-the kobolds in area 3, for example, could
Master's GUide) give the actor ideas for interacting
taunt the player characters and berate them for interrupt-
with the NPCs. With actors in your group, you can
ing a skull-skull game. You might also have the dragon talk
spend more time in the characters' home base with
before attacking, giving the characters a chance to plead
NPCs who offer the players adventure hooks or
for their lives and the actor players a chance to shine.
important clues, turning what might otherwise be a
-James Wyatt, from
bland information dump into a lively interaction. In a
Dun8eon Master 4th Edition for Dummies
straightforward dungeon crawl, detailed descriptions
of key monster opponents can immerse the actor in
the action.

C H APTER 2 I Advanced Encounters


THE EXPLORER 1/1
Z
Having an explorer at your table can keep the players C
interested when the action stalls, because explorers
enjoy seeking information. They help the group find ~
>
clues and secret doors and help keep the adventure
on track-except when the explorer derails it by
looking for secrets that don't exist. You can satisfy
explorers by giving them plenty of clues to find.
Seating: If the explorer likes to draw maps of
the adventure area, then have that player sit next to ....
you, so you don't have to talk across other players to 0..
resolve the map details. Explorers can inspire new
players with their curiosity and enthusiasm, so seat
new players next to explorers when possible.
Encounter Types: Similar to actors, explor-
ers thrive in skill challenges, particularly ones that
involve research, puzzles, or digging up hidden
in formation. Explorers also enjoy the time between
encounters, so be sure not to gloss over the ancient
dungeon corridors and grand entry halls devoid
of monsters. To engage your explorer, plan combat
encounters that include puzzle elements, such as
complex traps, to make the encounter area livelier, or
insert surprising hazards to navigate around.
Monsters with Secrets: Explorers enjoy combat
cenarios that offer a secret about the monsters they
face . For example, when ghosts and the wights attack,
(he explorer might want to know who these undead
creatures were in life, why they were cursed with
undeath, and how that information might pertain The combination of history and tactics pleases the
10 the current adventure. Make a straightforward explorer's sense of world logic.
combat encounter with undead more appealing to an Puzzle Encounters: Create encounters-combat
explorer by explaining that the tiefling ghosts think or otherwise-that have elements the players need
(he PCs are the dragonborn soldiers of Arkhosia who to figure out. Perhaps the characters encounter a
' -iIled them the first time around. group of hobgoblins in a room that features alternat-
You can achieve the same effect with mundane ing black and white squares on the floor. Through
monsters if the combat encounter reveals interesting trial and error, the PCs learn that they have to move
details, such as those of a hobgoblin culture in this like chess pieces or take damage: On the "board," the
region. The newly acquired knowledge that hobgob- first square a character enters determines how that
lins take pride in being the first to score a hit during character must move for the duration of the encoun-
combat enriches the explorer's satisfaction of emerg- ter. Or maybe four pillars pop up from the ground,
ing victorious from a tough combat encounter. creating dangerous arcs oflightning across the
Monsters with Weaknesses: Throw the party
into a challenging encounter, but give them a way to
eyen the odds, possibly hidden in the terrain or on EXPLORERS IN KOBOLD HALL
a monster. For example, the characters encounter a Kobold Hall used to be a walled keep for a minor human
dragon in a large room with a shrine in one corner. lord whose name and history are long forgotten. You can
\ \ 'hen the fight starts, the players might notice that engage explorer players by inventing a history for the
rhe dragon avoids the shrine, focusing its attacks on place and providing clues to the background you invent.
(he characters farthest away from it. If the characters Explorers might be intrigued to learn that the altar now
orce the dragon closer to the shrine, they discover dedicated to Tiamat (in area 1) used to be a shrine to
-hat the dragon's defenses drop, and if they stand loun and that the stone coffins hold the remains of a
adjacent to the shrine, it boosts their defenses. The long-lost noble line. What if the players find an heirloom
characters eventually learn that the individuals who of the family that spurs them to find any surviving heirs
built the shrine dedicated it to Bahamut, and the to the line?
dragon's attempts to defile it have failed to sever the -James Wyatt, from
hrine's connection to the deity ofjustice and honor. Dun8eon Master 4th Edition for Dummies

CH APTER 2 I Advanced Encounters


room in a regular pattern. The characters can avoid • If a character tinkers with an item, it explodes in
and then exploit the hazard by maneuvering their a burst 2 or a blast 3, making an attack against
enemies into the path of the lightning. These types of Reflex with a modifier equal to the party's level +3
puzzle elements engage explorers- and make combat and dealing damage on a hit equal to the appropri-
encounters more memorable for all your players. ate medium limited damage expression on page
42 of the Dun8eon Master's Guide. As a positive side
THE INSTIGATOR effect, the explosion could harm enemies as well
as the instigator; place the item in an area where
Like an explorer, an instigator at the table can be an
the instigator's foes are likely to take more damage
ally to the DM by preventing the group from getting
than his or her allies.
bogged down in indecision or caution. Instigators
need little help to enjoy the game because they • Liquid or sludge spills over the floor, creating an
amuse themselves. Engage instigators in the game area of difficult terrain.
by allowing them to affect their surroundings. Noth· • A cloud of dust erupts into the air, obscuring an
ing frustrates instigators more than trying to cause area for 1 or 2 rounds.
trouble and failing, with the result that their actions • The character disturbs a sleeping monster-
don't necessarily benefit the party. Be prepared typically a dungeon denizen such as a dire rat, a
to downgrade the consequences of an instigator's kruthik, or a carrion crawler.
actions if necessary to prevent him or her from get-
• A dimensional rift tears open and teleports the
ting the party killed.
character IdlO squares in a random direction.
Seating: Assign an instigator to a seat next to
you, where he or she can easily attract your attention • The character finds an injured creature caught in
when he or she wants to try something. An instigator a trap. Freeing the creature secures its help for 1 or
seated next to indecisive players can help spur them 2 rounds.
to action. • The character finds a secret compartment contain-
Encounter Types: Combat encounters offer the ing a treasure parcel, perhaps including an item
most action choices to instigators, and a wide-open that can help the party in the current encounter.
skill challenge that brings numerous skills into play
can be an instigator's playground. Busy Work: Instigators pose the risk of setting
Battle Grid Surprises: Allow instigators to the pace for the game and interfering with other play-
explore everything on the battle grid. If you use Dun- ers' enjoyment. If your instigator has no patience for
8eon Tiles or preprinted maps, prepare notes about interactions that your actors and storytellers thrive
the minute details and mundane features of the on, he or she might disrupt those scenes and spoil the
map to determine what happens when the instigator other players' fun. As a solution, occupy the instigator
pokes, prods, opens, or breaks these features. If the with tasks unrelated to the game's action. This tactic
map shows crates and barrels stacked in the room, occupies an instigator while the other players engage
the adventure text might give a generic description in activities they enjoy.
of what players can find inside. Your instigator might When you sense a restless instigator, ask him or
also knock over braziers, spill casks onto the floor, lift her to do one of the following quick favors.
carpets, and tear down tapestries. Use the guidelines • Clear away the map or tiles from the last combat
for terrain powers (pages 62-63) in these situations. encounter to make room for the next.
Although toppling a brazier onto an enemy should
• Set up Dun8eon Tiles or gather miniatures for the
cause less damage than being hit by the characters'
next encounter.
powers, instigators might find it more entertaining.
You can also allow instigators to find unexpected • Tally up and divide experience points from the last
ways to move around the encounter area. Secret pas- encounter or the session so far.
sages that circle around, perhaps bypassing blocking • Refresh everyone's drinks or open a new bag of
terrain, can reward the instigator with an opportu- chips.
nity to sneak up on the monsters.
The two most disheartening words for an instiga- THE POWER GAMER
tor player might be "Nothing happens." Instigators
Your group can overcome challenges more efficiently
enjoy interacting with their surroundings, so pre-
and have fun in the process if the group includes a
pare consequences ahead of time for the instigator's
power gamer. Power garners have extensive rules
actions-consequences that make the game more fun
knowledge, since they must know the rules to take
for everyone. Create a group of possible results to
advantage of them. This type of player can serve as a
keep your game moving when an instigator's charac-
valuable resource, saving you from having to look up
ter tries something unexpected. Your results might
rules you don't remember.
include the following events.

CHAPTER 2 I Advanced Encounters


Seating: Seat the power gamer near you if you skills or abilities. You don't want to punish the player I.Il
an to use him or her as a ready rules reference. or try to defeat the character; rather, you want to offer ~
'milarly, a power gamer can bring a new player up a broad range of challenges. Testing a character's
peed if you seat them together. Be sure the power weaknesses encourages the player to improve his ~
, _mer doesn't dictate the new player's actions; the her play style. This technique motivates the player >
'yer gamer should only help a new player under- to acquire items or find other ways to shore up those
nd what's going on. weaknesses-and to learn to rely on the other charac-
Power garners sometimes downplay the impor- ters in the group.
Clce of story and roleplaying, so you might want to Make Villains Learn: If you can manage to keep
ce them near actors and storytellers. This proxim- a recurring villain alive over the course of a long
can lead to productive synergy, but sometimes it adventure , make sure that the villain learns from
s to conflict, depending on the personalities of each encounter with the characters and adapts his
players involved. or her tactics to counter the characters' strengths.
Encounter Types: Power garners optimize their By the third time a villain meets the characters, that
.lracters for combat, and if you establish that your villain has a good idea of what they're capable of and
paign will feature skill challenges and other has come up with ways to frustrate them. The power
s of encounters, die-hard power garners will opti- gamer will be challenged to explore new tactics
'ze their characters for those challenges as well. For rather than to simply replay the same old fights.
ance, in ordinary circumstances power garners Reward Engagement: Power garners respond
ht not be inclined to take the Linguist feat, but to rewards. In the same way that a power gamer
Jur campaign rewards characters who have a will take the Linguist feat if your campaign clearly
tery of multiple languages, power garners in your rewards that knowledge, a power gamer will remem-
up will probably take it. ber details of your campaign world and story if that
Play to Strengths: Let the power gamer shine by knowledge pays off Likewise, power garners care
\\i ng how his or her character excels. If the char- about the story of an adventure when it translates into
r has a high AC , allow that character to hold the experience points and treasure rewards for complet-
~t line from time to time, standing firm against ing minor and major objectives. Use magic items
n ters while the rest of the party snipes from the player wants (perhaps drawn from a wish list of
ty. If you feature the same kinds of monsters in items) to draw the power gamer into adventures.
re than one of your encounters, the power gamer
determine the best tactics to use against them. THE SLAYER
~ example, after a fight with trolls, inform the
The slayer at your table plays the game to experience
ers that more trolls lie ahead. The power gamer
the visceral thrill that D&D offers: A slayer wants
hen work out the best way to overcome their
to fight monsters and villains every week-and save
, ' neration.
the world in the process. To keep the slayer happy,
Exploit Weaknesses: Identify the weaknesses
include villains and monsters in your adventure that
power gamer's character and design encounters
have to be eradicated. If slayers have plenty of targets
_roet those vulnerable spots. Use monsters that
to kill, you can expect a lively dose of energy that can
. the character's weakest defense. Create situa-
inspire the rest of your group in return.
that require checks with the character's poorest

KEEPING ANTAGONISTS ALIVE


. ng adventure stories slowly build up their villains • Use introductory interaction scenes in which the
hen introduce them in dramatic fashion. Then the antagonist's villainy is not apparent.
guy acts in a way that makes the audience hunger • Cheat the stats by making the villain impossibly tough
's comeuppance. The first clash between hero and during his or her first encounter and weaker later on
gonist usually results in awful defeat for the hero. when you mean to allow the PCs to defeat him or her.
y. after delayed gratification and numerous trials, Give the villain a good reason to keep the defeated PCs
ero triumphs against the villain, and all is well again alive during the initial encounter.
• Use interaction scenes in which the PCs can't fight the
a D&D game, you might find it tough to keep a vil- villain, pOSSibly for legal or political reasons, or in order
alive past his first appearance in a storyline. But if you to ensure the safety of innocents.
o ur villains as soon as you introduce them, they can't • Give the PCs reasons to keep the villain alive if they
're the iconic quality of classic villains. defeat him.
e following points summarize my favorite methods • Create situations when the heroes and the villain tem-
eserving villains for another day. porarily have to work together.
-Robin Laws

C HAPTER 2 I Advanced Encounters


Seating: Place the battle
grid within reach of the slayer
to ensure that the player gets to
manipulate his or her character's miniature
(and perhaps also those of players who are
seated too far from the grid to reach their own
miniatures). Seated beside a new player, a slayer
makes a great mentor because his or her enthusiasm
and energy can rub off.
Encounter Types: Slayers enjoy combat
in all its glorious variety: wading through
hordes of minions, facing off against a vil·
lainous mastermind and his squad
of bodyguards, or going toe to toe
with a solo dragon. Whatever
the scenario, slayers want to use
their attack powers to destroy
their enemies.
Bring on the Villains: Give at
least one villain a Significant role in your campaign,
and make sure your slayer (in particular) knows and
despises the villain early on. At least once each ses-
sion, have the villain's servitors disrupt the PCs' plans
to irritate them and load the encounter with emo-
tional power. Defeating an annoying villain gives the
slayer a supremely satisfying moment of victory.
Bring on the Minions: Make liberal use of
minions. They might fall quickly under the slayer'S
assault, but he or she will enjoy being the architect
of the onslaught. Also, by unleashing a horde of min-
ions, you can start the combat with a shock to the

ACHIEVEMENTS players. Have one group of minions quickly engage


Many computer and video games track player achieve- the characters, and maneuver the remaining minions
ments, giving players a sense of accomplishment and to gain a tactical advantage. This tactic satisfies the
sometimes unlocking additional content in the game. slayer and ensures that a single area attack doesn't
Players-particularly slayers-might enjoy tracking similar wipe out all the minions at once.
achievements in the context of a D&D campaign. If your Combat Interruptions: If the slayer becomes
group likes this idea, consider recruiting a slayer at your restless during a skill challenge, have enemies kick
table to be the official record-keeper for group and indi- in the door and start a fight to add an adrenaline
vidual achievements, such as the following: jolt. This interruption works best if a necessary
skill challenge preoccupies the players. Maybe the
• Highest damage dealt with a Single attack (you might
have one entry for Single-target attacks and one for PCs must disable a magic ward, which requires the
multiple-target attacks, in which you add up the uninterrupted work of a few of the characters, or the
damage dealt to each creature). characters might need to extract information from an
NPC before his ship sails away on the next tide. If you
• Most damage taken in a Single encounter.
throw an easy fight in the middle of such a challenge,
• Killing blows scored.
perhaps triggered by a failed skill check, the slayer
• Critical hit tally (by character, per encounter, and
and one or two other characters can fight off the
ongoing).
monsters while the rest of the party continues work-
• Natural 1 tally (by character, per encounter, and
ongoing). ing on the challenge.
• Most failed saving throws (consecutive or not).
• Highest attack roll that missed.
• Creatures killed (by origin, type, or specific attribute).
• Unusual or dramatic events, such as a prone character
scoring a critical hit.

CHAPTER 2 I Advanced Encounters


might have made the region safer by eliminating one I/l
HE STORYTELLER
of the villain's lieutenants. Make sure to give story tell- Z
oryteller in your group can help you tie together I..i
ers a way to connect the events in each encounter to
. he rules, numbers, and encounters into an enter- the adventure's larger goals. ~
ining narrative. DMs sometimes lose themselves Explicitly link one encounter in every session to >
he details and forget to step back and look at the
ry unfolding on the other side of the DM screen.
the party's overall goal in the campaign, and move b
the characters closer to achieving that goal-or far- ~
"age storytellers by frequently including narrative ther away if they fail to overcome that encounter's
·nents: Tie together quests and plots, and mine :x:
challenge. When the characters finish that encoun- ..u
rac ter backgrounds for story possibilities.
eating: Seat the storyteller near the middle
ter, recount what just happened through descriptive ~
narrative; highlight important character contribu- ...J
~- e table. From this location, the storyteller can C.
tions without using numbers. Connect encounter
erse the other players in the unfolding story of events to the characters' personalities, backgrounds,
adyenture and the campaign. details, and goals. You might ask a storyteller in your
Encounter Types: Any kind of encounter engages group to perform this function.
tory teller, as long as it makes sense in the adven- Create Cause and Effect: Make sure the actions
. story. If the party has a good reason to be in the of both player characters and nonplayer characters
"eon fighting orcs, and each combat encounter in the game have consequences. Use these reper-
-es the characters measurably closer to their goal, cussions to tie together encounters and campaign
tory teller can be just as invested in the fights as elements, so that the storyteller understands the
layer is. overall narrative. Keep a log of the events in your
to;ytellers lose interest when encounters fill campaign, and build encounters that are the clear
he session and nothing ties together-no large result of the PCs' actions. For example, the characters
drive the characters, no common cause moti- delve into the dungeons of Greenbrier Chasm and
e their efforts, no connections link events in the fight goblins. When the characters return to town,
paign, and no consequences arise from the char- goblins begin raiding the farms around the village of
r . actions. When the characters emerge from the Greenbrier in retribution for the PCs' actions. What's
"eon, the storyteller wants what happened in the more, because of a specific action the characters took
enture to matter, to have an effect on the game in the dungeon, such as opening a sealed door, the
Id. and to drive the characters on to the next goblins have a new ally or an artifact that empowers
e'1ture. Storytellers don't find gaining levels and them. Storytellers thrive on connecting such details
uiri ng treasure to be sufficient motivation. and figuring out the underlying plot.
Tie Encounters to Larger Goals: To storytellers, Monster Stories: Give the characters' enemies
(lrc leader the party just killed could represent a their own stories, and make sure the players can
'hIe force of violence and suffering. Or the PCs learn those stories. If your villain has a legion of
human soldiers at his disposal, ensure that the play-
STORYTELLERS ers eventually realize that the human soldiers they
IN KOBOLD HALL repeatedly fight belong to the villain's army and
aren't random monsters. The monster themes pre-
s ·mportant to help storyteller players understand that
sented in Chapter 4 add a layer of story to a variety of
adventure is both an individual story and part of a
monsters the characters could face in an adventure.
er story of the campaign and its heroes. Don't gloss
The players might suspect a connection if they repeat-
r the adventure hooks and quests, which provide the
edly encounter enemies that have a similar origin or
ext for the characters' excursion into Kobold Hall.
similar powers.
'tellers will be eager to learn why these kobolds
- so organized and aggressive, and you should make
~ a r that the dragon's influence is to blame. Payatten- THE THINKER
to the suggestions for further adventures on page Thinkers reward your clever planning by scrutinizing
of the Dun8eon Master's Guide, and consider how villainous machinations, taking the time to solve your
ca n tie this adventure in with the next one you plan puzzles, and using calculated actions and good tactics
n_Finally, look for ways to make the adventure per- to keep fellow characters safe.
for the storytellers in your group, such as hooking Seating: Thinkers ask questions, making a seat
." with individual quests that relate to their character near you ideal for easy access. Give the thinker a seat
grounds. For example, in a raid on the King's Road, with a clear view of the battle grid. Be aware that if
Ids might have captured or injured a friend or rela- you place a thinker adjacent to a power gamer, they
_ of one of the characters, might form a decision-making team that excludes
-James Wyatt, from other player types.
Dun8eon Master 4th Edition for Dummies

C HAPTER 2 I Advanced Encounters


Encounter Types: Thinkers, like explorers, enjoy + NPC Personality Weaknesses: During their first
any encounter that includes puzzle elements, such as meeting with the duke, a character who makes a
tactical challenges to overcome and riddles to solve successful InSight check notices that the duke can't
outside combat. Thinkers might appreciate the puzzle keep his eyes off the warlock's ruby ring.
material on pages 81-84 of the Dun8eon Master's + Terrain Hazards: A tapestry in a temple ante-
Guide. They also thrive on complex combat encoun· chamber depicts the altar in the main sanctuary
ters that incorporate different kinds of challenges, erupting with bolts oflightning.
including monsters, traps or hazards, interesting ter·
rain features, and perhaps a skill challenge.
+ Maps and Location Layouts: The characters find
a map in a dragon's treasure hoard depicting an
Avoid the Linear Path: Rigidly linear adventures
ancient stronghold, and their next adventure takes
frustrate thinkers, who prefer to weigh their options.
them to the stronghold's ruins.
Offer numerous choices, from branching dungeon
passages to forking plot lines. Branching passages + Villain's Plans: A soldier in the villain's elite
make dungeon exploration more interesting, and they guard says, "Fools! Before the next dawn my
can enrich tactical combat encounters by offering master's armies will march through the streets of
multiple lines of engagement, which creates a more Winterhaven, and nothing will stop them!"
dynamic confrontation.
Be Generous with Clues: Give your thinker Start Battles with a Clear Overview: You risk
player plenty to contemplate by providing information frustrating thinkers when you forget to reveal options
about foes, dangers, and challenges in advance. These and hazards the characters would have noticed.
clues work best if you can use them to maintain a When you start a combat round, provide a fast over-
sense of surprise. Dispense partial facts by combining view of observable and important details before you
them with treasure, dropping them into interactions call for initiative checks. This quick overview informs
with NPCs, and working them into the background the players and helps the thinker understand what he
scenery of other encounters. Reward successful skill or she has to work with in the encounter. Make sure
checks with new information combined with vivid to cover these points.
descriptions to entertain everyone at the table. + Visible foes and their placement, including any-
Use the follOWing clues as examples. thing characters can detect with a high enough
+ Enemy Powers and Abilities: A scrawled passive Perception check.
message in a treasure cache reads "Beware the + Terrain features and known attributes.
serpent guardian's word of pain that roots you to + Furnishings and tactically important objects.
the ground, and fear the resounding force of its
thunderstrike! "
+ Enemy equipment.
+ Visible rewards and treasure.
+ Weak Defenses: A captured bandit tells the
pes about the inn his cohorts use as a headquar·
ters: "Numerous guards watch the front door, Reward Sound Tactics: When the thinker
but only two guards protect the kitchen entrance concocts a sound plan from the information you pro-
around back." vide, let the plan payoff. Without altering a combat
encounter significantly, you can give the characters
an edge in the fight in a variety of ways.
ALLOW CHAT TIME + Award a surprise round to the characters if they
Off-topic digressions are the scourge of roleplaying. catch their foes off guard.
They're also an irresistible common currency in all con- + Show the characters a map of the encounter area
versations between members of our gloriOUS geek tribe. and let them choose where they want to enter for
Even while you're serving as DM, you might fall prey to the the best tactical advantage.
opportunity to throw in a clever reference to the Internet
+ Give the characters combat advantage against
meme of the day or a classic pop culture property.
their enemies for the first full round of combat.
During sessions, I try limit my group's off-topiC conversa-
tions. But people play D&D to hang out with friends. Even
when personal schedules press my session length down to TAKE A MOMENT ...
the bare minimum, I make sure to include a healthy period To run better encounters, make sure you take 30 seconds
of chat time before we start recapping the events of the before rolling initiative to study your monster and NPC
previous session. By granting time up front for the inevi- tactics, as well as the creatures' Intelligence scores. Then
table socializing, I keep digressions to a minimum for the you can decide how well they will carry out their tactics.
first couple of hours of gaming. Then, personal discussions -Vax
return as the night progresses and attention spans wane.
- Robin Laws

CHAPTER 2 I Advanced Encounters


HE WATCHER
ough watchers might seem disinterested, they
a yaluable part of the group. Watchers can help
- und out the roles in a party, because they are not
mmitted to playing a specific type of character
me other kinds of players are. Watchers can also
defuse the tension created when players' mati-
ns clash by reminding everyone that D&D is a
e. and the players are supposed to have fun. Bear
fact in mind if you start to feel frustrated that
-hers don't involve themselves more or take the
e more seriously.
eating: Place verbose and enthusiastic watchers
to shy or quiet players. A power gamer might
e s frustration with the watcher's choice of
-acter skills and actions, so separating these two
of players might benefit the group. Placing the
her at the far end of the table can prevent his or
cializing from interrupting you.
Encounter Types: You might find that a watcher
ipates more in a combat encounter than in a
challenge or some other form of interaction that
n't involve combat. This is often true because
m bat encounter offers a relatively limited set
ions (the character's powers) that define the
ns the watcher can take, and the encounter has a
- oal.
Ham It Up: The more you bring an encounter to
he more likely the watcher will pay attention .
. descriptions of monster actions and envi-
ents, or the player'S own actions, can draw a
er in. For example, if the watcher says, "I use
-h blast on the are, and I rolled a 22," you might
u nd with: "A dark bolt of energy flies from your
n ip and erupts around the are, making it howl
in. \iVhat's your damage?" This technique keeps
-e t of the group immersed in the action and
urages the watcher to use the flavor text for the
rs in the Player's Handbook. In turn, the watcher
- want to roleplay and participate more.
H a"e Fun! The watcher wants to have a good time
-he group, so have fun. Don't take the game too
u Iy. and don't let it start arguments among the
r .

N'T TAKE lT PERSONALLY


efinition, watchers are difficult to engage, so remem-
at it's okay-watchers have fun because of the
;>any around the table, not because they're hooked
e game. Don't take it personally. Also, make sure
henever any player comes up with an unexpected
egy or an innovative idea, you reward it and run with
- example shows the watcher that involved, engaged
rs make the game fun for everyone at the table.
-James Wyatt, from
Dun8eon Master 4th Edition for Dummies
.-._._-._-.-.--._.--.-.-_._-.-._._-.-.--._._-.-._.-
ENCOUNTERS FOR LARGE GROUPS -.J

Large groups can be fun to DM. Imagine a big bunch (hitting about 70%of the time) kill all the characters
of your friends gathered together around a table before taking serious damage.
determined to defeat monsters you conjure up, over· A better encounter for ten 5th-level characters is
come mighty challenges you set before them, and a collection of monsters that are all around 5th level.
roleplay through grand adventures. A game table Ten monsters could be challenging for you to manage,
with numerous players will test your skills differently so choose elite and solo monsters to reduce your
than a smaller group. To succeed, be organized and burden. Four dragonborn soldiers (level 5 soldier),
prepared, and don't be afraid to delegate. a goblin underboss (level 4 elite controller leader),
and a young green dragon (level 5 solo skirmisher)
MORE MONSTERS, NOT have nearly the same experience point total as the
monsters in the first example (2,150 XP rather than
TOUGHER ONES 2 ,000 XP). Because this encounter features mon-
According to the math of encounter building outlined sters that have attacks and defenses comparable to
in the Dun8eonMaster's Guide, four lOth·level mono the characters' capabilities, it's more balanced. And
sters are an appropriate encounter for ten 5th·level because the encounter includes elite and solo mono
characters. However, think twice before you throw sters, the number of monsters should be manageable.
such an encounter at your players. An encounter with
two minotaur warriors (level 10 soldiers), a gibber· LARGER ENCOUNTER AREAS
ing mouther (level 10 controller), and a wyvern (level
Design encounter areas that can accommodate a
10 skirmisher) adds up to the right experience point
large group of player characters as well as numer·
total. But because the minotaurs have AC 26, and the
ous monsters. Rather than using a Single open space,
player characters attack at about +11, the PCs would
create several rooms with multiple connections to
hit only 30% of the time. At best, the characters take
enable the monsters to attack the characters from
so long to kill the monsters that the fight drags on
different directions. This technique encourages char-
for hours of playing time. At worst, the minotaurs
acters to engage the monsters on multiple front lines.

RECRU1T L1EUTENANTS
Players can be a great help when you become overwhelmed effects, hazards, and combat props. This technique will
or when the game slows down because large groups take save you from having to deal with repeated questions
longer to cycle through encounters. Pick two experienced every combat.
players who know the rules, and ask them to take the seats Monster Managers: Have your lieutenants be your
on your left and right as your lieutenants. Having them hands and eyes on the battlefield. On each monster's turn,
nearby makes it easy to assign tasks and duties to them. have a lieutenant hold a finger on the monster's mini on
Minions: Have minions' stats and basic tactical advice the battle grid. This system shows you which enemy is
ready to hand out, so your lieutenants can manage these currently active, and it focuses the group's attention on
foes during combats. the game. Ask your aide to report ongoing damage at a
Battle Grid Setup: Sometimes just clearing the table turn's start and saving throws at turn's end. For movement,
to make way for maps and tiles takes time. Ask your lieu· tell your aide the foe's intended action, ask your aide to
tenants to layout your maps and arrange unconcealed choose optimal routes, and have him announce any oppor-
enemies according to the encounter diagram. Before tunityattacks.
everyone rolls initiative, briefly inspect the setup and Foe Wounds and Status Markers: Ask the lieuten-
tweak as desired. ants to track ongOing damage and effects on foes during
Initiative: Have a lieutenant handle initiative setup combat. Have your helpers report total damage to you as
and order, with you reporting to them on enemy results. it is dealt, so you can quickly check for bloodied status.
If possible, post the order in a visible place, such as on a Opportunity Attacks: As the PCs and their enemies
whiteboard. Have your aide keep the combat pace going move around the battle grid, ask one of your lieutenants
by prompting players for actions and nudging you when a to handle opportunity attacks for you. If a PC provokes an
foe's turn is next. opportunity attack, the lieutenant grabs the player's atten-
Battlefield Description: While one lieutenant gathers tion and informs you of attack and damage results. If a foe
initiative rolls, give your other lieutenant an overview of receives an opportunity attack, the lieutenant attracts your
all the unconcealed features on the battlefield, so he can attention so you can resolve the attack.
be the group's go-to person for questions about terrain - Johnn Four

CHAPTER 2 I Advanced Encounters


--._---.-_._.-_._. __ ._-.-.-.--.-.--.-.--.-._.-
ENCOUNTERS FOR SMALL GROUPS ...J
o
IV'
metimes you have only a small group to play well suited for small groups. As a guideline, make u
- h. or you want a small-scale D&D experience. skill challenge complexity no higher than 1 above the
u might be teaching the game to your children or number of characters in the party.
ding a small group that has limited membership.
Id ing encounters for small groups can be tricky, ALLIED NPCs
. it can lead to rewarding game time.
You can supplement a small group with allied NPCs
that help the player characters in combat and non-
ORE MONSTERS AGAIN combat situations. Companion characters, detailed in rot'
e rule of thumb for creating encounters suggests Chapter 1, can increase the number of effective char-
t a group oftwo 5th-level characters should face acters in the party without overwhelming the players ~
5th-level monsters. That encounter works, but with multiple full-fledged PCs to run. :J
pared to a five-on-five encounter, such a small o
unter might feel lackluster. As discussed previ- u
y. you can create dynamic encounters by using
F1ND1NG PLAYERS zw
-, er numbers oflower-Ievel monsters. A more If you have a small group because you don't know more
-ring encounter might be two 5th-level characters people who play D&D, it might be time to find or recruit
ng three 2nd- or 3rd-level monsters. more players. Where do you find more people for your
-eaker monsters also offer the player characters game? Try these suggestions.
ner chance of surviving despite the group's lack Friends and Relatives: Start with people you know
cy party roles. Weaker monsters don't hit as often who might be interested in the game, such as fans of
eal as much damage, so if a party lacks a leader, it fantasy movies, books, or TV shows.
rill hold its own. At the same time, the monsters School: High schools and colleges sometimes have
e fewer hit points, so a party without a striker can organized gaming clubs. If you're a student, check to see
take them down in a reasonable amount of time. if your school has an active gaming club, and if it doesn't,
you might try starting one to recruit more players.
Work: If school is behind you, your workplace might
ORE MINIONS contain folks with an interest in D&D who could join your
mi nions to keep encounters dynamic and regular game group.
resting without overwhelming a small party of The 0&0 Website: The D&D website at www.wizards.
racters. Be careful, though , if your characters com/dnd is home to a huge community of D&D players,
have attacks that affect multiple targets. To a probably including people who live near you. In the Com-
- that lacks a controller or at least some blast and munity section of the website, you can find game stores,
"[ attacks, minions can be troublesome. events and conventions, and garners in your area.
Game Store: Your local game or hobby store might
IFFERENT CHALLENGES have a space where people play D&D, or at least a bul-
can turn an apparent weakness into a great letin board where you can advertise to find more players
enoth by using more encounters that don't involve for your game.
bat. Encounters that feature lots of interaction, Conventions: From large conventions such as GenCon
-hy infiltration, puzzle solving, or skill use are (www.gencon.com) and Origins (www.originsgames.com)
to smaller local and regional gatherings, gaming cons
provide a weekend full of activity and abundant oppor-
M1Nl0NS IN ENCOUNTERS tunities to meet other garners from your area. In addition,
re using minions in an encounter, a couple of tips comic book and fantasy conventions sometimes include
elp make them more effective. programming related to gaming and draw a sizable popu-
n't clump them together at the start of the encoun- lation of garners.
r. Spread them out. RPGA: Wizards of the Coast's Organized Play depart-
e eal minions in stages-maybe two are visible at ment runs the Roleplaying Garners Association (or RPGA)-a
e start of the encounter, another one runs in during program devoted to making it easier to find face-to-face
e second round, and the rest come up behind the gaming experiences. Joining is easy and free, and mem-
- aracters in the next round. bership provides you with free DM material and access to
se more minions at higher levels. Use four minions hundreds of events at conventions and in your community.
_' mi nimum in heroic tier encounters, at least five in Check it out at www.wizards.com/rpga.
ragon tier encounters, and six or more in epic tier -James Wyatt, Bill Siavicsek, and Richard Baker,
:: counters. adapted from Dun8eon Master 4th Edition for Dummies

C HAPTER 2 I Advanced Encounters


_._-.--.-.--.-.--._._-._-.-.-._-_.--.-._-.-._._-
ENCOUNTERS AND ATTR1Tl0N ..J

When characters run out of daily powers or spend intense and life-threatening combat. If you use a
all their healing surges, after perhaps four or five mix of encounter difficulties as suggested on page
encounters, they probably stop for an extended rest. 104 of the Dun8eon Master's Guide, you can easily
You can manipulate the pacing of encounters in your fall into a rhythm of harder and easier encounters
game to change the pattern of the PCs' rests and alter to complement the alternation of exploration and
the buildup and release of tension in the game. encounter.
This model works effectively when you start and
PACING end each session (and each adventuring day) with an
exciting high note, such as a difficult encounter or a
Pacing is the rhythm of action and story progression
dramatic turning point. Grab your players' attention
that unfolds in encounters over the course of a game
at the outset, and then finish with a cliffhanger, leav-
session.
ing them eager for your next session.
You can keep the tension building in your game
A smart party spends its resources slowly over a
sessions by pacing your encounters. Consider three
series of encounters that feature balanced pacing. If
different models of encounter pacing: a standard,
the characters use up their daily powers and spend
balanced model; one with a single, intense spike in
all their healing surges early in the session, they
the action; and one that features a slow escalation
might stop for an extended rest and disrupt your
of danger. This section discusses how to use these
pacing. Use easier encounters and slower periods to
models to plan encounters for a Single game session
ease up on the tension and encourage them to con-
or an in·game day of adventuring.
tinue adventuring.
When you offer choices to your players during
Balanced pacing is a versatile model that allows a
an adventure, they might tackle encounters in a
variety of different encounter types, including combat
sequence different from what you had planned. Be
and noncombat encounters, as well as exploration,
flexible , and be prepared to modify encounters to
interaction with NPCs, investigation, puzzles, and
fit with the pacing model you have in mind. For
administration. Give your players a variety of encoun-
example, you can take enemies from one encounter
ter types to hold their attention.
and add them to a later or earlier one if your sense of
dramatic pacing demands it. If you want to aim for a
balanced pace, and the characters just finished two THE SPIKE
easy encounters, you might add monsters to the next A spike is a Single encounter so difficult that the
fight if the PCs choose a path that leads to another characters need to use every power, spend every
easy encounter. action point, and utilize smart tactics to overcome
When setting a pace, consider these two time the challenge. The characters will likely face only one
scales: what happens in a Single game session and encounter of this type in a day of adventuring; if you
what happens in an adventuring day between play short sessions, it could be the only encounter.
extended rests. You'll find pacing easier to manage However, you can use minor build-up and aftermath
if you design those periods equivalently, meaning encounters to serve as rising action and ending for
that the characters start a new day at the beginning the story of the session (see "Classic Story Structure,"
of every session. You might not be able to utilize that page 8). Players enjoy the adrenaline rush and excite-
method, particularly if your sessions last only one ment of a Single battle in which their characters fight
or two hours. Conversely, long game sessions might for their lives, unleashing every resource at their
cover two in·game days, with characters taking an disposaL
extended rest in the middle of the session. A spike works most effectively when paired with a
dedicated build-up, especially if you foreshadow this
dramatic conflict over the course of days or weeks
BALANCED PACING of game time. Increase the players' fear, uncertainty,
In a balanced pacing model, aim for a balance of
and tension with clues about the opponents they face.
action, roleplaying, and storytelling-fast and furious
You want the characters to reach a spike fresh.
segments that alternate with slower, calmer periods.
They should have most of their daily powers, an
You don't need to strictly alternate between difficult
action point apiece to spend, and perhaps consum-
and easy encounters or scenes of high drama and
able magic items to use in the fight. For this reason,
slower exposition. Instead, watch the trends and aim
the spike model works well as the centerpiece of a
for a balance over the course of a session.
short adventure, or in an adventure when the char-
A straightforward dungeon-based adventure fol-
acters are in no particular rush, such as a long trek
lows this model, with slow, relatively calm periods
through the wilderness during which the characters
of exploration broken occasionally by scenes of

CHAPTER 2 I Advanced Encounters


z
o
t-
o::
t-
~
o
z
«
Jl
0::

-
....
z

ake an extended rest before reaching the mon- curse that prevents them from gaining any benefit
. la ir at the end of the journey. from an extended rest. You want to motivate char-
u can present the characters with a few easy acters to proceed from one encounter to the next
unters after the spike as they deal with scattered without stopping for an extended rest (see the next
my forces or minor remaining threats, or let them section, "Drawing Characters Onward").
d the conclusion dealing with the consequences The escalation model works particularly well in
outcome, in interaction with NPCs, or in a game that has strong elements of horror or drama.
ration. Ideally, the characters don't realize what serious
trouble they face until it's too late. Then they have to
- ALATION PACING do battle with no daily powers at their disposal and
"!lodel of escalation pacing, you put the char- precious few healing surges remaining.
. (and players) on a steady upward ramp of The goal of escalation pacing is to build to a
a ingly difficult challenges until they reach the terrible climax in which the players fear for their
a huge dramatic climax featuring a major villain, characters' lives. It's not to wipe out the party or
-shattering revelations, or both. The key to this force them to flee in defeat. The climactic encounter
I is to deplete the characters' resources, so that should be big and scary, but it shouldn't be more than
the PCs reach the climax, they're exhausted a level or two above their level. With their resources
ace serious trouble. drained , the characters will have trouble enough with
cause the escalation model relies on depleting an encounter of around their level without trying to
aracters' resources, consider depriving the handle something far more powerful than they are.
cters of extended rests to ensure that they're
_ tapped out when they reach the final encoun-
I e characters could be on a tight deadline, they
. be racing across the countryside in pursuit
ing bandits, or they could be suffering from a

C lIAPT E R 2 I Advanced Encounters


DRAWING CHARACTERS When the characters open a dungeon door aJ
see monsters they defeated easily before, they're
ONWARD likely to charge ahead than if they see unknown
When DMs discuss, analyze, and create games, they gerous-Iooking foes. You can use rumors offami
often try to find a way to evoke one particular reac- monsters to draw the characters deeper and dee
tion: "Just one more turn," or sometimes "Just one into the dungeon, bolstered by the confidence tn
more quest." This phrase refers to the game's ability they can handle these weak opponents.
to engross and invest a player in the game's progress,
making him or her want to continue playing, just as REWARDS
reading a novel might make you say, "Just one more You can use rewards to encourage players to conti
chapter" until you finish the book at three in the adventuring without resting. Milestones and the 1
morning. efits associated with them (action points and mag
How can you involve your players in your adven- item daily power uses) are rewards built in to the.
ture so deeply that they say, "Just one more encounter" to counteract the effect of depleted resources. Ma!
until they find themselves in a tough fight with no rings also have powers that function better or fuOt
remaining daily powers or healing surges? In an only if the wearer reaches at least one milestone il
escalation model, you want to overcome their natural day, which can be an incentive to seek out additioj
caution and force them to extend themselves beyond encounters before starting a climactic battle.
their comfort zone in their eagerness to reach the You can also use the promise of treasure as a I
next encounter. Four basic techniques can help you to draw characters on to the next encounter. A dt
draw your players into one encounter after another: geon door inscribed with the words "Royal Treas
momentum, rewards, deadlines, and prohibitions. practically begs characters to open it to acquire t:
treasure inside-after fighting its guardians. Beyc
MOMENTUM the simple promise of a tangible reward, certain
Let the momentum of the adventure story carry kinds of treasure can encourage characters to pH
the characters from one encounter to the next. onward as well. Consumable magic items, such a
Short, relatively easy combat encounters draw the potions and whetstones (see page 189 of Adventw
players forward-if no single encounter feels too dif- Vault), can bolster player confidence, especially if
ficult, characters might underestimate the value of players believe that the items they find will help i
the resources they have spent. Make sure combat the next encounter. For example, the characters f
encounters don't increase while character resources a cache of alchemist's fire (Adventurer's Vault, page
diminish, and cut encounters short if characters seem 24), and they know trolls lie in wait in the next rc
fatigued from a long fight. An exciting magic item-an item that has an inter
Use compelling hooks to make the characters esting power or a useful property-gives the playe
eagerly anticipate the next encounter. A pair of doors who acquires it an incentive to press on for one m
in a dungeon room can be a compelling hook for play- encounter and test the item out.
ers. Each choice the characters make draws them You can also use the alternative rewards detail
onward, particularly if the players know that their in Chapter 5 to encourage characters to push on
decisions affect the outcome of the adventure. through additional encounters. A divine boon mil
come with a specific duration that drives the chal
ters to use that reward as much as possible before
RESPECT THE DYNAM1C expires. Or, a grandmaster might promise trainin
Whenever I start a new campaign, I frame it in a distinc- the characters complete a task within a specific ti
tive way. And the plan I have in mind for a new campaign
slowly mutates during play. What might seem like a DEADLINES
failure to adhere to an original concept becomes one of A deadline amounts to a strong disincentive to tal
the great strengths of the roleplaying experience. Each an extended rest. If the characters have to accom-
campaign develops a dynamic beyond the control of the plish a specific goal within a limited time, a 6-hm
DM, or any other single participant. I might try to imple- rest could ruin their ability to meet the deadline.
ment a sweeping plot line of epic proportions, only to An adventure deadline might fall into one of these
find my players drifting into a trading-and-fighting game. categories.
Improvised events might veer a lighthearted campaign Specific Date or Time: The characters must
into angst, darkness, and bloodshed. meet certain requirements before a specific date (
When a campaign takes on an unintended shape, I take time. For example, the dead will rise on an UpCOlT
a deep breath and remember to respect the dynamic. What holiday, or cultists plan to perform a sinister ritua:
we create together at the table trumps my initial plans. on the night of the full moon, or the bandits dema
-Robin Laws delivery of the ransom before sunset.

CHAPTER 2 I Advanced Encounters


Race Against Time: The characters know a PROHIBITIONS z
eadline looms but have no specifics. For example, Another way to prevent players from stopping too fre- o
rumblings in the earth indicate the volcano above the quently for extended rests that disrupt your planned
'llage will erupt soon, but the PCs don't know how pacing is to create situations when characters can't ....
on . This type of deadline enables you to adapt the benefit from an extended rest until they have met cer- ....
eadline to the characters' actions, although it's not as tain conditions. Here are a few ideas for the kinds of
«
dfective in motivating the characters to hurry. situations that can motivate your players to keep going.
Limited-Time Resource: The characters have a
on or an alchemical concoction that loses its effec-
+- A curse afflicts the characters, preventing them
from sleeping until they complete a quest to
-' 'eness after a certain time. This category works the 0:
remove the curse. Or maybe a magical obligation I.LJ
me as a specific-time deadline or a race against r
placed on the PCs prevents them from resting
.me, but it gives the characters a personal investment Z
until they fulfill their duty. :J
n the passage of time.
Race or Chase: The characters need to reach +- The characters must perform an extended skill o
U
- eir goal before a rival or enemy does, or maybe challenge that lasts several days, with combat Z
encounters interspersed throughout. Tell the play- UJ
_ ey have to catch up with a group on the move. They
aye no reason to believe that their rivals will stop for ers up front that an extended rest in the course
n extended rest, so stopping to rest will set the PCs of the skill challenge will interrupt it and cancel
hind. For example, the characters must retrieve a their progress, forcing them to start over.
"'-easure before a band of evil NPCs does, or the PCs +- As a house rule, change the requirements of an
ust catch up to a group of bandits racing across the extended rest to prevent the characters from ben-
ilderness. efiting from it until they reach two milestones in a
You can allow the characters to gain the benefit of day. Make sure your players know and understand
hort rest while they hurry through empty dungeon this rule at the start of the campaign.
c rridors or across the wilderness between encoun-
r . Then, your story maintains a sense of urgency Use these techniques sparingly, because overusing
ithout limiting characters to relying on at-will them can lead to player resentment. These tactics can
a tacks and healing potions. be effective in horror-themed campaigns that use the
escalation pacing model.

LONG F1GHTS
osely related to these methods for pacing encounters +- The PCs defeat one-half, one-third, or another desig-
tween extended rests is the question of how to handle nated fraction of the enemy forces.
rapid-fire encounters that don't allow characters to take +- The characters secure a solid defensive position on the
rt rests. How do you model the fights you see in movies, battlefield, allowing them to catch their breath.
here waves of enemies rush the characters without a
oment's pause? How do you make your characters hurry When the characters fulfill your predetermined require-
m one encounter to the next to stop an assassin from ments, you might give them one or more of the following
ing the high priest? benefits.
To create these long encounters, you can allow char- +- Each character can choose one expended encounter
acters to refresh themselves in the middle of the fight. power and regain its use.
evise specific objectives and turning points in the battle, +- Every character regains the use of his or her second wind
d give each one an associated refresh. These objectives or can spend a healing surge (even if unconscious).
ould include any of the follOWing examples. +- Each character gains an action pOint and can spend
.. Defeat a deSignated champion monster. One champion it later in the encounter, even if he or she has already
emerges from each wave of enemies, or one appears spent an action point in the encounter.
early in the running fight. +- Each character gains another use of a magic item daily
.. Reinforcements arrive to help the PCs and bolster their power as if he or she had reached a milestone.
courage. These reinforcements might be companion +- Each character can regain the use of an expended daily
characters (see Chapter 1) who help the PCs in the power. Save this benefit for a significant accomplish-
fight, or they could be part of a larger force if the PCs ment in the middle of a battle.
are fighting an enemy army.
.. The characters battle their way to an ancient altar and Terrain features, such as energy nodes (see page 59), which
complete a simple skill challenge during the encounter allow characters to recharge spent powers, also prove
to claim a bleSSing from a deity. useful in long fights.
-James Wyatt

C HAPTER 2 I Advanced Encounters


'-'-'--'--'-'--'-'--'-'--'--'-'-'--'-'--'-'--'-'-'-
CREAT1NG MOVEMENT ,..J

Every class has attack powers and utility powers the characters in the middle, the room connected to
related to movement, such as powers that let charac· both of the other rooms. The map on page 77 shows
ters push and slide enemies, and powers that let them an example of an encounter area designed with circu-
shift or teleport themselves or their allies. Racial lar paths: The characters enter the area in the largest
features such as the eladrin's fey step and the elf's wild room, where three passages lead to smaller rooms
step make movement a significant tool for the player that form part of the same encounter area.
characters. Monsters also have numerous movement Don't stop at designing an encounter area around
powers, particularly skirmisher monsters. Racial abil- a circular path; take advantage of the looping corri-
ities, such as those possessed by goblins and kobolds, dors to encourage movement. If every monster in the
give them the potential to shift during combat. encounter area confronts the characters in the door-
Sometimes, no number of movement powers can way on the first round of combat and never leaves
convince characters to change position, especially the entry area, the pes might as well be fighting in a
ranged attackers such as wizards, invokers, warlocks, small room with one entrance.
archer rangers, and some clerics and bards. Even a
rogue-one of the most mobile melee characters in ATTRACTIVE TERRAIN
the game-might stand still for round after round if
Force PCs to move around by creating attractive
he or she has an enemy pinned in a flanked position.
locations within an encounter, such as advantageous
You'll find encounters more dynamic and exciting
terrain, a place behind cover, or some other sort of
when everyone changes position on their turn. The
defensive position. Desirable locations might also
folloWing section offers techniques you can use to
involve an objective of the encounter, such as an
keep characters and monsters moving.
object in the room that the characters need to reach
Circular Paths: The basic shape of your encoun-
(see "Encounter Objectives," below).
ter area is important.
An example of advantageous terrain is a bottle-
Attractive Terrain: Use terrain that gives charac-
neck location where outnumbered characters can
ters an advantage or offers other reasons for them to
limit the number of monsters that can attack them
reach speCific locations.
at one time. Five characters facing a horde of angry
Terrain to Avoid: Terrain, traps, and hazards
minions create an advantage by retreating into a
that the characters want to avoid can also encourage
lO-foot-wide corridor. This approach allows only two
movement, if you use them with care.
minions at a time to attack the party defenders while
Starting the Encounter: The first round of
the rest of the party makes ranged attacks or assists
combat can determine how much movement takes
the front-line defenders. Maneuvering into that posi-
place in the encounter.
tion can produce an interesting, dynamic couple of
Enemy Tactics: Monsters on the move can force
rounds. Once the characters settle into place, don't
characters to move as well, so keeping monsters
allow them dig in until all the minions are dead; put
mobile-even moving them into positions of disadvan-
the PCs on the move again by changing the enemies'
tage-can be worthwhile.
tactics (see "Enemy Tactics," below).
Encounter Objectives: Encounter objectives that
Some terrain features that give advantages to char-
discourage the characters from remaining stationary
acters can be found on pages 67-68 of the DunBeon
can make movement a more significant part of the
Master's Guide. These include blood rock, cloudspores,
encounter.
a font of power, mirror crystal, a pillar oflife, and a
sacred circle. The folloWing section of this chapter
CIRCULAR PATHS describes more terrain features that can be used to
Your room layout can encourage movement in an add interest to encounters. Those that could be used
encounter. Create an area that suggests a continuous as attractive terrain include an e1dritch influx, an
path of movement: a pair of rooms connected by two energy node, and healing ground.
different hallways, a room split by a chasm spanned
by two bridges, or a twisting maze of interconnect- TERRAIN TO AVOID
ing goblin warrens. That type of circular path allows
Difficult or dangerous terrain, along with traps and
combat to unfold on multiple fronts. Once fighting
hazards, can hinder, discourage, or punish charac-
starts in one area, either side can gain an advantage
ters when they change position, so use these features
by circling around to approach from a different side.
carefully. You can also combine them with other
Create a more dynamic encounter area by using
methods of encouraging motion, or use them in con-
a more complex shape-three areas connected to the
junction with powers that push, pull, or slide. Both
others by multiple pathways. Start the encounter with

CHAPTER 2 I Advanced Encounters


:1 ters and characters have access to forced move- If the encounter includes artillery monsters that
t powers, so the fight could involve maneuvering can attack from a distance, then the remaining
he best position to push enemies into the hazard- monsters could charge the characters in the entry-
errain. way. The monsters' ranged attacks might encourage
not her way to use hazardous terrain and traps one or more player characters to break through the
have the danger travel around the encounter front line of monsters to deal with the snipers. Or
.1. encouraging players to keep away from it as it you could include attractive terrain or an encounter
e . The vexing cloud power of the gobli n hexer objective that draws the characters into the room
.'1ster Manual , page 137) is an example of this sort before they change their focus to killing the monsters
errain-the goblin can move the cloud to pursue on the front line.
ac ters who try to escape or avoid it. Terrain
m ples might include a lava flow, a drifting cloud ENEMY TACTICS
xious gas, a slowly spreading fire, or motes of raw
All other particulars being equal, if the monsters
tic energy that dart around the area and teleport
don't move, the characters have little reason to move.
_creature they touch, dealing damage in the
Move your monsters, even ifit means that they pro-
·ess.
voke opportunity attacks or attacks from the fighter's
-ou can also move dangerous terrain in a regular
Combat Challenge class feature. Don't keep a mon-
ern (such as the rolling boulder trap in Kobold
ster stationary just because it might miss a chance to
on page 217 of the Dungeon Master's GUide). Use
attack ifit moves. Monsters should make the follow-
erous terrain to propel the characters out of
ing choices:
bat inertia and away from their current locations.
can use moving terrain to give an advantage to .. Move out of positions where characters flank
er side of the combat or to make the outcome of them.
battle feel more uncertain. .. Take cover from ranged attacks when pOSSible.
inally, dangerous terrain can draw characters .. Avoid hazardous terrain they know about.
- if it offers a potential reward. For example, bolt
e (page 58) damages a character who enters its Reasonably intelligent monsters should also use these
e. and the discharge has a chance to create more tactics:
tone around it, hurting any enemies that move
.. Move into flanking positions.
cent to the character. Players might fi nd that
potential payoff is worth taking minor damage. .. Take advantage of circular paths to outflank the
'ever, for this kind of terrain to attract characters, party.
must understand how it works. Plant clues in the .. Make use of attractive terrain they know about.
ironment or let characters make Dungeoneering
ks to identify terrain features-and be sure to tell ENCOUNTER OBJECTIVES
:'1 the benefits as well as the perils.
Clear encounter objectives can encourage move-
ment. Several of the sample objectives described on
_TARTING THE ENCOUNTER pages 40-41 can spur characters to change positions
common DM mistake that can ruin an encoun- during encounters.
an happen in the first round of combat. When For example, when characters have to protect an
characters break down the door, they see a room NPC , that person's actions can propel the characters
of monsters, interesting terrain features, and around the battlefield-especially if the NPC panics
-inspiring wall carvings. The DM calls for initia- or otherwise doesn't cooperate with the player char-
checks, and the players roll low. The monsters go acters. The characters could spend move actions
and the problem begins. Each monster moves up chasing after an NPC who flees every time a monster
he PCs on its turn and attacks. None of that inter- moves into proximity. Alternatively, a battle-tested
·ng terrain comes into play, and little movement NPC could encourage the player characters to move
urs because the monsters and characters are stuck by taking up a position that offers the PCs flanking
ting in the doorway. opportunities.
\ 'hen the monsters have higher initiative counts If the characters have to retrieve an item or stop
n the characters, it's not a given that everyone a ritual by manipulating objects in the room, the
em will rush forward to attack in melee. You position of the Significant items becomes attractive
delay some of the monsters' turns or ready their terrain, a place the characters want to reach .
.lcks for when the characters move closer. Hold
monsters in their defensive positions and allow
characters to move into the room before the fight
aks out in earnest.

C H APT E R 2 I Advanced Encounters


--.-.-.--.---.--.- . --.-.--.--~ . -.--.-.--.-.--.- . -.~

TERRruN ~

The Dun8eon Master's Guide presents a variety of ter- a fire, force, lightning, psychic, or thunder power
rain features to use when fleshing out your dungeons touches a square of blast cloud, the size of the burst or
and encounter areas. This section presents more blast is increased by 1.
examples of fantastic terrain, and also introduces the Usage: A blast cloud encourages the characters
concept of terrain powers. (and their opponents) to remain farther apart than
Terrain is more interesting if the player charac- normal to avoid the enlarged areas of effect. Use this
ters know that something will happen when they try terrain in encounters featuring monsters that can
to interact with it. Some terrain types have obvious take advantage ofit, or when it can allow player char-
cues that should tip the players off, such as a cloud acters who have attacks that might benefit from the
of magical energy or an ice-covered floor. For such blast cloud to take up an attractive combat position
terrain types, the players should at least be aware that utilizes the terrain's effect.
that those spaces aren't normal, and they should have
the opportunity to identify the terrain if they inter- BLOOD MIDGE CLOUD
act with it or if they observe its effects on another A swarm of biting insects fills the area.
creature. Effect: The squares occupied by the cloud are
If a monster uses terrain to its advantage, be sure lightly obscured, and the cloud is difficult terrain.
to describe to the players how the terrain affected If no creature is in the cloud when a creature starts
the monster's action. For instance, if a mind flayer its turn within 3 squares of a blood midge cloud, the
uses a blast cloud to increase the size of its mind blast, cloud moves 5 squares and attempts to cover as many
be sure to describe the amplifying effect of the blast living creatures as possible. If an area or close attack
cloud so the characters know they can use the terrain includes squares occupied by the cloud, the cloud is
in the same way. destroyed in those squares. If a cloud is broken into
In the absence of any clue the characters might get smaller pieces by an attack, each piece acts as a sepa-
from how a monster acts, the effects of fantastic terrain rate terrain feature.
are seldom obvious. However, you can allow charac- Usage: A blood midge cloud is interesting because
ters to attempt Dungeoneering, Nature, or Arcana it is mobile obscured terrain that can move to engulf
checks against a hard difficulty for their level. (See the the greatest number of creatures. The concealment
Difficulty Class and Damage by Level table on page granted by the cloud helps anyone in the cloud, and
65.) Choose a skill based on the environment where it's particularly beneficial to ranged attackers, who
the encounter takes place or the nature of the terrain. can fire out of it easily.
A successful check means the character has a general
idea of the terrain's effects and how to avoid them.
BOLT STONE
In some areas, lightning energy fuses with rock to
MORE FANTASTIC TERRAIN form a highly unstable, dangerous mixture. In vari-
The fantastic terrain types described on the following ous regions of the Elemental Chaos, and in dungeons
pages supplement the terrain types detailed on pages located near the conflux of different types of elemen-
64 - 69 of the Dun8eon Master's Guide. These entries tal energy, blue-tinged areas of bolt stone appear.
expand on what's presented there by giving advice on Effect: When a creature enters a square of bolt
how best to use the terrain in constructing your own stone, it takes 5 lightning damage per tier. Roll a
encounters. d20; on a 10 or higher, the bolt stone's energy is dis-
Tier and Skill Checks and Ability Checks: charged, and the stone becomes inert. Otherwise,
Throughout these examples, the term "per tier" is the lightning energy is transferred to all unoccupied
used to show how an effect should scale. Multiply the squares adjacent to the origin square, and those
per tier value by one for heroic tier, two for paragon, squares become bolt stone.
and three for epic. If a terrain feature grants a +1 Usage: Bolt stone works best when you scatter
bonus to attack rolls per tier, the bonus is +1 at heroic it across an encounter area. It offers some risk and
tier, +2 at paragon tier, and +3 at epic tier. reward. A player character might enter a square and
take the damage in the hope of creating a barrier to
BLAST CLOUD hold back monsters or eliminate minions.
Rust-hued dust hangs in the air. The dust particles
conduct and amplify certain types of energy and CREEPING ICE
elemental forces. In some areas infused with cold energy, particularly
Effect: The squares containing the cloud are where icy parts of the Elemental Chaos erupt into the
lightly obscured. When a burst or a blast created by world, a strange form of ice crawls toward any kind of

CHAPT E R 2 I Advanced Encounters


heat. Living creatures that stand on the ice are slowly ELDRlTCH INFLUX Z
drained of life. One or more squares reflect light, as if a metallic ~
Effect: Any creature that starts and ends its turn object hung suspended in the air. Characters entering "
in any square of creeping ice takes 5 cold damage these squares feel energy surrounding them and hear ~
per tier. a faint hum in the air. Magical energy pools in this
Usage: Creeping ice is a great tool to persuade the area, flowing into the void left behind by the expendi-
characters to move around an encounter area, par- ture of magic item powers.
ticularly if you place it in spots where characters who Effect: As a standard action, a character in a
have ranged attacks are likely to position themselves. square of eldritch influx can channel its energy to
recharge an expended magic item power. Recharging
DEFILED GROUND a power in this way does not grant the item's wielder
The dead do not always rest in peace. Some cem- the ability to make use of more daily magic item
eteries are darker than others, and ancient events powers between milestones. Using an eldritch influx
leave unseen traces of their former presence. Defiled for this purpose depletes its energy, and it can't be
:;round sometimes attracts undead. used again until 24 hours have passed.
Effect: Undead gain a +1 bonus to rolls to Usage: Since monsters rarely use magic items, this
recharge their powers while on defiled ground. In terrain feature is a great magnet for player characters.
addition, if an undead creature is reduced to 0 hit Place it so they have to work to reach it during a fight,
points while on defiled ground, roll a d20; on a 10 or encouraging movement and rewarding risk. Use it for
~igher, the undead creature rises with 1 hit point on paragon characters or in the first encounter after a
next turn. If radiant damage reduces an undead milestone, when you know the characters have magic
Teature to 0 hit points, it can't rise again in this item activations available to them.
manner.
Usage: Defiled ground makes undead encounters ELEMENTAL WINDCHURN
omewhat more dangerous. Use it for encounters The powerful, swirling wind in this area makes flying
. hat are meant to have a feel of horror, or to evoke difficult. The elemental turbulence crackles with
he atmosphere of a site sacred to undead, such as a energy, bringing with it a strong ozone odor.
emple to Orcus. Effect: An area of elemental windchurn is dif-
ficult terrain for creatures that are flying, and a
DIMENSIONAL TURBULENCE creature that ends its turn aloft in the area slides Id6
-nstability in the fabric of a plane makes teleportation squares in a random direction.
: ifficult and inaccurate. Dimensional turbulence is Usage: Elemental wind churn adds a touch of chaos
i ible as a faint rippling of space with an occasional to a battle while discouraging flight. Use it as an excuse
-\-inkling of purple light. to ground flying monsters at the heroic tier, while at
Effect: A creature that teleports into a square higher tiers it makes an aerial duel far less predictable.
:-dimensional turbulence slides Id4 squares in a
~an dom direction after teleporting.
ENERGY NODE
Usage: Most useful at the paragon and epic tiers, An energy node is a particularly strong confluence
imensional turbulence turns normally dependable of arcane, divine, and other forms of power. The air
eleportation powers into a risky proposition. above it shimmers with energy, and anyone standing
upon it feels fresh and reinvigorated.
DOOMLlGHT CRYSTAL Effect: A creature that starts its turn in an energy
~he se rare, glowing rock formations exist in the node's square can spend a minor action while in the
-nderdark and deep caverns. The glow comes from square to regain a Single encounter or recharge power.
he gas inside the crystals, which explodes if it comes Using a node for this purpose depletes its energy, and
'1 contact with air. it can't be used again until 24 hours have passed.
Effect: A fist-sized doomlight crystal emits dim Usage: Energy nodes work well in long, running
ellow light in a 3-square radius. If a character in a battles and in encounters with solo monsters. Not
--quare with a doom light crystal is hit by a close or an only do they allow the characters (and monsters) to
rea attack, the crystal is destroyed as well-and the use encounter powers multiple times, but they also
,a inside it explodes, dealing 5 damage per tier to create a situation in which the player characters
.he character in its square. might be racing against their opponents. Only one
Usage: ObViously, this terrain feature makes area creature can benefit from each energy node, forcing
_!1d close attacks more powerful. It can also add an the characters to fight for access to any nodes in an
nteresting lighting element to a battle if the doom- area. In a fight against a solo monster, consider plac-
,ohts are the only source of illumination. As they are ing more than one node around the perimeter of the
:estroyed, the battlefield grows darker and darker. encounter area, or in hard-to-reach places, which

CHAPTER 2 I Advanced Encounters


can force PCs to disengage in order to draw upon the terrain is similar to a blood midge cloud, but has a
power of a node. Significant harmful effect to characters and monsters
inside it. Few monsters, even devils, are immune to the
FEY CIRCLE effect ofinfernal fumes, so they challenge both sides
Often distinguished by the presence of tangled vines of a fight equally. Creatures that remain outside the
or large toadstools, this location is empowered with cloud are hindered in their attempts to attack creatures
the extraordinary energy of the Feywild. inside the cloud as a result of the concealment it grants.
Effect: A creature can spend a minor action while
in a fey circle's square to teleport 5 squares. JADE FLAME
Usage: A fey circle can add unpredictability This strange, vibrant green fire burns everything that
to a combat area, and it can level the playing field comes near it, yet the nature of its magic is such that a
somewhat when the player characters are fighting creature it burns cannot be harmed by other sources
monsters that teleport- or when monsters familiar of heat for a limited time.
with the circle face player characters who teleport Effect: A creature that enters a square ofjade
all the time. A fey circle is also a great addition to an flame or that starts its turn adjacent to such a square
encounter area that features a treacherous chasm or takes ongoing 5 radiant damage per tier (save ends).
similarly dangerous terrain, giving the player charac- However, until the creature saves against the ongoing
ters a way to bypass the danger if they can figure out damage, it has resist fire equal to 10 per tier.
the purpose of the fey circle. Usage: Jade flame offers the characters a choice.
They can accept some constant radiant damage in
GRASPING BOG return for protection against a potentially more dan-
A grasping bog is an area of deep, viscous mud that gerous threat. The characters might need to use jade
not only hampers movement but also clings to charac- flame to protect themselves before they race across a
ters who tumble into it. lava chamber or face another sort of fire hazard.
Effect: A grasping bog is difficult terrain. In
addition, a creature that falls prone in a square of MARTYR'S MONUMENT
grasping bog is restrained (save ends). This area contains the life energy of an ancient and
Usage: Combine grasping bog terrain with mon- powerful champion of the gods, embodied in a statue
sters that can knock their enemies prone. or some other holy icon.
Effect: The monument grants a +2 bonus to saving
HEALING GROUND throws to all creatures within 5 squares of it.
This area is infused with primal energy that allows In addition, a creature adjacent to the monument
life of all sorts to flourish. Undergrowth or fungus can touch it as a minor action to make a saving throw.
that thrives on the primal energy in the place grows Each time a creature touches the monument to make
wildly and chokes the area with its profUSion. a saving throw, roll a d20; on a 5 or lower, the monu-
Effect: If a creature in this terrain spends a heal- ment loses all its magical properties for 24 hours.
ing surge, it regains an additional 2 hit points per tier. Usage: A martyr's monument gives characters a
Healing ground is also difficult terrain due to the new option for their minor actions. Such terrain is also
abundant plant life. great for monsters that have nothing else to do with
Usage: Healing ground, assuming that the charac- their minor actions. Characters and monsters can use
ters can recognize it, is a good example of attractive forced movement powers to drive their enemies away
terrain that gives characters an incentive to move into from the monument so they can't gain the saving throw
a room and take up advantageous positions. bonus it grants. Use this feature in combination with
monsters whose attacks impose effects that a save can
end, or if the characters have been making particularly
INFERNAL FUMES effective use of such attacks against previous foes.
Most common in regions of the Nine Hells and cer-
tain volcanic regions of the world, infernal fumes are
great clouds of gray smoke that glow red with inner NECROTIC GROUND
heat. Infernal fumes drift as if alive, apparently seek- This area is infused with necrotic energy. All light
ing concentrations of multiple creatures. sources appear slightly dimmer, and the air is cold
Effect: Squares filled with infernal fumes are and still. Creatures that enter this area feel tired and
lightly obscured. The fumes can move up to 4 squares drained.
each round. A creature that ends its turn in a square Effect: A creature that spends a healing surge
of infernal fumes takes 5 fire and poison damage per in an area of necrotic ground recovers only half the
tier and is dazed until the end of its next turn. normal number of hit points. (All other effects, such
Usage: Infernal fumes are an effective way to chase as additional hit points regained or the bonus to
player characters around an encounter area. This defense from using second wind, are unaffected.)

CHAPTER 2 I Advanced Encounters


l age: Unless an encounter area consists entirely freely in difficult terrain (including creatures that z
rotic ground, characters will wisely do any- have the forest walk ability). «
et:
they can to avoid being in the area when they
et:
J healing surges. If you combine necrotic ground PHASE MIST L.U
a trong defensive position or another advanta- I-
Phase mist is an extremely rare phenomenon. It
location, you might force characters into the appears as a hazy cloud of sWirling colors similar
ult choice of staying in their good position but to those found in the Astral Sea. When a creature
ina less benefit from healing effects, or abandon- steps into phase mist, its body phases into the strange
eir position so that they can regain as many hit spaces that exist between the planes.
_as possible. Effect: A square of phase mist is lightly obscured.
A creature that starts its turn in a square of phase
E EDLE HEDGE mist gains phasing until the end of its turn.
of sharp-needled bushes grow in the dark for- Usage: Use phase mist to create encounters that
the Shadowfell and in areas of the world where force the characters to split up. For example, the
",·s influence is strong. The plants are covered characters might use the mist to enter a chamber that
neT. sharp spines and thorns, forcing creatures to lacks a door. Within the chamber is another patch of
down as they move through the bushes or suffer phase mist and an object that the characters need.
ltitude of small cuts. In addition, monsters that have phasing, or undying
£fect: A needle hedge is difficult terrain, and it guardians that lurk in the inaccessible chambers,
cover to a creature within it or behind it. If a wait to ambush lone characters.
ure moves through more than 1 square of needle
during a single move action or incident offorced QUICK SEAR
ment, that creature takes 5 damage per tier. This mixture of acid and qUicksilver is a viscous,
C age: Characters are likely to consider a needle silvery green liquid. It appears as a small puddle in a
e an effectively solid barrier until they're pushed single square.
u h it. Use it with monsters that can force move- Effect: A creature that starts its turn in a square
. or with elves or other skirmishers that can shift of qUick sear or adjacent to such a square takes 5 acid
damage per tier. If a square of qUick sear is within
the area of effect of a close or an area attack, it moves
Id6 squares in a random direction.
Usage: Quick sear adds a random element to an
encounter that could otherwise prove dull or static.
Use it in encounters where a sense of randomness
.J and an unexpected twist seems appropriate.

RAGE STONE
This expanse of black-veined crimson stone is infused
with the psychic residue of pitched battles and brutal
atrocities. A creature standing on a square of rage
stone feels itself consumed with negative and violent
emotions that it must unleash.
Effect: A creature that starts its turn in a square of
rage stone must make a melee attack on that turn or
takes 5 psychic damage per tier.
Usage: Creatures that are comfortable making
melee attacks suffer few ill effects from rage stone,
aside from lingering emotional turmoil that has no
game effect. Creatures that prefer to stay away from
melee combat (including most PC controllers, for
example) are the most likely to take damage from
rage stone. Putting rage stone at the periphery of an
encounter area can play havoc with PC controllers and
ranged strikers, as well as with artillery monsters.

THUNDER SHARDS
These crystalline shards of solidified thunder energy
are both unstable and dangerous. They rumble

C HAPTER 2 I Advanced Encounters


and shudder as they course with the energy within Sin8le-Use Terrain: Sometimes using a terrain
them. Most creatures avoid them, but occasionally power destroys the terrain. Once the ogre collapses
orcs, ogres, and other battle hungry creatures dwell the hut's roof on the PCs, the roof can't attack the
near them. Although thunder shards are dangerous, characters anymore. The first time a creature suc-
they also make useful defensive fortifications if used ceeds on a check to use a single-use terrain power, or
properly. attacks with it if the power requires no check, that
Effect: Squares of thunder shards are difficult terrain power is no longer available for use. The ter-
terrain. If a creature makes a melee attack against rain is destroyed or otherwise ineffective if used to
a target in a thunder shard square, roll a d20; on a attack again.
10 or higher, both the attacker and the target take 5 At-Will Terrain: Terrain powers of this sort can
thunder damage and are pushed Id4 squares from be used over and over. The terrain's attack can be
each other. repeated. Attacking with it might cause the terrain
Usage: Thunder shards are useful barriers to some damage, but the object or area remains intact.
encourage movement and add a random element to Flavor Text: Beneath the header line is a brief
the fight. The random push is especially useful if the description of how the terrain looks and what its
area has pits or other dangerous terrain. power might do.
Action: The kind of action needed to use the
TERRAIN POWERS power is called out here.
Requirement: Some terrain powers can be used
The barbarian pushes against a broken stone wall,
only if a certain precondition is met.
causing it to topple over and crush the orcs on the
Check: A terrain power requires an attack roll, a
other side. An ogre slams its club into the ship's
skill check, or an ability check to prepare it for use.
wooden floor, causing the floor to shudder and
A tiefling archer takes careful aim, firing an arrow
knocking the wizard prone.
and trying to sever the rope holding up a chandelier.
Sometimes, characters and their enemies can use
The archer must first hit the rope. Or, an ogre pushes
the terrain around them as weapons. Adding this
against a wall, attempting to topple it over onto
terrain to an encounter provides for an added layer
nearby enemies. First the ogre has to make a success-
of excitement, inventiveness, and danger. When the
ful skill check to push the wall over.
players see that terrain can function as a weapon
A terrain power's "Check" entry specifies the kind
against their characters' enemies, they seek out cre-
of roll or check required to use the power. Usually,
ative tactics and novel ways to deal with encounters.
the entry describes the DC of a skill check or ability
A terrain power is a description of what happens
check as easy, moderate, or hard. Use Difficulty Class
when a creature uses a feature of the terrain to attack
and Damage by Level table (page 65) to determine
its enemies. It can be a prepared part of an encounter,
the exact DC based on the level of the encounter.
perhaps even key to the characters' success in the
Success: This entry describes what happens if a
encounter, or it can be an improvised action invented
character succeeds on the check. That character can
on the spur of the moment.
then use the terrain power.
Terrain powers are interesting in an encounter
Failure: As a default, if a character fails the check,
when the characters can use them. You might pre-
he or she cannot use the terrain power. If the ter-
pare terrain powers for a climactic encounter and
rain power is single-use, the power is not expended
lay them out on the table (perhaps literally, on index
on a failed check. This entry appears only if a failure
cards, or else verbally as you describe the area) when
requires some further explanation about the terrain
the encounter starts, or let characters discover them
or the outcome of the usage attempt.
on their own. On the other hand, exciting uses of
Attack and Hit: The attack of a terrain power is
terrain powers can include the unusual tactics that
part of the same action needed to make the check.
players think up when their characters are caught in
These and other entries in a terrain power descrip-
desperate situations. Be flexible!
tion sometimes refer to "level," which is the level of
Terrain powers function like character or monster
the encounter. For example, the attack of a falling
powers, with just a few important differences. Any
chandelier is level + 3 vs. Reflex, and a hit deals 2d8
creature in or adjacent to the terrain can use the
+ one-halflevel damage. In a 10th-level encounter, its
power without any special training.
attack would be +13 vs. Reflex, and its damage would
be 2d8 + 5.
READING TERRAIN POWERS Miss: This entry appears only if an attack deals
Like character powers, terrain powers are described half damage or imposes some other damage or condi-
in a specific format. tion on a miss.
Name and Usage: The header line gives the name Effect: A terrain power can have an effect that
of the power and how often it can be used. occurs regardless of whether the attack hit or missed.

CHAPTER 2 I Advanced Encounters


Ruined Wall Single-Use Terrain
PLE TERRAIN POWERS
n adapt these example terrain powers to a vari- This saBBinB wall is ready to fall over with just the riBht applica- ""
tion offorce. r'
mations, using the same rules but providing
m descriptions. For example, when a player Standard Action L....
Requirement: You must be adjacent to the wall. t-
'er (or an ogre) wants to push a wagon down
Check: Athletics check (hard DC) to topple the wall.
use the boulder terrain power. Any heavy Success: The wall collapses.
uspended above the encounter area can fill Target: Each creature in a close blast 3 in the direction the
chandelier, including the tiefling archer's wall fell
ridge. Attack: Level + 3 vs. Reflex
Hit: 1 dl 0 + one-half level damage, and the target is
I ~ Single-Use Terrain knocked prone.
Miss: Half damage .
.. boulder is perched atop a 10nB slope. One stronB Effect: The space the wall covered and the area of the blast
Id send it hurtlinB into an oncominB mob of enemies. become difficult terrain.
rd Action
~ment: You must be adjacent to the boulder. Swinging Rope or Vine At-Will Terrain
Athletics check (hard DC) to shove the rock.
The boulder rolls forward and down the slope, A vine hanBs downfrom the treetops over a deep chasm.
ng after moving 1 d6 squares away from the slope's DM Note: When placing a swinging vine or rope in an
"The boulder can move through a creature's space. encounter, you must determine the rope's starting square,
it does so, make the following attack. its path of travel, and its ending square. Keep in mind that
Each creature whose space the boulder enters some vines or ropes can travel in both directions.
Level + 3 vs. Fortitude Move Action
_ '0+ one-half level damage, and the target is Requirement: You must be in the vine or rope's starting
ed prone. square to use this terrain power.
S {Ie the target 1 square out of the boulder's path. Check: Athletics check (moderate DC) to swing from the
vine's starting square to its ending square.
~ Single-Use Terrain Success: You move from the vine's starting square to its
ending square along the vine's path. This movement
('mate chandelier of iron and crystal hanBs over the provokes opportunity attacks, and you can let go from the
-.1. It 1V0uid be a pity if it fell to the Bround. vine at any point during this movement. If you reach the
ending square, you can make an Athletics check to jump at
rrom a distance, to sever or loosen the rope or the end of the swing, treating it as a jump with a running
olding the chandelier aloft, make a ranged attack start, but you must jump in the same direction as the
andelier's defenses are level + 5). movement of the swinging vine.
ematively, you can spend a standard action to cut Failure: You do not move, and your move action ends.
pe while adjacent to either the chandelier or the
r chain keeping it aloft.
Table of Combustibles Single-Use Terrain
The chandelier falls to the ground and smashes to
A table holds beakers and vials containinB volatile combustibles
Each creature in an area burst 1 beneath the that have a violent reaction when mixed tOBether or thrown to
elier the wound.
. Level + 3 vs. Reflex Standard Action
- one-half level damage. Requirement: You must be adjacent to the table.
-1alf damage. Check: Athletics check (hard DC) to overturn the table.
"'he area where the chandelier fell becomes difficult You can drop prone as part of the standard action to
avoid the attack.
Success: The table is overturned.
I
I -.pe Bridge At-Will Terrain Target: Each creature in a close burst 2 centered on the table
Attack: Level + 3 vs. Reflex
<"Y bridBe spans a deep Bap. One sudden move, and it Hit: Ongoing 5 fire and pOison damage per tier (save ends).
_-ilously; threateninB to put anyone on it over the side.
d Action
Tapestry Single-Use Terrain
' rement: You must be on or adjacent to the bridge.
. Athletics check (moderate DC) to sway the bridge. A quick tUB, and the tapestry hanBinB on the walljlutters to the
. The bridge sways. wound, trappinB anyone next to it.
Each creature standing on the bridge (including you, Standard Action
icable) Requirement: You must be adjacent to the tapestry.
Level + 3 vs. Reflex Check: Athletics check (moderate DC) to pull the tapestry
Ii' e target is knocked prone. If the target is already down.
it falls off the bridge. Success: The tapestry falls.
Target: Each creature in a close blast 3 out from the tapestry
Attack: Level + 3 vs. Reflex
Hit: The target is blinded and slowed until it is no longer
underneath the tapestry.

CHAPTER 2 I Advanced Encounters


.-.-. ._-.---.-.-_.-.-_._-.-._._-.-.--.-.--.-._.-
DES1GN1NG TRAPS J

No dungeon is complete without a few devious interacting with traps of a given level. Perception is
devices. Sometimes, though, traps have a nasty habit typically used to detect a trap, though other skills
of reducing a dungeon run to a crawl. Take care to put might also come into play if thematically appropri-
traps in the right setting to make their inclusion fun ate. Such DCs typically start as moderate or hard,
and to keep them from dragging your game down. and in many cases progressively more difficult DCs
When setting out to design a trap for your game, might provide more information. If detecting a trap,
consider basing it on the traps you already have or some fact about a trap, needs to be more challeng-
available to you. If you're thinking about a gauntlet ing than hard difficulty, use a value no more than 5
of shuriken-spitting statues for an 8th-level party, greater than the hard DC.
you can probably use either the spear gauntlet or When setting the DCs for disabling or delaying a
poisoned dart wall from the Dungeon Master's Guide. trap using the Thievery skill, consider rudimentary
Replace the numbers for DCs, attack bonus, and traps, such as concealed pits or tripwire triggers, to
damage using the tables in this section. This method be of moderate difficulty, while a more complex trap
is a lot easier and faster than designing from scratch. should use DCs appropriate for a hard challenge.
You can also use the tables to increase or decrease Traps might have alternative ways of delaying or dis-
the level of a trap that you already have available. abling them, with varying DCs. For instance, a trap
Maybe you like one of the traps in this chapter, but its could have a moderate DC check that involves some
level is too high. Just consult the tables and adjust it. risk (such as requiring the PC to be attacked or to
If the existing trap doesn't match the numbers for its place himselfin a precarious situation), while also
level in the tables, compare the trap's numbers to the allowing a hard DC check with reduced or no risk.
table's numbers and then eyeball a proportional dif- In some cases, you might even allow a character who
ference based on the numbers for the level you want. accomplishes a difficult success to find an even easier
You can even take a trap and "reskin" it to your way to disable the trap. For example, a PC might suc-
needs without changing any numbers. Perhaps you ceed on a hard DC Perception check to notice the
want to fill an area with deadly but random arcs of panel that hides a trap's control mechanism, after
lightning. Take the pendulum scythes trap from the which an easy DC Thievery check allows her to use
Dungeon Master's Guide and have it deal lightning those controls to stop the trap.
damage instead of normal damage. Instead of slots, 2. Determine How the Trap Threatens the
hidden lightning generators create the effect. Your Characters: A trap that attacks once and is done
players have what feels like a new trap experience, should have different numbers from a trap of the
and you didn't have to do a lot of work. same level that attacks multiple times. Similarly,
If no existing trap serves your needs, you can a trap that attacks a large area or many characters
design one using the tables here with other traps as functions differently from a trap that endangers just
your gUide. When setting out to design a trap for an one character.
encounter, don't get hung up on whether it's a trap Single-Shot Traps: Single-shot traps attack once and
or a hazard, or if it qualifies as a blaster, a lurker, are done. A trap that resets might still be a Single-
an obstacle, or a warder. These terms exist to pro- shot trap if a character must choose to do something
vide mental cues that suggest the uses of traps. You active to set it off again. Being attacked every round
already know how you want to use your trap. as long as you stand in a square is not a Single-shot
1. Choose the Trap's Level: This is probably trap, because the character could be paralyzed in that
either the level of the player characters or the level location or forced to fight in that square, but getting
of the encounter in which the trap appears. The level shot every time you open a particular door qualifies
determines the trap's numbers as described in the as a Single-shot trap. The trap resets whenever the
tables below. You can deviate from these numbers, door is closed, but the character could leave the door
but you should have good reason to do so. Your play- open or not use it again.
ers aren't likely to realize small changes in difficulty A Single-shot trap uses the Limited Damage
(a point or two up or down), but noticeable changes in Expressions part of the table. For a single-shot trap
the numbers can cause the trap to become either too that affects a Single target, use the Medium damage
easy or too hard for the XP it provides, which likely column. For one that affects an area, use the Low
translates to less fun at the table. If you look at the damage column. For an elite trap, use the damage
numbers and want your trap to be more dangerous, column one step up (Low becomes Medium, Medium
consider making a higher-level trap. becomes High).
Trap Des: Use the Difficulty Class and Damage OngOing Attack Traps: These traps continually
by Level table to generate appropriate DCs for attack the targets while they are in the area.

CHAPTER 2 I Advanced Encounters


FFICULTY CLASS AND DAMAGE BY LEVEl il
Il.
Difficulty Class (DC) Values Normal Damage Expressions Limited Damage Expressions
I

level Easy Moderate Hard Low Medium High Low Medium High
«x::
st-3rd 5 10 15 1d6 + 3 1d10 + 3 2d6 + 3 3d6 + 3 2d10 + 3 3d8 + 3
• -6th 7 12 17 1d6 + 4 1d10 + 4 2d8 +4 3d6+4 3d8 +4 3d10 + 4
-9th 8 14 19 1d8 + 5 2d6 + 5 2d8 + 5 3d8 + 5 3d10 + 5 4d8 + 5
h-12th 10 16 21 1d8 + 5 2d6 + 5 3d6 + 5 3d8 + 5 4d8 + 5 4d10 + 5
3 h-15th 11 18 23 1d10 + 6 2d8 +6 3d6 + 6 3d10 + 6 4d8 + 6 4d10 + 6
-18th 13 20 25 1d10 + 7 2d8 + 7 3d8 + 7 3d10 + 6 4d10 + 7 4d12 + 7
14 22 27 2d6 + 7 3d6+ 8 3d8 + 7 4d8 + 7 4d10 + 7 4d12 + 7
16 24 29 2d6 + 8 3d6+ 8 4d6+ 8 4d8 + 8 4d12 + 8 5d10 + 8
-27th 17 26 31 2d8 + 9 3d8 + 9 4d6 +9 4d10 + 9 5d10 + 9 5d12 + 9
-30th 19 28 33 2d8 + 10 3d8 + 10 4d8 + 10 4d10 + 9 5d10 + 9 5d12 + 9

n ongoing attack trap uses the Normal Damage designing a no-damage trap, so don't be afraid to
ressions part of the table. For an ongoing-attack change the XP you give for it based on the difficulty
that affects a single target, use the Medium of the encounter when you play. A trap effect that
age column. For one that affects an area, use incorporates damage along with nondamaging effects
low damage column. For an elite trap, use the should have a lower damage number, reducing the
age column one step up (Low becomes Medium, damage to that of a lower-level trap.
ium becomes High). Stress Traps: A stress trap is like a no-damage trap
o-Damage Traps: Traps that deal no damage might except that it threatens damage and might eventu-
,therwise harm the characters (blocking their ally follow through on that threat if the characters
erne nt, making them weakened or slowed, and so fail to take the necessary actions. A room filling with
n a noncombat situation, a no-damage trap prob- water or one that has a slowly descending ceiling is a
i n't much of a threat, but in a combat encounter, stress trap. This kind of trap might work better as a
-ort of trap can be just as tough to deal with as skill challenge, but see the water-filling chamber and
nster. You're firmly in the realm of art when crushing walls room traps on the following pages.

TOP TEN TRAPS TO AV01D


1 0. Traps without Cause: Traps should guard some- 5. Traps Designed to Defeat the Rogue: If your players
specific or be useful to their makers in combat. Traps devote resources to defeating traps, don't punish them by
have no apparent reason for being there can annoy making traps more difficult to overcome. They'll be a lot
rs. happier if their choices are meaningful.
9. Traps Out of Scope for the Trap Setters: If the stone- 4. Traps that Make a Character Sit out the Fight: The
. ielding grimlock warren has a repeating crossbow greased pit trap in the final encounter room can make
there should be a good explanation the characters a player whose character falls into it bored during what
discover. should be the best encounter in the adventure.
. Too Many Traps in Expected Places: If you put a trap 3. Traps without Countermeasures: A trap without
a treasure chest in three adventures in a row, you can countermeasures is about as fun as fighting a monster
ct the players to take the next treasure chest they see you can't damage. Give the characters multiple means of
- toss it down a stairwell to open it. The same goes for defeating the trap.
- es and doors. Use traps on common objects sparingly 2. Traps that Don't Give Experience: It might feel as
.oid having them get stale. though the characters didn't earn their success when they
7. Traps that Counter PC Preparations: The frost circumvent a trap with a Single roll or a clever idea, but
t's palace of ice shouldn't have fire traps. Maybe you not giving XP would be like not giving the players XP for
,ustify it, but instead of explaining why you're making those combats that end in a Single round. Sure, they were
players unhappy, why not make them feel smart and lucky, but it felt like a great success to them. Allow them
.ard their preparations for cold by giving them exciting to enjoy it.
~ ps to overcome? 1. Extremely Deadly Traps: It might make a trap more
6. Traps in Unexpected Places: It might be "realistic" fearsome to have it cause a lot of damage, but the unseen
effective to put a trap in a surprising place such as the trap that kills a character is about as fun as walking out
:ktle of an otherwise unremarkable hallway, but put- your door to find that a falling meteorite has flattened your
tra ps in places that players take for granted as being parked car.
e means they can't do so anymore. If the characters
red uced to testing every square before they walk on
ur game is going to slow to a crawl.

C HA PT E R 2 I Advanced Encounters
They both use statistics appropriate for elite, ongoing SAMPLE TRAPS
attack, area traps of their level.
3. Assign XP for the Trap: When assigning Each of the trap descriptions below contains a Tactics
XP for a trap, you need to know its level and type section that provides some advice and suggestions on
(single-shot or ongoing, standard or elite). Single- using the trap, and many of the traps here also con-
shot traps should be considered minions. Ongoing, tain sample encounters.
no-damage, and stress traps should have the XP of
standards or elites. Kissing Maiden Level 4 Lurker
Trap XP 175
ELITE AND SOLO TRAPS When a square is entered, a section offloor slides aside and a
stone post levers up to hit the creature in the square, pushina it
You might want a trap to be elite so that it takes up back. The stone post then Slvinas back down to reset the trap as
more space or deals more damage than a standard lona as the square is empty.
version of the same trap, but it's often more fun just to Trap: A square hides a post that deals damage and pushes a
add another trap. Don't fall prey to thinking that elite creature. The post provides cover while the creature is in
equates to more fun or greater danger. It can mean the square.
those things, but a trap the characters fail to circum- Perception
vent and that deals a lot of damage to them could just +- DC 17: A panel in the floor ahead of you is loose,
suggesting that it slides to one side.
as easily be less fun than a standard trap. Similarly, if
you increase the level of an encounter by adding an
+- DC 22: Another portion of the floor gives in when pressed
down. It might be a trapdoor or a pressure plate.
elite trap, but then the characters don't trigger that Trigger
trap, the encounter becomes less of a challenge. The floor panel slides aside and the post swings up when a
Making a trap elite is similar in many respects to creature enters the square.
making a monster elite. Use the traps in this chap- Attack
ter and in the Dun8eon Master's Guide as examples. Opportunity Action Melee
Target: The creature that triggered the trap
Options include increasing a trap's attack bonus by
Attack: +7 vs. Fortitude
2, increasing its damage, increasing its number of Hit: 1 d1 0 + 4 damage, and the target is pushed 2 squares in
attacks, and increasing the space the trap occupies or the direction the trap is set to push.
the area it can affect. Countermeasures
As for solo traps, you might consider creating such +- A character standing in the square of a triggered kissing
a trap as a skill challenge, and you can also com- maiden that missed can keep it from resetting by jamming
bine different traps to make a solo encounter. The an object in the way of the post or the sliding section of
floor that hid the post, requiring a DC 12 Thievery check.
hallmark of a solo encounter is that it keeps all the
+- A character adjacent to the trap can delay or disable a
characters involved, so a solo trap needs to include kissing maiden with a DC 17 Thievery check.
ways for each character to contribute to either help
overcome the trap directly, or at least to mitigate the
damage or other effects the party is subject to during TACTICS
Use a kissing maiden with other traps or terrain
the encounter. Similarly, each character should be at
powers, so that a pushed PC lands in another dan-
risk during an encounter with a solo trap.
gerous square. Place the kissing maiden in a space
STANDARD AND ELITE TRAP STATISTICS* the PCs have to cross, so they need to disable it or
Standard Elite risk triggering it multiple times. An encounter could
Initiative bonus +2 +4 include multiple kissing maidens teamed with crea-
Attack vs. AC* * Level + 5 Level + 7 tures that fly or hover.
Attack vs. other defenses·· Level + 3 Level + 5
·If you want to derive statistics such as defenses and SAMPLE ENCOUNTER
AC, see "Damaging Objects" (Dunseon Master's Guide, A group of evil dwarves defends a fortified chamber
page 65). that is rife with traps. The dwarf hammerers use
•• Reduce the attack bonus by 2 for powers that affect their shield bash attacks to push enemies into kissing
multiple creatures. maidens, while the dwarf bolters position themselves
behind the traps.

Level 8 Encounter (XP 1,825)


+- 2 dwarf bolters (level 4 artillery; Monster Manual,
page 97)
+- 3 dwarf hammerers (level 5 soldier; Monster
Manual, page 97)
+- 5 kissing maiden traps (level 4 lurker)

CHAPT E R 2 I Advanced Encounters


Falling Iron Portcullis Level 7 Minion Obstacle • 1 trap haunt ghost (level 8 lurker; Monster Manual,
Trap XP 75 page 116)
'''hen a pressure plate is stepped on, a hidden iron portcullis • 2 troglodyte maulers (level 6 soldier; Monster
drops from the ceilinB, blockinB the hallway. Manual, page 252)
Trap: A portcullis drops into 2 adjacent squares when a
2-square-wide pressure plate is stepped on_ A secret panel
Water-Filling Chamber Level 8 Elite Blaster
hides the winch that raises the portcullis.
Trap XP 700
Perception
• DC 14: The ceiling has a 2-inch-wide slot packed with When a character moves onto a central square in the room,
gray dirt and small stones. reinforced iron doors crash down over the exits, and a face
• DC 19: A portion of the floor gives in when pressed down. carved in the wall opens its jaws to spew water into the room.
It might be a trapdoor or pressure plate. Each iron door can be opened to prevent accidental entrapment,
• DC 24: A secret panel in the wall beyond the pressure but each door release has three locks.
plate hides the winch that raises the portcullis. Trap: The chamber seals off and fills with water when a
Trigger pressure plate is stepped on.
A portcullis falls and blocks the passage when a creature Perception
steps on a pressure plate. • DC 14: The face carved in the stone walls looks like it has
Attack a movable jaw.
Immediate Reaction Area 2 adjacent squares • DC 19: A portion of the floor gives in when pressed down.
Target: Each creature in the area It might be a trapdoor or pressure plate.
Attack: + 1 0 vs. Reflex • DC 24: A hidden slot is above each doorway. Something
Hit: 3d8 + 5 damage, and the target is restrained and falls might fall out of it.
prone. If the target is already prone, it takes no damage, Initiative +4
but its turn ends immediately. Trigger
\1iss: Half damage, and the target is pushed 1 square (roll a The trap is triggered when a creature enters the trapped
d20: 1-10 push forward, 11-20 push back). square. When triggered, the iron doors fall into place. Roll
Countermeasures initiative. On the trap's initiative count, water begins to
• A character who finds the winch can crank it up with a pour from the faces in the walls.
DC 8 Athletics check. Attack
• A character adjacent to the trap can delay or disable one Standard Action Area the entire room
portcullis or pressure plate with a DC 19 Thievery check. Target: Each creature in the area
+ A restrained character can use the escape action (DC 19) Effect: On the trap's initiative count, the water level in the
to free himself, moving 1 square but remaining prone. room rises. The water has the follOWing effects each round.
+ A character not restrained by the portcullis can force it Round 1-No effect on Medium creatures. The room is
open with a successful DC 24 Strength check. difficult terrain for Small creatures.
• A character can attack a portcullis bar (AC 8, Reflex 8, Round 2-The room is difficult terrain for Medium
Fortitude 8; hp 45). Destroying a bar opens enough room creatures. Small creatures must swim.
for a Small or Medium creature to squeeze through with Round 3-All creatures must swim.
an escape action (DC 14). Destroying two bars allows a Round 4-The room is filled with water. All creatures are
Large creature to squeeze through (DC 19), and Small and considered to be swimming underwater.
Medium creatures count the square as difficult terrain. Countermeasures
• A character adjacent to the trapped square can delay the
-r"';'CTlCS trigger with a DC 19 Thievery check.
• A character adjacent to one of the doors can partially
ce the triggering pressure plate beyond the port-
prop it open with a DC 24 Thievery check. This causes
.lis so that it can divide the party, then start a the room to fill with water in twice as many rounds, using
:nbat encounter. Alternatively, have a monster run the round 1 result on round 2, the round 2 result on
ay from the pes and trigger the portcullis to fall round 4, and so on.
the pes who follow_ Use multiple portcullises to • A character adjacent to one of the doors can use a key to
ate the pes within a room, and have monsters open one of its three locks, assuming the character has
-h ranged attacks or insubstantial monsters attack the right key.
• A character adjacent to one of the doors can open one of
its locks with a DC 1 9 Thievery check.
::: -\,\i\PLE ENCOUNTER • A character adjacent to the carving on the wall can reduce
- adventurer fell prey to a falling portcullis, was eaten the flow of water into the room for 1 round by partially
arrion crawlers, and then rose as a ghost. Now he closing the carving's mouth with a DC 14 Strength check.
other adventurers to a similar fate, and the car- For each round that the mouth is held partially closed,
water still flows in but at a slower rate. For every 3 rounds
:1 crawlers, with their troglodyte handlers, come to
that the mouth is held partially closed, the water rises as
tigate the sound of the gate crashing down. though a single round had passed (see "Effect," above).
• A character adjacent to one of the doors can attempt to
-el 7 Encounter (XP 1,525) break it down with a DC 30 Strength check.
2 carrion crawlers (level 7 controller; Monster • A character adjacent to one of the doors can attack it in
Ianual, page 40) an attempt to break it open (AC 5, Fortitude 10, Reflex 5;
, fa lling iron portculliS trap (level 7 obstacle) hp 80).

CHAPTER 2 I Advanced Encounters


Attack
TACTICS Standard Action Area the entire room
Don't worry about the physics here. A water-filling Target: Each creature in the area
chamber is about a cool scene, not the minutia of water Effect: On the trap's initiative count, each wall moves inward
pressure or cubic volume. That said, consider the dun- 1 square. Creatures adjacent to the wall are automatically
geon design and the location from which the water is pushed 1 square. When the crushing walls are 1 square
flowing. Perhaps setting off this trap allows the pes to apart, they attack all creatures in the room until all are
access a previously flooded section of the dungeon. crushed to death.
Attack: + 14 vs. Fortitude
Hit: 3d6 + 5 damage.
Crushing Walls Room Level 11 Elite Blaster Miss: Half damage.
Trap XP 1.200 Countermeasures
VVhen a character moves onto a central square in the room, • A character adjacent to the trapped square can delay or
reinforced iron doors crash down over the exits, and two disable the trigger with a DC 26 Thievery check.
opposinB walls beBin to press inward. Each iron door can be • A character adjacent to one of the doors can disable it
opened to prevent accidental entrapment, but each door release with a DC 26 Thievery check.
has three locks. • A character adjacent to one of the doors can use a key to
open one of its three locks, assuming the character has
Trap: One square in the room is a pressure plate that makes the right key.
the walls press together when it is stepped on. • A character adjacent to one of the doors can open one of
Perception its locks with a DC 21 Thievery check.
• DC 16: Slight scratches in the floor and ceiling suggest • A character adjacent to one of the moving walls can prevent
that the walls can move inward. its inward movement with a DC 21 Strength check. If
• DC 21: A portion of the floor gives in when pressed down. the walls are 1 square apart, the DC increases to 26. Any
It might be a trapdoor or pressure plate. number of characters can aid the one making the check.
• DC 26: A hidden slot is above each door. Something • A character adjacent to one of the doors can attempt to
might fall out of it. break it down with a DC 25 Strength check.
Initiative +4 Speed 1 (consider altering this • A character adjacent to one of the doors can attack it in
based on the size of the room) an attempt to break it open (AC 5, Fortitude 10, Reflex 5;
Trigger hp 80).
The trap is triggered when a creature enters the trapped
square, which is typically in the center of the room. When
triggered, the iron doors fall into place. Roll initiative. On
the trap's initiative count, the walls move inward.

C RAPTER 2 I Advanced Encounters


Initiative +2 Speed 8 (consider altering this Vl
TACTICS based on the length of the roll and 0-
The danger of this trap depends on the size of the the PCs' speeds) ~
room and the speed of the walls. At least one doorway Trigger
should be accessible when the walls are still 1 square The trigger might be an enemy pulling on a lever, a character lJ
apart, allowing the pes a chance to escape. pressing the wrong button, or someone taking the gem Z
You could change the trigger to something active, from a statue's eye. When the trap is triggered, roll Z
such as a lever that an enemy might pull. This initiative. On its initiative count, the boulder moves. lJ
Attack
becomes even more interesting if the enemy is still Vl
Standard Action Area trample attack in squares UJ
engaged in the fight. Maybe the room has high walls or Immediate Interrupt entered by the boulder o
but an open top. Then the villain and his allies can Trample: Each turn, the boulder moves its speed and enters
watch from above and attack the pes, or the pes can creatures' spaces. This movement does not provoke
attempt to move out of the trap by going up. opportunity attacks. The boulder can end its move in
For a double whammy, put the pes up against an occupied space. Creatures in the boulder's space at
this trap and a group of monsters that have phasing. the start of their turns have cover and can act normally.
When the boulder enters a creature's space, the boulder
The phasing creatures move into and out of the room
makes a trample attack. If a creature enters a square of the
through the crushing walls, taking advantage of the boulder's space, the boulder makes a trample attack as a
space behind the walls for refuge from attacks. free action.
Trample Attack: +17 vs. Reflex
Hit: 3d1 0 + 6 damage, and the target is knocked prone.
Giant Rolling Boulder Level 14 Minion Blaster
Trap XP 250 Miss: Half damage.
Countermeasures
When tis trap is triaaered. a huae rol/ina boulder is released • A character adjacent to the rolling boulder can stop
and crashes throuah a false wall. It beains rollina down the hall. it with a DC 28 Athletics check. Making this attempt
crushina everythina in its path. provokes a trample attack as an immediate interrupt,
Trap: A trigger you define releases a distant boulder that and the character's Athletics check fails if the boulder's
begins rolling toward the trigger area, and it rolls until trample attack hits.
stopped. • A character adjacent to the trigger (or the location from
Perception where the trigger is activated) can delay the trigger with a
• DC 23: A character near the distant false wall can DC 23 Thievery check .
determine that it is thin and that a large space is behind it. • A character adjacent to the boulder before it begins to roll
• DC 28: A character realizes that the trigger is in tension can disable the trap with a DC 23 Thievery check. The
and that setting it off releases something. character must have broken through the false wall first
(AC 4, Fortitude 12, Reflex 4; hp 30).

CH APTER 2 I Advanced Encounters


TACTICS Trigger
When an enemy enters the magical aura radiating 5 squares
This trap is straightforward. The big boulder rolls
around the statue, the statue animates and attacks that
down, crushing all in its wake. Consider how the creature with the follOWing attack, but as an immediate
boulder stops. Does it come crashing to a halt, smash reaction instead of a standard action. Then roll for the
through a wall into an unexplored room, roll up a statue's initiative. It acts each round on that turn, until no
ramp and reverse direction, or even go careening off creature is within its trigger area.
a cliff to slam into structures far below? You can com- Initiative +2
bine several boulder traps in a room that has ramps Attack" Necrotic
Immediate Reaction Melee 5
on either side, causing the boulders to roll back and or Standard Action
forth across the room. A more complex room might or Opportunity Action
contain boulders with crisscrossing paths, forcing or Free Action
creatures in the room to be constantly moving. Target: One creature
Attack: + 1 9 vs. Reflex
Hit: 1 dl 0 + 7 damage, and the target is restrained and takes
Death Strangler Statue Level 16 Blaster ongoing 10 necrotic damage.
Trap XP 1.400
Special: The statue can have only two creatures restrained at
This statue is of a masked humanoid holdin8 wicked-lookin8 one time, and if two are restrained, it cannot make another
spiked chains in each hand. When a creature approaches, it attack until it releases a creature or a creature escapes. The
comes alive, lashin8 out with its chains. statue can release a creature from being restrained at any
Trap: When the trap is triggered, this Medium statue lashes time with a free action.
its chains at nearby enemies, holding them in place and Countermeasures
slowly squeezing the life out of them. .. A restrained character can use an escape action (DC 25
Perception check) to free himself and end the necrotic damage.
.. DC 20:Just before a character enters the statue's attack .. As a standard action, a creature adjacent to the statue
area, the character notices that the statue moves slightly, can disrupt the controlling enchantment with a DC 20
as if it were ready to pounce. Thievery or Arcana check. Doing so renders the statue
.. DC 25: The character notices a group of spidery runes inert until the start of that creature's next turn and
carved lightly on the statue's base. causes the statue to release any creatures it currently has
Additional Skill: Arcana restrained. If this check fails by 5 or more, the statue can
.. DC 25: The character realizes that the statue is made instead make the above attack against the creature, but as
with the help of magiC, and it might be dangerous or even an opportunity action instead of a standard action.
animate in nature. .. Succeeding on a complexity 1 skill challenge (4 successes
.. DC 28: An Arcana check to detect magiC sees an arcane before 3 failures) using either Thievery or Arcana
aura that surrounds the trap (5 squares in every direction) successfully disables the statue. The characters disabling
and recognizes that this might be a trigger area for an the statue must be adjacent to it. Each attempt takes a
effect. standard action, and with each failure, the statue can
make an attack as a free action against the failing creature
(if it already has two creatures restrained, it releases one
before making this attack).
.. The statue has AC 10, Reflex 10, Fortitude 28, and hp 200.
When it is reduced to 0 hit pOints, the trap is destroyed.

TOP TEN WAYS TO 'MAKE YOUR TRAPS 'MORE FUN


10. Reward the PCs with Treasure: Perhaps the last Sideways, the pes might think twice about opening that
victim's skeleton is still impaled on the spear trap, includ- giant green door.
ing her belt pouch. 5. Reveal a New Section of the Dungeon: The spiked
9. Reveal a World Detail: Perhaps the falling block pit might have an access tunnel so that bodies and valu-
from the ceiling reveals the ghoulish carving that repre- ables can be retrieved without a risky climb into the pit.
sents the true deity of the temple. 4. Team It with Other Traps: A trapped chest is a bit
8. Encounter the Trap Keeper: The PCs can discover more interesting when it sits on the lap of a fire-breathing
hints about later traps (assuming the clever trap keeper statue in a room where poison darts shoot from the wall.
doesn't figure out a way to deceive them). 3. Give the pes Control: The pes reset the trap and
7. Give an Adventure Tip: The iron portcullis that drops trick their foe into stepping into it.
down to seal the pes in the hall of spinning blades has a 2. Allow Every PC to Contribute: Maybe the wizard
representation of the dungeon complex in the pattern of can make an Arcana check to reveal a panel hidden by an
its iron bars. It's a map! illusion. Perhaps the fighter can hold the trap open with a
6. Give the Characters Something to Learn: If remov- Strength check.
ing the green gem set off the statue's trap, stepping on 1. Combine It with Combat: A room with pit traps is
the green mosaic in the floor sounded the alarm, and more interesting if the pes can push monsters into the
turning the green-handled crank made the bridge turn pits.

CHAPTER 2 I Advanced Encounters


TACTICS Attack+- Varies Vl
Opportunity Action Melee 1 a.
~hese simple but effective guardians are often found
Target: The creature that triggered the trap -<ex:
n pairs next to a doorway or looming over a treasure Attack: +19 vs. Fortitude I-
- oye_ The trap has a glimmer of magically granted Hit: 2d8 + 7 damage of a type determined by a d6 roll \..J
melligence, and it is magically programmed with (1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, thunder Z
rudimentary self-preservation_ When a creature tries damage), and the target is slowed (save ends).
Z
· disable the trap, the death strangler statue typi- Trigger 2
\..J
ally lets go of other restrained creatures to attack the Once enemy creatures are in the encounter area, roll Vl
initiative. On the trap's initiative count, a random LJ.J
:hreat. This glimmer of intelligence also allows the elemental tile explodes with primordial energy, making the Cl
- atue to tell friend from foe. follOWing attack.
Initiative + 2
SAMPLE ENCOUNTER Attack+- Varies
Standard Action Close burst 5
-_lJically placed by an evil leader or by a creature
Target: Each creature in burst
-- at values property or solitude, these traps can be
Attack: +1 9 vs. Reflex
companied by a number of monsters, but they work Hit: 1 d1 0 + 7 damage of a type determined by a d6 roll
st with a mix of controllers, artillery, and even the (1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, thunder
casionallurker or skirmisher. damage), and the target is slowed (save ends). The burst
creates a zone of difficult terrain until the end of the trap's
Level 16 Encounter (XP 7,000) next turn. The type of energy also determines the current
vulnerabilities of the chaos stone (see Countermeasures).
• 1 bodak skulk (level 16 lurker; Monster Manual,
Countermeasures
page 36) +- Succeeding on a compleXity 1 skill challenge (4 successes
• 2 death strangler statues (level 16 blaster) before 3 failures) using either Thievery or Arcana disables
• 1 yuan-ti malison diSciple ofZehir (level 17 con- the trap. The characters disabling the elemental tiles must
troller; Monster Manual, page 270) be adjacent to the chaos stone to make an attempt. Each
• 1 yuan-ti malison incanter (level 15 artillery; attempt takes a standard action. On a failed check, all the
Jlonster Manual, page 269) tiles explode in the close burst attack.
+- The chaos stone has AC 14, Reflex 14, Fortitude 28, and
hp 100. When it is reduced to 0 hit points, the trap is
Elemental Tiles Level 16 Obstacle destroyed. When the elemental tiles trap makes a close
Trap XP 1,400 burst attack, its chaos stone focus is especially susceptible
The area is riddled with floor tiles that transform before your to the same kind of attack until the start of the trap's next
_·es. At times, each tile resembles stone that ripples like water; turn. During that time, a successful attack against the
,lIen it transforms to bOilinB ice. Later the tile dances with a chaos stone that deals the same type of damage as the
'lame-colored mist that crackles before it Wows into spikes of trap's most recent attack automatically scores a critical hit
:iBhtninB. Whatever these tiles are, they don't look stable. on the chaos stone.
Trap: Each of these traps has eight strategically placed tiles,
and whenever a creature enters a tile space, it is attacked by TACTICS
a random form of elemental energy. Also, when creatures The placement of these tiles appears random, but
are in close proximity to the tiles, every so often a random cunning trapmakers have a method to the mad scat-
tile erupts, spewing an area with hazardous elemental
tering. The tiles are placed to work well with powers
energy. This trap has two triggers and two attacks.
Perception that cause forced movement or that cut off flanking
+- No Perception check is needed to notice the tiles, because and other combat positioning options.
they are readily apparent.
+- DC 25: The character notices a focus device located in an SAMPLE ENCOUNTER
out-of-the-way place. The device likely controls the magiC
of the tiles.
These traps are found in the lairs of elemental crea-
Additional Skill: Arcana tures or demons, and they work well with those
+- DC 25: The character realizes that the tiles are channeling creatures due to their natural resistances to the
the energy of the Elemental Chaos, and each does so in a damage types these unstable tiles spew forth.
dangerously unstable way.
+- DC 30: The character recognizes the focus device as a Level 15 Encounter (XP 6,600)
chaos stone-the controlling focus for this type of trap-
+- 2 earth titans (level 16 elite brute; Monster Manual,
which can be overloaded with the right kind of attacks
page 122)
or through careful manipulation. Successful manipulation
requires a character to use the same energy that the tiles +- 1 elemental tiles trap (level 16 obstacle)
spew during the round in which that character attempts +- 2 immoliths (level 15 controller; Monster Manual,
to manipulate the focus device. page 56)
Trigger 1
A creature enters a square that contains an elemental tile.
The trap then makes the following attack.

CHAPTER 2 I Advanced Encounters


Phantom Hunter Level 18 Lurker knowing that the phantom hunter will harry them
Trap XP 2,000 until the task is complete.
Wind rushes by and coalesces into a 8hostly form that has
rou8hly the shape of a lar8e huntin8 cat. It attacks and then SAMPLE ENCOUNTER
fades into nothin8ness.
Dragons and other powerful creatures that have
Trap: A phantom hunter fades in and out of existence, and it
hoards, or those with cluttered lairs, use these traps
attacks creatures within a defined area that is normally no
larger than an 8-by-8-square section.
to guard themselves and their treasures.
Perception
.. DC 20: The character notices that the shadows play Level 20 Encounter (XP 15,400)
strangely in the area, as if ghostly figures move within it. .. 1 elder green dragon (level 19 solo controller;
.. DC 25: The character notices a strange totem tucked Monster Manual, page 80)
away in the area. .. 1 phantom hunter trap (level 18 lurker)
Additional Skill: Arcana
.. 4 ogre bludgeoneers (level 16 minion; Monster
.. DC 29: After the characters spot the totem, an Arcana
check to detect magic determines that it courses with
Manual, page 198)
primal power.
Trigger Pain Vault Level 20 Warder
When an enemy enters the trap area, the phantom hunter Trap XP 2,800
makes the following two attacks on initiative counts 25
and 20. If an enemy is currently adjacent to the trap's
This hi8hly complicated vault's lock looks like it's a pain to pick.
focus totem or holding it, the phantom hunter attacks that
.. and it is, in more ways than one.
creature instead of attacking a random enemy. Trap: This complex lock takes a skill challenge to unlock,
Attack 1 and each wrong move has dire consequences for those
Standard Action Melee 1 attempting to open it as well as those nearby.
Special: This attack recharges on a roll of 6 on a d6. The Perception
phantom hunter uses this attack first during an encounter. .. No check is necessary to notice that this is a complicated
Then, on each of the trap's subsequent turns, make a vault-style lock, with numerous devices that need to be
recharge roll before the attack. If the recharge is successful, picked or disabled before the door can be opened.
it uses this attack instead of the one noted below. .. DC 22: The character notices that some of the lock's
Target: One creature devices are adorned with magical runes.
Attack: +23 vs. AC Additional Skill: Thievery
Hit: 3d8 + 7 damage, and the target is weakened and .. DC 22: Six separate locks need to be disabled in the right
slowed (save ends both). order before the door can be opened.
Attack 2 Additional Skill: Arcana
Standard Action Melee 1 .. DC 27: Once the runes are spotted, they can be identified
Target: One creature as Abyssal symbols of pain, terror, and death.
Attack: + 2 3 vs. AC Trigger
Hit: 2d8 + 7 damage. The trap is a compleXity 2 skill challenge (6 successes
Countermeasures before 3 failures) that requires a DC 22 Thievery check
.. Succeeding on a compleXity 1 skill challenge (4 successes for each success. With each failed check, the trap makes
before 3 failures) using either Nature or Arcana on the the following attack. Each attempt to disable a lock takes
totem disables the trap. The characters disabling the a standard action. With each success or failure, another
phantom hunter must be holding the totem. Each attempt attempt to disable a lock must be made before the end
takes a standard action. If the skill challenge results in of the attempting creature's next turn, or a failure in the
failure, the totem explodes, making the following attack. challenge is accrued. On the third failure all the locks
Immediate Reaction Close burst 5 reset, requiring the skill challenge to be performed anew,
Target: Each creature in burst but ending the immediate threat.
Attack: +21 vs. Reflex Attack" Necrotic, Psychic
Hit: 3d8 + 7 damage. Immediate Reaction Close blast 5
.. The phantom hunter does not attack anywhere outside Target: Each creature in blast
the trap area, unless the totem is taken outside the area. Attack: +21 vs. Fortitude
If the latter is true, the phantom hunter attacks only a Hit: 2d6 + 7 necrotic damage, and the target takes ongoing
creature standing adjacent to the totem or holding it. 10 psychic damage and a -2 penalty to ability checks and
skill checks (save ends both).
Countermeasures
TACTICS .. A character can ready a standard action to make a DC
Both the haunting nature of the phantom hunter and 22 Arcana check when someone fails a Thievery check
its connection to an area make it optimal for guard- during the skill challenge to open the pain vault. On a
ing places that have treasure, to protect areas where successful Arcana check, the failure in the challenge is
rituals are performed, or to defend devices and spots still accrued, but the succeeding character negates the
blast attack.
of major importance. Craftier trap setters might have
.. The lock has AC 20, Reflex 20, Fortitude 25, and hp 400.
the totem focus readily displayed, tempting those If it is destroyed, the trap is disabled.
trained in Nature or Arcana to attempt to disable it,

CHAPTE R 2 I Advanced Encounters


TICS
.e. versatile, and effective, the pain vault is a
'\'ay to keep intruders away from valuables and
'j\'e areas. Creatures create or modjfy a pain
""ith triggers that warn nearby monsters or
, when someone fails the first attempt in a skill
enge, which increases the danger at the most
rtune time.

PLE ENCOUNTER
rollers and soldiers typically guard a pain vault
e their control over movement makes the trap's
lirating blast hard to avoid.

e121 Encounter (XP 17,600)


death priest hierophant (level 21 elite controller;
.mster Manual, page 209)
pain vault trap (level 20 warder)
1 rot harbingers (level 20 soldier; Monster Manual,
oe 223)

DR Eater Haze Level 22 Obstacle


I Huard XP 4,150
: '1 a violent hiss, billows of blue, tinBed purple Bas fill the
, Each Basp of the vile stuff drains your strenBth and saps
r I!fe essence,
-azard: This strange gas steals the life from those within it.
rception
• t takes no check to see the gas,
dditional Skill: Arcana
DC 24: The character recognizes the life,draining traits of
- e haze .
.... ·gger
I]e n a living creature starts its turn in the gas, the gas
'TJakes the following attack.
ttack .. Necrotic, Poison
pportunity Action Area the entire room
arget: Each living creature that starts its turn in the gas
ttack: +23 vs. Fortitude
-lit 1 dl 0 + 6 poison damage, and ongoing 10 necrotic
da mage (save ends). First Failed Savina Throw: The ongoing
damage increases to 15 necrotic. Second Failed Savina
Throw: The target loses a healing surge.
Countermeasures
+ Making a close or an area attack that has the radiant
keyword nullifies the haze in the affected squares until
the end of the attacker's next turn (or, in the case of a
zone, until the zone ends). Those who start their turns in
nullified areas are not attacked.

-r.\CTICS
'ndead use these hazards to obscure places of power
nd treasure troves because of the obstacle's ability to
eal damage to the living. A lich might hide its phy'
actery in a large field of these mists.

CHAPTER 2 I Advanced Encounters


SAMPLE ENCOUNTER .. The starlight motes are bound to a particular location, and
while that location can be somewhat large, the motes do
Undead lurk within these strange purple mists.
not pass its boundaries. If a creature with attached motes
leaves the area, the motes unlatch at the boundary.
Level 22 Encounter (XP 22,650) .. A DC 31 Arcana check made as a standard action by a
.. 4 abyssal ghoul myrmidons (level 23 minion; Mon- creature sharing the same space with a mote or adjacent
ster Manual, page 119) to one can calm it for a short time. With a success, the
.. 1 giant mummy (level 21 brute; Monster Manual, mote unlatches from a creature (if it is attached) and does
page 193) not move or attack until the end of the next turn of the
creature that succeeded on the check.
.. 1 life eater haze trap (level 22 obstacle) .. Each mote has AC 33, Reflex 33, Fortitude 30, hp 75,
.. 2 void soul specters (level 23 lurker; Monster and immune radiant. While attached to a creature, a mote
Manual, page 244) gains a +5 bonus to AC and Reflex.

Far Realm Star Trap Level 16 Elite Blaster TACTICS


Trap XP 18,000 Defeating a Far Realm star trap forces the pes to
Li8ht bends stran8ely in the room due to dimensional distortion. split up, take damage, and keep the starlight motes
Motes that resemble starli8ht bob up and down in six places apart. Evil creatures place this trap in areas guarded
throu8hout the area. by lurkers and artillery creatures, where splitting up
Trap: When a creature enters a square that has a mote enemies is optimal.
of starlight, that light attaches itself to the creature and
begins to burn. Each round, another mote is drawn to the
afflicted creature; when all six motes are on the creature, SAMPLE ENCOUNTER
the motes explode. These traps work best with controllers and soldiers
Perception that can force movement into the starlight motes, or
.. No Perception check is needed to notice the motes, limit the range of movements and actions, making
unless they are hidden. the motes more dangerous. Since they are things of
Additional Skill: Arcana
the Far Realm, they commonly are encountered with
.. DC 26: The character identifies the nature of the starlight
motes, and realizes that if all six latch on to the same
creatures from beyond the boundaries of the known
creature, they'll explode. universe.
Trigger
When a creature enters a square with a mote in it or starts Level 28 Encounter (XP 73,000)
its turn there, the mote makes the following attack. If the .. 1 Far Realm star trap (level 26 elite blaster)
attack is successful, the starlight mote latches on. At the .. 1 gibbering orb (level 27 solo controller; Monster
start of a creature's turn, if it has at least one mote upon
Manual, page 127)
it, the nearest mote moves to enter the creature's space
and makes the same attack, attempting to latch on to that
creature. Maddening Mural Level 19 Warder
Attack .. Radiant Trap XP 15,000
Opportunity Action Melee 1
A seemin8ly normal landscape is carved into the wall, but the
Target: One creature
more you look at it, the more you spot stran8e details. Ima8es
Attack: +31 vs. Reflex of ve8etation hide eyes, mouths, and claws, and the shapes
Hit: 1 d8 + 9 radiant damage, and the mote latches on
themselves start to twist into horrid monstrosities that reach out
to the target. While a mote is latched on to a creature,
from the mural, lashin8 at your sanity.
that creature is dazed, and at the start of its turn it takes
1 d8 + 9 radiant damage. The mote is removed when it Trap: This strange painting threatens the sanity of those who
is destroyed (see Countermeasures) or when the target wander too close.
or a creature adjacent to the target succeeds on a DC 20 Perception
Athletics check to pull the mote off the target. A mote that .. No check is needed to notice the painting.
is pulled off occupies the target's square, but for every 5 .. DC 19: A character more than 10 squares away sees that
points by which the check result exceeds 20, the creature the images in the painting twist and writhe. Something is
removing the mote can push the mote 1 square. definitely strange about the painting.
Secondary Trigger Additional Skill: Arcana
When all six star motes latch on to the same creature, they .. DC 33: The character identifies the painting as a
make the folloWing attack. maddening mural and knows the risks of getting too close
Opportunity Action Close blast 5 to it.
Target: Each creature in blast Trigger
Attack: +31 vs. Reflex The trap is triggered when an enemy ends its turn within
Hit: 4d8 + 10 radiant damage, and the target is knocked 10 squares of the painting. The trap's psychic attack then
prone. lashes out at the creature in an attempt to snare and
Miss: Half damage. devour its sanity.
Effect: All the motes are destroyed. Attack" Psychic
Countermeasures Opportunity Action Ranged 1 0
Target: The creature that triggered the trap

CHA PTER 2 I Advanced Encounters


ck: +32 vs. Will Ct!
TACTICS u.J
2d8 + 10 psychic damage, and the target's sanity is
trapped within the painting. While the target's sanity is
Frequently used by the insane or depraved, these ::r:
e trapped, the target is dazed and slowed and can spend paintings are typically placed in grand audience :
actions in only the following three ways: halls or despicable temples. Since it attacks only the lJ
Stumble Away (Move Action): The entrapped creature enemies of its maker, the painting allows skirmishers ~
ca nnot run. and soldiers to position themselves with debilitating ...I
Ight the Painting (Standard Action): The entrapped effect, and brutes to strike with impunity. ...J
eature can make any at-will attack against the painting. <:
e attack deals damage to the painting's physical I-
ta tistics (see Countermeasures). SAMPLE ENCOUNTER
>ree Itself (Standard Action): A DC 19 Intelligence, Because this trap is ideal for controlling large areas lJ
Z
• isdom, or Charisma check frees the creature from the of the battlefield, it works well with groups that lack ...J
entrapment. When a creature frees itself from the prison, it a controller. Its strange and disturbing nature lends ...J
still dazed until the start of its next turn.
itself well to the lairs of depraved cults, undead :J
untermeasures c..
~n entrapped character who is trained in Arcana or
tyrants, devils, and Far Realm monstrosities.
"'""hievery can use a standard action to attempt to disable
• e painting. A DC 28 success with Arcana or Thievery Level 30 Encounter (XP 96,000)
7.lins 1 success on a complexity 1 skill challenge (4 • 1 atropal (level 28 elite brute; Monster Manual,
successes before 3 failures). After 4 successes, the painting page 11)
s disabled. After 3 failures, each entrapped character takes • 1 maddening mural trap (level 29 warder)
3d8 + 10 psychic damage, and the skill challenge must be
• 5 sorrows worn reapers (level 27 soldier; Monster
sta rted again.
.. The painting can be attacked. It has AC 20, Reflex 20,
Manual, page 242)
Fo rtitude 30, and hp 300.

- -- --.-.-_.-.- _.- ._-.--.-._.--.-.--._.--.-._.--


PULL1NG lT ALL TOGETHER .J

ell-crafted combat encounter combines disparate SETUP


ments-monsters, terrain, traps and hazards, skill Devils are performing a ritual that will create a
ecks and challenges, interesting objectives, and yawning portal to the depths of the Nine Hells. They
rnospheric setting-to create an exciting tactical have chosen to perform this ritual in a chamber in
allenge for the players and their characters. An the middle of a bustling city in the world. The char-
counter that features lots of movement, plenty of acters' objective is to interrupt the ritual before the
gh decisions, and abundant opportunities to use
devils complete it. See the Tactics section for more
\'er tactics is a dynamic and entertaining scene in information about what these devils do during the
e ongoing story of your game. The final section of encounter.
chapter presents a single encounter built using
me of the new elements introduced in the preced-
When the characters open the door, read:
pages.
A low sound like a reliBious chant drones in your ears as
you open the door. A hideous, squat creature draped in a
THE PORTAL RITUAL mockery ofvestments and emblazoned with the symbol of
E ncounter Level 14 (5,400 XP) Asmodeus stands near a smokinB brazier. Its open mouth
is clearly one source of the chantinB you hear. A horrible
3 bearded devils (B) devil with a beard made of twistinB snakes clutches a Blaive
:2 chain devils (C) and snarls at you.
-l loathsome chanters (L)
rushing walls room trap Religion Check
egion devil hellguards DC 16 The creature you see chantinB is likely one offour.
You must destroy allfour to interrupt the ritual.

Perception Check
DC 16 You hear three other voices chantinB-one cominB
from each passaBeway leadinB out of this room.
DC 21 The smoke risinBfrom the brazier is dark way, but
it Blows with its own inner fire . It drifts in a coherent cloud,
thouBh no breeze stirs the air in the room.

C HAPTER 2 I Advanced Encounters


3 Bearded Devils (B) level 13 Soldier 4 loathsome Chanters (l ) level 11 Minion
Medium immortal hu manoid (devi l) XP 800 each Medium immortal humanoid (devil) XP 150 each
Initiative +10 Senses Perception +14; dark vision Initiative +6 Senses Perception +6; darkvision
Beard Tendrils aura 1; enemies that begin their turns adjacent to HP 1; a missed attack never damages a minion.
the bearded devil take 5 damage. AC 27; Fortitude 23, Reflex 22, Will 22
HP 129; Bloodied 64; see also battle frenzy Resist 10 fire, 10 pOison
AC 29; Fortitude 25, Reflex 22, Will 23 Speed 6, teleport 3
Resist 20 fi re CD Claw (standard; at-will)
Speed 6 +16 vs. AC; 6 damage.
CD Glaive (standard; at-will) .. Weapon <~ Death's Rebuke (when reduced to 0 hit points) .. Psychic
Reach 2; +18 vs. AC; 2d4 + 5 damage, and the target is marked Close burst 2; targets enemies; +14 vs. Will; 6 psychic damage.
until the end of the bearded devil's next turn and takes ongoing Alignment Evil Languages Supernal
5 damage (save ends). Str 14 (+7) Dex 12 (+6) Wis 12 (+6)
+ Claw (standard; at-will) Con 14 (+7) Int 10 (+5) Cha 12 (+6)
+18 vs. AC; 1 d6 + 5 damage.
Battle Frenzy legion Devil Hellguards level 11 Minion
While the bearded devil is bloodied, it gains a +2 bonus to Med iu m im morta l humanoid (devil) XP 150 eac h
attack rolls and deals an extra 5 damage with its melee attacks.
Initiative +6 Senses Perception +6; darkvision
Devilish Teamwork
HP 1; a missed attack never damages a minion.
Allies adjacent to the bearded devil gain a +2 power bonus to
AC 27; Fortitude 23, Reflex 22, Will 22; see also squad defense
AC.
Resist 10 fire
Alignment Evil Languages Supernal
Speed 6, teleport 3
Skills Intimidate +11
Wis 16 (+9)
CD Longsword (standard; at-will) .. Weapon
Str 20 (+11) Dex 15 (+8)
+16 vs. AC; 6 damage.
Con 17 (+9) Int 10(+6) Cha 11 (+6)
Squad Defense
Equipment glaive
The legion devil hellguard gains a +2 bonus to its defenses when
adjacent to at least one other legion devil.
2 Chain Devils (Kyton) (C) level 11 Skirmisher Alignment Evil Languages Supernal
Medi um immortal hu manoid (devi l) XP 600 each Str 14 (+7) Dex 12 (+6) Wis 12 (+6)
Initiative +14 Senses Perception +7; darkvision Con 14 (+7) Int 10 (+5) Cha 12 (+6)
HP 116; Bloodied 58 Equipment plate armor, heavy shield, longsword
AC 25; Fortitude 22, Reflex 24, Will 19
Resist 20 fi re
Speed 7; see also dance of battle
TACTICS
CD Spiked Chain (standard; at-will) The bearded, chain, and legion devils interpose
Reach 2; +16 vs. AC; 2d4 + 7 damage. themselves between the pes and the loathsome
+ Double Attack (standard; at-will) chanters, using all their powers to prevent the ritual
The chain devil makes two spiked chain attacks.
from being disrupted.
+ Chains of Vengeance (free, when first bloodied; encounter)
The loathsome chanters (minion devils whose sole
The chain devil makes two spiked chain attacks.
+ Hellish Chains (standard; at-will) purpose is to chant the words of the ritual) must use
+14 vs. Reflex; the target is wrapped in chains and restrained a total of sixteen standard actions over the course of
(save ends). The chain devil can use its chains to restrain only the encounter to complete the ritual. For every four
one creature at a time. actions they complete, four legion devil hellguards
Dance of Battle (minor; at-will) arrive in the large entry room to help fight off the
The chain devil shifts 1 square. player characters. If the chanters complete the ritual,
Dance of Defiance (immediate interrupt, when a melee attack
the portal is established and the characters must then
is made against the chain devil; recharges after the chain devil
uses chains of ven8eance) deal with the consequences.
The chain devil shifts 1 square.
Alignment Evil Languages Supernal FEATURES OF THE AREA
Skills Intimidate +11
Str 19 (+9) Dex 24 (+12) Wis 1S (+7) Illumination: Each brazier gives off bright light
Con 20(+10) Int14(+7) Cha 13 (+6) in a radius of 10 squares, which is sufficient to illumi-
nate the entire area as long as the loathsome chanters
remain alive.
Braziers: The four braziers the chanters are using
in the ritual produce infernal fumes (page 60). When
the encounter begins, each brazier is surrounded by
a cloud ofinfernal fumes in a burst 1. Squares filled
with infernal fumes are lightly obscured. The fumes
can move up to 4 squares each round. A creature that
ends its turn in a square ofinfernal fumes takes 5 fire

C H A PT E R 2 I Advanced Encounters
Infernal Brazier Single-Use Terrain 0:::
U.J
These heavy brass braziers smoke with noxious fumes. What's :c
burnin8 in there, anyway? l-
U.J
Standard Action LJ
Requirement: You must be adjacent to the brazier.
Check: Athletics check (DC 23) to push over the brazier.
o
l-
Success: The brazier spills its contents. ....J
....J
Target: Each creature in a close blast 3 from the brazier
Attack: +1 6 vs_ Reflex
«
l-
Hit: Ongoing 10 fire and poison damage (save ends).
LJ
When a loathsome chanter is killed, its brazier is Z
....J
extinguished and the cloud ofinfernal fumes associ- ....J
ated with that brazier dissipates. :::J
0..
Crushing Walls Room Trap: See page 68 for
details of this trap. When the loathsome chanter in
the small square room is killed, the trap is activated:
Iron doors slam down over all three exits from the
room, and the ceiling begins to descend. The room is
4 squares high, and the ceiling moves 1 square per
round.

A LONG FIGHT
; poison damage per tier and is dazed until the With a few tweaks, you can turn this encounter into a
of its next turn. long encounter with multiple waves of enemies, using
he loathsome chanters are not affected by the some of the suggestions from the "Long Fights" side-
"TIage caused by the fumes, but they are dazed bar on page 55.
ng as the fumes remain in place around the Instead oflegion devil hellguards joining the
iers. However, as soon as more creatures enter encounter, add more bearded devils, chain devils,
room, the fumes begin to move. Each cloud or other devils (the erinyes, gorechain devil, and
ains a burst 1 (3 squares by 3 squares) as it drifts misfortune devil from Monster Manual 2 are all of an
- )ugh the area. The clouds stay within the confines appropriate level) with every four actions the chant-
hei r separate rooms. ers complete. Create a second encounter and add half
-\ character adjacent to a brazier can use it as a of it to the ongoing encounter for every four actions
pon, using an Athletics check to gain access to its completed. For example, two gorechain devils and
ai n power. (The chanters can't be damaged by a two erinyes together form a level 13 encounter (4,400
ed -over brazier, but the other devils can be.) XP). With every four actions the chanters complete,
then, one of each kind of devil appears in the room.
When all four loathsome chanters are killed, the
characters can all spend a healing surge and regain
the use of one expended encounter power, as a sign of
their gods' favor resting upon them.

DYNAM1C ENCOUNTERS
addition to trying to make every encounter have some subtleties that characters can use to their advantage gives a
bit of story behind it, I'm also learning how to create more sense of satisfaction when a player picks up on that detail,
amic encounters. This is something I've observed from and it encourages all the players to pay closer attention to
way Chris Perkins runs his game. There's almost always what's going on. Maybe this isn't the best kind of encounter
"l"le kind of twist, surprise, or dynamic element of the for the hack-and-slash player, but even the hack-and-slash
ounter. Sometimes it's subtle-after all, if you introduce player can enjoy the encounter when he takes advantage of
su rprise every time, it makes each surprise less Significant. a giant chasm into which he pushes an enemy. These days,
could be a trap that springs mid-battle, or a creature that I'm thinking about upcoming battles weeks in advance,
:a s another creature to its aid, or the terrain could turn out brainstorming ideas when I'm driving my car or going to
- be a dangerous slime that grasps at your feet. bed, trying to think of the next best way to bring originality
Forcing the PCs to adapt to different situations and to an encounter.
rcu mstances encourages them to think outside the box, -Greg Bilsland, originally posted
ich in the end, makes the payoff much greater. Providing on Wizards.com staff blogs

C H APTER 2 I Advanced Encounters


SKILL CHALLENGES are a versatile tool in
your DM's toolbox, well suited to modeling a wide
variety of tasks the player characters might under-
take in the course of an adventure_ From disabling
a complex trap to negotiating peace between war-
ring nations, skill challenges take complex activities
and structure them into a simple framework of skill
checks_ They should never replace the roleplaying,
puzzling, and ingenuity that go into players' approach
to those situations, but they place that effort into a
defined rules structure so you can more easily adju-
dicate them and players can more easily understand
the options available to them.
This chapter supplements the material in the
Dun8eon Master's Guide that introduces the rules for
skill challenges. The start of the chapter repeats the
fundamental rules for creating and running skill
challenges, since they've been updated since the first
printing of the DMG. From there, the chapter contin-
ues with lengthy advice for creating skill challenges
that are engaging and exciting for every player at the
table.
Here's the content of the chapter in a nutshell:

• Skill Challenge Basics: The basic rules for skill


challenges, updated and all in one place, along
with an example of a challenge in play and a dis-
cussion of ground rules for creating a compelling
skill challenge.
• Skill Challenges in Depth: This section
highlights five key elements of successful skill
challenges: time frames, allowing a variety of
options, preparing for failure, progressive chal-
lenges, and branching challenges.
• Skill Challenge Examples: A series of examples
round out the chapter.

Some of the material in this chapter originally


appeared in the virtual pages ofDun8eonMa8azine
at www.dndinsider.com. "Ruling Skill Challenges"
is a regular feature in Dun8eon, highlighting advice
and examples for DMs wanting to make better use
of skill challenges in their games.

CHAPTER 3 I Skill Challen8es


.-.-._-._----_.-.-_.-.-_._-_.-.----.--.-.--.-._.-
SK1LL CHALLENGE BAS1CS ...J

The Dun8eon Master's Guide lays out the basic rules are trained in, and feature those skills heavily in the
for skill challenges. This page includes a quick-refer- challenge. If you use skills the pes aren't trained in,
ence summary of those rules, since they have been assign easy Des. See "Allow a Variety of Options" on
updated and clarified. page 85 for more about selecting skills.
Primary skills contribute directly to the charac-
THE SKILL CHALLENGE ters' count of successes in the challenge. They should
be the skills most directly and obviously related to
FRAMEWORK achieving the goal of the challenge. Secondary skills
To deal with a skill challenge, the player characters are useful in the challenge, but don't always count
make skill checks to accumulate a number of success- for successes. See "Primary and Secondary Skills" on
ful skill uses before they rack up 3 failures . page 85 for more information.
The complexity of a skill challenge determines A good skill challenge also allows for other actions
the number of successful checks the characters must outside the framework of the skill system to contrib-
accumulate before failing three checks. In combina- ute to the party's success. Spending money, using
tion with the challenge'S level, it also determines how powers or action points, combat encounters, rituals,
hard the challenge is for the characters to overcome and the simple passage of time can contribute suc-
and the XP award they receive for completing it. cesses or do any of the things that secondary skill
checks can accomplish.
SKILL CHALLENGE COMPLEXITY
Complexity Successes Failures
CONSEQUENCES
1 4 3
Whether characters succeed or fail at the skill chal-
2 6 3
lenge, the adventure must go on. Of course, there
3 8 3
4 10 3
should be consequences for failing the challenge, but
those consequences can't bring the adventure to a
5 12 3
halt. Penalties for failure in a skill challenge might
A skill challenge's level determines the De of the skill include the loss of healing surges or some other
checks involved. As a general rule, set the challenge'S lingering penalty, making a later encounter more dif-
level to the same level as the player characters, and ficult. See "Prepare for Failure" on page 86 for more
about the consequences of failure.
set most of the Des in the challenge to moderate dif-
When characters succeed on a skill challenge,
ficulty. If you use mostly easy Des, you're probably
they receive experience points as though they had
creating a lower-level challenge, and if you use mostly
defeated a number of monsters of the challenge's
hard Des, you're creating a higher-level challenge.
level equal to the challenge'S complexity. For exam-
SKILL CHECK DIFFICULTY CLASS BY LEVEL ple, if characters successfully complete a 7th-level
level Easy Moderate Hard challenge with a complexity of 1, they receive 300
1st-3rd 5 10 15 XP (the award for a Single 7th-level monster). If they
4th-6th 7 12 17 complete a 7th-level challenge with a complexity of
7th-9th 8 14 19 5, they receive 1,500 XP (the award for five such
10th-12th 10 16 21 monsters).
13th-15th 11 18 23 In addition to XP, characters might earn rewards
16th-18th 13 20 25 specific to the challenge (which might simply boil
19th-21st 14 22 27 down to the adventure continuing smoothly). They
22nd-24th 16 24 29 could also gain one or more treasure parcels, bonuses
25th-27th 17 26 31 or advantages in future encounters, or information
28th-30th 19 28 33 useful later in the campaign.

SKILLS IN A CHALLENGE EXAMPLE OF PLAY


When you're planning a skill challenge, think of ways This example shows a DM runnin8 "Huntin8 the Master-
that characters might use skills to achieve the goal of mind" (pa8e 90) for five PCs: Aelar (an elf ran8er), Baredd
the challenge. Try to come up with as many as seven (a human paladin), Chenna (a halflin8 bard), Donn (a
useful skills (either primary or secondary)-or about human invoker), and E8lath (a 80liath warden).
as many skills as there are characters in your party, DM: You're left with the last misty remnants of
plus two. Know what skills your player characters the demonic creature's corpse and a handful of

C HAPT E R 3 I Skill Challen8es


· htened witnesses. "What was that thing," some- Baredd: Ugh, only a 10.
t' asks, "and where did it come from?" DM (marking a fourth success): Good enough. It's
Donn: Can I make an Arcana check to see in looking like someone summoned this thing to hunt
ow anything about it? for you, and maybe you can follow its trail back to
0.\1: Sure. whoever summoned it.
Donn: I got a 14. Aelar: Well, then I'll keep searching and see in
D,\I (marking down a success for the characters): can find that trail.
-. you know that the creature was some sort of E81ath: I've got a good Perception, too. I'll assist.
mon, not native to the world. It was probably sum- DM: OK, another Perception check?
oned here . Aelar: Only a 13.
.-ielar: Can I look around and see in can tell which E81ath: You get +2 from me.
ol\' it came? DM (marking a fifth success): OK, you head down
DM: Sure, make a Perception check. the stairs in the direction the thing came from, and it
.-ielar: With my keen elven eyes, I get a 17. looks like the trail 's gone cold. But then Eglath points
DM (marking a second success): Yes, you see a out a pair of feet sticking out from a dark corner-
eird·looking tuft of fur that it left behind, but when maybe another one of the demon's victims.
u breathe on it, it dissolves into mist. Chenna: Surely more people saw it come this way,
Chenna: I'd like to talk to the bystanders, and see if then. Can I use Streetwise to find out?
any of them know where it came from. How about a DM:Sure.
Diplomacy check-a 13. Chenna: Oh no! A I! Well, that gives me a 9.
DM (marking a third success): Well, everyone here DM (marking down the group's first failure): Well,
- ows about as much as you do about where it came you find some people to ask-unfortunately, they're a
-rom- they point to the door it came in through. But group of thieves in the middle of a crime, and they're
'le woman was standing near the door when it came not too happy about being interrupted. Why don't you
·n-she was the first to raise the alarm-and she says all roll initiative?
hat she heard it whispering as it approached. Some- A quick combat encounter with a BToup ofhalflin8
hing about hunting for "the five." thieves interrupts the challen8e briefly, but it continues
Baredd: The five? Like it was hunting for the five alon8 these lines when the combat is over, with all charac·
of us? ters contributin8 their stren8ths to the completion of the
DM: Maybe. Make an Insight check. challen8e.
C HAPT E R 3 I Skill Challen8es
GROUND RULES varies the challenge and lets you throw a broad array
of abilities at the pes. Every character has a chance
A skill challenge is fundamentally a kind of encoun- to shine, and the party has to act as a team to answer
ter, much like a combat encounter- Follow these each threat the monsters pose. Everyone has the
guidelines to create a skill challenge that's every bit as same basic goal (blast the monsters), but each charac-
exciting, engaging, and dangerous to the characters ter achieves that goal in different ways.
as a combat encounter. This piece of advice is similar to the second rule,
1. Like combat encounters, skill challenges but there's an important distinction here. It isn't
work best when you and the players want one to enough to pick a wide variety of skills. You need to
happen. create a broad range of subchallenges and obstacles
Let's say you designed a combat encounter for your within a challenge. A good skill challenge consists of
next adventure. The characters need to cross a bridge, a number of different incremental tasks that combine
and there's a big, hungry troll in their way. Time for a for a fun encounter. It isn't enough to pull different
fight! skills into the challenge. The players should feel as
That is, unless the players decide to sneak around though their characters have a lot of options and
the troll or bribe it with a cask of fine ale. A good important decisions. Otherwise, a skill challenge
DM knows that sometimes it's best to take the party's turns into a boring series of die rolls.
crazy plan and run with it, especially if the players 4. Unlike a combat encounter, a skill chal-
back up their ideas with a few rolls of20 on Stealth or lenge can cover hours or even days of progress.
Diplomacy checks. A good DM thinks on his feet and Think about how long it should take the party
rewards clever, interesting ideas. to resolve the skill challenge. If your answer can
The same logic applies to skill challenges. Is there be measured in minutes, you might be looking at a
a chance that a really good idea could completely simple skill check. When you design a skill challenge
trump your skill challenge? Don't fret! That's a good to cover a day or a week of effort, you open it up to a
thing. D&D is a game about creativity and imagina- wide variety of individual hurdles within the chal-
tion. If there's only one specific, scripted path to lenge as a whole and a broader range of skills.
success, you've lost what makes D&D fun. When you In the example on the previous page, the dialogue
build a skill challenge, be prepared for it to head in a was compressed for the sake of brevity. When this
direction you didn't anticipate or for the party to fail skill challenge plays out in the context of the larger
utterly. That way, the game moves on regardless of adventure it's a part of, each check making up the
what happens with the challenge. challenge might be separated from the others by
2. As in a combat encounter, if standing in one hours of game time. Only after extended effort over a
place and doing the same thing over and over period of time-interspersed with other activities-do
again is the best plan, you need to go back to the the characters succeed at what they set out to do; the
drawing board. rest of the action in the game world doesn't grind to a
A skill challenge is a lot more than a fancy halt until the challenge is over.
extended skill check. The best ones embrace impro- The time factor is easy to overlook in designing
visation and a broad range of skills and abilities. Let's a skill challenge, and that's an error that can turn a
say the characters are trapped in a dungeon when compelling challenge into a rote series of die rolls.
the exit collapses. Is digging their way out a skill You know you've lost your group and messed up
challenge? your design when the players are doing anything
At first blush, the answer seems like yes. The party but playing the game. The best insurance against
has to work as a group to clear the rubble. Athletics this problem lies in spreading a challenge out over
and Dungeoneering seem like the perfect skills to multiple scenes, each allowing a different, general
measure the pes' success. Yet in play, such a skill approach to the problem. By varying the environ-
challenge is boring. The characters who excel at those ment and situation, you keep things fresh even when
skills make their checks while everyone else hangs the group uses the same skills. There's a world of
back, reluctant to make their own checks because difference between the Diplomacy check against a
they don't want to be the reason that the group fails drunken guard who mistakes the party's half-orc
the challenge. If your potential skill challenge has a fighter for his best friend and the same check against
similar bottleneck-in which only one skill does the the nosy shopkeeper who tries to shake down the
heavy lifting for the challenge-you need to rethink pes for a bribe. If you back up each scene with good
the challenge. roleplay and descriptions, the simplest skill challenge
3. As in a combat encounter, a variety of becomes an interesting, varied experience.
options makes a skill challenge compelling. Extending a skill challenge over a span of time
The DMG tells you to mix up artillery, soldiers, and has an important benefit: It lets you plausibly impose
the other monster roles in your combat encounters. radical changes to the challenge without straining
A mix of beasties makes for a fun fight because it the players' suspension of disbelief. For instance,

CHAPTER 3 I Skill Challen8es


dicrous for the party to run into a long chain who stand between the PCs and success and forcing
• Cs, each requiring a different skill check to the characters to serve as the catalysts for action. As
Ie. during a IS-minute visit to the local pub. with a lot of gaming advice, that sounds simple, but
e\'er, if the characters meet those NPCs during implementing it can be tough. It's best illustrated
tire day of scouring a city for information, the with an example.
makes a lot more sense. The characters need to escape from a group of
ere are two rules that are related to rule 4. They pursuers. It's easy to default to have the PCs making
when you embrace the idea of a skill challenge as Endurance or Athletics checks to see if they can stay
'ng on a different time scale compared to a fight. ahead of the chase, but that situation pushes them
a. Each skill check in a challenge should into a passive role. The guards are the active party:
mplish one of the following goals: They chase the PCs, and the PCs make checks to
n roduce a new option that the PCs can pursue, a avoid capture.
th to success they didn't know existed. Instead, set up the challenge so that the PCs are
the aggressors. They should make checks to foil the
. Change the situation, such as by sending the PCs
pursuit, such as by throwing obstacles in the guards'
a new location, introducing a new NPC , or
way, taking a path that discourages pursuit (climbing
dd ing a complication.
up a building and running across the rooftops), spark-
:;rant the players a tangible consequence for the ing a brawl between two gangs, or starting a fire that
-: eck 's success or failure (as appropriate), one that serves as a distraction.
nfluences their subsequent decisions. In this example, you might allow PCs to make
checks to outrun the guards, but that should be one
u think about it, the same situation applies in a option among many. Even then, it's best to flavor that
Ie. If the wizard fries the ore warriors with his option with a sense that the PCs are the ones creating
.Ill. the rogue sneaks over to the ore shaman and obstacles that the guards can't overcome. An Athlet-
ks him rather than leaping to help the fighter. ics check doesn't mean the PC is simply running
ing a combat encounter, the actions taken by really fast. Instead, it represents a character dodging
1, character and monster set the stage for the next through a crowded street with ease while the guards
on's turn. In a good combat encounter, the situ- struggle to push through.
n constantly changes. The same thing applies to Placing characters in the active role has an impor-
: challenges. The best challenges are those that tant effect on your design, your presentation, and the
can adjust as you react to the players' decisions. players' engagement. It forces the players to step up
-lb. The characters should always be the active and make plans rather than sit back and react to your
y in a skill challenge. NPCs. It also compels you to create multiple paths
This is a subtle point, but one that can spell the and options. When the PCs are the passive group
erence between success and failure. Placing the in a challenge, it's too easy to allow logic to dictate
racters into the role of the aggressor means push- that one repeated skill check is the best way to plow
, your NPCs into a passive role as blockers, people through the challenge.

ALTERNAT1VES TO SK1LL CHALLENGES


a skill challenge isn't the right tool for the job, you can beats the bandits' passive Perception score, the group
~ other mechanics to bring skills to bear in specific achieves surprise.
. Jations. A simple skill test, requiring some number of success-
A group check can be an effective way to resolve a ful checks but with no penalty for failing 3 checks, can be
-uation when everyone is making checks using the a good way to model certain situations in the game. For
-me skill. For example, if your party is sneaking up example, traps are a more Significant challenge if they
~ some bandits, there's no skill challenge involved in require more than a Single Thievery check to disable.
ei r stealthy approach. All that matters is a Single skill, You could decide that a trap requires 2, 3, or 4 successful
:'ealth, and the time frame of the situation is only a few checks to disable. To avoid keeping the rogue or warlock
~ nutes of movement. You could play this scene as a tied up for several rounds while the rest of the party fights
• '11 ple collection of individual skill checks, with a Single the monsters, though, make sure that multiple characters
or roll ruining the party's chance of surprising the ban- can contribute to the effort to disable the trap. That can be
ts. As an alternative, though, you can make it a group as simple as declaring that hitting the trap with an attack
_ ill check: Everyone rolls, and if at least half the party counts as a successful check.

C HAP TE R 3 I Skill ChaIlenBes


'- ' - ' - - ' - - ' -'- - ' - ' - - ' - ' - - ' - - -'- ' - - ' - ' - -'- ' - - ' - ' - ' -
SK1LL CHALLENGES lN DEPTH ..J
The following section highlights some key points it can tie up a Single character for multiple rounds
about designing and running skill challenges, includ- while everyone else is "having fun" in combat. Don't
ing a short example to illustrate each point. make the rogue spend the whole fight disabling traps
in a skill challenge in which only Thievery is useful.
TIME FRAME Involve as much of the party as you can, or else make
the activity a single skill check.
Ground rule 4 says that skill challenges can take
"Closing the Portal" on page 89 is a good example
hours or days of game time. That's not always the
of an effective in-combat challenge.
case- some skill challenges take place in the middle
of a combat encounter and on the same time scale
(see "In-Combat Challenges," below). But a challenge ENCOUNTER CHALLENGES
that has depth and a variety of options works best if An audience with the duchess, a room full of traps,
it's spread out over a longer period of time. In fact, a or a magically warded door are challenges that feel
skill challenge can be a great way to boil down what like encounters-they present a straightforward
for the characters are long or tedious days of explo- obstacle the characters must overcome, and they
ration, investigation, or just slogging through the might even appear in a dungeon room just as a typi-
swamp into an encounter that plays fast at the table, cal combat encounter does. These challenges are
carries real rewards for success and penalties for fail- encounters in their own right, which probably means
ure, and livens up your game session. they're complexity 4 or S. They must involve the
whole party-otherwise some characters would have
nothing to do for an entire encounter. See "Getting
IN-COMBAT CHALLENGES
Everyone Involved" on page 86.
When a skill challenge occurs in a combat setting,
The time required in the game for the characters
it effectively replaces one or more monsters in the
to complete an encounter challenge is up to you. A
encounter. (In terms ofXP, it's worth a number of
skill check in such a challenge might represent a
monsters of its level equal to its complexity.) Don't
standard action's worth of work, a minute of effort, or
create challenges of complexity 3 or higher that you
several minutes of focused activity.
intend to take place in the midst of combat-there
"Opening the Ninth Ward" on page 90 is an exam-
won't be enough monsters to keep the characters
ple of an encounter challenge.
busy, or the challenge will take up too much of the
party's attention. Think of a simple challenge (com-
plexity 1 or 2) as one type of objective you can use to STRUCTURE CHALLENGES
add interest to a combat encounter, as described in A skill challenge that takes place between other
Chapter 2. In fact, several of the sample objectives encounters gives structure to a part of the game
described on pages 40-41 could include skill chal- that would otherwise be exploration time. A chal-
lenge elements. lenge of this sort is clearly an abstraction-it distills
large amounts of unstructured activity down into a
.. Make Peace: The characters must use interaction
number of skill checks.
skills to convince their opponents to stop fighting.
You might consider using skill challenges for these
.. Retrieve an Object: The characters must open a kinds of activity:
locked chest, disable a ward, or activate the power
.. Investigation: When the characters are trying
of the object with a simple skill challenge.
to solve a mystery, boil down the clues into the
.. Sneak In: You might structure this encounter as results of skill checks. "Hunting the Mastermind"
a skill challenge using Stealth, Bluff, and other on page 90 is an example of this technique.
skills, with combat encounters resulting from the
.. Overland Travel: Use a skill challenge to rep-
characters' failed checks. If they fail the challenge,
resent the obstacles and hazards the characters
the alarm is raised.
face as they cross a desert or a swamp, navigate a
river, or pilot a planar dromond through the Astral
In an in-combat skill challenge, each skill check
Sea. See "The Rushing River" on page 94 for an
needs an associated action type-standard, move, or
example.
minor. Using move or minor actions for skill checks
can make it easier for the characters to fight and .. Gathering Information: As the characters
pursue the challenge at the same time. range through town looking for rumors or ques-
Before using an in-combat skill challenge, make tion ancient spirits about the dangers that lie
sure it wouldn't work better as just a single skill ahead, you can build a skill challenge in which
check. The danger of using a skill challenge is that the number of successes they achieve determines

CHAPTER 3 I Skill Chaliennes


' ,. much information they get. See "The Rest- Here's a summary of the "rare" skills, those offered by ::r
Dead" on page 93 for an example of this kind only three to five classes: I-
0.
kill challenge. Acrobatics Streetwise w
Bluff Thievery Cl
.an even use a structure challenge as the frame- Stealth z
' - for a whole section of an adventure, or even Vl

mire adventure. Rather than using a flowchart Of course, a skill isn't rare in your game if most W

ermine the course of events in an event-based of the characters in your party has it, and a common ~
nture (see the Dun8eon Master's Guide, page 115), skill isn't going to help your party if no one took train- W
...J
can use a skill challenge in multiple stages, with ing in it. If every character in your group has a class ...J

uccesses and failures the characters accrue from Player's Handbook 2, you might have a lot of ~
rmining when events occur and what happens. PCs trained in Nature, but no one who can pull off a u
ith encounter challenges, the time frame of decent Streetwise check. Know what skills your play- ...J
cture challenge is up to you to determine. A er's characters are good at, and tailor your challenges ...J
.- might represent anything from a few minutes to those skills. ~
day or a week of activity. One way to help ensure that everyone in a party
ee "Moving through Suderham" on page 98 for has a way to get involved in a skill challenge is to
e.xample of a structure challenge. make sure you choose skills that are common to char-
acters of each of the four roles. The list below gives
the skills that are common to most of the classes that
LLOW A VARIETY share each role.
F OPTIONS Controller: Arcana, Diplomacy, History, InSight
ember ground rule 3: Just as a combat encounter Defender: Athletics, Endurance, Heal, Intimidate
a mix of monster roles is more interesting than Leader: Arcana, Diplomacy, Heal, History
ht against five of the same monster, a variety of Striker: Acrobatics, Athletics, Endurance, Intimi-
• . a broad range of subchallenges and obstacles, date, Perception
a series of different, incremental tasks can make
-i ll challenge much more interesting. Even more PRIMARY AND SECONDARY SKILLS
rtant, this mix of skills and obstacles helps Once you have a list of the skills you want to be rele-
h player feel that his or her character has a lot vant for the challenge, break them down into primary
ptions and the possibility of making important and secondary skills. Aim for two or three second-
·sions. ary skills, with the rest primary. Primary skills give
\5 a starting point, build a long and diverse list the characters successes (and failures) toward the
relevant skills for the challenge. First (as men- ultimate goal of the challenge. Secondary skills don't
~ed earlier), aim for a number of skills equal to the always directly contribute to the group's success, but
mber of characters in the party plus two. If there they can have other important effects. For example,
~ more PCs than useful skills, you're potentially a successful check with a secondary skill can accom-
-ing a few characters without any way to make a plish one of the following effects:
aningful contribution outside of using aid another • Cancel out a failure with another skill.
ions.
• Give one or more characters a bonus to a check
Athletics is a great skill for challenges because of
with a primary skill.
nature-it can have an effect on almost any form
physical activity-and because twelve of the eigh- • Allow a character to reroll another skill check.
en classes in the game to date have it on their class • Open up the use of another skill in the challenge.
II lists. Nature and Perception seem like obvious • Increase the maximum number of successes that a
oices for many challenges, but far fewer classes primary skill can contribute to the party's total.
'e ready access to them (only six of the eighteen).
m for at least half of the relevant skills to come
- 1m the follOWing selection that six or more classes
GROUP CHECKS
One way to make sure every character is involved
ature on their class lists:
in a skill challenge is to require group checks. In a
Arcana History
group check, everyone makes a specified skill check,
Athletics InSight
and the group scores a success if at least a certain
Diplomacy Intimidate
number of characters beats the set DC. For example,
Dungeoneering Nature
you might call for a group Endurance check, with the
Endurance Perception
group succeeding if at least half the characters suc-
Heal Religion
ceed, figuring that those who succeed on their checks
can help out those who fail. Or you might call for a

CHAPTER 3 I Skill Challennes


group Perception check, but if even just one character to succeed. If the wizard can move the group through
succeeds, the group gets a success because of the one the challenge with a series of Arcana checks, there's
sharp-eared member_ no need for anyone else to take part. You can force
"Traveling through Gorgimrith" on page 92 and the rest of the group to participate by limiting the
"Moving through Suderham" on page 98 are exam- number of successes that any particular skill can con-
ples of how to use group checks in the context of a tribute. A good maximum is equal to the complexity
skill challenge_ of the challenge. Once the wizard has achieved 3 suc-
cesses with Arcana, she has done all she can do, and
ALLOW OPTIONS BESIDES SKILLS it's time for someone else to step up to the plate.
Give some thought to things the characters might do Aid Another: You don't want the fighter with a
aside from using skills- and be ready when you run +0 Intelligence modifier and no training in Arcana
the skill challenge to account for the things players to feel as though his best option in a skill challenge is
try that you could never have anticipated_ Characters aiding the wizard's Arcana check. If a skill the fighter
can use powers and sometimes rituals in the midst of is trained in is relevant to the challenge and the wiz-
a skill challenge, and plenty of other tactics (such as ard's use of Arcana is limited to a maximum number
bribery and combat) might alter the circumstances of of successes, the fighter almost certainly has better
a skill challenge, sometimes dramatically. things to do.
A good rule of thumb is to treat these other options If you think that the situation justifies doing
as if they were secondary skills in the challenge. You so, you can limit the amount of aid characters can
might let a character negate a failed Diplomacy check receive from their allies in the midst of a challenge.
by greasing an NPC's palm. Using an encounter For instance, it could be that there's only so much
power that's not directly relevant to the challenge assistance that a character making a Diplomacy
might give the character a bonus to a subsequent check can receive-perhaps the person the group
skill check. You might allow a character to spend an is talking to shouts, "Enough of this chatter! Let me
action point to reroll a failed skill check. speak to just one of you." Also, a skill challenge might
Some categories of actions, though, are significant require the group to split up so that characters at dif-
enough to earn an automatic success in the challenge. ferent locations can't aid each other. Allow reasonable
A character who performs a relevant ritual or uses use of the aid another action in skill challenges, but
a daily power deserves to notch at least 1 success rein it in if the characters start to abuse the priVilege.
toward the party's goal.
Here are some options you might want to account PREPARE FOR FAILURE
for in designing a skill challenge. The outcome of a skill challenge should always
• Spending money (at least one-tenth the purchase keep the game moving. It should be possible for the
price of a magic item of the character's level). characters to fail the challenge, but the adventure
• Dealing damage to a creature or object. must go on regardless-the characters just have to
deal with the consequences of the failed challenge
• Voluntarily taking damage (in a combat situation)
in addition to the other threats the adventure poses.
or sacrificing a healing surge.
Make sure you prepare for the possibility of failure as
you're designing a skill challenge. Don't set up a chal-
GETTING EVERYONE INVOLVED lenge in which success means the characters unlock
It can be tempting for some players to let the rest of the door and failure means the door stays locked.
the party handle the work of a skill challenge. In fact, Instead, if the characters fail, they unlock the door
at times it doesn't make sense, statistically speaking, just as the guards come into view.
for a character to even attempt a check, because the In other words, make sure that failure still leaves
character's chance of success is so small and failure the characters with something to do. If the charac-
has such a negative consequence for the whole group. ters must get past the ninth ward before they can
If you include a wide variety of skills- and more move onto the next part of the adventure, then the
specifically, select skills that you know the characters challenge should assume that they do get past the
in your party are good at- this shouldn't be a huge ward. If you're creating a skill challenge to move the
problem. Just as in a combat encounter, everyone in PCs through this part of your story, the point of the
the group should have a meaningful way to contrib- challenge should be to determine how quickly they
ute to the group's success in the challenge, even if it's get past the ward, or whether they alert the mon-
just making the same skill check a few times in a row. sters on the other side of the ward, or whether they
Maximum Number of Successes: Even if you get through it with all their healing surges intact.
make sure that every character can contribute in a In short, the skill challenge doesn't really measure
skill challenge, some players will resist taking part whether they succeed or fail; it measures how well
unless they have to contribute in order for the group they succeed.

CHAPTER 3 I Skill Challen8es


150 , be sure to distinguish between what the STAGES OF FAILURE ~
acters find desirable and what the players enjoy. An effective way to make a skill challenge lively is c..
characters probably don't like being attacked to provide immediate consequences for each failed ~
row assassins in the middle of the night, but check in the challenge-such as a brief combat z
layers will probably have fun playing out the encounter, or more opponents appearing in the midst
unter. Failing a skill challenge can create of an ongoing combat. Each time the characters fail, ~
ty of problems for the pes, but the best kinds the consequences become gradually worse, climaxing (J
oblems are the ones that lead to additional fun in the termination of the skill challenge after 3 fail- Z
I.IJ
unters. ures. See "Hunting the Mastermind" on page 90 for ..J
::onsider these options as consequences for failure an example of this technique. «
..J

kill challenge: Aside from combat encounters or combatants, I


ncrease the difficulty of the characters' next here are some penalties you can assess in response to U
ncounter, or throw an encounter at them that's a failed checks in a challenge: j
lear result of the failure. • The character who failed the check loses a healing ::.::
ess the characters one or two healing surges surge or (in a combat context) takes damage. Vl
each. • The characters must spend time or money making
mpose a lingering effect, such as a disease or a up for the failure.
urse that works like one, that hinders the charac- • For the rest of the challenge, no character can
ers for some time. achieve a success using the same skill that was
mpose story· related consequences: The charac- used for the failed check.
'ers are too late to save the captives, they lose the • If the challenge takes place in a combat situation,
uke's favor, or they fail to gain some key informa- the character who failed the check is dazed or
ion to help them in the adventure. even stunned until the end of his or her next turn.
equire the characters to attempt the skill chal- Or, an opponent is angered and gains a +2 bonus
enge again. to its next attack roll.

C HAPTER 3 I Skill Challen8es


.. The next check using a specified skill takes a pen- success and last until they get their third- or you might
alty_ For example, if a character fails an Intimidate break the challenge into just two stages.
check in the midst of a complex negotiation, the The three stages of a skill challenge are not that
next character who attempts a Diplomacy check different from the parts of a story (see page 8), except
takes a -2 penalty_ that the denouement comes after the skill challenge
is complete. The first stage, the introduction, sets
STAGES OF SUCCESS up the skill challenge, makes it clear what the goal
One way to account for the possibility of failure is is, and lays the groundwork for the first few skills
to construct a skill challenge in which each success or options for the characters. Then comes the rising
moves the characters partway toward their goal-so action, when the challenge becomes more complex
that even if they fail, they still have some of what and urgent. Then in the climax, the characters suc-
they need_ This method works well, for example, cessfully complete the challenge (or not) and the
in a challenge whose goal is to extract information encounter is over.
from a hostile or wary NPC: With each success, the Different skills might be useful in different stages
characters get some tidbits of information_ The most of the challenge. For example, in the first stage of a
valuable information comes last (when they achieve challenge involving overland travel, the characters
the target number of successes for the complexity of are hacking through the woods using skills such
the challenge), but even 1 success followed by 3 fail- as Athletics, Endurance, and Nature. In the second
ures gives the characters some tidbits they can use to stage, they join up with a caravan as guards, making
keep the adventure moving. See "The Restless Dead" skills such as Perception and InSight more important.
on page 93 for an example of this technique. Try to make sure that the characters' actions and
Perhaps the characters undertake a skill challenge successes or failures in each stage of the challenge have
to weaken a vampire lord before they finally face consequences in the next stage. If the characters decide
him in combat. Each success (or every 3 successes) to rely heavily on Intimidate in their first meeting
removes some protective ward or special defense the with an important NPC, that individual might throw
vampire lord possesses, so even if the characters fail more obstacles in their way in the later stages. Or if
the challenge- and are thrust into combat with the the characters fail two History checks in the middle of
vampire-they've still weakened him a little, and the a challenge, they might not get a chance to talk to the
fight is measurably easier than if they had achieved sage who could have helped them in the final stage.
no successes at all. A progressive challenge is long and complex by its
nature. See "The Rushing River" on page 94 for an
example of one.
PROGRESSIVE CHALLENGES Triggers: Counting the number of successes the
Like a combat encounter, a skill challenge is much characters have achieved is one way to measure their
more interesting ifit changes and evolves as the charac- progress through the stages of a challenge. In effect,
ters progress through it. A good way to think about the this treats each stage as a miniature skill challenge
party's progress through the challenge is to break it into requiring a smaller number of successes to complete,
three sections. For a skill challenge with a complexity but with a shared tally of failures among the three
of 5 (12 successes), each stage can last for 4 successes. stages. An alternative, though, is to use more specific
For a challenge with a complexity ofl (4 successes), the triggers to move from one stage to the next.
middle stage might start after they achieve their first

TRANSPARENCY AND SK1LL CHALLENGES


Sometimes, it makes sense to tell the players that they they can use and understand that they need successes
face a skill challenge. Other times, Signaling that you're while avoiding failures. As the players make skill checks,
using the mechanic jars the players out of the moment, they can begin to understand the situation in a way that
reminding them that they're playing a game rather than informs how they play their characters, allowing them to
negotiating with a green dragon for their lives. A skill chal- immerse themselves in the action.
lenge brings a structure to the game. When you decide Keep the skill challenge on your side of the DM's screen,
whether to tell the players they are in a skill challenge, not telling the players, when they clearly understand their
what you're really choosing is whether to let them know goal and know what their options are. In this case, the
they are in that structure. players can engage the situation as their characters. Their
Tell the players they are in a skill challenge when that pes know what to do. Reminding the players that they are
structure helps them handle the situation and understand in a skill challenge introduces a layer of artificiality to the
what is going on. If they're adrift, stuck in neutral in the situation that breaks the drama and shatters the scene's
face of a beWildering array of options, then a skill challenge immersive nature.
is a good way to focus their attention. They see what skills -Mike Mearls

CHAPTER 3 I Skill Challenses


\'hen a specific triggering event occurs, some- variety of possible successes, you can create a branch- Vl
UJ
happens in the context of the skill challenge to ing challenge. ...J
ge the challenge in a noticeable and interesting For example, in a diplomatic talk, failure in the Q.
. Consider the following trigger ideas: challenge might mean the breakdown of the talks, ~
-he characters get a success (or a failure) with a leading to violence (and a series of combat encoun- ><
UJ
articular skill. ters). Success, however, can mean one of two possible
outcomes-one favoring each party involved in the
The characters reach a certain number of accumu-
negotiations. Over the course of the skill challenge,
ated failures.
individual characters might contribute toward the
he characters seek out a specific character to talk success of one side or the other, or the group might
. location to visit, or otherwise initiate their own coordinate effectively to ensure victory for one side.
-hange of scene. In a branching challenge, each possible successful
Each player has had a chance to take one turn in outcome has a target number of successes depending
he skill challenge. on the challenge's complexity. Each time a character
-orne amount of time has passed. scores a success with a skill, that success counts toward
one of the two possible outcomes. The target that is
- anging situation in a skill challenge introduces reached first determines the outcome of the challenge.
opportunities for the characters, giving them the A branching challenge can be a great way to allow
nce to use new skills or presenting new ways they for some conflict within the party of player characters,
apply their skills. For example, a character who without that conflict growing too disruptive. The char-
-es a successful Insight check while talking to the acters can disagree on the approach to take or the goal
hess might notice her eyebrow raised in interest to pursue while still working together to avoid failing
n matters of history come up, opening the possi- the challenge entirely. However, if you expect the char-
_-for PCs to use History checks to impress her. acters to split their efforts between two goals, it's best
not to set the complexity of the challenge higher than
3. Otherwise, you're asking the characters to achieve
DRANCHING CHALLENGES too many successes, assuming that they get more or
.etimes you might want to construct a skill chal- less the same number of successes toward each goal.
e in which the characters can succeed in one of "Chasing the Bandits" on page 91 and "War by
ways, making use of different skills or otherwise Other Means" on page 96 are examples of branching
ng different approaches to the resolution of the challenges.
lenge. When the possible outcomes include a
------.--.-.--.-.--.--.-.-.--.-.--.-.--.-.-.~

iXILL CHALLENGE EXAMPLES -.J

rest of this chapter includes examples-mostly hydra, or use a group of demons of an appropriate
11 from published adventures-that illustrate the level. Each monster in the encounter gains this addi-
r techniques of skill challenge design. tional power:

Portal Energy
OSING THE PORTAL As long as the portal remains open, the monster deals 2 extra
awn Merwin, from Dunaeon Delve damage on each of its attacks.

_he midst of a combat encounter against a demonic Level: 11 (XP 600).


monster, the PCs must close a portal to the Abyss Complexity: 1 (requires 4 successes before 3
reyent an army of demons from entering the failures).
ld. They can attempt to complete this in-combat Primary Skills: Arcana, History, Thievery.
:J challenge (see page 84) either before or after Arcana (DC 16, standard action): The PC bends the
. defeat the monster. Closing it afterward is easier, magic of the portal to his or her will, slowly closing
ause the monster is no longer present, but closing it off A character must be within 5 squares of the
forehand reduces the creature's power. portal to attempt this check.
hoose an appropriate creature for the encounter. History (DC 16, minor action): The character recog-
skill challenge as it appeared in the Dunaeon nizes the arrangement of runes around the portal as
e supplement used an abyssal spitter, similar to something he or she has read about before. This rec-
mordant hydra in the Monster Manual. You might ollection provides a clue about the energy powering
!y the Demogorgon cultist or Orcus blood cult- the portal.
heme (see Chapter 4) to an adult dragon or a fen

CHAPTER 3 I Skill Challennes


This skill can be used to gain 1 success in this Perception (moderate DC by level, 10 minutes): A char-
challenge. No character can attempt this check more acter using Perception notices very fine lines traced in
than once, and this check cannot be retried if the pes the doorway and hears the faintest of vibrations when
fail to complete the skill challenge on their first try. hands are moved over the door in a certain way. This
Thievery (DC 21, standard action): The character skill can be used to gain 4 successes in this challenge.
manages to weaken the magical energy feeding the Secondary Skills: Religion, Dungeoneering,
portal. A character must be adjacent to the portal to Thievery, special.
attempt this check. Reli8ion (moderate DC by level, 10 minutes): A char-
Success: If the pes get 4 successes, the portal acter's knowledge of religiOUS texts that mention the
closes permanently. The monsters lose the benefit of ward in passing can give one character a +2 bonus
their portal ener8Y power. to the next Arcana or History check that character
Failure: If the characters accumulate 3 failures makes.
and any demon is still alive within 10 squares of Dun8eoneerin8 (hard DC by level, 10 minutes): The
the portal, a barlgura (MM 53) appears in the portal character has heard of similar wards, and can either
and attacks the pes. The pes must begin the skill give one character a +2 bonus to the next Perception
challenge again from scratch; each additional failed check that character makes, or change one charac-
challenge brings one more barlgura than the previous ter's failed Endurance check (as part of the group
failed challenge (two for the second one, three for the check) into a success.
third, and so forth). Thievery (moderate DC by level, 10 minutes): The
Even if the pes can't close the portal, as long as all character's skill at fine manipulation helps a charac-
the demons in the vicinity are defeated, the portal ter with Arcana to undo the ward, giving a +2 bonus
can't get any stronger, and thus can't disgorge its army. to the next Arcana check.
However, from time to time additional abyssal deni- Special: Performing the Knock ritual gives the
zens might slip into the world through this portal. characters 1 automatic success. The ritual can be
used only once for this purpose.
OPENING THE NINTH WARD Success: If the characters achieve 10 successes,
the ward is opened without harm and they can move
To reach the villain's sanctuary or the repository of a
into the next room of the dungeon.
mighty artifact deep in a dungeon, the characters must
Failure: If the characters get 3 failures, the ward
bypass a powerful magical ward that binds the doors.
erupts in necrotic energy that drains two healing
This encounter challenge (see page 84) operates
surges from each character. The characters can still
in 1O -minute turns. Each character in the party can
pass through, but creatures in the next room might be
make one skill check each turn, and each character
alerted or empowered by the sundering of the ward.
must also make one Endurance check every turn.
Level: Any.
Complexity: 4 (requires 10 successes before 3 HUNTING THE MASTERMIND
failures). -James Wyatt, adapted from
Primary Skills: Arcana, Endurance, History, the EBERRON Campai8n Guide
Perception.
Arcana (moderate DC by level, 10 minutes): A char- A demonic creature called forth by a mysterious
acter can use Arcana to sense the presence of magic ritual has attacked the characters, and now they need
and identify the nature of the ward. Additional suc- to find out where it came from. In this skill chal-
cesses indicate a breaking of the ward through arcane lenge, the characters make use of their deductive
means. This skill can be used to gain 4 successes in powers (Perception and Insight), their ability to navi-
this challenge. gate the streets and denizens of the city (Streetwise,
Endurance (moderate DC by level, no action, 8TOUp Diplomacy, and Intimidate), and their knowledge
check): As soon as the characters begin investigating of or research about the demon itself (Arcana). The
the ward, it starts to give off necrotic energy. Each 10 characters must assemble what clues they have into a
minutes, the characters must make a group Endur- coherent picture of the threat that faces them as they
ance check to measure how well they weather the make their way down to the lowest levels of the city to
life-draining energy. If at least half the group suc- find the source of that threat.
ceeds, they earn 1 success. Level: 1 (XP 500).
History (moderate DC by level, 10 minutes): A char- Complexity: 4 (requires 10 successes before 3
acter can use History to recall a mention of the ward failures).
in an ancient text, indicating a useful step to take Primary Skills: Arcana, Diplomacy, InSight,
in bypassing the ward. Since the ward has a certain Intimidate, Perception, Streetwise.
notoriety, this skill can be used to gain 4 successes in Arcana (DC 10): A character who makes a suc-
this challenge. cessful Arcana check identifies the creature as a

CHAPTER 3 I Skill Challen8es


n that must have been summoned into the corners can quickly get characters into trouble. Each ,..
I..J
. A second successful check reveals no linger· time the characters fail a skill check as part of this
agical energy in the area of the demon's attack, challenge, they have a minor combat encounter. Build 0-
· ing that it was not summoned directly to that easy encounters worth between 300 and 400 XP- not :2:
on. This skill can't grant any further successes even a full level 1 encounter. They'll be over quickly x
u.J
the characters have achieved 9 successes, but at so characters can get back into the skill challenge.
oint it allows a character making a successful If the characters fail their first skill checks, you
na check to pinpoint the magical energy emanat- can choose to wait until the characters have moved
m the villain's base. This skill can be used to beyond the scene of the last encounter before present- I
J. maximum of 3 successes in this challenge. ing them with these complicating encounters. ~
plomacy or Streetwise (DC 10): The character If they fail three checks, you can let them continue
t' useful information from a witness at the scene until they achieve 10 successes, throwing combat u
ar the scene of the attack: either an indication encounters at them with each additional failure, or ...I
...I
ich way the demon came or a description of its simply bring them to the villain's base right away.
_ing whisper as it moved through the city, which Either way, the villain's agents are on the lookout for
des words pertinent to its purpose in attacking their arrival, and the encounter at the tower is more
haracters. challenging.
I"ter the characters have achieved 5 successes,
e close enough to the villain's base that they can CHASING THE BANDITS
more about his activities in the area. Witnesses
-Robert Donoghue and James Wyatt
area describe the villain's suspicious activ-
d physical appearance, and also mention the
The characters are chaSing a small group ofbandits
oe lights and sounds emanating from a town-
across the countryside. In this branching challenge
in the neighborhood.
(see page 89), the characters have a choice of two
':i8ht (DC 10): The character pieces together some
paths to success. They can decide to move as quickly
information the group is learning. Characters
as possible, hoping to catch the bandits before they
· attempt two InSight checks in a row; after a
meet up with reinforcements. Or they can put a
e sful InSight check, the party must score a suc-
greater emphasis on stealth, hoping to get the drop
-ith a different skill before anyone can attempt
on the bandits when they catch up to them. Each
_ er InSight check. With a successful check, the
character can make one skill check for each day of
acter synthesizes information toward a more
the challenge, and the skill chosen determines which
rent picture of the threat they face: The demon
goal the success counts toward.
e its way toward them from somewhere in a
Although some of the skill checks in this challenge
. fic neighborhood, explicitly searching for them
are individual efforts that seem to allow a particu-
. 3pparently knowing where they were with some
lar character to gain an advantage that his or her
ee of accuracy.
companions don't enjoy, a certain amount of abstrac-
.rimidate (DC IS): A character can use Intimidate
tion is necessary in how the challenge plays out. For
ubstitute for Diplomacy to extract information
instance, a PC who succeeds on an Endurance check
witnesses. Intimidate effectively substitutes for
to run fast doesn't actually outdistance his friends;
,macy, although at a higher DC.
the group still stays together, so that everyone is pres-
rception (DC IS): The demon left some traces
ent when the challenge comes to a conclusion.
- passing as it moved from the villain's base to
Level: Any.
ite of the attack. The character can use Percep-
Complexity: 2 (requires 6 successes of either sort
[0 follow this trail. With a success, a character
before 3 failures).
t find a wisp of fur that dissolves into mist
Primary Skills: Athletics, Endurance, Nature,
!l touched, a corpse tossed in a dark corner, or
Stealth, Streetwise.
· ness describing the creature's passage. Such
Athletics (moderate DC by level): The character
e ses can then be the subjects of Diplomacy or
pushes through obstacles with phYSical strength,
'11idate checks.
leaping over gullies and climbing up cliffs in an
uccess: If the characters earn 10 successes, they
attempt to catch the bandits as qUickly as possible. A
(heir way to the villain's base. When they enter
success with this skill counts toward the speed goal.
ower, they start a combat encounter with the vil-
Endurance (moderate DC by level): The character con-
or his minions.
centrates on running as fast and long as possible. A
Failure: This skill challenge uses the principle of
success with this skill counts toward the speed goal.
offailure (see page 87). Each time the char-
Nature (moderate DC by level): The character uses
r fail a skill check, they have a brief combat
knowledge of geography and the terrain of the region
unter. The city can be a dangerous place, and
to choose the best course-either the quickest route to
'lg the wrong questions or poking into dark

C H A PTER 3 I Skill Challen8es


intercept the bandits, or one that provides good cover the party fails an Endurance check (in hour 4 or hour
for the characters when they approach the bandits. A 7), each character also loses a healing surge.
success with this skill counts toward the goal of the Level: 25 (XP 14,000).
character's choice. Complexity: 2 (requires 6 successes before 3
Stealth (moderate DC by level); The character opts failures).
for a slower but quieter approach, hiding in forested Primary Skills: Athletics, Dungeoneering,
terrain so the bandits aren't aware they're being fol· Endurance, Perception, Religion, Stealth.
lowed. A success with this skill counts toward the Hour 1, Dungeoneering (DC 26, group check); The
stealth goal. characters find a safe path through the tunnels, real-
Streetwise (moderate DC by level); As the party passes izing that the right direction lies in the tunnels that
through farmsteads and villages, the character makes lead downward, away from the top of the mountain.
sure that no one runs ahead of them to warn the Hour 2, Stealth (DC 26, group check); The charac-
bandits. A success with this skill counts toward the ters qUietly work their way past a pack of monsters,
stealth goal. remaining undetected.
Success (Speed): The characters intercept the Hour 3, Athletics (DC 17, group check); The char-
bandits before they meet up with reinforcements, so acters easily climb over hazardous recesses in the
the resulting combat encounter is easier than it would tunnel and jump over black, foul-smelling eruptions
otherwise be. to progress deeper into the mountain.
Success (Stealth): The characters get the jump on Hour 4, Endurance (DC 17, group check); The charac-
the bandits, gaining a surprise round in the combat ters stave off the effects of the terrible smell, the hard
encounter against them. However, the bandits have travel over soft ground, the hot, humid air, and the
reinforcements, so the encounter is a little tougher. lingering miasma that permeates the tunnels.
Failure: The characters still catch up with the If the party fails this check, each character loses a
bandits, but the bandits have gained reinforcements. healing surge.
To make matters worse, they're alert to the charac- Hour 5, Perception (DC 26, group check); The charac-
ters' approach and set up an ambush, so the bandits ters spot a roaming pack of monsters and avoid a battle.
get a surprise round in the encounter. Hour 6, Religion (DC 31, group check); The charac-
ters use their observations while traveling within
TRAVELING THROUGH the tunnels and their knowledge of Gorgimrith and
undead to avoid a particularly dangerous area of
GORGIMRITH unstable surfaces and necrotic cysts. You can replace
- Bruce Cordell, Chris Tulach, and Bill Slavicsek, this check with a different skill if the environment or
from Kingdom of the Ghouls the creatures that inhabit it suggest a better choice.
Hour 7, Endurance (DC 26, group check); The charac-
In this challenge, the adventurers must travel through ters stave off the effects of the terrible smell, the hard
twisting tunnels inside a great mountain fortress travel over soft ground, the hot, humid air, and the
for at least six hours to reach the other side. This is lingering miasma that permeates the tunnels in their
a structure challenge (see page 84) that boils a long seventh hour of travel.
underground journey down into six to eight group If the party fails this check, each character loses a
checks representing the party's ability to bypass and healing surge.
overcome obstacles that arise in their way. The chal- Hour 8, Athletics (DC 26, group check); The char-
lenge uses triggers (see page 88) to mark the changing acters easily climb over hazardous recesses in the
environment as the group progresses, with each stage tunnel and jump over black, foul-smelling eruptions
of the challenge calling for one group check. to progress deeper into the mountain.
Each hour of the journey, every character must Success: If the characters earn 6 successes, they
make a skill check using a specific skill. If at least find their way to the final exit from the tunnels in
half the characters succeed on the check, the group good time and without further incident.
earns 1 success toward their goal. Otherwise, they Failure: Each time the characters earn a failure,
earn 1 failure. If they succeed on 6 checks in a row, adjust the outcome of the hour's activities from that
they reach the far end of the tunnels in just 6 hours, described above and run a combat encounter. After
but each failure adds an hour to the journey. At the their third failure, you can either run a combat
end of the trip, they face a combat encounter. encounter immediately, or add monsters to the
Because much of the challenge involves avoid- encounter the characters have when they emerge
ing the monsters that haunt these tunnels, each from the tunnels.
failed group check along the way results in a combat If the characters get 3 failures, the trip through the
encounter (see "Stages of Failure" on page 87). Build tunnels takes the characters longer than anticipated.
encounters appropriate to the setting, aiming for rela- They still reach the final exit, but each character lose
tively easy encounters 2 or 3 levels below the party. If a healing surge along the way.

CHAPTER 3 I Skill Challennes


Intimidate: The spirits cannot be intimidated, for V')
E RESTLESS DEAD u.J
they are beyond harm. Using this skill results in an ....J
hard Baker and Mike Mearls, automatic failure, and the PC who made the Intimi· Q.
Thunderspire Labyrinth ~
date check takes a -2 penalty to all other skill checks <C
in this challenge. X
. structure challenge (see page 84) involves gather· Insi8ht (DC 17): During the conversation, Mendara
u.J

!llormation from the spirits of a trio of adventurers u.J


makes outrageous claims about the trio's explOits. If a u
"ere slain years ago when they attempted to character succeeds on this Insight check, that PC real· Z
e the demonic influence from an ancient strong· izes she is lying. If the character questions Mendara
. They managed to recover the four items needed to and attempts to learn why she is lying, the PCs gain a
the door to the inner sanctum, but they were then success. Only 1 success can be gained in this way.
by the green dragon (called the Guardian) that Conclusion: The PCs receive information based
as sentinel over the sanctuary. on the total number of successes achieved. Whether
The spirits can speak but are otherwise unable to the PCs succeed or fail, the slain adventurers can
t the world. When the characters enter the area, finally rest in peace; they have attempted to help a
-pirits manifest, greet the characters in Common, group avenge their loss. Once the challenge ends, the
k what they seek in this place. Over the course NPCs say farewell (or they warn ofimpending death
e challenge, the spirits attempt to determine the if the encounter went poorly) and fade from view.
-acters' intentions. If the characters can convince Success: If the PCs attain 12 successes, the slain
pirits of their trustworthiness and that their adventurers hail them as allies. The group provides
e is just, the spirits describe what the characters all the information below.
- do to reach the inner sanctum. Otherwise, the Failure: If the PCs earn 3 failures, the spirits
-acters must stumble their way through the chal· provide information based on the PCs' number of
s in the subsequent encounters without any aid. successes up to that point, as shown below (and see
evel: 5 (XP 1,000). "Stages of Success" on page 88).
Complexity: 5 (requires 12 successes before 3 The following information is provided as read·
res), though the PCs gain some information even aloud text that the spirits relay to the PCs after the
.ey fail this challenge. skill challenge comes to a conclusion. Alternatively,
P rimary Skills: Arcana, Athletics, Diplomacy, you can dole out this information gradually over the
. :1 0 eoneering.
course of the challenge, each time the characters
rcana or Dun8eoneerin8 (DC 12): The characters reach a new threshold of successes.
ress Mendara with their knowledge of mystic lore
• dungeon environments. 0-1 Successes: This place is the Provin8 Grounds, a test·
hhletics (DC 12): As a cleric ofKord, Valdrog in8 place for worshipers of the demon lord Baphomet.
auds feats of strength or athletic prowess. This You must find four items: a knife, a mask, a bell, and a
, can provide a maximum of 2 successes. book. You must place each of these items on one offour
Diplomacy (DC 17): The PCs use the Diplomacy circles of runes found in this complex. The items must be
to convince the NPCs of their good intentions. placed on the runes at the exact same time.
'ever, the spirits believe that actions speak louder 2-3 Successes: The knife, the mask, and the bell are held
words, so this is a hard check within chambers built to test Baphomet's worshipers.
econdary Skills: Bluff, Intimidate, InSight. You canfind these chambers to the north, west, and
Bluff (DC 17): A character who has any ill intentions south ofwhere we now stand, throu8h these eastern
use Bluffin place of Diplomacy to attempt to con· double doors and then throu8h another set of double
e the spirits that his or her intentions are good. doors that leads to the west.

THE SLA1N ADVENTURERS


Valdrog the Brute: Valdrog appears as a male human is wise and kind, though he is also judgmental. He asks
- a thick, black beard. His spectral chain mail is ripped many questions, seeking to trap the pes in a contradic-
rt because the Guardian killed him by tearing him in tion or a lie. He is quick to make accusations and slow to
- •. Valdrog was a cleric of Kord, and he speaks with a trust. The pes must prove their good intentions to win
ming voice. He is rude, aggressive, and quick to chal- his support.
ge the pes' bravery; he respects demonstrations of Mendara the Mystic: The group's wizard, Mendara is an
~ ngth and wants to help a worthy group. elf who died by the dragon's breath. She wears green robes
Sir Terris: This dwarf was a paladin of Pelor and served and carries a staff. Mendara is eager to recruit someone
he group's valiant defender. Terris wears plate armor who has the intelligence and acumen to overcome the
d keeps his helm's faceplate closed. He was slain when challenges that lie ahead. She lies to the pes, hoping to
Guardian crushed his skull with a Single bite. Sir Terris expose their greed. She is haughty and talkative.

CHAPTER 3 I Skill Challen8es


4-5 Successes: The fourth item, the book, is on an altar The challenge assumes that the characters are fol-
in a small shrine to the east. lowing an orc who is escaping in a canoe, and that the
6-7 Successes: To the east of the Provin8 Grounds is orc damaged the raft the characters are using.
the inner sanctum. Its door opens only when the proper Level: 5 (XP 1,000).
ceremony is completed. The items used for the ceremony Complexity: 5 (requires 12 successes before 3
disappear ifyou try to remove them from the Well of failures).
Demons, and upon completion of the ceremony, they
return to their former locations. ENTIRE CHALLENGE
8-9 Successes: Completin8 this ceremony summons These skills can be used at any point during the chal-
the terrible Guardian and activates several traps in the lenge, unless otherwise noted.
area. The Guardian is a 8reen dra80n imprisoned here. Primary Skills: Nature, Perception, Thievery.
It can swoop past its prey and attack. It emer8es from a Nature (DC 12): The character helps navigate the
weat pit in the center of the complex. twisting, branching sections of the river. After the
characters have a total of7 successes, it's too late to
10-11 Successes: Each of the chambers in this complex
use this skill.
has a ma8ical trap desi8ned to harass intruders. The
Perception (DC 17): The character spots the ore's
central corridor is the fastest way to move around, but it
canoe up ahead, and is able to follow his course. This
also has its own trap: a crushin8 sphere of ma8ical force
skill can be used to gain 1 success in each stage. An
that rolls alon8 its len8th.
individual character can use Perception to contribute
12 Successes: There is a treasure hidden beneath the only 1 success to the entire challenge.
altar in the chamber south of here. Thievery (DC 12): The character works to repair the
damage the orc did to the raft. This skill can be used
THE RUSHING RIVER to gain 1 success in this challenge.
- Logan Bonner, from the Secondary Skills: Endurance.
Worldwide D&D Game Day adventure Endurance (DC 12): The character stays alert
Journey Throu8h the Silver Caves despite the rigors of the journey. This doesn't give any
successes, but the character can reroll one failed skill
At the exit to the cave, you come to a stream that rushes check later in the challenge. A character can use this
over a small waterfall and joins up with a bi88er river that skill in this way only once in the challenge.
stretches far into the distance ahead.
Near the stream is a raft. You see afew sloppy axe cuts. STAGE 1: WILDERNESS
It looks like the are you saw escapin8 made a hasty attempt This is the first stage of the journey, right after the
to sabota8e it as he ran out. characters leave the cave.
Primary Skills: History, Nature.
This skill challenge is a structure challenge (see page History (DC 17): The character recalls a map of
84) that models the characters' attempt to navigate a this section of the river, which helps the PCs choose a
twisting, bizarre river-a difficult task, especially for path among the twisting branches. If the group gains
those who haven't made the trek before. The chal- 2 successes with this skill, the characters remember
lenge uses stages of success (see page 88) to reflect that rapids lie ahead, and each character gains a +2
the characters' progress along the course of the river, bonus to Acrobatics or Athletics checks to avoid fall-
measured by the total number of successes they have ing off the raft at the start of stage 2.
accumulated so far. Some skills are useful in every Nature (DC 7): It's easier to navigate here, where
stage, while others are useful only in the specific cir- the character can see the sky. Use this DC instead of
cumstances of certain stages of the journey. the one in the "Entire Challenge" section.

STAGE 2: RAPIDS
YOU'RE SW1MM1NG? REALLY? After 3 successes, the characters enter a channel
This challenge assumes the characters are using the raft where imposing stone cliffs rise up on all sides, then
provided in the cave. If they don't, every character needs to come upon a twisting, rocky patch of rapids. Read:
make a DC 15 Athletics group check at the start of the chal-
lenge. If at least half the characters succeed, the party gets 1 All around you, the water be8ins to churn, becomin8 white
success. Otherwise, they get 1 failure. Give the characters a with foam. It comes out of nowhere: You couldn't even
chance to get a watercraft after stage 1, such as a canoe sit- see the rapids until they were ri8ht upon you. As waves
ting near the river they can steal. If they continue swimming, ofrou8h water crash a8ainst the ja88ed rocks all around
they make group checks to swim for each section; the DC you, ephemeral voices fill the air, screamin8 in ra8e. It's as
is 20 during stage 2 and stage 5. They can't gain any more thou8h the water itself wants to dra8 you to a watery 8rave.
successes for swimming, but can gain failures.

CHAPTER 3 I Skill Challen8es


en the characters enter this area, each makes an bodies of many travelers. In front ofyou, two 8hostly \/I
UJ
'"obatics or Athletics check (DC 17, or DC 22 if the humans in robes appear and address you. "We are 8uard- ...J
_hasn't been repaired). A character who fails this ians of this river. Present a token of passa8e, or prove you 0..
~
k falls in the water. This check doesn't give any deserve to travel this waterway." «
-esses or failures, but sets up the skills for this part X
e challenge. Navigating is useless in the arcane realm the PCs cur- UJ
Primary Skills: Acrobatics, Athletics, Endurance. rently occupy, so the Nature skill can't 'c ontribute to ~
\crobatics (DC 12): A character on the raft can the group's success beyond this point. Z
-e Acrobatics checks to keep the raft on course Primary Skills: Arcana, Bluff, Diplomacy, ~
tay balanced. This skill can be used to gain 2 Intimidate. ~
cesses in this challenge. Arcana (DC 12): The character discusses magic ::c
\thletics (DC 17): A character who has fallen into with the guardians, showing a dedication to and U
water can swim to get back onto the raft or get respect for the arcane arts. :j
ugh the rapids safely. Each character who has Bluff (DC 17): The character describes a noble pur- ~
en in the water can gain up to 1 success in the pose that the characters aren't actually pursuing. \/I
llenge this way. Diplomacy (DC 12): The character offers evidence
~ ndurance (DC 17): Any character can attempt this that the characters are noble and trustworthy.
~ to weather the rapids, and each can gain up to 1 Intimidate (DC 17): The guardians are not easily
cess doing so. intimidated, and only characters who have obvious
econdary Skills: Diplomacy. magical power that might be capable of banishing
Diplomacy (DC 12): The PC speaks to the raging them can achieve a success with this skill.
-es in the river, calming them. This gives no Secondary Skills: History, Insight, Thievery.
esses, but lowers the DCs for Athletics and History (DC 12): The character recalls that the
urance checks by 5 for this stage of the challenge. fallen empire ofNerath sometimes used tokens of
passage as authorization for travelers to pass along
-:->\GE 3: RESPITE certain roads or waterways. A successful check allows
er 6 successes, the river returns to normal. The a character to use Thievery as described below.
racters can use the skills noted above in "Entire Insi8ht (DC 12): The character realizes that the
:1llenge" during this stage, but the respite is brief- guardians are practitioners of arcane magic from
on as they achieve 1 more success, they move on the empire ofNerath. This gives no successes, but
he next stage of the challenge. gives a +2 bonus to all further skill checks against the
~ uring this stage, the characters also find an old, guardians.
- cked boat at the end of the rapids. It might hold a Thievery (DC 17): Once a character has made a
:1 ure parcel, a combat encounter, or both. successful History check, the same or a different
character can use Thievery to create a qUick forgery
of the token of passage the guardians ask for. A suc-
':"T">\GE 4: THE GUARDIAN GHOSTS
cessful check lets the characters immediately move
stage occurs after the PCs have gained a total of
on to the next stage of the challenge if they choose,
- Jccesses. Two guardian spirits, former arcanists
while failure gives them a -2 penalty to all further
-he empire ofNerath, stop the party just before
checks made in this segment.
river enters a series of stone tunnels leading back
erground. Read:
STAGE 5: UNDERGROUND
stop in midstream, and it seems you've been trans- When the characters have 10 successes, the river
ed to a different place. The air around you blurs and guardians allow them to pass into the stone tunnels
les, and at the bottom of the river you see the dead near their destination. Read:

The river descends under8round, and you soon reach a lake


ROLEPLAY1NG THE that splits off into seven paths. Nothin8 you've heard so far
GUARD1ANS indicates which path is the correct one.
e river guardians are stoic and difficult to read. If they
a token of passage from Nerath, they allow the travel- The characters can't use Nature to navigate here.
to pass with no questions asked. Otherwise, they ask Primary Skills: Arcana, Dungeoneering, Percep-
y that the characters convince them they aren't danger- tion, Religion.
. They don't care if the travelers are altruistic or noble, Arcana (DC 12): By detecting the presence of
Iy that they aren't going to cause trouble for the (now- residual magical energy, the character narrows the
funct) empire. The guardians are unaware of Nerath's number of possible paths. This skill can be used to
. and they don't accept evidence to the contrary. gain 1 success in this challenge .

C HAPTER 3 I Skill Challenyes


Dun8eoneerin8 (DC 12); The character watches the The negotiations stretch over a number of days.
currents and figures out which path is least likely to Each day, each player character can attempt one skill
be a dead end. check as part of the challenge.
Perception (DC 17); The character spots the orc's HaUber's Representative: Hallber is represented
canoe heading down one of the passageways. This by Sir Anders Petrus, a soldier in the duke's service.
gives 2 successes (thereby ending the challenge). He's a large, burly man with a great black beard, a
Reli8ion (DC 12); The character seeks guidance booming voice, and a brash demeanor that makes it
from a deity. If the character specifically called upon easy to overlook the fact that a cunning tactical mind
Avandra or Melora, the DC is reduced to 7, and suc- lies behind those eyes. He views Parsain as a military
ceeding on this check grants 2 successes instead of 1. holding, a place to secure a weak point on the duchy's
border.
ENDING THE ENCOUNTER Before negotiations begin, or sometime during the
After the skill challenge is over, the party travels into first day of the talks, Anders approaches one or more
a long, curving (but placid) tunnel that deposits them of the characters who appear to be neutral or willing
in the expansive underground cavern in which their to favor Hallber and attempts to gain their support.
next encounter takes place. The offer is this: Support Hallber throughout the
Success: The characters successfully reach their negotiations, and ifHallber decisively wins the chal-
destination. lenge (which means HaUber wins and Yranes gets
Failure: The characters go off course, crash and fewer than 3 successes), the character will receive a
are separated, or whatever makes sense based on reward-a magic weapon or implement of the char-
the checks they failed at. Traveling on foot or on the acter's level. If Anders is called out, he will of course
wreckage of the raft, they get to the next encounter deny that any such offer was made, and if the charac-
late and weakened. If the characters were speaking ter acts against Hallber, the deal is off
to the river guardians when they failed, they have to Yranes's Representative: Yranes is represented
shield themselves from the guardians' arcane powers. by Dame Venna Las, a half-elf wizard who has the
Whenever they fail the challenge, each character practiced polish of a long-time diplomat and the well-
loses a healing surge. concealed heart of a snake. Parsain is a commercial
interest to her, and she has an eye on building some
roads to and through the town.
WAR BY OTHER MEANS Before negotiations begin, or sometime during
- Robert Donoghue the first day, Venna approaches one or more of the
characters who seem to be neutral or willing to favor
The town of Par sa in has long been contested ground Yrane and attempts to gain their support. The offer is
between the Duchies ofHallber and Yranes, with this: Support Yranes throughout the negotiations, and
each having a list of historical reasons for their claim. ifYranes deciSively wins the challenge (which means
Until recently, the town had been under threat Yranes wins and Hallber gets fewer than 3 successes),
from nearby monsters, and neither was willing to the character will receive a reward-a neck slot or
press their claim and get entangled in local mat- arm slot magic item of the character's level. IfVenna
ters. However, after a group of heroes (perhaps the is called out, she will of course deny that any such
player characters) freed the town from the threat that offer was made, and if the character acts against
loomed over it, both have taken an interest in reestab- Yranes, the deal is off
lishing old claims. Each has sent a representative and Level: Any.
a body of militia intent on making that happen, and Complexity: 2 (requires 6 successes before 3
tense negotiations have begun. failures).
This skill challenge represents the player char- Primary Skills: Diplomacy, Dungeoneering, His-
acters' efforts to oversee and perhaps influence the tory, Intimidate, Stealth.
negotiations as they try to keep matters from devolv- Diplomacy (moderate DC by level); A character can
ing into violence. It works best if the characters have step in as an advocate for either side and argue on
a strong interest in the fate of the town (perhaps that side's behalf A failed check suggests that the
because they were the ones who freed it from the character didn't do very well at this task.
monsters' yoke), but good reasons to support both Alternatively, a character can use Diplomacy to try
sides of the conflict. In this branching challenge (see to keep negotiations on an even keel. If the character
page 89), the characters can contribute their suc- generates a success with this use of the skill, he or she
cesses to either side of the negotiation, with the intent can save it rather than applying it immediately to the
of either helping one side achieve its goals or finding skill challenge. At the end of a day of negotiations,
a balanced and equitable resolution. the character can assign the success to whichever
side has fewer successes. If the two sides are tied,

CHAPTER 3 I Skill Challen8es


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character might choose either side to receive the roll means the diplomats see through the character's
ess, or choose not to apply the success at all. actions.
Dun8eoneerin8 (moderate DC by level): One of Stealth (moderate DC by level): The character spends
lber's main arguments is that Parsain needs time eavesdropping on one side and shares that infor-
er defenses. The character can take the day to mation with the other side. A failed check indicates
out defenses and make a case that Hallber's that the character passed on misinformation.
.forcements are unnecessary, or use this study Secondary Skills: Endurance, Nature, Religion .
nderscore Hallber's arguments. A failed check Endurance (moderate DC by level): The stakes are
:IDS the character's disagreements with other high, and when matters are most heated, the negotia-
rts leaves the issue muddied and tempers frayed. tions stretch into the wee hours of the night. When
History (moderate DC by level): The character makes a day's negotiations end with the two parties either
. torical case for one side or the other. These argu- tied in successes or with 2 failures accumulated, the
~ts are well treaded, but a successful check brings characters must make a group Endurance check. If at
e fresh detail to light. A failed check means the least half the group succeeds, the characters' ability
racter's point does not hold up to examination and to stay in control of their faculties serves them well
ns the door to a more devastating counterpoint. as fatigue shortens tempers and frays nerves, and
h time this skill adds a success to one side or the the characters can negate 1 accrued failure. Ifless
_er, the History DC for adding another success to than half the party succeeds, someone has snapped,
side increases by 5. perhaps even one of the characters, and the side rep-
Intimidate (hard DC by level): Openly threaten- resented by most of the characters who failed their
the diplomats might not be the best approach, checks accrues another failure .
: there are more subtle ways to use this skill. The Nature (moderate DC by level): Haggling over dis-
.racter whispers in the ears of the diplomats of one crepancies in their respective maps, both parties
e. reminding them of the recent dangers facing agree on the third day of negotiations to send out
_ town and the likelihood that they'll return, per- a surveying team to iron things out. If a character
'"IS making it seem a less desirable prize. A failed who is trained in Nature has not antagonized either

CHAPTER 3 I Skill Challennes


side, the character is offered the opportunity to lead (page 84) that uses the choices of the characters as
the expedition. If that character makes a success· triggers (page 88) to move into different stages of the
ful Nature check, he or she can subtly influence the challenge. However, it turns some of the basic assump-
readings to favor one side or the other, granting that tions and rules of skill challenges on their head and
side a success. If the character does not choose a side, incorporates a set of random events that respond to the
the side with fewer successes gains a success. On a failures of the characters as the challenge progresses.
failure, the mission reaches no consensus, and ten- The challenge represents the difficulty that charac-
sions run that much higher. The party can attempt ters face as they travel around Suderham, a city ruled
only one Nature check in the course of the challenge. by a band of foul slave traders known as the Slave
Reli8ion (moderate DC by level): On the second day Lords. The-characters might need to enter the city to
of the negotiations, the town celebrates a holiday, and free someone from the Slave Lords' clutches, slay a par-
the townsfolk ask one of the characters who is trained ticularly powerful villain, or otherwise take an active
in Religion to offer a few words at the ceremony. A step to disrupt an evil plot. Use this skill challenge
successful Religion check can add 1 success to either whenever the characters need to move through town.
side by couching subtle nods to that side's position in There are four quarters in the city: the military
the address, or a speech on the virtues of understand- quarter, the wealthy quarter, the thieves' quarter, and
ing and fellowship can negate 1 accrued failure from the official quarter. Regardless of where they are, the
either side. The party can attempt only one Religion characters have four basic kinds of activity they can
check in the course of the challenge. attempt: travel within their current quarter, travel to
Success: IfHallber accumulates 4 successes, the a different quarter, find directions, or gather infor-
negotiations end up favoring that duchy, and it lays mation. In addition, if they find themselves chased
claim upon the town. On the other hand, ifYranes by guards or facing conflict they would rather avoid ,
accumulates 4 successes first, then the duchy of they can attempt to evade pursuit.
Yranes gains the town. Whatever kind of activity the characters are
The winner gets ownership of the town, but the attempting, each member of the party must make an
more successes the loser has, the more concessions effort to keep a low profile and contribute to the group's
it can demand. IfHallber has at least 3 successes, it success. When the characters attempt one of these
earns the right to leave a garrison in town. IfYranes kinds of activity, or other some other activity defined as
has at least 3 successes, it sets up warehouses and a part of a random event, each character makes a check
mercantile post in town. Ultimately, the town will using one of the skills allowed by the activity. Different
benefit most from the fairest arrangements. characters can use different skills. You can also allow a
If the arrangement is particularly equitable (which PC to improvise the use of a skill. Use DC 14, 19, or 24,
is to say the other side got its concession), the town depending on how clever and feasible the idea is.
thrives in the future , and the characters can expect to In addition to making his or her own check, each
have a safe haven there. If the arrangement is imbal- character can aid another character's check. If at
anced, then the winning duchy eventually absorbs least half the characters succeed on their checks, the
the town completely, and the citizens will have no group is successful. A failed check adds 1 failure to
great reason to remember these events fondly. the group's accumulated failures in the challenge, but
Failure: If negotiations break down, war is the the challenge does not end at 3 failures.
only option left on the table. If either side has fewer Travel in Their Current Quarter: The charac-
than 3 successes when the challenge ends, fighting ters can move through a quarter with a group check
breaks out immediately. Otherwise, the negotiators using Athletics, Stealth, or Streetwise. Their current
withdraw and the war proceeds more formally. In location determines the skill check DCs (see the
either case, the town of Parsain suffers as the battle- Traveling Through Suderham table, below). Using
field for this conflict. this option takes 2dlO minutes. Success on this check
means the characters arrive at their destination
MOVING THROUGH (assuming they know where they are going).
Travel to a Different Quarter: Moving between
SUDERHAM quarters is tricky, because the borders between quar-
- Mike Mearls ters are heavily patrolled and long, wide avenues
between them make sneaking or leaping from roof-
Level: 9 (XP 2,000). top to rooftop difficult. Moving between quarters
Complexity: Special. requires a group check using Diplomacy, Intimidate,
or Streetwise, using the higher of the DCs for the
This complex skill challenge stretches the definition of two quarters the characters are traveling between.
a skill challenge to an extreme, showing how you can Traveling between quarters takes an additionalldlO
use the basic framework of a skill challenge to struc- minutes (3dl0 altogether). Failing this check counts
ture an entire adventure. It's a structure challenge as 2 failures in the challenge.

C HAPT E R 3 I Skill Challen8es


ind Directions: The characters can take a quarter. It is the second most heavily patrolled area,
nce on finding directions. They spend 2dlO min- after the official quarter. The wealthy quarter hosts
asking around (or finding someone who knows sprawling mansions with well-tended grounds, high-
're their destination is). They make a group check end taverns and inns, and other establishments that
g Diplomacy or Streetwise. If they succeed, they cater to the upper class. The broad boulevards have
pn how to get to their destination and arrive there plenty of trees, gardens, statues, and other decorations.
w
is in their current quarter. Otherwise, they need Streetwise offers little utility here, since the broad lJ
k someone else. avenues and sprawling estates make this quarter of 7.
Gather Information: The characters can spend the city the least urban in character of all Suderham's
e time ferreting out rumors, making a group quarters. In comparison, a group that uses Stealth has
t:k using Bluff, Diplomacy, or Streetwise. Success an easy time of it. The guards make frequent patrols,
\'S them to learn a rumor. It takes an hour to hit but the mansions provide many hiding spots. Many
local pubs and find any rumors. of them are walled, surrounded by lush gardens, and
Evade Pursuit: The characters make a group ornamented with other flourishes that offer plenty of
-ck using Athletics (to outrun their pursuers), Bluff ways to avoid notice.
create a disguise), Stealth (to hide), or Streetwise
IOd a shortcut or other difficult-to-follow route), TRAVELING THROUGH SUDERHAM
ng the appropriate DC for the quarter. If they suc- Military Official Thieves' Wealthy
. they escape. Otherwise, the PCs are cornered Quarter Quarter Quarter Quarter
: must fight their pursuers. Failure on this check Athletics 0(19 0(14 0(19 0(19
, not count as a failure in the skill challenge. Use Bluff 0(19 O( 24 0(19 0(19
guidelines given below for the guard random Oiplomacy 0(14 0(19 0(24 0(19
ounter to determine the repercussions of a fight. History 0(24 0(19 0(19 0(19
Insight 0(19 0(19 0(19 0(19
- DERHAM'S QUARTERS Intimidate 0(24 0(19 0(19 0(19
Stealth 0(19 0(24 0(19 0(14
h of the city's four quarters has a distinct flavor
Streetwise 0(19 0(19 0(14 0(24
!T1ming from the kinds of businesses found there
d the people who live there. The quarter the char-
'ers are moving around in determines the DCs for SUCCESS AND FAILURE
. -II checks they make in that quarter. This challenge does not follow the normal rules for
~1ilitary Quarter: The military quarter features skill challenges. Successful skill checks help the
rracks, armories, and slave quarters. It lacks any characters accomplish relatively minor goals but don't
erns, inns, and similar establishments. Folk here accrue toward a final goal for the challenge. Like-
'p to themselves. They are either laborers at work wise, failures don't determine the end point of the
p ouards on or off duty. The PCs are likely to land in challenge; they simply measure how much attention
uble faster here, but most people leave them alone. the characters draw to themselves over the course of
Guards here are usually off duty and looking to their time in the city. The challenge ends when the
id trouble. Taking a gentle approach with Diplo- characters accomplish whatever other goals they're
dCy is the best route. Intimidate checks are likely to pursuing in the city, which should be the object of
taken as a challenge. one or more quests. The challenge defines the context
Official Quarter: The official quarter is home to for the characters' other activities in the city.
~ "ernment buildings, temples, and warehouses that When the characters fail skill checks, they draw
·re trade goods. The guard maintains heavy patrols some amount of attention to themselves and put the
this area, and the guards are on high alert, making town watch on a higher level of alert. Armed patrols
-ealth and Bluff difficult skills to use. Athletics is increase in strength and frequency. The secret
latively easy, since the tallest, most ornate buildings police send out agents to track down the characters.
town are found here. Eventually, if the characters are foolish or unlucky,
Thieves' Quarter: The guards rarely enter the Suderham becomes an armed camp in which it's
ualid thieves' quarter. Crumbling old buildings, impossible for the characters to move around safely.
Iphouses, run-down taverns, and other seedy Keep track of the failures the characters accrue
tablishments dominate this quarter, along with over the course of the challenge. Each time they
nements filled to overcrowding. The thugs and fail a check, consult "Effects of Failure," below. The
ri minals of this quarter have little use for social characters suffer all the consequences shown for the
ceties, so Diplomacy works poorly here. The Street- number of failures they've accrued and for all lesser
ise skill offers easy access to dives that the guards number of failures. For example, when the characters
-, oid, side alleys, and other ways to keep out of Sight. have failed five checks, the consequences noted for 5
Wealthy Quarter: The slave lords and other failures, 4 failures, and 3 failures are all in effect in
ch merchants of the city make their homes in this the city.

CHAPTER 3 I Skill Challen8es


In addition, in the big, interconnected social web of Seven or more failures: The city is on a high
a city, failure breeds failure. Each time the characters level of alert, with guards actively searching from
accrue a failure, also roll on the random events list. house to house. Each time the characters attempt to
If the characters lie low, staying out of sight or even take a short rest in a building or alley in town, roll
leaving the city, the city slowly returns to normal. a d20. On a 16 or higher, the characters encounter
Each day that passes without the characters accruing a guard patrol (as a random event result of 15-20).
any failures (whether because they succeed on all If they try to take an extended rest, a guard patrol
their checks or because they don't attempt checks), encounter occurs on a roll of 10 or higher.
roll a d20. On a 10 or higher, subtract 1 failure from Eight or more failures: The town is in a state of
their accrued total. combat readiness. All DCs increase by an additional
At the end of the adventure, when the characters 4, and all random events are guard encounters.
have finished their business in Suderham, award them
400 XP each for overcoming this 9th-level challenge. RANDOM EVENTS
Life in the big city is full of surprises, and Suderham
EFFECTS OF FAILURE is no exception. Whenever the PCs take an action as
Three or more failures: The town guard sched- part of this skill challenge (except evading pursuit),
ules more patrols. Increase the DC of all Athletics roll a d20 and consult the following list of events. If
and Stealth checks by 2. the characters are in the official quarter, add 5 to the
Four or more failures: The secret police become roll. The characters might avoid any complications,
more active in questioning townsfolk. Increase the they might take a penalty (or a bonus) to the skill
DC of all Diplomacy and Streetwise checks by 2. check made as part of the challenge, or they might
Five or more failures: The guard reserves are need to make a few checks to avoid a potentially dan-
called into duty. Random encounter results of6-1O gerous situation.
become guard patrols in the military, wealthy, and If the PCs fail a check made as part of a random
official quarters (as if you had rolled a 15-20). event, they do not suffer a failure for the skill chal-
Six or more failures: The guards and secret lenge unless the event states otherwise.
police become more active. Increase all check DCs by 1-5: No event.
an additional 2.

CHAPTER 3 I Skill Challen8es


: The PCs encounter a merchant who offers them this quarter, they can hide in the shopkeeper's busi-
each if they'll help him unload his cart. To help, ness and automatically escape detection.
haracters must make a group Athletics check 13: The characters come across an old building.
19) to unload his fragile goods. If they succeed, A group check using History or Religion (DC 19)
merchant offers them a ride. Once, at a time of allows them to realize it was once a temple ofTiamat,
r choosing, they can arrange to travel from this the god of greed, and should have a secret meeting
ner to any other without making skill checks. chamber in the back. If the characters are chased in
I: A spy seeking to help free a slave notices the this quarter, they can make Stealth checks with a +5
racters. With a successful group Diplomacy check bonus by hiding in that chamber. ...
1-1:), the group gains access to the network oflib· 14: A horde of rats emerges from a nearby sewer
rs in the city. The Streetwise DC for this quarter grate, throwing the street into chaos. Each character
duced by 5. If the characters fail, the spy suspects must attempt an individual Athletics check (DC 19)
'11 of being turncoats. Roll a d20 twice and take to avoid the rats. A character who fails this check
higher result when rolling for random events in takes IdlO + 5 damage. A character who inspects
quarter. the grate sees that, although it is too narrow for
: A group of slaves tries to escape. The characters a humanoid to fit through, it does open to a wide
help them with a group Stealth check (DC 19) to tunnel. A successful group check using History or
'd detection, help capture them with a group Ath· Streetwise (DC 19) allows the characters to find a
check (DC 19), or do nothing. If the characters nearby entrance to the sewer tunnels. From now on,
t the slaves and succeed, the next time they fail a the characters can use the tunnels to travel in this
- to travel in the city, a group of slaves who heard quarter without making skill checks. Each time the
e characters' valor provide a distraction and characters use the tunnel, though, one character
-e! the failure. If the characters fail to help them, must make an unaided History check (DC 19) to plot
accrue a failure. If the characters capture the a usable path to the party's destination. If this check
e . they gain a +2 bonus to all skill checks involv- fails , the characters encounter monsters that lurk in
uard patrols if they succeed but take a -5 penalty the sewers.
II checks involVing slaves and those sympathetic 15-20: The characters run into a guard patrol and
em whether they succeed or fail. must make a group check to avoid the guards. Roll a
: .\ gang of hobgoblin mercenaries picks a fight d20 to determine what type of patrol they encounter
a guard patrol on the street in front of the char- and what skills they can use to evade the patrol.
r . The characters can jump into the fight or do 1-9: Id6+1 hobgoblin soldiers (Monster Manual,
!ling. If they help one side or the other, then for page 139). The group check can use Athletics (DC
next week, any guard patrol made up of the group 14), Bluff (DC 19), Diplomacy (DC 24), Intimidate
he!p ignores them on a d20 roll of 15 or higher. (DC 19), or Stealth (DC 14). These hobgoblin merce-
eyer, the characters take a -5 penalty to skill naries are poorly paid and undisciplined. They are
cks against patrols of the other side for the next eager for a fight (thus the high Diplomacy DC) but
-. Killing any combatants gives the characters 2 are inattentive as they patrol (allowing low Athletics
ures in the skill challenge. and Stealth DCs).
10: A group of drunken off-duty soldiers tries to 10-20: 2d4 human guards (Monster Manual, page
a fight with the characters. A successful group 162). The group check can use Athletics (DC 19),
"ck using Bluff or Intimidate (DC 19) scares them Bluff(DC 14), Diplomacy (DC 19), Intimidate (DC
On a failed check, the guards attack. If the char- 24), or Stealth (DC 19). An InSight check (DC 19)
ers defeat the guards, they gain a +2 bonus to all reduces the DC for either Diplomacy or Intimidate
'midate checks in this quarter. If the characters by 5 (determine at random) as the character notes
any guards, they immediately accrue 3 failures in the guards' moods-either eager to move on or easily
challenge. Beating the guards unconscious brings cowed. The human guards are thorough in their
II consequences (brawls are common here; the work but seek any excuse to avoid a fight. They are
rds end up in the brig). well paid, and dead men can't spend their gold at the
11: A cart loaded with goods topples over, blocking local pub.
treet. The characters must make another check Failure: If the PCs fail their group check to avoid
'raye! through this quarter. the guards, they accrue 1 failure in the challenge,
12: A thief runs past the characters, with a shop- and the guards try to arrest them. The characters
per close behind. The characters can stop the can fight or flee. If the PCs fight, they accrue 3 addi-
ef with a group Athletics check (DC 19) or ignore tional failures if they kill any guards. At the end of
'11 . If they ignore him, the shopkeeper curses at each round of combat, roll a d20. On a result of 16
m and attracts a guard patrol. If they catch the or higher, another guard patrol arrives on the scene.
e( the shopkeeper covers them with praise, and On each round after the first, apply a cumulative +2
next time the characters are pursued by guards in modifier to this check.

CHAPTER 3 I Skill Challen8es


CHAPTER 4

THE MONSTER Manual books offer hundreds


of enemies to include in your encounters, but you can
further customize these monsters, to tailor them to
fit the feel and flavor of your campaign. This chapter
adds more elements to your DM's toolbox by expand-
ing the options from the DunBeon Master's Guide and
adding a new tool: monster themes.
This chapter includes the following sections:
• Monster Themes: Each monster theme provides
a suite of powers you can draw upon to add to
existing monsters or use when you create new
monsters. You then create thematic links across
encounters, even when using monsters that might
not normally be associated with each other. The
section also details nine themes drawn from
D&D lore.
• Templates: First introduced in the DunBeon
Master's Guide, this section on templates includes
more than a dozen new monster templates, as well
as class templates for each of the nine classes from
Player's Handbook 2 and the FORGOTTEN REALMS®
Player's Guide.
• Creating Monsters: Updated guidelines for how
to create your own elites, solos, and minions.

CHA PTER 4 I Customizin8 Monsters


-.-.--.--.-.--.-.--.-.--.--.-.-.-~-.--.-.--.-.-.~

MONSTER THEMES -.J

Many of the iconic monsters ofD&D come in themed Some themes work better with particular kinds
groups or varieties, from packs of slavering gnolls to or roles of monsters, and within the theme each
the deceptive rakshasas. These creatures share not power describes the roles it fits best. For example, the
only physical traits, but also tactics and even powers. Demogorgon theme works well with brutes, because
Encounters with these creatures take on a distinctive many of the new powers described in that theme are
flavor because of these shared characteristics. designed to fit those monsters. You can choose to
Using the monster themes presented here, you modify a lurker or a soldier with one of these powers,
can add that same distinctive flavor to any array but keep in mind that the modified monster is going
of creatures. Each theme provides story-based and to end up feeling a bit like a brute. This doesn't
mechanical changes that modify existing monsters to change the monster so much that it can't fulfill its
better fit the flavor you've chosen. For example: original role, so you shouldn't change its role.
• A troglodyte curse chanter whispers a blasphe- One exception: If you give a monster a leader
mous prayer to Demogorgon and brings madness power, the monster gains the leader role.
to her enemies. Step 3. Choose Story Changes: A theme is more
than a menu of new powers. It also has a story tem-
• The proximity ofTelven Vale to the Feywild
plate that you can use to turn a mundane creature
imbues many of its denizens-including a tribe of
into a unique opponent.
ogres-with powers of stealth and trickery.
It's easy to forget about description and story ele-
• Kobolds dedicated to Tiamat ignore the streams ments when assembling a monster's statistics and
of acid that drip from the ceiling of their accursed powers, but story plays an important role in how a
temple ... and unleash their own acidic breath monster functions in a game. A monster without a
upon unwary intruders. good story is merely a pile of numbers, and that fre-
quently leads to forgettable encounters or adventures.
Each monster theme begins with an explanation When adding a theme to a monster, note how
of the theme, then presents a suite of options for its appearance or behavior changes. These changes
customizing your monsters. These options include should reflect not only the monster's altered powers,
story-based changes-such as alterations to a mon- but also its new allegiance to a specific deity, primor-
ster's appearance or behavior-as well as mechanical dial, or other villainous master.
adjustments in the form of new powers and skill This step could just as easily occur after chOOSing
modifications. Finally, each theme includes a sample the new powers. In fact, some powers might suggest
stat block showing how you can customize an exist- particular story alterations, and vice versa, so you
ing monster by using the theme. might jump back and forth between these two steps.
You can use these themes to modify existing crea- Step 4. Choose Powers: After selecting the
tures, to tweak your own creations, or to serve as theme, the monster, and any story-based changes, you
the nucleus of an entirely new monster. Most of the need to choose the powers to add.
advice here concerns modifying existing monsters. Choose one attack power and one utility power from
See the sidebar "Designing Your Own Themed Mon- the theme and add those to the monster's stat block.
sters" for how to use this concept in conjunction with You can also apply some or all of the skill modifications
creating your own monsters from scratch. in a theme description, though this isn't necessary.
__._-.-.-._-.-.--._.--.-._.----,
. Attack Powers: Each theme includes a number of
different attack powers. Some are new at-will attack
USING THEMES -.J powers, while others are per-encounter or recharge-
based enhancements to the monster's existing basic
attacks. In some cases, powers in this category don't
Applying a monster theme is a straightforward pro-
include an attack, but instead enhance the monster's
cedure. You don't need to rebuild the monster's stat
offensive prowess in other ways.
block-you can run the monster with a few extra notes
Utility Powers: In addition to attack powers, each
jotted in the margin that detail its new powers.
theme also includes options that don't involve attack
Step 1. Choose a Theme: If you're thinking about
rolls or directly deal damage, such as beneficial
this idea, you've probably already picked out a theme
auras, healing powers, special movement options,
that works for your campaign. But if you don't see one
situational benefits, and so on.
that fits , you can craft one easily. See "Designing Your
In most cases, adding a utility power doesn't alter
Own Themes" for details.
a monster's core identity or tactics as drastically as
Step 2. Choose a Monster: After you've selected
adding a new attack power.
the theme, pick the monster you want to modify.

CHAPTER 4 I Customizinn Monsters


-- --- . - . -- . - . -- . - . -- . -- .- . - . -- . - . -- . - . -- . - . - . -~

T1-IEMED GROUPS -.J

-hen first experimenting with themes, try to limit you detailing an organization, or are you positing a
urselfto no more than one or two themed mon- regional influence on the monsters?
_ers in any given group. This helps you deal with the How do the monsters visibly demonstrate the
ded complexity more gradually, and it also helps theme? These visible cues help players understand 2:
"Otlight these "new" monsters for your players. what they face. Do your themed monsters wear a U
Vl
For instance, debuting a full tribe of Demogorgon- different style of clothing? Are they physically mis- u..
emed troglodytes is exciting, but allowing the players shapen? What do their new powers look like in use? o
meet these new troglodytes gradually enhances the After you have the story basics, move to the
ique nature of the monsters. Players can become mechanical elements of attack and utility powers.
ured to special monsters if you overuse them, so In many cases, your story choices point toward par-
Ie them out with care ... that is, until you unleash a ticular powers. For example, if you intend to create
hole pack ofDemogorgon-themed zombies with lash- a monster theme based on the Prince of Frost and
9 tentacles and carna8e in a big, climactic encounter! his Winter Fey (see Manual of the Planes), you already
\ Vithin a themed group, strike a balance between know that cold-themed powers are a good choice.
niformity and variety. It's fine if all the themed Aim for two to five new powers in each new cat-
onsters in an encounter display the same "new" egory. If you use too small a range of powers, all your
-will power, but in that case their encounter and themed monsters start feeling the same. Use too
ility powers should have more variety. many, and it becomes hard for players to recognize
\Vhen themed monsters appear repeatedly in an the theme when they see it.
d\'enture-a good thing, by the way, since it draws Link the powers strongly to the theme, avoiding
'tention to the importance of the theme-use the generic effects that any monster could have. Ideally,
me combination of monster plus changes so that a player encountering one of these monsters should
ur players start learning the connections. identify it as belonging to the theme: "Hey, those zom-
For example, if the opening encounter of your bies have tentacles for arms ... keep your eyes open
d\'enture features a pair of Legion of Avernus dwarf for a priest of Demogorgon around here somewhere!"
ha mmerers with inspirin8 death, make sure the dwarf Also, as you can see from the themes presented
ha mmerers in the fourth encounter use the same here, it's fine to reuse (or adapt) existing monster
<)Ower. Players feel rewarded when they figure out powers. That's particularly true when the theme
e,-en the simplest of puzzles, and even though" dwarf you're creating is linked to or based on that monster.
ammerer plus inspirin8 death" doesn't seem like a Attack powers include anything that deals damage
uzzle to you, from the other side of the screen that or adds offensive punch to an attack. Damaging
realization can feel like an epiphany. auras, harmful conditions, and extra-damage condi-
tional effects all count as attack powers.
. --- . - . --.- . -- . - . -- . - . - . ~
Utility powers include anything that isn't an
DESIGNING THEMES -.J attack. Healing effects, ally boosts, special movement,
and defensive benefits are all examples.
When crafting a power, you might have to scale its
• f your campaign includes a particularly notable effect by level or tier. See the examples in this chapter
'llaster villain, cult, or thematic element, consider
for gUidance.
creating a monster theme tied to that story element.
Doing so is easier than crafting new monsters from
cratch, but it has a similar effect: enemies with a THEMES FOR MINIONS
unique feel that stand out from the everyday foes. Using a theme with a group of minions can be a great
A theme is composed of two main parts: the story way of showcasing the theme, since its effect is multi-
ele ments and the mechanical elements (the powers). plied over several monsters. However, when a theme
\ Vhen these two parts work well together, you and power mentions an amount of damage or an amount
your players will remember the encounters featuring of healing, halve that value (rounding down) when
the themed monsters. you give the power to a minion.
Start with the story of your theme to form an idea For dice of damage or healing, convert the value to
of where your theme is going. The answers to these half the average result. For example, a kobold minion
two questions can point you in the right direction. with dra80n breath would deal 2 damage to enemies in
What's the basic concept? This first step points the blast (rather than 4.5, which is the average result
the way for everything to come. For example, are of a Id8 roll).
you modeling monsters on your archvillain, are This method keeps a big group of minions from
having too great an impact on combat.

C HAPTER 4 I Customizin8 Monsters


.-.-._-._-._-_._.-_.-. __._--.-.--._-_._._-.-.-._-
DEMOGORGON CULT1ST ~

One of the mightiest of demon lords, Demogorgon is DOMINATING GLARE


a two-headed fiend who embodies madness and abso- This power is ideal for a controller or a creature that
lute destruction. The Prince of Demons commands enjoys being surrounded by enemies. An oni night
his followers to engage in wanton destruction, laying haunter, for example, might dive into battle before
waste to all that they find. unleashing a dominatin8 8lare.
Demogorgon finds most of his adherents among
troglodytes, kuo-toas, ogres, and other savage <~ Dominating Glare (standard; recharge l!.1) • Psychic
humanoids given to mindless, destructive violence. Close blast 3; targets enemies; level + 3 vs. Will; the target is
His human cults arise in times of chaos, when dominated until the end of this creature's next turn.
brute strength and blood lust allow even the weak-
est peasant to survive and, in the madness of battle, LASHING TENTACLES
flourish. Other creatures that might align themselves When added to a melee-based monster, this aura
to Demogorgon's cause include ettins, trolls, giants, slightly increases its damage output. For a monster
titans, the occasional aberrant monster, and of course, that favors ranged attacks, lashin8 tentacles serves as
demons. Worshipers of Demogorgon keep beasts an incentive for enemies to keep their distance. Try
such as drakes or otyughs as pets, and particularly applying this power to artillery, brutes, or controllers.
vicious magical beasts- even rare dragons- might An ogre warhulk with lashin8 tentacles growing from
throw in with a cult dedicated to this demon prince. its shoulders makes for an impOSing- and potent-foe,
Brutes, controllers, and skirmishers make the best particularly as it wades into the middle of the party to
Demogorgon-themed monsters. Some powers in this subject multiple characters to the aura.
theme upgrade the monster's melee prowess, while
others exemplify the madness inherent in the Demon lashing Tentacles (Fire) aura 1; any enemy that enters the aura or
Prince's cultists. starts its turn there takes 1 fire damage.
Creatures of this theme display bestial, even inhu- Level 11: 4 fire damage.
man characteristics, such as forked tails or even Level 21: 6 fire damage.
tentacles instead of (or in addition to) arms. Extraordi-
narily dedicated followers sometimes boast two heads. MADDENING STRIKE
Demogorgon appears in Monster Manual 2, along Maddenin8 strike works best for brutes and controllers
with a number of related monsters. that are likely to be in the thick of melee. An immo-
Skill Modification: +2 bonus to Intimidate lith can use its reach to deliver a maddenin8 strike
checks. against one character adjacent to another.

ATTACK POWERS +Maddening Strike (standard; encounter)


This creature makes a melee basic attack. If the attack hits,
Demogorgon's cultists favor overwhelming force, the target makes a mE:lee basic attack as a free action against a
preferably delivered quickly, to defeat their enemies. creature of this creature's choice.
His priests enjoy magic that twists and turns their
enemies' minds. UTILITY POWERS
These powers favor large groups of melee combatants.
DEATH FURY
Deathfury turns melee-oriented monsters into raven-
CARNAGE
ing terrors of pure damage. The power is ideal for
Give this power to brutes, skirmishers, or soldiers
a brute or a soldier and is well suited for monsters
that fight in teams, allowing them to grant the bonus
with few other attack powers. You might try giving
to each other. Kuo-toa guards that have carna8e can
it to a troglodyte mauler so that it can mark multiple
seize the PCs' attention when they gang up on the
characters each round while bloodied even as it accel-
characters.
erates its own demise by drawing more attacks.
Carnage
Death Fury (minor; usable only while bloodied; encounter)
This creature gains a +1 bonus to melee attacks if one or more
Until the end of the encounter, this creature can make two
of its allies are adjacent to its target.
melee basic attacks as a standard action, each with a -1
penalty to the attack roll. After this creature uses death fury,
the only attack powers it can use until the end of the encounter
are basic attacks.

CHAPTER 4 I Customizin8 Monsters


Threatening Reach f-
This creature can make opportunity attacks against any enemy ,
within the reach of its melee basic attack.

Ettin Spirit-Talker Level 12 Elite Controller (Leader)


of Demogorgon z
lar e natural humanoid ( iant) XP 1,400 o
Initiative +6 Senses Perception +17 \J
Demonic Frenzy aura 5; any bloodied ally within the aura gains a
+1 bonus to attack rolls.
"o\J
Lashing Tentacles (Fire) aura 1; any enemy that enters the aura or 0
starts its turn there takes 4 fire damage. ~
HP 252; Bloodied 126 u..
AC 28; Fortitude 27, Reflex 21, Will 26 Cl
Saving Throws +2
Speed 6
Action Points 1
CD Club (standard; at-will) .. Weapon
Reach 2; +17 vs. AC; 1d8 + 7 damage, and the target is pushed
1 square.
~ Curse of Shattered Bone (standard; at-will)
Ranged 10; +15 vs. Will; the next time the spirit-talker hits the
target with a melee attack, the attack is treated as a critical hit
and deals 1d12 extra damage. The curse lasts until the end of
the ettin spirit-talker's next turn.
<~ Spirit Call (standard; recharge :zJ J]) .. Necrotic
Close burst 5; +15 vs. Fortitude; 2d6 + 6 necrotic damage, and
the target slides 3 squares.
EMONIC FRENZY Double Actions
monster that has demonic frenzy should spend At the start of combat, the ettin spirit-talker makes two
enty of time in the middle of combat. Pair it with initiative checks. Each check corresponds to one of the ettin
spirit-talker's heads, and the ettin spirit-talker takes a turn on
ultiple brutes or soldiers (specifically leaders) to
each initiative count. The ettin spirit-talker has a full set of
aximize the effect. An ogre warhulk with demonic actions on each of its turns, and its ability to take an immediate
zn::y surrounded by a bunch of ogre savages makes a action refreshes on each turn.
agh encounter. Dual Brain
At the end of each of its turns, the ettin spirit-talker saves
monic Frenzy aura 5; any bloodied ally within the aura gains a against dazed and stunned conditions and charm effects.
- 1 bonus to attack rolls. Alignment Chaotic evil Languages Giant
Skills Intimidate +10, Religion +12
Str 25 (+13) Dex 10 (+6) Wis23 (+12)
:)UAL BRAIN Con 22 (+12) Int 13 (+7) Cha 15 (+8)
hough useful for any monster, dual brain is par- Equipment hide armor, 2 clubs
ularly helpful for elite and solo monsters-or any
onster with a low Will-since it prevents them from
ing taken out of the fight for long by mental effects.
ENCOUNTER GROUP
_his feature manifests phYSically as a second, mostly An ettin spirit-talker leads a disparate war band of
tigial head sprouting from the monster's shoul- cultists devoted to the two-headed demon prince. They
-ers. Two-headed barlguras with dual brain are tough roam the countryside, destroying all in their path.
slow down with mental effects.
Level 13 Encounter (XP 4,200)
Dual Brain .. 1 ettin spirit-talker of Demogorgon (level 12 elite
At the end of this creature's turn, it saves against dazed and controller)
stunned conditions and charm effects_ .. 1 hill giant (level 13 brute; Monster Manual ,
page 121)
THREATENING REACH .. 2 kuo-toa marauders (level 12 skirmisher; Monster
• Large or Huge brute or soldier can influence a Manual, page 172)
ider swath of the battlefield with this power. This .. 1 mezzodemon (level 11 soldier; Monster Manual ,
_bility typically manifests as long, sinewy limbs that page 58)
ok like tentacles. A squad of ogre thugs with threat-
~in8 reach can create an effective wall between the
haracters and a villain.

C HAPTER 4 I Customiziny Monsters


.- .-.--.--.-.--.-.-_.-.--._-_.-.--.-.--.-.--_.-.--
FEYW1LD DEN1ZEN -.J

The denizens of the Feywild are known for their because they're supposed to be attacked. A specter
stealth and trickery. From the wily gnome to the that pops up in the middle of the party and unleashes
graceful eladrin, these creatures display abilities that its beguiling strike can cause a cascade of opportunity
allow them to elude attack and escape pursuit. attacks against the target.
The Feywild Denizen theme allows you to add
elements of these iconic creatures to other monsters. +Beguiling Strike (standard; encounter) .. Charm
Whether you want to craft the perfect pet for an This creature makes a melee basic attack. If the attack hits, the
target is beguiled (save ends). While the target is beguiled, it
eladrin hunting party or build a Singularly elusive
makes an opportunity attack against anyone of its allies that
squad of enemies to frustrate your characters, this attacks the creature that used be8uilin8 strike on it.
theme offers a variety of options to suit your tastes.
This theme appears commonly among fey and
natural creatures. Any type of creature might have DISTRACTING ILLUSION
the Feywild Denizen theme, from humanoids such An at-will attack that can slow multiple characters is
as elves or gnolls to animates such as a shambling great for any artillery or controller monster that favors
mound. Skirmisher, controller, and lurker abilities ranged and area attacks, because it keeps the char-
mesh well with the powers provided by this theme. acters at a distance. It also prevents characters from
You can add this theme to creatures that already breaking away from a combat to pursue another foe.
have fey-themed powers (such as eladrin or gnomes) A cyclops impaler that has distracting illusion uses it to
to enhance their fey nature, or layer it onto other prevent the PCs from evading its cyclops warrior allies.
creatures- deathjump spiders, vine horrors, or
~:-Distracting Illusion (standard; at-will) .. Illusion
Wights-to create a connection to the plane. Such Area burst 2 within 10; level + 5 vs. Will; the target is slowed
creatures might be natives unusual to the plane or and can't shift until the end of this creature's next turn.
might have taken on fey properties due to the Fey-
wild 's influence on their home region.
SURPRISE ATTACK
Creatures of the Feywild Denizen theme appear
Add this power to an artillery or a lurker that has a
more lithe and agile than their unmodified coun-
good Stealth modifier or an invisibility power. An elf
terparts. They might have luminous, pupilless eyes,
melodic voices, or faintly glowing auras.
Origin: The creature's origin becomes fey.
Skill Modifications: +2 bonus to Acrobatics,
Bluff, Nature, and Stealth checks.

ATTACK POWERS
Creatures that have the Feywild Denizen theme favor
attacks that harass and frustrate foes. The powers
available in this theme favor monsters that like to
keep enemies at bay or launch ambushes.

BEFUDDLING SHOT
This power gives the allies of artillery, controller, or
lurker monsters combat advantage and the chance
to move away from the target without provoking
opportunity attacks. An ettercap webspinner can use
befuddling shot with its web net so that its fang guard
allies can deliver spider bites with combat advantage.

:r Befuddling Shot (standard; encounter)


This creature makes a ranged at-will attack. If the attack hits,
the target is dazed until the end of its next turn.

BEGUILING STRIKE
Controllers and lurkers like this power because they
have melee attacks but dislike being attacked in
return. Don't use this power for brutes or soldiers,

C HAPTER 4 I Custom.izin8 Monsters


'r with surprise attack takes on a strong lurker vulnerable positions into superior ones. Use it to set Z
... using its Stealth skill to become hidden before up (or escape from) flanks, converge on a bloodied
N
. hing a longbow attack character, or slip away through difficult terrain. A
Z
gnoll claw fighter can use Feywild positioninB to allow
::0;- Surprise Attack (standard; usable while this creature is its allies to shift adjacent to a foe , so it can deal extra
"'Cl"
en: recharge lBl[!]) damage with pack attack in the next round. Cl
creature makes a melee or ranged at·will attack that deals .....
extra damage.
Feywild Positioning (minor; encounter)
11: 2d8 extra damage.
Each fey ally within 5 squares of this creature can shift 2
21: 3d8 extra damage.
squares as a free action. The creatures ignore difficult terrain
during the shift.
TILITY POWERS
ild creatures are known for their stealth and Fey Bodak Skulk Level 16 Lurker
Medium fey humanoid (undead) XP 1,400
ery, and these powers reflect those qualities.
Initiative +16 Senses Perception +10; darkvision
Agonizing Gaze (Fear, Gaze, Necrotic) aura 5; each creature
~NGE SHAPE within the aura that makes a melee or a ranged attack against
power is great for keeping characters from the bodak skulk takes 5 necrotic damage before the attack roll
ing what they're facing until it's too late. Only is made and takes a -2 penalty to the attack roll.
:moid monsters can use this power. A medusa HP 124; Bloodied 62
AC 29; Fortitude 29, Reflex 27, Will 29
er's snaky hair gives its identity away-unless it
Immune disease , poison; Resist 15 necrotic; Vulnerable 5 radiant;
. wnae shape. a bodak skulk that takes radiant damage cannot weaken a
target until the end of its next turn.
- e Shape (minor; at·will) • Polymorph Speed 6
- creature can alter its physical form to appear as an CD Slam (standard; at-will) • Necrotic
" active humanoid of its size and any race or gender (see +21 vs. AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the
ange Shape," Monster Manual 2, page 216). target is weakened until the end of the bodak skulk's next turn.
4- Surprise Attack (standard; usable while the bodak skulk is
- WE AWAY hidden; recharge lBl [L)
The bodak skulk makes a melee at-will attack that deals 2d8
away performs double duty as a defensive power
extra damage.
as a way for an artillery monster, a lurker, or ::r Death Gaze (standard; encounter) • Gaze, Necrotic
. :rmisher to gain combat advantage for its next Ranged 10; targets a living creature; +19 vs. Fortitude; if the
~age of attacks. Don't use it for monsters that are target is weakened, it drops to 0 hit points; otherwise, the
posed to draw attention (including brutes and sol- target takes 1d6 + 6 necrotic damage and loses a healing surge.
- I. A stirge with fade away that grabs a character Spectral Form (standard; at-will)
'"Imes harder to kill, since you can hit it only once The bodak skulk becomes invisible and gains insubstantial and
phasing. It can do nothing but move in its spectral form, and it
re it turns invisible for a round.
can return to its normal form as a free action.
Change Shape (minor; at-will) • Polymorph
Away (immediate reaction, when this creature takes damage;
The bodak skulk can alter its physical form to appear as an
counter) • Illusion
attractive humanoid of its size and any race or gender (see
- e creature becomes invisible until it attacks or until the end
"Change Shape," Monster Manual 2, page 216).
'ts next turn.
Skills Stealth +14
Alignment Evil languages Common
-EY STEP Str 21 (+13) Dex 19 (+12) Wis 15 (+10)
power gives an artillery monster a quick escape, Con 22 (+14) Int 6 (+6) Cha 23 (+14)
\\'ing it to keep launching ranged attacks from a
distance. It also works well for skirmishers and ENCOUNTER GROUP
iers, particularly those that benefit from position- A ruthless eladrin uses a couple ofbodak skulks
on the battlefield (such as flanking). A macetail infused with fey powers as bodyguards and also to
. emoth with fey step can teleport into the middle of hunt his enemies.
zroup of enemies to use tail sweep-much easier than
,-ing normally! Levell7 Encounter (XP 8,400)
• 2 fey bodak skulks (level 16 lurker)
• Step (move; encounter). Teleportation
~h is creature teleports 5 squares.
• 1 bralani of autumn winds (level 19 controller;
Monster Manual, page 102)
• 2 firebred hell hounds (level 17 brute; Monster
-::-EYWILD POSITIONING Manual, page 160)
is power can change a combat significantly,
T;nging a controller's or skirmisher's allies from

CHAPTER 4 I Customizin8 Monsters


. -.-.--.--.-.--.-.--.-.--.--~.-.--.-.--.-.--.-.-.--

GOBL1N ALL1ES -.J

The prolific, ill-tempered creatures known as With its incite bravery power, it can even maneuver
goblins-including their hobgoblin and bugbear them into the ideal position.
cousins-live in nearly every corner of the world. By
extension, then, they live near almost every kind of Minion Sacrifice (standard; at-will)
creature in the world. From time to time, these tribes Area burst 1 within 10; targets one enemy adjacent to this
creature's minion ally; level + 7 vs. AC; the target is dazed until
adopt, enslave, or domesticate nongoblins. Some of
the end of this creature's next turn. One minion ally adjacent to
these creatures serve the goblins, while others live the target drops to 0 hit points.
alongside them or even lead them.
Whatever their place in the tribe, these creatures
inevitably learn new tricks from the goblins around PREDATORY EYE
them. Hobgoblins teach military tactics and disci- Give this power to a brute, a lurker, or a skirmisher
pline, while bugbears share their predatory, bullying that can achieve combat advantage easily. Some bug-
ways. And of course, you can't live in a goblin tribe bears teach this trick to their dire wolf pets.
without picking up basic methods of sneaky survival.
Predatory Eye (minor; encounter)
Common goblin-friends include pets such as This creature deals 1d6 extra damage on the next attack it
wolves, worgs, and drakes . Ogres, ettins, and other makes against a creature granting combat advantage to it. It
big humanoids find work as guards in goblin society. must apply this bonus before the end of its next turn.
Some hobgoblin tribes welcome devils in their midst, Level 11: ld6 extra damage.
and in rare instances a truce between goblins and a Level 21: 3d6 extra damage.
rival humanoid tribe (such as lizardfolk) might lead
to a sharing of traditions. Of course, goblins of all TACTICAL OPPORTUNITY
kinds also learn tricks from each other, so the sight This power draws melee attacks from adjacent goblin
of bugbears learning hobgoblin discipline or tough allies to this creature. Thus, a soldier monster that
goblins learning to bully the smaller among them are has this power pairs well with any goblin that doesn't
quite common. like to be attacked (which includes most goblins).
Although physical changes aren't common to With his reach, the human guard can make excellent
monsters that have this theme, such creatures bear use of this power (since he doesn't have to be adjacent
particular symbols of the tribe. These might take the to the triggering attacker).
form of crude icons painted onto armor, garish tat-
toos, or simple brands. Tactical Opportunity (immediate reaction, when an enemy misses
If your campaign features more than one notable an ally and that ally uses 80blin tactics; at-will)
goblin tribe, differentiate them by choosing dis- This creature makes a melee basic attack against the triggering
enemy.
similar pets and allies (or powers) for each tribe. For
instance, if the mighty Red Hand tribe is known for
its drakes and ogres, perhaps the lowly Broken Spear TACTICAL ORDERS
clan favors wolves and enslaved kobolds. From sneaky goblins to tactical hobgoblins to preda-
Skill Modifications: +2 bonus to Athletics checks tory bugbears, virtually all goblin brutes, controllers,
or Stealth checks. The Athletics bonus represents and soldiers (leaders are best) benefit from good
hobgoblin-style military training, while the Stealth positioning. A hobgoblin commander who has tactical
bonus is picked up from hanging around with goblins orders can turn a rabble of goblin cutters, blackblades.
and bugbears. and sharpshooters into a deadly threat by enhanCing
their existing benefits from combat advantage.
ATTACK POWERS Tactical Orders aura 5; any bugbear, hobgoblin, or goblin ally
This selection includes options flavored for all three within the aura deals 1d6 extra damage to a creature granting
of the main kinds of goblins. combat advantage to it (or 1 extra damage if the ally is a
minion).

MINION SACRIFICE
This power works best in the hands of an artillery
monster, a controller, or a lurker that leads minions
from a distance. Effectively, it turns each minion into
a one-use ranged attack. A goblin hexer feels little
remorse when ordering its goblin cutter minions to
throw themselves onto the swords of its enemies.

CH A PTER 4 I Customizin8 Monsters


Young Blue Dragon Goblin Ally Level 6 Solo Artillery V1
TILITY POWERS large natural magica l beast (dragon) XP 1,250 I
J
: of these powers are designed to benefit groups Initiative +5 Senses Perception +10; darkvision J
Jies, from the great numbers favored by buUyin8 Tactical Orders aura 5; any bugbear, hobgoblin, or goblin ally <r:
-anor to the hobgoblin allies required by phalanx within the aura deals 1 d6 extra damage to a creature granting Z
combat advantage to it (or 1 extra damage if the ally is a
'r and raIIyin8 cry.
minion). cc
HP 296; Bloodied 148; see also bloodied breath o
ULLYING DEMEANOR AC 23; Fortitude 24, Reflex 21, Will 21 l?
power works best when you give it to a brute or Resist 15 lightning
dier that has the most hit points in the group and Saving Throws +5
,und it with lower-level allies (or even minions). Speed 8, fly 10 (hover), overland flight 15
Action Points 2
bear warrior with buIIyin8 demeanor brings
CD Gore (standard; at-will) .. lightning
.~ a dozen goblin cutters to make him feel tough . Reach 2; +11 vs. AC; 1d6 + 5 plus 1d6 lightning damage.
CD Claw (standard; at-will)
'ng Demeanor Reach 2; +9 vs. AC; 1d4 + 5 damage.
s creature gains a +2 bonus to melee attack rolls while its
es (i ncluding itself) outnumber its enemies. While no ally is
+ Draconic Fury (standard; at-will)
The dragon makes a gore attack and two claw attacks.
hi n Sight, this creature takes a -2 penalty to all defenses. :r Breath Weapon (standard; recharge [}: 1ij) .. lightning
The dragon targets up to three creatures with its lightning
BUN TACTICS breath; the first target must be within 10 squares of the dragon ,
the second target within 10 squares of the first, and the third
. power works well for artillery, lurker, and skir-
target within 10 squares of the second; +11 vs. Reflex; 1d12
!1er monsters both as an escape maneuver and + 5 lightning damage. Miss: Half damage. This attack does not
positioning trick (to flank a foe). Goblin tribes provoke opportunity attacks.
eti mes train gray wolves in80blin tactics, allowing :r Bloodied Breath (free, when first bloodied; encounter)
beasts to take up the flanking positions they and Breath weapon recharges, and the dragon uses it.
r goblin masters enjoy. <~ Frightful Presence (standard; encounter) .. Fear
Close burst 5; targets enemies; +11 vs. Will; the target is
lin Tactics (immediate reaction, when missed by a melee stunned until the end of the dragon's next turn. Aftereffect: The
'ack; at-will) target takes a -2 penalty to attack rolls (save ends).
~:- lightning Burst (standard; at-will) .. lightning
- 's creature shifts 1 square.
Area burst 2 within 20; +11 vs. Reflex; 1d6 + 4 lightning
damage. Miss: Half damage.
Phalanx Soldier
inion or a soldier that has this power needs hob- The young blue dragon gains a +2 bonus to AC while at least
lins around to benefit from it, so use it in groups. one hobgoblin ally is adjacent to it. The dragon also counts as
ugbear warrior trained to fight in an orderly a hobgoblin for the purpose of other creatures' phalanx soldier
ability.
ion alongside its hobgoblin allies can become a
Alignment Evil languages Common, Draconic
erous foe. Skills Athletics +20, Insight +10, Nature +10
Str 20 (+8) Dex 15 (+5) Wis 14 (+5)
Con 18 (+7) Int 12 (+4) Cha 13 (+4)
- is creature gains a +2 bonus to AC while at least one
Ibgoblin ally is adjacent to it. This creature also counts as a
obgoblin for the purpose of other creatures' phalanx soldier ENCOUNTER GROUP
bili ty. Hobgoblins enjoy raising fierce pets, and what crea-
ture fits that description better than a dragon?
-, -\LLYING CRY
anks to hob8oblin resilience, this power, which Level 9 Encounter (XP 2,066)
rks well with a brute or a soldier, is likely triggered .. 1 young blue dragon goblin ally (level 6 solo
ring most combats, as long as the creature stays artillery)
. ar its hobgoblin allies. A bugbear warrior (perhaps .. 1 hobgoblin commander (level 5 soldier; Monster
ined by hobgoblin commanders) appreciates this Manual, page 140)
ver, particularly when it teams up with a bunch of .. 7 hobgoblin warriors (level 8 minion; Monster
bgoblin grunts. Manual, page 138)

lying Cry (immediate reaction, when a hobgoblin ally within 2


-q uares of this creature saves; encounter)
This creature gains temporary hit points equal to 3 + its level.

CHA PTER 4 I Customizin8 Monsters


.-.- . --.--.-.--.- . --.-.--.--~.-.-----.-.--.-.-.--

LEGION OF AVERNUS J

Of the many vast armies that have marched across Fire Shield (Fire) aura 1; each enemy that enters the aura or starts
the fiery plains of the Nine Hells, none is as well its turn there takes 1 fire damage.
Level 11: 5 fire damage.
known to mortals as the infamous Legion of Aver-
Level 21: 8 fire damage.
nus. Named for the uppermost layer of the Hells,
this army theoretically owes its allegiance to the pit
fiend Bel. In reality the legion has no one ruler, since INFERNAL WOUND
its teachings and influence have long since spread Give this power to a soldier that otherwise lacks the
beyond the astral dominion of the devils. ability to mark PCs. A squad of hobgoblin warriors
Today, splinter groups calling themselves the with irifernal wound keeps the PCs' attention away
Legion of Avernus exist across the world and even from the hobgoblins' leaders.
on other planes. These groups frequently serve as
Infernal Wound (standard; recharge ~[TI])
mercenaries for anyone willing to meet their high
This creature makes a melee basic attack. If the attack hits, the
price. They care little for the cause and are willing to target is marked and takes ongoing 5 damage (save ends both).
kill anyone, anywhere ... with one exception: Some
say that no legionnaire will ever knowingly battle
another, even if they belong to different platoons INSPIRING DEATH
bearing no alliance other than their shared origin. This power works best in the hands of any minion
Veterans of the legion invariably bear scars both or soldier likely to die before its comrades do. Legion
devils of any level are proud to offer their platoon an
physical and mental from their inhumanly intense
inspirin8 death.
training regimen. Their loyalty to one another bears
no question; to the last member, every unit lays down
Inspiring Death (when this creature drops to 0 hit points)
its life for the legion. One ally within 1 squares of this creature gains a +1 bonus to
Though the group was once entirely made up of the next attack roll and damage roll it makes before the end of
devils, humanoids now compose the largest section that ally's turn.
of the Legion of Avernus. Humans and hobgoblins
are common among the legion, but many tieflings, MINION SACRIFICE
dwarves, dragonborn, and half-orcs find the legion to A minion ordered by an artillery, a controller, or a
their liking as well. lurker monster to throw itself onto the blade of a PC
The legion trains mighty beasts such as rage is sure to call attention to itself, so make sure you
drakes, owlbears, and dire wolves to fight alongside have plenty oflegion devil minions of the appropriate
its soldiers. level. A tiefling darkblade with minion sacrifice can
Most members of the legion are (or soon become) throw minion after minion at the characters while
evil; it's just too hard to engage in emotionless slaugh- hidden, setting up its other allies to take advantage of
ter without turning dark inside, and the legion has no the dazed targets.
room for sensitive souls. However, chaotic evil crea-
tures lack the diScipline to survive long in the legion. Minion Sacrifice (standard; at-will)
Particularly infamous legion platoons include the Area burst 1 within 10; targets one enemy adjacent to this
Broken Fangs (a squadron of hobgoblins and low- creature's minion ally; level + 7 vs. AC; the target is dazed until
level devils, with several dire wolves and a young red the end of this creature's next turn. One minion ally adjacent to
dragon), and the Infernal Infantry (a group of azers the target drops to 0 hit points.

and legion devil veterans led by a fire giant forge-


caller named the Crimson General). UTILITY POWERS
Skill Modifications: +2 bonus to Athletics, The following powers represent both tactical training
Endurance, and Intimidate checks. and physical hardening.

ATTACK POWERS FIRE RESISTANCE


The attack powers of the Legion of Avernus reward Pair a fire-resistant creature with fire-using allies for
good positioning and tactics. maximum effect. A cambion hellfire magus doesn't
need this resistance ... but the rakshasa warriors
FIRE SHIELD serving it appreciate the protection from its soulscorch
This power adds a bit of damage-dealing ability to a power.
melee-based monster, or provides stay-away incentive
when fighting more fragile foes. A tiefling heretic's
fire shield gives PCs a good reason to stand back.

CHAPTER 4 I Customizin8 Monsters


Vl
TRIUMPHANT SURGE :J
This power works best when its owner, a brute or a Z
soldier, can survive late into the battle. Most ogres 0:::
I..I.J
don't have the discipline for the legion, but the rare >
«
ogre warhulk that doesn't wash out gains great effect
from triumphant surge.
o
Triumphant Surge (whenever this creature bloodies an enemy or z
reduces an enemy to 0 hit pOints)
o
This creature gains temporary hit points equal to one-half its IJ
I..I.J
level.

Hobgoblin Legionnaire Level 5 Soldier (Leader)


of Avernus
Medium natural humanoid XP 200
Initiative +8 Senses Perception +5; low-light vision
HP 64; Bloodied 32
AC 21; Fortitude 21, Reflex 18, Will 19; see a Iso squad defense
Speed 5
CD Spear (standard; at-will) .. Weapon
+12 vs. AC; 1d8 + 5 damage. If the hobgoblin commander hits
with an opportunity attack, it shifts 1 square; see also lead from
the front .
,. Tactical Deployment (minor; recharge [gj[j])
Close burst 5; allies in the burst shift 3 squares.
Infernal Wound (standard; recharge.;:; ill
The hobgoblin commander makes a melee basic attack. If the
attack hits, the target is marked and takes ongoing 5 damage
(save ends both).
Lead from the Front
When the hobgoblin commander's melee attack hits an enemy,
allies gain a +2 bonus to attack rolls and damage rolls against
"e Resistance that enemy until the end of the hobgoblin commander's next
Th is creature gains resist 10 fire. turn .
Level 11: Resist 20 fire. Hobgoblin Resilience (immediate reaction, when the hobgoblin
Level 21: Resist 30 fire. commander becomes subject to an effect; encounter)
The hobgoblin commander rolls a saving throw against the
triggering effect.
EGlON INITIATIVE Squad Defense
is power benefits monsters that want to choose The hobgoblin commander gains a +2 bonus to all defenses
he re the fight occurs, whether by charging at PCs while adjacent to a legion devil or any creature that has the
fore they can react or by moving to a more defen- legion of Avernus theme.
Alignment Evil Languages Common, Goblin
Ie position. Bearded devils with legion initiative can
Skills Athletics +14, Endurance +7, History +10, Intimidate +9
_n initiative more easily, exposing PCs to their beard Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
ndrils aura when the characters' first turn comes up. Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, spear
.egion Initiative
This creature gains a +5 bonus to its initiative check if at least
one ally is within sight. ENCOUNTER GROUP
Many hobgoblins find the Legion of Avernus to their
SQUAD DEFENSE liking. Those who rise to positions of command lead
b\'iously, this power requires appropriate allies to small platoons of devils into battle.
ave any effect, so pair a controller, a minion, or a
ldier with legion devils or other creatures of this Level 6 Encounter (XP 1,330)
._ erne. A line of hobgoblin soldiers with squad def ense .. 1 hobgoblin commander (level 5 soldier)
comes nearly unbreakable. .. 10 legion devil grunts (level 6 minion; Monster
Manual, page 64)
Sq uad Defense .. 2 spined devils (level 6 skirmisher; Monster
Th is creature gains a +2 bonus to all defenses while adjacent Manual , page 66)
to a legion devil or any creature that has the legion of Avernus
the me.

C H A P TE R 4 I Customi z in8 Monsters


.-.-._-.--.-.--.-.--.-.--._-_.-.--.-.--.-.--_.-._-
LOLTH'S CHOSEN .-.J

The vile and sinister drow serve their Spider Queen POISON WEAPON
with a mixture ofloyalty and fear. Priests rule with Encountering the drow's poison in the hands of
ruthless authority, and those who show promise another creature, such as a controller or lurker, is a
receive special blessings from their divine ruler. great way to foreshadow the appearance of drow later
Although drow, driders, and spiders are the most in an adventure. A squad of grim lock ambushers
common creatures to become Lolth's Chosen, the hints at the group's secret master's identity when their
Spider Queen's gifts can seem unexplainable to mor- poisoned weapons find the mark.
tals. Many monsters considered to be of the "servant
class" receive these gifts as well, from goblins and Poison Weapon (minor; recharge ! 0 .. Poison
ettercaps to grimlocks and rage drakes. Powerful The next time this creature hits a creature with a weapon
allies such as demons and vampires are also occa- attack, it makes a secondary attack against that creature.
Sionally chosen by the Spider Queen. Secondary Attack: +16 vs. Fortitude; the target takes a -2 penalty
Lolth has need of both foot soldiers and special- to attack rolls (save ends). First Failed Savin8 Throw: The target is
weakened (save ends). Second Failed Savin8 Throw: The target is
ists, so her chosen include creatures of all roles from
knocked unconscious (save ends; the target takes a -S penalty
minion to controller. Each one knows its place in the to this saving throw).
hierarchy, never daring to question those above it in
status.
Chosen drow typically wear an ornate platinum VIRULENT POISON
spider embossed or embroidered on their clothing Give this power to a spider or similar creature that
as an emblem of their status. Lesser creatures of this has a poison attack to impart additional punch to that
theme instead bear tattoos or brands in the shape of attack. A squad of drow warriors with virulent poison
can open with a devastating volley of attacks.
a spider. Some also grow spidery limbs or fangs , and
compound eyes are a common mutation as well.
Virulent Poison (standard; encounter)
Skill Modifications: +2 bonus to Dungeoneering The creature makes a melee basic attack. The attack gains the
and Stealth checks. poison keyword, and ifthe attack hits, the target takes ongoing
5 poison damage (save ends). If the attack already deals ongoing
ATTACK POWERS poison damage, increase that value by S.

These powers include options derived from existing


drow. All work well with drow tactics and allies. UTILITY POWERS
Drow and spider characteristics are mixed here,
DARKFIRE offering abilities to Lolth 's Chosen that are both
Combat advantage is useful to any creature, but useful and unsettling.
this power shines when an artillery, a lurker, or a
skirmisher monster (or its allies) relies on combat BLESSING OF THE SPIDER QUEEN
advantage for additional effects. A bugbear strangler Give this power to any creature allied to a drow, or
with darkfire can set up its own strangle attack with- to those that have special powers affecting drow or
out needing to flank or ambush the enemy. spiders. Bugbear warriors with blessina of the Spider
Queen can deliver devastating attacks to enemies
;:y- Darkfire (minor; encounter) enveloped by a drow's cloud of darkness, and they also
Ranged 10; level + 1 vs. Reflex; until the end of this creature's benefit from a drow priest's Lolth's authority aura (see
next turn, the target grants combat advantage and can't benefit
above).
from invisibility or concealment.

Blessing of the Spider Queen


LOLTH'S AUTHORITY This creature is not blinded while within a cloud of darkness, nor
Though normally the purview of drow priests, the does that power block this creature's line of Sight. This creature
authority ofLolth is sometimes granted to other beings is considered a drow and a spider for the purpose of the effects
of allies' powers.
judged worthy ofleading her "children." Control-
lers and soldiers (specifically leaders) can make best
advantage of this power. An ettercap fang guard uses CLOUD OF DARKNESS
Lolth's authority to enhance its deathjump spider allies. This power lets an artillery monster, a lurker, or a
skirmisher attack with combat advantage or slip away
lolth's Authority aura S; each drow or spider ally within the aura from adjacent enemies without provoking opportu-
gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. nity attacks. Some flameskulls crafted from the heads

CHAPTER 4 I Customizin8 Monsters


d raw spellcasters retain the ability to create a cloud Spider Climb z
Jarkness to disguise their escape. This creature gains a climb speed equal to its normal speed, and
can use its climb speed to move across overhanging horizontal
surfaces (such as ceilings) without making Athletics checks.
o
Cloud of Darkness (minor; encounter) • Zone ::c
Close burst 1; the burst creates a zone of darkness that lasts u
'1 til the end of this creature's next turn. The zone blocks line of Chosen Mezzodemon Level 11 Soldier Vl
s'ght for any creature except this one. Any creature except this Medium elemental humanoid (demon) XP 600 ::c
'1e is blinded while within the zone. Initiative +9 Senses Perception +13; darkvision
...J
HP 113; Bloodied 56
AC 27; Fortitude 25 , Reflex 22, Will 23
o
...J
- CUTTLING ESCAPE Resist 20 poison, 10 variable (2 Iencounter)
:5power is best in the hands of a leader, an elite, Speed 6
r a solo monster-the kind of enemy you expect to CD Trident (standard; at-will) • Weapon
t until the retreat is sounded. Of course, the com- Reach 2; +18 vs. AC; 1 d8 + 5 damage.
ander leaves all nondrow and nonspider allies + Skewering Tines (standard; requires a trident; at·will) •
hind to "guard the escape route." A drow blademas- Weapon
Reach 2; +18 vs. AC; 1d8 + 5 damage, and the target is
,.. with scuttlina escape can last long enough to turn a
restrained and takes ongoing 5 damage (save ends both). While
tential rout into a chance for its comrades to fight the target is restrained, the mezzodemon can't make trident
other day. attacks.
~ Poison Breath (standard; recharge r:;:; .l1) • Poison
::uttling Escape (move; encounter) Close blast 3; targets enemies; +16 vs. Fortitude; 2d6 + 3 poison
Th is creature and each drow or spider ally within 5 squares of it damage, and ongoing 5 poison damage (save ends).
ca n shift 4 squares as a free action. Poison Weapon (minor; recharge [DJ) • Poison
The next time the mezzodemon hits a creature with a weapon
attack, it makes a secondary attack against that creature.
-PIDER CLIMB
Secondary Attack: +16 vs. Fortitude; the target takes a -2 penalty
is power lets a monster reach a defensible posi- to attack rolls (save ends). First Failed Savina Throw: The target is
n, escape enemies, or even just look extra creepy. A weakened (save ends). Second Failed Savina Throw: The target is
"'ow arachnomancer scuttling across the wall along- knocked unconscious (save ends; the target takes a -5 penalty
de its spider allies is sure to send a shiver down the to this saving throw).
Cs' spines. Blessing of the Spider Queen
The mezzodemon is not blinded while within a cloud of
darkness, nor does that power block this creature's line of Sight.
The mezzodemon is considered a drow and a spider for the
purpose of the effects of allies' powers.
Alignment Chaotic evil languages Abyssal
Skills Dungeoneering +10, Intimidate +11, Stealth +9
Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
Con 17 (+8) Int 10 (+5) Cha 13 (+6)
Equipment trident

ENCOUNTER GROUP
Mezzodemons that have the Lolth's Chosen theme
are special gifts from the Spider Queen to her most
trusted servants.

Level 12 Encounter (XP 3,800)


• 1 drow arachnomancer (level l3 artillery; Monster
Manual , page 94)
• 2 drow warriors (level 11 lurker; Monster Manual,
page 94)
• 3 chosen mezzodemons (level 11 soldier)

CHA PT E R 4 I Customi z inB Monst e rs


'-'-'--.--.-.--.-.--.-.-_._-_.-._-.-.--.-.- -.-._._-
ORCUS BLOOD CULT1ST .-J

Known as the Demon Prince of the Undead, Orcus Monsters of all roles find service in the cults of
rules from the palace ofEverlost, deep within the Orcus, though the Prince of Undead favors brutes,
Abyss. From there, his influence spreads across his controllers, and lurkers.
realm of Thanatos and into the world in the form of Skill Modification: +2 bonus to Religion checks.
countless undead servants as well as scattered cults
that gather in graveyards and similar locations. ATTACK POWERS
Such cults invariably include undead among their
The attack powers detailed here run the gamut of
number, from the lowly skeleton or zombie to mum·
flavors of undeath, including both ranged and melee
mies and liches. Many of these creatures manifest
options.
new powers as a mark of their allegiance to the Blood
Lord.
Humanoids also serve Orcus, from death-crazed AURA OF IMPENDING DEATH
acolytes to dark hierophants. Cult leaders share the This power is great in the hands of an artillery
Demon Prince's corpulent physique, while rank-and· monster or a brute that has lots of hit points, but it
file members might be gaunt and skeletal, or they also helps keep characters away from more fragile
might even encourage rotting wounds to fester in monsters. An ogre warhulk with aura of impending
their flesh. The most "blessed" among them teeter on death draws a lot of attention , since characters must
the brink between life and undeath. struggle to defeat it before the aura kills them.
As one of the most powerful denizens of the Abyss,
Aura of Impending Death (Necrotic) aura 2; while this creature
Orcus also counts demons among his faithful. These
is bloodied, each enemy that enters the aura or starts its turn
demons take on aspects of undeath, and some bear there takes necrotic damage equal to one-half this creature's
ram's head brands deep in their flesh. level (minimum 1).

BLOODSTAINED STRIKE
This power is appropriate for any brute, lurker, skir-
misher, or soldier, but it works best in the hands of a
monster that can easily maneuver to reach a chosen
target. A group of dark creepers with bloodstained
strike can quickly converge on a bloodied character.

Bloodstained Strike (standard; recharge :zJ [l:) • Necrotic


This creature makes a melee basic attack against a bloodied
target. This creature gains a +2 bonus to the attack roll and
deals extra necrotic damage equal to one-half its level.

PENUMBRA OF DOOM
Combine artillery, lurker, and soldier monsters (spe-
cifically leaders) that have this power with multiple
undead allies. A troglodyte impaler with penumbra
of doom can make an unfortunate character into an
excellent target for its honor guard of boneshard
skeletons.

Penumbra of Doom (standard; at·will)


Ranged 10; level + 5 vs. Fortitude; the target is weakened until
the end of this creature's next turn. Also, this creature's undead
allies deal 1 d6 extra damage until the end of this creature's next
turn (2 damage if the creature is a minion).
Level 11: 2d6 extra damage (4 damage if the creature is a
minion).
Level 21: 3d6 extra damage (6 damage if the creature is a
minion).

CHAPT E R 4 I Customizin8 Monsters


TTING STRIKE SPIRIT OF UNDEATH r-Vl
ature that has this power needs to survive until This power makes any creature feel like one of the r-
-acters are bloodied, so it either needs good undead, rewarding good player character tactics as -
:J
ints or the ability to stay safe until the right well as augmenting appropriate monster powers. A I.,..
ent. Brutes, lurkers, and skirmishers make deathlock wight that employs human guards that o
lIent candidates for this power. Zombies become have spirit of undeath can bring them back from the o
re Significant threat when they unleash rottin8 dead with its reanimate power. o
..J
: midway through the fight. CO
Spirit of Undeath Vl
g Strike (free, when this creature hits with a melee basic The creature gains resistance to necrotic damage equal to 5 + :J
ck during its turn; encounter) .. Necrotic one-half its level, and it gains vulnerability to radiant damage v
equal to half that value. This creature is considered undead for
x:
target takes ongoing necrotic damage equal to 2 + one-half
creature's level (save ends). the purpose of the effects of allies' powers.
o

TILITY POWERS Zombie Hulk of Orcus Level 8 Brute


large natura l animate (undead) XP 350
e powers bestow a strong essence of undeath on Initiative +2 Senses Perception +3; darkvision
reature. Death's Embrace aura 5; each enemy within the aura takes a -2
penalty to death saving throws.
HP 88; Bloodied 44; see also r;se oyo;n
E DEAD RISE
AC 20; Fortitude 23, Reflex 17, Will 18
power is appropriate only for monsters of 16th Immune disease, poison; Resist 10 necrotic; Vulnerable 10
or higher. The more creatures that are around radiant
(hat has this power, the more chances a monster Speed 4
this power gets to use it, so be sure to include CD Slam (standard; at-will)
ty of foes in the encounter. Don't give this power Reach 2; +12 vs. AC; 2d8 + 5 damage.
ore than one creature in a fight-it's just too + Zombie Smash (standard; recharge li))
Reach 2; targets a Medium or smaller creature; +12 vs. AC; 4d8
using to keep track of all the dead rising. A dra-
+ 5 damage, and the target is knocked prone.
-h gets extra value from its rakshasa warrior allies Rotting Strike (free, when the zombie hulk hits with a melee basic
"1ks to this power. attack during its turn; encounter) .. Necrotic
The target takes ongoing 6 necrotic damage (save ends).
Dead Rise aura 6; one dead nonminion creature within the Rise Again (the first time the zombie hulk drops to 0 hit points)
ra at the start of this creature's turn rises as an abyssal ghoul The zombie hulk makes a new initiative check. On its next turn,
ngerer to fight at this creature's command. the zombie hulk rises (as a move action) with 44 hit pOints.
el 26: The dead creature rises as an abyssal ghoul myrmidon Alignment Unaligned languages -
stead. Str 21 (+9) Dex 6 (+2) Wis 8 (+3)
Con 18 (+8) Int 1 (-1) Cha 3 (+0)
'EATH'S EMBRACE
e this to a creature you expect to be in the middle ENCOUNTER GROUP
mbat. If you put this aura on multiple crea- Zombie hulks of Orcus frequently serve priests of the
-e . spread them out to cover the entire battlefield. Demon Prince of Undead, working alongside other
-"arm of abyssal ghoul hungerers with death's undead servants .
. race ensures that pes won't ignore them in favor
he ghouls' master. Level 7 Encounter (XP 1,700)
.. 1 deathpriest of Orcus (level 9 controller; Monster
oath's Embrace aura 5; each enemy within the aura takes a -2
Manual, page 210)
nalty to death saving throws.
.. 3 wraiths (level 5 lurker; Monster Manual, page 266)
.. 2 zombie hulks of Orcus (level 8 brute)
ECROTIC BURST
.' brute, controller, or soldier (preferably leader) in
earn of undead can benefit from a timely necrotic
. t. A battle wight with necrotic burst can make his
mbie hulk servants even more durable.

rotic Burst (minor; encounter)


Each undead ally within 5 squares of this creature gains
:emporary hit points equal to 2 + this creature's level.

CHAPTER 4 I Customizin8 Monsters


--.-.-.--.---.--.-.--.- . --.--- . -.--~.--.-.---.-.--

SNAKETONGUE CULT1ST -.J

The Monster Manual details several human sna-


ketongue cultists, but by using this theme you
can create an endless variety of devotees ofZehir.
Regardless of the original creature's form, after
transformation into a snaketongue it becomes a loyal
diSciple of the god of poison.
The yuan-ti prefer human cultists, because these
servants can pass for normal in society. However,
Zehir welcomes evil humanoids from all races and
backgrounds, from tieflings and hobgoblins to savage
lizardfolk and corrupt eladrin. The snaketongue cult
also includes serpentine and reptilian creatures of all
sizes, including snakes, wyverns, drakes, and hydras.
You can also enhance existing snaketongue cultists
and even yuan-ti with these powers.
The powers common to the snaketongue cult are
appropriate for all roles, since the cult welcomes
all to the service ofZehir. The yuan-ti deem min-
ions, brutes, and soldiers expendable, but they prize
lurkers and controllers for their key talents of assas'
sination and battlefield leadership.
All snaketongue cultists bear minor reptilian
traits. In some cases, these traits are readily visible:
scaled skin, sharp claws, or slitted eyes. Other cultists
display more subtle transformations, including forked Snaketongue Poison (minor; recharge lDJ) .. Poison
tongues or unusually sinuous limbs. Least common of The next time this creature hits with a weapon attack, the
all are the massive bodily transformations, such as a target of the attack takes ongoing poison damage equal to one·
cobra's hood or a snakelike body in place oflegs. half this creature's level (save ends).
Skill Modifications: +2 bonus to Bluff checks
and Stealth checks. TOUCH OF ZEHIR
A creature that has this power need not be able to dea:
ATTACK POWERS ongoing poison damage, as long as it's paired with
creatures that can. Artillery and controller monsters
Unsurprisingly, most snaketongue attack powers are
make the best use of this power. A medusa archer
related to poison use-either that of the cultist or of its
with touch oJZehir can use the power in concert with
allies.
its own or any of its snaketongue allies' poison attacks

SERPENT'S WORDS Touch of Zehir (standard; at·will) .. Poison


Although useful in many situations, this power is best Ranged 10; targets a creature that has ongoing poison damage;
when the wielder (a controller works well) has allies level + 5 vs. Fortitude; the target takes poison damage equal
that gain benefits from combat advantage. A hobgob- to its ongoing damage, and it is dazed until the end of this
lin warcaster allied with plenty of goblin blackblades creature's next turn.
and sharpshooters can use serpent's words to great
effect. VENOM ENHANCEMENT
This power is most effective for a monster, preferably
Serpent's Words (standard; at·will) a leader, that stands in the thick of the fight, and the
Ranged 5; targets a nondeafened creature; level + 5 vs. Will; the monster should have plenty of allies who deal ongoin
target is dazed until the end of this creature's next turn. poison damage. Rumors of a massive yuan-ti breed-
ing project bent on releasing thousands of deathrattle
SNAKETONGUE POISON vipers with venom enhancement into the wild are the
Any weapon-wielding creature can benefit from this product of overactive imaginations ... perhaps.
power, but it's even better if the creatures can expect
to survive long enough to recharge the power. A dop- Venom Enhancement aura 1; each enemy within the aura that has
pelganger assassin can deliver a snaketon8ue poison ongoing poison damage takes a -1 penalty to all defenses and
attack, then use cloud mind to hide until it recharges. saving throws.

CHAPTER 4 I Customizing Monsters


Snaketongue Wyvern Level 10 Skirmisher
ILITY POWERS large natura l beast (mount. repti le) XP 500
. etongue utility powers lend themselves to tactics Initiative +10 Senses Perception +12; low·light vision
fe nse and escape, which plays on the yuan·ti's Venom Enhancement aura 2; each enemy within the aura that has
ency to slip away rather than fighting to the ongoing poison damage takes a -2 penalty to all defenses and
h. saving throws. ...J
HP 106; Bloodied 53 :J
AC 24; Fortitude 24. Reflex 20, Will 19 v
A.MELEON DEFENSE Z

-o
Speed 4. fly 8 (hover)
power is good for discouraging ranged attacks. It CD Bite (standard; at·will)
protect fragile monsters from ranged attacks, or Reach 2; +15 vs. AC; 1 d8 + 7 damage.
n encourage characters to stay close to dangerous CD Claws (standard; usable only while flying; at·will)
+15 vs. AC; ld6 + 7 damage, and the target is knocked prone.
e monsters. Give this power to an entire group of
'etongues to protect them from being picked off
+ Sting (standard; at·will) • Poison
Reach 2; +15 vs. AC; 1d6 + 4 damage, and the wyvern makes a
_~ge.
secondary attack against the same target. Secondary Attack: +13
vs. Fortitude; ongoing 10 poison damage (save ends).
eleon Defense + Flyby Attack (standard; at·will)
s creature has concealment against enemies that are more The wyvern flies 8 squares and makes one melee basic attack at
n 3 squares away. any point during that movement. The wyvern doesn 't provoke
opportunity attacks when moving away from the target.
Aerial Agility +2 (while mounted by a rider of 10th level or higher;
PENT FORM
at·will) • Mount
- power is appropriate only for monsters of 5th While flying, the wyvern grants its rider a +2 bonus to all
. or higher. It can grant formidable melee capa· defenses .
. ·es. or provide a way to escape a fight. After Slither Away (while bloodied)
nding its encounter powers, a green scale marsh The wyvern gains a +2 bonus to speed and a +2 bonus to all
'ic transforms into a serpent to bring the battle defenses.
-tl)' to its enemies. Alignment Unaligned Languages-
Skills Stealth +10
Str 24 (+12) Dex 17 (+8) Wis 15 (+7)
nt Form (minor; at·will) • Polymorph
Con 18 (+9) Int2(+1) Cha 8 (+4)
e creature transforms into a death rattle viper. Any
ui pment the creature is carrying merges with the new form.
creature uses the deathrattle viper's statistics instead of its ENCOUNTER GROUP
n. except for hit points. Reverting to its true form is a minor
ion.
Some yuan-ti breed wyverns to display serpentine
_ e1 9: The creature becomes a crushgrip constrictor. characteristics. These foul beasts frequently guard
e1 16: The creature becomes a shadow snake. lairs of snaketongue cultists.

.= ERPENTlNE BODY Level 9 Encounter (XP 2,150)


- power is fun to unleash on a party that favors • 1 snaketongue celebrant (level 11 controller;
:lobilizing and restraining attacks, but don't Mon ster Manual , page 273)
rdo it. A guardian naga that has serpentine body • 6 snaketongue zealots (level 12 minion; Monster
mes nearly impossible to pin down. Manual, page 272)
• 1 snaketongue wyvern (level 10 skirmisher)
ntine Body
's creature gains a +5 bonus to saving throws against being
~ mobilized or restrained, and a +5 bonus to checks made as
rt of an escape action. This creature can also stand up from
rone as a minor action .

.=UTHER AWAY
'e this power to artillery, lurker, or skirmisher
nsters that move around during combat to maxi-
ze its benefit. An iron gorgon's trample becomes
re dangerous when its speed and defenses
rease.

ther Away (while bloodied)


- his creature gains a +2 bonus to speed and a +2 bonus to all
defenses.

C H APTE R 4 I Customizin8 Monsters


--.-.-.--.--~.--.- . --.-.--.--.-.-.--.~--.-.--.-.-.--

THOSE WHO HEAR ...J

Strange, alien entities press at the boundaries of the aberrant creatures to their side. Foulspawn, gricks,
cosmos. Their horrid, unknowable forms burrow grells, and carrion crawlers serve the cultists as allies.
endlessly at the walls of creation, desperate to break Cultists range from unaligned to chaotic evil,
through the wards and barriers that keep them at moving more and more toward chaos and madness as
bay, eager to destroy all that lives as they turn the they delve into the cult's deepest mysteries.
planes into their feasting grounds. These beings are Skill Modifications: +2 bonus to Arcana, Endur-
the denizens of the Far Realm, a place beyond night- ance, and Perception checks.
mare and outside all mortal and divine reason. In the
Far Realm, the rules and laws that bind the cosmos ATTACK POWERS
together break down into utter chaos.
The attack powers of Those Who Hear allow them
The alien beings of the Far Realm press against
to subvert and control their enemies. Some of their
the borders of the cosmos and project their minds
abilities transform them into hideous beings of the
into the world to twist, subvert, and control the crea-
Far Realm for short periods of time.
tures that would be their prey. The entities of the Far
Realm use their powers to rend the minds of mortal
creatures. Their corrupted victims call themselves AURA OF MADNESS
Those Who Hear, because the entities of the Far This aura is great for sliding enemies into flanking
Realm appear within their minds first as helpful situations or moving allies into defensive positions.
voices that urge them toward achieving their personal Controllers or leaders can also push characters into
desires. Soon the voices change, pushing Those Who areas of difficult terrain in which they can't shift. A
Hear to engage in blasphemous rites that call forth foulspawn berserker's allies use this power to push
Far Realm entities. The voice's desires become the enemies into its berserker aura.
victim's, and in time the unfortunate soul is a puppet
Aura of Madness (opportunity, when a creature starts its turn
controlled by his or her Far Realm masters.
within 3 squares of this creature)
A creature contacted by a Far Realm being This creature slides the triggering creature 1 square.
becomes a member of a cult centered on the acquisi- Level 11: 2 squares.
tion of esoteric knowledge and forbidden lore. The Level 21: 3 squares.
first creature contacted by the Far Realm serves as the
cult's leader. The leader uses innate charm, promises FAR REALM MANIFESTATION
of power, and borrowed magical abilities to gather This power horrifies the players while keeping their
more cultists to him. Power-hungry mages might also characters rooted in place. Soldiers are great benefi·
join the cause, along with druids and heretical priests ciaries of the power. The dragonborn soldier loves the
who are disillusioned with the world and who seek ability to mark adjacent enemies. When this power is
new paths to power. Those Who Hear promise not combined with the dragonborn's impetuous spirit and
only power, but a fast, easy path to attaining it. This martial recovery, characters have a rough time disen-
pledge is a siren's lure to the young, ambitious, and gaging from it.
reckless. The greatest tragedy of these cults is that
many of their members realize the group's true nature Far Realm Manifestation (minor 1/round; usable only after this
only when it is too late to turn against it. creature is first bloodied; at·will)
Those Who Hear typically gather in cities and Close burst 1; targets enemies; level + 3 vs. Reflex; the target
towns, hiding in bastions of civilization. The secrets is slowed until the end of this creature's next turn. Effect: The
target is marked until the end of this creature's next turn.
they need rest in libraries and temples, while they
effectively recruit from among young and impression-
able apprentices, disaffected youth, and frustrated, MIND TWIST
petty nobles. Sometimes these cults gather in dun- This power works wellJor a creature that already ha
geons and other forgotten corners of the world, abilities that can manipulate its enemies' positions.
particularly if the dungeon hides some secret tied to A tiefling heretic can lure characters into melee, use
the Far Realm. cloak of escape to evade them, and then unleash this
Members of a Far Realm cult typically have a power on the closely grouped characters.
tattoo inscribed over their hearts to mark their mem-
bership, or they could have a glyph or other strange Mind Twist (standard; recharge [Z; [IT). Charm
Ranged 10; level + 3 vs. Will; the target makes an at-will attack
symbol hidden beneath their clothing. Although a
against one of its allies. The creature that uses mind twist
cult's membership consists primarily of humans,
chooses the attack and its target. In addition, the target makes
elves, tieflings, and dragonborn, its leaders also call opportunity attacks against its allies (save ends).

CHAPTER 4 I Customizin8 Monsters


- . CHIC SCREAM PSYCHIC FEEDBACK
!-placed psychic scream ruins the PCs' plans and Another minion booster, this feature is a great addi-
them to confront enemies they would rather tion to all the members of the cult to create the feel of
such as minions that have seed of madness (see a hive mind. Creatures that are low-level compared
,. This power works well for controllers and to the PCs and minions make the most of psychic
rs . The foulspawn berserker loves to use this feedback.
LU
r to force enemies to remain close to it Vl
Psychic Feedback (when this creature drops to 0 hit points) ..
Psychic
o
c Scream (standard; recharge [I) .. Psychic T"

;e blast 5; targets enemies; level + 3 vs. Will; 1d8 + one-half Each enemy adjacent to one or more creatures that have psychic I-
- psych ic damage. The target is dazed and during its turn, feedback takes 2 psychic damage.
arget must attack the enemy nearest to it at the start of its
save ends). Crazed Human Rabble Level 2 Minion
Medium natural humanoid XP 31
ED OF MADNESS Initiative +1 Senses Perception +1
HP 1; a missed attack never damages a minion.
power transforms minions into walking land
AC 15; Fortitude 13, Reflex 11 , Will 11 ; see also mob rule
. Though it has a low attack bonus, each minion Speed 6
j is one more chance for the cultists to control a CD Club (standard; at-will) .. Weapon
~.lcte r. Mobs of human rabble that have this attack +6 vs. AC; 4 damage.
~ reat from a story perspective, since they repre- Aura of Madness (opportunity, when a creature starts its turn
he hapless victims recruited into the cult, and within 3 squares of the human rabble)
can serve as living shields that protect the cult's The human rabble slides the triggering creature 1 square.
Psychic Feedback (when the human rabble drops to 0 hit points)
rs.
.. Psychic
Each enemy adjacent to one or more human rabble takes 2
of Madness (when an enemy reduces this creature to 0 hit
psychic damage.
'm) " Charm
Mob Rule
s creature makes the following attack against the triggering
The human rabble gains a +2 power bonus to all defenses while
emy: Ranged 20; level + 1 vs. Will; the target is dominated
at least two other human rabble are within 5 squares of it.
: the end of its next turn. The creature that used seed of
Alignment Unaligned languages Common
dness still chooses the dominated creature's action, even if it
Str14(+3) Oex10(+1) Wis10(+1)
ead or unconscious.
Con 12 (+2) Int 9 (+0) Cha 11 (+1)
Equipment club
TILITY POWERS
e powers represent the ways that creatures are ENCOUNTER GROUP
formed by their exposure to Far Realm energy. A mob of cultists teaches the PCs that the press of
numbers sometimes outweighs their skill at arms,
-\R REALM ACTION particularly when they face the power of the Far
extra action point is insurance against a missed Realm. The gnome and the mage are the cult's
ck, allowing the creature to use an at-will power priests, the guards are bodyguards clad in ornate
in. It can also set up a combination attack with its armor, and the scout is a spy who works for the cult.
~ abilities. Any creature that deals extra damage
-h combat advantage, such as the foulspawn Level 4 Encounter (XP 967)
ngler, loves an action point It turns a round of .. 1 elf scout (level 2 skirmisher; Monster Manual,
erful attacks into a devastating flurry. page 106)
.. 1 gnome arcanist (level 3 controller; Monster
Realm Action Manual, page 134)
- is creature gains 1 action pOint. .. 2 human guards (level 3 soldier; Monster Manual,
page 162)
lIND OF MOVEMENT .. 1 human mage (level 4 artillery; Monster Manual ,
'"tillery, controller, and leader monsters can make page 163)
ellent use of this power. Pair them with minions .. 7 crazed human rabble (level 2 minion)
d creatures that gain benefits from flanking. For
ample, a gnome arcanist loves to use this ability to
II its allies into its aura of illusion.

nd of Movement (minor; recharge r;::l Iff)


Each ally within 5 squares of this creature can shift 2 squares as
a free action.

ellA PTER 4 I Customizin8 Monsters


· . . --.--.-.--.-.--.-.--.-- . -.-.--.-.--.-.--.-.-.~

T1AMAT'$ RED HAND .-J

Since ancient times, many cults dedicated to Tiamat Skill Modifications: +2 bonus to Intimidate
have borne the bloody insignia of the Red Hand. checks and Perception checks.
These cults typically arise behind a powerful, char·
ismatic leader; when the world is fortunate , they fall ATTACK POWERS
not long after at the hands of bold heroes. But the
These powers call to mind the most formidable weap '
influence of the Queen of Evil Dragonkind never dis·
ons of the dragon: fear and destruction.
appears from the world, and the cycle continues.
Tiamat's cults can include any sentient creatures
seeking wealth and power, from humans or lizard folk BLOODIED RECHARGE
to ogres or giants. Although one incarnation of the Red This power makes any creature feel like a dragon
Hand might be linked to a particular race- such as by allowing it to reuse a key power when it becomes
the hobgoblins ofKulkor Zuul who sought to establish bloodied. A bodak skulk with bloodied rechar8e can
a new empire in the smoking ruins ofElsir Vale some unleash an extra and unexpected death 8aze.
years ago-the next might include members of a dozen
Bloodied Recharge (free, when first bloodied; encounter)
races working side by side for the common cause.
One of this creature's encounter attack powers recharges, and
Whatever the primary membership of the Red this creature uses it.
Hand, it invariably includes creatures of draconic
descent. Dragons and evil dragonborn flock to Tia·
mat's banner, eager to serve their dark queen, and
DRAGON BREATH
A Single monster that has dra80n breath might not
dragonspawn and drakes walk alongside the armies
make much of an impression . . . but a horde of such
as well.
monsters does. Use this power with brutes, control-
Most creatures belonging to the Red Hand dis·
lers, skirmishers, and soldiers to achieve the best
play their loyalty with the group's symbol painted
result. Kobold dragonshields with dra80n breath keyed
on a tunic or shield: a crimson hand, its five fingers
to the dragon they serve can use this power without
pointed upward. Some also display draconic charac·
worrying about damaging each other.
teristics, such as scales, fangs , or claws.
<~ Dragon Breath (minor; encounter) • Varies
Close blast 3; level + 1 vs. Reflex; ld8 damage. Choose acid ,
cold, fire, lightning, or poison when a creature receives this
power. This power deals damage of that type.
Level 11: ld8 damage.
Levelll: 3d8 damage.

FRIGHTFUL PRESENCE
This is a great opening attack for controllers, lurkers.
and soldiers because it leaves characters reeling whik
the monster's allies pour in. Add this to a wyvern and
keep its enemies on their toes.

<~ Frightful Presence (standard; encounter) • Fear


Close burst 3; targets enemies; level + 3 vs. Will; the target is
stunned until the end of this creature's next turn.

TIAMAT'S WILL
Dragons often keep a trusted servant (preferably a
leader) that has this power nearby, usually safely out
of melee. An elder red dragon might be accompanied
by a pair of fire giant forgecallers blessed with ria-
mat's will.

":>r Tiamat's Will (standard; encounter)


Ranged 10; targets one dragon or dragonborn that has breath
weapon or draBon breath; the target's breath weapon or draBon
breath recharges.

CHAPT E R 4 I Customi z in8 Monsters


Dragonborn Gladiator of Tiamat Level 10 Soldier o
ILITY POWERS
ti lity powers ofTiamat's Red Hand support the
Medium natural humanoid
Initiative +9 Senses Perception +6
XP 500 z.
.
m rk and loyalty common among her cults. HP 106; Bloodied 53; see also dra80nborn fury
AC 24; Fortitude 23, Reflex 20, Will 21
Speed 5
OMATIC BOON CD Bastard Sword (standard; at-will) • Weapon
his to any brute, skirmisher, or soldier likely to +15 vs. AC (+16 while bloodied); see also lone fi8hter; 1d1 0 + 5 .
ught in an ally's burst or blast (such as dragon damage. ~
. A team of dragonborn soldiers with chromatic + Finishing Blow (standard; at-will) • Weapon ~
can use dragon breath without fear of including Target must be bloodied; +15 vs. AC (+16 whil e bloodied); 2d1 0 «
all ies in the blast. + 5 damage, and the dragonborn gladiator's allies gain a +2
bonus to attack rolls until the end of the dragonborn gladiator's
next turn.
tic Boon (immediate interrupt, when an enemy hits or
,. Dragon Breath (minor; encounter) • Fire
!!oeSthis creature; encounter)
Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4 fire
. creature gains resist 5 acid, resist 5 cold , resist 5 fire , resist
damage.
htning, or resist 5 poison until the end of the encounter.
, ... Frightful Presence (standard; encounter) • Fear
Close burst 3; targets enemies; +10 vs. Will; the target is
VOUR MINION stunned until the end of the dragonborn gladiator's next turn .
brute, controller, or soldier that has this power Chromatic Boon (immediate interrupt, when an enemy hits or
lenty of minions around changes the tenor of misses this creature; encounter)
The dragonborn gladiator gains resist 5 acid , resist 5 cold, resist
e: now, those minions aren't just annoyances. A
5 fire, resist 5 lightning, or resist 5 poison until the end of the
white dragon can use devour minion on its large encounter.
y of kobold minions for a boost during combat. Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
r Minion (minor; recharge ~~ [j]) Gladiator's Strike
_ creature reduces one adjacent minion ally that is smaller When a dragonborn gladiator hits an enemy with an
n it to 0 hit points. This creature gains temporary hit points opportunity attack, the target is knocked prone.
al to 5 + the minion's level. Lone Fighter
The dragonborn gladiator gains a +2 bonus to melee attack rolls
while adjacent to only one enemy.
R THE MASTER
Alignment Unaligned Languages Common, Draconic
more monsters that have this power the better, Skills Athletics +15, History +7, Intimidate +17, Perception +8
-e it to a bunch of minions or brutes for maxi- Str 21 (+10) Dex 15 (+7) Wis 12 (+6)
:-n effect. For example, when they are not being Con 18 (+9) Int 10 (+5) Cha 16 (+8)
ured by their young white dragon master, a Equipment scale armor, bastard sword
e of kobold minions that have for the master can
e daunting. ENCOUNTER GROUP
e Master
These dragonborn have thrown their lot in with the
creature gains a +1 bonus to attack rolls while it is within 5
- - ·5
Queen of Evil Dragonkind and frequently are found
.Jares of a dragon. This creature is considered a dragon and a in the company of her spawn .
-ago nborn for the purpose of the effects of allies' powers.
Level 10 Encounter (XP 2 ,900)
- LEPATHIC WARNING • 3 dragonborn gladiators ofTiamat (level 10
- _~arily a story element, this power doesn't affect soldier)
bat .. . unless, of course, the dragon master is • 2 redspawn firebelchers (level 12 artillery;
~r enough to join the fray. Having a few well-placed Mon ster Manual, page 88)
Id slyblades with telepathic warning throughout a
on's lair can ensure that their master isn't taken
urprise.

- pathic Warning (standard; encounter)


- is creature sends a short message to a dragon that is up to 1
Ie away. This creature can also use this power as a free action
en it drops to 0 hit points, even if has already expended the
we r.

C H A P TE R 4 I Customizing Monst e rs
--.-.-.--.--.-.--.-.--.-.-----.-.-.--.-.--.-.--.-.-.--
TEMPLATES ~
A template adds features to a monster, making it more .. Change the creature's type and origin, if appli-
powerful in a number of ways-it increases a mon- cable, and add any keywords specified in the
ster's hit points, its saving throws, and the number of keyword entry.
powers it has, its action points, and, in the case of a .. Go through the template line by line and add all
class-based template, its defenses. Frequently it grants the new features and powers given in the template
battlefield functionality and story considerations the entry.
monster didn't have before.
.. If a monster has a vulnerability and the template
Typically, you give a template to a monster when
grants a resistance of the same type, combine them
you want it to have a special impact in your game.
and apply the difference. For example, a creature
Monsters with templates can serve as elite guards,
that has vulnerability 5 fire and is granted resist 10
spies, favored beasts, chief lieutenants of major vil-
fire by a template would now have resist 5 fire.
lains, or just about anything out of the ordinary.
The two types of templates are functional templates .. If the template grants an encounter power the
and class templates. A functional template allows you monster has already, the monster gains two uses of
to customize a creature to fulfill a story or combat that encounter power.
role. Some functional templates allow you to change
some aspect of the creature's nature (for instance, the You can apply two templates to a standard monster,
terrifying haunt template transforms a living creature or apply a template to an elite monster and thereby
into an undead one) while others provide a number of make it a solo creature, but do so with care. In many
abilities that allow the creature to epitomize a certain cases, finding or designing a solo creature can serve
monster theme. A functional template can work well your purposes better than constructing one through
with a monster theme (discussed in the earlier part of a template. If working with a template (or two) is a
this chapter), and you can use one to create an elite or better option for the situation, apply the template or
a solo monster that serves as a "boss" monster or gen- templates, but do not change the monster's defenses,
erate a powerful creature within the theme. hit points, saving throws, and action points. Then
A class template grants a creature a limited make the follOWing adjustments.
number of feature and powers from a class, allowing .. Don't add the hit points that the template specifie
you to flavor the creature to that class without having to an elite creature to make it solo. Instead, double
to treat it like a player character. With the release the creature's hit points, or, if the elite creature is
of the FORGOTTEN REALM S® Player's Guide and Player's 11th level or higher, multiply its hit points by 2.5 .
Handbook 2 , nine new classes have been added to the .. Class templates also provide defense bonuses to
game. Toward the end of this section, you'll find tem- the creature. When applying a class template's
plates for the classes from these two books. bonuses to defenses to a creature that has two clas
templates, apply only the higher bonus to each
.--.--.-._.--.-.--.-._-.-'_'-- defense rather than stacking the bonuses.
APPLY1NG A TEMPLATE .~ .. A solo creature's bonus to saving throws becomes
+5 .
Full details for applying templates to creatures are .. Solo creatures have 2 action points.
provided starting on page 175 of the DunBeon
Master's Guide. The basic procedure is outlined
below.
Templates work best when you apply them
to a creature that is not a minion, elite,
or solo creature. When you apply a tem-
plate to a standard creature, the template
upgrades the creature to elite. Follow
these steps when applying a template to
a standard creature.
.. Make sure the monster meets the
prerequisite of the template.
.. Change the creature's role to
the one specified in the template
entry.
Beast ojDemo8or8on

CHAPTER 4 I Customizin8 Monsters


'1ctional templates allow you to add story and CHAMPION OF BANE
bat hooks to your monsters. Many functional
When Bane sends his followers marching on the
plates allow the monster to work more smoothly
h monster themes, such as the ones presented ear· world, he puts one of his special champions in the lead. ...J

in this chapter, or with the less implicit themes


These fierce warlords epitomize the devotion to pure «
2-
( already exist in the various Monster Manuals tyranny and carnage that Bane desires. They can resist 0
the effect of fear·based attacks, and inspire that same
other game supplements. A functional template r-
emotion among their troops. These soldiers become U
ht grant leader powers to an ordinary creature, or
tougher the closer they are to the brink of death, and Z
~·e it a unique and truly fearsome foe. :l
they fight on even after receiving a mortal wound.
Like all templates, each of the following functional
Prerequisite: Humanoid or magical beast.
plates transforms the modified creature into an
e monster-a force to be reckoned with on the
Champion of Bane Elite Soldier (Leader)
e table. Humanoid or magical beast XP Elite
Tyrant's Blessing aura 3; each bloodied ally within the aura
EAST OF DEMOGORGON deals 1 d6 extra damage with melee attacks.
ndly destructive and insanely bloodthirsty, these Hit Points +S per level + Constitution score
Saving Throws + 2, +4 against fear and charm effects
~headed mutants are revered as the "blessed" of
Action Points 1
demon lord by the insane cults that serve him. In last Command (immediate interrupt, when an ally within
t cases, a cult of Demogorgon creates these odd 10 squares of the champion of Bane drops to 0 hit
·headed mutants by using torture and agonizing pOints; at·will)
~als. Other times, the evil forces of the Abyss warp The triggering ally can make a melee basic attack as a free
e creatures and thrust them out into the world. action with a + 2 bonus to the attack roll.
matter the method oftheir creation, these crea· ~ Inspiring Carnage (minor; recharge [l])
Close burst 3; targets allies; the target can make a melee
res are the focus of fear, awe, and reverence among
basic attack as a free action.
demented worshipers of the demon lord, and they
d a place of honor ... though they are frequently
ilnd to that place by chains and other protections CHAOS WARRIOR
il the beast is needed for its master's work. Chaos can destroy. It can also corrupt. When chaos
When you apply this template, the subject of the corrupts a creature, the creature becomes a killing
TYlplate gains an extra head. machine infused with elemental energy. These cor·
Prerequisite: A one~headed beast or magical rupted creatures are known as chaos warriors.
ast.

Beast of Demogorgon Elite Brute


XP Elite
Senses AII·around vision
Hit Points +S per level + Constitution score
Saving Throws + 2, +4 against fear
-\ction Points 1
- Double Bite (standard; at·will)
If the creature this template is applied to already has a bite
melee basic attack, it can make two of those attacks with
a standard action. If it does not have a bite melee basic
attack, it gains the follOWing attack:
,; Bite (standard; at·will)
Level + 3 vs. AC; 1 dS + Strength modifier.
Level 11 : 2dS + Strength modifier.
Level 21: 3dS + Strength modifier.
Rage of Demogorgon (when first bloodied; encounter) • Chaos warrior
Healing
The beast of Demogorgon gains regeneration S and scores
a critical hit on a roll of 1S-20 until it is no longer bloodied
or drops to 0 hit points.
Level 21: Regeneration 10.

CHAPTER 4 I Customizin8 Monsters


I Chaos warriors sometimes gain this strange boon
from a primordial or a powerful servant of one. Mere
contact with the Elemental Chaos or a part of the
world touched with intense elemental energy can
transform a creature. Whatever the source of the
Creatures with this template can have varying
origins and be affected by it in different ways. The
following template has a Far Realm theme, but by
slightly changing to its recharge attack power, you
can create a different application for this template.
boon, a chaos warrior not only takes on some of the For instance, by changing the ongoing damage of soul
powers ofits elemental masters, including an e1emen· siphon to fire, you can make the modified creature
tally charged breath weapon, but it also adopts the into an infernal·themed cursed guardian.
destructive behavior and entropic desires that mark Prerequisite: Humanoid or magical beast.
primordials and their servants.
Prerequisite: Humanoid. Cursed Guardian Elite Soldier
Humanoid or magical beast XP Elite
Chaos Warrior Elite Brute Soul Void aura 1; each enemy that starts its turn within the
Humanoid XP Elite aura can't spend action points until the end of its next
Destructive Wake aura 5; each enemy within the aura takes turn.
a -5 penalty to saving throws against ongoing damage. Hit Points +8 per level + Constitution score
Hit Points +1 0 per level + Constitution score Saving Throws + 2; +4 against fear and charm effects
Resist 5 variable (1 l encounter) Action Points 1
Levell 1; 10 variable (l / encounter) ~ Beckoning Gaze (minor 1 lround; at·will) .. Gaze
Level 11 ; 15 variable (l l encounter) Ranged 3; level + 5 vs. Will; the target is pulled 3 squares
Saving Throws +1 and marked (save ends).
Action Points 1 Caged Mind
Devastating Assault A cursed guardian that is dominated is instead dazed for
Whenever a chaos warrior hits with a charge attack or hits the same duration that the dominated effect would have.
a creature granting combat advantage to it, the attack also Soul Siphon (free, when the cursed guardian hits an en·
deals ongoing 5 damage (save ends). emy with a ranged attack; recharge !Zl [D]) .. Psychic
Level 11 ; Ongoing 10 damage. That enemy takes ongOing 5 psychic damage and is dazed
Level 11 ; Ongoing 1 5 damage. (save ends both).
<..
Destabilizing Breath (standard; encounter) .. Varies Level 11 ; Ongoing 10 psychic damage.
Level 11 ; Ongoing 15 psychic damage.
Close blast 5; level + 3 vs. AC; ld6 + Constitution modifier
cold, fire, lightning, or thunder damage, and the target
takes ongOing 5 damage of that type and a -1 penalty to DRAGONTOUCHED
AC and Fortitude (save ends both).
Level 11 ; OngOing 10 damage. DESTROYER
Level 11 ; 3d6 + Constitution modifier damage and ongoing A dragontouched destroyer is fused with the power
15 damage.
of dragons to make a rampaging scaly machine of
death that serves among the hosts of those who follow
CURSED GUARDIAN Tiamat.
Although some guardians are willing servants, Some dragontouched destroyers are created from
others are pressed into service by strange magic, and corrupted dragon eggs that produce these hybrid
through that magic they can sometimes gain terrify· creatures instead of true dragons. Others are shaped
ing powers. by agonizing rituals performed by the priests of
Tiamat on those who dared to steal from the Queen
of Evil Dragonkind or her faithful.
A dragontouched destroyer is a brute in mind
Cursed 8uardian and body. Cowed and trained to follow the orders of
a commander, be that a warlord of the Red Hand, a
priest ofTiamat, or anyone else in a position ofleader·
ship, the destroyer wades through its foes with claw,
tooth, and its dangerous spewing breath. It fights
ferOciously until it or its commander is dead.
Prerequisite: Beast, humanoid, or magical beast.

CHAPTER 4 I Customizin8 Monsters


GRIZZLED VETERAN
A grizzled veteran is a survivor-rough around the
...<t:
..J
edges, tough as nails, and both deadly and decisive. 0-
When the going gets dangerous, a grizzled veteran ~
is someone you want on your side. Often, though, a J

veteran's survivalist nature comes into conflict with


the idealism that drives adventurers. When you
are always looking out for number one, everyone z.
)
else is a potential enemy.
Unlike other more villainous templates, the
...
v
grizzled veteran works best when applied to an Z
NPC the PCs have worked with before or have :J
even learned to trust. Its tough and tricky nature
makes the NPC's betrayal that much more painful.
Prerequisite: Humanoid.

Grizzled Veteran Elite Skirmisher


Humanoid XP Elite
Hit Points +8 per level + Constitution score
Saving Throws + 2
Action Points 1
+Dirty Trick (minor 1 /round; at-will)
No attack roll; the target grants combat advantage to the
veteran until the end of the veteran's next turn.
+Veteran's Retort (immediate reaction, when an enemy
misses the grizzled veteran with a melee attack; at-will)
a8ontouched destroyer The grizzled veteran makes a melee basic attack against
the triggering enemy.
Dragontouched Destroyer Elite Brute Veteran's Luck (minor; encounter)
lust, humanoid, or magical beast XP Elite The grizzled veteran makes a saving throw against each
effect on it that a save can end.
Senses Darkvision
Combat Advantage
..,' Points + 10 per level + Constitution score
A grizzled veteran deals 1 d6 extra damage against any
Savi ng Throws + 2
target granting combat advantage to it, and after the
ion Points 1
attack, the grizzled veteran can shift 2 squares as a free
Bite (standard; at-will)
action.
evel + 2 vs. AC; 1 d8 + Strength modifier damage, and
Skills The grizzled veteran gains training in Bluff.
ongoing 5 damage (save ends). If the modified creature
already has a bite basic attack, increase the damage of this
emplate's bite attack or the creature's original bite attack HELLBOUND SOLDIER
vhichever deals more damage) by one die step.
Although many creatures take on pacts with the
- Claw (standard; at-will)
Level + 2 vs. AC; 1 d6 + Strength modifier damage, and the powers of the Nine Hells for their own benefit, some
target is knocked prone. If the modified creature already beings make deals with devils to avoid death or
has a claw attack, increase the damage of this template's defeat. Warriors who are on the verge of death or gen-
claw attack or the creature's original claw attack erals who are about to lose everything sometimes call
whichever deals more damage) by one die step. upon infernal powers to save their lives or the day
.- Destroyer's Breath (standard; encounter) • Varies on the battlefield. Those who take this path serve as
Close blast 3; level + 2 vs. Reflex; 2d1 0 + Constitution
hellbound soldiers, powerful pawns in the armies of
modifier damage. Choose acid, cold, fire, lightning, or
poison when a creature receives this power. This power the Nine Hells.
deals damage of that type. Hellbound soldiers are pitiful beings who vocally
Level 11: 3d1 0 + Constitution modifier damage. lament their service and choice with each swipe of
Level 21: Close blast 5, and 4d1 0 + Constitution modifier their blade. They are powerless to resist the will of
damage. their diabolical masters.
Bloodied Breath (free, when first bloodied; encounter) Prerequisite: Nondevil humanoid.
Destroyer's breath recharges, and the destroyer uses it.

C HAPTER 4 I Customizins Monsters


Hellbound Soldier Elite Soldier
Humanoid XP Elite
Hit Points +8 per level + Constitution score
Resist 5 fire
Level 11 : Resist 10 fire.
Level 21: Resist 1 5 fi reo
Saving Throws +2
Action Points 1
+Devilish Mark (minor; at-will) • Fire
The target is marked until the end of the hellbound
soldier's next turn. If the marked target makes an attack
that does not include the hell bound soldier, it takes 5 fire
damage.
Level 11 : 10 fire damage.
Level 21: 20 fire damage.
Agonizing Smite (free, when the hell bound soldier hits a
target it has marked with a melee attack; recharge [;:;] ii
• Fire
The attack deals ongoing 5 fire damage, and the target
is dazed (save ends both). Aftereffect: The target takes
ongoing 5 damage (save ends).
Level 11 : Ongoing 10 damage.
Level 21: Ongoing 1 5 damage.
Devil's Pawn
When a devil adjacent to the hellbound soldier takes
damage, that damage is reduced by 10, and the hell bound
soldier takes 10 damage.

Mad alchemist

MAD ALCHEMIST
Alchemists can be a little off kilter by nature, but
years of pondering esoteric formulas and inhaling
or imbibing the results of one too many experiments
gone wrong can send even the sanest alchemist over
reason's edge. Though they are masters of their craft.
mad alchemists dabble in unstable and bizarre for-
mulas that explode with strange effects. Sometimes
even they are surprised by the mad effects they creatt:
with their admixtures, elixirs, and concoctions.
Prerequisites: Humanoid or magical beast, Intel-
ligence 12.

MAD ALCHEMIST
AND ALCHEMY
If you have access to Adventurer's Vault, you can custOrT'-
ize the mad alchemist by swapping out the alchemist fire
power with another volatile alchemical item of its leve
or near it. If you want a more complicated mad alchemist.
you could even give one two different types of volatile
alchemical items to throw during combat.
Hellbound soldier

CHAPTER 4 I Customizing Monsters


liaci Alchemist Elite Artillery (Leader) 6 The target is polymorphed into a frog (save ends).
I
lIIImanoid or magical beast XP Elite While in this form, it is slowed and dazed, and cannot
-lit Points +8 per level + Constitution score make attacks or use powers.
ist 5 pOison
L£VeI11: Resist 10 poison. SLITHERING IDOL
L£Vel 21: Resist 1 5 poison.
Saving Throws + 2; +4 against fear and charm effects The corrupt and degenerate yuan-ti are fervent fol-
...J
ction Points 1 lowers of Zehir, the god of poison and serpents.
....;~ Alchemist Fire (standard; at-will) .. Fire When a cult or cabal of these snake-worshiping
-<
Z
"rea burst 1 within 10; level + 3 vs. Reflex; 2d6 fire mutants is blessed by their dark god , they are served
damage. Miss: Half damage. and protected by a slithering idol-a physical manifes- '-
L£VeI11: 3d6 damage.
tation ofZehir's favor. Powerful, nimble, and able to
L£Vel 21: 4d6 damage.
Toughening Concoction (minor; recharge! i
calm the violent urges of enemies around them, these
Close burst 3; targets allies; the target gains 1 d6 snake hybrids can take many forms , but the one they
' emporary hit points (roll once and apply the temporary prefer is that of a giant snake. Many yuan-ti revere
it points to all allies) and a + 2 bonus to AC and Fortitude these creatures as walking gods, and the zealous lay
until the end of the mad alchemist's next turn. down their lives in an instant to protect the existence
Level 11: 2d6 temporary hit points. of a slithering idol.
eve/21: 3d6 temporary hit points.
Prerequisite: Beast (reptile), humanoid, or magi-
nstable Admixtures
Each time the mad alchemist scores a critical hit with its
cal beast.
alchemistfire (or any swapped alchemical power; see the
Sidebar), or grants temporary hit points to three or more Slithering Idol Elite Skirmisher (Leader)
all ies with touBheninB concoction, it gains another random Beast (reptile), humanoid, or magical beast XP Elite
effect from its power. Roll a d6 and consult the following Senses Low-light vision
ta ble. The effect applies to one enemy hit by the alchemist Slither Blessing aura 5; each ally within the aura ignores
'ire power, or one enemy within the burst of the touBheninB difficult terrain when shifting.
concoction power. If multiple targets are available, the Hit Points +8 per level + Constitution score
alchemist chooses which target is affected. Resist 5 pOison
Level 11 : Resist 1 0 poison.
Roll Effect Level 21: Resist 1 5 poison.
1 The target is dazed (save ends). Saving Throws + 2
2 The target takes 5 ongoing poison damage (save Action Points 1
ends). Increase the ongoing damage by 5 per tier. :y Hypnotic Eyes (minor 1 / round; at-Will) .. Charm
3 The target gains vulnerable 5 cold, fire, lightning, Ranged 5; level + 5 vs. Will; the target can't make
poison, or thunder (mad alchemist's choice) (save opportunity attacks (save ends).
ends). Increase the vulnerability by 5 per tier. Slither Shift (move; at-will)
4 The target is immobilized (save ends). Aftereffect: The The slithering idol shifts 3 squares, ignoring difficult
target is slowed (save ends). terrain.
5 The target is blinded (save ends).

SlitherinB idol

C H A PT E R 4 I Customizin8 Monsters
SPECTRAL ASSASSIN ~~ Poison Web of Lolth (standard; encounter) .. Poison
Area burst 2 within 10; level + 3 vs. Reflex; 3d1 0 +
Skillful killers move with the stealth of a ghost, Constitution modifier poison damage, and the target is
and the best take on the aspect of one. Through an grabbed. The target takes a -4 penalty to attempts to
ancient ritual, mystical training, or the bleSSing of a escape the grab.
dark power, spectral assassins gain the ability to walk Spider's Escape (immediate interrupt, when hit with a
through walls and avoid enemy attacks by turning melee attack; recharge IDJ)
into a whiff of insubstantial mist. Worse still, when The spiderblessed spinner shifts 4 squares and can move
through enemy spaces during the shift.
they manifest, their weapon's strike is murder.
Prerequisite: Humanoid.
TERRIFYING HAUNT
Spectral Assassin Elite Lurker Ghosts can come in many forms. Some are cursed to
Humanoid XP Elite
roam until a past sin is righted, or a wrong undone.
Initiative +4 (or + 2 if the modified creature is a lurker) Others are merely the animus of hate, raging eternally
Hit Points +6 per level + Constitution score
in undying terror. A terrifying haunt is a particularly
Saving Throws + 2
Action Points 1
hateful and enduring form of ghost. These ghosts can
Assassin's Fading (immediate interrupt, when an enemy take any shape, but one thing is common to every
makes a melee or ranged attack against the spectral as- one of them-it hates the living and uses its powers to
sassin; recharge [ZJ IDJ) .. Illusion spread fear and death to any living creature that dares
The spectral assassin becomes invisible until the end of its cross its path.
next turn, and it can shift 1 square as a free action.
Combat Advantage Terrifying Haunt Elite Controller
A spectral assassin deals 2d6 extra damage against any (undead) XP Elite
target granting combat advantage to it.
Senses Darkvision
Level 21: 3d8 extra damage.
Terrifying Presence (Fear) aura 3; each enemy within the
Invisible Killer
aura takes a -2 penalty to saving throws and all defenses.
While invisible, a spectral assassin scores a critical hit
Hit Points +4 per level + Constitution score
on a roll of 19-20 and deals 1 d1 0 extra damage with a
Resist insubstantial
critical hit.
Saving Throws + 2; +4 against fear effects
Skills Stealth +4
Speed fly 6 (phaSing)
Action Points 1
SPIDERBLESSED SPINNER :rHaunting Gaze (minor 1 /round; at-will) .. Fear, Gaze
Ranged 5; level + 4 vs. Will; the target can make only one
Lolth, Queen of Spiders and Mistress ofIntrigue, is
saving throw at the end of its turn (save ends).
known for blessing those whom she finds worthy with
an aspect of the arachnids that she holds dear. Trans-
<..Howling Terror (standard; recharge IDJ) .. Fear, Psychic
Close burst 3; level + 2 vs. Will; 2d6 + Charisma modifier
formation into a drider is one such blessing typically psychic damage, and the terrifying haunt slides the target
reserved for her favored drow agents; the spiderblessed 4 squares. Miss: Half damage, and the terrifying haunt
spinner is another that Lolth applies more freely to slides the target 1 square.
those who follow her. In a painful transformation
process, the host grows extra eyes, six spiderlike
appendages, and spinnerets on another part of their Terrgyin8 haunt
body-usually the host's natural hands. The creature
uses these new tools to control and wreak havoc on
the battlefield, where it binds foes in webs and pushes
those who dare approach toward the sword point of
other agents of the Queen of Spiders.
Prerequisites: Humanoid or magical beast,
level 11.

Spiderblessed Spinner Elite Controller


Humanoid or magical beast XP Elite
Senses All-around vision; darkvision
Hit Points +8 per level + Constitution score
Saving Throws + 2; +4 against poison effects
Action Points 1
<..
Repelling Legs (standard; at-will)
Close burst 1; targets enemies; level + 3 vs. Fortitude; 2d6
+ Strength modifier damage, and the target is pushed 3
squares.

CHAPTER 4 I CustomizinB Monsters


The possible downside to applying a class template V1
'ICTIM OF THE MAD DANCE IJ
is that you'll end up with a complicated monster that
e korred (see Manual of the Planes, page 135) are mas- has a potentially overwhelming number of powers. t
J
of ecstatic dance_ Their music is so enchanting that Sometimes this is fine , because these templates work 0..
:ne who stumble upon their heathered hills dance best for memorable elite monsters that should be
_ mselves to death_ Others become deeply enthralled harder to beat and have more resources available to
-xi enslaved by the maddening rhythms, and they take them. At the same time, don't be afraid to simplify V1
_the savage ways of the korred and other deadly fey_
A victim of the mad dance has embraced its plight,
these monsters when you can. If a single utility power «
V1

is enough to make your frost giant warden interest-


-:-tbodying the deadly jig of the korred and other fey ing, don't feel as though you have to use the other
raptured by the dancing lunacy of the Feywild- features of the warden template.
Victim of the Mad Dance Elite Skirmisher
XP Elite AVENGER
Hit Points +8 per level + Constitution score Power Source: Divine.
Saving Throws + 2; +4 against charm effects Avenger Elite Skirmisher
Action Points 1
Defenses +1 Fortitude, +1 Reflex, +1 Will
ad Dance (standard; recharge [Z] [TIl)
Saving Throws +2
The victim of the mad dance shifts its speed and makes a
Action Points 1
melee basic attack_
Hit Points +8 per level + Constitution score
Insane Resolve (minor; recharge!!
Weapon Proficiency Simple melee, military melee, simple
The victim of the mad dance makes saving throws against
ranged
each effect on it that a save can end.
Armor Proficiency Cloth
Combat Advantage
Trained Skills Religion, plus one other skill from the avenger
A victim of the mad dance knocks prone any target granting
class skills list
combat advantage to it when it hits with a melee attack.
Class Features Avenger's Censure, Channel Divinity, oath of
enmity
-----.-.----.-.--.-.--.-.-.-~
Implements Holy symbols
CLASS TEMPLATES .-J
BARBARIAN
hese templates feature the classes from Player's Power Source: Primal.
.andbook 2 and the FORGOTTEN REALMS Player's Guide. Barbarian Elite Brute
llow the normal method for applying a template, Defenses +2 Fortitude
~!1d choose powers for the monster from the class. Saving Throws +2
lere are general gUidelines on how to do this. Action Points 1
Hit Points +10 per level + Constitution score
Weapon Proficiency Simple melee, military melee
• At-Will Attack Powers: Typically you'll pick one.
Armor Proficiency Cloth, leather, hide
Sometimes you might want to choose more, but Trained Skills One skill from the barbarian class skills list
do so sparingly. Pick two when you apply the druid Class Features Feral Might, raBe strike, Rampage
template, since druids split their at-will attacks
between their normal form and beast form.
BARD
• Encounter Attack Powers: Choose one power of
Power Source: Arcane.
a level equal to or lower than the monster's level.
For monsters of 21 st level or higher, choose one Bard Elite Skirmisher (Leader)

additional encounter power. You can't take two Defenses + 1 Reflex, + 1 Will
Saving Throws +2
powers of the same level.
Action Points 1
• Daily Attack Powers: Choose one power of a Hit Points +8 per level + Constitution score
level equal to or lower than the monster's level. For Weapon Proficiency Simple melee, longsword, scimitar,
monsters of 21 st level or higher, choose one addi- short sword, simple ranged, military ranged
tional daily power. You can't take two powers of the Armor Proficiency Cloth, leather, hide, chain mail, light
shield
same level.
Trained Skills Arcana, plus two other skills from the bard
• Utility Powers: Choose one power of a level equal class skills list
to or lower than the monster's level. For monsters Class Features Bardic Training, Bardic Virtue, majestic word,
of 11 th level or higher, choose one additional utility Skill Versatility, words offriendship
power. For monsters of 21 st level or higher, select Implements Wands
a third utility power. You can't have more than one
power of the same level.

CHAPTER 4 I Customizinn Monsters


I DRUID
Power Source: Primal.
Druid
Defenses +1 Reflex, +1 Will
Elite Controller
SHAMAN
Power Source: Primal.
Shaman
Defenses +1 Fortitude, +1 Will
Elite Skirmisher (leader)

Saving Throws + 2 Saving Throws + 2


Action Points 1 Action Points 1
Hit Points +8 per level + Constitution score Hit Points +5 per level + Constitution score
Weapon Proficiency Simple melee, simple ranged Weapon Proficiency Simple melee, longspear
Armor Proficiency Cloth, leather, hide Armor Proficiency Cloth, leather
Trained Skills Nature, plus one other skill from the druid Trained Skills Nature, plus one other skill from the shaman
class skills list class skills list
Class Features Primal Aspect, Ritual Casting, wild shape Class Features Companion Spirit, healin8 spirit, speak with
Implements Staffs, totems spirits
Implements Totems
INVOKER
Power Source: Divine. SORCERER
Invoker Elite Controller (leader) Power Source: Arcane.
Defenses + 1 Fortitude, + 1 Reflex, + 1 Will Sorcerer Elite Artillery
Saving Throws + 2 Defenses +2 Will
Action Points 1 Saving Throws + 2
Hit Points +8 per level + Constitution score Action Points 1
Weapon Proficiency Simple melee, simple ranged Hit Points +6 per level + Constitution score
Armor Proficiency Cloth, leather, hide, chain mail Weapon Proficiency Simple melee, simple ranged
Trained Skills Religion, plus one other skill from the invoker Armor Proficiency Cloth
class skills list Trained Skills Arcana, plus one other skill from the sorcerer
Class Features Channel Divinity, Divine Covenant, Ritual class skills list
Casting Class Features Spell Source
Implements Rods, staffs Implements Daggers, staffs

SWORDMAGE
MONSTER-MAK1NG T1PS Power Source: Arcane.
Creating new monsters brings risks. Look out for these
Swordmage Elite Soldier
pitfalls when creating monsters and encounters.
Defenses + 2 Will
Effects that Take Away Actions: The dazed and
Saving Throws + 2
stunned conditions (and to a lesser extent, immobilized Action Points 1
and restrained) should be used sparingly. Hit Points +8 per level + Constitution score
Effects that Reduce Damage Output: The weakened Weapon Proficiency Simple melee, military light blades,
condition and monsters with insubstantial or swarm traits military heavy blades, simple ranged
can be interesting problems for characters to deal with, Armor Proficiency Cloth, leather
but being weakened for the majority of a fight just isn't Trained Skills Arcana, plus one other skill from the
swordmage class skills list
fun! Make sure you use these abilities only in diverse mon-
Class Features Sword bond, Sword mage Aegis, Sword mage
ster groups, so the PCs aren't all dealing low damage. Warding
Too Much Healing: Monsters shouldn't have a strong Implements Any light blades or heavy blades
ability to heal themselves, especially not in large amounts
(such as a healing surge). It can make a fight drag, or even
WARDEN
turn it into a stalemate.
Repetitious Resistances: Remember what damage Power Source: Primal.
types your PCs use, and use a variety of resistances. If your Warden Elite Soldier
group has a fire wizard, don't throw the group against only Defenses +1 Fortitude, +1 Will
azers for several encounters in a row. Saving Throws + 2
Stealing Resources: Avoid monsters that take away Action Points 1
Hit Points +8 per level + Constitution score
or turn off the PCs' resources, such as healing surges,
Weapon Proficiency Simple melee, military melee, simple
limited-use powers, or magic items. ranged
- Logan Bonner Armor Proficiency Cloth, leather, hide, light shield, heavy
shield
Trained Skills Nature, plus one other skill from the warden
class skills list
Class Features Font of life, Guardian Might, Nature's Wratf.

CHAPTER 4 I Customizin8 Monsters


CR.EATING MONSTER.S
re art than science, monster creation can be CREATING NEW MINIONS
ky-and it's about more than just the numbers.
Expendable fodder, minions appear in big groups
\Ionster Manual 2 introduces a few tweaks to mon-
with the sole purpose of dying quickly and making
o creation, particularly for elites, solo monsters,
the PCs feel cool. They should have simple mechanics Z
d minions. Use the following information to sup-
to match, and they also have roles to make it easier to
ment what's presented on page 184 of the DunBeon
determine the types of combat tactics they use.
:ter's Guide.
You can create a new minion from scratch, or
remove abilities from a standard monster to make
REATING NEW ELITES a simpler minion. Most steps in creating a minion
es no longer gain additional bonuses to all (including setting defenses and attack bonuses, as
enses. Instead, follow the same rules as for stan- well as determining its role) are the same as for a
rd monsters. If you want to adjust an older monster standard monster, with the following exceptions .
..l e the same scale, dropping all its defenses by 2 1. Adjust Hit Points: All minions have 1 hit
J work in a pinch (but might be a bit generous to point, and a missed attack never damages a minion.
PCs). 2. Keep It Simple: Minion abilities shouldn't
require record-keeping. For instance, a minion's
REATING NEW SOLOS attack shouldn't have an effect that a save can end,
e creation of solo monsters has changed in three nor should it have recharge abilities (and probably
not encounter abilities). Immediate action powers are
jor ways.
also rare. Some exceptions, though, are fine: A goblin
Hit Points: Multiply hit points by 4. Monsters
minion might have the immediate action Boblin tactics
1th level or higher no longer have quintuple hit
power so that it still feels like a goblin.
nts.
3. Set Damage for Attacks: Use the Minion
Defenses: Solos no longer gain extra bonuses to
defenses. Use the same defenses as for a standard Damage by Level table to set damage amounts for a
minion's attacks. Remember that minions don't use
nster.
Better When Bloodied: This type of change isn't dice for damage, just flat values. Minion damage is
traightforward. When a solo monster is bloodied, roughly half of a standard creature's damage.
.hould become more dangerous and more mobile.
MINION DAMAGE BY LEVEL
d a couple of abilities from the follOWing list to
Level Standard Damage Brute Damage
lect this advantage.
1st-3rd 4 5
.. Recharge one or more limited powers, and pos- 4th-6th 5 6
ibly use one right away (such as a dragon's bloodied 7th-9th 6 7
breath power). 10th-12th 8 10
.. Gain an at-will attack that deals more damage, or 13th-15th 9 11
deal more damage with all attacks while bloodied. 16th-18th 10 12
+- Gain an extra attack per round (as a minor action, 19th-21st 11 13
part of a multiple attack power, or a larger area or Hnd-24th 13 16
close power). 25th-27th 14 17
28th-30th 15 18
.. Gain a damaging aura .
.. ~Iove after becoming bloodied, or gain a new Artillery minions deal 25% less damage on multitarget
movement power. Movement might include shift- and melee attacks. At the heroic tier, four minions are
ing, teleportation, flight, or phasing-anything to equivalent to one standard monster. Five minions are
keep the fight from becoming static. equivalent to one standard monster at the paragon tier,
and six at epic. Design encounters at the paragon tier
.lese guidelines are intended to make the monster with five minions of a given type instead of four, and at
el more deadly, but without allowing the fight to get the epic tier with six minions instead of five.
long. Therefore, don't give a monster additional
t points or higher defenses when it's bloodied.

CHAPTER 4 I Customizin8 Monsters


CHAPTERS 6-8 of the Dungeon Master's
Guide cover creating and running adventures, weav-
ing them into campaigns, and rewarding players_ This
chapter expands on the information presented in that
book. The range of topics presented here can help you
create exciting, immersive stories and epic campaigns
for your players' enjoyment-
• Alternative Rewards: Sometimes player charac-
ters appreciate rewards that are less tangible than
a magic item or monetary reward_ This section
discusses divine and legendary boons and grand-
master training, which function like magic items
but allow you to tell different stories in your game.
• Item Components: As an alternative to simply
handing out magic items, you can require char-
acters to gather the ingredients of an item and
assemble it to earn their treasure.
• Artifacts: Building on the four artifacts presented
in the Dungeon Master's Guide, this section further
discusses how to use artifacts and presents seven
new artifacts. Unique artifacts in this section
include a few designed to benefit a whole party of
characters and one intended to remain relevant for
an entire campaign.
• Organizations: This section discusses how to add
depth to your campaign with organizations, such
as villainous groups, rivals to the player characters,
and friendly organizations that might be patrons to
the characters_
• Campaign Arcs: The chapter concludes with
four example campaign arcs-broad storylines for
campaigns that take characters from levels 1-30.
This section gives special emphasis to the paragon
tier, leading into the paragon campaign material
presented in the next chapter.

CHAPT ER 5 I Adventures
-'-'--'--'-'--'-'--'-'--'--'-'-'--'-'--'-'---'-'--
ALTERNAT1VE REWARDS ...J
,

Brother Allwen pushed the oare's corpse from atop the altar rules for treasure, with a focus on more story-focused
to Kord. How could this chapel have remained hidden in rewards that can increase the sense of mystery and
the dun8eon depths for so lon8? As he pulled out his holy wonder in your game. Players might find it more
symbol to be8in the ceremony of consecration, a voice interesting if, instead of treasure, you hand out a boon
roared out, "Truly you are the worthiest of my clerics! from the gods or an offer of training from the world's
Accept this boon of stren8th and mi8ht!" greatest fencing master.

Nerrida dashed past Grissom as the dra80n died, reachin8 OVERVIEW


for the iron flask she kept on her belt. With just afew drops
The alternative rewards presented in this section
of the beast's boilin8 blood, she could imbue her staff with
share the following rules characteristics:
the spirit of the seventh fire.
+ An alternative reward replaces a magic item.
The old 8nome whom Sherrek had rescued from an orc When you place treasure parcels, you can use an
prison treated Sherrek like a snot-nosed be8inner rather alternative reward in place of an item.
than a seasoned adventurer, but he seemed to have skills + You can use alternative rewards alongSide tradi-
to teach. "You hold that da88er like a blind kobold. And tional magic items. Without additional changes to
I don't want to start on how you dod8ed those arrows. the rules, you should replace one magic item per
You're lucky you don't have one dan8lin8 out ofyour eye level with an alternative reward. Optional rules
socket. I, Vallario Seven-Cuts, shall teach you the fine art later in this section explain how to make alterna-
of the blade." tive rewards more prevalent.
+ These rewards occupy the same mechanical space
In a D&D game, rewards can take on a wide variety as magic items. They balance on the same power
offorms. Your players might most appreciate piles of curve and aim at the same place within the body
gold coins and glimmering magic weapons, but char- of a character's abilities.
acters in books, movies, and comics rarely receive
+ An alternative reward lasts for five levels of play
such rewards. Who wants to always read about a
and then fades. This rule applies because char-
boring miser who counts his coins or a brute who
acters normally sell or replace items as they gain
believes his magic sword makes him the greatest war-
levels. Alternative rewards occupy the same space
rior in the world?
in the game, so a similar process applies to them.
Stories and characters do draw on such themes,
However, see "Decide on Duration" on page 138
but for your game, consider those themes the excep-
for exceptions to this rule.
tion rather than the rule. In D&D campaigns, DMs
can award treasure as a pat on the back for a job
well done. Treasure acts as a reward that boosts REWARD TYPES
power in addition to that gained with a new level. This section describes three types of alternative
A hard-fought, tense victory over a troll horde feels rewards: divine boons, legendary boons, and grand-
greater if the trolls' treasure chest contains magic master training. These reward categories reflect three
armor a PC desires. iconic stories of how and why characters earn such
Yet not every fight plays out as a tense, life-or- rewards.
death affair, and not every treasure chest contains
items the PCs want. This section discusses variant DIVINE BOONS
Individuals who aid a deity's holy cause receive
wondrous, divine gifts. A particularly blessed char-
CHOOS1NG REWARD LEVELS acter, or one who earns a deity's gratitude, can gain a
To make alternative rewards feel special, use them to divine boon.
replace the highest·level magic items you would other·
wise give out. If you plan to give 10th·level characters
two alternative rewards and two items, use rewards to
LEGENDARY BOONS
Great deeds can confer wondrous powers on indi-
replace parcels 1 and 2 (a level 14 item and a level 13
viduals. A character could earn a legendary boon by
item), and use items for parcels 3 and 4 (the level 12 and
bathing in the blood of an ancient dragon, reading a
level 11 items). Over time, the characters acquire items
tome of esoteric knowledge, or solving the riddle of
of a higher level than their alternative rewards. In the
an immortal sphinx.
short term, this approach makes alternative rewards feel
appropriately weighty.

CHAPTER 5 I Adventures
3RANDMASTER TRAINING 2. Plant the (Story) Seeds: A reward works best ~
e absolute master of a craft, such as an archmage when it is woven seamlessly into the story, especially 0::
the greatest living sword master, can teach tech- if the characters have to work hard to gain it or make <t:
.:Jues and abilities that transcend a character's use of it. The characters might hear about the reward ~
rmallimits. and seek it out, or they might stumble across it and 0::
immediately realize its importance. You could craft UJ
the story and background of your campaign so that >
~OWREWARDSVVORK the characters know the importance and value of the <i
__ alternative reward works the same as a magic reward before they find out about its mechanics. Z
m. except it doesn't take up a item slot or require a 3. Choose Powers and Effects: You can create 0::
UJ
aracter to hold it, because it isn't a physical object. the powers and properties of a reward by borrowing ~
addition, characters can't buy, sell, or disenchant a the mechanics of a magic item of the same level. This <t:
.'·ard. (They might be able to "enchant" an alterna- advice comes with a caveat, though: Players who are
e reward using a ritual comparable to the Enchant familiar with the game and who know how items work
.agic Item ritual; see "A Reward-Based Game" on place extra pressure on the DM to use story and back-
oe 138 for more details.) ground elements to make the reward seem distinctive
_-\lternative rewards never grant enhancement and compelling. If the players figure out you simply
nuses. Characters must still rely on magic items used bracers of mi8hty strikin8 to define the property of
oain enhancement bonuses to attack rolls and the reward you call blessin8 of the Sword Lord, the reward
mage rolls, AC, and other defenses. An alternative might lose its mystery, wonder, and uniqueness .
.\,ard can replicate any other property or power Start by finding an item that has effects that con-
~ anted by a magic item, including item bonuses. nect with the flavor and story of the reward you want
_'ou use a magic item property that gives an item to create. If you know the level of the reward you
nus as an alternative reward, the bonus still counts want to create, you should limit your search to items
a n item bonus. Do not associate the alternative of that level; alternatively, you can find an appropriate
eward's bonus with a physical item, and don't stack item and use its level as the level of your reward.
e alternative reward's item bonus with other item If you find more than one appropriate item, you
nuses to the same statistic. could use a property from one item and a power from
Otherwise, treat a reward the same as you would another one. This approach helps to conceal your
n item. Using an alternative reward's daily power source when you draw on existing material. You must
orks the same as using a magic item's daily power, still ensure that the potency of the resulting reward
and it counts against a character's limit of item daily corresponds appropriately to its level.
wer uses between milestones. Since story plays an essential role in a reward's
design, concoct a basic description of how the reward
CREATING A REWARD manifests and what happens when a character uses
n alternative reward replaces a magic item the it. The blessing of a deity might cause an image of the
haracters would otherwise find. Pick the magic item deity's holy symbol to appear on the character's hand.
~rcel you want to replace, and use the item's level A specific description of how a character executes
the reward's level. Then follow these four steps to a special attack breathes life into a new technique a
reate an ideal reward for your characters and your character learned by training with a master.
campaign.
1. Create the Story: Choose one of the types of
ewards detailed in this section and use the advice APPLY1NG BOONS TO lTEMS
included for it to create a story and other background For your own convenience, you can transform mundane
details for the reward. items, such as weapons or armor, into magic items by
Don't underestimate the importance of this step. A imbUing them with divine and legendary boons. When
reward shares the same basic mechanics as a magic Ivella the tiefling fighter pierces the dying dragon's heart
item. Without a good story to back it up, a reward with her broadsword, the fiery blood of the ancient
might seem like merely a magic item that the charac- wyrm transforms her sword into a jlamina weapon. When
ters can't sell or trade. Read over the advice given for Uldane the halfling paladin performs a great service for
each type of reward, and think about how to create a Avandra, she transforms his +5 maaie short sword into a
compelling experience for the players. holy aven8er.
Alternative rewards offer you a chance to bring Using boons in this manner offers you another way of
your world to life. They connect a player's desire for giving magic items as treasure. This approach has more
magic loot with your desire to create a vivid, enter- flavor than hiding an item under a monster's bunk or
taining story and game world. buying or creating the items, and it remains firmly in the
realm of the standard D&D reward system.

CHAPTER 5 I Adventures
4. Decide on Duration: A reward typically fades use future treasure parcels to increase the power of a
after the character gains about five levels. This rule type of grandmaster training instead of giving a new
exists to enforce the same sort of turnover that occurs item or reward, the benefit could be permanent and
with normal magic items. A paladin eventually replaces grow in power as the character gains levels.
his +2 plate armor with +3 armor. A casque of tactics (see Don't overload the characters with temporary
Adventurer's Vault) might give way to a clockwork cowl. rewards, and don't rob them of rewards they use fre -
You can design rewards with different durations. A quently unless you design the reward as a short-term
reward might last for as little as one level or as many enhancement.
as ten. A legendary boon might last until the charac- Weigh the duration of an alternative reward
ter takes an extended rest (useful if you want to draw against the normal useful life of a comparable item.
characters into more encounters between rests; see If you make the duration shorter, give more rewards
"Drawing Characters Onward" on page 54). A divine to compensate, or don't count the rewards against
boon might be equivalent to a consumable magic the treasure the party receives. If you make the dura-
item-Avandra grants a character the ability to reroll tion longer, use future rewards to improve the item,
three saving throws, and then the boon expires. If you instead of giving new rewards or items.

A REWARD-BASED GAME
You can remove magic items from the game entirely and of crysteel armor (see Adventurer's Vault) has a minimum
replace them with alternative rewards. Doing so results enhancement bonus of +4. A suit of +4 ma8ic armor is a
in a game that feels different from traditional 0&0 and 16th-level magic item, so treat the masterwork armor as
might help you create a particular tone you want for your a 16th-level item as well.
campaign. Use Rewards: Replace the remaining magic item par-
In a campaign with no magic items, magic holds less cels with rewards designed using this section.
value. Your players might dislike the lack of variety, but it The rewards you use affect your campaign. Divine
allows you to create a story-driven campaign-rather than rewards reflect a world where the deities take an active
one driven by mechanics-that gives magic a rare and won- role in mortal affairs. If you create a world where people
drous feel. consider magic a scarce or dangerous tool, you should rely
Don't ditch magic items without thinking it over. Discuss on grandmaster training rewards. Legendary rewards fit
your decision with your players, so they understand what a campaign that features magical vistas and bizarre loca -
your campaign would entail. Players might appreciate the tions where people still view magic as a mysterious and
added layer of customization that items offer, and losing mistrusted source of power.
that feature could reduce their enjoyment of the game. Spending Money: In a standard 0&0 campaign, char-
More important, without magic items as an easy acters find heaps of gold partly so they can buy or enchant
reward, the pressure on you increases to proVide a compel- magic items they choose. If you eliminate magic items
ling story that propels the PCs forward. This option works from your campaign, think about what else characters can
best if you have experience as a OM and have already run do with their monetary treasure.
several successful campaigns. You can use the follOWing You could allow characters to spend their money on
suggestions to replace magic items in your campaign. rituals that grant them boons, effectively restoring an
AC, Defense, Attack, and Damage Bonuses: Without amount of player control over character customization.
magic items, the PCs' attacks, defenses, and damage lag Replace the Enchant Magic Item ritual with three distinct
behind. You can solve this problem by giving the PCs flat rituals: Implore Divine Boon, Invoke Legendary Boon, and
bonuses as they advance in level. These bonuses stack. Grandmaster Training. These rituals might have special
Attack and Dama8e: All characters gain a +1 bonus requirements beyond the Ritual Caster feat and the expen-
to attack rolls and damage rolls at 2nd, 7th, 12th, 17th, diture of gold-perhaps characters can perform Implore
22nd, and 27th level. Divine Boon only at a significant temple and must be in
Defenses: All PCs gain a +1 bonus to AC, Fortitude, Reflex, their deity's good graces. Otherwise, the rituals function
and Will at 4th, 9th, 14th, 19th, 24th, and 29th level. the same as Enchant Magic Item and allow characters to
Parcels: Remove the highest- and lowest-level magic acquire a boon of their choice of their level or lower.
item parcels from each level of treasure you hand out. You Allowing characters to buy alternative rewards ca n
can dole out fewer magic items because the PCs do not diminish the special ness ofthose rewards in players' eyes
need those items to boost their attacks and defenses. You could instead reduce monetary treasure drastically to
Masterwork Armor: Give characters masterwork armor account for the fact that characters no longer need to bu}
as treasure in addition to the rewards and monetary trea- as much stuff. If you cut monetary rewards in half, char-
sure you give. Treat masterwork armor as a magic item acters would still have enough money to purchase rituals
of a level equal to the lowest-level magic armor made and consumable items, as well as support their standard
from that type of masterwork armor. For example, a suit of living.

C HAPTER 5 I Adventures
A divine boon is a good reward for one of the fol- 1Il
DIVINE BOONS o
lOWing activities:
.though the deities in the D&D world do not have
m niscient powers, they do take an active interest • Avenging the death of a deity's beloved servant. "«$
~ important events. A character might gain a divine • Rediscovering a long-lost temple. ....
on as a reward for doing something that directly
.ds a deity or harms a deity's enemies.
• FOiling a major plot by the deity's enemies.
"
1.1.1

An adventurer's typical activities fall into that


• Saving one of the deity's favorite servants from >
danger.
-efjnition. A divine boon comes into play when the ~
, ds take a personal interest in an event, such as a Z
You might also bestow a divine boon as a preemp-
haracter performing a task worthy of drawing the
, ds' attention. Killing orcs that attack a temple does
tive reward, a gift handed out before the characters I-
"
L....

undertake a perilous quest. Bahamut might appear


not deserve a divine boon. Slaying the high priest of to a paladin the night before an adventure, providing
iamat as he attempts to rally an army to conquer an advice for the coming quest and granting the paladin
ntire continent in the Dragon Queen's name-now, a boon to aid him or her in a future encounter.
at accomplishment deserves a divine boon. Boons never occur in a vacuum. When the deities
meddle in the world , the other deities (and other enti-
DIVINE BOONS IN THE CAMPAIGN ties, such as primal spirits) might involve themselves.
iyine boons can come into play when the charac- IfBahamut grants his champion a boon, Tiamat
-ers perform a great deed for a deity. Alternatively, a might target that champion for death or create a dark
on might come out of nowhere, and its appearance prophet of her own to oppose him.
-icks off the next story arc in your campaign. The The actual mechanics of the boon take one of two
on might come with a quest, or the character who forms. You can duplicate the effects of a magic item,
receives the boon could draw the attention of the dei- or you can use one of the folloWing sample divine
-;-·s enemies. Perhaps the boon comes from the rival boons, deSigned to correspond with the deities of the
f the character's chosen deity. D&D pantheon. A boon effect equates to an item of
In any event, make receiving a divine boon a its level and feels like a divine gift.
major affair in a campaign. A deity has just taken
~otice of a character!
SAMPLE DIVINE BOONS
The first cities were carved from the wilderness in the name of
Erathis. With her boon, the same sense of teamwork allows you
and your allies to overcome any obstacle.
Gambits that rely on luck and crushin8 blows a8ainst oppres-
sors draw boonsfromAvandra.lndividuals blessed by her are Lvi 3 680 gp Lvi 1 8 85,000 gp
impossible to corner. Lvi 8 3,400 gp Lvi 23 425,000 gp
Lvl13 17,000 gp Lvi 28 2,1 25,000 gp
Lvi 3 680 gp Lvi 18 85,000 gp
Divine Boon
Lvi 8 3,400 gp Lvi 23 425,000 gp
Property: When you use the aid another action, you grant
Lvl13 17,000 gp Lvi 28 2,125,000 gp
your ally a +4 bonus rather than + 2.
Divine Boon
Power (Daily. Healing): Minor Action. An ally within 5
Property: If you start your turn with two or more enemies
squares of you can spend a healing surge. That ally also
adjacent to you, you can shift 2 squares as a move action.
gains a + 1 bonus to his or her next attack roll.
Level 13 or 18: Shift 3 squares.
Level 8: The ally regains 1 d6 additional hit points.
Level 23 or 28: Shift 4 squares.
Level 13: The ally regains 1 d6 additional hit points and
Power (Daily. Teleportation): Move Action. Teleport 2
gains a + 2 bonus to his or her next attack roll.
squares.
Level 18: The ally regains 2d6 additional hit points and
Level 8: Teleport 3 squares.
gains a + 2 bonus to his or her next attack roll.
Level 13: Teleport 4 squares.
Level 23: The ally regains 2d6 additional hit points and
Level 18: Teleport 5 squares.
gains a + 3 bonus to his or her next attack roll.
Level 23: Teleport 6 squares.
Level 28: The ally regains 3d6 additional hit points and
Level 28: Teleport 7 squares.
gains a +3 bonus to his or her next attack roll.

Bahamut wants his boon to heroes who shield the weak from
loun rewards study and the relentless pursuit ofknowled8e.
the stron8. Tndividuals who fi8ht in Bahamut's name are bea-
Supporters who earn her favor 8ain the ability to master any
cons of hope and protection.
task, no matter how dauntin8.
Lvi 3 680 gp Lvl18 85,000 gp
Lvi 3 680 gp Lvi 18 85,000 gp
Lvi 8 3,400 gp Lvi 23 425,000 gp
Lvi 8 3,400 gp Lvi 23 425,000 gp
Lvi 13 17,000 gp Lvi 28 2,125,000 gp
Lvl13 17,000 gp Lvi 28 2,125,000 gp
Divine Boon
Divine Boon
Property: Gain a + 1 item bonus to opportunity attack rolls.
Property: Gain a + 2 item bonus to skill checks.
Level 13 or 18: + 2 item bonus.
Power (Daily): Minor Action. Until the end of the encoun-
Level 23 or 28: + 3 item bonus.
ter, you and your allies gain a + 1 bonus to skill checks
Power (Daily): Minor Action. Until the end of your next
with a Single skill of your choice.
turn, enemies adjacent to you provoke opportunity
Level 8: + 2 bonus.
attacks from you if they make attacks that do not include
Level 13: +3 bonus.
you as a target.
Level 18: +4 bonus.
Level 8: Gain a + 1 bonus to these attacks.
Level 23: +5 bonus.
Level 13: Gain a + 2 bonus to these attacks. Level 28: +6 bonus.
Level 18: Gain a + 3 bonus to these attacks.
Level 23: Gain a +4 bonus to these attacks.
Level 28: Gain a +5 bonus to these attacks.
Kord lends his stren8th to followers who prove their mettle in
battle a8ainst his enemies.
Corellon brou8ht arcane ma8ic to the world. Mortals who please Lvi 3 680 gp Lvi 18 85,000 gp
him 8ain access to powers that otherwise take years of study to Lvi 8 3,400 gp Lvi 23 425,000 gp
master. Lvi 13 17,000 gp Lvi 28 2,125,000 gp
Divine Boon
Lvi 3 680gp Lvl18 85,000 gp
Property: Gain a + 2 item bonus to Athletics checks and a
Lvi 8 3,400 gp Lvi 23 425,000 gp
+5 item bonus to Strength checks made to break objects.
Lvl13 17,000 gp Lvi 28 2,125,000 gp
Power (Daily): Minor Action. Until the end of the encoun-
Divine Boon
ter, you gain a + 1 item bonus to melee damage rolls.
Property: Choose an at-will power from an arcane character
Level 8: + 2 item bonus.
class. You can use that power as an encounter power.
Level 13: +3 item bonus.
Power (Daily): Choose a 1 st-Ievel encounter power from
Level 18: +4 item bonus.
an arcane class. You can use that power as a daily power.
Level 23: +5 item bonus.
Level 8: Choose an encounter power of 3rd level or lower. Level 28: +6 item bonus.
Level 13: Choose an encounter power of 7th level or lower.
Level 18: Choose an encounter power of 13th level or lower.
Level 23: Choose an encounter power of 17th level or lower.
Level 28: Choose an encounter power of 23rd level or lower.

CHAPTER 5 I Adventures
Individuals who please Melora 8ain the ability to walk upon the
<lir, soarin8 over their enemies and obstacles placed before them
with ease.
Lvi 3 680 gp Lvl18 85,000 gp
Lvi 8 3,400 gp Lvi 23 425,000 gp
Lvl13 17,000 gp Lvi 28 2,125,000 gp
Divine Boon
Property: If an enemy uses a forced movement effect
against you, you can shift 1 square as a free action at the
end of the forced movement.
Power (Encounter): Move Action. You fly 5 squares.
Level 8: You fly 6 squares.
Level 13: You fly 7 squares.
Level 18: You fly 8 squares.
Level 23: You fly 9 squares.
Level 28: You fly 10 squares .

.'loradin wants the stren8th of the mountain and the tou8hness


ofiTOn to followers who win his favor. His blessin8 aU8ments
both body and mind, instillin8 bravery and tou8hness in his
chosen.
Lvi 3 680 gp Lvl18 85,000 gp
Lvi 8 3,400 gp LvlB 425,000 gp
Lvi 13 17,000 gp Lvi 28 2,125,000 gp
Divine Boon
Property: If an enemy pushes you, you can reduce the
distance you are pushed by 2. If an enemy pulls you and
that pull leaves you adjacent to that enemy, you can make
a melee basic attack against that enemy as an opportunity
action.
Power (Daily): Immediate Interrupt. Tr;8ser: You take
damage. Effect Reduce the damage you take by 5.
Level 8: Reduce the damage by 8.
Level 13: Reduce the damage by 10.
Level 18: Reduce the damage by 15.
Level 23: Reduce the damage by 20. The undimmed !i8ht of Pelor shines from individuals who
Level 28: Reduce the damage by 25. champion his cause. They drive evil before them and brin8 sol-
ace to companions who fisht alon8side them.
Lvi 3 680 gp Lvi 18 85,000 gp
BOONS OF EV1L DE1T1ES Lvi 8 3,400 gp Lvi 23 425,000 gp
Lvl13 17,000 gp Lvi 28 2,125,000 gp
What happens when an evil deity grants a character a Divine Boon
boon? The sample divine boons here cover the good, Property: If you deal damage to a target that has
lawful good, and unaligned deities presented in the Play- vulnerability to radiant damage, you deal extra damage
er's Handbook , but not the more sinister deities detailed in equal to your Wisdom or Constitution modifier, whichever
t he Dun8eon Master's Guide. Plenty of circumstances exist is higher.
Power (At· Will): Minor Action. You emit bright light in a
in which the characters might receive a bleSSing from a
5-square radius. As a minor action, you can stop emitting
deity who has no sample boon presented here. Unaligned light.
player characters might worship Bane, Tiamat, or even Power (Daily. Healing): Minor Action. An ally within 5
Vecna, or at least perform deeds that advance the cause of squares of you can spend a healing surge, and that ally
t hose deities without qualifying as evil deeds. The charac- gains a + 1 item bonus to saving throws until the end of
ters might also aid an evil deity when faced with a greater the encounter.
evil-a demon prince or primordial, for example. Level 8: The ally gains a + 2 item bonus to saving throws.
Use the sample boons presented here as a model for Level 13: The ally regains 1 d6 additional hit points and
gains a +2 item bonus to saving throws.
t he divine boons of evil deities, or use the gUidelines on
Level 18: The ally regains 1 d6 additional hit points and
page 1 37 to create an appropriate divine boon based on gains a +3 item bonus to saving throws.
a magic item. Bane's boon might be similar to Bahamut's, Level 23: The ally regains 2d6 additional hit points and
for example, or it could have the same power as a terror gains a + 2 item bonus to saving throws.
weapon. Level 28: The ally regains 2d6 additional hit points and
gains a +4 item bonus to saving throws.

CHAPTER 5 I Adventures
LEGENDARY BOONS
The Raven Queen cloaks her champions in a shroud of dark-
A character gains a benefit from a legendary boon
ness, a halo of divine maBic that aids them in eriforcinB the
dictates offate. when he or she completes a specific act, such as slay-
Lvi 3
ing a powerful beast or visiting a site of untold power.
680 gp Lvl18 85,000 gp
Lvi 8 3,400 gp Lvi 23 425,000 gp Legendary boons, like divine boons, fill a similar role
Lvl13 17,000 gp Lvi 28 2,125,000 gp to that of magic items.
Divine Boon You might need to sell the idea of a legendary boon
Power (Encounter): Minor Action. Choose a target within to your players. Use story and flavor elements to pre-
10 squares of you. That target gains the mark of the vent the boon's mechanical effects from seeming dull
Raven Queen until the end of the encounter. On your and rote.
turn, you can reroll the result of one damage die against
A legendary boon could kick off a quest or other-
that target. This reroll does not alter the damage for
other targets hit by an area or close attack. wise push the PCs to acquire the boon. The wizard
Power (Daily. Teleportation): Minor Action. You teleport in the party might hear about the library of a great
adjacent to the target that bears the mark of the Raven archmage hidden in a dungeon. If the wizard reaches
Queen. the library and studies its contents, he or she could
Level 8: You gain a + 1 power bonus to attack rolls against gain a greater mastery over magic. Of course, a fear-
the target until the end of your next turn. some lich (perhaps a continuing villain from your
Level 13: You gain a + 1 power bonus to attack rolls and a
campaign) guards the place. Even worse, the charac-
+2 power bonus to damage rolls against the target until
the end of your next turn. ters last saw the map to the library'S location in the
Level 18: You gain a + 1 power bonus to attack rolls and a hands of a cleric of Bane.
+4 power bonus to damage rolls against the target until Characters should have strong motivations to seek
the end of your next turn. out legendary boons. Dangle a boon in front of the
Level 23: You gain a + 2 power bonus to attack rolls and a PCs like a carrot, but guard it with powerful monsters
+4 power bonus to damage rolls against the target until and other obstacles that require planning and fight-
the end of your next turn.
ing to overcome. The word "legendary" holds critical
Level 28: You gain a + 2 power bonus to attack rolls and a
+6 power bonus to damage rolls against the target until importance here. You want your players to feel that
the end of your next turn. the mighty forces they confront have a strong root in
the campaign world and the story.
It doesn't hurt to lay the groundwork for a legend-
The priests of Sehanine speak of the dark moon, an invisible ary boon early in the campaign. Ask the PCs what
celestial object that casts protective shadows upon Sehanine's items they want, and turn those items into legendary
followers. As her favored one, you are shielded from harm by the boons.
dark moon. To make a legendary boon more interesting, you
Lvi 3 680 gp Lvi 18 85,000 gp can incorporate any of the following features.
Lvi 8 3,400 gp Lvi 23 425,000 gp • A Legendary Story: Drinking the waters from
Lvl13 17,000 gp Lvi 28 2,125,000 gp
the first spring to erupt after the deities created
Divine Boon
Property: If a creature cannot see you, you take half damage
the world grants untold power.
from its attacks that hit you and no damage from its • A Powerful Figure in Myth or Legend: Bath-
attacks that deal damage on a miss. ing in the blood of the dragon Festergrim, slayer
Power (Daily. Teleportation): Immediate Reaction. of King Algus and ravager of the forest of Lorem,
Tri8Ber: You take damage. Effect: You teleport 2 squares.
grants a character immunity to fire. The blood of
Level 8: You teleport 3 squares, and you can make a Stealth
check as a free action to hide if you end this teleport in
an unnamed dragon just stains a character's favor -
cover or with concealment. ite hauberk.
Level 13: You teleport 4 squares, become invisible until the • A Place in the Larger Story: Reading the Book
end of your next turn, and can make a Stealth check to of Five Truths gives a character a legendary boon
hide as a free action.
and provides a map showing the resting place of
Level 18: You teleport 6 squares, become invisible until the
end of your next turn, and can make a Stealth check to
the artifact the characters need to cure the deadly
hide as a free action. green plague.
Level 23: You teleport 8 squares, become invisible until the
end of your next turn, and can make a Stealth check to Similar to other alternative rewards, a legendary
hide as a free action. boon lasts about five levels. At higher levels, the char-
Level 28: Immediate Interrupt. Tri88er: You take damage. acters can seek more powerful versions of the boon,
Effect: You teleport 8 squares, become invisible until the
or you can tie them to the ongOing story of your cam-
end of your next turn, and can make a Stealth check to
hide as a free action. paign. For example, the wizard Fenstern gains the
silver hands of power at the pool ofRalyar. Later in the
campaign, when Fenstern and his companions defeat

CHAPTER 5 I Adventures
VI
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0:
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3...J
0:

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Z
0:

the cambion mage Gallrak, the silver hands absorb The Third Truth Lvl18 85,000 gp
Gallrak's arcane power and grow even more potent. Property: When performing a ritual, roll twice and take the
In game terms, you just handed the PC a higher-level better result.
'-ersion of the boon, replacing a treasure parcel as
The Fourth Truth Lvi 23 425,000 gp
appropriate. In the story, Fenstern reclaims the power Property: Gain a +2 bonus to Will.
that Gallrak once stole from the pool. As an alterna- Property: Gain a +5 item bonus to initiative checks.
tive, perhaps Fenstern must return to the pool after
defeating Gallrak, and place the cambion's heart in The Fifth Truth Lvi 28 2,125,000 gp
the pool to improve the boon of the silver hands. Property: Gain darkvision and a +6 item bonus to InSight
checks and Perception checks.
Power (Daily): Minor Action. You can see invisible crea-
SAMPLE LEGENDARY BOONS tures as if they were visible. Sustain Minor: The power
remains in effect.

Scribes recorded five truths on scrolls at the start of the Dawn


War and then scattered the scrolls throu8hout the planes of Lidda's luck was uncanny. When all hope seemed lost and she
existence. Each scroll wants its reader essential insi8ht into the was si8hin8 her last breath,fortune smiled on her. She rose
nature ofbein8. to her feet, drove her sword into the youn8 dra8on's eye, and
Legendary Boon smiled.
The First Truth Lvi 8 3,400 gp Legendary Boon 680 gp
Property: Gain a + 2 item bonus to InSight checks and Power (Daily): No Action. Gain a + 2 power bonus to a sav-
Perception checks. ing throw you just rolled; use the new result.

The Second Truth Lvi 13 17,000 gp


Property: Gain a + 1 item bonus to Wisdom ability checks
and Wisdom-based skill checks (but not Wisdom attacks).
Power (Daily): Immediate Interrupt. Tri88er: You are hit
by an attack that targets your Will. Effect: You gain a +5
power bonus to Will against the attack.

CHAPTER 5 I Adventures
GRANDMASTER TRAINING
Bathina in the blood of the slayer of Kina Alaus and ravaaer of Garras had traveled for weeks across the fire-blasted Plains
the forest of Lorem miaht not make you immune to fire, but it
helps.
of Iron to find this simple thatch hut that belonas to Davros
Elden, the finest swordfiahter the world has ever known.
Lvi 19 105,000 gp Lvi 29 2,625,000
Lvi 24 525,000 gp
Garras throws his cloak over his shoulder and adjusts his
Legendary Boon armor as he strides toward the door.
Property: Gain resist 10 fire. As Garras raises his hand to knock, a middle-aaed male
Level 24 or 29: Resist 15 fire. human wearina a frayed robe throws open the door. His
Power (Daily): Immediate Interrupt. Tri8aer: You are hit by aut hanas over his belt, and his riaht handarasps a tan-
a fire attack. Effect: You and each ally within 5 squares of kard of ale.
you gain resist 20 fire until the start of your next turn.
"First, you took too lona to arrive. Second, you have ter-
Level 24 or 29: Resist 30 fire.
rible balance, and I doubt I can teach you anythina. Third ,
that cloak is ualy. Return in a year, and show me you've
improved. Maybe then I'll take you in."
The fey sprina that feeds the aleamina Sehalandria River, which
The door slams shut. Garras turns, and his back stiffens
rushes from the Feywild to the world, wants preternatural speed
as shame, anaer, and defeat rush over him. He reaches
to anyone who drinks from it.
down to the flask at his belt, and the door flies open aaain.
Legendary Boon 325,000 gp
Property: Gain a +2 item bonus to speed.
"Do I smell Barovian whiskey? Maybe you're not as
Power (Daily): Minor Action. Take a move action. stupid as you look. Brina that flask over here, and let's talk."

As an unmatched warrior, spellcaster, trickster, or


priest, the grandmaster writes the texts and creates
The pool ofRalyar 810ws with arcane power. When the wizard
Fenstern dips his hands into the pool, he shrieks in pain. In the diSciplines that others follow. A character who
exchanae for this power, Fenstern accepts the momentary a80ny displays persistence, luck, or determination could
of the pool transformin8 his hands into livina qUicksilver. earn the chance to study at the feet of such a master
Legendary Boon Lvi 14 21,000 gp and learn techniques beyond the normal limits of
Power (Daily): Free Action. Tri88er: You are hit with a daily mortal achievement.
power. Effect: You can use an at-will power. Similar to divine boons and legendary boons,
Lvl19 105,000 gp grandmaster training gives characters access to
Power (Daily): Free Action. Tri88er: You score a critical hit magic item powers without the need to own those
using an encounter power or a daily power. Effect: That
items. In this case, a character masters a new ability
power is not expended.
through hours of focused, intense training. This train-
ing requires more than rote practice; it involves study
with an expert in armed combat or magecraft.

CHAPTER 5 I Adventures
Make your grandmaster more than a faceless The training provided by a grandmaster gives a PC
PC who bestows powers on characters who visit the equivalent benefit of a magic item. The PCs might
im or her. Why replace magic items with grand- find an item for the master or complete an aSSigned
",aster training if the net result in play remains the task to earn their training, which takes the place of
me? Build the grandmaster as a living, breath- an appropriate treasure parcel. It might take a few
ng. active NPC in the campaign. A character who days or a week for the master's training to sink in. u...
udies under a grandmaster equates to a novice Obviously, masters provide great ways to drive >
pprenticed to an expert artisan. The character can adventures. A master might require his paladin pupil ~
"pect the master to assign tasks that range from the to go on a quest to prove his dedication to the deity z
'riYial (cleaning the master's home) to the daunting they both worship_ A wizard's master could send her x:
enturing into the mountains and slaying the high into a dungeon to recover a set oflost books. And
riest ofBaphomet's cult). a master might betray her pupil or reveal that the
You might use the stereotypical grandmaster- party's sworn enemy was once her greatest student.
~. e elderly martial arts master who takes the young
· udent under his wing, interspersing the student's SAMPLE GRANDMASTER TRAINING
rai ning with menial jobs and verbal (and phYSical)
buse. The master has too little time and too much
alent to bother with a gentle approach. Either his The fencin8 master's first lesson adjusted Garms's pOSition in a
tudents learn, or they can seek out a lesser, easier duel. maximizin8 defense.
llaster. Grandmaster Training 2,600 gp
You might find the stereotype fun to play with, Property: When you shift, you gain a +1 item bonus to AC
r you could explore other options. A grandmaster and Reflex until the end of your next turn.
~ight be a stern parental figure who offers insight Power (Encounter): Minor Action. Shift 2 squares.
~nd advice to the characters and never seems satis-
ied with their work. She could be an old drunk who,
nknown to the characters, once held the title of When Garms returned for a second lesson, he learned to steady
reatest wizard in the city. If the characters sober her himself when an enemy wore him down.
;Ip. she recovers enough of her skills to impart them Grandmaster Training 4,200 gp
the characters. A grandmaster could be a deva on Power (Daily): Minor Action. Use this power when you are
· he brink of divine ascension, or a deity cloaked in bloodied to gain temporary hit points equal to your heal-
mortal form. ing surge value.
Most important, flavor a grandmaster NPC with
nteresting quirks, and have him or her partiCipate
ctively in the characters'lives. Again, this approach On GarTas's third visit, he learned the technique of makin8 two
aIls flat unless you instill the master NPC with inter- hasty strikes in blindin8 succession.
e ting details. You want your PCs to remain in the Grandmaster Training 9,000 gp
master's training despite the tasks he expects them Power (Daily): Standard Action. Make two melee basic
to perform, the complications he causes, or his med- attacks, each with a -2 penalty to the attack roll.
dling in their lives.
A grandmaster comes to life if you incorporate the
oIlowing features: When GarTaS returned a fourth time to the master's hut, he
learned that Davros Elden had more skill than he let on.
• A Vivid Personality: This key trait, played at
Grandmaster Training 17,000 gp
maximum volume, outperforms a number of
Property: You take no damage from a fall and always land
subtle traits. You want your players to associate the on your feet.
grandmaster's personality with his or her name. Power (Daily): Move Action. Fly a number of squares equal
• Goals and Desires: Grandmasters have their to your speed. At the end of your turn, you float down to
own objectives; they assign tasks that help their the ground if you aren't already there.
cause.
• A Place in the Larger Story: The characters'
enemies might kidnap the grandmaster, or the
grandmaster might playa direct and pivotal role in
developing the story of the campaign.

CHAPTER 5 I Adventures
.- ._._-._-.-.--.-.--.-. __ .--.-.-._-.-.--._.--.-._._-
lTEM COMPONENTS ~

Sometimes, you might want to strike a middle ground 3. Place the Components: Think of the compo-
between magic items and mechanics. The concept of nents as three miniature treasures. The PCs uncover
item components replaces the flavor of magic items the final piece at around the same time when they
but retain the mechanics, and components allow you would have found the treasure parcel you replaced.
to add more background to an item. You might include speCifics about what the PCs must
The idea behind item components is Simple. To do to create the item as part of the game's overall plot
ultimately obtain a magic item, the characters must or a secondary story that comes into play when the
find speCific objects or ingredients and perhaps gain PCs attempt to assemble or create the item.
the help of an NPC or access a magical location. The characters can learn of the components in a
Mechanically, an item component replaces a magic number of ways. Have them find the first component,
item treasure parcel with a number of elements that, as well as directions explaining the initial step to
when combined, form the item. making the item. The characters could also discover
For example, you could replace treasure parcel notes on creating the item in an old journal or learn
4 in a set of rewards for a 12th-level party with the of the process from a mentor. Or the components
components needed to create a level 13 magic item, might pose a mystery: The PCs know they can make
such as a +3 assassin's short sword (see Adventurer's an item by assembling the components, but they don't
Vault, page 63). In this case, the characters need to know what the item does.
collect a shard of obsidian from the grand altar to 4. Upgrade or Replace? An item created using
Bane, the poison gland from a venom-eye basilisk, these guidelines could replace an old item. Or the
and water drawn from a cistern in the black ore process could impart a new power to an existing
mines. The characters can make the sword when they item, upgrading it to a higher level. If the compo-
retrieve these components. nents improve an existing item, consider augmenting
To incorporate the idea ofitem components into another treasure parcel with gold equal to 20% of the
your game, use the following steps: older item's value. Because PCs likely sell older items
1. Pick a Parcel: Choose a magic item treasure when they receive upgrades, the extra gold makes up
parcel you want to divide into components and pick for the loss of those items to sell.
an item to fill it. 5. Decide How Characters Make the Item:
2. Determine the Components: Divide the Once the characters have the components, what do
selected item into three components. Such an they need to do to assemble or create the item? Do
arrangement gives the characters a sense of start- they have to follow a specific set of steps to complete
ing the process of gathering the item's parts, making the process? You might want to require the PCs to
progress, and then finishing it, without making the complete a ritual, but avoid requiring the PCs to
process either too simple (two parts) or too involved pay gold to do so. After all, the components fuel the
(four or more parts). making of the item.
The actual components you devise depend on your You might require a skill challenge, but if failure
campaign. Some or all of them might fit into one or means that the PCs ruin the item, you risk frustrating
more of the follOWing categories. the players. Instead, use a skill challenge to serve as
Help from an NPC: The characters might need help a backdrop during a battle or some other encounter
from an NPC to complete the item. Maybe a priest that occurs while the PCs make the item. The skill
must bless a sword to make it holy, or a character challenge might determine the number of undead
might need a dryad to kiss a staff to enhance its creatures the PCs awaken while they complete the
charm powers. The characters can gain a component item. If the characters fare poorly in the challenge,
of this sort by helping the NPC, by roleplaying the they have to fight their way past a deadly encounter to
interaction, or by succeeding on a skill challenge. escape, or maybe the party must divide, some fight-
Harvested Inaredients: Rare herbs, organs taken ing fight waves of undead while others finish making
from slain monsters, or metals or objects taken from the item. If the characters succeed on the skill chal-
special locations fall into this category. The characters lenge, the undead leave the PCs alone as they finish
might need to hunt down and defeat a certain kind of the item.
monster, or they could have to find a rare plant. In such a skill challenge, Arcana, Religion, and
Forbiddina Sites: Gaining an item component might Nature can reflect the knowledge needed to bind the
require the characters to travel to a distant location item's magic. Athletics and Endurance checks repre-
and use a magic forge, or perhaps they must craft a sent the phYSical labor of forging a weapon or some
portion of the item within a certain area of the Ele- other object. Fine detail work, such as runes etched
mental Chaos. into a stone, uses Thievery.

CHAPTER 5 I Adventures
-- . -- . --- . - . -- . - . -- . -- . - . - . -- . - . -- . - . -- . - . - . ~

~RT1FACTS -~
\I)
r-
I
u
't:
t a fundamental level, artifacts are magic items and use artifacts even in your heroic tier game. Intro-
hose role in the game has far more to do with the ducing an artifact at low levels helps the players see
ory of your adventure or campaign than it does the grand scope of the story they're involved in.
ith the actual game effects of the item. Characters Tie Artifacts to Campaign Themes: Use artifacts
'n ight buy, sell, enchant, and disenchant any of the to reinforce the story you want to tell in your cam-
undreds of magic items found in the Player'S Hand- paign. If you want to explore themes of how power
10k and Adventurer's Vault volumes. They might corrupts those who wield it, introducing the Eye of
l,-en quest after those items. But when an artifact Vema into your campaign can help reinforce that story.
nters the characters' lives, the story of the campaign If your campaign involves fighting an oppressive ruler
revolves around the artifact for a time. or exploring the cost of freedom, then the Invulnerable
Artifacts are completely under your control. It's up to Coat ofArnd can help expound on those themes.
ou when you introduce an artifact to your game, and Recast Stories and Goals: Add details from
up to you when the artifact leaves the characters' your campaign to the origin story for an artifact, or
ands. Ownership of an artifact is the one element of a alter its goals to strengthen its ties to the themes of
haracter's capabilities that the character's player has your campaign. Does a powerful eladrin villain play
o control over-it rests entirely in your hands. Use that an important role in your campaign? Perhaps he is
""X)wer for good-the good of your campaign story. a descendant of Ossandrya, and knowledge of the
This section introduces seven new artifacts to sup- Emblem of Os san drya is part of his family'S lore.
lement the ones that appear in the DunBeon Master's Wait Until Players Have Bought In: Hold off on
J uide, and it leads off with some tips to help you incor- introducing an artifact into your campaign until after
""X)rate these special items into your game. the characters have completed an adventure or two
Use Artifacts at Any Level: An artifact's overall and the players are fully invested in the story of the
':lOwer level isn't what makes it special. Magic items campaign. They should already know what's at stake
appear at every level, and there's nothing inherently and have at least a hint of the nature of the major
!llore special about a level 30 item than there is about villain in the story. With that groundwork laid, an
a level 1 item. Artifacts are different. There are arti- artifact's arrival carries the appropriate weight. The
acts appropriate for heroic-level characters as well as players will appreciate the Invulnerable Coat ofArnd
epic-level characters, and even the lowliest artifacts all the more after they understand the nature of the
are significantly different from ordinary magic items tyrant they have to overthrow.
f roughly the same level-not necessarily more pow- Sometimes introducing an artifact can also serve
erful, but definitely more significant. So, go ahead to introduce the villain or theme of a campaign. If
you plan to take your campaign in a dramatic new
direction in the paragon tier as a major war breaks
"1 CHOSE YOU" out in your campaign world , for example, you could
You might decide to introduce an artifact into your cam· introduce the conflict by having the Standard ofEter-
paign in one of two basic ways: Either the characters seek nal Battle fall into the characters' hands.
out the artifact, or it falls into their hands-possibly even Allow for Conflict: Make sure there's potential
seeking the characters out. Which approach is better for for characters to come into conflict with the goals of
four campaign depends on the extent to which the play- an artifact. The Axe of the Dwarvish Lords seeks to be an
ers understand what's at stake in the campaign. inspiration to honorable people. What if the characters
If the players understand the stakes and are already discover that there's an easier way to achieve their
determined to pursue the story to its conclusion, then it's goals (and the Axe's goals) using deceit and dishonor?
fine to send them on a quest to find and acquire an arti· Do they take the easy route and displease the artifact,
fact that can help them achieve that goal. This approach or stick to the Axe's lofty principles and follow a harder
can also help you reinforce campaign themes of heroic road? A decision like this enriches your story and rein-
choice and consequences, particularly if deciding to use forces the idea that player choices matter in the game.
the artifact clearly helps the characters accomplish one Allow Time for Goodbye: When it's time for an
goal, but might prove a hindrance in other ways. artifact to move on, if the characters are in good stand-
On the other hand, if your campaign includes the idea ing with it, make the occasion appropriately solemn.
that characters are born to a heroic destiny, you can rein- Let the characters participate in the artifact's depar-
force that idea by haVing an artifact seek them out. Arthur ture, perhaps seeking out appropriate successors or
didn't go on a quest to find Excalibur so he could become returning it to a special location where it can be found
king; the fact that he was destined to be a great and heroic when it's needed again. Give the players a chance to
king led to the artifact coming into his possession. say goodbye to this member of your supporting cast.

C HAP T ER 5 I Adventures
ADAMANTINE HORSE aspects. Xarn disappeared from history after that
battle, but tales of great heroes who waged war
OF XARN against the Dragon Queen with the help of the arti-
The Adamantine Horse ofXarn is appropriate for mid- fact are scattered throughout history.
heroic-level characters_
GOALS OF THE ADAMANTINE HORSE
• Serve as a mount for a hero devoted to the tenets of
Atfirstglance, this artifact appears as an adamantine plate-
law and good.
barded warhorse of particularly powerful build, but further
inspection reveals that the entire horse is made of metal and is • Protect the weak and uphold justice for the
powered by gears and hidden arcane devices. Due to the genius innocent.
of its craftsmanship, its noble form moves naturally despite its
unyielding material. • Fight against tyranny and greed, especially that
perpetrated by chromatic dragons.
Wondrous Item
Property: The Adamantine Horse ofXarn is a construct in the
form of a warhorse that serves as a mount for its owner. Its ROLEPLAYING THE
statistics depend upon its concordance with its owner. ADAMANTINE HORSE
Ifit is owned by a character who shares its philoso-
ADAMANTINE HORSE OF XARN LORE phy and helps it to achieve its goals, the Adamantine
Arcana or History DC 16: Unlike most other Horse ofXarn is a stalwart companion, providing
artifacts that are held, worn, or wielded, the Adaman- timely aid to its owner. The Adamantine Horse can be
tine Horse ofXarn is meant to be ridden. The artifact is extremely stubborn, however, with a character who is
coveted by warriors who serve the cause of good and less perfectly aligned with its goals. The Adamantine
who struggle against greed, injustice, and destruc- Horse can't communicate with its rider verbally, but it
tion , especially that caused by chromatic dragons. understands Draconic, Common, and Supernal, and
Arcana or History DC 21: Tales say that Baha- it makes its desires known with a gentle (or not so
mut gave the Adamantine Horse to the legendary gentle) nudge, a derisive whinny, or the placement of
dragonslayer Xarn, a champion of the young human its metal body to block or reroute passage.
race. Xarn had already proved his worth against
a champion ofTiamat, but he went on to ride the CONCORDANCE
Adamantine Horse into battle against one ofTiamat's Starting Score 5
Owner gains a level +1d10
Owner is lawful good +2
Owner is a paladin, warlord, or avenger +1
Owner has the Mounted Combat feat +1
Owner finishes a quest that fulfills
the Adamantine Horse's goals +1
Owner defeats an evil dragon (maximum 1/day) +1
Owner acts in a way contrary to the
Adamantine Horse's goals -2
Owner disregards the Adamantine Horse's desires -1

PLEASED (16-20)
"On the battlefield, we move and fi8ht as one."
The Adamantine Horse ofXarn is proud to serve
its owner as a steed and ally in battle, and it shares
its magical power with its owner's allies as well. The
Adamantine Horse's statistics reflect its pride and
confidence.

Property: While you are mounted on the Adamantine Horse,


any mounted ally within 20 squares of you gains a + 2
power bonus to his or her mount's speed and a +5 bonus
to damage rolls with charge attacks.
Property: While you are mounted on the Adamantine Horse,
you gain a +4 bonus to all defenses against opportunity
attacks.
Property: The Adamantine Horse becomes a 10th-level
creature with the following statistics:

CHAPTER 5 I Adventures
Pleased Adamantine Horse of Xarn Level 10 Brute The Adamantine Horse ofXarn is content to allow its III
large animate beast (construct, mount) XP 500 1-
owner to use it as a mount. U
nitiative +6
HP 136; Bloodied 68
Senses Perception +12; low-light vision
«
u...
Property: The Adamantine Horse becomes a 7th-level
C 22; Fortitude 24, Reflex 21, Will 22 creature with the following statistics:
Speed 10
Z Kick (standard; at-will) Adamantine Horse of Xarn Level 7 Brute
+13 vs. AC; 1d1 0 + 8 damage.
large animate beast (construct, mount) XP 300
- Trample (standard; at-will)
Initiative +4 Senses Perception +10; low-light vision
The Adamantine Horse ofXarn can move up to its speed and
HP 105; Bloodied 52
enter enemies' spaces. This movement provokes opportunity
AC 19; Fortitude 21, Reflex 18, Will 19
attacks, and the Adamantine Horse must end its move in an
Speed 8
unoccupied space. When it enters an enemy's space, the
Adamantine Horse makes a trample attack: +11 vs. Reflex; 1 d1 0
<D Kick (standard; at-will)
+10 vs. AC; 1d8 + 7 damage.
- 8 damage, and the target is knocked prone.
'\damantine Charge (while mounted by a friendly rider of 7th
+ Trample (standard; at-will)
The Adamantine Horse ofXarn can move up to its speed and
level or higher; at-will) .. Mount
enter enemies' spaces. This movement provokes opportunity
The Adamantine Horse grants its rider 10 extra damage on
attacks, and the warhorse must end its move in an unoccupied
charge attacks.
space. When it enters an enemy's space, the warhorse makes a
Iignment Unaligned Languages Understands Common,
trample attack: +8 vs. Reflex; 1d8 + 7 damage, and the target is
Draconic, and Supernal
knocked prone.
Str 24 (+12) Dex 12 (+6) Wis 14 (+7)
Adamantine Charge (while mounted by a friendly rider of 7th
Con 26 (+13) Int 4 (+2) Cha 10 (+5)
level or higher; at-will) .. Mount
The Adamantine Horse grants its rider 10 extra damage on
SATISFIED Cl2-15) charge attacks.
-Together, we shallfindglory through our actions!" Alignment Unaligned languages Understands Common,
Satisfied with its owner's deeds and devotion to Draconic, and Supernal
he ways of good, the Adamantine Horse ofXarn grants Str 23 (+9) Dex 12 (+4) Wis 14 (+5)
its owner and all mounted allies additional powers. Con 25 (+10) Int 3 (-1) Cha 10 (+3)

Property: While you are mounted on the Adamantine Horse, UNSATISFIED Cl-4)
any mounted ally within 20 squares of you gains a +S 'The horse has a mind of its own about our purpose_"
bonus to damage rolls with charge attacks. The Adamantine Horse ofXarn still accepts its owner
Property: The Adamantine Horse becomes an 8th-level as a rider, but it ignores its owner's commands unless
creature with the following statistics:
they directly serve the artifact's goals. The Adamantine
Horse holds back from granting its owner its full power.
Satisfied Adamantine Horse of Xarn Level 8 Brute
large animate beast (construct, mount) XP 350
Property: The Adamantine Horse becomes a 7th-level
Initiative +5 Senses Perception +11; low-light vision
creature with the statistics shown above, but it doesn't
HP 115; Bloodied 57
grant its adamantine char8e ability to its owner.
AC 20; Fortitude 22, Reflex 19, Will 20
Speed 9
::B Kick (standard; at-will) ANGERED (0 OR LOWER)
+11 vs. AC; 1d8 + 7 damage. "1 am unworthy to ride this steed."
-I- Trample (standard; at-will)
The Adamantine Horse ofXarn can move up to its speed and Property: The Adamantine Horse ofXarn tries not to let its
enter enemies' spaces. This movement provokes opportunity owner mount it. If its owner does somehow mount it, the
attacks, and the warhorse must end its move in an unoccupied Horse doesn't move.
space. When it enters an enemy's space, the warhorse makes a
trample attack: +9 vs. Reflex; 1d8 + 7 damage, and the target is MOVING ON
knocked prone.
"The steed has other fights to jOin."
Adamantine Charge (while mounted by a friendly rider of 7th
level or higher; at-will) .. Mount The Adamantine Horse ofXarn gallops off to other
The Adamantine Horse grants its rider 10 extra damage on adventures. Ifit has normal concordance with its
charge attacks. owner, it walks off into the sunset the next time the
Alignment Unaligned Languages Understands Common, character gains a level, never to be seen again. If it's
Draconic, and Supernal satisfied or pleased with its owner, it leaves behind
Str 23 (+10) Dex 12 (+5) Wis 14 (+6) a celestial charger (Monster Manual, page 159) that
Con 25 (+11) Int 3 (+0) Cha 10 (+4)
serves the Adamantine Horse's former owner faith-
fully. If the artifact is angered or unsatisfied, it leaves
NORMAL (5-11)
its owner at an inconvenient time to emphasize its
"This union has potentialfor greatness, but valor must be
disappointment and displeasure with the character's
proven."
actions.

C HAPTER 5 I Adventures
AMULET OF PASSAGE
The Amulet of Pass aBe is appropriate for heroic-level
characters.

This fine silver chain is unassumin8, bearin8 a sin8le arrow-


head·shaped jewel. While you wear this amulet, it stirs thou8hts
ofle8endary battles and heroic deeds.
The Amulet of Passa8e is a +2 ma8ie amulet with the
following properties and powers.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: You gain a + 2 item bonus to Acrobatics and
Athletics checks to escape, and to Thievery checks to open
locks.
Power (At-Will): Standard Action. You attune an ally to
the Amulet. While attuned and within 10 squares of you,
an ally can use the Amulet's powers (but not its enhance-
ment bonus or properties) as if he or she were wearing it.
Power (Daily" Teleportation): Move Action. You and
each attuned ally can each use this power once per day.
You teleport a number of squares equal to your speed.

AMULET OF PASSAGE LORE extraordinary powers of movement- not just to its


Religion DC 16: An ancient tale describes how owner, but to its owner's allies as well.
Asmodeus, seeking to thwart the power of fate, placed
obstacles in the paths of those mortal beings with the GOALS OF THE AMULET OF PASSAGE
greatest destinies. To counter this affront, the Raven
Queen crafted the Amulet of Pass aBe to gUide the .. Find those that could become legendary heroes
greatest mortal heroes back to the path that fate had and guide them toward their destined paths.
laid out for them. .. Continue to move through the world in search of
Religion DC 21: Another legend claims that new heroes.
Avandra made the Amulet to help heroes pursue
their own dreams and goals. The Amulet grants ROLEPLAYING THE
---===~
AMULET OF PASSAGE
When the Amulet of Pass aBe first comes into a char-
ARTIFACTS FOR acter's possession, it resents the task set before it and
MULTIPLE PLAYERS must be convinced that its new owner truly is des-
This book introduces artifacts that identify themselves tined for greatness. As its owner continues to succeed.
with more than one character in the party. Such artifacts the artifact begins to believe that the character is .
might grant powers or properties to two or more charac- worthy of his or her destiny.
ters, as the Amulet of Passa8e does. Other artifacts have The Amulet of Pass aBe doesn't communicate ver-
concordance based on the actions of each party member, bally or telepathically, but it does instill emotional
rather than just the artifact's owner, as the Standard of states in its owner, depending on its concordance. It
Eternal Battle does. Some can be used by multiple char- will use feelings of courage and confidence to encour-
acters Simultaneously, such as the paired sets of boots age its owner to push forward without an extended
Rash and Reckless or the Cup and Talisman of AI'Akbar. rest (see "Drawing Characters Onward" on page 54).
The Emblem of Ossan drya, on the other hand, allows only
one owner at a time to use it, but it can be passed from
character to character without loss of concordance.
These artifacts can help you reward your players for
working well together as a team, or encourage them to
think more as a team if they're selfishly inclined. The arti-
facts can also have the opposite effect if you're not careful,
leading to conflict among your players over the "right"
way to use the artifact. If conflict does arise, remember
that artifacts make their own wishes known to their ::
owners.

CHAPTER 5 I Adventures
CONCORDANCE UNSATISFIED (1-4) Vl
I-
Starting Score 5 "Ifyou don't step over the mountain rid8e, the scenery U
Owner gains a level +1d10 never chan8es." «
L.I.
Owner reaches three milestones in one day +2 The Amulet ofPassa8e is disappointed in its owner, I-
Owner completes a major quest (maximum 1/day) +1 who clearly lacks the drive or ability to accomplish 0:::
Owner's ally dies -1 great things. The character might experience the
«
Owner stays in the same region for 2 weeks Amulet's displeasure as a nagging feeling oflonging,
without reaching a milestone -1 or as thoughts of wanting something more out oflife
and the need for a change of scenery.
PLEASED (16-20)
-Soon we will accomplish the stuff ofle8end. Everythin8 The Amulet's enhancement bonus decreases to + 1.
I"e ·ve done so far is just a prelude to what lies ahead."
The Amulet ofPassa8e is pleased and impressed ANGERED (0 OR LOWER)
\°ith its owner, and it instills a sense of courage, "We are all lost, and so is this cause."
confidence, and destiny in that character. It urges its The Amulet ofPassa8e despairs of ever goading its
owner to ever greater achievements. owner to great deeds, and that despair rubs off on the
character. The owner feels as ifhe or she will never
Property: The Amulet's item bonus to Acrobatics and achieve great things or accomplish anything oflasting
Athletics checks to escape, and to Thievery checks to open
import.
locks, increases to +5.
Power (Daily + Reliable, Teleportation): Standard Action.
The Amulet's enhancement bonus decreases to + 1. The
You or an attuned ally can use this power. Make an
owner can no longer use any of the Amulet's powers, and
attack: Close burst 10; targets one creature; Intelligence
all allies lose their attunement to the Amulet.
+3, Wisdom +3, or Charisma + 3 vs. Will; on a hit, the
Property: The Amulet's item bonus to Acrobatics and
target disappears from its location (save ends). While the
Athletics checks to escape, and to Thievery checks to open
target is gone from its location, it can't take actions and
locks, is negated.
can't be targeted. On a save, it reappears in the space it
last occupied (or in the nearest unoccupied space of its
choosing if that space is occupied). MOVING ON
"1 have shown you the path, but you must take the first
SATISFIED (12-15) steps on your own."
-Our destinies are intertwined as we walk t08ether on the After the Amulet ofPassa8e has guided its owner
Toad of adventure." and his or her allies onto the path of their destinies,
The Amulet ofPassa8e appreciates its owner's drive it moves on to find its next owner. Before it leaves, it
and encourages that character to achieve more. It provides the characters one last passage, typically a
instills a sense of restlessness, dissatisfaction, and teleportation of some great distance (perhaps even
urgency in its owner, trying to drive the character across worlds), to where their next great adventure
oward still greater actions. will begin.

Power (Encounter + Teleportation): Move Action. You


and each attuned ally can each use this power once per
encounter. You teleport 1 0 squares into a space adjacent
to an ally who is wearing or attuned to the Amulet.

-:-JORMAL (5-11)
-1 say we 80 that way."
The Amulet ofPassa8e is noncommittal when it
fi rst comes into its owner's possession, waiting to see
whether the character will live up to the artifact's
expectations. It does encourage the owner to be more
decisive, to keep on the move, and to seek adventure
and heroic deeds whenever an opportunity presents
itsel(

CHAPTER 5 I Adventures
CUP AND TALISMAN to mortals to help the world recover from a time of
terrible devastation.
OF AL'AKBAR Religion DC 27: After the artifacts were first
The Cup and Talisman of AI'Akbar are appropriate for used to care for the injured and sick, conflicts arose
paragon-level characters. over the ownership of the Cup and Talisman. Some
sought to use the items for good, while others wanted
to support armies of conquest, and skirmishes raged
This eiBht-pointed star of hammered platinum hanBs on a over their possession until the artifacts disappeared.
chain ofBold and pearls. Each point of the star is tipped with a
diamond, and elaborate patterns ofBold inlay cover its surface. GOALS OF THE CUP AND TALISMAN
The Talisman of AI'Akbar is a +3 maBie holy symbol with the
following properties and powers.
• Prevent death and eliminate disease.
Implement (Holy Symbol) • Avoid creating conflict because of the artifacts'
Enhancement: Attack rolls and damage rolls allure.
Critical: +3 d6 damage per plus
Property: Whenever you make a Heal check, you can roll
• Atone for the past pain and bloodshed the artifact
twice and use either result. have caused.
Property: Whenever you use a healing power on an ally, that
ally regains 1 dl 0 additional hit points. ROLEPLAYING THE
Power (Daily. Healing): Free Action. TriBBer: You reduce
an enemy to 0 hit points with an attack power using this CUP AND TALISMAN
holy symbol. Effect: You or one ally within 5 squares of Though each item is a powerful artifact in its own
you gains regeneration 5 until the end of the encounter. right, the Cup and Talisman of AI'Akbar appear in
histories and lore only as a pair. Likewise, both items
think and speak as one entity when in close proxim-
Twelve &reat Bems form a rinB around the rim of this larBe Bold ity, echOing one another's words. When separated
chalice, which requires two hands to carry. The chalice Blows and in the hands of a good soul, each item comments
with a faint Bolden liBht. frequently that it must be reunited with its other hal(
Wondrous Item The items are altruistic and expect their owner
Power (Daily): Standard Action. You drink from the Cup of to be as well. They seek only owners who have good
AI'Akbar and make an Endurance check against a disease intentions and avoid anyone who pursues glory or
affecting you, using the disease's improve DC. If you suc- profit above good deeds. Any owner who uses the Cup
ceed, you're cured. If you fail, the disease doesn't get any
and Talisman directly for profit earns their distrust.
worse while it affects you.
Power (Daily. Healing): Using this power takes 10
A character using the artifacts can reap the normal
minutes. You create one potion of AI'Akbar (see below). If treasure-and even pay-from adventuring. Forcing
you use the Cup together with the Talisman of AI'Akbar, the sick or wounded to buy the Cup's healing is unac-
you can instead create up to three potions of AI'Akbar. A ceptable, as is raising someone from the dead because
potion created in this way reverts to plain water if it isn't that person is wealthy or powerful rather than worthy
consumed within 24 hours. or innocent.
Though they're great artifacts of healing, the Cup
When filled with water, the Cup of AI'Akbar can create and Talisman have also caused much bloodshed
a potion ofAI'Akbar. A creature that drinks one of among ambitious individuals who sought the items'
these potions gains a healing benefit. The potion can't power. The artifacts still fear their own power and try
be disenchanted. to escape notice.

AL:A.KBAR'S CURSE
This Bolden liquid contains &reat healinB maBie. The Cup and Talisman ofAl 'Akbar were created in a
Potion time of great need-some say it was a great plague
Power (Consumable. Healing): Minor Action. Drink
created by evil deities or demon lords, while others
this potion and spend a healing surge. Instead of the
hit points you would normally regain, you regain 30 hit
believe it was a war in which great heroes were griev-
points and make a saving throw. ously wounded and killed. Once that time had passed
If you have no healing surges when you drink this po- and the artifacts were no longer crucial to survival
tion, you instead gain 15 temporary hit points. and victory, their very presence led to hostilities. All
sought to own the artifacts, including their owners'
CUP AND TALISMAN LORE enemies, neutral parties who sought their power, and
Religion DC 22: The Cup and Talisman of even the owners' allies. At that point, the Cup and
AI'Akbar are divine relics with great healing powers. Talisman disappeared. Sil1ce that time, they have sur-
Legend says that they were gifts from Pelor, given faced when they were needed, but only long enough
to accomplish their goals before disappearing again

CHAPTER 5 I Adventures
o avoid creating more conflict. The Cup and Talisman NORMAL (5-11) I.Il
sorry that they do more harm than good.
r-
"So many call out in pain. We must heal their tortured u
The Cup and Talisman are supernaturally allur- bodies and ease their sufferina." «
u.
ing and can cause even old allies to turn against one
another. The dangers of the artifacts' allure to the
r-
Special: If you have only one of the artifacts, that artifact ex::
characters the longer they hold them should be fore- encourages you to find the other artifact and drops cryptic «
had owed. At first it could be petty rulers who seek to hints to lead you to it (or more explicit instructions once it
wn the artifacts, but later the situation could esca- trusts you).
Special: If you have both artifacts, they request that you find
ate to conflicts and dissension among the characters
and heal those in need. They also emphasize discretion,
hemselves. not wishing for their whereabouts to be discovered.

CONCORDANCE UNSATISFIED (1-4)


The Cup and Talisman of AI'Akbar share one concor- "Are my motives pure? Do I truly serve the will of the aods?"
dance score, but each attitude grants different powers The Cup and Talisman ofAI'Akbar consider you
o each item. untrustworthy. They don't believe that you truly work
for good and are worried that your self-interest is
CONCORDANCE interfering with their altruistic motives. They force
Starting Score 5 you to heal indiscriminately.
Owner gains a level +1d10
Owner is devoted to Pelor +1 Special: You gain no benefit from drinking a pation of
Owner reunites the Cup and Talisman +2 A/'Akbar.
Owner completes a quest for worshipers of Pelor +1 Property: Whenever you heal an ally and that ally regains
Owner uses the Cup or Talisman for profit additional hit points through the Talisman, each enemy
within 3 squares of the ally also regains hit points equal to
(this includes selling a potion of AI'Akbar) -2
the additional hit points.
Owner is attacked as a result of owning the item -2
A.n ally or innocent dies in the owner's presence
ANGERED (0 OR LOWER)
(maximum 1/day) -2
"The leaacy of the Cup and Talisman remains shameful,
and I've done nothina to repair it."
PLEASED (16-20)
You have been actively working against the arti-
-We have atoned for the blood spilled over us in the past,
facts' interests, and they wish to find a more worthy
. u t we fear our renown grows too great."
owner.
The Cup and Talisman ofAI'Akbar sense that the
-ime to depart is coming soon and feel they have now Property: Whenever you spend a healing surge or use a
ontributed more good to the world than suffering. It healing power, you reduce the hit points regained by 1 d1 0
·on't be long before the items move on. (to a minimum of 1 hit point regained). This effect applies
even if you're only carrying the Talisman.
The Talisman's enhancement bonus increases to +4.
Talisman Critical: +4d6 damage per plus MOVING ON
Talisman Power (At-Will. Healing): Minor Action, 1/
"It's too danaerous to remain here. We must disappear
round. One ally you can see can spend a healing surge.
Cup Power (Daily. Healing): Standard Action. You from the face of the world once aaain."
choose a creature (or portion of a creature) within 5 The Cup and Talisman ofAI'Akbar, eager to avoid
squares of you that died less than 5 minutes ago. That too much attention, want to become "lost" once
creature returns to life and regains hit points as if it had again. This might happen because their owners have
spent a healing surge. revealed the artifacts' presence to too many people
and caused conflict (likely if concordance is low), or
SATISFIED (12-15) because the items are fearful that their owners' prom-
-O ur work has saved many lives, but so many still live in inence and success will cause strife in the future
"'teed." (likely if concordance is high).
You have furthered the artifacts' goals and The artifacts might both move on at once, or one
behaved in a manner approved by their creator. The might leave before the other. This second situation
:tems trust you and will stay with you for a time. usually happens if the two artifacts wish to be far
apart and difficult to find to prevent them from fall-
Talisman Property: Whenever you use a healing power on ing into the wrong hands.
an ally, that ally regains 2d1 0 additional hit points.
Cup Power (Daily): Free Action. Tri88er: You start to
perform the Raise Dead ritual. Effect: You use the Cup
and perform the ritual with no component cost. The
raised creature doesn't take a -1 death penalty.

C HAPTER 5 I Adventures
EMBLEM OF OSSANDRYA GOALS OF THE
The Emblem of Os san drya is appropriate for paragon· EMBLEM OF OSSANDRYA
level characters. • Nurture a group of heroes so that they can begin
their epic destiny.
• Spread the story of those heroes and help their
This medallion, shaped like a shield and 8lowin8 with 50ft
80lden li8ht, bears Corellon's star symbol in its center.
legend grow among the people of the world.
Wondrous Item • Encourage daring acts, bold action, and clever
Property: You gain resist 10 poison. stratagems.
Property: You gain a + 1 item bonus to saving throws.
Property: You gain a +2 item bonus to Acrobatics, Athletics, ROLEPLAYING THE
and Diplomacy checks.
Power (Encounter): Minor Action. You transfer the Emblem EMBLEM OF OSSANDRYA
of Os san drya to an ally within 5 squares of you. That ally When a character first touches the Emblem of Ossan·
gains the powers and properties of the artifact, using drya, it telepathically asks if the character and his or
your concordance to determine them. her allies seek glory for their heroic deeds. With an
Power (Daily): Free Action. Tri88er: You make an attack roll affirmative answer, the Emblem attaches itself to that
or skill check and dislike the result. Effect: You reroll the
character's armor or clothing, above and to the left
attack or check and must use the second result.
of the character's heart. The Emblem is friendly and
encouraging, but qUickly grows impatient with those
EMBLEM OF OSSANDRYA LORE who are slow to seek adventure.
History DC 22: The legendary eladrin Ossan· The Emblem can communicate telepathically and
drya wore this emblem during the Last Battle of the through speech. It speaks Common, Draconic, Dwar·
Spiral Tower, when forces loyal to Corellon drove ven, Elven, Giant, Goblin, and Supernal. The Emblem
the wicked drow from the Feywild. Since then, it has loves to relate the lore of other heroes to which it has
appeared in times of great crisis, when good must been attached. It eagerly listens to any tales told by
stand strong against the powers of treachery and evil. the heroes, and encourages them to tell such tales to
History DC 27: The Emblem of Ossandrya is far others.
more devoted to the cause ofjustice and good than
even Corellon.1t drives its owner to pursue the high· CONCORDANCE
est ideals of heroic valor. Starting Score 5
Owner gains a level +ldlO
Owner completes a major quest +2
Owner is trained in Diplomacy +1
Owner is an eladrin +1
Owner fails to complete a major quest -2
Owner or an ally attacks a good or lawful good
creature (maximum 1/encounter) -2

PLEASED el6-20)
"Friends, tales of our deeds shall find a fittina place amona
the leaends of our world."
The characters have proven their worth, and the
Emblem of Ossan drya accepts them as truly great
heroes of grand stature.

Property: You gain resist 20 poison.


Property: You gain a +4 item bonus to Acrobatics, Athletics.
and Diplomacy checks.
Power (Encounter. Healing): Immediate Interrupt.
Tri88er: An ally within 5 squares of you is reduced to 0
hit points or fewer. Effect: You transfer the Emblem to the
triggering ally. That ally can spend a healing surge.

SATISFIED el2-15)
"Did you see the baron's face when we told him of our battle
at the chasm bridae? Truly, that will be a difficult tale for us
to top . .. but we will!"

CHAPTER 5 I Adventures
The Emblem of Ossan drya appreciate the valor and
RASH AND RECKLESS Vl
I-
daring of its owner and hi or her allie . encouraging
Rash and Reckless are artifacts appropriate for a pair U
them to ever greater ad,-enture _
of paragon-level characters.
«
1.1..

Property: You gain resist 15 poison. I-


a::
Property: You gain a -'-3 item bonus to Acrobatics, Athletics,
and Diplomacy checks.
«
These broad-cuffed black boots sUBBest an attitude of darinB
Power (Encounter): Immediate Interrupt. Triaaer: An ally and panache. The two pairs are identical in every detail.
within 5 squares of you fails a saving throw. Effect You
Item Slot: Feet
transfer the Emblem to the triggering ally. That ally can
Property: You can use your Dexterity modifier in place of
reroll the failed saving throw.
your Strength modifier to make melee basic attacks with a
weapon.
NORMAL (5-llJ Property: You gain a + 2 item bonus to Acrobatics checks
"My friends, we are destined for weatness." and Athletics checks.
The Emblem of Ossan drya has high hopes for its Power (Daily): Minor Action. Until the end of the encoun-
owner and his or her allies, and it gladly seeks their ter, each enemy adjacent to the ally wearing the other
success and glory. pair of these boots grants combat advantage to you.
Power (Daily): Standard Action. You shift your speed and
then make a melee basic attack.
UNSATISFIED (1-4)
"1 cannot shake the feelinEJ that we are meant for biEJEJer
thinEJs than recountinEJ our exploits to tavernkeepers and RASH AND RECKLESS LORE
besotted patrons." History DC 22: Rash and Reckless are the indi-
The Emblem of Ossan drya distrusts its owner's abili- vidual names of two artifacts, each a pair of boots,
ties, often wondering telepathically if the character meant to be worn by two allies. They originally
and his or her allies are really trying hard enough. belonged to a pair of scoundrels who spent their lives
in revelry and adventure in the capital city ofNerath
Property: You take a -1 penalty to attack rolls. When you hit years ago. The artifacts allow their owners to work in
an enemy, the penalty is negated until you take a short rest concert to perform masterful feats of acrobatics and
or an extended rest. athleticism.
History DC 27: The original owners of Rash
ANGERED (0 OR LOWER) and Reckless were an inseparable pair of adventur-
MPerhaps we should explore a lucrative career purveyinEJ ers who began their professional life as acrobats in
woolen EJoods." a traveling carnival. They extended the acrobatic
The Emblem of Ossandrya is disgusted with the cow- training, teamwork, and entertainer's panache that
ardice or incompetence (or both) of its owner and his they learned from the sideshows to their adventuring
or her allies. It stops encouraging bold stratagems and career. Everything else about this duo's life is a matter
won't remain with its owner much longer. of conjecture, legend, and tall tale. To this day, no one
is sure of their gender or race, where they were born,
Property: You take a -1 penalty to attack rolls. When you hit or the details of their adventuring career. Even their
an enemy, the penalty is negated until you take a short rest names are lost to history, replaced by the names of
or an extended rest.
the artifacts they left behind as their legacy.
Property: You take a -2 penalty to saving throws instead of
the +1 bonus the Emblem normally grants.
GOALS OF RASH AND RECKLESS
MOVING ON • To perform deeds of daring action and adventure
-\Ve have secured our leEJend; now others must secure worthy of the stories told of the artifacts' original
theirs." owners.
The Emblem of Ossandrya senses that it can no
• To help their owners pursue legendary adventures
longer help to improve the party's legend, and that
with flair and boldness.
other legends-to-be hang in the balance. The next
ti me its owner gains a level, the Emblem disappears • To lead their owners to riches and renown.
from the character's armor or clothing, destined to
reappear in another place where it's needed more. If ROLEPLAYING RASH AND RECKLESS
the Emblem is at least satisfied, it leaves behind a rep- Rash and Reckless don't speak, instead communicating
Ijca ofjtselffOr jfs owner and each ofhjs or her aJJjes. through flashes ofempathk resonance. A charac-
'hile this item is worn, it grants a +1 item bonus to ter wearing one of the artifacts is prone to surges
,'ing throws but doesn't occupy an item slot. of energy, often so great as to make the character
It's possible that the Emblem might request the leap to his or her feet, overwhelmed with the desire
eroes' help in finding suitable replacements. to move around. The artifacts inspire mischievous
thoughts and spur the concoction of elaborate plots.

CHAPTER 5 I Adventures
They might suggest a certain course of action-always
one that is brash and unconventional. Even limited as
they are, the artifacts' communications advance their
goal of bringing more daring action and excitement
into the world.
Rash and Reckless share a friendly sense of com·
petition. Each pair of boots seeks to goad its owner
into the greatest, most flamboyant and foolhardy
deeds. This competitiveness rubs off on the owners
of the items, leading to characters who constantly
seek to outdo each other in performing outrageous
stunts. The artifacts reward this type of behavior with
increased concordance.

CONCORDANCE
Each pair of boots has its own concordance with its
owner. Much of the artifacts' concordance depends
on the wearer accomplishing outrageous stunts.
Maneuvers that are daring but not quite brilliant can
increase the artifact's concordance with its owner by
1, while a truly legendary act (as determined by the
DM) might increase it by 3.

CONCORDANCE
Starting Score 5
Owner gains a level +ld10
Owner is a rogue or a bard +2
Owner is trained in Acrobatics and Athletics +1
Owner pulls off a maneuver with great panache +2
Owner rushes into danger (maximum l / encounter) +1
Owner falls due to a failed Athletics check -1
Owner expresses caution -1
Owner flees from a combat encount er -2

PLEASED (16-20)
"I know! Let's sneak into the baron's keep to find out what
he's up to!"
''And we can steal his scepter while we're there!"
The artifact is delighted with its owner, who dis-
plays the kind of behavior that the boots approve of. It
encourages thoughts of daring adventures and reck-
less behavior, which it knows its owner will pursue.

Power (Daily): Move Action. You shift your speed.


Power (Encounter): Free Action. TriBBer: You score a criti-
cal hit. Effect: The ta rget is dazed unt il the end of you r
next tu rn.

SATISFIED (12-15)
"Caution be damned!"
"Twice damned, I say!"
The artifact sees encouraging signs that its owner
is capable of truly legendary acts and gently urges the
character to pursue a course of foolhardy action.

Property: You gain a +'1 bonus to Bluff checks while using a


disguise.

CHAPTER 5 I Adventures
Property: Whenever you shift, you can move into spaces
occupied by creatures, but you can't end your movement
ROD OF SEVEN PARTS .....
in an occupied square. The renowned Rod of Seven Parts is appropriate for
characters of any level. Unlike most artifacts, it's ....
NORMAL (5-11) deSigned to come into play early in a character's 0-

0::
-rfeel like doing something . .. crazy." career and play an important part in adventures ~
"Something wild!" through the epic tier.
The artifact initially stirs vague longings in its new The Rod consists of seven individual segments,
owner, trying to goad the character into more daring each one between 4 and 15 inches long. Reassembled
and extravagant behavior. into a whole, they form a slender rod 5 feet in length.

UNSATISFIED (1-4)
-r don't want to let my life be ruled by fear." This short seBment of lusterless black metal looks like a sinBle
The artifact is displeased with an owner who is part of a larBer whole.
either too cautious or too incompetent to accomplish A Single segment of the Rod of Seven Parts is a + 1 maBic
deeds worthy of its original owner. The character rod. Each additional segment joined to the first increases
fe els the artifact's dissatisfaction and longs to find the Rod's enhancement bonus by 1 to a maximum of +7.
The Rod's properties and powers depend on how many
an untapped reserve of bravery. Until the artifact's
segments are assembled together.
concordance improves, it grants no powers, but its Implement (Rod)
properties still apply. Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 damage per segment, or +1 dl 0 damage per
ANGERED (0 OR LOWER) segment against elemental creatures
-These boots are slowing me down!" Property: Whenever you use a healing power, one target of
The artifact despises its owner, believing the char- the power can make a saving throw.
Property: You gain a +1 item bonus to Diplomacy,
acter to be incapable of greatness and unworthy of its
Intimidate, and Religion checks per segment.
aid and attention. The artifact grants no powers, and
irs normal properties no longer apply.
If all seven segments of the Rod of Seven Parts are
Property: At the start of each encounter, you're slowed
assembled together, they gain the following addi-
(save ends). tional property:

Property: You can use the Rod as a simple melee weapon.


MOVING ON
You add its enhancement bonus to attack rolls and
-The show must go on." damage rolls of melee weapon attack powers, and it
Rash and Reckless have a sense of the dramatic and deals + 7d6 critical damage, or +7dl 0 against elemental
a hunger for helping new performers play to new creatures. Used as a melee weapon, the Rod's proficiency
crowds. They rarely stay with heroes for more than a bonus is +2 and its damage die is 1 dl o.
few adventures (a couple oflevels). When it's time for
them to move on, they look for a way to make a dra- ROD OF SEVEN PARTS LORE
matic exit, preferring to vanish in a flash oflight and Religion DC 28: The Rod of Seven Parts was forged
a puff of smoke after their owners (ideally, working in during the Dawn War that raged at the beginning of
concert) have accomplished a truly great stunt worthy time between the gods and the primordials. It was
of engendering a new legend. crafted by the Wind Dukes of Aaqa, a group of seven
If the artifacts are unsatisfied or angered with angels that served Bahamut, with the assistance of
their owners, they leave at an inopportune time, per- one of Morad in's exarchs. Forged for use against
haps disappearing from their owners' feet during an Miska the Wolf-Spider, a demonic primordial of ter-
audience with a baron (or a hearing before a judge) to rible power, it was ultimately driven through Miska's
cause embarrassment to their failed owners. body, shattering into seven parts as it came into con-
Some stories tell that Rash and Reckless will some- tact with the Wolf-Spider's chaotic energy.
times return to their favorite heroes for a reunion Religion DC 33: As the Rod shattered, Miska was
performance and one final adventure. cast through a planar breach (see page 185) and lost
on an unknown plane, and the seven fragments of the
Rod were scattered throughout the cosmos. The Rod
hasn't been reassembled since, despite the best efforts
of forces aligned with both sides of the cosmic war.

CHAPTER 5 I Adventures
GOALS OF THE ROD OF SEVEN PARTS PLEASED (16-20)
• Be reunited into a whole item once again. "ThrouSh us, order will be restored to creation!"
The Rod of Seven Parts is mostly or entirely com-
• Establish the divine rule oflaw in the world and
plete, and it hums with life and excitement that rub
the cosmos, taming the Elemental Chaos and
off on its owner. The Rod is actively seeking Miska the
destroying the remaining primordials.
Wolf-Spider or another primordial to destroy, and its
• Seek out and destroy Miska the Wolf-Spider once owner knows the Rod's full purpose.
and for all.
Property: Whenever you use a healing power, each target of
ROLEPLAYING THE the power can make a saving throw.
Power (Daily. Fear, Psychic): Standard Action. You cloak
ROD OF SEVEN PARTS yourself in a fearsome aura of awe-inspiring divine pres-
It's best for the PCs to find the smallest part of the ence, which enables you to make the following attack:
Rod of Seven Parts first. Each individual segment of Close burst 3; targets enemies in the burst; Intelligence
the Rod is capable of guiding its owner toward the or Wisdom or Charisma vs. Will; on a hit, the attack
next larger segment. If a character holds any portion deals 2d1 0 + 5 psychic damage, pushes the target 3
squares, and immobilizes the target (save ends).
of the Rod and thinks of it as part of a larger item, the
character feels a vague sense of where the next larg-
SATISFIED (12-15)
est piece lies, getting a clear sense of direction, but no
"Fear me, spawn of Chaos-and fear the Rod I wield!"
indication of distance or circumstance.
With at least five segments assembled, the Rod of
As soon as two or more pieces of the Rod are joined
Seven Parts manifests potent powers in pursuit of its
together, the Rod's owner feels its urgent desire to be
goals. Its owner knows that the Rod seeks to destroy
reassembled. Without being consciously aware of the
primordials and punishes lawless behavior.
Rod's influence, its owner also becomes aware of its
goals. The character becomes inclined toward order
Power (Encounter): Move Action. You fly your speed.
and regulation, feeling a sense of revulsion when con- Power (Daily): Standard Action. You create a gust of
fronted by disorder, lawlessness, or anarchy. wind: Close blast 5; targets all creatures; Intelligence or
Wisdom vs. Fortitude; on a hit, the attack deals 2d1 0 + 5
CONCORDANCE damage and pushes the target 3 squares.
The primary way to increase the concordance of the
NORMAL (5-11)
Rod of Seven Parts, and through that its power, is to
seek out additional segments and join them to the "There is more to this Rod . .. 1 can feel it!"
first segment found. Regardless of other conditions, When a segment of the Rod of Seven Parts first
the number of segments jOined together determines comes into a character's possession, the artifact com-
the Rod's maximum concordance, as shown on the municates a vague sense of a greater purpose or
second table below. destiny, but little else. The character is aware of the
Rod's properties and knows that finding additional
CONCORDANCE segments of the Rod will increase its power.
Starting Score 5
Owner gains a level +1d10 UNSATISFIED (1-4)
Each segment of the rod joined to the first +2 "1 don't think this thins likes me."
Owner defeats an elemental (maximum 1/day) +1 The Rod's owner is either flaunting laws or waging
Owner defeats a primordial +4 war on angels or devils, and the Rod is displeased. It
Owner or an ally attacks an immortal makes its displeasure known, with subtle influence
(maximum 1/encounter) -1 and a vague sense of unease.
Owner flouts laws or codes of conduct -2
Property: The Rod's item bonus to Diplomacy, Intimidate,
and Religion checks is negated.
Number of Segments Maximum Concordance
Property: You take a -2 penalty to Bluff checks.
One 5 Property: You take a -1 penalty to attack rolls against
Two 7 immortal creatures.
Three 9
Four 11 ANGERED (0 OR LOWER)
Five 14 "Why am 1 so tired all the time?"
Six 17 The Rod of Seven Parts is severely displeased and
Seven 20 punishes its owner until the character's behavior
improves or the artifact decides to move on.

CHAPTER 5 I Adventures
The Rod's enhancement bonus is reduced by 1, and its extra
damage on a critical hit is reduced by 1 die.
Property: The Rod's item bonus to Diplomacy, Intimidate,
STANDARD OF
ETERNAL BATTLE
-
and Religion checks is negated.
Property: You take a -5 penalty to Bluff checks.
The Standard of Eternal Battle is appropriate for para-
Property: You take a -2 penalty to attack rolls against gon-level characters.
immortal creatures. The Standard has no Single owner, but it considers
Property: After each extended rest, you lose one healing itself to belong to an entire party of heroes-as if they
surge. were a squad of soldiers. Any member of the char-
acters' party can use the powers and properties of
MOVING ON the Standard, and the actions of the group as a whole
"What happened to the Rod?" determine the artifact's concordance.
The Rod of Seven Parts shatters into its component
parts, and each segment teleports to a random loca-
tion across the planes. It might break apart and scatter This tattered standard bears the evidence of a dozen weat wars
after its owner uses a daily power from the Rod, or and a thousand battles. Dedicated to the spirit of warfare,
after slaying a powerful opponent. Ifit's displeased the banner patiently waits for worthy owners to carl)' it into
with its owner, it might shatter in the instant before combat.
the character tries to use it as a weapon or implement. Wondrous Item
If the Rod is pleased with its owner, it might grant a Power (At-Will): Minor Action. Any owner of the Standard
legendary boon (see page 142) in its place. of Eternal Battle can cause it to display any coloration,
crest, icon, emblem, or other mark. The chosen symbol
remains until an owner uses a minor action to change it.
Power (Encounter. Zone): Standard Action. When you
ADVENTURES W1TH plant the Standard in your space or an adjacent square, it
THE ROD OF SEVEN PARTS creates a zone in a close burst 5. While within the zone,
you and your allies gain a +1 power bonus to attack rolls
The Rod of Seven Parts was the focus of a super adventure and saving throws.
written in 1996 (for the 2nd Edition of the D&D game) by In addition, while the Standard is planted, any of its
Skip Williams. This truly epic campaign leads the charac- owners within 5 squares of it can use its powers.
ters on several shorter adventures in pursuit of individual These effects last until the end of the encounter or
segments of the Rod, while encounters with various min- until the Standard is removed from the ground.
ions of Miska and the Queen of Chaos, as well as agents The Standard can be set into any solid surface, even
rocky ground or a stone floor. It doesn't occupy the
of the Wind Dukes of Aaqa, occur at intervals over the
square. Once planted, it can be removed from the ground
course of many levels of play. as a standard action only by one of its owners or by a
A series of adventures involving the Rod of Seven Parts creature that has reduced one of its owners to 0 hit
could have the characters stumble upon one piece of the points or fewer.
Rod initially, and then seek out the other six of their own
volition. Complicating matters a bit, the characters might STANDARD OF
discover that forces of chaos also seek the Rod, hoping to
use it to find and restore Miska the Wolf-Spider to power. ETERNAL BATTLE LORE
The Rod of Seven Parts adventure took things one step History DC 22: A gift from the god Bane to an
further, introducing a Wind Duke who sought to restart ancient hobgoblin conqueror, the Standard ofEter-
the ancient war against Chaos by releasing Miska again. nal Battle has flown over countless battlefields in
If you introduce the Rod to your campaign at low every era of mortal history. It shares its creator's love
levels, you can include a short quest to find and attach a for war, regardless of the cause or purpose of the
new segment of the Rod once every five levels or so. That conflict.
way, its enhancement bonus keeps pace with its owner's History DC 27: According to legend, the Standard
level. Make sure the artifact stays important to the party can change hands only through violence-it must be
in between those adventures by featuring enemies and won and claimed as a prize in battle.
allies who have an interest in the Rod. As the characters
assemble more segments, they might get involved with GOALS OF THE STANDARD
the Wind Dukes, various demonic forces, and ultimately OF ETERNAL BATTLE
Miska itself.
• Aid those whose goal is conquest through war, sub-
You can also compress this campaign arc by introduc-
duing a rebellious people, or unseating a usurper.
ing the Rod when the characters are already epic level. Its
powers and properties might not be Significant to them • Be carried by worthy owners. Lesser owners must
until they get four or five segments assembled, but the improve or quickly be replaced or destroyed.
promise of having a +7 rod in hand by the campaign's
climax makes the effort worthwhile.

CHAPTER 5 I Adventures
ROLEPLAYING THE
STANDARD OF ETERNAL BATTLE
The Standard of Eternal Battle is a manifestation of the
spirit of warfare and conquest. To that end, it's crafty
and suspicious, being a master and survivor of a hun-
dred betrayals.
Arrogant and completely unconcerned for the fates
of all who aren't accomplished warriors, the Standard
issues commands rather than conversing with its
owners. It communicates by speaking through nearby
characters, its gravelly voice emerging unexpectedly
whenever it wishes to make its point. It doesn't care
whether it speaks through one of its owners, a nearby
NPC , or even an enemy locked in battle with the
owners.

CONCORDANCE
Starting Score 5
Owning group finds the Standard, rather than
taking it from previous owners -2
Each member of owning group gains a level +ld10
Owning group contributes to the success of a war
or major conquest +4
Member of owning group reduced to 0 hit points
or fewer by an enemy -1
Member of owning group surrenders to an enemy -2
Owning group participates in losing effort of a war
or major conquest -4

PLEASED (16-20)
"Even death cannot stay our hands! Fi8ht on!" The Standard of Eternal Battle is arrogant but vocally
The Standard of Eternal Battle delights in heroes supportive of its owners, even while it silently judges
who take part in glorious battle and refuse to bow the characters' worth in battle.
down to their foes. It grants its owners the power to
cheat death so they can fight longer. UNSATISFIED (1-4)
"We have failed. We must put ourselves back on the path
Power (Daily" Healing): Immediate Interrupt. Tr;88er: An to 810ry."
enemy reduces you to 0 hit points or fewer while you're The Standard of Eternal Battle's owners have fal-
within the zone. Effect: You regain all your hit points and tered in battle, and the artifact begins to throw
make a saving throw against each effect on you that a greater challenges in their way to test their mettle.
save can end.
Property: At the start of each encounter, if the level of the
SATISFIED (12-15) highest-level owner is equal to or lower than the level of
"We cannot be held back from Victory!" any enemy in the encounter, the owners of the Standard
The Standard of Eternal Battle enjoys the tastes of take a -5 penalty to initiative checks for that encounter.
glory it receives and hungers for more. Its owners are
filled with confidence as it orders them to seek out ANGERED (0 OR LOWER)
greater battles. "We have displeased the Standard. We must prove our
worth before we perish!"
Power (Encounter): Minor Action. You and each ally within The owners are failing to live up to the lofty expec-
the zone make a saving throw with a +5 bonus, and you tations of the Standard of Eternal Battle, and it actively
each gain combat advantage against the target of the next seeks their downfall at the hands of more accom-
attack roll you make before the end of your next turn. plished warriors.

NORMAL (5-llJ Property: At the start of each encounter, if the level of the
"Let us prove ourselves worthy of the banner we fi8ht highest-level owner is equal to or lower than the level of
under." any enemy in the encounter, the owners of the Standard
take a -10 penalty to initiative checks for that encounter.

CHAPTER 5 I Adventures
.--.-._._-._--._._-.-._._-
Property: If planted, the Standard can be removed from
.~
til
the ground as a standard action by any creature in or ORGAN1ZAT10NS Z
adjacent to its square. o
Organized groups give your adventurers the chance
MOVING ON to interact and form relationships with set collections
"Our doom approaches." of enemies and allies throughout ongoing storylines.
The Standard of Eternal Battle balances its desire Villainous organizations connect the dots between
for worthy owners with its need to exercise control encounters. Virtuous groups provide the PCs with
over those individuals. Whether the owners prove support, a sense of belonging, and a reason to venture
unworthy or the artifact loses its absolute contro!' it forth and find trouble. Organizations between the
eventually seeks to divest itself of its current owners. poles of good and evil flesh out the politics of your
The Standard doesn't move on ofits own volition. setting.
It instead draws powerful adversaries to it and its
owners on a regular basis. These teams of enemies RECURRING VILLAINY
are often stronger than the current owners (2-5 levels Enemy organizations offer a sense of continuity in
higher) and are dedicated to wresting the artifact your story that solitary villains don't provide, because
from its inferior owners. They begin showing up you remove solitary villains from the game world
weekly or even daily, always at the most inopportune when they're defeated. Antagonists in roleplaying
moments, until the owners are defeated or surrender games are more fragile than villains in movies and
the artifact. comic books. An author can dictate that his villain
Some owners see this doom approaching and rid inconclusively engages with the heroes several times
themselves of the Standard before it's too late. Accord· before the final confrontation. In the game, though,
ing to legend, the Standard is often found in a forlorn any encounter between a set of player characters and
location, a lowly resting place for such a lofty artifact. a primary villain could end in the death of a carefully
nurtured antagonist.
When the characters struggle against a malevolent
DESTRO'Y1NG ART1FACTS organization, however, the storyline can continue
As mentioned in the Dun8eon Master's Guide, destroying despite a surprise victory. The defeated creature you
an artifact isn't as simple as using the rules for damag- intended as the main villain is revealed as a pawn
ing objects. Each artifact has a specific means by which of a larger group, allowing you to create another pri-
it Can be destroyed. The original Dun8eon Master's Guide mary villain for later encounters. During the search
(published in 1979) offered the following list of possible for the mastermind, the PCs engage in further fights
means to destroy an artifact: against other cells of the villainous group.
1. Melt it down in the fiery furnace, pit, mountain,
forge, crucible, or kiln in which it was created.
1. Drop it into or bury it beneath (1) the Well ofTime, CONNECTING THE DOTS
1) the Abyss, (3) the Earth Wound, (4) Adonais' Deep, (5)
In a political or city-based scenario, organizational
the Spring of Eternity, (6) Marion's Trench, (7) the living ties between sets of opponents can serve as the
Stone, (8) the Mountain of Thunder, (9) 100 adult red connecting tissue that links encounters. After the
dragon skulls, (1 0) the Tree of the Universe. characters overcome a combat encounter or a skill
3. Cause it to be broken against or crushed by (1) challenge, plant information that leads them to
Talos, a triple iron golem, (1) the Cates of Hell, (3) the another encounter or challenge to face a new branch
Cornerstone of the World, (4) Artur's Dolmen, (5) the of the organization, or give them a clue to the identity
Juggernaut of the Endless Labyrinth, (6) the heel of a god, of the lead villain.
7) the Clashing Rocks, (8) the foot of a humble ant. Just as dungeon room doors can lead to different
4. Expose it to the penetrating light and flame of (1) encounters, you can plant clues that lead in multiple
the Ray of Eternal Shrinking, (1) the Sun, (3) Truth: that directions, offering players an interesting choice of
which is pure will become light, that which is impure will next steps. Allow players to choose which opponents
surely wither. to tackle next, so they don't feel forced from one scene
5. Cause it to be seared by the odious flames of Cery- into another.
on's destroyed soul or diSintegrated in the putrid ichor of The path from one encounter to the next isn't
Juiblex's deliqueScing flesh. always straightforward. To keep the adventure on
6. Sprinkle it with/ baptize it in the (1) Well of life, (1) track, don't hide information that leads characters to
River Styx, (3) River of Flame, (4) River Lethe. the next encounter. If they fail on a Perception check
or a Streetwise check to glean necessary informa-
tion, don't leave players with no direction. Give them
the information they need, and then let them make
checks to uncover extra information that helps them

C HAPTER 5 I Adventures
POLITICAL COMPLICATIONS
Another set of plot options appears when characters
cannot fight their way from one enemy cell to another
because the enemy organization is too strong. This
strength might translate literally in terms oflevel and
enemy capability. Build the opposing group's leader-
ship from epic tier monsters when the characters
have just embarked on their paragon paths, making a
combat confrontation with the organization a deadly
proposition.
If you want to create a politically untouchable
enemy organization, focus on intrigue and interac-
tion. For example, the enemy group advises the local
duke, enjoys the protection of an impulSive deity, or
secures the loyalty of the people by generously donat-
ing gold to favored causes. Although the characters
might occasionally spar with the enemy's minions
and lackeys, the PCs can't launch physical attacks
on the leaders. Instead, the characters embark on
a series of fights, skill challenges, and interactions
deSigned to reduce the enemy group's political influ-
ence. Characters might pursue the following tasks:
• Search for proof that the group secretly conspires
against its political protectors.
• Displace the villains in their patron's favor, either
through political intrigue or a series of battles.
• Use treasure liberated from dungeon delving to
purchase the goodwill of the populace. (Increase
the available treasure from each encounter. The
in other ways. For example, if characters succeed on a
players need the usual amount to enhance their
check with a high roll, they might find one or more of
characters, plus a budget for their political opera-
the following kinds of information.
tions. Turn off the gold spigot if the players start
• Tactical hints that grant an advantage in the raiding their political slush fund to buy magic
upcoming encounter. You could forewarn the items for themselves.)
party about traps, necessary equipment or ritual
components, or a way to surprise their enemies.
RIVALRY
• Facts they can use to achieve personal goals. A
Organizations can stand in the party's way without
player character who swears to expose his evil
being villainous. Rival groups hinder the characters
uncle might find proof of his uncle's membership
and their goals by competing with them. The rivals'
in the outlaw band the group has been fight-
methods might be at least as ethical as the player
ing. Or, a character who has an established love
characters' methods. If the characters behave like a
interest could discover an enemy group's plans to
selfish pack ofirresponsible freebooters, members
kidnap and ransom him.
of a rival organization might annoy and frustrate the
• Clues leading to additional encounters. Give char- characters by acting with high-handed, self-righteous
acters an incentive to follow obvious links and virtue. A rival group that pursues disastrous ends
make dead-end paths less enticing. with the best of intentions offers its own tricky chal-
• Details about the inner workings of the villainous lenge. Give the players reasons to sympathize with
organization. This kind of information engages these troublemakers, even as the characters struggle
explorers and storytellers. The details don't have to to compensate for their rivals' actions.
relate directly to the goals of the characters or the Examine the characters' goals to determine a rival
adventure in order to be meaningful. organization's plans. Invent a reason why a different
group of characters wants to work against the PCs
without descending into villainy. Consider the follow-
ing challenges that a rival organization might pose to
your characters.

CHAPTER 5 I Adventures
+ The characters enjoy the patronage of a wealthy the characters act as powerful free agents. Avoid the
and powerful duke, and another group wishes to temptation to use their superiors in an organization
secure the duke's favor. Or, the rival adventurers to create dominance over the characters. Few play-
could seek to replace the duke with someone they ers want to belong to groups that abuse, punish, or
believe is the duke's older brother, and thus is the threaten their members. Although authoritarian
rightful claimant to the duke's title. organizations exist, reserve this type of behavior for
+ A particular temple advocates a rigidly moralistic enemies and rivals.
ideology that might, if it took hold among the pop· Players who prefer an open-ended approach to
ulace, put characters who use arcane power out of the game might avoid organizations that assign mis-
favor. sions or issue orders. An organization that has a loose
structure but clear goals can provide enough moti-
+ Another adventuring party explores the same vation to set the players on the road to self-defined
dungeon and searches for the same artifact or
missions. For example, the characters might be the
treasure that the characters are seeking. In addi-
only local representatives of a far-flung organization
tion to creating an interesting rivalry, this situation
dedicated to fighting cults of Those Who Hear (see
also encourages the characters to push through
page 120) and other people and creatures connected
encounters without stopping for an extended rest
to the Far Realm. The characters have a clear reason
(see "Drawing Characters Onward" on page 54).
to investigate when signs of cult activity surface in the
area. The characters might also sense that their local
Because the rules allow characters to fight rivals
problems are part of a larger story without needing to
without killing them (see "Knocking Creatures
have missions handed to them by an authority figure.
Unconscious" on page 295 of the Player's Handbook),
you can stage combat encounters with members
of rival organizations who impede the characters' SHIFTING RELATIONSHIPS
progress. The characters' relationships with an organization
Players might not expect their characters to face can shift, perhaps several times over the course of a
the logical results of antisocial behavior. Warn the long campaign. An organization might initially act as
players that if they use lethal force against legitimate a patron for the characters, hiring or rewarding them
organizations, they can expect punishment, which on an informal basis for performing particular tasks.
could include any or all the following consequences: As the characters complete missions for the patron
+ Trouble with the authorities. group, they might identify with the organization and
join as official members, or at least informal opera-
+ Revenge attacks by other members of the rival
tives. Alternatively, they might grow disenchanted
group.
with the group, gradually learning that they do not
+ Withdrawal of support by friends, family, patrons, share or support its true agenda.
and community leaders. Shifting relationships can define a story arc for
+ Exile from good or unaligned communities. your campaign. These changes could occur gradually,
in response to player interaction, or suddenly, when
BELONGING TO you unveil a plot twist. Consider the following pos-
sible developments:
AN ORGANIZATION + The player characters disappoint the organiza-
You can build a campaign around the idea that the tion, and it finds a new group of adventurers to do
player characters belong to an organization rather its bidding. Or, maybe the characters decide they
than, or in addition to, having them fight against a vil- don't want to work for the organization anymore.
lainous or rival organization. The players might want Either way, the characters must now compete
their characters to join an established group in your against the organization's new representatives.
campaign.
You can portray the characters'lives between mis-
+ A virtuous organization undergoes a factional
struggle that results in the ousting ofits benevolent
sions through an adventurer organization, if your
members. The new leadership begins advanc-
group enjoys this aspect of play. It allows you to sur-
ing an evil plot, and the characters must decide
round the party with a cast ofNPCs who can drive
whether to try to restore the group's original lead-
plots and subplots by providing information, requir-
ership from within the organization or leave the
ing rescue, or introducing romantic entanglements.
organization and fight it from outside.
If your group enjoys a DM-directed style of play,
the characters' superior or a contact within the + After a political change, a villainous organization
organization assigns the characters the next quest to that the characters previously couldn't touch is
undertake on the organization's behalf Don't make now fair game. Or, the opposite could be true: A
membership in an organization feel like a job; let well-intentioned group that an evil or misguided

CHAPTER 5 I Adventures
...~
~.\\
.\ 163
ruler once outlawed comes into favor when the The characters need not playa central role in
rulership changes. struggles between groups. The warring organizations
.. A rival or villainous group encourages a partner· can serve as a background element that explains why
ship with the characters to combat a greater threat certain places are lawless or rich in adventuresome
to both groups. violence. In the city ofSigil, for example (see the next
chapter), player characters could either jump into its
.. The characters' patron (group or individual)
ongoing, multisided power struggles or keep their
betrays them at a pivotal moment. This scenario is
heads down and try to stay neutral.
a cliche in fiction and gaming, and as such players
might feel duped if you throw this sort of plot twist
at them. Use the cliche with caution, and try to DEFINING THE CONFLICT
make the players feel clever and triumphant when When you build power struggles between organi-
they turn the tables on their treacherous ex-allies. zations into your setting, define the nature of the
conflict as covert, peripheral, open, multisided, or
polarized (or some combination of these types).
POWER STRUGGLES Covert struggles occur beneath a society's seem-
Struggles between organizations proVide an end- ingly placid surface. Secretive organizations vie for
less supply of plot hooks. If characters belong to an control under the noses of an unsuspecting populace.
organization or have one as a client, they might find A clandestine struggle for political power ends when
themselves contending against its enemies. The PCs' one side wins. Fights over obscure or arcane goals
superiors might send them on missions to attack or could remain concealed, even when the ripple effects
subvert the opposing organization. Alternatively, transform the community.
agents of enemy organizations might try to neutralize Peripheral conflicts interest the participating
the characters or to thwart their assigned objectives. groups but exert little influence on anyone else. For
In an environment of clear morality, in which one example, two schools of wizards might vie for pos-
organization is good and the other evil, the characters session of an artifact. Although the competition
might gravitate to the side of virtue. Ifboth groups consumes the two groups, no one in the wider com-
operate in shades of gray, the characters might have munity notices it. Victory for one side changes the
to wrestle with moral issues when deciding which two groups forever but exerts no measurable impact
group to back. on a society.
When neither contending organization deserves Open struggles pit two or more groups against
sympathy, the adventurers could enjoy playing the one another in violent conflict. Two criminal gangs
groups against each other. Perhaps the characters are might fight for control of a specific territory, or two
amoral and self-serving, or they might slowly grind merchant houses might compete for dominance over
both groups down, pretending to maintain the bal- a specific market or trade route. A barony could erupt
ance of power between the two while they take power in civil war when the baron dies and rival groups
for themselves. support different heirs to the throne. Whatever the
conflict's nature, it affects everyday life, creating
FACT10NS AND SCH1SMS ongoing jeopardy for all. For the characters, any deci-
You can design a setting for players who thrive on politics sion they make could instigate a battle.
and intrigue by adding conflicts within organizations, as Multisided conflicts create a web of mutual depen-
well as conflicts between or among them. Multiple fac- dence and hostility as numerous groups pursue their
tions compose the average organization. Conflict might own agendas. The groups switch between rivalry
occur at the highest levels of the organization as differ- and alliance as circumstances change; sometimes
ent factions compete to direct the organization's agenda they cooperate on certain issues while opposing each
or philosophy. Alternatively, the opposing factions might other on others.
fully agree on the issues that drive the group but divide Polarized conflicts drive all comers into one of two
along lines of loyalty to rival personalities or the specifics opposing camps. Opposed beliefs and interests con-
of administrative detail. Faction leaders might also pay geal into mutual hatred. Each side regards associating
lip service to the philosophy and goals of the group while with the other as treachery. Even if conflict occurs on
pursuing prestige, authority, and control of the group's a political level, flaring tempers could lead to peri-
purse strings. odic explosions of violence.
When the player characters belong to a factionalized
organization, they have frequent opportunities for politi-
cal maneuvering and intrigue. When factional infighting
weakens a rival or villainous organization, the characters
could exploit that schism and find unlikely allies willing
to strike against mutual rivals within the organization.

CHAPTER 5 I Adventures
ORGANIZATION ELEMENTS Activities: The group's current actions to advance
its agenda.
Like any detail about your world, your description of
Enemies: Other groups that the organization
an organization might consist of an idea in your head,
openly or Violently conflicts with.
a few lines of scrawled notes, or large chunks of ele-
Rivals: Political opponents with whom the group
gantly written text. The following format can help you
engages in peaceful intrigue.
shape your ideas about the groups your PCs interact
Factions: Any notable factions within the group.
with. Not all of these elements are appropriate to all
Other Features: Any additional information on
kinds of organizations.
the group.

NAME OF ORGANIZATION
Goal: What the group hopes to accomplish in the
EXAMPLES
short or long term. The following six example organizations can serve as
Stated Goal: Groups with secret goals maintain models for the groups you want to develop for your
cover stories. The goal tells players what the organiza- campaign, or you can use them as presented here. A
tion claims to strive for, rather than its true intent. few of these examples have specific ties to the city of
Size: Rather than giving a specific number of Sigil, which is described in Chapter 6.
members, this entry describes the group's relative
size and scope. BANESONS
Alignment: The prevailing (though not necessar- Goal: A secret conspiracy of humans promotes
ily exclusive) alignment of the faction that drives the the worship of Bane, the deity of war and conquest.
group. In an organization that has a secret agenda, Based on the vision of its founder, the group schemes
this al ignment could be at odds with the alignment of toward a global apocalypse to transform the world
the majority of the unsuspecting members. into a mirror of the plane ofChernoggar, Bane's Iron
Philosophy: Why the organization acts as it Fortress (see Manual of the Planes, page 92), and the
does. In case of a secret agenda, include notes on the Banesons into mighty goblin warriors.
group's outward philosophy. Size: Small and local. The Banesons relies heavily
History: Additional information on the formation on the charisma and devotion of their leader, and the
and development of the organization. group holds little appeal beyond its leader's reach.
Leadership: The group's key leader or leaders, Alignment: Evil.
including any local leadership. Philosophy: "Life offers only misery and false-
Headquarters: The location where the group con- hood. We are strong, but this world of deception
ducts its business and protects its leaders. keeps us weak. It is better to be the masters of our
Membership Requirements: How player charac- own fates and bring on a catastrophe we choose, than
ters can join the organization, if possible. to toil and suffer in a world that places no value on
Structure: The group's organizational structure. our inexhaustible bloodlust."
History: The Banesons formed a generation ago
after its founder, Eliath Red-Dust, went to the moun-
tains to fast and received an ecstatic vision of blood.
Leadership: The blacksmith Derthad Red-Dust
acts meek and subservient, but secretly he burns with
the murderous certainty of his father's mission.
Headquarters: Derthad holds small meetings of
his inner circle at his forge.
Structure: The group consists of a dozen small
cells; each acts autonomously, occasionally taking
direct orders from Derthad. The leaders of the cells
knew Derthad's late father, and they meet regularly
with Derthad to plot global destruction.
Activities: The group raises funds through raids,
kidnappings, and highway robbery. It terrorizes the
area with murders and attacks on local authorities.
Members try to make these attacks resemble the
work of goblins.
Factions: Discontented advisors, led by Derthad's
uncle Shael, plan to take over the group if the group
doesn't make faster progress toward Bane's earthly
victory.

CHAPTER 5 I Adventures
BLACKHELM )ANISSARIES leadership that recognizes the heroism of every
Goal: Defend Blackhelm, Sigil's outpost on member of the group and gives each member a voice
Chernoggar (see Manual of the Planes, page 92), from in the governance of Blackhelm.
invasion and conquest.
Size: Tiny. The majority of the group resides in THE GOLDEN ROPE
Blackhelm, and a small circle of auxiliaries and Goal: Increase prosperity for mercenaries, adven-
financial supporters aid the Janissaries' cause from turers, and explorers.
Sigil and elsewhere across the planes. Size: Moderate size, concentrated in a local region
Alignment: Unaligned. of a few nearby towns and cities.
Philosophy: "Without us, Blackhelm is nothing Alignment: Unaligned.
but a district ofZoronor, overrun by bladelings or Philosophy: "Only through exploration of wild
worse. And you can bet Sigil would fall next." places can we regain the knowledge to rebuild civi-
History: Unnamed Cagers founded the Janissaries lization. We kill monsters and redistribute their
between one and two hundred years ago. treasure as a public service, and we should be
Leadership: Watch Captain Barald the Bald, a rewarded as such."
humorless warlord, leads the Janissaries and brooks History: The dwarf dungeon delver Kelken Karu
no insubordination. Barald's lieutenants issue orders founded the Golden Rope ten years ago, shortly
to sergeants, who oversee the rank-and-file. Members before he was hanged for the murder of an earl.
who challenge a superior's orders are banished to cer- Leadership: Guildmaster Randaha Mohir, a
tain death outside Blackhelm's walls. fast-talking dragon born, currently leads the guild.
Headquarters: The Blackhelm Janissaries use the A six-member council advises the guild master and
outpost's central strongpoint, called the Dome, as a makes policy by majority vote. Council members are
headquarters. elected on a yearly basis, and the council appoints the
Membership Requirements: The Janissaries guild master. Guild members can attend the regular
greet travelers who enter Blackhelm from Sigil by meetings of the council and make suggestions for the
pressing them into service, ejecting them back to the guild leadership to consider.
City of Doors, or throwing them over the wall into the Headquarters: The guild council meets every two
dangerous streets of Zoronor (see Manual of the Planes, weeks at the Juggling Bear tavern.
page 93). Membership Requirements: Characters can join
Activities: Barald and his lieutenants assign the Golden Rope by demonstrating to the guild lead-
patrols to watch the borders of the outpost and rally er's satisfaction that they have explored at least one
the entire force to respond to any incursion. dungeon complex. The guild collects a "nomination
Enemies: The various denizens of Chernoggar, fee" of 15 gp and annual dues of lO gp per member.
including agents of Bane and Gruumsh, seek to con- Activities: The Golden Rope lobbies local gov-
quer Blackhelm and use it to secure power in Sigil. ernment on behalf of its members, encouraging
Factions: The rogue Amundini instigates dissat- the authorities to pay its members for services ren-
isfaction with Barald the Bald, arguing for a looser dered to help protect and defend communities from

START SMALL!
I'm always tempted to design a campaign setting as a That setting works because I switched from the big map
world, or at least a continent, and fill in every square mile to a small spot on it. Once I start running that campaign,
with swamps and forests and nations divided by borders. the forest with the elves and the swamp with the mon-
I can look at such a map and say monsters live in the sters don't matter, at least not until the campaign grows
swamp, elves dwell in the forest, and this nation clashes and expands to include them. In the short term, fleshing
with that nation. TSR produced hefty campaign worlds- out the city on the border and its adventure possibilities
Wizards of the Coast still does-and I want to develop my serves my purposes better than planning what lies half a
worlds in the same rich detail. continent away.
However, when you work with such a large scale, all When you start with the small view, you create space
those details end up far away from the PCs. for adventure on that micro level. The campaign contains
If I dropped the PCs on a border between two nations more than the monsters that live in the swamp a hun -
simmering at the edge of all-out war, the characters might dred miles distant; it involves the PCs in the dangers that
find adventure. That campaign could be interesting. Maybe threaten their lives and homes. In 4th Edition, the PCs
a city lies on the border. Maybe its people don't consider find more danger than safe zones. Adventure is never
themselves members of either nation, and they resent far away.
being fought over. And immigrants from both nations live -James Wyatt, from
within its walls. That scenario could be a lot of fun . Dun8eoncraft Episode 1, Dun8eon 151

CHAPTER 5 I Adventures
monsters and other threats. When its members find RAVEN'S WINGS III
themselves in legal trouble, the guild advocates for Z
them and attempts to secure a lenient sentence or dis-
Goal: Pay homage to the Raven Queen by laying o
the undead to their final rest.
missal of charges. Finally, the guild looks to expand Size: Large and Widespread.
its operations into new towns and cities. Alignment: Unaligned.
Enemies: The bandit gang Thordar's Hammers Philosophy: "We show our devotion to the Raven
preys on adventurers who travel between towns and Queen by taking up arms in her name."
the surrounding dungeons and ruins. The family History: A ruler of the tiefling empire of Bael
of the earl slain by Kelken Karu still holds a grudge Turath founded the order, where it operated as a sub-
against the guild, and it has enough influence to versive and secret organization. The small cells of its
make the guild's life difficult. membership have passed on traditions for hundreds
of years.
THE LEAGUE OF DUE HIERARCHY Leadership: Each cell governs itself, and the cell
Goal: Promote the legalization of slavery in places leaders try to maintain close communication with
that currently forbid it and protect the rights of slave- their nearest neighbors in the order.
holders in places that allow slavery. Headquarters: The order maintains hundreds of
Size: Small but widespread, the majority of its austere barracks spread throughout hostile, danger-
members can be found in towns and cities ruled by ous lands.
tyrants or dominated by evil races. Only nobles can Membership Requirements: Characters who
join, and in areas that permit slavery, one must own worship the Raven Queen can apply for admittance
slaves to be a member. as acolytes and accompany more experienced mem-
Alignment: Evil. bers on missions against the undead. An acolyte
Philosophy: "The great civilizations of the past earns full membership status after demonstrating
recognized that some people are born greater than courage and capability in combat against the undead.
others and allowed society's betters to sell the lowly Activities: The order launches missions to
into bondage. As the world rebuilds, mighty empires exterminate the undead and punishes anyone who
will emerge among nations that recognize the righ- desecrates cemeteries and monuments.
teousness and necessity of the fundamental social Enemies: The order opposes and seeks to elimi-
order." nate cults of Orcus.
History: The League (called the Shacklers by its Rivals: A mercenary organization called the
detractors) sprang up when the world began its slow Graveyard Guild suppresses the undead for fees and
recovery from the disasters of the past. treasure.
Leadership: The Shacklers' ideological leader is
the scholar-queen Fusane, monarch of a small, pros-
perous city-state located on a major trade route.
Headquarters: Ostentatious League halls appear
in numerous national capitals, situated near the local
palace or congress hall.
Activities: Members of the League appear at
governing institutions to lobby in favor of slavery
proclamations and decrees. Members also under-
mine attempts to establish egalitarian rule. The
League secretly funds harassment, sabotage, and
assassinations of prominent enemies.
Enemies: The Fellowship of Free Souls, a political
movement opposed to slavery and authoritarian rule,
swears to topple the League.
Factions: An increasingly vocal group of slave
traders and wealthy merchants argues for full mem-
bership regardless of birth status. These individuals
want the League to set aside its other political aims
and focus solely on promoting slavery.

CHAPTER 5 I Adventures
--.-.--.-.--.--.-.-.--.-.--.-.--~.-.--

CAMPA1GN ARCS .-J

The following campaign arcs take PCs through PARAGON TIER: INTO THE BREACH
three full tiers of play. To illustrate general ideas that Now that the characters have increased in power,
are dealt with in the next chapter, the paragon tier they can venture into the breach. During the fight
receives more attention than the other two tiers. marking their shift to paragon tier, they discover a
doorway into Sigil (see Chapter 6). The PCs use the
BREACH SMASHERS City of Doors as their new home base. They wander
This arc highlights planar adventure, a signature ele- the planes, piecing together the information they
ment of paragon-level play. need to seal the Restharrow Breach.
The first few paragon levels are devoted to the
HEROIC TIER: OUT OF THE BREACH characters becoming familiar with Sigil and navigat-
The players create characters around a common ing its various conflicts. Past heroics come back to
theme: All PCs begin their careers as ordinary resi- haunt the PCs when comrades of dispatched enemies
dents of Restharrow. A peculiar kind of safety has pursue the characters, seeking vengeance.
blessed this tiny village, tucked away in a distant Early in their sojourn in SigH, the PCs clash with
corner of the world, for centuries. Bandits, monsters, the Red Marauders. The Red Marauders arrive in
wars, and kings have all passed it by. Sigil hoping to restore a dWindling planar breach.
The players envision their characters as humble Their village economically relies on its access to Sigil,
villagers and then create the 1st-level characters they which imports construction materials from them.
In fighting for their community, the Red Marauders
become in the course of the first adventure.
pursue an admirable goal, but they stoop to unscru-
In the middle of the night, Restharrow's preternat-
pulous methods to attain victory.
ural seclusion comes to an exploSive end. A gigantic
Each nemesis character serves as a foil to a par-
planar breach (see page 185) appears in a nearby
ticular PC. The counterparts exaggerate the worst
hillside, showering Restharrow with flaming debris.
traits of the corresponding PCs. The Red Marauder
Altered by arcane winds blown from the breach,
equivalent of a humble, stalwart paladin might be
the characters spontaneously develop their 1st-level
a domineering champion of a sinister deity. A mis-
powers. They rescue their surviving neighbors from
chievous rogue's opposite might engage in deadly
the wreckage and assist with rebuilding efforts.
practical jokes. Keep conflict with the Marauders
As time passes, creatures emerge from the breach
indirect, taking the form of skill challenges and char-
and disrupt these efforts. Invading monsters spread
acter interaction. When the two teams fight, give the
across the countryside, occupying caverns, ruins, and
PCs reasons not to slaughter their enemies.
ancient underground complexes.
Seeking information on the origin of planar
For the rest of the heroic tier, the characters pro-
breaches, the characters learn of a sage named Chi
tect Restharrow by hunting and destroying these
Machiku, who was investigating that topic when she
planar invaders. You can use the guidelines from
mysteriously disappeared. Following her trail leads
"Increasing or Decreasing Level" on page 174 of the
the PCs into adventures throughout the planes.
Dun8eon Master's Guide to create lower-level versions
Upheaval in Sigil provides material for occasional
of planar enemies, or use the themes in this book.
change-of-pace episodes. The group's trainees from
To maintain the planar flavor, use the monster
Restharrow could also show up in SigH sporadically,
creation rules to build toned-down versions of other-
leading to various side missions.
worldly planar entities the PCs can fight at low levels.
After laboriously reconstructing Machiku's
Rework standard stat blocks for low-level creatures
movements from plane to plane, the PCs find her
into planar enemies.
in a githyanki prison in the city ofTu'narath (see
Between encounters, the characters seal off crea-
Manual of the Planes, page 111). When they spirit
ture hideouts to prevent monsters from reoccupying
her back to safety after a series of tough encoun-
them and fortify Restharrow against direct attack.
ters, the characters find her to be a gibbering,
Late in the tier, the PCs learn they must close the
incoherent shadow of her former self. Machiku
breach from the inside. As they prepare for the para-
protected her mind from githyanki probing by
gon tier, they recruit and train replacements to guard
sending portions of her consciousness throughout
the village, so they can leave to take the necessary
the planes. To restore Machiku's sanity and coher-
next step.
ence, the PCs must embark on a series of quests
to gather objects containing pieces of Machiku's
consciousness.

CHAPTE R 5 I Adventures
During this phase, the PCs periodically notice devils are not battling each other, they raid other /I
I
the Red Marauders in pursuit. Later, the PCs learn planes, searching for artifacts that will give them an •
that an oracle warned the Marauders about the char- advantage. The relics the fiends deploy and the plane-
acters. The Red Marauders believe that if the PCs spanning modes of travel they use to retrieve the Z
succeed in their mission, they will destroy the pre- components leak a large amount of dangerous energy 1
cious planar breach. into the Astral Sea. Neither evidence nor persuasion
The Red Marauders retrieve the final piece of convinces either side to disarm, because both evil
Machiku's consciousness before the PCs do, bringing forces suspect they might come out on top if they are
on a final showdown that ends the Red Marauders' left to their own devices.
role in the storyline. This encounter launches the PCs To end the threat, the PCs must intervene in the
into their epic destinies. Blood War and deal enough damage on both sides to
Her mind intact again, Machiku lays out the mis- force the adversaries to back down. The characters
sion that defines the rest of the PCs' careers: The must inflict harm on both groups equally. Otherwise,
Restharrow Breach is a symptom of a bigger problem. one side could win the Blood War, an outcome nearly
as dire as mutual destruction.
EPIC TIER: ASTRAL CATASTROPHE
The entire Astral Sea is undergoing a series ofturbu- PILLARS OF THE STATE
lent changes. If it is not stabilized, the whole plane This campaign puts the PCs, fated from birth to be
will implode, destroying the universe. Over the eons, kings and queens, in the center of a political saga.
excess magical energy has built up in the Astral Sea.
Every time a deity or an immortal works a mass-scale
HEROIC TIER: THE YOUNG HEIRS
ritual, the charge increases. Certain plane-spanning
Each PC begins as a likely heir to the throne in one
artifacts and vehicles also leak magical energy. The
of the Six Kingdoms. (You can adjust the number of
Astral Sea must discharge part of this energy before
kingdoms to the size of your player group.) The Six
anyone can work great magic safely.
Kingdoms have historical and cultural similarities
At the same time, conflict continues to escalate on
but act as politically independent nations that share
the planes: the Blood War (see Manual of the Planes,
a common coastline. Once great, each kingdom
page 89) has flared up again. When demons and

C HAPTER 5 I Adventures
now exists as a point of light separated from its Require negotiation between the players as the
fellow nations by swaths oflawless, monster-infested interests of their separate kingdoms conflict. Start
territory. with outwardly simple choices. Do they put down
Design a home kingdom for each character appro- goblin cattle raiders in the hinterlands of Mahin or
priate to his or her background. Each PC's race or take to the seas against the pirates threatening the
class should correspond to that of the royal family of Nizhian fleet?
his or her kingdom. For example: After the PCs master the basic affairs of state,
People know the nation ofNizh for its trading murkier questions arise. Murisovian miners seek per-
fleet and ambitious merchant culture. The mining mission to establish a guild. Nizhian traders advise
nation of Murisov boasts a long line of warrior-kings. against this development, claiming it will increase
Priests or paladins rule the land ofTarod, the home the price of iron. Do subversive tendencies drive the
of numerous universities, cathedrals, and architects. miners, or will granting their wishes avoid trouble
The eerie kingdom ofKarakho entrusts its throne and assure uninterrupted supplies for the kingdoms'
only to a master of the arcane. Rulers ofZvetisk swear forges?
to protect its ancient forests. The rolling hills of wheat If the sages ofKarakho predict an invasion from
and barley in Mahin Fields make up the breadbasket sinister Feywild creatures unless the characters
of the Six Kingdoms. destroy a sacred grove in Zvetisk, which nation has
The heroic tier trains the characters for the rigors its way?
of kingship. The regions' future rulers unite to rid Sometimes, the PCs can solve intractable prob-
their lands of monsters and brigands. In the Six King- lems by finding secret villains behind the scenes
doms, monarchs don't sit at home, issuing decrees and thrashing them. Further into the tier, the PCs
and eating sweetmeats. Instead, rulers use their find agitators from the Iron States stirring up more
mighty powers on behalf of the people. So the adven- trouble. This collection of city-states, huddled
turers might frequently come across their relatives, together on the other side of the sea, has never before
the current monarchs, while adventuring. posed a threat.
When they are not honing their abilities in the During this phase of the campaign, the time scale
field, the future monarchs reside in their homeland between levels expands. The rulers unite when major
capitals, where they participate in court intrigue. At crises strike, though years can separate the monarchs'
upper levels of the tier, the player characters detect on stage time. During transitions that feature heavy
a conspiracy of subversive courtiers and functionar- roleplaying, the rulers perform the personal duties
ies. After several adventures that nearly flush these every monarch faces. They marry, have children, and
shadowy figures into the open, catastrophe strikes. train their heirs as heroic tier adventurers to continue
Simultaneous coup attempts lead to the seizure of all the cycle.
six royal palaces and the deaths of the current rulers. At mid-tier, an invasion fleet from the Iron States
arrives to conquer the Six Kingdoms. United by a
PARAGON TIER: cruel and militaristic philosophy, the invaders have
transformed themselves into the Iron Empire. Under
LONG LIVE THE KINGS the pitiless Emperor Krek, the empire has already
The PCs kick off the paragon tier by destroying the
conquered and absorbed other nations on its side of
internal conspiracy. How the conspirators slew the
the sea. Now it intends to add the PCs' kingdoms to
elders remains something of a mystery because the
its collection of vassal states.
conspirators summoned creatures of unknown type
Conflicts between kingdoms, once merely a
and origin to do the dirty work.
challenge, now become a greater threat because dis-
The PCs have little time for mourning; they must
sension thwarts all attempts to muster against the
ascend to their respective thrones. No longer do they
Iron Empire. The rangers ofZvetisk resist efforts to
perform missions suggested by others. Now, the PCs
use wood from their forests to build a fleet. Rivalry
root out sources of trouble on their own. Skill chal-
between the priestly caste ofTarod and Karakho's
lenges and character interactions alert the PCs of the
wizard schools holds up the construction of magi-
various threats against their nations. These discov-
cal defenses. The PCs eventually realize they must
eries lead to encounters against monsters, internal
unify their people into a Single force in order to pre-
rebels, and external enemies. The PCs might have to
vail against the Iron Empire. The characters must
choose between two problems of apparently equal
also decide among themselves whom to appoint as
magnitude because they have the ability to address
emperor, leaving all the others as regional governors.
only one at a time. Encourage the PCs to develop
Finally, the characters must ensure that the virtues of
long-term agendas for their kingdoms-agendas that
the kingdoms remain untainted during the consolida-
suffer when the PCs leave to deal with a short-term
tion of power.

CHAPTER 5 I Adventures
and looting their equipment. Occasionally, grateful III
EPIC TIER: EMPIRE MAKERS U
townsfolk reward the militia with treasure and food. 0:::
Repelling the invasion is a prelude to a greater under-
taking_ The PCs learn that Krek is one incarnation
(Like the middle tier of "Pillars of the State," this «
phase unfolds on an extended time scale, with inter- Z
of a multidimensional entity planning similar inva-
ludes of months between levels.) lJ
sions on parallel worlds, throughout the planes_ Ifhis
As the characters progress through the tier, their
multiple selves succeed in conquering seven worlds
at once, he gains eternal dominion over all reality_
fame spreads. Now battle-hardened veterans, the PCs
attract a steady stream of volunteers anxious to fight
,<:
Every world and plane will mirror his tyrannical Iron
in the militia. Intersperse encounters against orcs,
Empire_
goblins, and allied creatures with skill challenges
He already has six worlds or planes in his grip and
in which the PCs direct their private armies against
is close to conquering several others. The PCs must
massed forces. Other sequences require the PCs to
now export their combat expertise to these other
instilI discipline, supply their growing legion, and
dimensions and push back Krek's hold one world at a
prevent their own troops from exploiting the terrified
time.
citizenry.
To propel the characters into the paragon tier,
BLOOD AND TREASURE create a final skilI challenge and encounter com-
In this military-themed campaign, the PCs rise from posed of a large engagement in which the characters
humble beginnings to become generals in a war must drive besieging forces away from the Veraturi
that begins in the world and extends to extraplanar capital.
battlefields.
PARAGON TIER:
HEROIC TIER: GATHERING HORDE ON MUDDY BATTLEFIELD
The PCs begin as impoverished, rootless wanderers Certain that invaders would soon overrun his citadel,
in the vast nation ofVeratur. Marauding tribes of old Autarch hung himself. Atinar, Autarch 's inexpe-
orcs and goblins have plunged Veratur, once a great rienced , good-hearted son, appoints the PCs as the
civilization, into a dark age of barbarism_ The central generals of this shattered realm. He charges them
government is a shell of its former self The leader, with the mission of driving the barbarian hordes
Autarch Hius IV, cowers in his beSieged palace, wait- from Veraturi soil.
ing for the invading tribes to breach the walls. Cut As the PCs continue to fight barbarian leaders, ser-
off from the dying central government, the consuls of vitors, and summoned creatures, they must also build
Veratur's distant citadels must function as indepen- their private army into a new Veraturi force. Skill
dent commanders. challenges revolve around recruitment and training.
War drives the PCs from peaceful occupations into As the characters move from citadel to citadel, vic-
lives of adventure. If the characters desire a life of ser- tories allow them to absorb existing forces into their
vitude, they could sign up as soldiers at a citadel. Or, reconstructed national army.
they could form a free militia, a small band of heroes With the local economy devastated, the characters
that skirmishes against enemy forces, defeating them must figure out how to fund and equip their army.

NUDGING
According to long-standing tradition, OMs lose their pacing quickly abandoned for no good reason. If so, I bring that
control when the characters huddle together to make up again.
plans. I used to follow this unwritten rule, keeping largely The point is never to impose a solution. By nudging,
silent when the characters were planning_ Yes, the game I'm acting as a real-time scene editor, cutting through
would often bog down at these points, as players took the repetition to steer the group toward a fruitful-and
opposite sides of a moral or tactical issue and then dug in. mutual-solution.
Interactions between player characters can be enormously Sometimes the conversation stalls because the huddle
fun-provided that the scenes build and go somewhere. The was called prematurely, before gathering enough infor-
more they resemble the way we argue in real life, the less mation. Players might be leaping to false conclusions, or
engaging they become. Actual arguments are extremely trying to plan their way around too many possibilities.
repetitive, consisting mainly of points stated and restated. With more investigation, they could reduce the number
Eventually I learned to set tradition aside and gently of variables they need to take into account. I used to fret
intervene in player deliberations. If-and only if-the dis- when they didn't have any NPCs to prompt them when
cussion starts to circle in on itself, I take on the role of they needed information. Now, in OM voice, I suggest right
mediator. I restate the various positions and hint toward out that they need to go out and learn more.
solutions. Often a good answer is proposed early on, then -Robin Laws

C HAPT E R 5 I Adventures
This task provides motivation for change-of-pace albeit unknown, purpose. If the characters fail to
encounters, in which the group tackles various other complete this task, they cannot achieve their essential
creature threats to earn necessary treasure and destinies, and a disaster will unfold.
equipment. The group's heroic tier adventures revolve around
When the monetary reward from an encounter the quest for these parts. Creatures guard or control
dovetails with narrative events, create two sets of a majority of the pieces, and the PCs could earn a few
treasure. One set allows the PCs to find the magic components as rewards for tasks. A few individual
equipment they need for their characters, and parts have minor magical powers. Perhaps one or two
the larger set measures their success in the wider of the items are currently warding off a devastating
storyline. flood or preserving a farmland's fertility. In these
Throughout the tier, build up a mortal orc/goblin situations, the group might want to compensate for
hybrid named Tuszu for the villain role. the items' effects to claim them in good conscience.
In the upper half of the tier, the final earthly battle When the device is assembled, it looks like a vehicle.
for Veratur plays out. By now, each PC commands his During this tier, make associations between each
or her own army. PC and a major deity of your setting's pantheon. Cler-
As the war grows closer to a conclusion, the PCs ics and paladins have these parallels built in. For
notice that supernaturally powerful orc and goblin other characters, subtle thematic associations suffice.
champions lead more of the enemy forces. On the These chosen deities are referred to hereafter (in the
eve of the final battle for Veratur, the PCs learn that epic tier section) as the spotlight deities.
the deities of the plane of Chernoggar, Bane and
Gruumsh, have put aside their animosity in an attempt PARAGON TIER:
to invade and overrun the world. IfVeratur falls, the
THE TAPESTRY TORN
PCs can expect a full-scale attack from Chernoggar.
The encounter that enables the group to enter the
paragon tier prOVides the final piece they need to con-
EPIC TIER: WAR AGAINST WAR struct the vehicle.
If the PCs defeat their enemies in the war for Vera- In this tier, the PCs embark on a time-hopping
tur, the characters earn epic status, and they have a journey. They can travel forward and backward in
chance to kill Tuszu. However, their victory will be time. Provide them with a history of your world and
short-lived unless they take the battle to Chernoggar let them choose their own missions as they travel
and defeat its leaders once and for all. through it. As the PCs explore the time stream, you
Although the characters' NPC comrades eagerly can introduce the following story elements that illus-
anticipate the battle, the ordinary soldiers ofVeratur trate the laws of time during this campaign.
want only to rebuild their mangled nation. The PCs
+ Actions the characters take in the past can alter
must then travel the planes to recruit heroes willing
the course of history (subject to the following
to invade Chernoggar. Gruumsh and Bane learn of
provisions).
the PCs' efforts and send enemies to deter the char-
acters, which offers encounters to fill out the storyline + However, a law of conservation appears to be in
between skill challenges and narrative scenes. effect: For instance, if you try to eliminate a tyrant
Finally, the PCs begin a close-fought struggle from the time stream by killing his father before
to take and hold the entire plane. The campaign the tyrant is born, you find a similar cruel leader,
ends with climactic battles against Bane and then of different parentage, on the throne when you
Gruumsh. Upon the deities' defeat, Chernoggar trans- return to the present. The ruler looks different
forms into a peaceful land. A golden era of harmony from the dictator the group erased, but the overall
sweeps the mortal worlds- until your next campaign, historical situation remains essentially unaltered.
when bloody conflict again rears its head. + A barrier separates normal historical time from
the mythic realm of the deities. The time vehicle
THE MOBIUS TRIPPERS can't penetrate this barrier.
This campaign frame takes the PCs on a journey + Time travelers can't go to any time period when
through the time stream. they have already existed. Attempts to travel
to their own pasts, or to other times they have
already adventured in, fail.
HEROIC TIER: MACHINE DREAMS
Ever since the PCs can remember, they have had sim- + If the characters attempt to travel into the future,
ilar dreams. The characters meet up with each other they can do so. The players might deduce that their
and learn of their shared nighttime visions. These characters cease to exist in normal time soon after
dreams revolve around the search for components of what they consider the present day.
a disassembled machine. The PCs believe they must
reassemble the machine and use it for its intended,

CHAPTER 5 I Adventures
Once the players figure out these precepts, and per- them to cross the barrier that separates ordinary and
haps tire of self-directed exploration, the adventurers mythic time. The changes wrought by the absence of
stumble across a rival group of time-trippers_ The the spotlight deities complicate the mission, which
God-Killers, a conspiracy of wild-eyed arcanists, seek extends through a series of adventures until they
to free the mortal races from the supposed tyranny of reach the upper reaches of the epic tier.
deities. The God-Killers have been wreaking havoc The climactic sequence of the campaign occurs
throughout the time stream in their quest to pen- when the pes reach the beginning of time and find
etrate the mythic realm of the deities. the spotlight deities still missing. The surviving dei-
The climactic battle that destroys the God-Killer ties cannot begin the myth of creation without the
leadership elevates the pes to epic tier. spotlight deities. The pes piece together the final
revelation: They must become the deities and take
EPIC TIER: ASCENSION part in the creation stories. And one pe must doom
Shortly after achieving this victory, the pes realize himself to eternal evil and torment by taking on the
the God-Killers partially succeeded at their plan. role of Asmodeus.
They erased the spotlight deities-and Asmodeus- As an epilogue, the players realize what they
from history. must do to ensure the integrity of the universe. They
Wherever the pes go in their time vehicle, they must disassemble the machine and scatter its pieces
find a crisis set off by the absence of a spotlight deity. throughout time, so their past selves can discover it,
The adventure allows them to solve the localized go back to the dawn of time, and become the found-
problem, but another disaster awaits them at each ing deities. All the pes' actions were predestined to
future destination. Eventually, the pes discover that bring about the creation of the universe.
the God-Killers' partial success rendered the time
stream unstable. If it is not eventually rectified, the
absence of the spotlight deities will unravel all exis-
tence. To prevent this catastrophe, the characters
must visit the mythic past by replicating the altera-
tions to the God-Killers' time vehicle that allowed

C HA PT E R 5 I Adventures
DUNGEON CRAFT: around the time they return to Greenbrier Chasm.
The organizations could send them back to the
THE CAMPAIGN ARC Chasm, or the PCs could learn about the organiza-
-James Wyatt, from tions as they explore the Chasm. Either way works.
Dun8eoncraft Episode 3, Dun8eon 153 Second, I want the characters to delve into Green-
brier Chasm a third time, probably at the high
When planning your campaign, you don't have to paragon or low epic levels. Aboleths occupy the high
come up with thirty levels worth of adventures before paragon levels, so they make an appropriate threat for
the PCs set foot in their first dungeon. You just need the deepest reaches of the Chasm.
to sketch out the general arc of the campaign. Where With these gaps tightened up, I have outlined a
does it start, what happens in the middle, and where grand story: Young characters from the backward
and how does it end? If you make that outline early village of Greenbrier face aberrations, seal the Vast
on, you might find it easier to plan adventures as Gate, shut off the Far Realm influence creeping
the campaign progresses and plant seeds for future through the gate, and defeat the aberration that
adventures as you go. escaped from Greenbrier Chasm.
The decision to start my campaign in the village
and dungeons of Greenbrier helped me figure out GETTING ORGANIZED
how to start my campaign, as well. I also figured out I sketch out a story that makes fighting aberrations
the theme and flavor elements I wanted to highlight a major part of the campaign. The organizations in
in the course of the campaign-specifically, aberra- Lords of Madness impressed me, so I want to use them
tions and the influence of the Far Realm. The origin in my game. The book features three main organiza-
of Greenbrier Chasm inspired me to consider that tions devoted to fighting aberrations, plus a fourth
the epic-level player characters in my game might tradition (the Keepers of the Cerulean Sign) that fills
someday fight a fiery entity that escaped from the a similar role. I adapt each one to my campaign. The
chasm. One day, they must either destroy it or return presence of aberrations profoundly influences this
it to its prison. I also considered having the characters region of the world, and these organizations formed
explore the chasm in the heroic tier and then return to protect civilization from the depredations of
when they reach an appropriate level to fight other aberrations. Because the player characters must ulti-
aberrations. mately protect civilization from the threats I have in
The following broad outline sketches out my cam- mind, I want these organizations to serve as resources
paign arc. for character development. I can create paragon
Levell: The characters make their first expedi- paths or feats for the characters in my campaign
tion into Greenbrier Chasm and fight warped goblins associated with these organizations. These paths and
and fell taints. Then the warped goblins raid the feats allow my players to build characters with traits
farms, and the characters return to stop the raids. that help them fight aberrations and immerse their
Level 10 (approximately): Back into Greenbrier characters in the ages-long struggle that defines the
Chasm to fight foulspawn. (The foulspawn in the history of this region.
Monster Manual range from levels 8 -12.) A level 14 The Circle of the True defends the world from the
mind flayer would be a good major villain at that point. aberrant forces that corrupt and destroy nature. Its
Paragon Tier: As the centerpiece of my cam- members sometimes have ties to the primal power
paign, I want to run the 1999 adventure The Gates source or the fey. I then merge the Gatekeepers from
of Fire storm Peak. The original adventure targets Eberron into the Circle of the True. The modern orga-
character levels 5 - 8, a range too low for the scope nization practices numerous Gatekeeper traditions,
of my adventure. Since I want to design all the and orcs in the wilds still preserve the pure Gate-
encounters anyway, I place this adventure in the keeper way. Gatekeeper orcs have the same negative
mid-paragon tier. disposition toward the PCs as other orcs. But this his-
Epic Climax: Characters must fight the fiery tory makes it possible for a player character belonging
aberrant creature that escaped from the chasm and to the Circle to strike an uneasy alliance with an ore
burned the forest. Gatekeeper to seal a Far Realm portal, such as the
That event starts a campaign arc heavily fla- one in Firestorm Peak.
vored with aberrations. I see two gaps in this layout. I convert the SOciety of the Sanctified Mind into a
First, I want to involve in the campaign at least one scholarly society removed from the front lines of the
aberration-hunting organization from the 3rd Edition battle against aberrations. However, this organization
supplement Lords of Madness. I can design paragon has an extensive collection oflore about aberrations.
paths associated with these organizations and present The group worships loun, who is also the deity of
them to my players as options, so I should probably prophecy. The Society's records could detail who
introduce the players to the organizations before they bound the aberration, as well as why and where. And
reach 11th level. I decide to place that encounter

CHAPTER 5 I Adventures
the group might protect prophecies regarding the random encounters against aberrant monsters in
aberration's escape and eventual destruction. their first adventure.
A holy knightly order, the Topaz Order protects the Harrows Pass: I haven't placed this location on
civilized races from aberrant monster races. This reli- my map yet-I just like the name. I have vague notions
gious order venerates Bahamut, Moradin, and Pelor. of undead haunting this place. I could make this
Based on what I already know about Greenbrier, adventure an "on the way from here to there" encoun- -<
the Topaz Order influences the village and the sur- ter, something fun and different that happens to the C
2
rounding area, and the players likely encounter this characters on their journey to their next adventure. <'I"

organization first. In the Greenbrier area, the PCs learn about the weird
The Keepers of the Cerulean Sign are lone indi- occurrences near Firestorm Peak and decide to inves-
viduals who oppose the twisted cults that revere tigate. To reach Firestorm Peak, they must venture
aberrations in the shadows of civilized society. I don't through Harrows Pass. That plan could work, but the
want to make these individuals the focus of the cam- players might feel this adventure stands in the way of
paign. So maybe a cult of aberration worshipers lives what they want to do-investigate Firestorm Peak. I
in Lake Town, and the characters enlist a Keeper to want to give them another reason to go into the pass,
combat that threat in the city, or the Keeper could so I can use the adventure in Harrows Pass to plant
recruit them. I used a cabal of mad alienist sorcerers additional hooks for the Firestorm Peak adventure.
in my 3rd Edition adventure The Speaker in Dreams- Or the Harrows Pass adventure could foreshadow
maybe I can steal elements from that adventure when the weirdness arising in the mountains, meaning
the time comes. this adventure could serve as a prelude to the Gates
adventure at the beginning of the paragon tier.
FILLING THE HOLES Epic Levels: Looking at my sketch outline so far,
oW I want to add variety to the campaign outline. I see a big gap in what the characters do between
My players don't want to fight aberrations their entire the end of the Firestorm Peak adventure and the
adventuring careers, and I don't want to limit my campaign-ending battle with the epic aberration. I
adventure and encounter design. I have clear ideas could encourage the characters to make their third
for aberration-themed adventures along the way, foray into Greenbrier Chasm, to explore its deep-
and I want to combine those events with adventures est reaches and fight aboleths. I can extend this
unconnected to the main theme. adventure into a long Underdark foray. Maybe the
So next, I look at my campaign map and review my characters must travel underground from Firestorm
notes. When I sketch out the first circle around the Peak all the way back to Greenbrier Chasm. They
Village of Greenbrier, I generate a couple adventure emerge from the chasm to retrace the steps of the
ideas to fill out the first ten levels of my characters' ancient aberration, find its new lair, and confront
careers. it. Looking at the epic-level monsters in the Monster
Tower Watch: After their first forays into Green- Manual, I decide that aberrant monsters, such as
brier Chasm, I let the characters explore the ancient swordwings and gibbering orbs, could join the abo-
ruins in the south. I start with a straightforward dun- leths as enemies on this trek.
geon crawl in the ruins (inhabited by orcs), and then At this point, I want to leave those levels sketchy. A
I encourage the PCs to venture into the mysterious lot can happen between now and then, and I want to
tower these ruins are named for. stay open to possible new directions, subthemes, and
What if the top ofthe tower is an observatory? my players' desires. So I have the following outline of
It could plant the seeds for information about my campaign arc, filled out from where I started.
the comet that heralds the opening of the Gates Levels 1-3: Greenbrier Chasm (first forays).
ofFirestorm Peak. Or the orcs in the ruins could Levels 4-5: Tower Watch.
include a wise old Gatekeeper who passes on impor- Levels 6-8: Lake Town-Speaker in Dreams?
tant information to the characters that could lead Levels 9-11: Greenbrier Chasm (second foray,
them to future, more peaceful, interactions with fighting foulspawn and mind flayer boss)-introduce
Gatekeeper orcs. I want this adventure to vary from Lords of Madness organizations.
the main theme of my campaign arc, and I want to Levels 12-13: Harrows Pass (single adventure).
connect the two. The characters leave Greenbrier Levels 14-20: The Gates ofFirestorm Peak.
(the village and the chasm) and fight orcs and what- Levels 21-28: Greenbrier Chasm (third foray:
ever else I throw at them in the tower. Then, at or aboleths, swordwings, gibbering orb).
near the end of the adventure, the PCs receive a Levels 29-30: Fight the fiery creature that
foreshadowing of future events that ties back to the escaped from the chasm and burned the forest.
aberrations of the chasm. This glimpse offers the
characters their first chance to see a real campaign
forming. They have a purpose beyond fighting in

CHAPTER 5 I Adventures
CHAPTER 6

A PLAYER character's early career likely


entails hack-and-slash adventure, descending into
near-surface dungeons, and skirmishing with
kobolds, orcs, and gnolk At paragon status, bold hori-
zons unfold before the PCs_ They battle in new places
and attract adulation and danger in equal measure_
This chapter includes the following sections:
• Paragon Status: Whether players reach this
status level by level or the DM starts characters
at the paragon tier, when a campaign reaches
11th level, the stakes change_ Paragon tier cam-
paigns might take PCs into the murky depths of
the Underdark or across the scarred landscapes
of cursed lands_ The characters could explore the
planar realities of the Astral Sea or the Elemental
Chaos. At the paragon tier, PCs are becoming pow-
erful enough to ascend thrones, command armies,
and build new empires from the ruins of the old.
• SigH, the City of Doors: Introduce plane-hop-
ping, paragon adventurers to the PCs' potential
new home base, Sigil. Sigil offers an infinite
number of dimensional gateways to other loca-
tions. If the PCs fall into disharmony with the city
and its residents, they might learn why people also
call the city "The Cage."
• A Conspiracy of Doors: This adventure for
11th-level player characters introduces Sigil to
your campaign. If it exists, the saying goes, you
can find it in Sigil. But what happens when the
supply lines are cut and expected imports don't
arrive on schedule? That's when Estavan, the face
of the Planar Trade Consortium, seeks out a group
of adventurers to trace the supplies back to their
source and discover what's causing the holdup.
What starts as a minor inconvenience could lead
to panic, starvation, riots, or worse (such as the
attention of the Lady of Pain) if the supply lines
aren't restored.

CHAPTER 6 I Para80n Camp ai 8 ns


~.-.--.-----.-.--.-.--.--~.-.-----.-.--~.-.--

PARAGON STATUS -.J

When player characters make the leap to paragon • alternate realities.


status, their characters have stepped onto a new • time travel.
plateau. The challenges they face and the fruits that
victory brings increase in magnitude. At the paragon This is not to say that you can't run these types of
tier, the characters' powers increase, and the world campaigns with PCs who have not yet attained the
takes notice of the PCs' achievements and potential. paragon tier. You can lay the groundwork for paragon
When your PCs reach the paragon tier, encour- tier campaign themes long before your players have
age them to search for new horizons. As players gain reached paragon status. For instance, to set up a polit-
levels, their access to more potent powers, rituals, and ical game during the heroic tier, introduce rulers and
magic gives them greater influence over the world. other members of the elite class as impossibly distant
Push your players to seek new challenges, whether in figures of power. As the adventurers gain levels, they
the courts of power, within the Astral Sea, or among move closer to the heart of power through new con-
the eddies of time. tacts. When the PCs reach the paragon tier, the inner
circle welcomes them.
REACHING PARAGON TIER You could build a growing threat of war during
As the DM, you can choose the way in which the PCs the heroic tier of a campaign. When the adventurers
attain the paragon tier. For new players, the level- reach the paragon tier, major hostilities commence.
ing approach works best. PCs start at first level and To foreshadow planar campaigns, add denizens of
gradually reach the paragon tier as they learn how these environments into encounters that heroic-level
to play their characters and get a feel for the game. PCs have in the natural world.
Not only does this approach offer beginning players
ample opportunity to become comfortable with their CROWNS AND THRONES
characters, players might also savor the accomplish- Players who enjoy negotiation, intrigue, and intricate
ment of reaching the paragon tier more if they have storylines excel in politically based campaigns. These
earned their way up. adventurers can use their paragon status to leverage
Certain campaign concepts work best if you start themselves into positions of influence, either behind
characters at the paragon tier. Only heroes of paragon thrones or on them.
level or higher will have the tools to participate in a
campaign built around certain subjects, such as:
GAINING INFLUENCE
• high-level politics. When the characters attain paragon status, they
• grand-scale military engagements. attract the attention of top local leaders. Successful
• sustained adventures in the Underdark or simi- rulers cultivate strong relations with local paragons
larly hostile locations. and treat them as champions and advisors, some-
times assigning them weighty responsibilities. Rulers
• world-hopping adventure. rely on paragon characters to vanquish enemies,
gather information, provide advice, and fill the
national coffers with treasure. Rulers might also ask
WREATHED IN GLORY favored paragon characters to wage war for them.
The characters already demonstrated remarkable skills as
heroic adventurers. As they progressed, they noticed signs THE BODY POLITIC
of a greater destiny awaiting them. As the PCs enter the Paragon characters with access to higher levels of
paragon tier, they exhibit their potential for greatness. government will discover much more about the local
By this point in their careers, the player characters political situation than they were aware of at heroic
have achieved fame. The common folk know the charac- tier. A baron or lord most likely controls and protects
ters' names and have heard exaggerated legends of their each village, town, or collection of settlements. Elders,
deeds. Wandering troubadours sing ballads about the mayors, or councils oversee the cities and towns. The
PCs, spreading their fame across the land. PCs now wield greater influence over the local rulers
Your players might react to signs of their characters' at all levels, and they are more likely to find themselves
growing fame with wariness, as a burden or an annoyance in a position where they are required to mediate con-
that attracts unwanted attention and saddles adventurers flicting interests. Some nobles might treat paragon
with unpleasant duties. Paragon tier characters command adventurers as rivals, rebels, or enemies. A town coun-
respect. Fame shouldn't limit them; it should increase cil might appeal to the heroes for help against a corrupt
their options. lord. Various factions of merchants might attempt to

CHAPTER 6 I Paranon Campainns


win the PCs to their cause against the others. In such
circumstances, the characters' skills at negotiation can
be at least as important as their skills in battle.

JOINING THE ELITE


To add an interesting complication to your campaign,
create a nation in which the ruler must balance the
interests of competing elites. The landholders might
represent a traditional power base, and the growing
merchant houses might be threatening to eclipse
them. Either of these elite classes could offer the
heroes membership in exchange for their support in
its intrigues against the other.
Paragon adventurers could buy their way into the
banking class with an investment of their treasure. A
character might marry into an influential noble family
after rescuing an heir. The PCs could gain shares in
a merchant house by eliminating a band of outlaws
threatening an important trade route. Fulfilling reli-
gious obligations through quests could earn a cleric or
a paladin elite status in his or her religious hierarchy.
Factions divide every elite circle. The collective
group fights to protect its interests while families,
companies, sects, guilds, or other units compete to
increase their own status and wealth. The adventur-
ers might ally with one such faction and use their
status and talents to help that faction undercut its
rivals and rise to prominence.
Alternatively, each player character could rep- WIELDING POWER
resent a different elite faction in a society that has Player characters can exercise power directly. This
competing centers of power. The adventurers would choice involves the player characters in governing
then work toward a common goal of creating a coali- and offers them both authority and the opportunity
tion of these rival groups. NPC rivals oppose the PCs, to playa part in more intricate storylines.
perhaps while posing as allies. If the heroes choose to Typically, one character ascends to power and the
involve themselves in political intrigue at this level, others join the ruler's retinue. However, this approach
they could learn the hard way how difficult it can be introduces a command structure into the game that
to distinguish friend from foe. could create conflicts among the players. Make sure
Adventurers might also act on behalf of a ruler they they operate by consensus. Watch for attendance prob-
admire, or work against an unpopular or illegitimate lems: If a player who has a key role frequently misses
ruler. Maybe the PCs undertake to install a favored game sessions, other players might grow frustrated.
NPC on the throne; players who have a taste for To avoid an unequal power distribution, give each
intrigue might even attempt to seize it for themselves. player character an equal power base. Make them

POWER IN A D&D WORLD


In a typical D&D world concept, the last great empire or Within a society, elite classes hold great influence
kingdom collapsed about a century ago and a terrible dark because they control the primary sources of wealth. These
age now grips the world. Monsters roam the wilderness, elites include landholders, merchants, and financiers,
and points of light dot the countryside. People congregate among others. In a fantasy world, membership in the
in these havens of civilization, where adventurers can rest political elite can also derive from divine favor, control of
and resupply between forays into the untamed wilds. magic artifacts, or alliances with legendary creatures.
Democracies as we know them rarely exist in fantasy Above the nobles and the other elite classes is the king
worlds. Instead, barons respond to the needs of their or queen. Paragon characters are more likely to interact
citizens-or fail to. As popular figures who walk among with a land's elites and monarchs. At this level, the charac-
the people, paragon characters are in a position to inter- ters' support for a nation's political system becomes more
act with the common people and to see what effects the important. Paragon pes are in a position to judge whether
actions of rulers have on the country as a whole. a leader is fit to rule, and to enforce their judgment.

C II A PTE R 6 I ParaBon CampaiBns


allied lords who struggle together against an encroach- + rescue prisoners.
ing, overwhelming menace. Run a ruler-level political + take enemy hostages.
campaign only if you can comfortably include concur-
rent cutaway sequences in which the player characters
+ defeat enemy leaders before they take the field.
split up to perform equally important tasks.
If you start the game in the paragon tier, you can RESOLVING BATTLES
appoint the adventurers as fixtures of government. You can resolve large -scale battles in several ways.
Design the available positions as part of your world- Some possible methods are described here, but you
creation process, and let the players divvy them up are free to establish specific criteria for winning a
when they build their characters. particular battle. You can use the same method con-
Building up to a paragon tier political campaign sistently or switch between methods as adventure
requires advance preparation in the heroic tier. Estab- pacing and dramatic tension demand.
lish a path to power for the characters, possibly by
designating one player character as heir to a throne. DRAMATIC DECREE
It follows that he or she would appoint companions as Decide the battle's victor ahead of time. This approach
trusted advisors. works best in a campaign that mirrors historical events.
In a D&D world, ascending to a throne does not Use this technique cautiously: If the player characters
end an adventuring career. Slaying monsters and smit- are not on the winning side, you need to ensure that
ing enemies take on higher stakes when the fate of a they are still presented with an achievable goal.
barony or duchy hangs in the balance. Rulers also have Whether the characters are queens, generals, or
a magical connection to the places they rule. So when legates, they will need a reason to fight in a particular
plague or pestilence strikes the land, a queen's subjects battle, and a clear objective to fight for. For example,
expect her to ride with her trusted heroes to destroy as a part of a larger overall battle the pes might be
the source of the curse. Ifbarbarian hordes howl at the tasked with capturing and holding a strategic loca-
gates, the king must challenge their chieftain to per- tion, with preventing enemy reinforcements from
sonal combat. If the drow invade from below, the ruler making a flanking maneuver, or with destroying
plunges into the Underdark, leaving trusted function- key resources such as stockpiles of food or weapons.
aries in charge while he or she conducts a multiyear Whether the heroes accomplish their objective or
crusade to save the land and its people. fail should have a clear influence on the ongoing war.
This way, the pes can win an encounter even if their
side loses the larger battle.
MASTERS OF WAR
Your paragon tier campaign might feature mighty BATTLES AS SKILL CHALLENGES
armies clashing to resolve ultimate battles of good When the player characters participate in a battle,
against evil. You can use this approach to extend a whether as generals or frontline warriors, they can
campaign in which pes rule a nation. Your player determine its outcome with a skill challenge. To
character rulers and their retinues might lead armies reflect situations in which the pes' army has an
charging headlong into enemy ranks. advantage over the enemy, use low or moderate Des
If your players want their military engagements for related skill checks. In situations in which the tide
unsullied by politics, appoint them as commanders. turns against the heroes, use high Des and complex
In this model, they lead the action on the battlefield skill challenges.
without entangling themselves in intrigue or the To give skills more influence in battle, start nar-
responsibilities of rule. The rank they hold depends rating before forces hit the field. The first time you
on the setting you chose. In a Roman-style empire, determine a battle's outcome with skill challenges,
the pes act as generals of a professional army. A suggest ways in which the characters can influence
medieval setting casts them as knights and nobles the battle with their skills. Treat the following list as
commanding a mix of mercenaries and peasant mili- a starting point and add to it as players come up with
tias. A campaign set in the Dark Ages would have more possibilities.
the pes rove the land as war chieftains supported
by loyal barbarians. In any case, the characters must Prior to battle:
regularly leave their command duties to engage in
+ Bluff Sow demoralizing false rumors among the
standard encounters against high-ranking enemies.
enemy's ranks.
They engage in these fights in order to:
+ Diplomacy: Recruit additional allies; convince mer-
+ prove themselves to potential recruits or allies. cenaries or poorly motivated enemy allies to desert
+ open supply lines. or defect to your side.
+ disrupt shipments to the enemy. + Dun8eoneerin8: Run mining and sapping opera-
+ raid for supplies or money. tions to overcome enemy defenses.

CHAPTE R 6 I Paranon Campainns


• Insi8ht: Counter rumors spread by the enemy NUMEROUS BATTLES MAKE A WAR
among your troops. Include multiple battles in an adventure or campaign
• Nature: Find natural terrain to attack or defend in which the adventurers wage war, and have the
from. scenario culminate in a final, decisive engagement.
Set the encounter up in such a way that the player 2
• Thievery: Steal a crucial artifact of martial magic.
characters have an opportunity to engage the leaders 3
of the opposing army. The PCs might receive intel- <
While in the fray: Iigence identifying the enemy's command location, ~
• Acrobatics: Dart in, around, and through enemy or during battle they might recognize the battle stan- I"l..
ranks, spreading confusion. dard of their adversary across the front lines.
• Arcana: Counteract enemy powers and rituals. In whichever way you set the stage for the ultimate
battle, take into account the history of this war. Prior
• Athletics: Bash forcefully through enemy lines.
victories should stack the odds in favor of the adven-
• Heal: Administer aid to the wounded, improve turers: The terrain should work in their favor, the
morale, or allow injured troops to rejoin the fight. level of the encounter should equal the level of the
• Intimidate: Spur beleaguered enemy units to rout. PCs, and related skill challenges should use low or
• Perception: Spot weak points in enemy formations. moderate DCs. Prior losses should influence the final
battle in ways less advantageous to the heroes.
• Reli8ion: Bless your forces or curse the enemy.
When you are designing this encounter, make
• Stealth: Maneuver into position undetected. sure to consider the consequences of both failure and
success for the characters. If one of the characters is
If the adventurers succeed on the skill challenge, the ruler of an embattled nation, what are the results
their side emerges from the battle victorious. If they if that army is defeated? Will the enemy nation annex
fail, the enemy drives the PCs' forces from the battle- important territory? Will barbarian hordes sweep
field or captures them, depending on your story. through the nation, pillaging food and valuables and
leaving destruction and famine in their wake? Will
COMBAT OF LEADERS the PC ruler be deposed?
Have the adventurers fight the enemy's leaders in And what will be the consequences if the
an honor combat to determine the outcome of the adventurers win? The heroes' rewards should be com-
war. To use this approach, you will need to create an mensurate with the risks they undertook to achieve
encounter that represents a key turning point of the this final victory.
battle. Prior to the start of full-scale battle, allow the
PCs to issue an honor combat challenge offering to DOWN TO THE DEPTHS
stake the battle's outcome on the result of a Single
Groups dominated by explorers, power garners, slay-
encounter between the heroes and opposing leaders.
ers, and thinkers might test their paragon status
Allow players to control the nature of this encoun-
during grueling sojourns into the Underdark. They
ter to some degree, by letting the adventurers
put aside the relative comforts of near-surface dun-
negotiate the terms of the honor combat: location,
geoneering for a prolonged crusade in a hostile
time of day, weapons, and other such details. If you
environment. The prevailing mood might darken as
like, these negotiations can be resolved through a
adventurers struggle to survive. They cannot jaunt
series of skill challenges.
back to town and sleep in warm beds, shop for sup-
When designing the honor combat encounter, con-
plies, or spend an evening in a tavern. Food and water
sider the overall state of the war. If the adventurers'
become precious resources crucial to survival.
army is fighting a superior force, make the encounter
one or two levels higher than the PCs' level. If they
are fighting an equal or inferior force, set the level of TREATED AS MONSTERS
the encounter equal to that of the group. Civilized races, including drow, mind flayers, aboleths,
and duergar, inhabit the Underdark, and few of them
NONCOMBAT RESOLUTION welcome surface folk. The towns and cities of the drow
For variety, you could allow a battle to be determined and the illithids pose serious danger to surface dwell-
by the characters' actions outside of combat. Present ers. These races treat intruders as invading monsters.
the players with the possibility of achieving victory Capable champions of the Underdark scramble to
through the accomplishment of a specific goal. This protect their constituents. Others cry out for the watch,
could involve acquiring a mighty artifact, assassinat- militia fighters, and volunteers to join the fray.
ing an enemy leader, or discovering crucial military What might begin as an encounter against the
or political intelligence. If the adventurers succeed, nearest group of defenders can segue into a daunting
the battle resolves in their favor. skill challenge as the adventurers flee to safety. If the
PCs fail, defending races shackle the adventurers,

CHAPTER 6 I Paranon Campainns


strip them of gear, and imprison them. Once cap- without seeing a chatty vendor, a rumor-dispensing
tured, the characters await torture, interrogation, and bartender, or an informative street urchin. Other
slaughter. Although the PCs might escape through explorers and the occasional hermit or madman
cunning, luck, or success at a skill challenge, they account for the few communicative, neutral creatures
might find that losing crucial food and equipment is that the group might come across. These circum-
an equally serious threat to their survival. stances might make exploring the Underdark an
Unaligned Underdark races, such as dwarves and unpleasant experience for actors and storytellers.
deep gnomes, also dislike crusading characters and Without interaction scenes, interludes between
bar them from entering settlements. Adventurers encounters shorten in the Underdark, so increase the
might find these races secretive, ungenerous, and number of encounters you prepare per session.
suspicious. Harboring adventurers who attacked
neighboring drow, mind flayer, or aboleth settle- LOCATING SHELTER
ments would invite reprisals from these formidable Characters needing rest in the Underdark face a dif-
enemies. Also, past raiding parties from the surface ficult challenge. The adventurers must make their
world have abused dwarf and deep gnome hospitality own safe place here. First, the characters must find a
by stealing food, water, artifacts, and secrets. location, within raiding distance of their target, that
Characters should not necessarily trust dwarves enemy patrols do not monitor. Few chambers meeting
and deep gnomes who welcome adventurers into this specification exist. Searching for a suitable base
their strongholds. Thieves and slavers run some of can take days of combat-filled exploration, because
these communities, and they bind sleeping guests, no race relinquishes a good base. Creatures of all
strip them of valuable magic, and sell them to drow types covet a cavern capable of proViding decent shel-
or fomorian neighbors. ter. Explorers should consider taking lairs only from
unintelligent or antisocial creatures, since outposts
DEPRIVED OF CONTACT held by civilized races receive regular visitors capable
The Underdark limits opportunities for player of taking them back.
characters to interact with NPCs. Adventurers can't The original occupants of the adventurers' new
wander into a settlement and casually engage strang· base might not return, but other creatures could take =
ers in conversation. Adventurers might go for weeks up residence in the adventuring group's absence.

CHAPTER 6 I Para80n Campai8ns


of humans; others are composed of dwarves, elves,
KEEPING SUPPLIED
Characters will most likely end up scavenging for food tieflings, or dragon born. atives fight from the backs
of swift horses and weirder mounts, and tribal folk
and water in the Underdark. Few vendors provide
meals here, and the underground environment offers employ magic vehicles left over from past ages. Vl
Any nation near a hordeland fears the ascension
little edible foraging, except for mushrooms and other
of a great war leader who can rouse the feuding clans
fungi. Caverns can be dryas deserts or dripping with
to united action. When this happens, the hordes
water contaminated by disease or poison.
coalesce into seething, bloodthirsty armies and
You can leave the details of the group's food and
swarm across the land like locusts, leveling every set-
water supply abstract. Occasionally tell them that
tlement they encounter. When a new chief arises in
they must replenish their food and water supplies.
the hordelands, courageous adventurers must plunge
On the other hand, players sometimes enjoy track-
deep into nomad territory to slay this charismatic
ing their in-game resources. If you have this type of
leader before he or she unites an army.
player in your group, allow him or her to keep careful
records of supply levels at all times.
Adventurers who run low on food or water can find KINGDOMS OF EVIL
small quantities of the necessary supply by succeeding Certain civilized nations, gripped by evil or ruled
on Dungeoneering checks with hard DCs. PCs might by monsters, display the same hostility to good or
stumble upon traps or enter difficult encounters while unaligned adventurers as the drow or the mind flay-
foraging. To acquire Significant quantities of supplies, ers of the Underdark.
the PCs must win skill challenges or defeat other crea- Intelligent, powerful undead sometimes install
tures and take their supplies. themselves as leaders of nations and city-states. Vam-
pires, in particular, seek thrones to perch upon, so
DARKNESS IN THE LIGHT they can bleed populaces of both blood and money.
Lich kings also seek to rule, so they can sap
D&D players might regard the Underdark as the clas- citizens of their life force and use it to fuel magical
sic test of any paragon character's mettle, but players experiments. A few of these dusty-veined mon-
can find regions of equivalent hostility on the surface archs dimly remember ruling as mortals in ancient
of the world. empires. They seek to rediscover the forgotten rituals
or sorcerous siege engines that destroyed their origi-
CURSED LANDS nal kingdoms.
During the apocalyptic wars that destroyed the Ancient dragons might openly declare them-
empires of eons past, long-forgotten magic scourged selves rulers, but most dragons prefer to manipulate
great swaths of the surface world. This magic left crowned puppets to reign over terrified citizens.
behind cursed lands, places where ordinary plants Either way, dragons take a direct role in disposing
and animals cannot flourish. Strange, venomous ani- of dissidents by devouring them. Evil dragon rulers
mals, warped and twisted by fell magic, prowl across tax their populations, demanding a percentage of the
blasted landscapes and through toxic forests. Ghosts population as an offering for consumption.
and wraiths haunt the buried imperial capitals that Devils might take over nations openly, although
lie at the epicenters of these cursed lands. Undead more seize control through subversion of the exist-
remnants of slaughtered populations wander numbly ing ruling elite. Asmodeus in particular covets
through the ruins of their obliterated homes. Golems urban settlements. The devilish mania for legalism
and other automatons constructed by the ancients and bureaucracy infests every aspect of a controlled
patrol long-abandoned strongholds, ready to tear nation. Networks of spies, functionaries, and guards
intruders to pieces. effiCiently maintain order, qUickly spotting incur-
sions by foreign paragon characters. Devilish states
HORDELANDS demand absolute obedience while encouraging
Populated by warring tribes of nomadic barbarians, people to pursue dark, soul-corroding pleasures.
the hordelands contain vast, infertile steppes where
natives skirmish constantly. Although adventurers in UNDEAD ARMIES
the heroic tier could overcome individual denizens of A death knight might seize control of a region in
the hordelands, only paragon or epic characters dare order to sate its appetite for battle. One of these skel-
to explore these realms and face large groups of their etal warriors can slaughter the entire population of
inhabitants. a town so that it can create a legion of undead with
Two or three competing barbarian races dominate which to pursue its battle against the living. Adven-
the typical hordeland. The term "horde" conjures turers might walk into such a town without realizing
visions of orcs, goblins, gnolls, ogres, and lizard- that its inhabitants are not what they seem.
folk. Some of these fearsome tribes are made up

C HAPTER 6 I Para80n Campai8ns


STREETS OF ANARCHY
The forces of chaotic evil seek conquest without the
responsibility of rule. Cities and nation-states over-
run by demons and other evil beings devolve into
madness and destruction. After the common people
flee or die, champions of evil run rampant. Some
corrupted subjects remain, furiously defending their
shattered turf for reasons they no longer recall. To
gain reinforcements, these depraved subjects raid
caravans and capture unsuspecting adventurers.
Captives must escape or face transformation into
demonically controlled minions of the Abyss.

WORLD HOPPING
If you or your group enjoys playing in multiple D&D
worlds, a world-hopping campaign means you no
longer have to choose between them. You can dip into
the epic sweep of a FORGOTTEN REALMS campaign for
one story arc and then switch to an EBERRON cam-
paign's pulp-noir fantasy for the next. You can build a
world-hopping campaign in an episodic structure or
connect the adventures in the various worlds with an
overarching continuity in the storyline.
In an episodic campaign, the adventurers move
between worlds like rootless wanderers. They might
travel a circuit between established worlds or visit
a new world with a new story every session, never
turning back. The second approach challenges you
to create increasingly extreme or distinctive worlds.
Don't worry about the depth of detail; focus on a
Single memorable world concept. Choose a theme for
the adventure, and then create a world that expresses
that theme in an exaggerated way. World creation
and adventure design involve the same process.
You might, for example, create an adventure about
the horrors of war. What would a world of incessant
warfare look like, and how would its cultures behave?
Next, consider what NPCs embody these attitudes.
Now, build your encounters from a set of visual
images associated with your world concept: a strong-
hold, a battlefield, and a landscape ravaged by past
engagements.
The model of a new world for every adventure also
works well for improvised games, where you must
constantly create new encounters to suit your play-
ers. Improvisation frees you from tracking recurring
characters and plot lines, and it allows you a fresh
start every few sessions.
Conversely, the adventurers can follow a single
storyline as they hop from world to world. They might
try to prevent a catastrophe or an invasion that threat-
ens the known spheres of existence. This approach
allows your world-destroying villain to take out a few
realities and still face defeat in the end. Another take
on the concept sends the adventurers to gather pieces
of a device that enemies or ancients scattered across =
multiple realities.
=
:>
<
MASTERS OF REALITY These slight changes generate your adventure
premises. In one reality, perhaps the heroes' nemesis
At the paragon tier, situations that embroil the adven-
changes into an ally. In the next, a human they know
turers take on a more fantastic nature. Some of these
as a benevolent baroness transforms into a cruel
situations present the possibility of extreme and exotic
journeys involving other planes or alternate realities.
tyrant or leads a resistance movement against the z
establishment, or maybe she suffers from a mind-sap- 0
ping curse. Each adventure requires that PCs resolve ~
PLANAR BREACHES a narrative involving these altered characters. t.
Denizens of the planes have colonized regions of the Another version of an alternate-worlds campaign ~
natural world in areas known as planar breaches. includes counterparts for the players' characters
These places have the physical properties of the inhab- whom the characters replace for the duration of the
itants' home planes. Characters might find adventuring adventure. The alternate-world heroes are signifi-
in a breach the same as exploring the related plane, cantly different from the PCs in each new world. As
with similar natural properties and similar creatures. part of the information -gathering phase of each adven-
When a breach manifests in the world, it pushes ture' the PCs must work out their context in this new
aside the space around it. A breach appearing in dimension. Do they behave like heroes, cowards, vil-
the main square of a ruined settlement might cut it lains, or something in between? Having learned about
in two. The west side of the old city remains intact their alternate selves, the PCs must impersonate them
on one side of the breach. The breach itself forms a in order to achieve the adventure's final objective.
newly created buffer between that portion of the city Once your players assimilate this formula, you can
and the rest of the city, which remains intact to the throw them a curve by sending them to an alternate
east. Some breaches create peculiar distortions on world in which they must face their alternate selves,
the borders of the territories surrounding them. possibly evil twins.
Sometimes a plane overlays the natural world
instead of pushing it aside, and the plane and the
world mix in strange and unpredictable ways.
MASTERS OF TIME
Breaches occur in isolated regions. Sages theorize A typical fantasy world's history reaches back tens
that the psychic energy given offby large masses of of thousands of years. Allow the player characters to
intelligent minds acts as a barrier against the materi- interact directly with the great events of your setting's
alization of breaches in heavily populated areas. past by enabling time travel. Your adventurers can
Breaches can also be created by high-level magic. meet legendary figures, fight in classic battles, and
If a breach is created through magic, a focus object witness the birth of the deities. They can journey to
somewhere in the breach maintains a temporary bond the future , encounter their own descendants, marvel
between the two planes. Creatures loyal to a breach's at technological wonders, and flee from the death
creator tenaciously guard these focus objects. Destroy- of the world. The PCs might travel using a vehicle,
ing an object initiates the process of the breach's an artifact, or a consistently available ritual. Alter-
dissipation, giving adventurers just enough time to natively, you might make an adventure into the time
leap for the borderland before the breach closes. stream a special, one-time event.
Most planar breaches are fully contained by the Start by deciding how time travel works in your
world, but a few create connections between reali- game. Can characters alter the events of history? If
ties, existing in the natural world and in the breach's not, allow characters to take only actions that leave
home plane at the same time. Moving out of the area known history intact. You could choose a mechanism
of the breach could send PCs either back into the that protects the fixed nature of time, or you could
world or into the plane. employ powerful coincidences that prevent charac-
ters from affecting history.
You might instead decide to allow actions in the
ALTERNATE WORLDS
past to change the present as the adventurers know
You might have your campaign shift between alter-
it. If, for example, the characters prevent the pivotal
nate versions of a Single reality in order to give
assassination that led to the fall of the great empires,
your players a change of pace. This approach works
they might return to an altered present day in which
best if you spent the heroic tier of your campaign
those empires cover the entire world.
establishing a solid sense of place and a large cast of
You can complicate adventures involving time
supporting NPCs.
travel by creating consequences for paradoxes. If a
When the adventurers reach paragon status, they
change in history prevents the birth of a time trav-
gain the ability to move between alternate worlds.
eler, does he or she disappear, or does he or she exist
Each new adventure takes them to a recognizable but
outside the time stream? Can time travelers meet
altered version of the baseline world you established
themselves, or do such encounters create a strain on
during play in the heroic tier. There, PCs encounter
reality of apocalyptic proportions?
refracted versions of the familiar cast of characters.

C HAPTER 6 I Para80n Campai8ns


. -.-.--.--.-.--.-.--.-.-~.--.-.-.--.-.--.-.--.- . -.~

SlG1L, THE C1TY OF DOORS -.J

As adventurers approach the paragon tier of play, and turns ofSigil. Some see the City of Doors as the
new locations begin to appear on the horizon. These easiest, most direct way to get from here to there and
locations are larger than the villages and towns of the back again. And a select few see Sigil as the key to the
heroic tier, grander and more exotic-and often more ongoing battle for the hearts and souls of creation, the
dangerous. One such location exists at the crossroads place where the literal war of philosophies plays out
of all reality. It is a place of relative peace and rough for good or ill.
safety where all kinds of business can take place. This Whatever the truth ofit, you can find almost any-
is SigH, the City of Doors. thing in SigH, and almost everyone eventually passes
Numerous portals connect Sigil to the rest of the through its portals-either with Sigil as the destina-
multiverse. The planar metropolis exists outside the tion or on the way to someplace else.
ordered structure of existence, rising from the inte-
rior surface of an immense hollow ring that has no THE IMPOSSIBLE PLACE
outer side. The residents consider Sigil to be the true
The City of Doors, named for the many portals that
center of the multiverse, and visitors have few reasons
proVide the only methods of travel into and out of the
to contradict this belief
city, features impossible topography in an impossible
location. The city exists on the inside of a gigantic,
ORIGIN STORIES hollow ring that has no outer side. It stands apart
Every collection oflore that touches upon the exis- from the rest of existence. It connects to the Astral
tence of Sigil has its own unique view of the origin Sea and the Elemental Chaos, to the Feywild and the
and purpose of the city. Some claim that Sigil is the Shadowfell and the natural world, and to a multitude
linchpin that keeps all of existence from flying apart. of places beyond imagining, but it isn't a part of any
Many myths and writings from this school of thought of these. Sigil is. For most, that simple fact explains
associate the city with the legendary proto-entities everything.
of old-the predecessors of the gods and primordials. All the streets and buildings fill the curved inte-
Other scholars believe that the city is a map of all rior of the hollow ring. If you look up, and if your
creation, that all that one needs to do to understand view isn't obscured by the persistent rain or fog or
the secrets of the universe is to understand the twists smoke from countless chimneys, you can see the

SlG1L FACTS
Sigil is the bustling crossroads of the multiverse, full of Sigil AdVisory Council might have the city's best interests
portals leading to every known corner of existence. at heart, but the group lacks real political power.
Population: Approximately 50,000 permanent resi- Inns and Taverns: Sigil's inns and taverns cater to a
dents. Representatives of nearly every race and monstrous diverse clientele. Efreets from the City of Brass can find
kind can be found somewhere in the city. A host of tran- flaming halls of sumptuous luxury. Devils can enjoy a night
sients pass through the city daily, with the result that as spent in unthinkable debauchery. A traveler might lodge in
many as 250,000 individuals can be present in Sigil at any an inn whose interior is like a twilit fey grove or a sunless
given time. cavern, or eat in a place that's Virtually indistinguishable
Government and Defense: The only being in Sigil who from Fallcrest's Blue Moon Alehouse.
wields any real authority is the mysterious lady of Pain, Supplies: The Grand Bazaar, located in the city's Market
the enigmatic guardian and protector of the city. The Ward, is a huge square overflowing into side streets, alley-
touch of her gaze causes wounds that spout blood, and ways, and nearby taverns. It is filled with caravan tents and
her smallest gesture can banish someone or something market stalls. Other marketplaces spring up in many places
into an endless maze spawned in a pocket dimension. Her throughout the city. Most appear during the day, but some
presence is said to prevent gods, demon princes, primordi- surface only at night, such as the Hive's Night Market.
als, and beings of similar power from entering the City of Trade: Because Sigil sits astride all the planes of exis-
Doors, and the fear of her is sufficient to keep a modicum tence, it enjoys a flow of trade that most other cities would
of order in the streets. Crime is common, but rebellion is envy if they knew the true measure of its volume. Even
unthinkable. with the threat of the lady of Pain, various nefarious trade
The closest thing Sigil has to a police force is a citizen routes run through Sigil at any given time.
group called the Sons of Mercy. However, without any Temples: Temples to all the gods-including evil gods
official power to make arrests or carry out sentences whose shrines are rarely seen in civilized lands-can be
(though they try all the same), the Sons of Mercy aren't found in the streets of Sigil. Most of them are small, and
terribly effective in limiting crime. Similarly, the so-called few claim any significant power in the city's affairs.

CHAPTER 6 I Para80n Campai8ns


buildings across the open hollow overhead. This is a At daybreak, the darkness gradually brightens I.J.J
place where the horizon curves up instead of away, to dawn, with the light increasing in intensity until ~
where the sky above is always filled with the gray arc midday. The light then steadily wanes into a twilight ...J
Il.
of the other side of Sigil 's ring. In fact, the horizon in gloom before plunging into blackest night. Unless the
I.J.J
front of you and behind you curves up, so that you are night is particularly overcast or foggy, some ambient ...J
always at the bottom of the ring. Line of sight rarely light shines down from above. This is not the light of CO
exceeds more than a few hundred feet due to the con- distant stars or a moon, since Sigil has none of these. ~
centration of buildings, so the effect isn't prevalent or Instead, the fires burning in the streets and buildings 0
as disturbing as it could be. above light the night sky with flickering pinpoints of Il.
brightness. ~
Up AND DOWN The overall cycle provides six hours of bright day- I.J.J
:I
No matter where you stand within the hollow interior light and six hours of deepest night, each separated r-
ring that Sigil occupies, down is always toward the by a six-hour period of gloomy tWilight.
ground beneath you, and up is in the opposite direc-
tion. Flying through the open space between the ring WEATHER
is perfectly possible, but as with most other locations, Ifit isn't raining when you arrive in Sigil, wait a
the danger offalling remains constant. You always couple of minutes. A light rain tends to be the usual
fall toward the side of the ring you're closest to. And weather in the City of Doors. The rain falls through
falling hurts. the ever-present smoke from the multitude of fires,
ranging from a nearly imperceptible mist to a con-
DAY AND NIGHT stant drip of cold, greasy water. When it isn't raining
Sigil has no sun or moon, but it still has a day-night (a rarity), the streets fill with fog that can be as wispy
cycle. Each twenty-four-hour period slides from deep as gossamer or so thick as to reduce visibility to a few
darkness to bright light and back again on a regular feet. Even on the brightest days, when the rain stops
cycle. The sky gradually fills with a magicallumines- falling and a breeze blows calmly through the streets,
cence until the light reaches its brightest intensity Sigil is cool. At night, when darkness falls, the streets
(the equivalent of noon in the natural world), and can get uncomfortably cold. And then the rain starts
then it begins to fade. again.

CHAPTER 6 I Para80n Campai8ns


FLORA AND FAUNA traces of ancient cultures that remain in gables, cor-
No plants or animals are native to Sigil, but that nices, domes, and columns.
hasn't stopped life from finding places to thrive in the Today, individuals who want to build a new struc-
City of Doors. The most notable vegetation is razor- ture in Sigil or renovate a standing building must
vine. This fast-growing plant aggressively stretches either import materials or salvage them from existing
its greasy stalks and knife-edged fronds throughout structures. An entire shadow profeSSion has grown
the city. It grows over everything, climbing walls, up around the theft of construction materials. Often
entwining statues, and covering pathways with wild the outer structure of a building is more valuable,
abandon. The only thing that keeps it in check is con- and more in need of defense from scavengers, than its
stant pruning and tending. Without such dedicated contents. Sigil's so-called "stone pirates" scuttle out in
care, it would choke the place entirely in a matter of the night to chip at masonry, saw off boards, and filch
months. metal fittings either for open sale or to fill the order
Vermin of all kinds have found niches to occupy of a wealthy patron.
throughout Sigil. From lowly insects to common rats, Architectural styles also provide a telltale hint to
nonmonstrous creatures thrive in garbage heaps, the relative status of a street, a neighborhood, or a
dank sewers, and dark corners throughout the city. In ward. The well-kept structures of The Lady's Ward
addition to more common forms of vermin, giant rats, bristle with ornamentation, for example, while the
dire rats, and fearfully intelligent cranium rats can be shacks and shanties constructed of salvaged, deterio-
encountered in the worst parts of the city. rating materials immediately identify the crowded
The sewers beneath the city also provide homes for alleys of the Lower Ward.
monsters of all descriptions that have found their way
through doors to the streets of Sigil. PORTALS
The only way to get into or out of Sigil is through a
RAZORVINE portal. No other form of teleportation or planar travel
This creeper plant has serrated leaves that unfold can penetrate the barriers around the City of Doors.
from black stems. Razorvine counts as difficult ter- Once you're in Sigil, you can move around the city
rain, and a creature entering or starting its turn in a with teleportation powers, but you can't enter or exit
square of razorvine takes 10 damage per tier. the place except through the portals that dot the
cityscape.
ARCHITECTURE A portal, also called a gate, can be any aperture
No natural resources fill the hollow ring, so Sigil or bounded space. Windows, doors, archways, sewer
has been built with materials brought into the city grates, large crates or chests, pits, trestles, hearths-all
from somewhere else. Certain locations seem to have these openings and more might be portals in the City
of Doors. '
sprung into existence out of the nothingness of the
hollow ring, but in general the place has been built Some portals remain constantly active, meaning
with imported materials. Every brick, every window, that all you have to do to use them is to step through
every stick of furniture, was imported from else- one. Many portals, however, require a gate key to
where-either in finished form or its raw state. operate. Without the proper gate key, a portal is just a
Structures throughout Sigil consist of a wild collec- space, and a mundane space at that. With the proper
tion of competing styles from every place-and every gate key, a portal becomes a gateway to someplace
time-the city touches. Each era has seen a flurry of else. A gate key usually takes the form of an object,
construction that mimicked the architectural styles from an actual key to anything else that can easily be
carried on your person. Sometimes, however, a gate
of the period. Because of the nature ofSigil, styles
from ages past can still be found, in whole or in part, key might be a spoken word or phrase, a gesture, or a
eons after the originating cultures have disappeared. particular state of mind.
Sages stalk the back alleys of the city in search of

DEEPER THAN YOU THINK


Although it's impossible to dig any distance down into the past. Shop basements, burial chambers for wealthy
the chalky material that makes up the hollow ring of families, forgotten dungeons, and even Sigil's network of
Sigil, the city does have its share of deep basements, sewers were all created in this fashion in the distant past.
catacombs, dungeons, and subterranean passageways. Today, rituals permitting these dimensional excavations
Any travel Significantly beneath the surface of Sigil in fact are not undertaken lightly. Those who can perform such
takes you through a door to another reality. Most of the rituals are rare, the rituals themselves are expensive, and
time, travel of this sort leads to tiny pocket realities cre- such a working is liable to provoke the deadly wrath of
ated expressly for specific purposes by arcane masters of the Lady of Pain.

CHAPTER 6 I Para80n Camp ai 8 ns


Portals can be permanent, temporary, or shifting. These shifts are not random, and the cycle repeats l/l
There's something about Sigil that seems to attract itself so that eventually the portal winds up back in
randomly occurring portals that wink into and out the place it originally began. Enterprising individuals
of existence without any apparent rhyme or reason. in Sigil make a lot of gold by keeping logs of how the
These randomly occurring portals can appear any- shifti ng portals work and selling pieces of that infor-
where and last momentarily or remain open for days mation to the right people at the right time. However,
or weeks at a time. An expensive ritual can shield there are just as many swindlers as true portal infor-
areas from the incursion of random portals, but only mation dealers out there, so a careless adventurer
the most well-to-do neighborhoods in Sigil can afford can easily be separated from his or her gold without
to keep such protections in place at all times. receiving accurate or useful information.
Portals tend to be two-way. If you step through a
portal, you can usually step back the way you came. GATE KEYS
You might need a gate key, but otherwise a door is a Not every portal requires a gate key to operate, but
door. There are some rare portals that go only one way. many do. To use such a portal, a traveler needs to
Usually, the truth is that a different gate key is required have the gate key when he or she steps through. Many
to make the return trip, so it really isn't a one-way door gate keys allow their portal to remain open for a short
at all. Or the portal winks out or moves before you can time, which lets multiple travelers pass through with
step back. But sometimes, you might run into an actual the use of a single gate key.
one-way portal-and going through such a portal might Gate keys tend to be objects or phrases that are
leave you in a very bad place indeed. neither too common nor too rare. They aren't so
common as to cause accidental use of a given portal,
PERMANENT PORTALS nor are they so rare that a portal can never be used.
A permanent portal has an opening in Sigil and an (Although both such portals can exist somewhere in
opening someplace else (on another plane, in the Sigil, and these often lead to the wildest adventures.)
natural world, or in some pocket dimension) that are Gate keys, once established, never change.
always available for use. Every time you step through A gate key usually has a connection to its portal's
a permanent portal, you know where you're going to destination, providing a clue to where a portal opens
end up. There are no surprises. (Unless, of course, you up to when the path isn't widely known. Numer-
have no idea where a particular portal connects to.) ous proprietors throughout Sigil claim to keep logs
Permanent portals tend to connect relatively safe and marking portals, their destinations, and the gate keys
stable locations, such as gate-towns, to Sigil. Many required to operate them (if any), and for a price they
permanent portals are known by someone in Sigil, are usually willing to provide such information to
and the information pertaining to them tends to be those who ask. Check out Tivvum's Antiquities in the
valuable currency within the City of Doors. Market Ward when you're in need of a gate key.

TEMPORARY PORTALS PORTALS IN ACTION


Temporary portals can appear anywhere in Sigil, When any individual crosses the threshold of a portal
opening a path between two locations for a short while carrying the proper gate key (if a gate key is
time and then disappearing as though they had never reqUired to make the portal function), the archway
existed. Temporary portals can be as frustrating as that frames the portal flashes with arcane energy,
they are dangerous-frustrating because if a gate key and a ghostly image of a distant location can briefly
is needed, you can waste valuable time determining be glimpsed through the open portal. The portal
what it is, and dangerous because there might not remains open for only a few seconds (long enough for
be any clue about where the portal connects to. In a group ofPCs to step through). Anyone who steps
addition, there's often an unpredictable timetable through vanishes from Sigil and instantly appears
associated with a temporary portal. It might close at the destination. Anything that's partially through
before your work on the other side is finished, leaving a portal when it closes is teleported to the portal's
you without a fast and convenient exit back to Sigil. destination.
Anyone in Sigil can use a portal to leave the city,
SHIFTING PORTALS but the converse is not necessarily true. The City
Shifting portals follow a set pattern, although the pat- of Doors seems to have the ability to keep out gods,
tern is rarely obvious or easy to discern. Sometimes demon princes, primordials, and Similarly power-
the portal in Sigil shifts, sliding from window to door- ful beings. When such an entity attempts to use a
way to sewer grate throughout the city. Other times, portal to Sigil, nothing happens. If such an entity tries
the portal on the other end is the one that moves, to rush through an active portal that a lesser being
bouncing around a particular area of the natural opened, the entity is forcibly expelled from the portal
world, or a plane, or even sliding from plane to plane. and pushed back to wherever it tried to enter from.

CH A PTE R 6 I Para80n Campai8ns


THE LADY OF PAIN the dabus that maintain the city. And she creates the
Mazes that serve as the most prominent deterrent to
What keeps the City of Doors safe and functioning?
conquest and chaos in Sigil-and which give the city
What maintains order and refuses to allow Sigil
its other name, the Cage.
to tumble into chaos and anarchy? The answer is
simple, yet surprisingly complex: the Lady of Pain.
The Lady of Pain isn't a woman and isn't human. THE MAZES
Although theories abound, the truth of the matter is When a Significant threat to Sigil appears, it doesn't
that no one knows who or what the Lady of Pain actu- last long. Powermongers, rabble-rousers, and malcon-
ally is. She exists. She has an enduring connection to tents who flaunt their ambitions and disdains quickly
Sigil. And she stands as the law and the power in the find themselves banished to the Mazes. These pocket
City of Doors. dimensions swirl into existence to torment a single
Some believe she is a god, but no pantheon claims threat, whether that threat is an individual or a small
her as a member. Some think she must be a demon group of conspirators.
prince or a devil lord, but others find that idea unac- Each maze appears as a small part of SigH, such
ceptable. One or two ancient texts identify her as the as an alleyway, courtyard, or cul-de-sac. This copy
embodiment ofSigil, or even as a proto-entity from becomes a twisting labyrinth that has no beginning,
the time before time. Most visitors to and inhabit- no end, and no obvious exit points. A targeted indi-
ants of Sigil don't really care one way or another. The vidual might step through an archway, turn down an
simple truth is that the Lady of Pain exists, and that's alley, or pass through a door in his or her own house
all that matters. and suddenly be spun into a newly created maze.
The Lady remains distant from most of the day-to- In a maze, a trapped individual doesn't starve or die
day activities that take place in Sigil. You won't find of thirst: Food and drink appear at regular intervals.
a castle, a palace, or a temple with her name on it. Each maze contains one hidden portal that can be used
Indeed, if anyone worships her they usually end up for escape. The prisoner just needs to find the door,
missing (presumed to be banished to the Mazes, see and then determine what key is required to open it.
below) or turn up with their skin flayed from their For most, this possibility of escape is just a cruel hope
bones. It is widely known that she accepts no prayers that taunts them but never materializes. Every once in a
or sacrifices, and she reportedly punishes or destroys great while, however, a prisoner finds a way to get out.
those that make such offerings. Of course, many disappearances that are blamed
The Lady of Pain never speaks. She never par- on the Mazes have no connection to these pocket
ticipates in council meetings or guild discussions dimensions at all, but such is the nature oflife in
or judicial inquiries. When she appears, she is seen the Cage. Those taken by one of the Mazes might
drifting down the cobbled streets, her gown barely eventually stumble out of their prison, chastened and
brushing the dusty surface as she passes by. Those changed, but most are never seen again.
familiar with the ways of Sigil know enough to move
on during the Lady's sporadic forays through the THE DABUS
streets. Anyone who has the bad sense to try to inter- A unique race of intelligent beings, the dabus, lives
fere with her passage receives painful gashes from in Sigil. They are never encountered anywhere else,
her penetrating gaze. neither in the natural world nor out among the planes.
Such appearances, rare and memorable though Dabus appear as pale-skinned humanoids with long
they might be, eventually end when the Lady passes and narrow bodies and features. They emanate a
through a wall or simply fades into nothingness, van- serene air, with their calm expressions, elegant horns,
ishing from sight without word or warning. and shocks of white hair. Like the Lady of Pain, dabus
What is the Lady of Pain? She is the impassive pro- float above the ground as they move about the city.
tector ofSigil, inspiring awe and fear with her very Unlike the Lady, dabus are always around, visible and
presence. No one deals with the Lady. She doesn't active as they perform their daily tasks and functions.
give missions or serve as a patron. She makes no Dabus swarm like ants atop a crumb of food,
proclamations and issues no edicts. She is just the appearing when something in Sigil needs to be
wonder and mystery and danger of Sigil made mani- repaired. They maintain the infrastructure of the city,
fest. But she does have laws- or, at least, certain truths making sure that the sewers never clog, the razor-
about Sigil are credited to her will. vine never spreads completely out of control, and the
The presence of the Lady keeps all inhabitants cobblestones that line the streets are never cracked
and visitors in line, making Sigil more or less safe for or broken. Most people in SigH consider them to be
conducting business of all sorts. She keeps gods and nothing more than inscrutable workers, but the evi-
other powerful entities out of the city. She prevents dence suggests that they are something more.
teleportation rituals and other magic from penetrat- As with the Lady of Pain, dozen of theories about
ing the borders of the City of Doors. She oversees the origin and purpose of the dabus exist. Are they

CHAPTER 6 I Para80n Campai8ns


living manifestations of the city? Servants of the Lady Dabus Custodian Level 15 Artillery
of Pain? The first inhabitants of the hollow ring that Medium immortal humanoid XP 1,200
became Sigil? Does the City of Doors belong to the Initiative +11 Senses Perception +16; darkvision
dabus, or do the dabus belong to the city? Each of HP 118; Bloodied 59
AC 27; Fortitude 27, Reflex 25, Will 25
z
these questions has multiple answers that are held
as true and absolute. Here's what is actually known
Speed 8 (hover)
CD Hammer (standard; at·will) .. Weapon
">
UJ

about the dabus. +22 vs. AC; 1d1 0 + 5 damage.


o
\J
For as long as there has been a Sigil, the dabus ® Psychic Ray (standard; at-will) .. Psychic
have been present. Ranged 10; +20 vs. Will; 2d8 + 6 psychic damage, and the Cl
target is dazed (save ends).
Z
Dabus never speak, and they rarely acknowledge -:(
~:- Psychic Burst (standard; recharge IZl [IT) .. Psychic
or interact with other beings. Although their behavior fl
Area burst 1 within 20; +18 vs. Will; 3d10 + 6 psychic damage, J.J
reflects that displayed by the Lady of Pain, the dabus and the target is stunned (save ends). oJ
are not quite as distant and aloof as she tends to be. ::;
Alignment Unaligned Languages - (understands all)
When a dabus needs to communicate with some-
one, it does so with gestures and sign language, and
Skills Streetwise +15
Str 16 (+10) Dex 18 (+11) Wis 18 (+11)
"
occasionally in the form of a rebus. Con 22 (+13) Int 16 (+10) Cha 16 (+10)
Dabus are not combative by nature. Usually, they
quietly float about the city, performing the tasks Dabus Enforcer Level 18 Controller
that fall to them without hesitation or complaint. Medium immortal humanoid XP 2,000
They will fight if they must, however, and when they Initiative +14 Senses Perception +18; darkvision
HP 172; Bloodied 86
engage in combat, they show a remarkable courage
AC 32; Fortitude 30, Reflex 30, Will 29
and grace that rattles their opponents. Speed 8 (hover)
Though the dabus float above the ground when CD Longsword (standard; at-will) .. Weapon
they move, they don't actually fly. They glide along, +23 vs. AC; 1d10 + 7 damage.
never touching the ground but also never soaring far ® Psychic Rend (standard; at-will) .. Psychic
above it either. Ranged 10; +22 vs. Will; 2d8 + 7 psychic damage, and the
It is believed that the dabus live beneath Sigil, or that target slides 3 squares. The target is also stunned (save ends).
~:- Mind Cage (standard; recharge :8J[lJ) .. Psychic
the city creates them when they are needed, or that the
Area burst 1 within 20; +22 vs. Will; 4d1 0 + 7 psychic damage,
Lady sets them to their tasks with her own silent gaze. and the target takes ongoing 10 psychic damage and is
Whatever the truth, dabus scour the city, making immobilized (save ends both).
repairs, cleaning, landscaping, and otherwise keep- Alignment Unaligned Languages - (understands all)
ing Sigil's ancient infrastructure from falling apart. Skills Arcana +18, Nature +18
Their work is never so perfect that the city is in Str 16 (+12) Dex 20 (+14) Wis 17 (+13)
danger oflooking brand new, but they do keep the Con 20 (+14) Int 18 (+13) Cha 18 (+13)
place presentable. Sometimes they even undertake
extensive rebuilding projects, tearing down small sec- RULES AND GOVERNANCE
tions of the city and reconstructing them-usually to In Sigil, anything can happen. That's part of the city's
the complaints of the displaced inhabitants. charm, and a state of affairs that lends an element
Silent, serene, and dedicated, these mysterious ser- of danger to everyday events. Walking down a Sigil
vants also have a dark side. Dabus can appear in great street can involve avoiding the stare of the Lady of
numbers to quell riots, disperse crowds, or deal with Pain, being hustled by a planar trader, running into
the greatest threats to the stability of the city and the a demon that's passing through, and meeting a being
well-being of the Lady of Pain. They never react to from a corner of a plane you'd never heard of before.
normal crimes or minor disturbances, however, leav- Conducting yourself in SigH requires that you
ing such peacekeeping duties to anyone who wants to remember a few simple rules. When it comes to day-
take them up. to-day affairs, always maintain your guard. It isn't
like Sigil has a vigilant city watch around to deter
SlLENT WORKERS every would-be assailant who might come hunting
Dabus work crews usually consist of three to five of the for you. When it comes to the big picture, the things
strange, silent beings. They Silently float about the city that concern the usually peaceful fierceness of the
to handle tasks, whether whitewashing a wall, painting a Lady of Pain, keep your head down and your eyes
building, sweeping a street, pruning razorvine, or attack- averted. She tolerates (some might say ignores) petty
ing a threat. squabbles and minor crimes, including fights, mug-
The examples below are typical dabus that usually float gings, robberies, and even the occasional murder.
above the streets of Sigil. Other, more powerful versions But if you try to alter or interfere with the portals,
can appear when the need is great or the danger seems or if you slaughter the dabus, or if you attempt to
potentially devastating to the city or the Lady of Pain. destroy the city, start a rebellion, or challenge the

CHAPTER 6 I Para80n Campai8ns


Lady herself, then you must deal with the conse- and wrap themselves in the pomp and prestige of the
quences of attracting both the attention and the office they have created, sincerely working to main-
wrath of the Lady of Pain. tain the peace in the City of Doors. Well spoken and
charismatic, the group established a process of nomi-
THE BRINK OF ANARCHY nation and election to fill their ranks with worthy
From a certain point of view, the Lady of Pain rules representatives. There are nine seats on the council.
Sigil. Her presence keeps the place running smoothly The Advisors have little real authority. It is com-
and makes the streets more or less safe so that the monly said that if the Lady ever did appear before the
business of the city can occur. On the other hand, she council members to ask for advice, they would all flee
doesn't behave like a ruler at all. She issues no proc- in terror and never return.
lamations. She collects no taxes. She really doesn't Still, the Advisors step forward to speak on the
seem all that interested in the welfare of her subjects city's behalf. So far, the Lady of Pain hasn't banished
beyond the fact that keeping the people ofSigil rela- any of them to the Mazes or sliced any of them to
tively content means that her city remains full and bloody ribbons, so perhaps they have a bit more
vibrant. authority than certain citizens believe. Who can tell
Law and order tend to be a personal affair. For for sure? What is known about the Advisors is that
the most part, you keep yourself safe by carrying a they sometimes use their wealth to hire adventur-
weapon or a spell and appearing to know what to do ers to deal with problems, and they even engage in
with it. Certain parts of Sigil can feel a lot like a wild humanitarian and charitable activities in the more
frontier town where people are responsible for pro- upscale sections of the city. They sometimes cooper-
tecting themselves and taking the law into their own ate with the Mutual Trade Association to push forth
hands. Organized groups do operate throughout the edicts and get things done.
city. They just have to operate at a level that doesn't Rhys, former leader of the Transcendent Order
make it appear as though they're threatening the faction, serves on the council and is perhaps its most
sanctity or power of the Lady of Pain. well-known member. She is a tiefling with style and
In the past, Sigil served as a headquarters for attitude, and is considered a true asset to Sigil by
numerous factions. These philosophical fraternities those who know her.
helped keep Sigil vital by each running a different
part of the city. In the aftermath of a terrible war SONS OF MERCY
between the factions, the Lady of Pain made a rare The Sons of Mercy oversee Sigil's Prison, caring for
and stunning appearance before the surviving lead- the inmates until each has paid his or her debt and
ers. With a dabus in tow to communicate for her, can be set free. The group also coordinates watch
the Lady proclaimed: The city tolerates your faction no patrols throughout the city, but it has no real legal
lon8er. Abandon it or die. They complied, and Sigil no authority-the Sons of Mercy are little more than a
longer hosts any organized factions. group of concerned citizens voluntarily working to
make Sigil's streets safe. Sworn to protect the inno-
SIGIL'S CITIZENS cent, uphold justice, and prove that crime doesn't pay.
The residents of Sigil are as diverse a lot as you could the Sons of Mercy are led by Arwyl Swan's Son, who
ever expect to find. Any kind of sentient creature in trained among the Mercykillers faction when that
the world-and from any place outside the world-can organization still held sway in Sigil.
be found roaming the streets or residing here. The Without real authority or power beyond the walls
city is a place where racial animosity takes a back of the Prison, the Sons of Mercy have limited success
seat to more pragmatic concerns. No one who lives as a police force. Certainly, no one who runs into a
or visits here is likely to be attacked based simply on Sons of Mercy patrol while operating on the wrong
his or her basic nature, since almost everyone is here side of the law readily recognizes that patrol's right
for the same reason: to benefit from what the city has to administer justice. In most cases, the only way for
to offer as the hub of the multiverse. The atmosphere the patrol to exercise any authority is through force
in Sigil is similar to that of an armed truce; although of arms. If a patrol can get the upper hand, or dem-
isolated violence does break out from time to time, onstrate more power and ability than the opposition,
the residents ofSigil appreciate the need not to cause then it usually succeeds. If not, the members of the
widespread havoc in the city, and they police them- patrol flee or take a beating for their trouble.
selves to keep things on an even keel.
MUTUAL TRADE ASSOCIATION
SIGIL ADVISORY COUNCIL Another self-started and self-regulated group to step
Prominent and well-to-do citizens have banded to the forefront of Sigil politics is the Mutual Trade
together since the disappearance of the factions to Association. A loose collection of gUild masters and
fill the void left behind. The members meet regularly prominent independent merchants, the Traders have

CHAPTER 6 I Para80n Campai8ns


come together to protect their business interests as SIGIL'S BUSINESSES til
..IJ
they relate to the City of Doors. U
For a time, it appeared that the vacuum created by AND SERVICES >
the fall of the factions was going to set the rich and Almost anything can be found in Sigil. Thanks to the a:
..J
well· connected against each other as different mer- multitude of portals and the enterprising businesses .r
chant lords vied for power and influence. Realizing that seek to open the vastness of the planes to trade, Cl
that such a fierce competition could unduly attract there's a chance that something you want or need is Z
the attention of the Lady of Pain, three of the top cap- on display in the next stall or shop window. Of course, <C
tains of commerce put aside their mutual animosity locating exactly what you're searching for could take a
to form the Traders. while-Sigil's a big place with a lot of people, and noth- ~
Although all three associates claim to have an ing is ever straightforward or easy in the Cage.
equal say in how the Traders conduct business, the Locals who are willing to show newcomers around Z
til
truth of the matter is that Shemeshka, a raavasta or lead a body to a specific location are known as
who controls a vast commercial empire and infor- touts. A good tout also knows people and can make
mation-gathering network, has emerged as the de introductions if the price is right. Touts range from til
facto leader of the group. The other associates are wily street urchins to rough-and-tumble cutters who oJ

Zadara and Estavan. Zadara, a reclusive storm giant look as capable of robbing you as prOViding safe pas-
entrepreneur, supplies funds to creative and daring sage, and the prices they charge for their services til
individuals in return for hefty returns on her invest- vary wildly as well. In general, you can hire a tout
ments as well as the promise of future favors. Estavan, for about 100 gp per day, though some offer their
meanwhile, is an extremely powerful oni mage who services for less and others put a higher premium on
serves as the face of the vast Planar Trade Consor- the use of their skills. Touts can routinely be hired in
tium. In addition, numerous less influential members markets, in taverns , near known portals, and around
have joined the Traders for the benefits the organiza- other places where newcomers congregate.
tion provides. Another common purveyor of service is the cou-
The Traders do not interfere with the day-to-day rier. A courier makes money by delivering items or
affairs of the individual businesses that make up messages in a timely fashion, so most of the people
the association. In most cases, they don't even share engaged in this service are trustworthy and reliable.
business-related information. They do, however, look Couriers can carry just about anything that a normal
for solutions to problems that plague all the members, individual can lug around; a letter, a small satchel, a
including crime waves, disrupted supply lines, taxes small box or crate, and so forth. Some employ magic
and tariffs, embattled trade routes, worker unrest, items, such as baas of hold ina, but these well-equipped
and other threats to profit and industry. Often, the couriers charge more for their services. For secret
Traders will enact solutions to problems affecting messages or other sensitive material, a few couri-
Sigillong before either the Sons of Mercy or the Sigil ers provide a special serVice-they perform a ritual
Advisory Council can get their acts together. As long upon a small trinket (usually an unadorned ring or a
as doing so helps business, then it's in the interest of carved wooden or stone tile with the courier's icon or
the Traders to get things done. crest upon it) that repeats the message stored within
it when the named recipient activates it. For the most
OTHER POWER PLAYERS important packages, a courier undergoes a special
Other groups trying to enforce some kind of order on ritual that magically binds the courier to the deliver-
the chaos ofSigil tend to be more low-key and usually able item. Ifthe courier loses the package or fails to
less civic-minded than the organizations discussed deliver it by the appointed hour, he or she begins to
above. Armed merchant auxiliaries, for example, wither and die. Such ensorcelled couriers work hard
protect trade routes and warehouses, target gangs to hang onto the items placed in their care and work
of robbers, and recover stolen goods. Neighborhood even harder to recover any items that are lost or stolen
gangs have formed to combat increasing crime and along the way. Prices range from 50 gp for a mundane
violence, though these groups can be as violent and delivery service to as much as 10,000 gp for magically
unpredictable as the ills they have been created to binding a package to a courier. Additional costs can be
rectify. Finally, wealthy patrons of all stripes have applied to deliveries to destinations outside Sigil.
taken to hiring bodyguards or putting militia units Taverns abound in the City of Doors. One common
and adventurers on retainer so that they can call saying is that there are as many taverns as portals in
upon them at a moment's notice to deal with trouble Sigil, and sometimes it seems like this remark isn't
that gets out of hand. that far off. There are taverns that cater to particular
tastes and clientele, fancy taverns, dives, holes in
the wall, and places where even adventurers should
feel afraid. Alehouses, wine cellars, pubs, and even
places that serve rarer, more exotic fare can be found

CHA PTER 6 I Paranon Campainns

~\ 193 '.
in different parts of the city. In general, a tavern pro- appropriate to the light of day with goods and services
vides a good place to get a lay of the land, to hear the dedicated more to wants than to needs. Some find the
news of the street, and to uncover any rumors of jobs, night markets to be wild and unpredictable, but for
excitement, or patrons in need. others that's just what draws them out to shop as the
Inns tend to offer more services than the typical darker parts of the city come alive. You need to know
tavern, but there are exceptions to every rule. At an which market will best serve your needs for a particu-
inn, you can usually secure lodging while you're in lar desire; then you need to find the merchant you feel
Sigil, and inns tend to provide fewer options for imbib- most comfortable dealing with- no matter what time
ing and more options to get a meal than the average of day you decide to shop.
tavern. As with taverns, you can find inns that cater to
all tastes and needs, including those related to a cus- THE WARDS OF SIGIL
tomer's particular species. Oversized rooms for giants?
When you first arrive in Sigil, it's easy to become con-
Conveniences for the smaller races? Special dietary
fused and disoriented. To the uninitiated, Sigil's streets
requirements? Thanks to the wide range of visitors
appear to be a chaotic scramble laid out haphazardly.
that regularly pass through Sigil, all these options and
in every direction, with no apparent plan or purpose.
more are provided for somewhere in the city.
On the surface, this is true. But Sigil's citizens know
Markets spring up throughout the city. Some, such
that there are different parts to the city, and they know
as the Great Bazaar, are permanent affairs, while
that those parts make sense. The city is divided into
others appear and disappear with regularity. You can
wards, and each ward's name speaks to what you can
buy and sell all sorts of items at a variety oflocations,
expect to find in that section of the city.
from transitory stalls and tents, to brick-and-mortar
Where one ward starts and another ends isn't
shops, to folding tables set up in dark alleys or in
handled by official maps and property lines. You can
the backs of dimly lit taverns. Markets are classified
usually tell where you are by the crowding of the
as either" day" or "night" markets. At day markets,
buildings (or lack thereof), by the general upkeep
you're more likely to find food, supplies, and other
and ambience of a neighborhood, and by the types
necessities of daily life. Some of the items for sale are
of businesses found there. The poorer the ward, the
the usual fare; common meats, vegetables, and fruits,
more tightly packed and run-down the living condi-
for instance. Those who have a taste for the exotic
tions become.
can also find unusual food and drink from across
Generally, everyone agrees that Sigil has six distinct
the planes. Housewares, crafts, jewelry, clothing, and
wards, and these are spread out in a clockwise direc-
other basic necessities-from the common and mun-
tion around the hollow ring. The six wards are The
dane to the rare and unusual-also fill the stalls and
Lady's Ward, the Market Ward, the Guildhall Ward,
display tables of the day markets.
the Clerk's Ward, the Lower Ward, and the Hive.
The night markets are a different story. When
darkness fills Sigil's sky, those who sell entertainment
and pleasure appear to replace the daytime wares that THE LADY'S WARD
cater to more mundane needs. The night markets, at The most influential and powerful within Sigil soci-
once deadly and faScinating, cater to those seeking ety live and work in The Lady's Ward, the richest of
distraction, excitement, and a hint of danger. At the Sigil's sections. Within the unmarked boundaries of
night markets, one's misfortune can become another's The Lady's Ward, a visitor will find the City Barracks.
entertainment, especially when the shadows deepen. the Court, the Prison, and the Armory, as well as
Musicians and bards, prophets and bawds, spell- more than half of the city's temples. This ward tends
sellers and purveyors of previously owned materials to be the cleanest, quietest, and most upscale of all
emerge from the spreading darkness to replace goods the areas in the City of Doors.

THE CHANT
Sigil's a major hub for planar trade, but it's not the biggest a githyanki searching for clues to a forgotten location in
one in existence; the City of Brass in the Elemental Chaos the Shadowfell, or an eladrin lord from the Feywild hoping
owns the title as the mercantile center of the universe. Sigil to find something lost in the Elemental Chaos. Sigil is the
does feature a staggering amount of trade in physical items, place to find and buy things that can't be held: secrets.
but that pales in comparison to the city's preeminent role gateways, passwords, the true names of dead gods, how
as the information capital at the center of all things. News, to wake a sleeping primordial, the answers to lost riddles.
rumors, gossip, and facts-collectively called "the chant" by Nearly everything known or imagined can be found here-
Cagers-find their way here to be bought and sold. for a price.
Sigil's chant-brokers proVide information to those who No matter how powerful or all-seeing a chant-broker
seek it, whether the seeker is an adventurer from the seems, though, one fact remains true: No one has all the
world looking for a map of a dominion in the Astral Sea, information, and anyone who claims otherwise is lying.
This ward overflows with monuments, fountains, Sons of Mercy Wizard Level 14 Artillery
and statuary of all descriptions. It is at once majestic Medium natural humanoid. human XP 1.000
and cold, full of life but ultimately lifeless thanks to Initiative +13 Senses Pe rception +15
HP 108; Bloodied 54 u.
the restrained (some would say absent) energy level
imposed upon the visible streets by the residents of
AC 16; Fortitude 25 , Reflex 17, Will 26
Speed 6
o
Vl
the neighborhood. Behind the gilded gates and white- CD Quarterstaff (standard; at-will) • Cold, Fire, Weapon Q
washed facades of the well-kept buildings, all manner
of revelries and plots unwind in secret. And that's the
+21 vs. AC; l dl0 + 6 cold and fire damage.
@ Magic Missile (standard; at-will) • Force
Ranged 20; +19 vs. Refl e x; 2d4 + 4 force damage.
"<:$
truth ofThe Lady's Ward: The orderly streets hide a
secret turbulence that roils and seethes just out of sight. ~ Icy Rays (standard; recharge ~ IZl lID • Cold j.J

Ranged 10; two ray attack s on differe nt targets; +19 vs. Refl ex; J:
The rich and powerful aren't all charitable and
ldl0 + 4 cold damage, and the target is imm obilized unt il the
honorable, either. Behind the image of respectability end of th e wizard 's next turn.
might hide the secret face of a crime lord, or a tyran t, ~ Lightning Serpent (standard; recharge :.: ; 0 • Lightning,
or a dark wizard. Not that all the residents of The Poison
Lady's Ward are evil, but they certainly aren't all Ranged 10; +19 vs. Refl ex; 2d12 + 4 lightning damage, and t he
good and holy, either. target takes ongoing 5 poison damage and is slowed (save e nds
Street crime in the ward is kept to a minimum, both).
~~ Thunderlance (standard; encounter) • Thunder
thanks to both the proximity of the Prison and the
Close blast 5; +19 vs. Refl e x; 4d6 + 4 thunder damage, a nd t he
private militias employed by the great families and target is push ed 4 squares.
wealthiest individuals living in the neighborhood. Of Alignment Unaligned Languages Common , Elven
course, these private armies sometimes battle each Skills Arcana +16, Diplomacy +17
other in addition to keeping the ward safe, but that's Str 10 (+7) Dex 21 (+13) Wis 17 (+10)
just life in The Lady's Ward. Con 18 (+11) Int 18 (+11) Cha 10 (+11)
Equipment robes , quarte rstaff, wa nd

Sons of Mercy Basher Level 13 Soldier


Medium natural humanoid. human XP 800 Fey magic holds sway in the Gardens, a patch of
Initiative +11 Senses Pe rceptio n +13 greenery adjoining the noble district's most presti-
HP 130; Bloodied 65 gious manors. An outer ring oflush and well-tended
AC 19; Fortitude 16. Reflex 14, Will 14 botanical wonders surrounds an inner circle of wild
Speed 5 vegetation. Doors to the Feywild abound here. The
CD Lightning Halberd (standard; at-will) • lightning, Weapon inner circle alters its nature on a quarterly cycle,
Reach 1; +10 vs. AC; 2dl0 + 4 lightning damage, and the target
is marked until the end of t he bashe r's next turn.
giving the Cage one of its few signs of seasonal
+ Powerful Strike (standard; recharge :;:;J[]) • lightning, Weapon change. In a succession of three-month intervals,
Requires a halbe rd ; reach 2; +21 vs. AC; 3dl0 + 6 lightning it manifests as a deciduous forest (spring), a tropi-
damage , and the target is knocked prone. cal jungle (summer), a thorn forest (autumn), and a
~ Crossbow (standard; at-will) • Cold, Weapon coniferous forest (winter.) An ancient eladrin clan,
Ranged 15/ 30; +20 vs. AC; l d8 + 8 cold damage, and the target the Bloodroot, protects the Gardens from interlopers.
is slowed (save e nds).
Members ofits self-styled royal court change person-
Alignment Unaligned Languages Common, Draconic
Skills Athletics +16, Streetwise +14
alities as the vegetation of the inner circle shifts.
Str 20 (+11) Dex 17 (+9) Wis 14 (+8) The sole sector of The Lady's Ward where the
Con 18 (+1 0) Int 12 (+7) Cha 16 (+9) unwashed are permitted to gather is the Temple
Equipment chain mail, halberd, crossbow with 20 frost bolts District. Here, great temples to the gods, funded by
competing families, attract swarming crowds of wor-
shipers. The gods cannot appear here, but that doesn't
SONS OF MERCY PATROL stop worshipers from competing in honor of their
The typical Sons of Mercy patrol consists of three bash- patron deities. Followers show their wealth and piety
ers and two wizards who make constant sweeps of the (in that order) by financing ever more impressive
ward they are aSSigned to watch over and protect. More improvements.
members can be called upon in situations that warrant Temples to dead and forgotten gods remain
additional firepower, but the Sons of Mercy don't have extravagantly staffed and attended. Certain families
the unlimited resources necessary to really take control prefer to dedicate themselves to obscure deities, since
of the city's law-enforcement needs. an extinct god never steals your thunder or makes
The examples on this page are typical Sons of Mercy demands upon you.
members that usually patrol the streets ofSigil. The group Worship can be a thirsty business, and a band of
does have access to higher-level members, though such expensive taverns rings the Temple District to cater
individuals aren't normally sent out on routine patrols. to this need. Best known of them is the Silver Tan-
They are leaders and special operatives within the group, kard, a celestial mead house constructed in imitation
saved for especially important missions. of a similar establishment in paradisiacal Hestavar.
Its fabled terrace is reserved for great heroes oflaw Similar types of merchandise tend to be clustered
and virtue. The Silver Tankard is famed as the only in aisles, forming rough groupings of categories of
known tavern run by a literal angel, the charismatic items so that customers can compare while shopping.
Aratha. Foodstuffs, adventuring supplies, household goods,
clothing, furnishings, magic items, alchemical goods.
THE MARKET WARD scrolls and books, armor, and weaponry can each be
Buyers and sellers flock to the Market Ward, famed found in a separate section of the Grand Bazaar.
throughout the planes for its Grand Bazaar. Among Be wary of pickpockets and cutpurses that freely
its countless stalls, customers can purchase any item roam the marketplaces, since not everyone who's
imaginable-and some not. The Market Ward is one looking to part you from your money is necessarily a
of the smallest ofSigil's neighborhoods (roughly merchant. Con artists, hustlers, thieves, and scoun-
matched in size by the Guildhall Ward). The most drels of all descriptions also make a living in the
cosmopolitan ofSigil's wards, this is where you go Market Ward.
to buy the common, useful, and everyday items you Gambling halls can be found within the confines
need for life inside the city- and for stocking up of the Market Ward, and many inns and taverns
before departing for parts unknown. feature at least a table or two devoted to games of
The streets of the Market Ward buzz with activity chance. At these places, a visitor can be parted from
at all times of the day and night. The sellers and the his money, whether that visitor is shopping or not.
goods change as day becomes night, but the markets A laneway annex to the Grand Bazaar called the
are always busy and full of customers, merchants, Seeker's Plaza swarms with guides and touts ready
and curious browsers. The busiest and most amazing for hire. They range from splendidly garbed sages to
of these marketplaces is the Grand Bazaar. street-bred ragamuffins. More established types are
By day, the Grand Bazaar fills an enormous square
with stalls, tents, folding tables, and portable shop
booths, and the smells of flowers , fruit, meat, and
other exotic and familiar scents hang like a cloud
over the area. The crowded aisles are surrounded by
hawkers calling potential customers to taste, smell,
touch, and otherwise examine and eventually buy the
wares piled high in every stall.
Not everything that's for sale is either tangible or
ready to pick up and cart off Some things that can be
purchased are stored outside Sigil, such as an astral
skiff. a demonic war engine, or a safe house in the
Elemental Chaos. Other items, such as special weap-
ons or armor, are crafted to order and take time to
produce. Make sure you can trust the seller, or that
you have a way to guarantee that what you just pur- Above is a representation of how SiBil would look ifit could be
chased will be available for pickup at the appointed viewed from outside the city. The map on the facinB paBe is a
time or when you step through a portal to somewhere two·dimensional depiction of the various wards and districts of
else in the planes. the city and how the two halves of the hollow rinB connect.

ADVENTURERS' lNNS
The Market Ward is a favorite destination for adventurers, of weapons in the marketplace. Dragonborn innkeeper
and many tend to stay here while they're in Sigil, patron- Zharam Yro permits entry to anyone, no matter how
izing the various inns catering to the trade. Inns popular infamous, but he always requires payment in advance.
with planar explorers cluster together on the edge of the .. The fortresslike Battlement charges premium prices for
Grand Bazaar, including such notable places as these. its well-secured rooms and access to its impregnable
.. The Golden Spout is celebrated for the softness of its vault, a pocket dimension unto itself. Owner-operator
bunks and the purity of its ale. The halfling proprietor, Udar Kraa, a taciturn orc, personally heads its impres-
Vala Pearlseeker, once served as a cleric of Melora. For Sively equipped private guard.
reasons she refuses to discuss, she now renounces the .. The Red Tabor (named after a handheld drum) suits
worship of all gods and instead caters to the needs of gold-pinching guests willing to skimp on amenities,
travelers. including cleanliness. The innkeeper, a touchy eladrin
.. The daringly named Hand ofVecna, known for the wild- named Ambriel, throws out anyone who complains -
ness of its clientele, can be found across from the stalls about the accommodations.

CHAPTER 6 I ParaBon CampaiBns


CIIAPTER 6 I Para80n Campai8ns
paid by inns and vendors to steer business in their sages and scribes retreat to their personal dens, stud-
direction. Smudge·faced youngsters desperate for a ies, and libraries, the Civic Festhall comes alive with
patron often prove more loyal in the long run than boisterous music and crowds looking for a good time.
any of the crowd in the Plaza. Bureaucrats, scribes, sages, and scholars rule the
Copperman Way, a wide avenue made possible Clerk's Ward by day, performing the behind-the-
when its owners bought and demolished an entire scenes work that keeps the city running. Here, keeping
impoverished neighborhood, provides a small oasis complete and accurate records is the passion and the
for the recently wealthy. Its residents include the mer· purpose, and this activity allows the other wards to
chant lords, the self-made rich who have prospered in operate more or less smoothly. Laws, ownership deeds.
a single generation. Most made their fortunes primar· proof of citizenry, payments and debts, arrests, and
ily in Sigil, though a few adventurers who acquired taxation- records of all these transactions and more
treasure troves in the planar vastness can be found are kept and maintained in the Clerk's Ward.
among their number. In general, the Clerk's Ward is the most tame and
The spokesperson for this rising merchant class is peaceful section of Sigil. Some might even refer to
the dragonborn Drizu Kuri, a sweet-talking vendor of the place as dull. But it's the order and the dullness
magic items. Once an explorer herself, she keeps tabs that makes the area so good for what it does. After all.
on every new adventuring crew that comes to the city, nobody wants distractions that could lead to costly
qUickly making acquaintance with the most promis' mistakes when it comes to the records of the City of
ing of them. Drizu maintains a network of informants Doors.
and scholars who research possible treasure hauls. The Hall of Records dominates the ward, and it
She funds adventuring parties in return for a share serves as the center ofSigil's financial world. Once
of the proceeds, often providing potential quests as a controlled by the faction known as the Fated, the Hall
way of encouraging business. of Records is now the domain of the Order of Master
Clerks and Scribes. In the aftermath of the Faction
THE GUILDHALL WARD War, taxes fell by the wayside. This situation worked
There aren't a lot of obvious differences between the out well for a while, but then the masses began to
Guildhall Ward and the Market Ward. If anything make noise about the fact that nothing was getting
sets the Guildhall Ward apart, it's that it has more res- done throughout the city. Without any funds, many of
idential buildings than the Market Ward , and more the processes of government ground to a halt. So, the
crafters and artisans maintain workshops here and Order called for a series of new taxes, with postings
use the Market Ward as a place to sell their wares. that described exactly what the funds would be spent
Since the decline of the factions, the guilds are to accomplish, and taxation was returned to Sigil. Most
once again rising to prominence in the City of Doors. think that the new taxes, reasonably inexpensive and
The guilds monitor prices and wages throughout with full disclosure on spending, are much better than
Sigil. Members meet to discuss business trends, the taxes in the days of the Fated. Still, there's always
exchange information, and promote employment. someone grumbling that taxes are too high.
They offer training programs and apprenticeships, The work of the Hall of Records includes register-
pool their resources to maintain work space and ing merchants' bills of credit, setting official exchange
warehouses, and sometimes buy raw materials in rates for planar currency, registering property deeds
bulk to share across the membership, depending on and discovery claims, revising tax rolls, and recording
the businesses served by a particular guild. defaults on debts. Records of the Court are also filed
Guild headquarters situated in this ward include here, and proclamations by various higher-ups of the
the Order of Master Clerks and Scribes (which deals city are copied and posted for all to read.
with copyists, record-keepers, and accountants), Fine inns abound near the Hall of Records, since
the Escort Guild (professional touts), the Council of everyone knows that money attracts more money. You
Innkeepers, the Arcane Brotherhood (wizards and can also hire bodyguards, mercenaries, adventurers,
arcane scholars), and the Builders' Fellowship (car- wizards, and even thieves at any tavern.
penters and stonecutters). An Adventurers' Guild, The Civic Festhall, another prominent feature of
established by Brin Konnet and his party of infamous the Clerk's Ward, serves as a place of pleasure, enter-
cutters, is trying to find a foothold in Sigil, but so far tainment, and distractions from the usual problems
few other adventurers and freebooters have agreed to of the day. Every night, the Festhall puts on some kind
join and pay the fees associated with membership in of show or performance, whether a concert, an opera,
the organization. or a play. The Festhall also features a museum, an art
gallery, a tavern, and a wine shop. Programs at the
Festhall are designed to show its patrons a good and
THE CLERK'S WARD
safe time, sometimes with a little culture thrown in.
By day, the scratching of pens on parchment fills the
The streets around the Festhall attract all kinds of
air throughout the Clerk's Ward. At night, when the
artistic businesses, featuring curiosities from across

C HAP T ER 6 I Para80n Camp ai 8 ns


the planes. These unusual artistic expressions some- nails, and other goods made of iron pour forth from
times turn into fads that spread like wildfire through the workers in the Great Foundry on a regular basis.
the city. Most burn out as quickly as they sprang up, Since the fall of the factions, a group ofbladelings
but every once in a while a new flavor takes hold and (see Manual of the Planes, page 116) have taken up the .
works its way into SigH's cultural consciousness. responsibility of running the Great Foundry. Much 0
of the city is just happy to have new goods to buy and ,....
THE LOWER WARD sell, but some wonder about what deeper agenda the
Artisans and other skilled laborers dwell in the strange humanoids have put into play.
sulfurous haze of the Lower Ward, where the fires Elementals, demons, and other creatures of the
Plane Below roam the streets of the Lower Ward. I....
of the Elemental Chaos rise through lava-filled ......
.....
pools and chasms to power smithies and forges. The Some come to Sigil to conduct legitimate business I-
Great Foundry sits at the center of the ward, with (though most would balk at what the demons call
warehouses, mills, forges, and small workshops sur- legitimate), while others use the portals to handle
rounding it in ever-widening circles. The ward is darker, more dangerous deeds in the City of Doors.
named for the disproportionate number of portals to It isn't unusual to see archons working the forges and
the Plane Below that can be accessed here. foundries, or to encounter barlguras or mariliths in
People living and working in the Lower Ward tend the seedier taverns, or to discover a free-roaming
to be stubborn, hard-working, and a bit secretive. It's elemental searching a dark alley or the ruins of an
a rough-and-tumble place, and those who frequent old workshop or warehouse.
the area know that they have to be able to take care The Shattered Temple, another prominent struc-
of themselves, since there's little in the way oflaw or ture in the ward, stands as a reminder of things that
protection on these hot, steamy streets. have gone away. Once the site of an imposing iron
Scalding steam and stinking smoke rise from the temple, today all that remains is a zone of destruc-
Great Foundry to form a layer of haze that hangs eter- tion. Not only is the god it was once dedicated to dead
nally over SigH's rooftops. The workshops of smiths, and forgotten, but the faction that held this place as
glassblowers, and other artisans are clustered here. its headquarters fled the city in the aftermath of the
Vents from the Elemental Chaos lend them magical Faction War.
heat and other forms of energy. Tools, hinges, pots,

CHAPTER 6 I Para80n Campai8ns


Parts of the Shattered Temple have been repaired like hornets in a nest, the Hive comprises existence's
so that it can be used, but only a small portion of the most notorious slum. Decrepit tenements jut like
structure has been made whole. The rest remains a broken teeth along its narrow, snaking streets. It's one
tumbled ruin. Many consider the place to be bad luck of the worst places to live or visit, and life here can be
and the nexus of ill omens within the city. Most steer deadly and extremely short. A bit of honest work can
clear of the place and take the long way around to be found, but more common are the jobs best suited
avoid it whenever they can. to the desperate and the insane. Not everyone here
With the demise of the factions, the ruin has is bad or evil; the ward is also occupied by those who
become home to ghosts, specters, and other creatures are down on their luck. who have been treated badly
from the Shadow fell. A number of doors to this plane by life through no fault of their own, or who acciden-
are scattered about the ruins of the Shattered Temple, tally wandered into Sigil and can't find either a way
and every once in a while a brave (or foolish?) band of out or a way to make a decent liVing. For these, the
adventurers heads into the ruins in search of a portal. Hive is the only option.
Among the things haunting the Temple is a clan of Although legitimate businesses don't take up a
vampires known as the Stokril. The vampires are lot of space in the Hive, things still get bought and
careful not to draw too much attention to themselves, sold around the ward. Thieves and robbers use
but at least a few of the many who go missing in the fences to help them sell their stolen wares, and you
Lower Ward can be chalked up to the nighttime can find a pawnbroker or a moneylender on almost
activities of the Stokril clan. every corner. Slave markets operate in secret in the
The cavern complex called the Bones of Night Hive, popping up in different locations so that any
extends beneath the streets of the Lower Ward. authorities who care can't easily find them and shut
Located near the foul-smelling Ditch (the closest them down. Entertainment is available in the Hive,
thing to a river running through the ward), the from taverns serving cheap drinks to gladiator pits
Bones of Night serves as a font of knowledge for those where the desperate are pitted against each other
willing to appeal to dark powers and things that no and against exotic monsters for the amusement of the
longer walk among the living. Here, wizards, war- crowd.
locks, scholars, sages, and those of darker trades come In sharp contrast to the ward's general squalor
to learn from the dead. and noise, the area surrounding Sigil's vast Mortu-
The cavern complex is accessed through a gaping ary is pristine and silent. The faction once known as
hole in a fire-gutted building. A ladder made of bone the Dustmen has formed the Mortuary Guild, and
descends into the darkness below. As you step upon "dustman" has become a generic term for anyone
the ladder, the sound of what must be hundreds of who disposes of the dead. Dustman coaches gather
chittering rats surrounds you, but it fades away as you the dead throughout the city, then cart the bodies to
descend into the Salon of Skulls. The grave dressings the Mortuary for processing. Within the Mortuary,
of hundreds of wealthy dead citizens decorate the doors to every plane are concentrated in perhaps the
entrance salon. Plush chairs, richly appointed tables, greatest numbers found anywhere in the city. The
and thick tapestries fill the room, and burial shrouds dustmen and their undead assistants send the city's
hang as curtains to create private areas within. The corpses to other worlds for disposal. The doors within
walls of the salon are lined with shelves. Skulls of all the Mortuary are not generally used for traveling
shapes and sizes fill the shelves, including human, around the planes. As often as not, these portals lead
elf, eladrin, dwarf, tiefling, dragonborn, and more. A to great crematoriums, burial pits, necropolises, and
hole in the floor of the salon leads to the Catacombs, other places dangerous to living creatures.
where even more skulls (as well as additional recently The dustmen seem to have a connection to the
interred dead) are stored. Shadowfell, and many revere the Raven Queen for
Lothar, the Master of Bones, consults his "library her role in the final disposition of the dead.
of skulls" for a fee when supplicants arrive to seek Clans of goblins and orcs seem to be locked in a
knowledge. Using the experiences and information perpetual skirmish on the Hive's side of the Ditch.
provided by the dead, Lothar makes a fine living The clan leaders, Pruto of the orcs and Sojah of the
while also learning something of the seekers by the goblins, wage a barely contained war for control of
questions they ask. A stone golem and a pack of were- the area around the Ditch. Pruto uses his ferocious
rats serve Lothar and protect the Bones of Night. sons and daughters to lead strike teams against the
goblins, while Sojah schemes and covertly hires mer-
THE HIVE cenaries to steadily eliminate Pruto's brood.
A labyrinth of hovels, shanties, and tents fills the At the very edge of the Hive, the Gatehouse over-
Hive. This ward provides a home to the city's desti- looks the wretched ward. This arched tower with
tute, its criminals, and its ambitious up-and-comers. sprawling wings continues to serve as the place
So named because its residents are packed together where the mad and the lost are administered by the
people who once assembled under the faction of the

CHAPTER 6 I Para80n Campai8ns


Bleak Cabal. When the factions were disbanded, the ruins. Windblown balls of razorvine slice their way ....
Bleakers shrugged, threw off the trappings of their through the streets, adding to the dangers presented J"
organization, and simply went about the business of by wild worgs, dire animals, and areas of planar r
caring for their disturbed and insane charges. There instability. Earthquakes rumble through the area u..
are always long lines waiting to get into the Gate- on a regular basis, opening or closing cracks in the
house. Many ofSigil's destitute have looked into the ground, rearranging rubble, and knocking down the Cl
planes and found madness staring back at them, and few ruins still standing. The demon warriors also left 1';
these individuals find their way to the Gatehouse for behind caches of weapons and supplies, but these are <1:
care. Some come of their own accord, seeking help in trapped and extremely dangerous to anyone seeking $
their moments oflucidity. Others must be dragged, to acquire their contents. Worse, the traps reestablish
kicking and screaming, to the doors of the place. themselves through demonic magic, which makes it
The Gatehouse rings with the screams of the mad impossible to follow a foolish adventurer and simply
and the cries of the insane. Whether the bizarre take the prize after he or she has been reduced to a
nature of a strange corner of a distant plane has fine red mist.
unhinged an inmate's mind, or an arcane scholar
read the wrong scroll and is now haunted by apoca- THE KADYX
lyptic visions of a distant realm that draws ever closer, The worst threat rumored to roam the broken streets
the Gatehouse caregivers take each unfortunate's of the Slags is called the kadyx. No one has ever
symptoms in stride and provide what help they can. seen the kadyx in plain view and lived to describe
The Gatehouse Night Market appears every eve- it. When it is glimpsed by a fleeing observer, the
ning as the light of day gives way to the encroaching observer reports seeing a glistening black scale or
darkness of twilight and later. For those accustomed the flash of a scythelike claw. Legends claim that
to shopping in the Market Ward, the Night Market the kadyx came through the portal with the demon
is a plunge into the cold water of another world. It's armies, and that it is a deadly carnivore of magical
dangerous, exciting, and exotic in ways that the aver- origin. It demonstrates a high degree of intelligence
age citizen can only dream about-and usually only and even a twisted sense of humor, mostly seen in
wants to. the way it leaves behind the remains of its victims.
What can you find at the Night Market? All kinds The bodies of warrior types are discovered with their
of goods and services that don't appear in the stalls or armor intact, but the body inside reduced to nothing
on the shelves of the markets set up by day. From poi- more than a fleshless pile of bones, and other victims
sons and dangerous elixirs, to burglars and assassins are displayed in gruesome yet ironic ways.
for hire, if it's illicit, immoral, or profane, chances are
you can find it in the Night Market. The Kadyx, Level 21 Solo Skirmisher
In the Night Market, stolen goods are bought and Demon War Drake
sold. If you need someone to forge a document or Lar e elemental ma ical beast (demon, re tile) XP 16,000
perform a dangerous ritual, introductions can be Initiative +21 Senses Pe rception +22; low-light vision
made for the right price. Do you need illegal ritual HP 784; Bloodied 392; see also bloodied raae
AC 35; Fort itude 35, Reflex 36 , Will 34
components? Cursed magic items? Banned goods?
Immune fea r (while bloodied only)
Wander the Night Market, and you can probably find Saving Throws +5
someone willing to sell what you want. Whether that Speed 8
individual actually has access to the item or service Acti on Point s 2
you paid for is an entirely different matter. CD Bite (sta ndard; at-will)
A blackened expanse of ruined metal buildings, Reach 2; +26 vs. AC; 3d6 +8 damage; see a lso bloodied raae.
many of them half-melted, is known as the Slags. This <~ Claw Swipe (standard; at-will) + Fire, Lightning

portion of the Hive houses the city's most repellent Close blast 2; +24 vs. AC; 2d6 + 7 fi re and lightni ng damage.
~ Tail Sweep (sta ndard; at-will) + Fire, Lightning
and antisocial entities. Inhabited by aberrations and
Close burst 2; +24 vs. Refl ex; 2d6 + 7 fi re and lightni ng da mage,
their depraved mortal allies, it is treated as anath- and the ta rget is pushed 1 sq uare.
ema by all but the bravest adventurers. The poorest .~ Dance of War (standard; at-Will ) + Fire, Lightning
of the poor dwell on the streets in this vicinity, their The war drake makes a cl aw swipe and a ta il sweep attack,
sleep bedeviled by the shrieks and rending noises shifting 2 sq uares before each attack.
accompanying the near-constant combat between its <~ Demonic Glare (mi nor 1/round ; at-will) + Fear

mutually hostile denizens. Close blast 5; +24 vs. Wi ll; t he target is dazed and takes ongoi ng
10 damage (save ends both).
It is said that the Slags are the result of a random
Bloodied Rage (while bloodied)
portal that deposited warring demons into the streets The war drake gains a +4 bon us to attack rolls and makes an
of the Hive. The portal has long since closed, and extra bite attack each round.
most of the demons have departed for other realms, Alignment Chaotic evil languages Abyssal, Common
but evidence of the destructive battle remains, as St r 26 (+18) Dex28 (+19) Wis24(+17)
well as lingering dangers that keep the Slags in Con 20 (+15) Int 18 (+14) Cha 15 (+12)

C Il A PTER 6 I Paraaon Campaians


FACES OF SIGIL have been tempting him to change jobs. Caravan's
great strength, experience, and competence mark
Among Sigil's diverse population, a number ofindi- him as one of the Cage's most sought-after hirelings.
viduals stand out as prominent or notable members Estavan: Merchant lord of the Planar Trade Con-
of the constantly changing society of the Cage. Here sortium' an extensive trade-and-transport company. As
are a few of them. the Consortium's most visible agent, Estavan has status
Adamok Ebon: Bladeling hunter, guide, and and influence in the City of Doors that far surpasses
sometime-assassin for hire, known to be occasionally that accorded to a simple trader. Goods travel with the
employed by Shemeshka the Marauder. Consortium's caravans from one end of the planes to
A'kin: Owner of the Friendly Fiend, an excep- another and often pass through Sigil on the way. Esta-
tional magical trinket shop. The polite and cultured van keeps constantly busy tracking those shipments,
raavasta (see Manual of the Planes, page 136) seem- arranging new trades, hiring bashers to guard the
ingly knows the secrets of everyone's business, and transports, and checking up on Consortium affairs in
appears willing and eager to assist with his custom- the town of Tradegate-yet he still finds time to arrange
ers' any need. A'kin is as friendly as his shop's name, the order ofSigil's business with Shemeshka the
chatting easily with his customers and often gifting Marauder and Zadara, formerly his two biggest com-
them with free trinkets ... and answering all ques- petitors and now his partners in a stranglehold over
tions except those about himsel£ financial matters in the Cage. Estavan's (and the Con-
Alluvius Ruskin: To most, the sweet old tiefling sortium's) clients include such diverse cutters as A'kin,
shop owner ofTivvum's Antiquities, a prominent Alluvius Ruskin, and Kesto Brighteyes. Given Estavan's
gate-key shop in the Market Ward. But Lu-aside from growing influence, more and more folks are asking:
being a skillful and dangerous wizard-has her own Who, exactly, owns the Planar Trade Consortium, and
plans for the Cage: She wants to consume enough who truly controls all ofits vast resources?
magic from the city to overthrow the Lady of Pain. Fell, the Rogue Dabus: The source of much
Arwyl Swan's Son: Human paladin from Cormyr tension in the City of Doors. Unlike other dabus,
on Toril and the leader of the Sons of Mercy. Arwyl Fell touches the ground when he walks and is quite
finds the situation much improved from the days friendly to those he meets. Whispered chant says that
when the Mercykillers imposed their harsh brand of Fell betrayed the Lady of Pain. No one knows why the
justice in the Cage. Mindful of those times, he tries Lady suffers him to walk the streets of the Cage, and
to keep the Sons out of political entanglements and though many would love to punish Fell for his crime,
focused on seeing justice done. they figure that his punishment-when it comes- will
Autochon the Bellringer: The armor-encased be by the Lady's hand.
Master of Couriers. Very few messages passed Kesto Brighteyes: The gnome illusionist who
between folks in the City of Doors don't travel by way runs the Parted Veil bookshop in the Lower Ward.
of his messengers. His couriers are by far the finest The Parted Veil remains one of the best places in all
in the city, many of them "silent couriers" enchanted ofSigil to research any topic-ifKesto doesn't have
to reveal their messages only to the proper recipient. a book on something that interests a browser, he'll
Whispered rumors claim that no one has dared to know someone who does.
attack Autochon's messengers since he made a profit- Kylie: This young tiefling used to work for Auto-
able (yet horrifying) contract for their protection with chon the Bellringer until she quit in the middle of
the Temple of the Abyss in The Lady's Ward. a message delivery. Autochon would have sworn
Balthazar Thames: An independent investigator revenge except that his own master, Shemeshka the
and self-proclaimed "solver of mysteries, finder oflost Marauder, ordered him to leave the girl alone. Kylie
objects, and friend for hire." Thames's services aren't now runs her own growing gang of touts and couriers.
cheap, but the deva is reliable and loyal to his clients. Kylie knows a great number of the important folks in
Black Marian: Human fortuneteller at the Sing- the city and has good contacts with many of them.
ing Fountain in The Lady's Ward. Marian can hear Lissandra the Gate-Seeker: An emigre from the
the future of any cutter who drinks from the foun - world fascinated by the workings of Sigil's portals.
tain. When she's not telling fortunes, Marian sings for Lissandra keeps a log ofknown portals and keys and
the crowds and sometimes passes along hidden mes- constantly updates her information by questioning
sages within her metaphor-laden lyrics. Autochon the anyone using the portals. She's currently looking to
Bellringer considers Marian's message -songs a direct hire adventurers to "obtain" Ramander the Wise's
threat to his control over the city's couriers. log-book so that information about all the portals in
Caravan: One of Estavan's best human agents, the city can be disseminated to the common people,
Caravan has recently become disenchanted with where it belongs.
his employer due to his exposure to Estavan's shady Lothar the Old: The Master of Bones maintains
dealings. He remains loyal to the oni mage, though a vast skull "library" from which he has pulled
surreptitious offers of work from would-be employers enough information to rival any chant-broker. For a

CHAPTER 6 I Paranon Campainns


considerable fee , Master Lothar consults the bones powerful chant-broker through her vast network ...J

for knowledge on virtually any subject. If necessary, of spies. The raavasta's agents are everywhere, and LJ
his wererat servants search out and obtain particu- their presence ensures that the power players of the Vl
lar skulls that hold specific secrets_ Cagers say that city rely on Shemeshka for news on their enemies- u..
I"')
only Master Lothar truly knows where all the bones and fear her for what she may be revealing about
in Sigil are buried, and they groan at the pun-but them. The fiend holds the strings of powerful movers
remember the truth. such as Autochon the Bellringer and Ramander the )

Ramander the Wise: The "Master of Portals." Wise, having ensured their debt (and others') to her <C
Whenever this human mage's team of searchers locates through convoluted plans that always end with her
a new portal, Ramander tries to buy the land it sits granting a "favor"-one that binds them to her eter-
on and charges travelers a hefty fee for the use of the nally. Shemeshka has her hands in a great deal of the
portal. Ifhe cannot buy the land, he extorts the owner city's business, whether openly or through represen-
into paying him an even larger fee simply to retain tatives. All of these factors-spies , secrets, control, and
the portal site. If thwarted, he resorts to darker tactics. financial might-make Shemeshka the Marauder one
Ramander skates on the thin edge of the Lady's laws of the most feared, hated, and powerful creatures in
against tampering with the city's portals. The city's the City of Doors.
residents mostly leave him to his business because Tattershade, King of the Rats: This shadow
Ramander works for Shemeshka the Marauder, and fiend rules an underground wererat "kingdom" near
no one wants to threaten one of her favorite operatives. the Ditch. The wererats mostly act as thieves in the
But even Shemeshka cannot protect the mage from the Hive and in squalid parts of the Lower Ward, though
Lady's wrath, and everyone waits impatiently for the folks in these areas have lately reported an increase
Master of Portals to find his own private portal-one in the frequency of actual attacks. The wererat twins
that leads to an inescapable Maze. Trick and Track act as Tattershade's lieutenants.
Rhys: The lovely tiefling face of the Sigil AdviSory The Us: A pack of cranium rats whose combined
Council. A natural advisor and balancing factor for intelligence reaches godlike proportions. The Us
the council, Rhys relies on her instincts for snap judg- directs its mind-controlled servants to take actions
ments that-to Sigil's benefit-turn out to be accurate the pack thinks will help it grow and gain power.
more often than not. Vocar the Disobedient: A worn, wrinkled
Rule-of-Three: A wise man, a trickster, and a human named Vocar leads a fugitive existence in the
shrewd rogue. Appearing as a githzerai sage, Rule-of- Hive, hiding from the servants ofVecna. His empty
Three can often be found at the Styx Oarsman tavern eye socket and missing hand testify to his past as
in the Lower Ward, dispensing advice in triplicate an exarch of the maimed god. Occasionally lucid
riddles that often contradict each other_ His peculiar but often babblingly mad, Vocar trades the awful
rules of commerce require him to ask for payment truths he learned while serving the god of secrets for
in sets of three: for example, three coins of different momentary shelter from his wrath. Those bargaining
metals, or three pouches, each containing a separate for his revelations are left to sort out which are reli-
valuable spice. In response, he gives three answers able and which are figments of his shattered mind_
to every question. This practice relates to an abstruse Most residents ofSigil believe that Vocar is simply
philosophy claiming that everything in existence can mad. He wanders the Hive with a red cloth covering
be grouped into triads. his missing eye while whispering a constant stream
Some say this wrinkled, rail-thin sage is really the of strange utterances. People avoid him, and only the
son of a demon prince. He laughs off such suggestions desperate or the equally insane have anything to do
even as he reveals disturbingly reliable information with him.
about the Abyss. Zadara: Probably the wealthiest person in Sigil.
Rule-of-Three collects intelligence on political Though few know the extent of her operations,
events in Sigil and draws on extensive contacts in Zadara has a hand in a good many enterprises. The
other planes as well. He occaSionally acts as a media- storm giant has a talent for recognizing those whose
tor and broker for warring parties. As with anyone plans have the potential to increase her fortune,
who knows more than he's telling, others project a and she provides them with enough gold to put
grand agenda onto him. Surely a disheveled tavern rat their schemes into motion. She backs and funds the
couldn't really be planning to reignite the Blood War, various works of Lis sandra the Gate-Seeker, among
or to unite demons and devils for an apocalyptic final others. Her main rivals for financial control over
battle against the gods ... right? the Cage include her new "partners," Shemeshka
Shemeshka the Marauder: The selfproclaimed the Marauder and Estavan of the Planar Trade Con·
"King of the Cross-Trade." Few dare to argue with the sortium. Rarely seen on the streets ofSigil, Zadara
title; the raavasta's range of knowledge and secrets employs powerful door guards-two marut blade-
is matched only by her vicious temper. Shemeshka masters named Kubriel and Gog- to keep unwanted
attained her position as Sigil's most prominent and visitors out of her mansion.

C HAPTER 6 I Para80n Campai8ns


- . -.--.--.~-- . -.-- . - . --.-- .- . -.--.-.-- . - . --.-.- . -~

TYP1CAL STREET ENCOUNTER ~

Encounter Level 13 (4,800 XP) Perception Check


DC 18 Somewhere to the west, a pack animal snorts.
SETUP DC 25 You notice a smallfi8ure crouchin8 atop a nearby
roof, watchin8 intently as you approach the square.
1 half-elf brigand captain (C)
1 human gladiator (G)
1 abyssal eviscerator (A) TACTICS
5 dwarf thugs (D) The brigands work well together and have learned
how to incorporate the vortex into their tactics. The
Use this encounter whenever the adventurers are vortex is a random arcane event that appears in the
exploring the streets ofSigil or trying to find a spe- same space on a couple of nights during every month.
cific location somewhere in the Cage. This encounter It appears according to no schedule, so the brigands
works best during the twilight or night hours, when check for its appearance on a regular basis and then
the streets are darker and more dangerous. use it to their advantage when it materializes.
A gang of brigands waits to ambush anyone who The captain, the gladiator, and the demon stick to
enters this quiet, empty square. the shadows, hiding until the adventurers move into
As the adventurers approach the stairs down into the square. The dwarf thugs maintain their position
this small square from the northern street, the first until they have clear shots; then they open fire and
thing they notice is the pulsating glow of the strange try to draw the adventurers deeper into the square.
vortex across from the fountain. None of the brigands The dwarf thugs stick to the roofs for as long as
are immediately visible. possible, firing down upon the adventurers with their
Set this encounter in the Market Ward, the Clerk's crossbows. They attempt to concentrate fire on a
Ward, the Lower Ward, or the Hive. single target whenever the opportunity presents itself,
but they will spread their bolts around to keep the
As the adventurers approach the square, read: adventurers offbalance.
Stairs ahead ofyou lead down to an open square sur- The gladiator and the abyssal eviscerator rush
rounded by dark buildin8s and darker alleyways. You can from the dark alleyways once they can clearly spot a
hear the low 8ur8le of water in the fountain at the center of target in the square. Both attempt to force their oppo-
the square, but the thin8 that most captures your attention nents toward the vortex to take advantage of the aid it
is the stran8e, pulsatin8 810w of swirlin8 ener8Y radiatin8 can provide them (see "Features of the Area").
in the darkness ahead. The brigand captain moves through the shadows,
looking to flank an opponent and strike with surprise
Half-Elf Brigand Captain (C) Level 13 Skirmisher before slipping away. He tries to work with the gladiator
Medium natural hum anoid XP 800 if possible, because he doesn't really trust the demon.
Initiative +13 Senses Perception +12; low-light vision The brigands fight until only two remain, and then
HP 126; Bloodied 63 they attempt to escape, either through the dark alleys
AC 27; Fortitude 25, Reflex 26, Will 24 or into the sewer grate in the northwest alley.
Speed 6
CD Longsword (standard; at-will) • Weapon
Abyssal Eviscerator (A) Level 14 Brute
+18 vs. AC; 1d8 + 8 damage, and the half-elf brigand captain
Med ium elementa l humanoid (demon) XP 1,000
shifts 1 square.
@ Dagger (standard; at-will) • Weapon Initiative +10 Senses Perception +9
Ranged 5/10; +18 vs. AC; 1d4 + 6 damage. HP 173; Bloodied 86
+ I ~ Slash and Dash (standard; recharge :;:;] ~ lID AC 26; Fortitude 28, Reflex 25, Will 24
Resist 15 variable (2/encounter)
The half-elf brigand captain makes a longsword attack, shifts 2
squares, and makes a dagger attack. Speed 6
+ Triggering Slash (standard; recharge ~f!.1). Weapon CD Claw (standard; at-will)
+18 vs. AC; 2d8 + 8 damage, and one ally shifts 1 square and +17 vs. AC; 2d10 + 6 damage.
makes a melee basic attack as a free action. + Grab (standard; at-will)
+15 vs. Reflex; 2d6 + 6 damage, and the target is grabbed.
Alignment Unaligned Languages Common, Elven
Skills Athletics +15, Diplomacy +14, InSight +12, Stealth +16 + Eviscerating Talons (minor 1/round, 3/round while bloodied;
Str 18 (+10) Dex20(+11) Wis12(+7) at-will)
Con 14 (+8) Int 10 (+6) Cha 16 (+9) Targets a creature grabbed by the abyssal eviscerator; no attack
Equipment leather armor, longsword, 6 daggers roll; 6 damage.
Alignment Chaotic evil Languages Abyssal
Skills Athletics +18
Str 23 (+13) Dex 17 (+10) Wis 15 (+9)
Con 23 (+13) Int 7 (+5) Cha 11 (+7)

/
5 Dwarf Thugs (D) Level 13 Minion
Medium natural humanoid XP 200 each
Initiative +10 Senses Perception +10; low· light vision Z
HP 1; a missed attack never damages a minion. :J
AC 25; Fortitude 25, Reflex 23, Will 23 o
Saving Throws +5 against poison effects U
Speed 5 "Z
LJ.J
CD Warhammer (standard; at· will) • Weapon
+20 vs. AC; 9 damage. I-
LJ.J
::rCrossbow (standard; at·will) • Weapon LJ.J
Ranged 15/30; +20 vs. AC; 9 damage.
Aimed Shot
"
l-
V)

A dwarf thug gains a +2 bonus to attack rolls and deals an extra ~

3 damage with ranged attacks against creatures that don't have ~


cover. U
Combined Fire Co
Dwarf thugs can make a combined ranged attack against a >-
I-
single target. For each dwarf thug participating in a combined
attack, increase the attack roll by 1 and the damage by 1.
Alignment Unaligned Languages Common, Dwarven
Skills Athletics +17, Endurance +14, Stealth +15
Str 22 (+12) Dex 18 (+10) Wis 18 (+10)
Con 16 (+9) Int 11 (+6) Cha 10 (+6)
Equipment chainmail, warhammer, crossbow with 20 bolts

Human Gladiator (G) Level 14 Elite Soldier


Medium natural humanoid XP 2,000
Initiative +12 Senses Perception +9
Fighting Focus aura 1; each enemy that starts its turn within the
aura is marked until the start of its next turn.
HP 276; Bloodied 138
AC 30; Fortitude 26, Reflex 26, Will 24
Saving Throws +2
Speed 6
Action Points 1
CD Gladius (standard; at·will) • Weapon
+21 vs. AC; 2d8 + 6 damage. FEATURES OF THE AREA
+ Knock to the Dirt (minor; encounter) Illumination: Dim light from the vortex in the
+19 vs. Fortitude; the target is knocked prone. square. Darkness in the alleys around the square.
+ Well-Placed Kick (minor; recharge :.: fl:)
Bench: Two benches in the square are difficult
+19 vs. Reflex; the target is dazed and slowed (save ends both).
+ Sand in the Eyes (minor; encounter)
terrain.
+19 vs. Fortitude; the target is blinded (save ends). Building: The buildings surrounding the square
<~ Gladius Display (standard; at·will) • Weapon are locked tight and are 20 feet high. Anyone falling
Close burst 1; targets enemies; +19 vs. Reflex; 2d8 + 6 damage. off a building roof takes 2dlO damage. A character
Alignment Unaligned Languages Common can climb to the roof of a building with a DC 23 Ath·
Skills Acrobatics +15, Athletics +18 letics check.
Str 22 (+13) Dex 16 (+10) Wis 14 (+9)
Fountain: The fountain in the square gurgles with
Con 18 (+11) Int 12 (+8) Cha 17 (+10)
Equipment light shield, scale armor, glad ius (short sword) running water. The fountain is difficult terrain.
Oxcart: A cart laden with crates and barrels,
hitched to the ox that pulls it, is parked next to a
DEVELOPMENT buildi ng. If the rope securing the ox is cut, the ox
If the brigands are defeated but any of them manage bolts at the first sign of trouble-pulling the cart along
to escape, then they will gather allies and attempt to with it. It moves 6 squares each turn. Any creatures
get revenge against the adventurers. This retaliatory whose squares it moves through take 9 damage and
attack might not happen for days or weeks, but the are pushed 1 square out of the way.
brigands will watch the adventurers from afar, get Stalls: The stalls are empty. They are blocking
a sense of their patterns and habits, and then strike terrain.
again when the characters least expect it. These Vortex: The vortex is a swirling, pulsating cloud
brigands are part of a larger band of thieves and cut· of arcane energy. Any creature that enters the vortex
throats operating in Sigil, and they don't take well to is attacked: +16 vs. Will; Id6 + 6 damage, and the
losing a battle. target is dazed (save ends). Whether the attack hits or
misses, the target slides Id6 + 1 squares west.
Encounter Level 15 (6,000 XP) in residence. The rest of the pack is out and about
on various errands and other business. That doesn't
SETUP mean that the rats are defenseless. In addition to their
own abilities, two wererat sewer guards serve as pro-
3 cranium rat arcanist swarms (R)
tection for the nest, and the cranium rats have also
2 wererat sewer guards (G)
used their psychic powers to coax a pair of elemental
2 elemental oozes (0)
oozes to roam the nearby waterways as further dis-
couragement for intruders.
Use this encounter whenever the adventurers are
Set this encounter in sewers beneath the Market
exploring the sewers ofSigil. They could be searching
Ward, the Clerk's Ward, or The Lady's Ward.
for a missing person or item, seeking a hidden lair or
The adventurers begin this encounter in the stor-
chamber beneath the streets, or looking for a portal
age room, the southernmost room on the map.
to a specific location.
As the adventurers enter the storeroom, read:
2 Wererat Sewer Guards (G) Level 13 Skirmisher
Stairs lead down into a dusty room full of crates and bar-
Medium natural humanoid (shapechanger) XP 800 each
rels. A lar8e crack in the north wall opens into darkness. A
Initiative +14 Senses Perception +14; low-light vision
HP 130; Bloodied 65 foul smell emanates from the openin8.
Regeneration 10 (if the were rat takes damage from a silvered
weapon, its regeneration doesn't function on its next turn) Perception Check
AC 27; Fortitude 25, Reflex 26, Will 24 DC 18 You notice afaintflicker ofli8ht deep within the
Immune sewer fever (see below) darkness beyond the openin8 in the north wall.
Speed 6, climb 4 (not in human form) DC 25 You hear the low 8ur8le of water somewhere in the
CD Short Sword (standard; at-will) .. Poison, Weapon darkness beyond the openin8 in the north wall.
+18 vs. AC; 1d1 0 + 6 damage, plus ongoing 10 poison damage
(save ends).
CD Bite (standard; at-will) .. Disease TACTICS
+18 vs. AC; 1d6 + 4 damage, and the target takes ongoing 5
The wererat sewer guards work together to take
damage (save ends) and contracts sewer fever (see below).
® Crossbow (standard; at-will) .. Poison, Weapon down the most-powerful-Iooking opponent, setting up
Ranged 15/ 30; +18 vs. AC; 1d8 + 6 poison damage, plus flanking situations to gain combat advantage. They
ongoing 5 pOison damage (save ends). have no problem hanging back and firing their cross-
+ Dance of Poison (standard; encounter; recharges when first bows, or falling back to use ranged attacks when they
bloodied) start taking a lot of damage. They use dance of poison
The wererat makes two short sword attacks against one target, at the first opportunity, and again after they become
shifts up to 3 squares, and makes two short sword attacks
bloodied. They don't exactly work with the elemental
against a different target.
Change Shape (minor; at-will) .. Polymorph
oozes, but they do try to lure opponents toward the
A wererat can alter its physical form to appear as a dire rat or creatures so that the oozes get into the battle.
a unique human (see "Change Shape," Monster Manual 2, page The elemental oozes attack any creature that is
216). It loses its bite attack in human form. unfriendly to the cranium rats. Whenever an enemy
Combat Advantage gets within 10 squares of an ooze, the ooze notices it
A wererat deals 2d6 extra damage on melee attacks against any with its tremorsense and moves to attack on its turn.
target that grants it combat advantage.
An ooze can flow freely into and out of the sewer
Alignment Evil Languages Common
Skills Bluff +15, Stealth +17, Streetwise +15, Thievery +17
water as part of a move action. Remember to use an
Str 20 (+11) Dex 22 (+12) Wis 16 (+9) ooze's elemental backlash when it takes damage, and its
Can 18 (+10) Int 15 (+8) Cha 18 (+10) elemental burst when it is bloodied or killed. As long
Equipment cloak, short sword as at least one cranium rat swarm remains within 10
squares of an ooze, the ooze will keep fighting until it
The section of the sewer the PCs travel to is is destroyed. Without the influence of the swarm, an
controlled by a pack of cranium rats. When the ooze attempts to flee the battle once it is bloodied.
adventurers arrive, only three swarms are currently

Sewer Fever level 13 Disease Endurance improve DC 23, maintain DC 18, worsen DC 17 or lower

The target tI Initial Effect: The target The target takes a -2 penalty to CI Final State: The target takes a -2 penalty
is cured. loses a healing surge. AC, Fortitude, and Reflex. to AC, Fortitude, and Reflex. The target
loses all healing surges and cannot regain
hit points.
The cranium rat arcanist swarms have a group
mind. Each swarm makes all of the other swarms
1'1 .........
~.

within 10 squares ofit smarter and more powerful. Z


They leave the heavy lifting of battle to the wererats W' /--\£ ::l
and oozes, preferring to hang back and use their S
"'"
ranged powers from a distance. When only one llll!mlfrnl" ~ {fum
swarm remains, it attempts to escape deeper into
0::
the sewer.
$
2 Elemental Oozes (0) Level 12 Brute i/'
large elemental beast (blind, ooze) XP 700 each
Initiative +9 Senses Perception +9; blindsight 10, «
L,
tremorsense 10
HP 150; Bloodied 75 0..
AC 24; Fortitude 26, Reflex 22,WiII 22 >-I-
Immune gaze; Resist 10 acid, cold, fire, lightning
Speed 4; see also flowin8form
CD Slam (standard; at·will) • Cold, Fire, lightning
Reach 2; +15 vs. AC; 3d6 + 5 damage, and ongOing 10 cold, fire,
and lightning damage (save ends).
Flowing Form (move; at-will)
The elemental ooze shifts 4 squares.
Elemental Backlash (immediate reaction, when the elemental
ooze takes damage; at-will) • Cold, Fire, lightning
The elemental ooze releases elemental energy that deals 5 cold,
fire , and lightning damage to all enemies adjacent to it.
0(- Elemental Burst (when first bloodied, and again when reduced
to 0 hit points) • Cold, Fire, lightning
The elemental ooze releases a burst of elemental energy; DEVELOPMENT
close burst 2; +15 vs. Reflex; 3d1 0 + 6 cold, fire, and lightning
If the adventurers defeat the cranium rats, they must
damage, and the target is pushed 2 squares.
Alignment Unaligned languages - eventually deal with the ramifications. The rest of the
Str 24 (+13) Dex 16 (+9) Wis 16 (+9) pack seeks revenge against them, and the cranium
Con 20(+11) Int 4 (+3) Cha4(+3) rats are experts at manipulating others by mental
suggestions. The adventurers don't really want these
3 Cranium Rat Arcanist Level 14 Controller creatures as long-term enemies, and they should look
Swarms (R) for ways to appease them and make amends.
Medium natural beast (swarm) XP 1,000 each
Initiative +16 Senses Perception +22; low-light vision
Mind Whispers aura 1; each enemy that begins its turn in the aura
FEATURES OF THE AREA
takes 5 psychic damage and a -2 penalty to attack rolls until the Illumination: Dim light from the sputtering
end of its next turn. torches hung sparingly throughout the area.
HP 141; Bloodied 70 Bridges: Rickety planks cross the sewer channels
AC 28; Fortitude 27; Reflex 25; Will 26 in various places.
Resist half damage from melee and ranged attacks; Vulnerable 10
Lair: The alcove where one of the cranium rat
against close and area attacks
Speed 6, climb 3
swarms begins the encounter is the lair of the cra-
CD Swarm of Teeth (standard; at-will) nium rat pack. It contains two level 15 treasure
+19 vs. AC; 1d8 + 5 damage, and ongoing 5 damage (save ends). parcels (see Dun8eon Master's Guide, page 128).
® Psychic Bolt (standard; at-will) • Psychic Ladder: A ladder leads up to the streets above.
Ranged 20; +18 vs. Will; 1d1 0 + 6 psychic damage, and the Rubble: Piles of rubble and trash are difficult
target is dazed (save ends)_ terrain.
~z. Psychic Barrage (standard; recharge I.;:;] l!..!l) • Psychic
Sewer Water: The sludgy water flowing through
Area burst 1 within 10; +16 vs. Will; 2d1 0 + 6 psychic damage,
and the target is stunned (save ends).
the channels is 5 feet deep and is difficult terrain. It
Group Mind cost 2 squares of movement to move from the water
For each cranium rat swarm within 10 squares of any other onto the sewer platforms. Any creature that enters
one, increase attack and damage rolls by 1, and increase the the water or starts its turn there takes 5 acid damage.
Intelligence score of each swarm by 2.
Alignment Evil languages telepathy 10
Str 18 (+11) Dex 16 (+10) Wis 17 (+10)
Con 21 (+12) Int10(+7) Cha18(+11)
.-.-.--.-----.-.--.-.--.--~.-.---.-- . -.--.-.-.--

GATE-TOWNS ...J
To some, the planes are inaccessible and unknown. other side. The planar energy that leaks through
These people are locked to a particular reality, unable the portal causes this; the effect it has on the area
to walk from world to world for reasons that usually depends on where the portal leads.
involve ignorance or fear. There are those, however, The other aspect of a gate-town's portal is conve-
who understand the ways of planes and portals, and nience and reliability. It is always accessible (though it
for those select few (relatively speaking) the planes might have a cycle of times when it is open and times
provide a wide and varied vista for trade, exploration, when it is closed), and you don't usually need a gate
research, and adventure. key to cause it to function. Gate-town portals to Sigil
Whether they know the secrets of planar travel abide by all the known restrictions, however, includ-
or just have a strong sword and some spells to sell, ing the fact that gods and other extremely powerful
adventurers can make gold and find transport at any beings cannot use them.
of the gate-towns scattered across existence. Body- These conduits between realities are always
guards, couriers, and caravan guards hired to protect guarded and maintained by their communities, since
one of the constant trade caravans moving between they represent varying degrees of wealth and power
Sigil and the planes are always in high demand. to those that control them.
A gate-town is any settlement, in the natural
world or on the planes, built around a known portal TRADEGATE
to someplace else. Such portals are not the usual
The bustling town of Tradegate, situated at the cross-
permanent teleportation circles that you can find in
roads in the shadow of the Rumbling Hills, provides
most civilized towns and cities, but actual gateways
the natural world with a known and accessible gate
that open onto another plane of existence. The area
to Sigil. Merchants from across the land come to
around a gate-town takes on aspects of the plane on
sell local goods and buy exotic goods from across
the other end of its portal, giving visitors an idea of
the planes that move through Sigil to the market
what they can expect when they cross over to the
in Tradegate. Sigil's Planar Trade Consortium runs
Tradegate, using it as one ofits key distribution cen-
ters along the caravan routes it maintains. Master
Trader Duncam keeps a tight rein on access to the
gate, however. You can't just come to Tradegate, stroll
up to the ornate stone gate that stands like an arch
in the middle of the town square, and step through
it into Sigil. A special gate key is required to operate
this portal, and Duncam reveals the key only to those
he deems worthy of entering the City of Doors-and
who can afford the 1,000 gp fee.

SLUMBER
The sleepy town of Slumber, resting in a quiet corner
of the Shadowfell, features a misshapen stone gate to
the Plane of Dreams. The land around Slumber fluc-
tuates between giving off visions of contented dreams
and terrible nightmares as the gate's cycle unfolds. It
opens twice each month, and the land reflects which
part of Dream the gate leads to when it activates. For
three days in the middle of the month, the gate opens
upon Dream's more fanciful and comforting regions,
and the land around Slumber grows lighter and more
vibrant in response. For three days at the end of the
month, when the gate opens into the regions of night-
mare, Slumber and the surrounding countryside take
on a darker, more dangerous tone. Monsters roam the
shadows, mostly out of Sight. The mood of the town
takes on a lunatic bent, and the usually sedate popu-
lation allows its darker instincts to rise to the surface.

CHAPT E R 6 I Para80n Campai8ns


V1
EXCELSIOR FARREN z
Among the shining ports of the Astral Sea, few are Strange energy seems to flow through the town of 3:
brighter than the gate-town ofExcelsioL The streets Farren, nestled among the Mountains of Chaos in the 0
here are paved with gold-flecked brick, and floating natural world. Not a normal gate-town, Farren appears ~
castles of paladin lords protect the port from pirates to have a one-way connection from someplace distant
and other dangers. The glowing gate, like a pool of and outside the bounds of the multiverse. This con-
golden light radiating deep within the town's guarded nection flows from that strange and mysterious place
perimeter, leads to the holy mountains of Celestia. to Farren-never the other way. The gate here, if that's
what it can truly be called, appears as a cloud of slimy
BEDLAM darkness trapped within a box canyon just beyond
the limits of the town. The place feels wrong, and the
There's a crazy little burg in the Feywild known as
inhabitants range from secretive and distant to notice-
Bedlam. Here, the streets seem a bit off kilter, and
ably insane. Mystics and prophets come to Farren to
no building stands straight and tall. All the lines are
have visions or learn secrets, but the visions usually
askew, with no right angles anywhere, and the sounds
lead to madness, and the secrets provide nothing but
of either uncontrollable crying or insane laughter
death and destruction to those that hear them. Two or
echo in the shadowed alleys and behind covered win-
three times every year, the mountains rumble and the
dows throughout the town. The problem here is that
cloud comes alive with dancing energy. Abominations
the place is built around a gate to Pandemonium, the
and aberrations of all kinds have appeared at these
forgotten domain of madness and exile. Luckily for
times, leading some to speculate that the gate-if gate it
the people living in or visiting Bedlam, the gate only
truly is-connects to the Far Realm.
opens once every month, when the dark moon rises
unseen above the land. The gate is said to open upon
Madhouse, the citadel of the Bleak Cabal. While this GLOOMPORT
might or might not be true, it is known that some The gate-town of Gloomport, located on the shore of
former members of Sigil's disbanded faction have the Glistening Sea in the natural world, provides one
taken up residence in Bedlam to help keep in check of the most stable and safest paths into the Shadow-
those affected by Pandemonium's influence. fell. Gloomport itself is a cold and dismal place,
where a biting rain whips in from the sea on most
PLAGUE-MORT days, and a dark, storm-filled cloud hangs over it
even when the wind is calm and the rain isn't falling.
The ramshackle town of Plague-Mort occupies an
To reach the Shadowfell, travelers board a ship and
unusually dark corner of the Shadowfell, where its
sail to the west-into the darker, stormier part of the
gate that resembles a black pool of oil waits to trans-
sea. Eventually, the ship crosses over and the city of
port travelers to the Abyss. Thanks to the influence
Gloomwrought appears on the horizon. Rising from
of the Abyss that leaks through the gate, Plague-Mort
the barren shore, the City of Midnight is a common
follows the law of "might makes right." The strongest
destination for merchants and travelers of the planes.
rule in Plague-Mort, and the current ruler goes by
the name of Black helm. His enforcers, the Plague
Hounds, are always looking for new recruits-and GLEAMING
forced conscription is the normal method of hire for The town of Gleaming, east ofNentir Vale, has a
the Plague Hounds. secret. The goods that brings merchants and travel-
ers from far and wide come through a hidden gate
MOON STAIR that connects the town with the Astral Sea. The
mayor of Gleaming, Berenda Farwalker, a hal fling
The town of Moon stair, built amid the ruins of the
of great wisdom and charisma, guards the secret of
ancient troll kingdom ofVardar, serves as a trade out-
the gate-as have her father, grandmother, and great-
post to the southwest ofNentir Vale. The town's most
grandfather before her. The place radiates with the
renowned feature is the Moon Door, a gate to the Fey-
presence of the Astral Sea, and divine power flows
wild that opens whenever the moon is full and the sky
through the region around the town. The gate leads to
is clear. The Moon Door sits atop an island ofjagged
a neutral trading port in the Astral Sea, and through
stone that juts from the river beyond the westernmost
the gate the leaders of both sides conduct a brisk
point of the town. A wide ring of moss and flowering
and secret exchange of goods from their respective
plants marks the spot where the gate appears when
worlds. For the right price, and if the need is great
it opens. To reach the Moon Door, travelers traverse
enough, Berenda will allow travelers to access the
a series of smaller, rocky islets-the "moon stair" for
gate. She must know their business in the Astral Sea,
which the town is named_ The gate serves as a regular
however, and she must trust them implicitly before
pathway between this part of the natural world and
she grants them use of the gate.
the eladrin castle-city ofCelduilon in the Feywild.

CHAPTER 6 I Para80n Campai8ns


.- .- .- -.- -.- .- -._ .- -.- ._-.- - -.- ._-.-
A CONSP1RACY OF DOORS J

A Conspiracy of Doors is a DUNGEONS & DRAGONS notice, and the most apparent perpetrators of the
adventure for five player characters of 11th level. trouble would be exiled to the Mazes-or worse.
It can serve as an introduction to Sigil, the City of Such a fate could be in Estavan's future unless he
Doors, as well as a group of adventurers' first taste of takes action now. The oni mage knows that punishment
action at the paragon tier. directed at him and the Consortium won't actually
solve the coming crisis. The riots will continue, food
INTRODUCTION and drink will grow more scarce, and people will begin
either dying or fleeing the city in droves.
The Festival of Doors, one of the most beloved
Estavan has come to the conclusion that these
and profitable holidays celebrated in Sigil, fast
attacks are coordinated and part of a larger plan to
approaches. Estavan, the Planar Trade Consortium's
disrupt and eventually destroy the City of Doors. If
representative in Sigil, is worried about some recent
that plan is allowed to reach fruition, Estavan believes
events. Individually, none of these events seems to be
that all of existence will be in danger. The oni mage
a cause for concern. However, Estavan has spotted a
follows the school of thought that places Sigil as the
pattern that has put him on edge. He believes that a
linchpin of all existence. Without the linchpin, the
secret attack has been launched against the Consor-
theory goes, the planes themselves will spread farther
tium, an attack associated with the upcoming holiday.
apart. If the chaos that follows is slow and steady, the
Now Estavan needs to find adventurers to uncover
multiverse will slowly fade away. If it's more violent,
the truth behind these attacks and reveal the con-
the planes will fly apart in an immediate explosion of
spiracy for all to see.
worlds-shattering destruction. Or so Estavan believes.

BACKGROUND ADVENTURE SYNOPSIS


Once a deeply spiritual event, the Festival of Doors
The adventure begins in a town or city in the natural
has become little more than an excuse to have a rau-
world, wherever the adventurers kick back to relax
cous celebration. No one puts more into the Festival
between missions. An agent of the Planar Trade
of Doors than Sigil's elite upper class, and no one
Consortium seeks them out and invites them to meet
profits more from the needs of expensive celebrations
with her "high·up," the oni mage Estavan. In a secret
than the merchants. The Planar Trade Consortium,
meeting, far from the prying eyes of his unknown
in particular, has a monopoly on providing the most
enemies, Estavan strikes a deal with the adventurers
sought-after goods for the festival feasts, including the
to reopen the supply lines and discover who is behind
rare cavefire wine that has become essential to the
the attacks on the Consortium.
celebration.
In the opening scene, Estavan reveals the truth
In the weeks leading up to the Festival of Doors, a
about the multiverse to the adventures, confirming
number of seemingly unrelated setbacks have troubled
rumors they might have heard about Sigil or perhaps
the Consortium. Agents have disappeared. Trade cara-
being the first to introduce them to the larger existence
vans have been attacked. Cargo has been hijacked.
beyond the natural world. He wants them to acquire a
Warehouses have been robbed and even set afire. Esta-
gate key from a trusted source, an ancient wizard and
van, merchant lord of the Consortium, usually chalks
reagent seller who goes by the name ofFesdin CraIe.
up such happenings as part of the cost of doing busi·
The gate key is supposed to take the adventurers to
ness. However, as the Festival of Doors approaches, he
Sigil so that they can begin their investigati~n. Ho~.
has been disturbed by a gnawing intuition that he can't
ever, Fesdin-who is actually a shape-changmg lamIa
silence: The Consortium is under attack.
named Arthani-provides a gate key that instead trans·
The three most recent disasters to befall the Con-
ports the Consortium agents into a trap.
sortium have resulted in a break in certain key supply
After defeating the threat, the adventurers track
lines that provide needed foodstuffs to Sigil. The City
the lamia to the gate-town of Trade gate. They arrive
of Doors doesn't produce any of its own food; all the
in time to try to prevent Arthani from destroying the
food necessary to feed the city must come from some-
town's gate.
place else. And the only way the food makes the trip
The next clue leads the adventurers to the Night
is in caravans such as those used by the Consortium,
Market in the City of Doors. Questioning the locals
caravans that travel from distant planes through por·
leads to an attack by the lamia's associates, which
tals and gate·towns to eventually reach Sigil. Without
sends the characters to the source of the missing cave·
a constant influx of supplies, Sigil would qUickly run
fire wine. The final encounter, in a warehouse in Sigil,
out of food and drink. Once this occurs, riots and
pits the adventurers against the demon· summoner
looting would break out, the Lady of Pain would take
who is behind the current conspiracy.

CHAPTER 6 I Para80n Campai8ns


and merciless as he is ostentatious. For the purposes
STARTING THE ADVENTURE
of this meeting, Estavan stays patient and interested
At the first break between missions in your ongo- in the adventurers for as long as it takes to win them
ing campaign, when the adventurers are back in a over. His patience isn't unlimited, however, and he
town or city to buy supplies and recuperate, they are will defend himself if the adventurers attack.
approached by a female tiefling. Read: Hopefully, it won't come to that, and Estavan does
everything he can to make the adventurers feel com-
Ayoun8female tieflin8 dressed in travelin8 leathers and fortable with the arrangement. Read:
still covered in the dust of the road strides confidently
toward you, a friendly smile playin8 across her lips. "The chant-excuse me-the situation is that the or8aniza-
"Are you the cutters that put Kalaran in the dead book?" tion that I represent buys and sells 800ds throu8hout the
(Rephrase this question to reflect whatever key event has planes of existence. You do realize that there is more to exis-
just happened in your campai8n.) tence than just this tiny ball of dirt and water, don't you?
The Planar Trade Consortium has interests in it all."
Her manner of speaking should make it evident to
the characters that this tiefling isn't a local. If they As the conversation unfolds, Estavan proVides the fol-
acknowledge that they are the people she's looking lowing information:
for, she plops down in the nearest chair and intro- SigH: Sigil, the City of Doors, stands at the center
duces herself of the multi verse, and all planes and worlds connect
to it through its many portals.
"I'm Nera, and I represent the Planar Trade Consortium. Planar Trade Consortium: This conglomerate
My hi8h-uP' the exquisite Estavan, wants to offer you of trading concerns operates trading posts, markets,
a job. The dark of it is, he can't just stroll into this fine and caravans throughout the known planes of exis-
establishment, since the locals aren't as tolerant as those tence. Two of its most important centers of operation
of us from the City of Doors. He's waitin8for you in the are the town of Tradegate in the natural world and
upstairs room at the end of the hall. Don't worry. For an Sigil. Recently, the Consortium has been the target
oni ma8e, Estavan's pretty civilized. And he always offers of raids and other attacks that Estavan believes are
the best jink. You know, coin? Gold? Platinum? Jink! Tell the precursor to a more significant-and dangerous-
him Nera sent you." event. Agents have disappeared, caravans have been
hijacked, and supply lines have been cut off These
She drops a small sack containing 10 pp (1,000 gp). are harbingers, the oni mage believes, of a much
"There's more where that came from, ifEstavan larger plan to isolate Sigil. "If such a thing were to
thinks you can handle the job," Nera says as she rises happen," Estavan insists, "the multiverse will shudder
and offers her farewell. and perhaps begin to unravel."
Festival of Doors: The upcoming holiday known
M EETING ESTAVAN as the Festival of Doors, celebrated every year in Sigil,
If the adventurers take the payment and follow Nera's seems to be the focus of these attacks. Goods associ-
directions, they find a suite on the upper floor of the ated with the celebration are among those affected by
best inn in town. They can knock or simply walk in, the supply disruptions. Ice apples from the Elemental
and when they do, they get their first view of Estavan. Chaos, glitterbeasts from the Feywild, and cavefire
Read: wine from the Shadowfell, among other traditional
festival fare, have stopped flowing into the City of
The spacious room features a small table and enou8h Doors. "The key to discovering who is behind this is
chairs for all ofyou. Seated behind the table, sippin8from a to track the wine to its source," Estavan declares.
fra8ile cup, is a lar8e 08relike creature with powdered, pale What do you want us to do? Investigate the
blue skin, dressed in an immaculate red kimono. "Welcome, attacks, follow the supply lines back to their sources,
friends," he says in a boomin8 voice. "I am Estavan, and I discover who is behind these attacks, and put a stop
assure you that I mean you no harm. In fact, I wish to hire to it before the Festival of Doors starts in three days.
you for a very important job. Would any ofyou care for Why us? Estavan's usual agents are known to be
some Arborean spice tea?" operatives of the Consortium, and thus the oni mage
believes that they are all being watched. "I need
For an oni mage, Estavan is exceedingly polite and someone without a clear connection to my organiza-
friendly. He dresses well, and great care seems to tion," he explains, "but someone who is also capable
have gone into every aspect of his appearance. A of getting this job done."
flashy necklace hangs in his open collar for all to see. What's in it for us? "You have received an open-
his nails are filed neatly, and his horns are polished ing stipend. Complete the task, and you will also
to a shine. Despite this outward appearance of civil- get this'" Estavan places an astral diamond (worth
ity and manners, Estavan can be as manipulative 10.000 gp) on the table.

C HAPT E R 6 I Para80n Campai8ns


.-.-._-._-.-.--.-.--.-.--._-.-.-._-.-.--._._-.-._.-
ENCOUNTER Dl: DOORWAY TO DANGER ..J

Encounter Level 11 (3,200 XP) THROUGH THE PORTAL


When the adventurers step through the portal while
SETUP carrying the gate key, they are transported to a new
1 battle wight commander (C) location. However, it isn't their expected destination.
2 battle wights (B)
1 wight life-eater (W) As the adventurers step into the portal, read:
1 ghost spider (S) You find yourself in a dark, close space. The smell of dirt,
stone, and stale air surround you, and silence fills the dark.
After Estavan gets the adventurers to agree to aid the
Planar Trade Consortium, he sends them to find a The gate key has sent the adventurers to a secret crypt
trusted associate named Fesdin CraIe. Read: somewhere in a distant corner of the natural world.
The key can return the adventurers, but it won't func-
"CraIe is a wizard and sa8e, a seller of thin8s arcane and tion again until an hour passes. (A PC can determine
mysterious," Estavan explains. "Tell him that I have sent this information with a DC 16 Arcana check.)
you, and he should be wiIlin8 to sell you a 8ate key and the Fesdin CraIe (actually the lamia Arthani) has sent
location of a portal to Si8il. That's where you should start the adventurers into this trap.
your investi8ation, in the City of Doors. Good luck, my
a8ents. Know that the fate of the multi verse mi8ht well rest As soon as the adventurers can see, read:
in your hands." You find yourselves in a sealed crypt. Pillars hold up the mas-
sive stone ceilin8, and thick webs fill parts of the chamber.
If the PCs ask, Estavan says he doesn't have a gate Four coffins stand a8ainst the wall on the far side ofthe room.
key to give them and would prefer they seek out the
appropriate local resources to get what they need. TACTICS
He directs the adventurers to an out-of-the-way shop
The wights work together to destroy the living beings
called CraIe's Arcane Wonders, in a run-down part of
that have entered their tomb. The battle wights move
town. Here, the adventurers meet up with the wizard
to engage the adventurers in the center of the cham-
and sage known as Fesdin CraIe. Read:
ber, while the wight life-eater waits until they have
moved past its hiding place so that it can spring out
The dark little shop is crammed full ofjars and bottles,
from behind them. It delays, if necessary, so that it
scrolls and books, and all manner of stran8e and exotic
can act later in the round .
items. Most of it appears to be junk, but when it comes to
arcane matters, who can say for sure? The proprietor you
see before you is an older human male who identifies him- w
j
self as Fesdin CraIe. "Why do you come to this place?" he
asks, examinin8 each ofyou in turn with his steely 8aze. .'E~

CraIe warms up to the adventurers after they men-


tion that Estavan has sent them. He listens to their
request, then nods and begins to rummage around
the crowded shop. After a few moments, the wizard
produces a small, rectangular plank made of smooth
stone, about the size of a domino. Carved into one
side of the plank is the stylized image of an arched
doorway. He also produces a map showing the loca-
tion of a narrow alley on the other side of town.
"A gate key to Sigil, as well as the location of the
portal this gate key activates," Craie says. "I can let
you have both for the mere cost of 100 gold."
If the adventurers pay, CraIe thanks them and
asks them to give his regards to Estavan. If they try to
haggle, one of the adventurers can make a Diplomacy
check to reduce the price. A result of 21 or higher
gets Craie to accept 75 gp instead, "as a favor to my
old friend Estavan."

/
Ghost Spider (5) Level 11 Elite Lurker Battle Wight Commander (C) Level 12 Soldier (Leader)
large shadow beast (spider) XP 1.200 Medium natural humanoid (undead) XP 700
Initiative +9 Senses Perception +7; tremorsense 10 Initiative +12 Senses Perception +12; darkvision
HP 129; Bloodied 64 HP 106; Bloodied 53
AC 25; Fortitude 25, Reflex 24, Will 22 AC 28; Fortitude 26, Reflex 23, Will 26
Resist insubstantial Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2 Speed 5
Speed 6, climb 6 (spider climb), phasing CD Souldraining Longsword (standard; at-will) • Necrotic,
Action Points 1 Weapon
CD Ghost Claw (standard; at-will) • Necrotic +18 vs. AC; 1d8 + 7 necrotic damage, and the target loses a
+14 vs. Reflex; ld8 + 5 damage, and the target takes ongoing 5 healing surge and is immobilized and weakened (save ends both).
necrotic damage and is weakened (save ends both). ::r
Soul Harvest (standard; recharge ~ [;:; it) • Healing, Necrotic
+ Phasing Attack (standard; at-will) Ranged 5; affects an immobilized target only; +15 vs. Fortitude;
The ghost spider makes two ghost claw attacks. The ghost 2d8 + 7 necrotic damage, and the battle Wight commander and
spider can shift 6 squares between the attacks. all undead allies within 2 squares of it regain 10 hit points.
+ Phasing Web (move; recharge ~';:;.i1) Alignment Evil languages Common
The ghost spider shifts 6 squares, phasing through enemies. It Skills Intimidate +18
attacks each enemy it phases through; +14 vs. Fortitude; target Str24(+13) Oex 19 (+10) Wis 14 (+7)
is immobilized (save ends). Con 22 (+12) Int 15 (+7) Cha 24 (+13)
Alignment Unaligned Languages - Equipment plate armor, heavy shield, longsword
Skills Athletics +15, Stealth +14
Str 20 (+10) Dex 18 (+9) Wis lS (+7) 2 Battle Wights (B) Level 9 Soldier
Con 20 (+10) Int 1 (+0) Chal0(+5) Medium natural humanoid (undead) XP 400 each
Initiative +7 Senses Perception +3; darkvision
Wight Life-Eater (W) Level 10 Skirmisher HP 98; Bloodied 49
Medium natural humanoid (undead) XP 500 AC 25; Fortitude 22, Reflex 18, Will 22
Initiative +9 Senses Perception +3; darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
HP 104; Bloodied 52 Speed 5
AC 24; Fortitude 22, Reflex 21, Will 21 CD Souldraining Longsword (standard; at-will) • Necrotic,
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Weapon
Speed 7 +15 vs. AC; 1d8 + 5 necrotic damage, and the target loses a
CD Claw (standard; at-will) • Necrotic healing surge and is immobilized (save ends).
+15 vs. AC; 2d6 + 5 necrotic damage, the target loses a healing ::rSoul Reaping (standard; recharge :.~ 1.£) • Healing, Necrotic
surge, and the Wight shifts 3 squares. Ranged 5; affects an immobilized target only; +12 vs. Fortitude;
Alignment Evil Languages Common 2d8 + 5 necrotic damage, and the battle Wight regains 10 hit
Skills Stealth +13 points.
Str 18 (+9) Dex 16 (+8) Wis 6 (+3) Alignment Evil Languages Common
Con 16 (+8) Int 10(+5) Cha 17 (+8) Skills Intimidate +14
Str 20 (+9) Dex 13 (+5) Wis9 (+3)
The ghost spider phases into and out of the tomb Con 18 (+8) Int 12 (+5) Cha 20 (+9)
to hunt, using part of the area as a lair. When living Equipment plate armor, heavy shield, longsword
creatures enter the tomb, it attacks and inadvertently
helps the Wights. Although the wights seek to end related to portals that lead to Sigil. The final entry
humanoid life, they have no interest in the fluids and reads as follows:
flesh that the ghost spider feasts upon.
If the ghost spider loses more than three-quarters ''A creature called Arthani seems to be the common factor,
of its hit points, it seeks to phase out of the tomb and thou8h she never appears in the same shape twice. Estavan
escape. must be warned that Trade8ate is the next tar8et!"
The Wights fight until they are destroyed.
FEATURES OF THE AREA
DEVELOPMENT Illumination: Darkness.
The body in the northern side chamber is the real Body: The dead body of the real Fesdin CraIe. See
Fesdin CraIe. He has obviously been drained oflife "Development" for details.
by the wights. A character who makes a DC 16 Per- Cracked Ground: Any creature that enters a
ception check finds a copper coin in his pocket. One square of cracked ground stops moving and falls prone.
side shows the icon of the Planar Trade Consortium Fountain: The fountain is actually a portal. A gate
(a long caravan moving through a portal); the other is key is required to operate the portal.
engraved with the words "CraIe's Arcane Wonders." Webs: Any creature that enters a square of webs
A pouch on CraIe's belt holds a small journal in stops moving and is immobilized (save ends).
which the sage has kept a record of customers and Coffins: The coffins are used by the wights. The
transactions as well as other notes. The most recent battle wight commander's coffin contains a level 12
entries seem to be tracking a series of disturbances magic item.
Encounter Level 13 (4,300 XP) ARRIVING IN TRADEGATE
When the adventurers move through the pona
SETUP Tradegate, they discover that something isn't q
1 lamia devourer (L) right in the usually bustling town. Read:
2 mezzo demons (M)
6 cyclops guards (C) You step through the broken window of a deserted
into a quiet alley. The alley opens onto a wide stree
If the adventurers take the coin they found on the leads south toward the town square. You notice rha
dead merchant back to the shop, they find that the only is the alley unusually quiet, but the entire t01
pretender who sent them into the trap has vacated to be deserted. The only activity you immediatel)
the premises. In the back room, a door opens onto a in the town square, where glOWing lights and the cr
small, empty space. Anyone carrying the coin who strange energy indicate that something is happeni
opens the door activates the portal to Tradegate. the arched gate in the center of the square.
If the characters don't have the wizard's coin or
don't open the door in the back room, some other Perception Check
method of getting to Tradegate might be required. DC 18 You spot large humanoids moving around
Estavan has already left the town, but Nera is still arched gate, each silhouetted against the glOWing Ii
hanging out at the tavern, enjoying a short break DC 23 People throughout the town have slumped
from her regular duties for the Consortium. She can where they were standing or in the middle of some
inform the adventurers about the portal to Tradegate and now they lay here and there, apparently fast as t
in CraIe's shop and give them a key to use it. If the
6 Cyclops Guards (C) level 14 . . . . .
PCs ask about a way to get to Sigil, she says, "There's a Large fey humanoid XP 1 ~ __
portal to Sigil in Tradegate, of course." Initiative +10 Senses Perception +15; truesight 6
HP 1; a missed attack never damages a minion.
lamia Devourer (l) level 13 Elite Controller AC 27; Fortitude 26, Reflex 23 , Will 23
Medium fey ma ical beast (sha echan er) XP 1,600 Speed 6
Initiative +8 Senses Perception +13 <D Battleaxe (standard; at-will) • Weapon
Swarm's Embrace aura 1; an enemy that starts its turn in the aura Reach 2; +17 vs. AC; 7 damage.
takes 10 damage. -/- Evil Eye (immediate reaction, when a melee attack misses
HP 260; Bloodied 130 cyclops guard; at-will)
AC 27; Fortitude 25, Reflex 24, Will 26 The cyclops guard makes a melee basic attack agai nst
Resist half damage from melee and ranged attacks; Vulnerable 10 attacker.
against close and area attacks. Alignment Unaligned languages Elven
Saving Throws +2 Str 22 (+13) Dex 16 (+10) Wis 17 (+10)
Speed 6, climb 6 Con 20 (+12) Int 11 (+7) Cha 11 (+7)
Action Points 1 Equipment hide armor, heavy shield, battleaxe
<D Cursed Touch (standard; at·will)
+17 vs. Fortitude; 1 d1 0 + 6 damage , and the target is dazed
(save ends). 2 Mezzodemons (M) level 11 SeWis
Medium elemental humanoid (demon) XP 600 ~
~ Devouring Swarm (standard; at·will)
Close blast 5; targets enemies only; +15 vs. Fortitude; 3d6 + 4 Initiative +9 Senses Perception +13; darkvision
damage. HP 113; Bloodied S6
, .. Swarm Burst (standard; recharge'::: liD AC 27; Fortitude 25, Reflex 22, Will 23
Close burst 5; targets enemies only; +15 vs. Will; the target is Resist 20 poison, 10 variable (2/encounter)
pushed 3 squares and immobilized (save ends). Speed 6
Change Shape (minor; at-will) • Polymorph <D Trident (standard; at·will) • Weapon
A lamia can alter its physical form to appear as an attractive Reach 2; +18 vs. AC; 1d8 + 5 damage.
Medium humanoid of any race or gender (see "Change Shape," -/- Skewering Tines (standard; at-will) • Weapon
Monster Manual 1, page 216). Requires trident; reach 2; +18 vs. AC; 1d8 + 5 damage, 0 ~
Squeezing Swarm damage, and the target is restrained (save ends both). Wh
By altering its shape, a lamia can squeeze through small target is restrained, the mezzodemon can't make trident a·
openings as if it were a Tiny creature (see "Squeeze," Player's , .. Poison Breath (standard; recharge [RITID. Poison
Handbook, page 292). Close blast 3; targets enemies; +16 vs. Fortitude; 2d6 - 3
Alignment Evil languages Common, Elven damage, and ongoing 5 poison damage (save ends).
Skills Arcana +14, Bluff +16, InSight +13 Alignment Chaotic evil languages Abyssal
Str 13 (+7) Dex 14 (+8) Wis 14(+8) Skills Intimidate +11
Con 18 (+10) Int 17 (+9) Cha 21 (+11) Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
Con 17 (+8) Int 10(+5) Cha 13 (+6)
Equipment trident
The mezzodemons remain near Arthani to pro-
tect her. They try to use their poison breath attacks on
restrained foes. They fight to the death.
The cyclops guards seek to engage the adventurers
on the road, as they are reaching the square. If any
of the PCs attempt to disturb the glowing rods, the
guards move to attack them. They fight to the death.

THE RITUAL
Each round that Arthani achieves a success during
the performance of the ritual, roll a d6. The result
indicates which of the rods (numbered 1-6 on the
-
z
map) draws energy from the gate. That rod emits
energy in a close burst 2 that deals 5 damage to any
of the lamia's enemies within the burst.
A character adjacent to one of the rods can remove
it from the ground with a DC 18 Thievery check, a
DC 23 Arcana check, or a DC 20 Strength check. A
failed check deals 10 damage, pushes the character 2
squares, and knocks him prone.
If Arthani succeeds at the ritual, it doesn't destroy
the gate as she had hoped, but it does lock it so that it
no longer functions. Estavan will need to send power-
ful spellcasters at a later time to reverse the ritual and
reestablish the portal to Sigil.
If all of the rods are removed, or if Arthani gets
The lamia Arthani, who impersonated Fesdin CraIe three failures, or if the adventurers otherwise defeat
to send the adventurers into the crypt ambush, has the lamia, the ritual fails.
performed a ritual to put the residents of Tradegate
into a deep slumber. When the adventurers arrive, DEVELOPMENT
Arthani is in the process of completing a ritual to
destroy the gate to Sigil. If Arthani escapes through the gate, the adventurers
must find Master Trader Duncam, wait for the slum-
When the adventurers approach the town ber ritual to wear off in an hour, and then get a gate
square, read: key from him so they can follow the lamia to Sigil.
The arched 8ate is clearly the centerpiece of the town This gate key is a phrase, "the center of all things."
square. The icon of the Planar Trade Consortium is carved If Arthani is defeated, she collapses into a pile
into the arch's keystone, and ima8es of all kinds of doors of dead and dying beetles. In the belt pouch that
decorate the rest of the ancient stone. Six 810win8 rods, remains, the adventurers find three 1,000 gp gems
each about 5 feet tall, jut from the wound in a pattern and a flier for The House of Song, a festhall in the
around the square. A one-eyed 8iant stands 8uard at each infamous Gatehouse Night Market in the Hive. One
rod, and you also spot two insectlike demons wieldin8 tri- of the mezzodemons carries the same flier, though
dents hoverin8 protectively near a female eladrin in a red his has the name "Tarvas" scrawled upon it.
8own. She's readin8from a scroll as you approach.
FEATURES OF THE AREA
TACTICS Illumination: Bright light.
The lamia devourer is on the verge of completing her Arch: This stone arch occupies a prominent place
ritual that will destroy the gate to SigiJ. Unless she is in the town square. With the proper gate key, it opens
in great danger, she uses a minor action each turn to a portal to Sigil.
make a DC 20 Arcana check and advance the ritual. Glowing Rods: These 5-foot-tall metal rods are
She needs to achieve six successful checks before inscribed with runes. They jut from the ground and
getting three failures. She uses swann burst to clear glow with arcane brilliance. See "The Ritual" for
enemies away from her, but prefers to use devourins additional details.
swarm from a distance. See "The Ritual" for more Wagons: The wagons are piled high with crates
details. If the ritual is disrupted and if six or more and barrels bound for Sigil, including such goods as
of the other monsters are defeated, Arthani flees ice apples, eladrin chocolate, and dwarven black ale.
through the gate to Sigil (she has a key).
- ->-.-.--.--.~--.-.--.-.--.---.- . --.-.-- . -.--- . -.--
ENCOUNTER D3: THE N1GHT MARKET -.J

Encounter Level 13 (4,100 XP) apprehensive about the holiday for some reason that
no one is willing to talk about.
SETUP Insight DC 18: The city seems to be in a state of
heightened tension, though you can't figure out what
Tarvas Demoncaller (T) is causing this condition through observation.
2 arctide rune spiral demons (A) Streetwise DC 18: Food, drink, and other
2 bloodcry barlguras (B) essentials have been becoming increasingly more
2 ogre bludgeoneers (0) expensive and harder to come by. Small riots have
broken out at a few market locations, and rumors
The adventurers follow Arthani or the clues the lamia abound that the citizens are becoming more restless
left behind to Sigil. They arrive during the day, so and reckless in light of these unusual shortages.
they have time to do a little research or investigation Streetwise DC 23: The best source for acquiring
before the Night Market opens. cavefire wine is a trader named Tos, who sets up a
stand in the Night Market when she's in Sigil.
EXPLORING SIGIL
The first thing the adventurers notice upon stepping THE NIGHT MARKET
through the portal is that Sigil is much more cosmo- When the adventurers head for the Gatehouse Night
politan and diverse than any other town or city they Market, whether to locate The House of Song or to
might have visited before. Not only do they see that look for the trader named Tos, they run into Tarvas
all the usual races are represented, they also run into Demoncaller and a few of his associates. If Arthani
demons, devils, monstrous races, and creatures they the lamia escaped after Encounter D2, she will also
have never encountered before. None of them act be on hand for this battle. Adjust the XP accordingly.
overtly hostile, but most carry themselves with confi- Tarvas Demoncaller is a wizard committed to
dence and bravado. spreading chaos and destruction. As a means to this
The second thing that the adventurers notice is end, he leads an effort to impede the flow of neces-
that the horizon, where it can be seen through the sary supplies to Sigil's population. He won't fight in
crowds and the close-stacked buildings, curves up this encounter, however, so his statistics are provided
instead of down. A soft but persistent rain falls from in a later encounter.
above, but every so often the mist lifts enough to
reveal a glimpse of the city hanging upside down 2 Arctide Runespiral Demons (A) Level 12 Artillery
above them. large elemental magical beast (demon) XP 700 each
As the adventurers explore the city, at some pOint Initiative +12 Senses Perception +10
call for a Perception check. HP 97; Bloodied 48; see also bloodied shock
AC 24; Fortitude 23, Reflex 25, Will 23
Perception Check Resist 15 variable (2/encounter)
DC 23 You notice a fi8ure, bundled in a hooded cloak to Speed 7
stave off the rain,followin8 you at a discreet distance.
CD Bite (standard; at-will)
+17 vs. AC; 1d6 + 5 damage.
+ Arcane Arc (immediate interrupt, when an enemy moves
This agent of Tar vas Demoncaller (see "The Night adjacent to the arctide runespiral demon; at-will) .. Lightning
Market," below, disappears into the crowd if the +17 vs. Reflex; 1d8 + 5 lightning damage.
adventurers try to approach him. ~ Focused Strike (standard; at-will) .. Lightning
Ranged 10; +19 vs. Reflex; 2d8 + 5 lightning damage.
<~ Bloodied Shock (free, when first bloodied; encounter) ..
RESEARCH Lightning
Visiting various locations around the city and Close burst 1; +15 vs. Reflex; 1d8 + 5 lightning damage, and the
asking the right questions accomplishes two things: target is dazed (save ends).
~:- Charged Lightning Burst (standard; at-will) .. Lightning
It provides the adventurers with information, and
Area burst 2 within 10; +15 vs. Reflex; 1 d8 + 5 lightning
it gets them noticed by all the wrong people. Here
damage. The attack deals 1 extra lightning damage for each
are some things the adventurers can learn around creature in the burst. Each ally damaged by the attack gains a
the city: +1 bonus to any recharge rolls at the start of its next turn.
Arcana DC 25: Arthani had been visiting Sigil Alignment Chaotic evil Languages Abyssal
for the last few weeks, purchasing rituals and ancient Str15 (+8) Oex23 (+12) Wis19(+10)
spellbooks of all descriptions. Con 19 (+10) Int 7 (+4) Cha 12 (+7)
Diplomacy DC 15: The Festival of Doors celebra-
tion is coming up, but most citizens appear to be

/
2 Bloodcry Barlguras (B) Level 14 Brute
Large elemental beast (demon) XP 1.000 eac h
Initiative +11 Senses Percept ion +16; low-light vision
HP 174; Bloodied 87; see also bloodcry
AC 26; Fortitude 27, Reflex 24, Will 24
Resist 10 variable (1/e ncounter; see Monster Manual page 282)
Speed 8 , climb 8
CD Slam (sta ndard; at-will)
Reach 2; +17 vs. AC; 2d8 + 6 da mage, or 3d8 + 6 damage if the z
ba rlgura is blood ied, and th e ta rget is pushed 1 square.
+ Double Attack (standa rd; at-will)
The barlgura makes two slam attacks.
-...
<~ Bloodcry (free, when first bloodied; e ncounte r) M
Close burst 3; targets ene mies only; +15 vs. Will; 4d1 0 + 6 c:
damage, and th e barlgura and all allies within 5 sq uares of it gai n 0::
a +2 bonus to attack rolls until t he end of the barlgu ra's next turn. L.U
Alignment Chaotic evil languages Abyssa l I-
Skills Athletics +18
Z
::J
Str 22 (+13)
Con 24(+14)
Dex18 (+11 )
Int 6 (+5)
W is 19 (+11 )
Cha 12 (+8)
o
U
Z
L.U
2 Ogre Bludgeoneers (0 ) Level 16 Minion
Large natural humanoid XP 350 each
Initiative +9 Senses Perce ption +9
HP 1; a missed attack never damages a min io n.
AC 28; Fortitude 30 , Reflex 24, Will 24
Speed 8
CD Greatclub (sta ndard; at·will) • Weapon
Reach 2; +19 vs. AC; 9 damage.
Alignment Chaotic evil languages Gia nt
Str 23 (+14) Dex 13 (+9) Wis 13 (+ 9) After the battle ends, the adventurers can ask
Con 25 (+15) Int 4 (+5) Cha 6 (+ 6) around and locate the trader named Tos. With a bit of
Equipment hide armo r, greatclub coaxing, and maybe a bit of gold to loosen her tongue
(say, 500 gp), she'll reveal that the source of the cavefire
TACTICS wine she sells to the Consortium is a cave in a remote
part of the Shadowfell. The adventurers must convince
Thanks to his agents spread out around the city,
Tos that they plan to reopen the trade corridors before
Tarvas has been keeping a watch on the adventur-
she tells them how to get to the cave, providing them
ers, and he is alerted when they approach the Night
with the location of an appropriate portal and a key.
Market from the street to the northeast. He directs
The House of Song festhall is located in the build-
his demons and hired thugs to attack the PCs, stick-
ing that Tarvas stood atop at the beginning of the
ing around long enough to be noticed by them and to
battle. Inside, the adventurers discover that a back
trade a jibe or two before disappearing into the night.
room in the festhall has been converted into a sum-
Ifthe lamia escaped in the previous encounter,
moner's laboratory, complete with magic circles
she starts out beside Tarvas and takes command of
and other paraphernalia. In his haste, Tarvas leaves
the situation after the wizard departs. This time, she
behind a level 13 magic item and notes concerning
battles to the death.
a demon summoning ritual. A DC 25 Arcana check
The barlguras wade in to make double attacks
reveals that it was used to send demons to Tos's cave.
each round, each demon concentrating on a Single
foe. They move to stay close enough to as many ene-
mies and allies as possible to take full advantage of FEATURES OF THE AREA
blood cry when they become bloodied the first time. Illumination: Dim light.
The ogres are hired thugs that attempt to set up Buildings: The flat-topped roofs are 10 feet above
flanks with the demons. the street, while the gabled roofs are 20 feet high. A
DC 15 Athletics check is needed to climb the walls.
DEVELOPMENT Razorvine: These sharp patches deal 20 damage
to any creature that enters a square occupied by the
Tarvas doesn't stick around for this battle. He has
plant or starts its turn in one.
places to be and things to do in order to cause the
Tables and Tents: These portable shops pop up
chaos he hopes to engender by the time the Festival
when night falls. When the battle begins, the mer-
of Doors begins. He hopes that his underlings can
chants scatter. Tables are difficult terrain, while tents
stop the adventurers.
are blocking terrain.
Encounter Level 11 (3,200 XP) When the adventurers enter the chamber, read:
The shadowy cave ahead is warm and moist. A central
SETUP column divides the chamber. Water drips down the column
to form a pool at its base. Deeper in the chamber, thick
1 pod demon (D)
patches of mushrooms 810w with a discernible li8ht, thou8h
4 podspawn (P)
the intensity seems to drop noticeably as you approach.
Falling rocks hazard
Perception Check
When the adventurers approach Tos's cave in the
DC 16 A body floats.Jace down, in the pool of water.
Shadowfell, they are greeted by a male who bears a
DC 21 A telltale amount of dust and pebbles sprinkles
striking resemblance to the independent merchant.
downfrom cracks in the cave's ceilin8.
It's her brother, Thorn, who handles the production of
DC 23 You notice faint sketches scrawled on the walls of
cavefire wine. He appears to be greatly agitated when
the cave's central column of rock. The sketches seem to form
the adventurers arrive. He asks who they are and why
some kind of symbols, but you have a hard time starin8 at
they are here. If the adventurers tell Thorn that Tos
them for too lon8.
sent them, he immediately relaxes and relates some
important information. Read:
Falling Rocks Level 13 Lurker
Hazard XP 800
"Tos told you that these caves are the source of our cavefire
wine? Well, that source isn't doin8 so 800d ri8ht about The caves rumble and shake, and suddenly rocks rain down
now," he informs you. ''The cavefire mushrooms we crush from the ceilin8 above.
and ferment to make the wine appear to be dyin8, and I Hazard: A shower of rocks comes down in certain parts of
the cave, as shown on the map.
think I know what's killin8 them. There's a terrible monster
Perception
in the caves, and I'm not able to chase it away. Perhaps you • DC 18: A telltale amount of dust and pebbles sprinkles
can take care of this for us." down from cracks in the cave's ceiling.
• DC 23: You notice faint sketches scrawled on the walls
QUESTIONING THOM of the cave's central column of rock. The sketches seem
to form some kind of symbols, but you have a hard time
Here are some questions the adventurers might ask, staring at them for too long.
and Thorn's responses to them. Additional Skill: Dungeoneering
What's a cavefire mushroom? "It's a rare fun8us • DC 18: You recognize the unstable nature of the cracked
that Wows within this network of caves. We've learned how and pitted ceiling, and you feel a slight shaking in the
to turn these mushrooms into cavefire wine. The taste is ground beneath your feet.
Initiative + 2
warm and soothin8, and it has become a central element of
Attack
Si8il's Festival of Doors." Standard Action Area special
Why would someone want to keep you from Target: Each creature in area
selling the wine? "Cavefire wine's purpose ran8es from Attack: +14 vs. Reflex
spiritual to celebratory, but it has become intertwined with Hit: 1 d1 0 + 6 damage, and the target is dazed (save ends).
the celebration of the Festival of Doors. Without it, many Special: Each round, on the hazard's initiative count, roll a d6
people in Si8il will believe that the festival has been ruined to determine which zone or zones the rocks fall in during that
round. The rocks attack each creature in each affected zone.
and that bad luck and ill fortune will follow them throu8h-
Countermeasures
out the comin8 year." • If a character spots the symbols on the central column, he
What kind of monster is in the cave? "It's a lar8e or she can attempt a skill challenge to identify them and
mass of dis8ustin8 800 that creates smaller versions of break the enchantment that has instigated this hazard.
itself. It told me to 8et out of the cave when it arrived, and I Each turn, if a character is adjacent to a symbol
haven't 80ne back in since." scrawled on the wall, that character can make a DC
18 Thievery check, a DC 18 Arcana check, or a DC 23
Religion check to disrupt the magiC imbued within the
ENTERING THE CAVE symbol. A failure on any check causes the hazard to
After the adventurers enter the cave, it takes them a immediately attack, as described above.
few minutes to follow the winding passages toward If the characters achieve 4 successes before they get 3
failures, the cave stops rumbling and the hazard no longer
the chamber where the cavefire mushrooms grow.
functions.
The path to the main chamber is marked with If the characters fail the skill challenge, the hazard
arrows, so it's easy to find. The pes approach the remains and the damage increases to 2d1 0 + 6. After an
main chamber (depicted on the map) from the west. hour, the characters can attempt to disrupt the magical
hazard again.
Pod Demon (D) Level 15 Elite Artillery
large elemental humanoid (demon) XP 2,400
Initiative +12 Senses Perception +10; darkvision
HP 176; Bloodied 88
AC 27; Fortitude 25, Reflex 27, Will 29
Resist 15 variable (2/encounter)
Saving Throws +2
Speed 8 ....
Action Points 1 ....
f"',

CD Slam (standard; at-will) .. Poison


+20 vs. AC; 1d6 + 5 damage, and ongoing 5 poison damage
I-
(save ends).
)y" Detonate Minion (minor 1/round; recharge ::: ;;) .. Poison <:t-
Ranged 10; targets one podspawn; the podspawn explodes, O
dropping to 0 hit points and dealing 1 d8 + 3 poison damage to
each creature adjacent to the pods pawn. "I-
I.LJ

.~ Spew Podspawn (standard; at-will) .. Acid Z


Close blast 3; +18 vs. Reflex; 2d6 + 5 acid damage. :J
<~ Generate Podspawn (standard; recharges when first bloodied) o
.. Poison U
Close burst 2; +18 vs. Reflex; 3d6 + 5 poison damage. Effect: Z
I.LJ
If the pod demon has fewer than four podspawn, it spawns
podspawn into unoccupied squares within the burst, bringing
its total number of minions to four.
~~ Fling Podspawn (standard; at-will) .. Acid
Area burst 1 within 10; +18 vs. Reflex; 2d6 + 5 acid damage.
Combat Advantage
A pod demon's attack deals 2d6 extra damage to any target
granting combat advantage to it.
Spawn
engage them and set up flanking situations for it to
If a pod demon has fewer than four podspawn at the start of its take advantage of. Then it moves in, takes advantage
turn, it spawns one pods pawn within 2 squares of it. of combat advantage by employing its slam attack,
Transfer Essence (move; at-will)" Teleportation and then spends a minor action to use detonate
The pod demon swaps positions with a podspawn within 10 minion. It retreats after that to use its ranged attacks.
squares of it. Every round at the start ofits turn, it spawns one pod-
Alignment Evil languages Abyssal, Common
Dex 20 (+12) Wis16 (+10)
spawn within 2 squares of its position. When it has
Str 17 (+10)
Con 21 (+12) Int 12 (+8) Cha 24 (+14) two or fewer minions remaining, it uses 8enerate pod-
spawn to create more. The pod demon is a demented
4 Podspawn (P) Level 15 Minion Skirmisher and twisted creature that fights to the death.
Small elemental humanoid (demon) XP 300 or 0 if encountered
with od demon DEVELOPMENT
Initiative +14 Senses Perception +6; darkvision
HP 1; a missed attack never damages a minion. The presence of the demon causes the cavefire mush-
AC 29; Fortitude 28, Reflex 28, Will 25 rooms to grow sick and die. As soon as the PCs defeat
Resist The podspawn shares any resistances that its pod demon the demon, the mushrooms begin to improve.
progenitor has. The body belongs to the cultist who accompanied
Speed 8 the demon and set up the falling rocks hazard. After
CD Corroding Slime (standard; at-will) .. Acid he completed his ritual, the pod demon killed him.
+20 vs. AC; 12 acid damage.
Dangerous Proximity
A DC 16 Perception check allows the adventurers
Any enemy adjacent to a podspawn grants combat advantage to it. to discover 500 gp and a note that shows the location
Alignment Evil languages Abyssal, Common of a Planar Trade Consortium warehouse in Sigil's
Str 13 (+8) Dex 20 (+12) Wis 8 (+6) Market Ward.
Con 21 (+12) Int 5 (+4) Cha 15 (+9)

FEATURES OF THE AREA


TACTICS Illumination: Dim light. The gloom of the
The hazard drops rocks each round on its turn. The Shadowfell mutes light sources used in this area,
adventurers can eliminate this hazard by succeeding reducing the radius illuminated by 50 percent. For
on a skill challenge. Note that the falling rocks attack example, a torch illuminates 2 squares instead of 5.
all creatures in the affected zone, including the pod Magical light sources are unaffected.
demon and its spawn. Mushroom Patch: These patches of faintly glow-
As soon as the pod demon realizes that intruders ing mushrooms are difficult terrain.
have entered the chamber, it orders its minions to Pool: The pool of water is 3 feet deep.
.. .
-.-.--.--.-.--.-.--.-.--.---.-.--.-.--.-.---.-.~

ENCOUNTER DS: THE WAREHOUSE -.J

Encounter Level 15 (6,300 XP) IN SIGIL


Here are some things the adventurers might want to
SETUP do upon returning to the City of Doors.
Tarvas Demoncaller (T) Seek Out Estavan: The adventurers can find
1 needle demon (N) Estavan in his office in the Clerk's Ward. He appears
2 vrock swordwings (V) more agitated than when last they met, and he leaps
2 immolith deathragers (D) up and starts asking questions as soon as they enter
the office. He wants to know what they've found out,
The adventurers return to Sigil on the day of the because he feels more and more certain that some-
Festival of Doors. The celebration is set to kick off at thing bad is about to happen. If they didn't find the
nightfall. in just a few hours, but a grand soiree seems clue about the warehouse, Estavan tells them that he
to be the furthest thing from the minds of the citi- has been out of contact with the manager of the place
zens. Read: and he is overdue for a report from that location. He
asks them to go check it out for him while he explores
The streets ofSiail appear to be on the verae of chaos and a few last leads. If they did find the clue and mention
violence. Anary protestors fill the Market Ward, exchana- it, Estavan asks them to go ahead and see what's going
ina nasty words with merchants and each other as tempers on there. "Hurry," he implores them. " I believe that
Wow exceedinaly thin. More dabus than usualfloat in Sigil and the multi verse have no time remaining for
plain view, and even these mysterious creatures seem to us to waste."
be nervous and on edae. "Where's our cavefire wine?" one Look for Tarvas Demoncaller: The adventurers
protestor calls out. Another shouts, "I heard that all ship- might decide to go back to The House of Song and
ments have stopped. How will we survive without food and seek out Tarvas. A DC 23 Streetwise check points the
water?" A rock occasionally sails out of the crowd to nar- adventurers toward a warehouse in the Market Ward.
rowly miss a merchant's head. "Strange things have been happening all over the
city," one local tells them, "but the weirdness appears THE WAREHOUSE
to be centered on that building."
This large building is one of many used by the Planar
Trade Consortium to store goods before they are
Tarvas Demoncaller (T) Level 15 Controller (Leader)
Medium natural humanoid, human XP 1,200 loaded on caravans or distributed to the markets in
Initiative +9 Senses Perception +12; darkvision Sigil. This particular location has been comman-
Demonic Command aura sight; demons in the aura gain a +1 deered by Tarvas Demoncaller, chosen because he
bonus to attack rolls and a +2 bonus to damage rolls. seeks revenge against the Planar Trade Consortium
HP 140; Bloodied 70; see also demon link for some real or imagined slight. He hopes that by
AC 29; Fortitude 24, Reflex 27, Will 28 disrupting trade into Sigil, he can cast doubt upon the
Speed 6
Consortium's ability to prOVide for the city. Cutting
CD Quarterstaff(standard; at-will). Weapon
+20 vs. AC; 1d8 + 6 damage.
off the flow of goods, he hopes, will lead to a level of
+ Touch of the Demon (standard, usable only while bloodied; panic and rioting that would be enough to send the
at-will) Lady of Pain on a rampage and result in the banish-
+20 vs. AC; 2d8 + 6 damage. ment or even the destruction of the Consortium.
~ Elemental Bolt (standard; at-will) • Fire, Lightning
Ranged 5; +18 vs. Reflex; 1d8 +6 fire and lightning damage. 2 Immolith Deathragers (D) Level 15 Brute
~:- Explosive Summoning (standard; at-will)
large elemental magical beast XP 1,200 each
Area burst 1 within 10; Tarvas summons a small demon that (demon. fire , undead)
appears in a square adjacent to him and then moves up to 10 Initiative +11 Senses Perception +9
squares and explodes; +17 vs. Reflex; 1 d1 0 + 6 damage, and the Flaming Aura (Fire) aura 1; any creature that enters or starts its
target is slowed (save ends). turn in the aura takes 10 fire damage.
~:- Demonic Wrath (standard; recharge Ji) HP 185; Bloodied 92
Area burst 1 within 20; +17 vs. Reflex; 4d8 + 5 damage, and the AC 27; Fortitude 30, Reflex 27, Will 28
target takes ongoing 5 damage (save ends). Immune disease, fire , poison; Resist 15 variable (2/encounter);
Demon Link (minor; at-will) • Healing Vulnerable 10 radiant
Tarvas can transfer up to 22 damage he has taken to a demon Speed 6
within 5 squares of him. He cannot transfer more hit points CD Claw (standard; at-will) • Fire
than the demon has remaining. Reach 4; +18 vs. AC; 3d6 + 6 fire damage , and ongoing 10 fire
Alignment Chaotic evil Languages Abyssal, Common damage (save ends).
Skills Arcana +16, InSight +17, Intimidate +17, Stealth +14 ,- Deathrage (free; when first bloodied and again when reduced
Str 12 (+8) Dex 15 (+9) Wis 21 (+12) to 0 hit points) • Fire
Con 12(+8) Int18(+11) Cha20(+12) Close burst 4; +17 vs. AC; 3d1 0 + 6 fire damage.
Equipment robes, quarterstaff Alignment Chaotic evil Languages Abyssal
Str 25 (+14) Dex 18 (+11) Wis 15 (+9)
2 Vrock Swordwings (V) Level 14 Skirmisher Can 25 (+14) Int 9 (+6) Cha 20 (+12)
large elemental humanoid (demon) XP 1.000 each
Initiative +13 Senses Perception +14; darkvision Needle Demon (N) Level 12 Controller
HP 140; Bloodied 70; see also spores of madness Medium elemental humanoid (demon) XP 700
AC 28; Fortitude 26, Reflex 24, Will 24 Initiative +10 Senses Perception +9; darkvision
Resist 10 variable (2/encounter) HP 123; Bloodied 61
Speed 6, fly 8; see also flyby attack AC 26; Fortitude 23 , Reflex 23 , Will 25
CD Falchion (standard; at·will) • Weapon Resist 15 variable (2/encounter)
Reach 2; +19 vs. AC; 2d8 + 7 damage. Speed 6
+ Flyby Attack (standard; at-will) CD Claw (standard; at-will)
The vrock flies up to 8 squares and makes one falchion attack +17 vs. AC; 2d6 + 5 damage.
at any pOint during that movement. The vrock doesn 't provoke
opportunity attacks when moving away from the target of the
+ Claws of Betrayal (standard; requires combat advantage against
each target; at-will)
attack. The needle demon makes two claw attacks. If both attacks
~ Frightful Screech (standard; recharge i i)
hit the same target, the target takes ongoing 10 damage (save
Close burst 3; deafened creatures are immune; +18 vs. Will; the ends).
target is pushed 3 squares and immobilized until the end of the
vrock's next turn.
+ Tail Whip (immediate reaction, when an enemy moves into a
square adjacent to the needle demon; at-will )
<~ Spores of Madness (free, when first bloodied; encounter) •
+17 vs. AC; 1 d6 + 2 damage.
Poison <~ Rage of the Betrayed (standard; recharge li) • Charm
Close burst 2; demons are immune; +17 vs. Will; 1d1 0 + 5 Close blast 5; targets enemies; +16 vs. Will; the target is
poison damage, and the target is dazed (save ends). dominated (save ends).
Alignment Chaotic evil Languages Abyssal Alignment Chaotic evil Languages Abyssal
Skills Bluff +16, Insight +14 Skills Bluff +17, InSight +14. Intimidate +17
Str 23 (+13) Dex 19 (+11) Wis 15 (+9) Str 16 (+9) Dex 19 (+10) Wis 17 (+ 9)
Con 20 (+12) Int 12 (+8) Cha 19 (+11) Con 19(+10) Int14(+8) Cha22 (+12)

T his encounter concludes on the next paBe.


This encounter is continued from the previous page. 1-5 = circle 1; 6-10 = circle 2; 11-15 = circle 3; 16-20
= circle 4. If the result indicates the circle he already
Exploring the outside of the warehouse yields few occupies, roll again.
clues. The place's only windows are located high on When Tarvas teleports, the circle he leaves flashes
the walls, near the 30·foot roofline. Flashes of light with abyssal energy. This effect deals 5 damage to
appear at irregular intervals, briefly illuminating the any creature that isn't a demon that is standing in
dirt-caked windows. A massive cargo door at the front or adjacent to the circle. He also attempts a DC 25
of the building is locked from the inside. A normal Arcana check. Ifhe achieves 10 successes before get-
door, situated in the alley on the eastern side of the ting 3 failures , he completes the ritual (see "Ending
building, is also locked. It can be opened with a DC the Adventure"). Ifhe gets 3 failures, the ritual
25 Thievery check. The encounter assumes that the doesn't work and he flies into a terrible rage. When
adventurers enter the warehouse through this door. this happens, he stops hopping from circle to circle
and turns his full attention to destroying the meddle-
When the adventurers enter the warehouse, some adventurers.
read:
Towering containers fill large portions of the massive inte- FEATURES OF THE AREA
rior. Much of the place sits in darkness, though a pool of
Illumination: Dim light around the magic circles
dim light that occaSionally flashes into brightness occupies
inscribed on the floor. Darkness throughout the rest
a section near the center of the building. As you draw closer,
of the building.
you can see that the contents of some of the containers have
Containers: Large containers, crates, and barrels
been spilled across open sections offloor. A glOWing circle
are stacked high throughout the warehouse's massive
inscribed on the floor seems to be the source of the dim
interior. Some of these stacks are 10 feet high, others
light. and you hear a voice chanting in a strange lan8ua8e
20 feet high. A DC 20 Athletics check is required to
somewhere amon8 the crates and barrels ahead ofyou.
climb the stacked containers.
Magic Circles: These glowing runes, inscribed on
TACTICS the floor of the warehouse, are part of the ritual that
larvas Demoncaller is in the midst of a ritual Tarvas is conducting to temporarily shut down Sigil's
deSigned to alter and corrupt the goods that come portals. See "The Ritual" for details on how Tarvas
through portals to Sigil. He chants in Abyssal, call- uses them in this encounter.
ing on the power of demons to aid him in his effort to Razorvine: These sharp patches deal 20 damage
foment chaos. to any creature that enters a square occupied by the
Tarvas makes sure to stay within line of Sight of plant or starts its turn in one.
his demon servants to allow them to take advantage Scattered Goods: Items spilled from broken con-
of his demonic command aura. Each round, he uses a tainers form difficult terrain across the floor.
minor action to advance his ritual. Doing this causes
him to teleport from one magic circle to another. ENDING THE ADVENTURE
See "The Ritual" for details. His preferred standard
If the adventurers defeat Tarvas and the ritual fails,
action is to use demonic wrath whenever it is available;
Sigil slowly goes back to normal. The Festival of
otherwise, he falls back on explosive summoning or
Doors comes off without any further complications,
elemental bolt, as appropriate.
except that some of the usual celebratory accom·
The needle demon waits for the immoliths to wade
paniments are in short supply. Estavan thanks the
into battle before joining them. It seeks to use ra8e
adventurers, gives them the astral diamond he prom-
of the betrayed to dominate a foe. If that isn't ready, it
ised, and hurries to get his caravans moving again.
seeks combat advantage and uses of claws of betrayal.
IfTarvas completes the ritual, Sigil goes through
The immoliths move forward to take up space,
24 hours of upheaval as incoming food and beverages
slow the intruders down, and pound on them as often
are discovered to be rancid and spoiled. and trade
as possible. goods of every kind are warped and corroded. Riots
The vrock swordwings fly from high point to
spread qUickly throughout the streets. The Lady of
high point, makingflyby attacks along the way. If any
Pain makes a multitude of appearances, and citizens
enemies get close to its perch, a vrock unleashes its
disappear as she works to restore order. Estavan (and
fri8hiful screech. Tarvas, ifhe survived) disappears during this time,
Tarvas and his servants fight to the death.
and the adventurers receive no additional reward for
their efforts. The fate of the Planar Trade Consortium
THE RITUAL and Estavan are left to the needs of your campaign.
Each round at the beginning of his turn, Tarvas uses
a minor action to continue his ritual. Roll a d20. The
result determines which magic circle he teleports to:
INDEX
actor (player motivation) 42 eldritch influx (terrain) 59 life eater haze (hazard) 73 skill check Difficulty Class by level
Adamantine Horse ofXarn 148 Elemental Chaos 58, 71, 126, 158, Lolth 114, 115, 131 (table) 80
alternate worlds 185 194,199 Lolth's Chosen (monster theme) 114 slayer (player motivation) 45
Amulet of Passaae 150 elemental tiles (trap) 71 mad alchemist (template) 128 slithering idol (template) 129
Asmodeus 150, 183 elemental windchurn (terrain) 59 maddening mural (trap) 74 Snaketongue Cultist (monster
Astral Sea 61, 169, 209 elites, creating new 133 martyr's monument (terrain) 60 theme) 118
Avandra 138, 140, 150 Emblem of Os san drya 154 Melora 141 solos, creating new 133
Bahamut 140, 148, 157 encounter objectives 38, 40-41, 57 minion damage by level (table) 133 spectral assassin (template) 130
Bane 125, 141, 159, 165, 166 energy node (terrain) 59 minions in encounters 51 spiderblessed spinner (template)
Banesons (organization) 165 Erathis 140 minions, creating new 133 130
battles as skill challenges 180 explorer (player motivation) 43 minions, themes for 105 Standard of Eternal Battle 159
beast of Demogorgon (template) 115 falling iron portcullis (trap) 67 motivations (of characters) 13 storyteller (player motivation) 47
Blackhelm Janissaries (organization) falling rocks (hazard) 218 multiple characters per player 35 supporting characters 18
166 Far Realm star trap (trap) 74 necrotic ground (terrain) 60 swinging rope or vine (terrain
blast cloud (terrain) 58 fey circle (terrain) 60 needle hedge (terrain) 61 power) 63
blood midge cloud (terrain) 58 Feywild 60, 108, 131, 144, 154, Orcus Blood Cultist (monster theme) table of combustibles (terrain
bolt stone (terrain) 58 195,109 116 power) 63
boulder (terrain power) 63 Feywild Denizen (monster theme) pain vault (trap) 72 tapestry (terrain power) 63
champion of Bane (template) 115 108 Pelor 141, 151, 153 terrain 56, 58-63
chandelier (terrain power) 63 finding players 51 phantom hunter (trap) 72 terrifying haunt (template) 130
chaos warrior (template) 125 flashbacks 12 phase mist (terrain) 61 thinker (player motivation) 47
character survey 16 functional templates 125 planar breaches 185 Those Who Hear (monster theme)
City of Brass 194 giant rolling boulder (trap) 69 player suggestions 17 120
class templates 131 Goblin Allies (monster theme) 110 player survey 16 thunder shards (terrain) 61
companion character statistics Golden Rope, The (organization) 166 Portal Ritual, The (encounter) 75 Tiamat 122, 126, 141, 148
(table) 30 grasping bog (terrain) 60 portals (in Sigil) 188 Tiamat's Red Hand (monster theme)
Corellon 140, 154 grizzled veteran (template) 127 power gamer (player motivation) 44 122
creeping ice (terrain) 58 group checks 85 qUick sear (terrain) 61 time travel 185
crushing walls room (trap) 68, 77 Gruumsh 166 rage stone (terrain) 61 trap statistics (table) 66
Cup and Talisman of AI'Akbar 151 healing ground (terrain) 60 Rash and Reckless 155 Underdark 59, 181-183
cursed guardian (template) 116 hellbound soldier (template) 127 Raven Queen 142, 150, 167, 200 Vecna 141
dabus190 infernal brazier (terrain) 77 Raven's Wings (organization) 167 victim of the mad dance (template)
death strangler statue (trap) 70 infernal fumes (terrain) 60, 76 razorvine (terrain) 188 131
defiled ground (terrain) 59 instigator (player motivation) 44 recurring characters 15 watcher (player motivation) 49
Demogorgon Cultist (monster interrelationships (of characters) 13 resolving battles 180 water-filling chamber (trap) 67
theme) 106 loun 140 Rod of Seven Parts 157 Zehir 118, 129
destroying artifacts 161 jade flame (terrain) 60 rope bridge (terrain power) 63
Difficulty Class and damage by level kissing maiden (trap) 66 ruined wall (terrain power) 63
(table) 65 Kord 140 Sehanine 141
dimensional turbulence (terrain) 59 League of Due Hierarchy, The sewer fever (disease) 206
doom light crystal (terrain) 59 (organization) 167 Shadowfell61, 100, 108, 109, 218
dragontouched destroyer (template) Legion of Avernus (monster theme) skill challenge alternatives 83
126 112 skill challenge complexity (table) 80

NEW 'MONSTERS
Every new monster in this book appears on the following list, which is sorted alphabetically by level and monster
role. Monster leaders are indicated with an (L).

Monster Level and Role Page Monster Level and Role Page
Crazed Human Rabble 2 Minion 121 Lamia Devourer 13 Elite Controller 2H
DwarfThug 13 Minion 205
Orryn Glittercave 4 Defender 33 Half-Elf Brigand Captain 13 Skirmisher 20-1
\Vererat Sewer Guard 13 Skirmisher 206
Hobgoblin Legionnaire of Avernus 5 Soldier (L) 113 Sons of Mercy Basher 13 Soldier 195

Young Blue Dragon Goblin Ally 6 Solo Artillery 111 Sons of Mercy Wizard 14 Artillery 195
Abyssal Eviscerator 14 Brute 20-1
Adamantine Horse ofXarn 7 Brute 149 Bloodcry Barlgura 14 Brute 217
Cranium Rat Arcanist Swarm 14 Controller 207
Satisfied Adamantine Horse ofXarn 8 Brute 149 Vrock Sword wing 14 Skirmisher 221
Zombie Hulk ofOrcus 8 Brute 117 Human Gladiator 14 Elite Soldier 205

Pleased Adamantine Horse ofXarn 10 Brute 149 Dabus Custodian 15 Artillery 191
Snaketongue Wyvern 10 Skirmisher 119 Immolith Deathrager 15 Brute 221
Wight Life-Eater 10 Skirmisher 213 Tarvas Demoncaller 15 Controller (L) 221
Dragonborn Gladiator ofTiamat 10 Soldier 123
Fey Bodak Skulk 16 Lurker 109
Ghost Spider 11 Elite Lurker 213
Loathsome Chanter 11 Minion 76 Dabus Enforcer 18 Controller 191
Chosen Mezzodemon 11 Soldier 115
The Kadyx, Demon War Drake 21 Solo Skirmisher 201
Elemental Ooze 12 Brute 207
Ettin Spirit-Talker of Demogorgon 12 Elite Controller (L) 107

CHA PTER 6 I Paranon Campainns

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