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D&D: Clockwork Children Mystery

This document provides an overview of a D&D adventure involving a town called Ardore where the children have mysteriously been replaced by clockwork constructs. It introduces the background of the town and how it was afflicted by a curse that killed all the children. It also describes the artificer Alastair Gray who created the constructs and his contraption that can bind demonic spirits. The adventure involves investigating rumors about the clockwork children and confronting the evil witch responsible for cursing the town.

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0% found this document useful (0 votes)
48 views13 pages

D&D: Clockwork Children Mystery

This document provides an overview of a D&D adventure involving a town called Ardore where the children have mysteriously been replaced by clockwork constructs. It introduces the background of the town and how it was afflicted by a curse that killed all the children. It also describes the artificer Alastair Gray who created the constructs and his contraption that can bind demonic spirits. The adventure involves investigating rumors about the clockwork children and confronting the evil witch responsible for cursing the town.

Uploaded by

napoleon777vopak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Children of Ardore

A D&D adventure for characters of levels 10–12

By Christopher Perkins
Illustrations by Eric Belisle, Anne Stokes, and Ben Wootten
Cartography by Mike Schley

Three miles south of the sleepy town of Ardore stands blamed the tragedy on vengeful witches who had
a grassy hill dotted with trees. Once favored by camp- somehow escaped the slaughter. Many of the towns-
ers and young lovers, this site became a meeting folk and their older children fled, fearing further
ground for evil witches a little over a year ago. Locals retribution. The distraught vicar, who was blamed
took to calling it Cackle Hill, and they spoke of how for incurring the witches’ wrath, hanged himself in
the witches danced atop the hill on nights of the new his home. Resentful townsfolk also accosted Alastair.
moon, pledging their bodies and souls to the demon Unlike the vicar, the artificer tried his best to put the
lord Graz’zt, whom they called the Dark Prince. Sum- good citizens of Ardore at ease.
moning demons, the witches bound them to create
animated scarecrows to do their bidding. They never
threatened Ardore with their magic or their straw
Alastair Gray’s Contraption
lackeys, but the townsfolk were concerned nonetheless. A master of the arcane arts, Alastair realized that
Cackle Hill had strong ties to the Abyss. After settling
in Ardore, he spent many lonely nights atop the hill,
The Curse studying its power under the cover of darkness.
The vicar of Ardore wrote a letter to the duke, call- Alastair was devastated when the young children
ing on him to rid the town of the witch coven. The of Ardore perished, and he blamed himself for the
duke hired adventurers, who waited for the next new tragedy. Unable to console the devastated parents, he
moon, stormed Cackle Hill, and slew the witches. set his mind toward building a clockwork construct
Afterward, one of these adventurers—a young and resembling a young boy. He hoped to imbue the
brilliant artificer named Alastair Gray—elected to construct with a childlike personality and bequeath
stay in town. While Alastair settled into his new resi- it to a young couple who had lost their son. Try as
dence, his companions left Ardore to collect their he might, he could not infuse the construct with a
reward and find new adventures. Peace returned to semblance of life. Then, one dark night, Alastair had
the town for a time. a dream in which he stood atop Cackle Hill, sur-
Then one moonless night eight months ago, a ter- rounded by childlike constructs dancing in a circle
rible curse befell the town. All children under the age and singing like real children.
of thirteen were stricken with a deadly illness and Alastair’s dream prompted him to build an
perished in a matter of days. Grief-stricken parents arcane contraption capable of trapping and binding

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Children of Ardore

demonic spirits. Believing that a demon’s essence


could be used for benevolent ends, he brought the
E vents
contraption to Cackle Hill and captured the spirit The adventure consists of a series of events that
of a babau. On returning home, Alastair transferred unfold in a prescribed order. ARDORE
the demon’s essence to his construct and compelled The town’s population has shrunk from five hundred
it to do his bidding.
Over the next two months, Alastair fashioned
Event 1: Town of the to roughly two hundred in recent months. Ardore isn’t
built on a major trade route, so it doesn’t see much
more constructs, plucking the necessary demonic Clockwork Children traffic. What it lacks in importance, it makes up for in
essence from Cackle Hill with the aid of his portable Roleplaying Encounter beauty, nestled among lightly wooded hills, meander-
contraption, called the demonbinder. The artificer ing creeks, and crow-haunted meadows.
then unveiled his creations to the townsfolk, while In this event, the characters investigate rumors The leader of Ardore is traditionally a vicar with
neglecting to mention how these small wonders of clockwork children in Ardore. The adventure ties to the temple of Erathis, but the town has not
were given life. The constructs were fragile, harm- begins when Ingar Talstrom, a cousin of the duke, appointed a new vicar since the previous one, Jalan
less things that behaved exactly as children should. approaches the characters with a quest. Rethe, hanged himself seven months ago. His widow
Gradually, they began to win over the local populace. and teenaged son left town soon thereafter.
Now the realm is abuzz with rumors of a rural town When you are ready to begin play, read: Population: Approximately 200 (adults and teen-
populated by frolicking clockwork children. Rumors have spread throughout the duchy of a sleepy rural agers only). Most of the townsfolk are human.
town called Ardore, where the children are actually clock- Leader: None. The richest resident of Ardore is
Willifer Harmuga’s Wrath work constructs. The rumors have piqued the curiosity of
Ingar Talstrom, a cousin of the duke.
Alastair Gray, the wizard-artificer. In the absence of
a vicar, many locals consider him to be the town’s de
The evil witch Willifer Harmuga survived the attack facto leader, though it’s a role he shuns.
“Strange magic is at large in Ardore, my friends,” says
on Cackle Hill and fled into the woods, returning to Inns and Taverns: The Cat’s Tail is the only open
Ingar. “Although the town is of little importance, it has
Ardore months later to exact her revenge. The last establishment. This cozy inn is run by Dargol Heinvick
endured great hardship of late. Last year, the duke hired
of her coven, she is responsible for the plague that (lawful good male human), an old fellow with a heart
adventurers to rid the place of unwelcome neighbors—
claimed the lives of Ardore’s children, as well as its of gold, and his plucky wife, Perella (neutral good
demon worshipers, I believe. That endeavor was successful,
current troubles. female human). The Heinvicks’ cats keep the estab-
but months later, a plague swept through Ardore, claiming
Willifer was born with an extra finger on each lishment free of vermin. A local tavern, the Twisted
many lives and leaving its survivors grief-stricken.
hand, which in her mind (and the minds of her fellow Whistle, closed when its proprietor fled Ardore six
“The duke has other matters to attend to, but he asks
witches) means she was blessed by the Dark Prince. months ago.
that you visit Ardore and see whether the rumors are true.
Willifer petitioned Graz’zt for aid, and in exchange Temple: A wooden temple of Erathis dominates
If clockwork children are about, he wants to know who cre-
for her youth, he bestowed on her the power to curse the town square. The artificer Alastair Gray is a faith-
ated them and why.”
the children of Ardore. Invoking this fell power ful Erathis worshiper, and he supports the temple
transformed her into a withered crone—a price the financially. The temple’s priest is a meek, blind
Ingar Talstrom (unaligned male human) is autho-
scornful witch was more than willing to pay. woman in her thirties named Marna Devasky. She
rized to pay the characters for their assistance, but he
For months, Willifer hid on the outskirts of Ardore rarely strays far from the temple, and her sermons
hopes that they’ll visit Ardore for the simple privilege
and reveled in the town’s misery. Then the appear- are just as timid and meandering as she is. She has a
of helping his lord and cousin, the duke.
ance of the clockwork children changed the mood of crush on the soft-spoken Alastair Gray, but believes
If the characters demand payment, Ingar offers
Ardore’s citizens. As the town’s grief waned, Willifer’s he is harboring some kind of terrible secret.
500 gp as recompense. (“It is, after all, a simple task.”)
anger grew, and she set out to steal the clockwork
If that isn’t alluring enough, he offers the adventur-
children and destroy their creator.
ers an invitation to join him on the Duke’s Hunt—a

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Children of Ardore

seasonal three-day event during which the duke sets Unless the characters call out to them, the monsters
out with a small retinue to hunt game in his private are focused on the town and have their backs to the
forest. Ingar describes it as a “bonding opportunity.” party’s approach.
He also mentions that “many esteemed lords would
kill for such an invitation.” The Duke’s Hunt won’t One cloaked figure raises a charred fist and calls out with a
take place for another few weeks, giving the charac- raspy female voice, “The inventor! Bring him to us, or you
ters plenty of time to investigate Ardore. will never see the children again! You have one hour!”
If the characters agree to Ingar’s terms, they gain
the following quest. The townsfolk have barricaded themselves in their
homes and do not answer the witch’s ultimatum. If
VERIFY THE RUMORS the characters do nothing, the witches and scare-
10th-Level Major Quest (500 XP/Character) crows wait for one hour. After that, they enter the
The characters receive this quest reward if they Observer’s Ring Level 11 Uncommon
town and begin hunting for their elusive quarry, kill-
learn who created the clockwork children and why. This ring is set with a hemispherical glass eyeball that looks
ing anyone else they encounter.
around when it is worn.
Double the XP award if the characters learn the truth Creatures: Leading the evil force are four burned
Wondrous Item 9,000 gp
about the demonic spirits empowering the constructs. witches (W). These charred skeletons are the remains Property
of witches Willifer reanimated. The undead creatures If you wear the ring for 8 consecutive hours, you become
Event 2: Last Straw are covered in black wrappings and draped in heavy
cloaks. The witches command four scarecrow horrors
attuned to it. Only one creature can be attuned to the ring
at a time.
Combat Encounter Level 13 (4,875 XP) Utility Power F At-Will (Standard Action)
(S) and seven scarecrow shamblers (H).
If the characters quickly offer to help the witches, Requirement: You must be attuned to the ring, and the ring
In this event, the characters arrive at Ardore and must be on the same plane as you.
they reply, “Bring us the one who made the wretched
discover the town under siege. Over the past several Effect: Until the start of your next turn, you can see as if you
automatons and you will be spared our wrath!” The
days, animated scarecrows under the command of were in the ring’s position, but you cannot see with your
witches don’t know who created the clockwork chil- own eyes.
Willifer have kidnapped most of the clockwork chil-
dren, and they refuse to divulge where the missing
dren and brought them to Cackle Hill. When the
children are being kept. If the adventurers refuse or Features of the Area
characters arrive, they see a force gathered on the
present any threat, the witches hiss and order the Buildings: The northwest building is an empty and
outskirts of town, demanding that the townsfolk sur-
scarecrows to attack. abandoned storehouse. The northeast building is the
render the creator of the clockwork children.
Treasure: One burned witch wears an observer’s general store, within which five townsfolk are hidden.
ring. This item is currently attuned to Willifer. Both buildings are made of wood and have windows
To begin this encounter, read:
The journey to Ardore is uneventful. Bright leaves fall from that are boarded up on the inside (DC 15 Strength
the autumn trees, carpeting a dirt road in shades of yellow, check to smash through). A wooden door on the east
orange, and red. The road runs northeast, following a creek side of the general store is barred from within (DC 20
that winds through hills and meadows, until it reaches the Athletics check to force open). The buildings are one
settlement. As the town comes into view, a host of sinis- story tall (DC 10 Athletics check to climb).
ter shapes can be seen gathered on the outskirts. Nearly a Crates: A large pile of empty crates and lumber
dozen scarecrows lurch about, watched over by four figures stands between the two buildings.
wrapped in dark cloaks and linens. Destroyed Wagon: The wreckage of a smashed
and overturned wagon lies in the grass south of
the general store. A hill giant working for Willifer

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Children of Ardore

believed that the plague was a curse. The vicar


was overcome with guilt and hanged himself. His
family, along with many others, fled to escape fur-
ther misfortune.
F While the townsfolk grieved, Alastair Gray cre-
ated the first of several small constructs that
resembled children. Most people didn’t know
what to make of the gesture, but the constructs
reminded them of what they’d lost. They eventu-
ally accepted the children and took them to heart.
F Just as the townsfolk were putting the sadness
of the past behind them, the witches returned
with their demonic scarecrows and a pair of hill
giants to kidnap the clockwork children. Now the
witches are demanding that the children’s creator
be turned over to them. Although he is powerful,
Alastair cannot take on the witches by himself,
and he is presently in hiding. His modest house is
up the road from the temple, but he welcomes no
one but devout servants of Erathis.

Not all the clockwork children have been captured. A


handful are scattered about town, hidden in various
homes. See event 3 for more information regarding
the clockwork children.
destroyed the wagon, leaving behind a few crates of Characters who question townsfolk can learn the
supplies (candles, torches, rope, waterskins, and the following information.
like). A character who searches the wreckage finds 50 F A coven of witches used to gather on a hilltop a
gp in a pouch, which the giant overlooked. few miles south of town. There, they summoned
demons and performed secret rituals that created
Development animated scarecrow servants. The local vicar of
If the characters avoid the monsters, they can slip into Erathis wrote a letter to the duke, begging him
Ardore unseen. The four most prominent buildings to intervene. Adventurers in the duke’s employ
in town are the vicar’s residence (abandoned), the arrived shortly thereafter and killed the witches
Twisted Whistle tavern (abandoned), the Cat’s Tail during the witches’ unholy revelry. Locals refer to
inn, and the temple of Erathis. The latter two build- the hill as Cackle Hill.
ings are described briefly in the “Ardore” sidebar. F One of the adventurers, an artificer named
Both are sealed up tight, although characters can per- Alastair Gray, retired to Ardore. A short time later,
suade the inhabitants to let them in with a successful a plague swept through town, claiming the lives of
DC 19 Diplomacy check. every child under the age of thirteen. It is widely

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Children of Ardore

7 Scarecrow Shamblers (H) Level 10 Minion Brute 4 Scarecrow Horrors (S) Level 10 Soldier
Medium fey animate (construct) XP 125 each Medium shadow animate (construct, undead) XP 500 each
HP 1; a missed attack never damages a minion. Initiative +7 HP 108; Bloodied 54 Initiative +12
AC 22, Fortitude 22, Reflex 21, Will 21 Perception +7 AC 26, Fortitude 22, Reflex 22, Will 22 Perception +6 CLOCKWORK CHILDREN
Speed 6 Low-light vision Speed 6 Darkvision
Though nimble, Alastair’s clockwork children are just
Immune disease, poison, sleep Immune disease, poison, sleep; Resist 10 necrotic;
Standard Actions Vulnerable 5 radiant
as fragile as real children, and they have no effective
m Claws F At-Will Traits attacks. They are made of sculpted wood with neatly
Attack: Melee 1 (one creature); +15 vs. AC O Aura of Decay F Aura 1 fitted metal joints, painted glass eyes, and hair crafted
Hit: 11 damage. Any enemy that starts its turn in the aura is slowed until of colored string. Their facial expressions and voices
Triggered Actions the start of its next turn. are created with the aid of illusion magic.
Toxic Straw (poison, zone) F Encounter Standard Actions Alastair uses a ritual of his own devising to ani-
Trigger: The shambler drops to 0 hit points. m Claws F At-Will
mate each construct, but he needs a trapped spirit
Effect (No Action): The shambler’s death creates a zone in Attack: Melee 1 (one creature); +15 vs. AC
a close burst 1 that lasts until the end of the encounter. Hit: 3d8 + 5 damage.
as a ritual component. During the ritual, the spirit is
The zone is lightly obscured, and any creature that ends M Claim the Doomed (psychic) F At-Will bound to the construct and given instructions to act
its turn in the zone takes 10 poison damage. Attack: Melee 1 (one dazed creature); +15 vs. AC a certain way. If the construct is destroyed, the spirit
Str 18 (+9) Dex 14 (+7) Wis 15 (+7) Hit: 1d8 + 9 damage plus 3d8 psychic damage, and the is released and returns to its native plane.
Con 15 (+7) Int 11 (+5) Cha 10 (+5) scarecrow marks the target (save ends). The spirits infusing Alastair’s clockwork children
Alignment unaligned Languages Common Minor Actions are nothing more than power sources, and they are
C Horrific Countenance (fear) F At-Will (1/round)
incapable of acting against his wishes. For this reason,
4 Burned Witches (W) Level 10 Controller Attack: Close burst 5 (one creature in the burst); +13 vs.
Will
the clockwork children are unaligned, despite being
Medium natural humanoid (undead) XP 500 each
Hit: The target is dazed until the start of the scarecrow’s animated by demonic spirits.
HP 100; Bloodied 50 Initiative +5
AC 24, Fortitude 21, Reflex 22, Will 23 Perception +10 next turn. Though each clockwork construct has unique per-
Speed 5 Triggered Actions sonality traits, all are given the following instructions
Immune disease, poison, sleep; Vulnerable 5 fire C Putrid Stuffing (necrotic, poison) F Encounter during the creation process.
Standard Actions Trigger: The scarecrow is first bloodied. 1. Do no harm.
m Slam (fire, necrotic) F At-Will Attack (Immediate Reaction): Close burst 1 (enemies in the
2. Politely follow the orders of living creatures
Attack: Melee 1 (one creature); +15 vs. AC burst); +13 vs. Fortitude
Hit: 3d8 + 9 necrotic and poison damage, and the target is
as long as those orders do not violate the first
Hit: 2d4 + 7 damage, and ongoing 5 fire and necrotic
dazed (save ends). instruction.
damage (save ends). While adjacent to the witch, the
target cannot save against the ongoing damage. Str 20 (+10) Dex 21 (+10) Wis 12 (+6) 3. Protect yourself as long as you do not violate the
R Force Claw (force) F At-Will Con 20 (+10) Int 10 (+5) Cha 5 (+2) first two instructions.
Effect: Ranged 10 (one creature); ongoing 10 force damage, Alignment unaligned Languages Common
and the target is immobilized (save ends both).
Triggered Actions
Death Curse F Encounter
Trigger: An enemy within 20 squares of the witch reduces
the witch to 0 hit points or fewer.
Effect (Free Action): The triggering enemy takes a –2 penalty
to saving throws until the curse is lifted with a Remove
Affliction ritual.
Str 8 (+4) Dex 11 (+5) Wis 11 (+5)
Con 12 (+6) Int 12 (+6) Cha 14 (+7)
Alignment chaotic evil Languages Abyssal, Common

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Children of Ardore

Event 3: The Demonbinder The house is home to the human artificer (A) and
three of his clockwork children (C).
Characters can learn Alastair’s secret by earning his
trust, reading his private research notes, or analyzing
Roleplaying Encounter
the demonbinder (see “Treasure”).
Alastair Gray
In this event, the characters meet the inventor of the
Alastair Gray is a smart, attractive, wealthy man in Clockwork Children
clockwork children and learn his dark secret. If the
players opt to visit Cackle Hill first, skip this event the prime of his life. He cares more about his arcane Alastair has three clockwork children in his home.
and continue with event 5. research than developing long-term friendships. He Two of them (resembling a nine-year-old human girl
abandoned his adventuring career and took up resi- and a twelve-year-old human boy) are inanimate and
When characters visit Alastair Gray, read: dence in Ardore to study Cackle Hill, sensing the only partially complete, lying atop the neatly made
Up the street from the temple of Erathis, a single-story presence of powerful abyssal energy there. beds in the back room. The third construct (resem-
wooden house sits on a corner amid several humble cottages. For a wizard, Alastair is surprisingly devout. bling a ten-year-old halfling girl) is not only complete
The house has shuttered windows and two entrances, one Erathis is the divine patron of inventors and artifice, but also animate. Alastair has taken to calling the
facing each road. Short, rickety flights of steps lead up to the and Alastair thanks her every day for the gifts and construct “Lilian,” and she is particularly shy.
doors, each of which is painted with an arcane symbol. knowledge she has imparted to him. Alastair’s dark secret is the demonbinder, a hand-
The wizard keeps the key to his desk hidden in held arcane contraption he built to capture demonic
The symbols on the doors are a warning. Although a secret pocket on his person. Finding this pocket spirits. After bringing these spirits back to his resi-
the symbols are not magical, the doors are magi- requires a successful DC 25 Perception check. dence, he traps them within his clockwork children,
cally locked and require a DC 27 Athletics check to Characters who question Alastair can learn the imbuing them with a semblance of life. To him, this
force open. The same is true for the window shut- following information: process is not a malevolent act, since the clockwork
ters. In addition, if either door is forced open, an air F “A coven of witches used to gather on a hilltop a children are incapable of harming anyone and the
elemental (Monster Manual® 3, page 80) appears in few miles south of town. Locals refer to the place demonic spirits are bound by magic to do as Alastair
the nearest space adjacent to the door and attacks the as Cackle Hill. My companions and I were hired commands. From a certain point of view, he is cor-
creature that forced it, fighting until slain. Only one by the duke to quell their threat. We attacked the rect. The clockwork children pose no threat to the
elemental can be summoned in this fashion. hilltop during one of the coven’s gatherings, slew town, and if one is destroyed, its demonic spirit
Alastair doesn’t want anyone to learn his secret, so the witches, destroyed their animated scarecrows, returns to the Abyss.
he’s reluctant to talk. The only exceptions are Marna and burned the remains.” Alastair acts out of guilt. Many children died as a
Devasky, the blind priestess of the local temple, and result of his party’s carelessness. Although his inten-
F “On the night of the attack, the witches were
anyone else who claims to serve Erathis. tions are good, he does not want the townsfolk to
performing some kind of ritual and chanting to
know the truth about his clockwork constructs, lest
a demon they referred to as ‘the Dark Prince.’ I
If the characters gain entry, read: he and they be shunned (or worse).
assumed they were referring to the demon lord
The house is modestly furnished, with little in the way of Graz’zt.”
decor. A small front room contains a wooden table sur-
Features of the Area
F “I decided to settle down in Ardore. I haven’t seen Bookcase: The bookcase contains scores of
rounded by chairs, an upholstered couch and matching my companions since they left town to collect their
chair, end tables, and a stuffed bookcase tucked in an leather-bound tomes. Most of the books are unre-
reward. Not long after they departed, all the young markable, but seven of them are valuable and can be
alcove. The larger back room contains three beds, a plain children in Ardore fell ill and died in a matter of
wooden cabinet, a desk, a neatly organized workshop sold to an interested buyer for 100 gp each.
days. The vicar succumbed to grief and hanged Desk: Alastair’s desk has a drawer containing
(including a table with an iron safe beneath it), and a sturdy himself, while many others fled. I think that one
desk. Behind the desk is a stone hearth. The f loor through- his research notes, scribbled on pieces of parch-
or more of the witches survived the attack and ment. The drawer has a particularly complex locking
out is made of bleached wood, and oil lamps hang from the placed a curse on the town.”
rafters on thin metal chains. mechanism, requiring a successful DC 26 Thievery

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Children of Ardore

Treasure
Alastair’s workshop contains tools and materials for
building his constructs, as well as three flasks of level
11 alchemist’s essence (acid, lightning, and cold; Mor-
denkainen’s Magnificent Emporium, page 130).
The locked iron safe under Alastair’s worktable is
of dwarven make. It weighs five hundred pounds and
is too sturdy to break open. The locking dial sports
numbers from 1 to 26, each number corresponding
to a letter of the alphabet. Unlocking it requires three
standard actions and the correct combination, or
three consecutive successful DC 27 Thievery checks.
The seven-digit combination is E–R–A–T–H–I–S, or
5–18–1–20–8–9–19. Lilian saw Alastair open the safe
once, but she can remember only the first three digits.
The safe contains the demonbinder and an unlocked
wooden coffer containing Alastair’s personal wealth:
120 pp, 250 gp, and a survivor’s belt (Mordenkainen’s
Magnificent Emporium, page 80).

Demonbinder Level 13 Rare


This handheld contraption glows in the presence of demons
and traps portions of their essence.
Wondrous Item 17,000 gp
Property
The demonbinder glows as bright as a torch when any demon
check to disable. If the check fails by 5 or more, or if F I have built a device that can trap a demon’s essence. Its
is within 10 squares of it.
the drawer is forced open, magical fire engulfs the spirit, if you will. I will put it to the ultimate test atop the R Attack Power F Daily (Standard Action)
drawer’s contents, reducing the notes to ash. This trap hill. If I’m right, I may yet find a way to give these clock- Attack: Ranged 5 (one demon, either bloodied or in spirit
cannot be disarmed from outside the drawer. work constructs a semblance of life. I shall harness evil form); +16 vs. Will
Alastair’s notes include the following entries: for the greater good. Demons beware! Hit: The target is removed from play and trapped in the
demonbinder.
F The hill is a place of great power, its natural beauty con-
Miss: This power is not expended.
cealing a small, dark portal through which the energies Wardrobe: The wardrobe contains a traveling Utility Power F At-Will (Standard Action)
of the Abyss bleed. I have determined that the planar cloak, a pair of boots, and various outfits sized for a Effect: You banish a demon trapped in the demonbinder
breach is strongest on nights of the new moon. The human male of average height and build. A trunk back to the Abyss.
witches understood the true power of that place. at the foot of the wardrobe holds an assortment of
F Curse these lifeless creations. I’ve tried to imbue the con- children’s clothes, which Alastair uses to dress his Conclusion
structs with a childlike awareness, but the magic won’t clockwork constructs. After the characters have a chance to interact with
hold. I am forced to give up this pursuit for now, though Alastair Gray and hear his side of the story, demons
it pains me to do so. Methinks the good people of Ardore sent by Willifer Harmuga to slay the artificer finally
have suffered long enough. locate their quarry. Continue with event 4.

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Children of Ardore

Alastair Gray, Human Artificer (A) Level 14 Leader 3 Clockwork Children (C) Level 10 Minion Skirmisher The clockwork child Lilian hides in the hearth
Medium natural humanoid XP 1,000 Small natural animate (construct) XP — and stays out of harm’s way.
HP 91; Bloodied 45; Healing Surges 9 Initiative +9 HP 1; a missed attack never damages a minion. Initiative +8
AC 28, Fortitude 23, Reflex 27, Will 24 Perception +13 AC 24, Fortitude 21, Reflex 22, Will 22 Perception +5 Development
Speed 6 Speed 5
Standard Actions Immune charm, disease, fear, poison
If the characters protect Alastair, the artificer is grate-
m +3 Rod of Smiting (force, weapon) F At-Will Traits ful and offers the following insights either during or
Attack: Melee 1 (one creature); +19 vs. AC Elusive after the fight.
Hit: 1d8 + 10 damage, plus 3d10 force damage on a criti- The child has a +4 power bonus to all defenses against
cal hit. opportunity attacks. “Cackle Hill has strong ties to the Abyss. I suspect the
R Shock (implement, lightning) F At-Will Str 10 (+5) Dex 13 (+6) Wis 10 (+5) demons were summoned there by whoever wants me dead.”
Attack: Ranged 10 (one creature); +17 vs. Reflex Con 10 (+5) Int 8 (+4) Cha 12 (+6)
Hit: 2d8 + 6 lightning damage, and the target is dazed until Alignment unaligned Languages Abyssal, Common
the end of Alastair’s next turn.
C Radiant Motes (implement, radiant) F Recharge 6
Attack: Close burst 3 (enemies in the burst); +17 vs. Reflex Event 4: Knock, Knock
Hit: 2d8 radiant damage, and the target is blinded (save Combat Encounter Level 11 (3,200 XP)
ends).
Each Failed Saving Throw: The target takes 5 radiant
In this event, the characters encounter four babau
damage.
Minor Actions demons that Willifer has sent to slay Alastair Gray.
C Forceful Weapon (force, implement) F At-Will (1/round) The encounter takes place at Alastair’s house shortly
Effect: Close burst 5 (one melee or ranged weapon). The after event 3. If the characters are not inside the
target is imbued with force energy. Until the end of house when the demons arrive, adjust the read-aloud
Alastair’s next turn, the weapon deals 1d10 extra force text as necessary.
damage on a hit.
C Sudden Infusion F 2/Encounter
When the demons arrive at the house, read:
Effect: Close burst 5 (Alastair or one ally in the burst). The
target gains temporary hit points equal to its healing
A long, drawn-out scratching sound suddenly rises outside
surge value. the house. Then comes another scratching, and another.
Skills Arcana +18, Diplomacy +15, Insight +13 Several creatures are raking the walls with their claws as a
Str 11 (+7) Dex 15 (+9) Wis 13 (+8) low chanting begins to rise.
Con 14 (+9) Int 22 (+13) Cha 16 (+10)
Alignment unaligned Languages Abyssal, Common, Four babau demons surround the house, clawing
Infernal
at the walls and whispering in Abyssal, “Come out
Equipment +3 rod of smiting (Mordenkainen’s Magnificent
Emporium, page 49)
and die!” If no one obliges them, they break in. The
demons don’t know who they’re looking for, so they
attack any characters they see.
Alastair Gray initially assumes that the house is
surrounded by animated scarecrows. When he real-
izes that the threat is demonic, he moves to the iron
safe and spends the next 3 rounds opening it to bring
out the demonbinder.

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Children of Ardore

If characters ask Alastair why the witches and SAVE THE CHILDREN Event 5: Chase on the Hill
demons are after him, he adds: 10th-Level Minor Quest (25 XP/Character/Child)
Combat Encounter Level 9 (2,000 XP)
The characters receive this quest reward for each
“I built the clockwork children to help the townsfolk over- clockwork child safely returned to Ardore.
In this event, the characters travel to Cackle Hill and
come their grief, but the witches . . . they want the town
encounter several clockwork children trying to flee
to suffer. They see me as their enemy.” 4 Babaus Level 13 Skirmisher
their evil captors. The characters begin the encounter
Medium elemental humanoid (demon) XP 800 each
along the north edge of the map.
If Alastair believes that he can trust the characters to HP 127; Bloodied 63 Initiative +13
keep his secret, he shows them the demonbinder and AC 26, Fortitude 23, Reflex 25, Will 24 Perception +10
Speed 7 Darkvision As the characters approach the hill, read:
shares the following information.
Resist 5 acid From a distance, Cackle Hill looks peaceful enough, its
Traits grassy slopes dotted with trees that have begun to cast off
“I tried to imbue my clockwork creations with a semblance O Protective Slime (acid) F Aura 1 their brilliant leaves. At the foot of the hill, several small
of life, but it didn’t work. Then one night, I had a dream. Any enemy in the aura that hits the babau with a melee figures—clockwork children clad in simple clothes—dart
I was standing atop Cackle Hill, surrounded by a ring attack takes 5 acid damage.
through the brush, running toward you. Chasing after
of clockwork children. I awoke with the realization that Standard Actions
m Bite (acid) F At-Will
them is a gaunt figure covered in black wrappings. In a
I could use the bound spirits of demons to empower my
Attack: Melee 1 (one creature); +18 vs. AC raspy voice the figure shouts, “Stop, you little demons!”
constructs—not for evil but for good. I built this device to
Hit: 2d6 + 3 damage. The target also takes ongoing 5 acid
capture demonic spirits atop Cackle Hill, then brought
damage, or ongoing 10 acid damage if the babau is blood- The eight clockwork children (C) have escaped from
them here and bound them within my clockwork children. ied (save ends). the guards atop Cackle Hill and are fleeing toward
“The demon spirits are powerless inside the constructs. m Claws F At-Will town (see event 3 for statistics if it becomes neces-
They can do no harm and are compelled to do as I have Attack: Melee 1 (one creature); +18 vs. AC
sary.) A burned witch (W) chases after them. In
commanded. I assure you, the children pose no danger to Hit: 2d6 + 3 damage, and the babau can shift 1 square.
M Babau’s Advantage F At-Will addition, three invisible will-o’-wisps (I) haunt the
the town. Even if the spirits are released, they must return
Effect: The babau uses bite and claws against a creature hillside, though they are not allied with Willifer or
to the Abyss.
granting combat advantage to it. her servants.
“I would see the clockwork children that have been taken
Minor Actions At the start of each of its turns, the burned witch
returned safely, with your help.” Murderous Abduction (teleportation) F Recharge when the uses force claw to capture and destroy a clockwork
babau reduces an enemy to 0 hit points or fewer child. A character who attacks the witch receives its
Alastair is willing to accompany the characters to Effect: The babau teleports one creature adjacent to it up to
undivided attention until the end of the encounter.
Cackle Hill and confront the evil that threatens 7 squares and then teleports to a square adjacent to that
The will-o’-wisps attempt to feed on the life force
Ardore. If the characters bring him, Alastair takes creature. The creature grants combat advantage to the
babau until the end of the babau’s next turn. of living creatures, ignoring the burned witch and the
the demonbinder and dons the survivor’s belt locked in
Triggered Actions clockwork children in favor of attacking the charac-
the iron safe. If the characters don’t want him along,
Variable Resistance F 2/Encounter ters. If two will-o’-wisps are slain, the third goes dark
Alastair loans them the demonbinder and survivor’s belt Trigger: The babau takes acid, cold, fire, lightning, or thun- and flees.
on the condition that they rescue as many clockwork der damage.
children as possible. If the characters agree to help Effect (Free Action): The babau gains resist 20 to the trigger-
Conclusion
recover the children, they gain the following quest. ing damage type until the end of the encounter or until it
uses variable resistance again. Combat on the hillside does not alert the creatures
Skills Athletics +14 on the hilltop (see event 6) unless the characters use
Str 17 (+9) Dex 21 (+11) Wis 19 (+10) powers that generate loud noise or have effects that
Con 15 (+8) Int 12 (+7) Cha 14 (+8) can be seen clearly from 500 feet away.
Alignment chaotic evil Languages Abyssal

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Children of Ardore

3 Will-o’-Wisps (I) Level 10 Lurker Burned Witch (W) Level 10 Controller


Small fey magical beast XP 500 each Medium natural humanoid (undead) XP 500
HP 57; Bloodied 28 Initiative +15 HP 100; Bloodied 50 Initiative +5
AC 24, Fortitude 18, Reflex 24, Will 22 Perception +11 AC 24, Fortitude 21, Reflex 22, Will 23 Perception +10
Speed 0, fly 6 (hover; maximum altitude 2) Speed 5
Traits Immune disease, poison, sleep; Vulnerable 5 fire
Fey Light Standard Actions
A will-o’-wisp can give off light as a torch or extinguish m Slam (fire, necrotic) F At-Will
this light as a free action. Fey light must be on for the will- Attack: Melee 1 (one creature); +15 vs. AC
o’-wisp to make any attack. When giving off no light, the Hit: 2d4 + 7 damage, and ongoing 5 fire and necrotic
will-o’-wisp is invisible. damage (save ends). While adjacent to the witch, the
Insubstantial target cannot save against the ongoing damage.
The will-o’-wisp takes half damage from all attacks, except R Force Claw (force) F At-Will
those that deal force damage. Effect: Ranged 10 (one creature); ongoing 10 force damage
Standard Actions and the target is immobilized (save ends both).
m Glimmer Wisp (radiant) F At-Will Triggered Actions
Attack: Melee 2 (one creature); +13 vs. Reflex Death Curse F Encounter
Hit: 2d6 + 11 radiant damage. Trigger: An enemy within 20 squares of the witch reduces
M Spirit Drain (healing, psychic) F Encounter the witch to 0 hit points or fewer.
Attack: Melee 3 (one bloodied living creature); +13 vs. Effect (Free Action): The triggering enemy takes a –2 penalty
Fortitude to saving throws until the curse is lifted with a Remove
Hit: 2d8 + 9 psychic damage, and the target is weakened Affliction ritual.
(save ends). Additionally, the will-o’-wisp regains 14 hit Str 8 (+4) Dex 11 (+5) Wis 11 (+5)
points. Con 12 (+6) Int 12 (+6) Cha 14 (+7)
C Luring Glow F At-Will Alignment chaotic evil Languages Abyssal, Common
Attack: Close burst 20 (one creature in the burst that can
see); +13 vs. Will
Hit: The will-o’-wisp pulls the target up to 3 squares, and
the target is dazed (save ends).
Triggered Actions
Blink Out (teleportation) F At-Will
Trigger: An attack misses the will-o’-wisp.
Effect (Immediate Interrupt): The will-o’-wisp extinguishes its
fey light and teleports up to 5 squares.
Skills Stealth +16
Str 4 (+2) Dex 22 (+11) Wis 12 (+6)
Con 13 (+6) Int 8 (+4) Cha 18 (+9)
Alignment evil Languages Elven

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Children of Ardore

Event 6: Bride of Graz’zt Development Treasure


Combat Encounter Level 16 (7,400 XP) When all three burned witches are destroyed, Willi- Each giant carries a large sack that contains food
fer Harmuga appears. (shanks of uncooked meat, wheels of moldy cheese,
In a final showdown, the characters confront Wil- rotting apples, and other unsavory treats) and trea-
lifer’s allies atop Cackle Hill. As the battle carries on, When the last burned witch falls, read: sure. The rockthrower’s sack contains 2,300 cp,
the witch appears, clad in a wedding gown and madly A horrible cackling fills the air as a serpentine cloud of 1,800 sp, 550 gp, and a desiccated dwarf corpse
claiming to be the bride of Graz’zt. ash erupts from the hillside and coalesces into a venerable wearing a suit of +3 scale armor of escape (Mordenkain-
human female. The crone wears a white witch’s hat, a tat- en’s Magnificent Emporium, page 12). The smasher’s
As the characters approach the hilltop, read: tered wedding gown, and an amulet made from a demon’s treasure sack contains 1,700 cp, 1,200 sp, a gold
Trees turning from green to vibrant orange, yellow, and horn. She f laps her arms as though she had wings, reveal- chamber pot set with gems (750 gp), and a dwarf-
red dot the hilltop between outcroppings of rock. A rotting ing the extra finger on each of her hands. crafted +3 warhammer of defense (Mordenkainen’s
toppled trunk rests in the middle of a clearing covered with “I am betrothed to the Dark Prince!” she screeches. Magnificent Emporium, page 34).
trampled grass and scattered bones. Two fat hill giants sit “What have you done to my bridesmaids?” Willifer’s talisman is a +3 demon amulet (Adventur-
on opposite sides of the clearing, picking through sacks of er’s Vault 2, page 66).
food. Several clockwork children can be seen in the shadows Willifer appears on the edge of the map. The mad
beneath the trees, guarded by skeletal demons and black- witch truly believes she is the bride of Graz’zt, and
clad witches. there is no reasoning with her. She is a chatty antago-
nist, hurling epithets and shouting, “Curse you, your
The hilltop is guarded by three burned witches (W) children, and your children’s children! To the Abyss
under Willifer’s control. They command four babau with you!” When cornered, she uses transform into ash
demons (B), a hill giant rockthrower (R), and a hill to become a cloud of ash and burning embers, then
giant smasher (S). Four clockwork children (C) are shifts to a safer corner of the battlefield.
also here, too frightened to run away (see event 3 for
their statistics). When Willifer dies, read:
The clockwork children pose no threat. A charac- The crone lets out a horrible shriek, falls to the ground,
ter can encourage one child to flee with a successful and turns to dust. Only her tattered bridal gown, the white
DC 13 Diplomacy check or Intimidate check made witch’s hat, and the demon-horn talisman are left behind.
as a minor action. If the check is made as a standard
action, or if a minor action check succeeds by 15 or Development
more, all the children flee. If the adventurers came to Cackle Hill before seeking
Alastair Gray, they can return to Ardore to undertake
Features of the Area event 3 and event 4 after completing this event. As
Fallen Tree: This rotten tree trunk is difficult ter- she dies, Willifer shrieks that her other demonic ser-
rain. It is infested with termites, worms, centipedes, vants will soon arrive in Ardore, ready to exact her
spiders, and other harmless vermin, which spill out if revenge against the creator of the constructs, then lay
the tree is disturbed or set ablaze. waste to the town.
Rocky Outcroppings: The outcroppings are dif-
ficult terrain.

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Children of Ardore

Hill Giant Smasher (S) Level 11 Brute 4 Babaus (B) Level 13 Skirmisher Willifer Harmuga, Witch Level 12 Elite Artillery
Large natural humanoid (giant) XP 600 Medium elemental humanoid (demon) XP 800 each Medium natural humanoid, human XP 1,400
HP 137; Bloodied 68 Initiative +7 HP 127; Bloodied 63 Initiative +13 HP 180; Bloodied 90 Initiative +6
AC 23, Fortitude 24, Reflex 20, Will 23 Perception +8 AC 26, Fortitude 23, Reflex 25, Will 24 Perception +10 AC 26, Fortitude 22, Reflex 24, Will 25 Perception +10
Speed 8 Speed 7 Darkvision Speed 5
Traits Resist 5 acid Resist 10 fire (granted by +3 demon amulet)
Mobility Traits Standard Actions
At the start of each of its turns, the smasher can make a O Protective Slime (acid) F Aura 1 m Caustic Touch (acid) F At-Will
saving throw against one effect that a save can end. The Any enemy in the aura that hits the babau with a melee Attack: Melee 1 (one creature); +17 vs. AC
effect must include the immobilized, restrained, or slowed attack takes 5 acid damage. Hit: 1d10 + 10 acid damage, and ongoing 5 acid damage
condition. Standard Actions (save ends). While adjacent to Willifer, a creature cannot
Standard Actions m Bite (acid) F At-Will save against the ongoing damage.
m Greatclub (weapon) F At-Will Attack: Melee 1 (one creature); +18 vs. AC r Telekinetic Slam (force) F At-Will
Attack: Melee 2 (one creature); +16 vs. AC Hit: 2d6 + 3 damage. The target also takes ongoing 5 acid Attack: Ranged 10 (one creature); +17 vs. Fortitude
Hit: 2d10 + 10 damage, and a different enemy adjacent to damage, or ongoing 10 acid damage if the babau is blood- Hit: 3d6 + 10 force damage.
the smasher takes 7 damage. ied (save ends). Double Attack F At-Will
M Brutal Smash (weapon) F Recharge if the power misses m Claws F At-Will Effect: Willifer makes two basic attacks.
Attack: Melee 2 (one creature); +16 vs. AC Attack: Melee 1 (one creature); +18 vs. AC A Baleful Transformation (polymorph) F Recharge 6
Hit: 4d10 + 14 damage. Hit: 2d6 + 3 damage, and the babau can shift 1 square. Attack: Area burst 1 within 10 (enemies in the burst); +17
C Whirling Crush (weapon) F Encounter M Babau’s Advantage F At-Will vs. Fortitude
Attack: Close burst 2 (enemies in the burst); +16 vs. AC Effect: The babau uses bite and claws against a creature Hit: The target is stunned and assumes the form of a harm-
Hit: 2d10 + 8 damage. granting combat advantage to it. less, Tiny natural beast (save ends both).
Triggered Actions Minor Actions Triggered Actions
M Persistent Smash Murderous Abduction (teleportation) F Recharge when the Transform into Ash F At-Will
Trigger: The smasher drops to 0 hit points. babau reduces an enemy to 0 hit points or fewer Trigger: Willifer is hit by an attack.
Effect (Immediate Interrupt): The smasher moves half its Effect: The babau teleports one creature adjacent to it up to Effect (Immediate Reaction): Willifer becomes insubstantial,
speed and uses greatclub. 7 squares and then teleports to a square adjacent to that shifts up to 10 squares, and reverts to her true form.
Skills Athletics +15 creature. The creature grants combat advantage to the Skills Arcana +14, Religion +14
Str 21 (+10) Dex 14 (+7) Wis 16 (+8) babau until the end of the babau’s next turn. Str 10 (+6) Dex 11 (+6) Wis 8 (+5)
Con 17 (+8) Int 7 (+3) Cha 11 (+5) Triggered Actions Con 12 (+7) Int 16 (+9) Cha 19 (+10)
Alignment chaotic evil Languages Giant Variable Resistance F 2/Encounter Alignment chaotic evil Languages Abyssal, Common
Equipment hide armor, greatclub Trigger: The babau takes acid, cold, fire, lightning, or thun- Equipment wedding gown, +3 demon amulet, white witch’s
der damage. hat
Effect (Free Action): The babau gains resist 20 to the trigger-
ing damage type until the end of the encounter or until it
uses variable resistance again.
Skills Athletics +14
Str 17 (+9) Dex 21 (+11) Wis 19 (+10)
Con 15 (+8) Int 12 (+7) Cha 14 (+8)
Alignment chaotic evil Languages Abyssal

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Children of Ardore

3 Burned Witches (W)


Medium natural humanoid (undead)
Level 10 Controller
XP 500 each
Hill Giant Rockthrower (R)
Large natural humanoid (giant)
Level 12 Artillery
XP 700
Concluding the
HP 100; Bloodied 50
AC 24, Fortitude 21, Reflex 22, Will 23
Initiative +5
Perception +10
HP 97; Bloodied 48
AC 24, Fortitude 25, Reflex 25, Will 22
Initiative +10
Perception +9
A dventure
Speed 5 Speed 8 The threat to Ardore ends with the death of Willifer
Immune disease, poison, sleep; Vulnerable 5 fire Standard Actions Harmuga and her servants. Deprived of the witch’s
Standard Actions m Greatclub (weapon) F At-Will
leadership, the hill giants flee the area and surviv-
m Slam (fire, necrotic) F At-Will Attack: Melee 2 (one creature); +17 vs. AC
Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d10 + 4 damage.
ing babau demons return to the Abyss. Any animated
Hit: 2d4 + 7 damage, and ongoing 5 fire and necrotic r Knockdown Throw (weapon) F At-Will scarecrows that survived event 2 remain at large and
damage (save ends). While adjacent to the witch, the Attack: Ranged 10/20 (one creature); +17 vs. Reflex become wandering monsters in the wilderness. The
target cannot save against the ongoing damage. Hit: 2d8 + 7 damage, and the rockthrower pushes the characters can return to Ingar Talstrom with news of
R Force Claw (force) F At-Will target 2 squares or knocks it prone. their triumph.
Effect: Ranged 10 (one creature); ongoing 10 force damage A Shattering Rockburst (weapon) F Recharge 5 6 If the characters befriend Alastair Gray, he
and the target is immobilized (save ends both). Attack: Area burst 1 within 10 (creatures in the burst); +17
remains a true and loyal confidante. The artificer
Triggered Actions vs. Fortitude
Death Curse F Encounter Hit: 2d8 + 6 damage, and the target is dazed (save ends).
might put the characters in touch with his former
Trigger: An enemy within 20 squares of the witch reduces Skills Athletics +17 adventuring companions, or he might help the party
the witch to 0 hit points ot fewer. Str 22 (+12) Dex 18 (+10) Wis 16 (+9) with a quest or lead the characters toward another
Effect (Free Action): The triggering enemy takes a –2 penalty Con 19 (+10) Int 9 (+5) Cha 14 (+8) adventure.
to saving throws until the curse is lifted with a Remove Alignment chaotic evil Languages Giant Life in Ardore gradually returns to normal, and
Affliction ritual. Equipment hide armor, greatclub, 10 rocks as long as Alastair’s dark secret stays hidden, the
Str 8 (+4) Dex 11 (+5) Wis 11 (+5)
clockwork children become welcome additions to the
Con 12 (+6) Int 12 (+6) Cha 14 (+7)
Alignment chaotic evil Languages Abyssal, Common
beleaguered community. If other townsfolk learn that
Alastair used demonic spirits to power his constructs,
they demand that the artificer leave Ardore at once
and take his “evil creations” with him.

About the Author


Christopher Perkins is the D&D Senior Producer at Wiz-
ards of the Coast. Chris notes that the illustrations and maps
for this adventure were commissioned for an altogether dif-
ferent project that never materialized. He thought it would be
fun to design an adventure based around them.

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