Revenge of The Giants
Revenge of The Giants
Revenge of The Giants
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Giants have banded together under an alliance of
three titan lords to finally get their revenge for the
defeats and insults of the past. Moreover, they seek
to reclaim the world that they helped create, and to
achieve this lofty goal they have set a plan in motion
to free one of the most powerful primordials—the
master of fire, earth, and frost, Piranoth the World
Mover.
Revenge of the Giants is a DUNGEON & DRAGONS®
adventure for characters of 12th to 18th level. You
need the Player's Ilandbook®, Monster Manual®, and
the Dungeon Master's Guide® to play. D&DTM Dungeon
Tiles and D&D® Miniatures can enhance your play
experience and are enthusiastically recommended.
Getting Started
Read through the rest of the "Adventure Guide" to get
a sense of the scope and flow of the adventure. Provide
one or more of the "Adventure Hooks" (page 8), and then
proceed to Encounter C1: Desperate Message on page
28 to begin the adventure.
ADVEN TURESYNOPSIS
El-E7, pages 48-63): The first time that the adventur-
Revenge of the Giants is divided into nine parts. Some ers return to Argent after going on a research or quest
parts of the adventure can only occur after other parts mission, they arrive right in the middle °fan ongoing
have been completed. Other sections are designed siege. Obanar is hard-pressed to handle the attacks
to occur whenever the player characters decide to that come from two different directions. but with
explore them. Each of the sections. as well as the pro- the help of the "champions" he believes that he can
posed flow of the adventure, are described below. re-establish Argent's own defenses to turn back the
Part One: The City of Argent (Encounters Cl C4,-
earth giants and their allies.
pages 28 35): The adventure begins when the last
-
After the siege is broken, the adventurers can seek
guardian of Argent sends his one remaining aide out the earth giants to try to recover the relic that was
to enlist the help of the greatest champions of the stolen, or they can continue with the research and
current age. The adventurers encounter the aide, a quest encounters first. The rest of the encounters in
torrian named Rrowthar, just as agents of the Ele- this section take the adventurers to the lair of the hill
mental Chaos intent of doing him grave harm catch giants and the earth titan Earthshaker.
up to him. With the rescue of Rrowthar, the torrian Part Four: Torrian Encounters (Encounters
gives the adventurers Obanar's message and shows Ti -T3, pages 64-69): These encounters follow the
them how to get to Argent. In Argent. the adventur- quest to find the torrians and convince them to once
ers meet Obanar, learn about the Paragon Compact, again serve Argent. If the adventurers successfully
and help defend the city from invading giants and complete this quest, they gain valuable allies.
elementals. One villain escapes with an ancient relic Part Five: Implements of Argent Encounters
from Argent's vaults, however. and Obanar asks the (Encounters 11-14, pages 70-77):These encounters
"champions" to take up the Silver Cloaks. "There can follow the quest to find the special materials that
be only one purpose in this attack. one reason that Obanar requires to create a set of magic items to aid
that particular relic was taken," Obanar explains. the adventurers against elementals and the primordial
"The giants have come together to release the primor- Piranoth. The quest takes the adventurers through
dial Piranoth back Into the world." time to steal the materials from the future Lich, Acer-
From here, Obanar presents the adventurers with erek, before he becomes an undead monster.
a number of options. They can seek out the remain- Part Six: Diplomatic Encounters (Encounters
ing torrians and convince them to return to Argent DI-D7 pages 78-89): These encounters follow the
to help fortify the city. They can find the materials quest to find the mysterious astral giants and convince
that Obanar can use to create a set of magic 'wins to them to provide aid in the ongoing conflict, as well as
help them eventually deal with Piranoth. They can potential quests to rally key points of light against the
attempt to stop the giants from recovering the items ongoing onslaught of the combined giant armies.
necessary to free Piranoth from his ancient prison. Part Seven: Frost Giant Encounters (Encoun-
Or they can try to rally the scattered settlements of ters F1-F13, pages 92 123): The adventurers travel
-
civilized races to create armies to defend against the to Frost Spire to take on the frost giant jarl and the
marauding giants. frost titan Glacier and to find two pieces of the divine
At some point during a return to the city, after the engine.
adventurers have completed one or more research or Part Eight: Fire Giant Encounters (Encounters
quest encounters, they must once again help Obanar G1 G11. pages 130-151): The adventurers travel to
-
weather a siege as earth giants and their allies attack FlamefaIl Tower to battle the fire giant king and the
the gates of Argent. fire titan Wildfire and to stop them from using the
Part Two: Research Encounters (Encounters divine engine.
R1-113. pages 40-45): Obanar points the adventurers Part Nine: Primordial Encounters (Encounters
at three potential research encounters that will help PI-P3, pages 154 160): In the Elemental Chaos, the
-
them acquire information and aid in the coming bat- adventurers must fight a desperate battle to defeat
tles. He provides them with the means to view past the primordial Piranoth and once again imprison it
events that can aid them in the battles of today. before it can unleash its wrath on the natural world.
They can observe what caused the torrians to leave If the adventurers succeed, they break the alli-
Argent and determine where they have gone. ance of giants, defeat the titan lords, and return
They can see where the materials that Obanar Piranoth to its ancient prison. They restore a measure
needs to create a set of magic items for the of Argent's ancient glory and gain allies and a safe
adventurers can be found. haven from which to launch future adventures. And
They can view the distant events that locked Pira- they earn a set of powerful magic items that make
noth away for all time to understand what the giants them ready to take on the challenges of the epic tier—
might be trying to accomplish today. challenges fast approaching as this adventure draws
to a close.
"I heard two of theguards talking,"stammers the cara- Quest XP: 8,000 (major quest) if the adventur-
van driver. "They said that the village of Small Tower was ers take up the Lord Warden's quest and find a way
destroyed a few days ago by an army of hill giants." to turn hack the army of giants before Fallcrest is
"The people of this place have sealed the wall," one of the destroyed. The Lord Warden also promises the
merchant's guards says. "A runner arrived two days ago adventurers a monetary reward of 22,000 gp if they
and claimed that an army of giants and elemental crea- succeed in stopping the giants and saving the town
tures was right behind him, destroying everything in their from destruction.
path."
"Giants!" slwuts a man as he rides a weary horse into HOOK: HISTORY'S HEROES
the camp beyond the walls of the town. "Giants are attack- A scholar, mentor, or sage who knows one or more
ing the farms and villages af Surnmerhome, and they shall of the adventurers presents an interesting and
march in this direction next! Fled Flee while you can. for potentially profitable challenge to the party. "I have
nothing can stop these enormous brutes!" recently uncovered tales of a mythical city in the
"The mayor of this place is very concerned for the safety ancient archives of Nerath," the scholar explains.
of her people," the merchant tells you. "1 believe that she "It seems that this city had some connection to the
would be willing to hire adventurers such as yourselves to legendary Dawn War, and that Nerath appeared to
undertake a scouting mission to determine the truth of have sent champions to the city for some unknown
these rumors." purpose. The texts are vague on some of these details,
and in other places paragraphs and even whole pages
Quest XP: 700 (minor quest) lithe adventurers are missing from the documents."
scout out the area beyond the town or city to discover The scholar goes on to offer the adventurers a
the truth of the tales about giants and elemental "magic item of great value" if they were to turn up any
creatures, and to determine whether or not the town information on this "lost city."
or city is in immediate danger. The adventurers must "The place was called Argent," he says. "and it has
return to the mayor with news of their discoveries not been heard of since well before the fall of the
within three days to complete this quest. That will empire. Strange ... it's almost as though some unseen
give the mayor enough time to evacuate the place hand wanted me to find that text as if it jumped out
before the army of giants arrive.
of the stacks 1 was searching .. strange, indeed."
Once the adventurers learn about the alliance Quest XP: 700 (minor quest) and a level 15 magic
of giants, it becomes very clear that the town or city item that one of the adventurers can use if they bring
where they first heard the rumors of war cannot news and evidence of Argent to the scholar.
stand against the approaching army of giants.
H
they worked alone and together to deal with threats
from other planes, other worlds, other realities.
ar
Argent. one of the oldest cities still standing in the So it was from the days after the Dawn War, and
natural world, features walls that stand taller than any through each era down through the ages. Bael Turath,
THE CITY OF
titan and gates as stout and thick as any cliffside. Built Vardar, Arkhosia, and more sent their champions to
atop a flattened mountain peak overlooking the Plains take a turn in the Silver Cloaks. During the amaz-
of Chaos. the sheer side of the mountain protects ing period of peace and tranquility that marked the
three sides of the city. Signal fires shine along the city height of the Nerath empire, the time between the
walls, illuminating the clouds that usually shroud the selection of champions grew. Fifteen years, twenty-
mountaintop on all but the clearest, crispest days. five years, fifty years ... and then the champions
stopped arriving altogether. And that wasn't the only
change to come to Argent.
ARGENT'S STORY Each year that passed, fewer caravans and travel-
Once, crowds filled the hallowed streets ofArgent, ers arrived. Each decade, more and more of Argent's
hoping to catch a glimpse of the champions from citizens moved on to other, more vital places. It wasn't
across the land. The place was magical, almost holy. that Argent wasn't valued and appreciated, but the
designed to provide for the safety and well-being of Peace of Nerath made the place seem unnecessary.
those selected to wear the Silver Cloaks. More over, the That wasn't to say that darkness had vanished from
place was imbued with supernatural defenses, portals the world, but it had certainly been pushed back by
to other places, and other arcane mechanisms that the Nerath's stabilizing presence. Indeed, the remain-
champions found helpful in their mission to protect ing champions of Argent became a bit complacent as
the natural world from threats emerging from the bor- time went on. And so, they weren't ready For the ter-
derlands between civilization and the unknown. rible events that led to Nerath's downfall.
Every five to ten years, as the guardian of Argent When disaster and danger began to spread
required, the leaders of all the bastions of civiliza- through the empire, Obanar, guardian ofArgent,
tion would send champions to take their place on sent the Silver Cloaks into the world. He remained
Argent's walls. Some of the champions volunteered. behind, on watch at the walls of the city. He waited.
Others were chosen through trials and tournaments. The Silver Cloaks never returned. In fact, no word
A few had no choice in the matter, but readily agreed came back from the empire. No new champions
to follow the commands of their king or queen or arrived to take up the Silver Cloaks. Obanar, the last
emperor. These champions were given the Silver guardian, was alone.
ARGENT Inns: None of the inns that once served visitors so well still
Argent, one of the oldest cities in the natural world, stands operate within Argent's hallowed walls. Rrowthar does
mostly deserted atop a mountain overlooking the Plains of keep guest apartments in the Hall of Champions clean and
Chaos. It was established by the gods, in agreement with prepared should new champions appear at the gates as
the mortal races, in the wake of the Dawn War to serve as in days of old. The once-famous Silver Cloak Inn and the
the bastion of the champions and guardians of Argent, as notorious Inn of the Forgotten Guardian still stand in silent
provided for in the Paragon Compact. readiness, awaiting the day when the city returns to life.
Population: 2. At its height, Argent boasted a population Taverns: Rrowthar keeps one tavern open, despite the lack of
of approximately 15,000. Representatives of nearly every clientele. The doors to the Laughing Dragon remain open,
race could be Found somewhere in the city, and hundreds and the torrian keeps a few barrels of ale and casks of wine
of visitors regularly streamed through the gates in the days on hand for when Obanar requires refreshment or should
when Argent was alive and the Nerath empire was young new champions arrive to fulfill the requirements of the
and vital. compact. Other taverns that once overflowed with revelers
Government:The human wizard Obanar serves as the last include the Divine Fountain, the Champion's Chalice, and
guardian and champion of Argent. His loyal seneschal the Worthy Alehouse.
Supplies: When Argent was alive and vibrant, the Wondrous
11 Rrowthar remains in his service and cares for the city as best
he can. In the past, the city was administered by the Lord
Proctor and a council of seneschals, and the Champions of
Market regularly set up stalls and tents in the Gateyard.
Other shops could be found in the Temple Marketplace that
Argent provided advice and protection as warranted. filled the area between the Temple of the Dawn and the
Defense: In addition to the Champions of Argent, who Hall of Champions. Today, Rrowthar maintains a small stash
numbered as many as 20 during the city's heyday, an of supplies in the Guardian's Tower for Obanar.
army of volunteers drawn From both the torrians and the Trade: Once, Argent conducted a vibrant trade with cities in
members of other races who pledged their lives and service the natural world, the Feywild. the ShadowFell, and Sigil.
to the city. Today, only Obanar and Rrowthar remain, as well Today, no traders pass through Argent's looming gates,
as the city's many arcane and divine defenses that keep Temples: The Temple of the Dawn honors all the gods
the place protected From all but the more determined and that participated in the Dawn War and had a hand in the
powerful attacks. Paragon Compact.
1-111LIIJLIULILIULIULI LI 1.1U
ARGENT
••• •••••.
■
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NEW 'MONSTERS
Astral Giant Warpsword Level 16 Skirmisher
ASTRAL GIANTS Large immortal humanoid ( iant) XP 1.400
One group of giants switched sides during the Dawn Initiative +15 Senses Perception +13
War and took up the service of the god Erathis, for- HP 158; Bloodied 79
saking the primordials. These giants left the natural AC 30; Fortitude 28, Reflex 26, Will 26
Resist 10 radiant
world behind and migrated to the Astral Sea, where
Speed 8: see also astral leap
they eventually became known as astral giants. 0 Warpsword (standard; at-will) 4 Radiant, Weapon
Few among the people of the natural world have Reach 2; +21 vs. AC; 2d10 + 7 damage, plus ongoing 5 radiant
even the slightest idea that the astral giants exist. damage (save ends).
They rarely return to the world, and even in the 0 Dimensional Blow (standard; recharge n ♦ Radiant,
Astral Sea they are a rare sight to see. They continue Teleportation, Weapon
to serve Erathis, operating as agents and pacifying Reach 1; +21 vs. AC; 2d10 +10 radiant damage, the target is
teleported 5 squares, and the target is dazed until the end of its
troops in places where the god of civilization has
next turn.
a vested interest. One such location is the astral Astral Retreat (immediate reaction when damaged by an attack;
dominion of Shorn, the White Desert. Here, a force of + Teleportation
astral giants has established a beachhead among the The astral giant teleports 2 squares.
deserted temples in order to launch strikes against Astral Resonance
demons, devils, and other foul creatures that have As long as the astral giant has an unbloodied astral giant ally
within 10 squares, it receives a +2 bonus to attack rolls.
taken up residence in this place once known as a
Astral Leap (move; encounter; only within the Astral Sea;
center of knowledge.
recharges when first bloodied)
The astral giant can fly up to 10 squares.
ASTRAL GIANT LORE Alignment Unaligned Languages Giant. Supernal
A character knows the following information about Skills Athletics +21, Religion +16
astral giants with a successful Religion check. Str 24 (+15) Dex 20 (+13) Ws 20 (+13)
Con 221+14) Int 16 (+11) Cha 17 (+11)
DC 25: You remember half-formed legends and
Equipment chain armor, greatsword
snippets of folklore concerning a race of giants that
worked with the gods and mortal races to save the
Astral Giant Star-strider Level 17 Lurker
world during the Dawn War. One reference from the
Lar:e immortal humanoid (: iant) XP 1.600
Book of Mystrak suggests that these giants migrated Initiative —18 Senses Perception +19
to the Astral Sea as the Dawn War came to a close. HP 128; Bloodied 64
DC 27: Astral giants serve Erathis and can be AC 31; Fortitude 29, Reflex 29, Will 30
found in select locations in the Astral Sea, includ- Resist 10 radiant
ing Shorn, where they operate as pacifying troops Speed 8; see also astral leap
trying to bring peace and stability to the embattled ® Longsword (standard; at•will) + Radiant, Weapon
Reach 2; +22 vs. AC; 2d8 + 7 radiant damage.
dominion.
® Crossbow (standard; at•will) + Radiant, Weapon
Ranged 15/30; +22 vs. AC; 2d8 + 7 radiant damage.
Astral Giant Level 16 Soldier < Astral Shadows (standard; recharge :-: al )4. Radiant
Large immortal humanoid (giant) XP 1,400 Close burst 5; +20 vs. Will; enemies only; 1d8 7 radiant
Initiative +14 Senses Perception +19 damage. and the astral giant becomes invisible until the end of
HP 160; Bloodied 80 its next turn.
AC 32: Fortitude 31. Reflex 27, Will 28 4- Star-stride (standard; encounter) 4 Radiant, Teleportation
Resist 10 radiant Close burst 3; +20 vs. Reflex; 3d8 + 7 radiant damage, and the
Speed 8: see also astral leap astral giant teleports 3 squares and gains combat advantage
0 Spear (standard; at-will) + Radiant, Weapon against all enemies until the end of its next turn.
Reach 2: +23 vs. AC; 2d8 + 7 radiant damage. The target is Combat Advantage
marked until the end of the astral giant's next turn. The astral giant deals an extra 2d6 damage against any target it
Astral Resonance has combat advantage against.
As long as the astral giant has an unbloodied astral giant ally Astral Resonance
within 10 squares, it receives a +2 bonus to attack rolls . As long as the astral giant has an unbloodied astral giant ally
Astral Leap (move: encounter, only within the Astral Sea; within 10 squares. it receives a +2 bonus to attack rolls.
recharges when first bloodied) Astral Leap (move: encounter: only within the Astral Sea;
The astral giant can fly up to 10 squares. recharges when first bloodied)
Alignment Unaligned Languages Giant, Supernal The astral giant can fly up to 10 squares.
Skills Athletics +21, Religion +16 Alignment Unaligned Languages Giant, Supernal
Str 26 (+16) Dex 18 (+12) Wis 22 (+14) Str 21 (+14) Dex 20 (+14) Wis 22 (+15)
Con 24 (+15) Int 16 (+11) Cha 18 (+12) Con 20 (+14) Int 18 (+13) Cha 19 (+13)
Equipment plate armor. spear. shield Equipment longsword. crossbow
Close burst 10; allies within the burst shift 3 squares. Languages Giant. Primordial
Alignment Chaotic evil
Battle Weave (Immediate reaction; when an attack hits or misses Skills Athletics +17
the hill giant; at-will) Str 20 (+12) Dex 8 (+6) Wis 12 (+8)
The hill giant battlechief shifts up to 3 squares and gains Con 20 (+12) Int 9 (+6) Cha 121+8)
combat advantage against all enemies until the end of his
next turn.
Combat Advantage
The hill giant battlechief deals an extra 2 d 6 damage against any
target it has combat advantage against.
Alignment Chaotic evil Languages Common, Giant
Skills Athletics +18, Intimidate 414, Stealth +16
Str 22 (+13) Dex 19 (+11) Wis 17 (+10)
Con 24 (+14) Int 16 (+10) Cha 15 (+9)
Equipment hide armor, battleaxe
il
Su 18 (411) Dex 14 (+9) Wis 14 (+9) Skills Intimidate +13
Con 18 (+11) int 9 (+6) Cita 17 (+8) Str 20 (4-12) Dex 16 (+10) Wls 14 (+9)
Con 22 (+13) Int 12 (+8)Cha 12 (4 8)
Requires maul; reach 2;4-18 vs. AC; 2(18 + 14 damage plus 2d8 Initiative +11 Senses Perception +9
fire damage. and the target is knocked prone. HP 1; a missed attack never damages a minion.
4. Battering Blows (standard: usable only when bloodied; AC 34; Fortitude 34. Reflex 28, WIII 28
encounter) + Fire, Weapon Speed 7
Requires maul; close burst 2: +20 vs. AC; 2d8 + 8 damage 0 Searing Longsword (standard; at-will) + Fire. Weapon
plus 2d8 fire damage. and the target is pushed 2 squares and Reach 2; +23 vs. AC; 10 damage plus 1d8 fire damage.
knocked prone. Iron Javelin (standard; at-will) + Weapon
Alignment Evil Languages Giant Ranged 15/30; +21 vs. AC; 10 damage, and the target is slowed
Skills Endurance +20 until the end of the fire giant trooper's next turn.
Str 27 (+16) Dex 17 (+11) Wis 15 (+10) Alignment Chaotic evil Languages Giant
Con 24 (+15) Int 8 (+7) Cha 22 (+14) Str 22 (+15) Dex 10 (+9) Wis 10 (+9)
Equipment plate armor, maul Con 20 (+14) Int 8 (+8) Cha 9 (+8)
Equipment chain armor. longsword
Fire Giant Element Handler Level 18 Controller v-1
Large elemental humanoid {gland XP 1.000
FIRE GIANT ENCOUNTERS
Fire giants tend to be encountered in groups, with ta.1
Initiative 113 Senses Perception +18 I-
HP 175: Bloodied 87
a mix of giants and other servitor creatures. These tn
groups always have a specific purpose, as fire giants z
AC 32: Fortitude 30. Reflex 29. Will 30
Resist 15 fire are among the most militaristic and organized of all
Speed 7 the giant types.
C) Fiery Quarterstaff (standard; at willl + Fire. Weapon
Reach 21+23 vs. AC; 1E18 7 damage plus 2d8 fire damage. 1.4
Fire Giant Bravados, Level 17 Encounter z
Fire Bolt {standard; at-will) + Fire
Ranged 20: +-22 vs. Reflex; 2d10 + 4 fire damage, and the target
(XP 8,800)
is dazed until the end of the fire giant's next turn. + 2 fire giants (level 18 soldiers)
Searing Wind (minor 1/round; at-will)
+ 1 fire giant icefist (level 19 elite brute)
Ranged 10; +22 vs. Fortitude; the fire giant slides the target
3 squares.
Boiling Wave {standard; at-will)
Fire Giant Strike Team, Level 18 Encounter
Close blast 3; +2 ❑ vs, Fortitude: Id10 t 7 damage. and the (XP 10,000)
target is pushed 3 squares. + 1 fire giant icefist (level 19 elite brute)
Earthen Spikes (standard; recharge IV )
Area burst 1 within 20: spikes of stone burst from the ground;
+ 2 fire giant flamecrushers (level 17 brutes)
+21 vs. Reflex: 4d10 +- 7 damage: the affected area becomes + 1 cambion hellfire magus (level 18 artillery)
difficult terrain for the rest of the encounter.
Fire Shroud (minor: recharge) + Fire Fire Giant Command Group, Level 18 Encounter
One ally within 10 squares of the fire giant gains resist 10 to all
(X13 10,900)
damage until the end of the fire giant's next turn, In addition,
any enemy that starts its turn adjacent to the ally while the fire + 1 fire giant element handler (level 18 controller)
shroud is in affect takes 15 fire damage.
+ S fire giant troopers (level 18 minions)
Alignment Evil Languages Common, Giant
Skills Arcana +18. Diplomacy +19, Dungeoneering 4-18 + 1 fire giant flamecrusher (level 17 brute)
Str 21 (+14) Dex 17 0-13) Wis 17 (+13) + 3 firebred hell hounds (level 17 brutes)
Con 23 (+15) Int 17 (+13) Cha 18 (+14)
Equipment quarterstaff
Use one or more of the adventure hooks (see page 8) HP 116; Bloodied 58
AC 27; Fortitude 23, Reflex 24, Will 22
to get the adventurers to this strangely deserted por-
Immune disease, poison; Resist 30 fire
tion of the forest. Here, they encounter Rrowthar, the Speed 8
torrian seneschal that has left the hallowed city of Sdmitar (standard: at -will) + Fire, Weapon
Argent behind in order to locate paragon-tier heroes +18 vs. AC; 1d8 + 5 damage fait 2d8 + 13) plus 1d8 fire
to come to the aid of the city's last guardian Unfor- damage. and target is marked until the end of the flameshield's
tunately, agents of the Elemental Chaos, intent on next turn.
destroying the hallowed city and releasing a primor- Flameshield Enticement (standard; recharge El3 11 ) + Fire
The fire archon's flameshield flares brightly; Close burst 3;
dial into the world, have reached Rrowthar first.
+16 vs. Fortitude; 2d6 + 5 fire damage, the target Is pulled 2
The adventurers approach the location shown on squares. and the target takes ongoing 5 fire damage (save ends).
the map from the south. 114Flame Mark + Fire
The flameshield deals an extra 1d8 fire damage against any
As the adventurers approach, read: enemy that is marked by It.
The thick, close-packed trees and underbrush give way to Alignment Chaotic evil Languages Primordial
a large clearing. A rocky protrusion blocks your view into Str 16 (+8) Dex 22 (+11) Wls 18 (+9)
Con 20 (+10) Int 16 (+8) Cha 14 (+7)
the clearing, but a few scattered trees can be seen rising
Equipment plate armor, light shield, scimitar
above the obstacle. The trees, however; appear as anything
but normal. They are ablaze, burning with a supernatu-
2 Fire Elemental Firestorms (F) Level 12 Controller
ral fire that doesn't seem to consume the trees or set the
Large elemental ma :ical beast (fire/ XP 700 oath
surrounding countryside ablaze. initiative +12 Senses Perception +7
Blazing Heat (Fire) aura 1; any creature that enters or starts its
Don't place any of the monsters until the adventurers turn in the aura takes 5 fire damage.
move into a position from which they can see them. HP 122; Bloodied 61
The fire archon flameshield leads this elemental AC 26; Fortitude 23, Reflex 25, Will 22
hunting party. When they broke into the natural Immune disease, petrification, poison; Resist 30 fire
Speed 6
world, they brought a piece of the Elemental Chaos
0 Fire Slam (standard; at-will) + Fire
with them, hence the strange and fiery properties Reach 2; +17 vs. AC; 1d8 + 5 fire damage, and target is pushed
present in the clearing. 3 squares.
1:7 Firestorm (standard; at-will) ♦ Fire, Zone
When adventurers see into the clearing, read: Area burst 1 within 10; 414 vs. Reflex; 2d6 F 5 fire damage and
A large, lion-like humanoid with wild, rnanelike locks and a the target is Immobilized (save ends). The zone is filled with fire
carved bone headpiece stands near one of the burning trees. and is considered difficult terrain until the end of the encounter.
Any creature that enters or starts Its turn in the zone takes
Five sparks of fire dance around the burned and wounded
fire damage.
creature, darting in to slash with tendrils of flame and Alignment Unaligned Languages Primordial
darting back out before the obviously weakened lion-man Str 13 (-F7) Dex 22 (+12) Wis 12 (+71
can strike back. Con 18 (+10) Int 4 (+5) Cha 16 (+9)
Between you and the creature, larger elementals form a
barrier, including two pillars of fire and two piles of ambu-
latory rock. To one side, you see a fiery humanoid form
TACTICS
dressed in pieces of bronzed plate armor and carrying a The fire archon orders the elementals to finish off
scimitar and shield. it speaks in a voice like the roar of an the wounded torrian, shouting out orders in Primor-
inferno, in a language as alien as the creature itself, and dial. As soon as the fire archon becomes aware of
the elementals begin to move toward the lion-man with the adventurers, he turns his attention to them and
savage intent. directs the earth elementals and fire elementals to do
the same. He leaves the sparks to kill Rrowthar. The
5 Fire Elemental Sparks (51 Level 12 Minion 2 Earth Elemental Quakes (El Level 10 Brute
Medium elemental magical lie.nt (fire, XP 175 each 1 age elemental magical beast (earth] XP ..00 roc i
Initiative +13 Senses Perception +7 Initiative +7 Senses Perception +11
HP 1; a missed attack never damages a minion. HP 125; Bloodied 62
AC 26; Fortitude 24, Reflex 26. Will 22 AC 22: Fortitude 24, Reflex 21. Will 21
Resist 30 fire Immune disease, petrification. poison w
Speed 7 Speed 5
® Fire Claw (standard: Fire
The fire elemental spark shifts 1 square and attacks, 1 17 vs. AC.
(f). Granite Punch (standard; at-will)
Reach 2. • 13 vs. AC, 2d10 , 6 damage.
mom it
8 fire damage icrit 17 fire damage). Earthquake (standard; recharge l7'. El) 1t
Fire Burst (immediate reaction, when reduced to 0 hit points; The ground around the earth elemental shakes violently. Close U,
at-will) .4. Fire burst 2; +11 vs. Fortitude; 3c18 + S damage, and the target is W
o
The fire elemental spark shifts 1 square and explodes. pushed2qar.
Close burst T; r15 vs. Reflex; 11 fire damage. Fire elementals Alignment Unaligned Languages Primordial
in the burst gain a +2 bonus to defenses until the end of their Str 21 (+10) Dex 15 (+7) Ms 12 (+6)
next turn. Con 15 (+7} Int 4 (+2) Cha 15 (+7) X
Alignment Unaligned Languages Primordial
I-
Str 15 (+8) Dex 21 (+11) Wis 12 (+71
When the adventurers use the ritual scroll.
Can 16 (+9) Int 3 (+2) Cha (-I 5)
they are transported to the city of Argent. Go on to
0
Encounter C2: The Ancient City on page 30.
fire archon happily wades into the inferno cloud zones z
to engage the enemy, using his mark and flameshield
enticement to corral the adventurers into the sur- FEATURES OF THE AREA
rounding fires. Illumination: Bright light from the burning trees.
The fire elementals set up a fewfirestar n zones Broken Ground: The broken ground that litters
before the adventurers get close. They use this power the area is difficult terrain.
whenever they can, falling back to fire slam only when Everburning Trees: The flames burning on and
enemies are adjacent to them. around the trees give offgreat amounts of heat (aura
The earth elementals stand back, attempting to 1). Any creature that enters or starts its turn in the
place themselves between the adventurers and the aura takes 5 fire damage.
fire elementals while doing their best to avoid any of Rock Outcropping: The rocky protrusion is 20
the fires raging around them. They engage any adven- feet high. It can be climbed with a DC 21 Athletics
turers that try to break through to reach Rrowthar, check. A fall from the rock deals 2d10 damage.
pummeling them with granite punches.
The lire elemental sparks attack Rrowthar unless iiie6142dar.1 iiirlia:LCIIIENIMIll
an adventurer moves up to engage them. Rrowthar
has the same statistics as a torrian seneschal (see o llit .4-'. 6Z4 *et '
mies as they can with their fire bursts, always trying to zoirc--Nor
include Rrowthar in the area. II womilitor- liismi r ..-
round. He uses cause fear whenever it is available, and LI MOWN , ?Mil ,. .__,,r: ..
] . t Ariggitilii111.11 104
DEVELOPMENT 11*-411111111MV
With the defeat of the last elemental, the forest ga Eh
niorrefflari3 .
appear until later in the encounter, as described penalty to attack rolls and saving throws.
<— Blast of Cold (standard; recharge n) + Cold, Implement
below.
Close blast 5; targets enemies; 4-22 vs. Reflex: 4d10 • 7 cold
damage, and the target is immobilized (save ends). Miss: Half
ARRIVAL damage and the target is slowed (save ends).
Arcane Shield (Immediate reaction. when Obanar is hit by an
The adventurers appear in the teleportation circle
attack; encounter)
just in front of the gate when they use the Argent Obanar gains a +4 power bonus to AC and Reflex defense until
Portal ritual provided by Rrowthar in Encounter the end of his next turn.
Cl: Desperate Message (see page 28). When the Fly (standard; encounter)
adventurers arrive, read: Obanar gains a speed of fly 8 until the end of his next turn.
Alignment Good Languages Common, Supernal
You appear within a glowing circle, its runes inscribed Skills Arcane +21, Insight +22, Religion +21
Str 12 (+11) Dex 15 (+13) W1524 (+17)
into the stone tiles beneath your feet. You are standing
Con 18 (+14) Int 22 (+16) Cha 15 (+12)
in a courtyard of sorts. surrounded by marble statues of
Equipment robes, quarterstaff
humans and humanoids. A reflecting pool shimmers ahead
of you, its glow barely perceptible. A statue of a female
2 Buleftes (B) Level 9 Elite Skirmisher
dressed in grand robes overlooks the pool, her outstretched
Lar:e natural beast XP 800 each
hand glowing with a calming light. Initiative +7 Senses Perception +5; darkvision,
A human in robes and a silver cloak, ancient by all tremorsense 20
appearances, leans heavily on a great staff "Welcome, HP 204; Bloodied 102; see also second wind
champions," he says in a strong voice, "welcome to Argent." AC 27; Fortitude 26, Reflex 21, Will 21
At that moment, everything in the open mall shakes as a Saving Throws +2
great pounding resoundsfrom somewhere beyond the gate Speed 6, burrow 6: see also earth furrow
Action Points 1
behind you. With each powerful strike, the old man seems
0 Bite (standard; at-will)
to shudder. "lt will hold." the old man says. "it will hold."
Before it bites, the bulette can make a standing long Jump (as a
free action) without provoking opportunity attacks; +14 vs. AC;
DEVELOPMENT 2d6 + 7 damage. or 4d6 7 damage against a prone target.
.<.• Rising Burst (standard; at-will)
The old man is Obanar, the last guardian of Argent. Close burst 2; the bulette sprays rock and dirt into the air when
If Rrowthar survived the battle in the forest, he it rises out of the ground; I-13 vs. AC: 1d6 + 7 damage.
accompanies the adventurers through the portal and Earth Furrow (move; at-will)
introduces them to Obanar. "You have selected well, 1 he bulette moves tip to its burrow speed just below the
old friend," Obanar says after introductions are made. surface of the ground, avoiding opportunity attacks as it passes
Throughout the conversation, the sound of stone underneath other creatures' squares. As it burrows beneath
the space of a Medium or smaller creature on the ground. the
and metal striking wood and stone resonates from
bulette makes an attack against the creature: +8 vs. Fortitude;
beyond the grand man's gate. Obanar asks the adven- on a hit, the target is knocked prone.
turers to hold their questions until they reach a place Ground Eruption
more conducive to polite conversation. Then the The squares into which a bulette surfaces and the squares it
ground explodes upward, and two bulettes burrow leaves when it burrows underground become difficult terrain.
into the mall. Second Wind (standard; encounter) + Healing
Place the bulettes as shown on the map. The other The bulette spends a healing surge and regains 51 hit points. It
gains a +2 bonus to all defenses until the start of its next turn.
monsters arrive on their turns in the next round,
Alignment Unaligned Languages —
entering the city through the tunnels the bulettes cre- Skills Athletics -1-16, Endurance +15
ated when they appeared. Str (+11) Des 73 (+5) Wis 12 (+5)
Cnn 27 (+10) int 2 (+01 Cha R1+31
Level 12 Soldier
Stone-Eye Basilisk
Large natural beast (reptile) Xi , Jim
NEXT
Initiative --9 Senses Perception +13 When the battle ends, Obanar explains that Argent
Baleful Gaze Any creature within 5 squares of the stone-eye is under attack. He waves a hand over the reflecting
basilisk that attacks the basilisk is slowed until the end of Its pool and the water shimmers to show a top-down
next turn. This effect doesn't rely on the target seeing the view of the city. A red dot pulsates angrily over what
basilisk.
appears to be a great tower and among a nearby col-
HP 126: Bloodied 63
lection of smaller buildings.
AC 28; Fortitude 26. Reflex 22, Will 22
Immune petrification "Other invaders have made it Into the city."
Speed 4 Obanar explains as he studies the view in the water.
0 Bite (standard; at-will) "I must go to the highest level of the Guardian's Tower :
+17 vs. AC; 2d8 — 5 damage. to restore the protective wards. Rrowthar shall lead u
N
‹. Petrifying Gaze (standard; at-will) + Gaze et youtheinrdsayoucelwithm."
Close blast 3; +17 vs. Fortitude; the target is slowed (save ends).
Go on to Encounter C3: Street Battle, on page 32. w
First Failed Saving Throw: The target is immobilized (save ends). i-
Second Failed Saving Throw: The target is petrified (no save). z
Alignment Unaligned Languages — FEATURES OF THE AREA
Skills Stealth +12 0
Illumination: Bright light: even at night, the U
Str 20(+11) Dex 12 (+7) Wis 14 (+8)
reflecting pool glows brightly. 2
Con 22 (+12) lot 2 (+2) Cha 8 (+5)
Gate: The gate is made of metal-bound wood. It is
45 feet tall.
3 Galeb Duhr Stoneshapers Level 10 Artillery
Medium elemental humanoid (earth) XP 500 earls
Magic Circle: This teleportation circle is linked to
Initiative +8 Senses Perception +14; tremorsense 10 the Argent Portal ritual.
HP 86; Bloodied 43 Reflecting Pool: The pool is 10 feet deep. Obanar
AC 22: Fortitude 23, Reflex 20, Will 21 can use it to scry on the city.
Immune petrification, poison Statues: The statues represent adventurers of all
Speed 4 (earth walk), burrow 6 classes and races. The statue overlooking the pool is
C)Slam (standard; at-will)
a representation of Erathis, the god of civilization. A
+17 vs. AC: 1d8 + 6 damage.
character can identify Erathis with a DC 16 Religion
DT Stone Shard (standard; at-will)
Ranged 20: +15 vs. Reflex: 2d6 + 5 damage. The stoneshaper check.
can create shards to hurl when none are present.
Stone Wall (standard; recharge 0m)
The stoneshaper calls forth a wall of stone. Close burst 2; +13
vs. Fortitude: 1d10 + 6 damage, and the target is pushed 1
• • • • l glom
square and knocked prone. The stoneshaper gains +2 to all
defenses until the beginning of its next turn. -
TACTICS
When the bulettes burst from the ground, Obanar
moves toward the statue of Erathis overlooking the
pool to use its magic against the invaders. Once he
reaches the statue, he uses a standard action each
round to make a DC 27 Arcana check. He needs four
successes to restore the defenses in this part of the
city. When he achieves the four successes, a wave
of energy radiates from the statue's hand. It seals
the bulette tunnels and rushes out to push back the
invaders at the outer walls. Obanar defends himself
as necessary as he makes his way to the statue.
Rrowthar rushes to help Obanar, providing heal-
ing as warranted to first Obanar and then to the
adventurers.
The basilisk attempts to stop Obanar, while flit
bulettes and the galeb duhrs take on the adventure, s
S
2 Magma Brutes (B) Level 13 Brute
Large elemental humanoid (earth. firel XP 800 each
DEVELOPMENT '64
Initiative - 9 Senses Perception +7 After the adventurers defeat the hill giant and its
HP 156: Bloodied 78 elemental allies, they can try to close the elemental
AC 25; Fortitude 26• Reflex 23. Will 21 rift. Whether the attempt to close the rift succeeds or
Immune petrification; Resist 20 fire; Vulnerable cold (slowed until
fails, Rrowthar suggests that the adventurers follow '
ENCOUNTER C3:
damage (save ends). them. "Champions. I could use your assistance," the
Alignment Unaligned Languages Primordial projected image says. "Follow this glowing light to the
Skills Endurance +1 41 Guardian's Tower."
Su 22 (+12) flex 16 (+9) Wis 13 (+7)
Con 16(+9) Int 5 (+3) Cha 814-S)
FEATURES OF THE AREA
5 Earth Elemental Gravelshards (E) Level 12 Minion Illumination: Dim light; the close-packed build-
Medium elemental magical beast (earth) Xis 1 PJ each ings don't allow much sun to filter down to the
Initiative k9 Senses Perception +5 decrepit streets. At night, the area is in darkness.
HP 1; a missed attack never damages a minion. Buildings: The buildings are in various states of
AC 26; Fortitude 24, Reflex 25. Will 23 disrepair. Except for rubble, the buildings in this area
Speed 6. earthwalk
are empty.
1' Slam (standard: at will)
-
ENCOUNTERC4: TH E
® Are Touch (standard: at-will) + Fire +16 vs. Fortitude; 9 cold damage.
+17 vs. Reflex; 1d10 + 6 fire damage, and the target takes a -2 Ice Slide (immediate reaction, when a melee attack misses the
penalty to attack rolls until the end of Foss's next turn. frostfell harrier; at-will) + Cold
)1 Frost Bolt (standard; at-will) 4 , Cold The attacker takes 4 cold damage and slides 3 squares.
Ranged 10; +17 vs. Fortitude; 2d8 + 6 cold damage, and until Alignment, Unaligned Languages Primordial
the end of Foss's next turn, the target Is slowed and takes a -2 Str 11 (+6) Dex 22 (+12) Wis 19 (+10)
penalty to all defenses. Con 19 (+10) int 5 (i'3) Cha 6 (+4)
<' Elemental Burst (standard; at-will) + Cold, Fire
Close burst 5; targets enemies: -1-16 vs. Fortitude; 1+310 - 1- 6 cold
and fire damage. Foss slides the target 3 squares, and the target FEATURES OF THE AREA
is dazed (save ends). Illumination: Bright light.
Elemental Recall (immediate reaction, when Foss is reduced to
Energy Walls: The walls of glowing energy in
132 hp °Hewer; encounter)
the central chamber are trapped. Only Obanar can
Foss teleports away to a predetermined location; close burst 5;
+16 vs. Reflex; 3+310 + 6 cold and fire damage.
release a character trapped by the energy walls.
Alignment Unaligned Languages Common, Primordial Magic Circles: The magic circles in the vault
Skills Arcana +17, Insight +Th. Religion +17 chamber to the east represent "safe deposit drawers"
Str 12 (+7) Deg 12 (+7) Wis 24 (+13) of a sort. A glowing curtain of arcane force surrounds
Con 20 (+11) Int 22 (+12) Cha 15 (+8) the item stored safely within each circle.
The small circle to the north contains the piece of
As the adventurers attempt to cross the room, the the divine engine that Breven Foss has come to steal.
frostfell harriers attack them.
The circles contain items of either historical signifi-
VAULT cance or that are dangerous. including a stone golem
Two fire archons and a trio of frostfell harriers guard and a level 16 magic implement.
the entrance to the vault. They fight to the death to Trapped Sigils: Marked "X" on the map.
give the elemental master Breven Foss time to finish
acquiring the vault's treasure.
Breven Foss is in the process of forcing open the
magical curtain designed to store and protect a piece
of the divine engine that was used to trap the primor-
dial Piranoth at the end of the Dawn War. He needs Till
to make three more DC 25 Arcana checks (minor 1111
action, one per round) to open the curtain of energy. 0
Once the curtain falls, Foss grabs the large chunk
of silver and gold and places it in a bag of holding. He
uses elemental burst whenever enemies get too close.
Otherwise, he targets enemies that he can see with
frost bolts. When he becomes bloodied, Foss immedi-
ately teleports to a predetermined location outside the
city, taking the piece of the divine engine with hint.
DEVELOPMENT
After Brevet] Foss escapes. Obanar appears in the
vault to help wrap up the battle with the elementals.
He can release any of the adventurers who may
have been trapped in a cell, and then he invites the
adventurers to join him fbr food and drink. "A rgent's
defenses are once again in place." Obanar explains.
We can alford a few moments to relax and talk of
the day's events."
`INTERLUDE: THE LAST GUARDIAN
After the adventurers help defeat the invaders that
were able to breach the defenses of Argent and slip Q. What is this threat?
inside the city. Obanar invites them to a comfort- "The giants have begun to come together in such numbers
able sitting room high within the Guardian's Tower. as has not been seen since the time of the Dawn War. Earth
Obanar (and Rrowthar, if he survived and returned giants have already struck here at Argent. and I believe
to the city with the adventurers)'offers the adventur- that they are also marching on other key locations through-
ers food and drink, and once refreshments have been out the land. I fear that the giants and their elemental allies
served, he turns to them and says, "I have called you have conspired to free a primordial from its ancient prison.
here to become the new champions of Argent. Ask This cannot be allowed to come to pass."
your questions. I shall do my best to provide you with
the answers you seek." Q: What was taken from the vault?
The intruders knew exactly what they were after. They
Q: Who are you? stole a piece of the divine engine that the gods used to
"I am Obanar, last guardian of Argent. More than one imprison the primordial called Piranoth. It appears that
hundred and twentylive years ago, the empire of Nerath the giants have teamed up with a group of elementals with
sent me here as a champion. Nerath, as all empires before the express purpose of setting Piranoth free."
it, supplied Argent with champions to honor its obligations
to the Paragon Compact." Q,: What can we do?
"Instead you should ask, what can you not do? You are
Q: What's the Paragon Compact? worthy champions, powerful and noble. It is time for you to
As the Dawn War ended, many of the gods set up the Par- put aside other needs and aspirations, for Argent has need
agon Compact with the leaders of the civilized people of the of you in this time of peril. If the giants rampage freely,
world to provide for the defense of the world against threats thousands of innocents shall die. And if the primordial is
that go beyond the usual fare of brigands and uprisings. set free. then the cost in life shall increase a hundredfold.
Threats that could destroy the world, such as demons, aber- More over, the primordial has the power and ability to
rations, and rampaging primordials. Every civilized nation organize the scattered forces of the Elemental Chaos into
has always provided champions to serve in Argent and take an army capable of starting a new Dawn War. We cannot
up the Silver Cloaks. But the compact has been broken. allow that to happen."
No one has come to Argent to stand by my side or take my
place for well over a century. Nerath has forgotten its oaths. Q: What are the duties and responsibilities of
and 1 am ashamed for my ancient homeland." the Champions of the Silver Cloaks?
"I wish there were a list I could give you, but things are
Q: Don't you know that Nerath no longer exists? never that clear att. For now, consider yourselves to be
"Nerath has fallen? And no other kingdom or empire has honorary champions. You have come to Argent to help me
arisen to take its place? I see. That explains much. And it understand and defeat the threat of the giants and the pri-
makes what I must ask you to do even more dangerous and mordial. After that is done, then we can talk about the fate
important." of Argent, the future. and whether or not you take up the
mantle of the Silver Cloaks."
Q: What Is this place?
"This is Argent, the city of valor and headquarters of the Q: What happens next?
Champions of the Silver Cloaks. Once it was a bustling "There are many ways to approach the peril before us.
metropolis, fill of life and energy. Today, it is a pale shadow There are quests to undertake, research to engage in, and
of its days of glory, a ghost town that is all but deserted. battles to launch before we can even hope to win this war.
And I, my friends. I am its ghost." For now, rest and recover your strength. On the morrow,
I shall endeavor to advise you on the next steps you may
Q: Why have you called us to help you? want to take. Thank you for answering my call, champions.
"I seta my seneschal, Rrowthar, to scour the land for cham- I know that you can succeed and save us all."
pions worthy of the honor of the Silver Cloaks. If Nerath
wasn't going to uphold its commitments and provide a EXTENDED REST
new generation of champions to stand atop Argent's eter-
Obanar offers the hospitality of Argent to the
nal walls, then I had to take action. I did this because the
adventurers, and Rrowthar shows them to apart-
compact must be honored, and my time grows ever shorter.
ments in the Mall of Champions where they can rest
More over, because a new threat has arisen that must be
and refresh themselves. This is a good time for an
dealt with before all is lost."
extended rest.
The moment the adventurers leave Argent the first TIME LOST ENCOUNTER
time, a strike team of elementals Follows them to see
what they are up to and to report back to their supe- Level 13 Encounter (XP 4,600)
riors. If the adventurers spot the elementals, or if the + 3 ghost legionnaires (level 13 soldier.
elementals see an opportunity for an ambush, a battle Monster Manual 2 page 119)
breaks out. + 2 direguard assassins (level 11 skirmishers.
Monster Manual 2 page 70)
HILL GIANT RAIDERS + S horde ghouls (level 13 minion, Monster Manual
Level 13 Encounter (XP 4,750) page 118)
+ 2 hill giants (level 13 brutes. Monster Manual These undead servants of Acererek can be encoun-
page 121) tered within Acererek's tower when the adventurers
+ 2 ogre warhulks (level 11 elite brutes. travel into the past to recover the sky metal needed to
Monster Manual page 199) craft the Implements of Argent.
+ 5 ogre thugs (level 11 minions, Monster Manual
page 198) ELEMENTAL MARAUDERS
Two hill giants lead a raiding team of enslaved ogres Level 14 Encounter (XP 5,000)
to cause trouble in the world. The ogres appreciate + 1 earth giant (level 14 brute, page 18)
the amount of destruction they have been allowed to + 2 chillfire destroyers (level 14 brutes.
engage in since the hill giants enslaved their tribe. Monster Manual 2 page 98)
and they are more or less willing allies in the giants'
plan for revenge. + 2 sandstorm furies (level 14 artillery.
Monster Manual 2 page 101)
ASTRAL SEA ENCOUNTER An earth giant has gathered a few elemental allies
Level 13 Encounter (XP 4,500) and sets out to plunder a settlement or attack the
mettlesome adventurers before they can complete
+ 3 githyanki warriors (level 12 soldiers.
one of the quests that Obanar has set them on. The
Monster Manual page 128)
earth giant is particularly brutal, and the aggressive
+ 2 githyanki mindslicers (level 13 artillery. elementals happily follow its lead.
Monster Manual page 128)
+ 1 gray slaad (level 13 skirmisher. Monster Manual
page 238)
NCOUNTERS
SQUAD Level 16 Encounter (XP 7,600)
Level 14 Encounter (XP 5,200) + 1 earth titan (level 16 elite brute, Monster Manual
page 122)
+ 1 earth giant soldier Cleve! 15 soldier. page 19)
+ 2 earth giant soldiers (level 15 soldiers. page 19)
+ 2 earth giant stalkers (level 14 lurkers, page 19)
+ 3 magma brutes (level 13 brutes. Monster Manual
+ 1 sandstorm fury (level 14 artillery,
page 183)
Monster Manual 2 page 101)
+ 5 sandstorm vortex funnelclouds (level 13 minion The earth titan Earthshaker might appear at any ❑
skirmisher, Monster Manual 2 page 101) time. accompanied by its guardians and servants. The E
.,t
earthinsxmlyogatdhesrn,bu
This assault squad runs at the front of any earth giant it retreats if the adventurers get the upper hand in a
army, scouting the territory and making first strikes battle or if they are able to bloody the earth titan.
against enemy fortifications. Such a squad can also
be assembled to hunt down specific targets, such as a FIRE GIANT PATROL
group of troublesome adventurers.
Level 17 Encounter (XP 9,200)
FROST GIANT
HUNTING PARTY
Level 15 Encounter (XP 6,400)
+ 1 frost giant (level 17 brute, Monster Manual 2
page 122)
+ 2 frost giant hunters (level 15 artillery, page 22)
+ 1 chillfire destroyer (level 14 brute,
Monster Manua, 2 page 98)
+ 2 windfiend fury (level 12 controller,
Monster Manual 2 page 102)
RESE ARCH •
Round I. Religion (DC 20, standard action): The
also called KIafekku, was designed by Erathis, the
characters begin to pray and meditate.
god of invention, and Torog, the god of imprisonment.
If the group fails this round, nothing happens.
Moradin, god of creation and artisans, constructed
Round 2. Religion (DC 13. standard action): The
the artifact and gave it form and substance. It had to
characters get into a rhythm and their prayers begin
be used after Piranoth was defeated, while he was in
to calm them and put them into a susceptible state.
an unconscious state. After it was used. Kurd, the god
if the group fails this check, nothing happens_
of strength and battle, shattered the divine engine
If the group succeeds this round, a dark presence
into five pieces, each of which flew off to a different
tries to disrupt their prayers. Use the "Dark Presence
corner of the multiverse.
Round" below.
9-10 Successes: One piece of Piranoth's Bane was
Dark Presence Round, Endurance (DC 13, free action):
found by a champion named Deekon, who gave it to
A dark presence strikes at the characters, sending
the guardian of Argent for safekeeping. This piece is
a terrifying vision of darkness and crawling hor-
stored in the vaults beneath the Guardian's Tower.
rors into their minds. Every character must make
Rhis last bit of information is no longer true.'
an Endurance check. This check doesn't count as
11-13 Successes: The mysterious astral giants
a success or failure for completing the mission. If a
have been known to keep track of the whereabouts of
character fails this check, he or she loses 1 healing
divine engines. The giants of the Temple of Inchoate
surge.
Mysteries, in the Astral Sea, are known as the fore-
Round 3. Religion (DC 13. standard action): The
most experts on Piranoth's Bane. It is rumored that
characters pray and meditate, and their minds
they, along with select exarchs ofMoradin (such as the
become clear and focused.
exarch Torugar), know the ritual necessary to restore
lithe group fails this check, nothing happens.
Piranoth's Bane to working order.
lithe group succeeds this round, use the "Dark
14+ Successes: It is believed that Piranoth can be
Presence Round" below.
freed with only a partially intact divine engine. With
Dark Presence Round. Endurance (DC 20,free action):
at least three pieces of the engine and the added
A dark presence strikes at the characters, sending
assistance of a god, Piranoth's Bane can be used to
tendrils of dark energy into their bodies. Every char-
unlock Piranoth's prison. In such a case, Piranoth
acter must make an Endurance check. This check
would return to the world in a diminished state.
doesn't count as a success or failure for completing
the mission. If a character fails this check, he or she
THE TEMPLE OF THE DAWN loses 1 healing surge.
SKILL CHALLENGE Round 4. Insight (DC 20, standard action): The
characters get the distinct impression that the dark
Another approach to learning about the divine
presence trying to disrupt them is related to spiders
engine is to petition the gods at the Temple of the
and shadows.
Dawn. The characters can use this method instead of
lithe group fails this check. they gain no
conducting research in the library, or they can come
information.
to the temple to round out their research.
Round 5, Religion (DC 13, standard action): The
Each round represents time to reflect and meditate
characters feel safe and at peace as a comforting pres-
on the god or gods of each character's choice. Each
ence fills the temple.
round, every member of the party must make a sepa-
Success: lithe characters earn 3 successes, an
rate check as directed by the challenge. Add up the
exarch of Erathis appears to provide them with the
number of successes and failures each round. More
information available in the Library skill challenge.
successes gains 1 success for the round, more failures
Failure: If the characters get 3 failures, they earn
earns I failure toward the completion of the chal-
no XP and get no information.
lenge. When the adventurers enter the temple. read:
INTERLUDES: RETURNING TO ARGENT
Each time the adventurers return to Argent to rest or
BRINGING BACK
consult with Obanar or Rrowthar, events within the
story progress to the next stage. Use the infirmation THE TORRIANS
below as a guideline for what occurs when and how If the adventurers successfully free the torrians from
your version of the adventure might unfold. depending the influence of the demon Physandos and get them
upon the actions and choices of the player characters. to agree to return to Argent. this interlude takes
place. The adventurers can bring the torrian leaders
RETURN TO ARGENT with them using the Argent Portal ritual, but the rest
of the clan must use more mundane travel methods
The first time the adventurers return to speak to
to get to the city. Obanar thanks the player characters
Obanar, probably after completing one or more
for their efforts and welcomes the torrian leaders
research encounters in other parts of Argent, they
back into the city. He appoints their leader. Gruthow,
arrive to find the city once again under siege. Read:
to be proctor of the city. and then tells Rrowthar to
Youfind Obanar on an observation balcony high atop the help the torrians, who are beginning to arrive on
Guardian's Tower. You can hear angry shouts in the dis- Foot. get settled. 'Argent is a happier and brighter
tance, getting closer and closer with every passing moment. place now that the torrians have returned." Obanar
"The hill giants have laid siege to the city," Obanar tells you proclaims.
in a quiet voice. "The defenses shall hold, at least for a short After the torrians are made welcome and head off
while. Perhaps you can strike at the enemy while I prepare to get settled in, Obanar brings the adventurers up to
a more powerful offensive solution." speed on the current situation. Read:
Obanar asks the adventurers to defend two locations. "Now that the torrians have returned, we can work on
They can decide to tackle these locations in either restoring the city's ancient glory and commerce," Obanar
order. but he tells them that they must make sure that says. "In the meantime, what information have you to
neither location is breached before he can complete share with me about the giants, their allies, or our progress
his preparations. on finding the pieces of the divine engine and the sky metal
The two locations are the landing platform at the needed to craft the Implements of Argent?"
walls of the Temple of the Dawn and the main gate to
the Gateyard. The adventurers can use this time to take an
Go to Encounter El: The Siege, Part One and extended rest, and to conduct any research they have
Encounter E2: The Siege, Part Two, starting on not already completed in regards to the other quests
page 48, when the player characters are ready. that Obanar has made available to them.
sense of the progress the invaders are making. Note Action Points 1
that while Argent's ability to see far beyond its walls 10 Bite (standard; at-will)
Reach 2: +19 vs. AC; 2d6 7 damage.
has eroded over time, Obanar can still see what tran-
-I. Claw Snatch (standard; at-vvIII)
spires in and around the city. Read: The roc moves up to its fly speed and makes an attack against a
Medium or smaller target at any point during its move; +17 vs.
"The defenses are holding the bulk of the invading force at Reflex; 1410 7 damage, and the target is grabbed, carried the
bay, but two strike teams have broken through," Obanar rest of the roc's move, released, and knocked prone In a space
says. "You must make sure that neither of the strike teams adjacent to the roc.
Alignment Unaligned Languages —
enter the city while I prepare the offensive capabilities of
Str 25 (+14) Des 25 (+14) Wis 16 (+10)
the city's magic: Cha 12 (+8)
Con 24 (+14) Int 2 (+3)
"They attempt to breach our defenses at two locations,"
Obanar continues. "They try to pierce the walls at the land-
3 Hill Giants (H) Level 13 Brute
ing platform at the Temple of the Dawn, and they try to tar•e natural humanoid I:ianti XP 800 each
storm the main gate leading from the road to the Gateyard. Initiative +5 Senses Perception +7
Rocs and raiders have already made it to the landing HP 159; Bloodied 79
platform. so I recommend you start the defense of the city AC 25; Fortitude 27, Reflex 21. Will 23
there." Speed 8
0 Greatciub (standard; at-will) + Weapon
Reach 2; +15 vs. AC; 2d10 + 7 damage.
THE LANDING PLATFORM - Sweeping Club (standard; encounter) + Weapon
A landing platform provides access to the city from The hill giant makes a greatclub attack against two Medium
the eastern face of the mountain. In days °fold, visi- or smaller targets; on a hit, the target is pushed 2 squares and
knocked prone.
tors and champions alike could reach the city atop
)f Hurl Rack (standard; at-will)
flying mounts, using the landing platforms to gain Ranged 8/16; +15 vs. AC; 2d6 + 5 damage.
entry. The magic of the city prevents any creatures Alignment Chaotic evil Languages Giant
from flying over the walls and into the city directly, Skills Athletics +16
but the landing platforms were open to public use. Str 21 (-11) Dex 8 (+5) Wis 12 (+7)
With the current attacks. Obanar has extended Con 19 (+10) int 7 (+4) Cha 9 (+5)
the city's defenses. The magical barriers keep the Equipment hide armor, greatclub
DEVELOPMENT
lithe hill giants breach the gate. the rest of the invad-
ing army can enter through the disrupted magical
barrier. Use one of the random encounters on pages
38 39 to immediately send more enemies into the
-
feet from the walls, where a barrier of magical energy 0 Claw (standard; at•will)
out. The giants cheer, and a few attackers move through the I Devouring Damage (free. 1/turn; affects target grabbed by
devour only)
damaged barrier before it snaps back into place. The target takes 5 damage.
A hill giant rushes toward the gate, shouting trium- E. Lightning Breath (standard; recharge :-: Lightning
phantly as it approaches. It is accompanied by an armored Close blast 5;+15 vs. Reflex; 3d8 + 5 lightning damage and the
warrior apparently made of rock, and a huge lizard with target is dared. Miss: Half damage.
six legs. lightning crackling around it as it charges forward. e Thunderleg Stomp (standard; at-will)
Close burst 3: +15 vs. Fortitude; 1d8 -F S damage. and the target
is knocked prone.
Perception Check
lightning Reflexes
DC 23: The hill giant carries a large earthen sphere
The behir acts three times in a round, on initiative counts 30,
strapped to his back. 20. and 10. It cannot delay or ready actions. On each turn in
the round, it has a standard action to use. It can turn a standard
Hill Giant (H) Level 13 Brute action into a move action if it wants. It can use one immediate
Large natural humanoid ( • idly XP 800 action between each turn.
Initiative +5 Senses Perception +7 Alignment Unaligned Languages Common, Draconic
HP 159; Bloodied 79 Str 23 (+12) Des 20 (+11) Wis 21 4-11)
AC 25; Fortitude 27, Reflex 21, WIII 23 Con 21 (-,11) Int 7 Cha 13 i-q)
Speed 8
Greatciub (standard; at-will) + Weapon
Reach 2; 11 5 vs. AC; 2d10 — 7 damage .
TACTICS
Sweeping Club (standard; encounter) + Weapon 1•111 The hill giant seeks to open the gate so that the rest of
The hill giant makes a greatclub attack against two Medium the army can enter the city once the barrier collapses.
or smaller targets; on a hit, the target is pushed 2 squares and The hill giant carries an elemental weapon created
knocked prone.
by a powerful earth giant shaman. A large earthen
Hurl Rock (standard; at-wIll)
sphere. hollow and filled with reagents, acts as a
Ranged 8/16;4-15 vs. AC; 2d6 5 damage.
Alignment Chaotic evil
bomb. The hill giant can hurl it like a rock. His orders
Languages Giant
Skills Athletics +16 are to throw it at the gate when he gets within 8
Str 21 (+11) Dex 8 (+5) Ms 12 (+7) squares of the wall. On impact, the elemental weapon
Con 19 (+10) int 7 (+4) Cha 9 (+5) unleashes a close burst 3; +17 vs. Reflex; 4412 + 7
Equipment hide armor. greatclub Ire damage.
After hurling the elemental weapon. the hill giant
rushes forward to continue to attack the gate. He
ignores other opponents if he can, leaving them for
his allies to deal with.
Earth Archon Ground Roger (E) Level 14 Controller
Medium elemental humanoid (earth) XP 1.000
Initiative +9 Senses Perception +13; tremorsense 20
Earth Liquefaction aura 5; each creature without the earth
keyword that ends its turn within the aura and did not move
during its turn Is slowed until the end of its next turn.
HP 143; Bloodied 71
AC 28; Fortitude 27, Reflex 25, Will 26
Immune disease, petrification. poison
Speed 6 (earth walk)
0 Slam (standard; at-will)
+19 vs. AC; 2d8 i- 6 damage.
® Raging Earth (standard; at-will) + Thunder
Ranged 20: +17 (+20 against slowed creatures) vs. Reflex; 1d8
6 thunder damage, and the target is immobilized (save ends).
+ Shove (standard; at-will)
+19 vs. AC: 1410 > 6 damage, and the target is pushed 4 squares
and knocked prone.
-* Ground Eruption (standard: recharge[] + ♦ Thunder
Area burst 1 within 10 ;418 vs. Reflex; 2d8 + 6 thunder
damage. and the target is knocked prone. Miss: Half damage.
and the target is knocked prone.
Alignment Chaotic evil Languages Primordial
Str 20 (4-12) Dex 14 (19) Wis 23 (+13) . . .csitiart. fec r
Con 23 0-13) int 191+11) Cha 17 (4-10)
Equipment chainmail
breach the defensive barrier. Each time this occurs.
The earth archon runs interference for the hill giant, four hill giant grunts (see page 18) appear at the
seeking to protect it so that it can hurl the elemental southern edge of the map and join this battle.
weapon and then open the gate. It uses raging earth to On a roll of 19-20. Obanar finishes his prepara-
attack distant opponents, and employs shove against tions. The defensive barrier glows with more power,
targets that get too close. It uses ground eruption when and bolts of arcane fire fly from the top of the Guard-
the opportunity to catch two or more enemies in the ian's Tower to smash into the invading army. Within
burst presents itself. moments, the giants turn and run. Any monsters
The young hehir, aligned with the giants and close to the wall continue to fight. regardless of how
ready to deal destruction on a massive scale, initially events play nut beyond the barrier.
wants to get close enough to the gate to attack it with When the battle ends, Obanar sends a ghostly
lightning breath. However, once the adventurers make vision of himself to urge the player characters to
themselves known, especially by attacking the behir. follow the invading army's supply lines back to wher-
the creature flies into a rage and seeks to destroy ever its commanders can be found. You must find
them. It tries to devour the closest target. using its the piece of the divine engine and determine who
free action every turn to deal 5 damage. It can use has instigated these attacks," Obanar tells them. Go
its other attacks while it devours a target, sending to Encounter F3 on page 54 when the player charac-
lightning breath blasts and thunderieg stomps at other ters are ready.
opponents in the area.
These monsters. on a suicide mission to breach the FEATURES OF THE AREA
gate. fight to the death. Illumination: Bright light. This battle occurs
during the day.
DEVELOPMENT Battlement Walls: The walls rise 50 feet. The
Time proves to be a factor in this battle. Not only must battlements provide cover to anyone adjacent to
the adventurers provide Obanar with enough time to them. Trap doors atop the battlements lead to ladders
finish preparing Argent's magical offenses, they must and an open space inside the walls.
defeat the first invading strike team before the giants Gate: The gate is 45 feet tall. It opens by sliding
can once again break through the defensive harrier. into the walls. It is locked and barred from the inside.
At the start of the third round of combat in this The gate can be attacked: AC 2. Reflex 2, Fortitude
encounter, and at the start ofevery round thereaf- 20, 400 hit points.
ter, roll 1d20. On a roll of 1-2, the giants once again
HILL GIANT COMPOUND OVERVIEW
The hill giants have a massive camp in the rocky hills 6. COMMON HALL
about 10 miles south of Argent. This steading consists The long hall is the common area for the compound.
of tents, hastily erected mud and stone huts, and a Giants and their servants work and eat in this area. A
wooden compound built into the side of a large hill. font of bubbling magma fills the center of the hillside
The compound consists of the wooden outer building wall, and two stone doors lead into the interior cham-
and chambers hollowed out of the inside of the hill. bers. A smoke hole in the ceiling lets in some light.
See Encounter E5: Common Hall on page 58.
COMPOUND KEY
The overview map on the facing page shows several 7. STONEWORK CORRIDOR
notable locations in the hill giant steading's main com- A stonework corridor connects the chambers within
pound. Detailed encounters for these areas follow. the hillside.
The compound's wooden walls are 5 feet thick and See Encounter E6: Hill Giant Battlechief on
20 feet tall. Gates in the wall provide entry into the page 60.
compound, and two smoke holes on the roof allow
smoke from the fires inside to escape. 8. WAR Room
This chamber, used as a war room by the hill giant
1. MAIN ROAD battlechief, is locked. Crude maps and documents on
A crude path winds through the camp and up into a table in this room provides clues to the giants' plans.
the hills toward the main compound. See Encounter E6: Hill Giant Battlechief on
See Encounter E3: Infiltrating the Compound page 60.
on page 54.
9. BATTLECHIEF'S CHAMBER
2. ENTRY HALL This is the personal chamber of the hill giant bat-
The main entrance into the hill giant compound tlechief. It Features sleeping furs and a hearth.
leads to a gatehouse of sorts, where hill giants and a
rage drake ravager serve as guards. 10. ORC MERCENARIES
See Encounter E3: Infiltrating the Compound Orc mercenaries in service to the hill giant bat-
on page 54. tlechief use this chamber to rest and store their gear.
0
Li
)
0111.1
.
- ;:.,•414-r!5'
attacked by Elemental Marauders (see page 38). Alignment Chaotic evil Languages Giant
Skills Athletics +16
Round 5, Intimidate (DC 21, standard action): The
Str 21 (+11) Dex 8 (+5) Wis 12 (+7)
characters convince a couple of orc slaves to let them Con 19 (+10) Cha 9 (+5)
Int 7 (+4)
pass quietly. Equipment hide armor, greatciub
Rage Drake Ravager (R)
I aim, natur.rf E/•oIST (mown!. reptile'
Level 15 Brute
XP 1.200
FEATURES OF THE AREA- • c
Initiative +10 Senses Perception +10 Illumination: Bright light. If the adventurers •en
HP 178; Bloodied 89; see also bloodied rage approach the compound at night, dim light is pro- 2
AC 27; Fortitude 28. Reflex 26, Will 26 vided by fires situated throughout the camp.
Immune fear (while bloodied only) Compound Walls: The walls of the compound 0
Speed 8
are 20 feet high. The roof above is slanted.
C) Bite (standard; at-will)
+18 vs. AC; 2d8 + 6 damage; see also bloodied rage.
Gate: The gate is unlocked at the start of the
4. Claw (standard; at-will) encounter. If the hill giant flees into the compound,
118 vs. AC; 1d10 + 6 damage; see also bloodied rage. he tries to use a minor action to close the gate and a
4. Raking Leap (standard; at-will) standard action to lock it. AC/Reflex 4; Fortitude 12;
The rage drake leaps up to 8 squares, making four claw attacks 40 hit points. A DC 23 Strength check can also be
against a single target as it lands. used to force open the door.
Bloodied Rage (while bloodied)
Escarpment: The escarpment is 15 feet high and
The rage drake gains a +2 bonus to attack rolls and deals an
very steep; DC 21 Athletics check to climb.
extra 10 damage per attack.
Raging Mount (while bloodied and mounted by a friendly rider of
1Sth level or higher; at-will)* Mount
The rage drake grants its rider a +2 bonus to attack rolls and
damage rolls with melee attacks.
Alignment Unaligned Languages —
Str 20 (+12) Dex 14 (-F10) Wis 14 (110)
Con 18 (+11) Int 4 (+4) Cha 13 (+9)
TACTICS
As soon as the hill giant becomes aware of the adven-
turers, he orders the ogre warriors to attack. Then he
spends a minor action to open the gate and call forth
the rage drake ravager. The hill giant hurls rocks for
as long as he isn't in melee combat. If the rage drake
or both ogres fall, then the hill giant attempts to flee
into the compound and raise the alarm.
The ogre warriors use javelins initially, hoping
to get in a hurling charge before engaging in close
combat.
The rage drake devourer, a meaner, more power-
ful version of the typical rage drake, tries to surprise
opponents with a raking leap before switching to bite
and claw attacks.
ENCOUNTER E4: SHAMAN OFFENSIVE
Encounter Level 14 (5,000 XP) 2 Hill Giant Grunts (M) Level 13 Minion
r2e Lilaa I It giant,' XP 200 each
Initiative +5 Senses Perception +7
SE-run HP 1; a missed attack never damages a minion.
1 hill giant high shaman (6) AC 25; Fortitude 27. Reflex 21, Will 23
Speed 8
1 hill giant stinger (5)
0 Greatclub (standard; at-will) + Weapon
2 hill giant grunts (M) Reach 2; IS vs. AC; 9 damage and the target Is pushed
1 rage drake ravager (R) 1 square.
Steel maw trap (T) )1 Hurl Rock (standard; at-will)
Ranged 8/16; +15 vs. AC; 9 damage.
The adventurers can approach this encounter from Alignment Chaotic evil Languages Giant
three directions. They can enter through the Entry Skills Athletics +15
Str 19 (+iO) Dex 8 (+5) Wis 12 (+7)
Hall after dealing with Encounter E3. They can
Con 18 (+10) Int 7 (+4) Cha 9 (+5)
approach through the Trapped Gate. Or they can Equipment hide armor. greatciub
climb to the roof and drop through the smoke hole
directly into the Ritual Chamber. Hill Giant High Shaman (G) Level 13 Elite Controller
If the characters don't alert the compound to their Lar:e natural humanoid (• land XP 1.600
presence, when they view the Ritual Chamber, read: Initiative --9 Senses Perception +13
HP 262, Bloodied 131
Two large braziers illuminate this chamber, and muted AC 27; Fortitude 25. Reflex 23, WIII 23
light also enters from the smoke hole in the roof The light Saving Throws +2
Speed 8
reveals three hill giants and a large reptile milling around
Action Points 1
the room. A glowing circle is inscribed into the floor of this
() Quarterstaff (standard; at•will) + Implement, Weapon
chamber, and a heavy curtain completely covers the south- Reach 2; +18 vs. AC; 2d8 + 5 damage.
west wall. )1 Whisper of Pain (standard; at-will)
Ranged 10; vs. Will; ldl + 6 damage, and the hill giant
If the adventurers make their presence known, per- shaman and his allies gain a +1 bonus to attack rolls against the
haps by setting off the Trapped Gate or allowing the target until the end of the hill giant shaman's next turn.
hill giant from Encounter E3 to sound the alarm, Earthrage (standard; at-will) + Implement, Weapon
Close burst 3; targets enemies only; +17 vs. Reflex; 1d10 + 6
then the giants are ready for action (and the hill giant
damage. and target is knocked prone.
is among the defenders here). If not, then give the <-• Earthstorm (standard; recharge X Kt]) + Implement, Weapon
PCs a +2 bonus to initiative checks for this encounter. Requires quarterstaff. Close blast 5; +15 vs. Fortitude;
3d10 + 6 damage. and the target Is pushed 1 square and
Rage Drake Ravager (R) Level 15 Brute blinded (save ends).
tare natural beast (mount, re. tile) XP 1.200 Alignment Chaotic evil Languages Common, Giant
Initiative +10 Senses Perception +10 Skills Arcana +13. Nature +13
HP 178; Bloodied 89; see also bloodied rage Str 71 (+11) Dex 16 (+9) Wis 14 (+8)
AC 27; Fortitude 28, Reflex 26, Will 26 Con 19 (+10) int 14 (+8) Cha 16 (+9)
Immune fear (while bloodied only) Equipment hide armor, stone quarterstaff
Speed 8
Bite (standard; at-will)
TACTICS
+18 vs. AC; 2d8 + 6 damage; see also bloodied rase.
+ Claw (standard; at-will) The giants in this area react in one of two ways,
+18 vs. AC; ldl 0 + 6 damage; see also bloodied rase. depending on how the adventurers approach this
4. Raking Leap (standard; at-will) encounter. If the adventurers set off the trap, then the
The rage drake leaps up to 8 squares, making four claw attacks giants move to engage the intruders at the doorway
against a single target as it lands.
between the Trapped Gate and the Ritual Chamber.
Bloodied Rage (while bloodied)
If the adventurers enter through the Entry Hall or the
The rage drake gains a +2 bonus to attack rolls and deals an
extra 10 damage per attack.
smoke hole, the giants try to surround them in the
Raging Mount (while bloodied and mounted by a friendly rider of Ritual Chamber.
15th level or higher; at•will) + Mount The rage drake ravager hates intruders, especially
The rage drake grants Its rider a +2 bonus to attack rolls and creatures that aren't hill or earth giants. It makes a
damage rolls with melee attacks. raking leap to get into the middle of the intruders' line
Alignment Unaligned Languages -
or even behind it to attack the weakest members.
Str 20 (412) Dex 14 0101 Wis 14 (410)
The hill giant slinger stays back or moves away from
Con 18 (+11) tnt 4 (+4) Cha 13 (+9)
the enemy in order to make use of her ranged attacks.
The hill giant grunts start out by hurling rocks if
they have the opportunity, and then they wade in For
close combat action.
The hill giant high shaman starts the encounter
in his room, behind the heavy curtain. As soon as he
becomes aware of trouble in the compound. he uses a
prepared ritual to teleport (as a minor action) into the
magic circle and use earthrase. Then he teleports hack
behind the curtain with his final prepared ritual
(another minor action). After that, he emerges to aid
his servants against the intruders.
If the high shaman's servants fall, or lithe high
shaman is bloodied, he retreats to the Common Hall
at the first opportunity. The other creatures in this
encounter fight to the death.
If the double doors to the Common Hall are locked Initiative 1 2 Senses Perception +7
and barred, the adventurers must get them open to Blazing Heat (Fire) aura 1; any creature that enters or starts Its
turn in the aura takes 5 fire damage.
proceed deeper into the compound.
HP 122; Bloodied 61
The first option is to break down the barred doors. AC 26; Fortitude 23, Reflex 25. Will 22
This requires a DC 24 Strength check. One other Immune disease. petrification, poison; Resist 30 fire
character can aid the character making the check. Speed 6
The second option is to unlock and unbar the 0 Fire Slam (standard; at-will) + Fire
doors from the outside. This requires a DC 16 Thiev- Reach 2; +17 vs. AC: 1d8 + 5 fire damage, and target is pushed
3 squares.
ery check to unlock the doors, and then a DC 23
41E. Firestorm (standard; at-will) + Fire, Zone
Thievery check to unbar the doors from the outside. Area burst 1 within 10; +14 vs. Reflex; 2d6 + 5 fire damage and
Either way. the giants are ready to defend them- the target is Immobilized (save ends). The zone is filled with fire
selves when the adventurers open the doors. and is considered difficult terrain until the end of the encounter.
Any creature that enters or starts Its turn in the zone takes 5
Perception Check fire damage.
DC 16: In addition to the giants in this long hall, you Alignment Unaligned Languages Primordial
Str 13 (-1-7) Dex 22 (+12) Wis 12 (17)
spot a creature offire dancing within the font of bubbling
Con 18 (+10) Int 4 (+5) Cha 161.9)
magma in the center of the far wall.
ENCOUNTER
some distance from the intruders. the main entry into the chambers built within the
The earth giant leads the hill giants into close hill. A DC 23 Strength check is required to open the
combat to keep the adventurers from moving into heavy stone doors.
the Common Hall. If some of the adventurers make Small Double Doors: Small double doors to the
it through the line of defense. then the earth giant east of the magma font appear to be closer to human
orders the hill giants to help it flank with the enemy. sized than the other doors in this compound. These
The fire elemental starts by hurling afirestorm into doors lead to the servants' corridor and to the rooms
the midst of the adventurers. It doesn't really care if used by the ore mercenaries working for the giants.
it catches any ofthe giants in this attack. Then it slips The doors are locked, requiring a DC 16 Thievery
out of the font of bubbling magma and moves in to check to open.
make fire slam attacks against any enemies that made
it past the line of giants.
If the hill giant high shaman retreated to this area,
he uses his attacks to help defend the Common Hall.
He does everything in his power to keep the adven-
turers from getting to the doors that lead into the
hillside and the chambers within.
DEVELOPMENT
If the adventurers search the high shaman after
defeating him, they uncover a small box with a
hinged lid within the shaman's belt pouch. When the
adventurers open the box, read:
The small metal box opens with a snap. and a tiny spark
offirefloats out. The spark immediately begins to move
through the air, writing flaming words in a strange lan-
guage that remain visible for a few moments before they
sizzle out.
1 hill giant hattleehief (B) AC 25; Fortitude 27, Reflex 21, Will 23
Speed 8
1 hill giant shaman (S)
@Greatclub (standard; at-will) ♦ Weapon
hilt giant grunts (G) Reach 2: +15 vs. AC; 9 damage and the target Is pushed
5 ore mercenaries (0) 1 square.
), Hurl Rock (standard; at-will)
Great double doors open upon a wide hallway with Ranged 8/16; +15 vs. AC; 9 damage.
doors on each side. The hallway surrounds the hill Alignment Chaotic evil Languages Giant
Skills Athletics +15
giant battlechief's throne room. A set of smaller
SO 19 (+TM Dex 8 (+5) Wis 12 (+7)
double doors leads into the servants' portion of the
Con 18 (+10) Int 7 (+4) Cha 9 (+5)
hallway, where the corridor is more narrow. Equipment hide armor, greatclub
Depending on how the adventurers enter the
portion of t he compound inside the hill, there are dif- Level 13 Controller
Hill Giant Shaman (5)
ferent ways that this encounter might play out. These tar e natural humanoid (pant krill
are covered below. Initiative +9 Senses Perception +13
HP 131: Bloodied 65
THROUGH THE GREAT DOORS AC 27; Fortitude 25. Reflex 23, Will 23
Speed 8
If the adventurers enter the inner compound through
@ Quarterstaff (standard; at-will) + Implement. Weapon
the great double doors on the west, they have access Reach 2; i 18 vs. AC; 2d8 15 damage.
to the War Room and Battlechief's Chamber on the Earthstorm (standard: recharge [411i•1 ♦ Implement. Weapon
western side of the corridor, and to the Throne Room Requires quarterstaff. Close blast 5; +15 vs. Fortitude;
on the eastern side, as well as to the Back Corridor 3d10 + 6 damage, and the target is pushed 1 square and
that leads down to Encounter ET (on page 62). blinded (save ends).
The War Room and the Battlechief's Chamber )f Volcanic Blast (standard; at-will) + Implement, Weapon
Ranged 10; +17 vs. Reflex; ldl 0 + 6 damage, and target gains
are currently unoccupied. If the adventurers go in to
vulnerable 5 fire (save ends).
explore these rooms, the ore mercenaries wait in the Alignment Chaotic evil Languages Common, Giant
corridor for them to emerge before they attack. Skills Arcana +13, Nature +13
The hattlechief, now aware of the intruders, orders Str 21 (+11) Des 16 (+9) Wis 14 (+8)
all of his defenders to remain in the Throne Room. Con 19 (+10) int 14 (+8) Cha 16 (+9)
He sends the ore mercenaries around the corridor Equipment hide armor. stone quarterstaff
ore mercenaries first. Once a battle begins here, the QQ Greataxe (standard; at-will) + Weapon
+17 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
battlechief orders a couple of the grunts to enter the
)1' Handaxe (standard; at-will) ♦ Weapon
corridor through the north door to draw the intrud- Ranged 5/10; i 17 vs. AC; 1'18 i - 5 damage; see also killer's eye.
ers up into the wider section of the hallway.Then he Warrior's Surge (standard, usable only while bloodied:
sends the shaman through the secret door to attack encounter) + Healing, Weapon
them from the rear. The battlechief remains in the The orc mercenary makes a melee basic attack and regains 30
Throne Room, hoping to catch the adventurers in the hit points.
trap should they defeat his defenders in the corridor. Killer's Eye
When making a ranged attack, the ore mercenary ignores cover
and concealment (but not total concealment) If the target is
Perception Check within 5 squares of it.
DC 25: You notice the telltale sign of a secret door on the Alignment Chaotic evil Languages Common, Giant
western side of the corridor. Skills Endurance +14, Intimidate +9
DC 27: You notice the telltale sign of a secret door on the Sir 19 ( +10) Dex 17 (+9) Wis 14 (+8)
eastern side of the corridor. Con 16 (+9) Int 11 (+6) Cha 11 (-1-6)
Equipment leather armor, greatase. 4 handases
Hill Giant Battlechief Level 14 Skirmisher (Leader)
Large natural humanoid (giant) XP 1,000
Initiative -03 Senses Perception -15
HP 144; Bloodied 72
AC 28; Fortitude 28, Reflex 26, Will 25
Speed 8
Q Battleaxe (standard: at-wIll) + Weapon
Reach 2: - -19 vs. AC; 2d10 8 damage.
4. Inspiring Attack (standard; recharge ♦ Healing, Weapon
Reach 2; I 21 vs. AC; 3d10 + 8 damage, and all allies within 10
squares heal 15 hit points.
Frenzied Advance (minor; at-will)
Close burst 10; allies within the burst shift 3 squares.
Battle Weave (immediate reaction; when an attack hits or misses
the hill giant; at-will)
The hill giant bat tlechiPt shifts up to 3 squares and gains
combat advantage against all enemies until the end of his
next turn.
Combat Advantage
The hill giant battlechief deals an extra 2d6 damage against any
target it has combat advantage against.
Alignment Chaotic evil Languages Common, Giant
Skills Athletics lig, Intimidate -1-14, Stealth +16
Str 22 (+13) Dex19 (+11) Wis 17 (t•10)
Con 24 (+14) Int 16 (+10) Cha 15 (+9)
Equipment hide armor, battleaxe
TACTICS
Assuming that the adventurers enter the Throne
Room, the giants try to direct the battle so as to draw
the characters toward one of the trapped sections of FEATURES OF THE AREA
the floor.
Illumination: Bright light in all of the chambers.
The hill giant grunts stay to the outside of t he
Dim light in the corridor.
room, trying to push enemies onto the trapped areas.
Magma Font: A font of bubbling magma fills the
The hill giant shaman stays near the battlechief
center of the Throne Room's southern wall. Any crea-
to defend his leader. He tries to attract the attention
ture that enters or starts its turn in the font takes 15
of one or more melee characters to get them to cross
fire damage.
onto the trapped section of the floor.
8. War Room: This chamber is locked (DC 18
The battlechief stands back and also attempts to
Thievery check to open). Crude maps and documents
draw the characters closer. He saves inspiring attack to
on a table here show that the giants are marching on
heal the shaman and the ore mercenaries.
three locations: earth giants march on Argent and the
The orc mercenaries could engage the adventurers
human farms and settlements in the area; frost giants
in the corridor, but ifthe characters enter the Throne
march on the coastal towns of Andor and Flotsam;
Room, the ores use the corridor to move around to
fire giants march on the Nentir Vale. There is also a
attack the adventurers from behind.
letter from the frost giant jarl that hints at a special
mission to a place called Frost Spire.
DEVELOPMENT 9. Battlechief's Chamber: The personal sleeping
If the adventurers are caught in the trap, they fall into chamber of the hill giant battlechief. A level 14 magic
the chamber beneath the hill. Now they must con- item is stored here.
tend with the creatures in Encounter E7 (on page 14. Hidden Treasure Chamber: if the adventur-
62) as well as any of the defenders remaining in this ers discover the secret door, they can unlock it with
encounter. the key that the battlechief carries or with a DC 27
Thievery check. The chamber contains 7,200 gp,
seven 1,000 gp gems, and a level 15 magic item.
Trap: The bat tlechieFor the shaman can activate
the trapped floor sections at any time by triggering
a switch on the throne (minor action). When acti-
vated, the floor collapses and drops anyone standing
within the marked area 50 feet (5d10 damage) to the
chamber below.
S
chamber from the northern passage. Alignment Chaotic evil Languages Giant, Primordial
Skills Athletics +19
If the adventurers do fall into the chamber, they
Str 23 (+14) Dex 8 (+7) Wis 12 (+9)
drop 50 feet and take 5d10 points of damage as Con 22 (+14) int 11 (+8) Cha 13 (+9)
the encounter begins. If any of the defenders in
Encounter E6 arc still alive, they shout and jeer at
2 Earth Giant Stalkers (G) Level 14 Lurker
the adventurers from above, and then make their way Large elemental humanoid (giant) XP 1,000 each
down the stairs to join this final battle. Initiative -1-13 Senses Perception +14
When the adventurers reach this area, place the HP 108; Bloodied 54
earth titan and the earth soldiers. The stalkers and AC 28; Fortitude 26, Reflex 24. Will 24
Breven Foss are hiding in the shadows at the start of step
Speed 6, see also earth
the encounter. Read: 0 Slam (standard; at-will)
Reach 2; +19 vs. AC; 2d6 + 4 damage.
[— Stone Merge (standard; at-will)
Pools of bubbling magma and a river of flowing lava cast
The earth giant stalker shifts 3 squares and merges into the
dim light into this subterranean chamber. Three great ground or a stone wall, disappearing from view. When the earth
creatures of earth and rock. including one that resembles a giant merges, it causes a thunderous shockwave. Close burst 1;
walking hillside, occupy this chamber. +17 vs. Fortitude; enemies only: the target is dared (save ends).
(-• Deadly Eruption (standard; at-will)
Perception Check Can only be used if the earth giant used stone merge in the
previous round, The earth giant stalker shifts 3 squares and
DC 20; The human who stole the piece of the divine
erupts From the ground or a stone wall, rejoining the battle.
engine from Argent's vault stands in the shadows near the Close burst 1; +17 vs, Reflex; 3d6 6 damage.
earth titan. Earth Step
DC 24: You notice two additional earth giants hiding in The earth giant ignores difficult terrain when It shifts.
the shadows. Alignment Chaotic evil Languages Giant, Primordial
Skills Stealth +14
Str 18 (+11) Dex 14 (+9) Wis 14 (±9)
BREVEN Foss Con 18 (+11) Int 9 (-F6) Cha 12 (+8)
The dement master has no intention of sticking
around for this battle. He has reported in to Earth
TACTICS
-
HP 150: Bloodied 75
Columns: Columns of solid rock extend to the
AC 31; Fortitude 30, Reflex 27, WIII 2h ceiling of the chamber some 40 feet overhead. The
I
Speed 6. see also earth step columns provide cover to any creatures adjacent to I-
Thunder Maul (standard; at-will) 4. Thunder, Weapon I them.
Reach 2: r 22 vs. AC; 2d10 + 4 thunder damage. Lava Flow: A river of lava flows from north to
+ Thunder Strike (standard; recharge ;:-:j Thunder, F
south in the eastern part of the chamber. Any crea-
Weapon
Close burst 1: -F20 vs. AC: 3d10 + 6 thunder damage, and the
ture that enters a square adjacent to the flow, or that
target is dazed (save ends).
starts its turn in such a square, takes 5 fire damage
Battle Focus (immediate reaction. when an enemy leaves an from the intense heat. Any creature that enters or
adjacent square; at-will) + Weapon starts its turn within the flow takes 25 fire damage.
ENC OU NTER
The earth giant soldier makes a melee basic attack against the Magma Pools: Two pools of bubbling magma by
enemy, even if the enemy is shifting. the north and south walls provide dim light to the
Threatening Reach I chamber. Any creature that enters or starts its turn in
The earth giant soldier can make opportunity attacks against
all enemies within its reach (2 squares).
a magma pool takes 15 fire damage.
Earth Step
Rubble: Sections of crumbled rock create difficult
The earth giant ignores difficult terrain when it shifts. terrain in a number of locations within the chamber.
Alignment Chaotic evil Languages Giant, Primordial A DC 25 Perception check reveals that there are
Skills intimidate +13 4.400 gp worth of small gems scattered among the
Str 20 (+12) Dex 16 (+10) Wls 14 (+9) broken rocks in the western section of rubble.
Con 22 ( int 12 MI Cha 12 (+8)
Ceiling Openings: The area above the dotted
lines on the map correspond to the trap doors in the
EARTHSI-IAKER floor of the Throne Room. These openings are carved
The earth titan Earthshaker rumbles when he speaks. into the ceiling. reaching 10 feet up through the rock
Confident and cruel, he commands the hill giants to the Throne Room 50 feet above.
and earth giants with solid direction and brute force.
He has agreed to team up with the other titans for the
express purpose of releasing Piranoth and claiming
the power that the primordial will provide.
The earth titan uses earth shock when he can catch
the majority of the adventurers in the burst. Other-
wise, he makes double attacks each round, focusing
on the strongest member of the enemy party.
Earthshaker is very condescending to "inferior
creatures" such as the adventurers. lie gloats about
the alliance of giants and the imminent return of Pira-
noth. Al long last," Earthshaker rumbles. "the giants
shall have their revenger
DEVELOPMENT
Any creatures that survived the battle in Encounter
E6 (see page 60) descend the stairs to join this final
battle in the hill giant steading. They begin arriving
from the northern passage at the beginning of Round
3. First the hill giant grunts arrive. Then in Round
4, any surviving arc mercenaries arrive. Finally, in
Round 5. the hill giant battlechief and the hill giant
shaman show up to bolster the earth titan's forces.
if the adventurers reduce the earth titan to 0
hit points. Earthshaker cries out in fury and then
explodes into hundreds of chunks of earth and stone.
All of the titans have prepared for such an event.
and Earthshaker's life force immediately flies to the
ENCOUNTER Ti: RIVER AMBUSH-1
Encounter Level 13 (4,200 XP) Torrian Guard (C) Level 13 Soldier
Lar:e natural humanoid XP 800
Initiative 411 Senses Perception +13
SETUP HP 132: Bloodied 66
2 torrians (T) AC 29; Fortitude 28, Reflex 76. Will 25
2 torrian hurlers (H) Speed 8
adventurers can approach these encounters after Reach 2; +20 vs. AC; 3d6 + 6 damage, and the target takes a -2
penalty to all defenses until the end of the torrian's next turn.
completing Part One of the adventure (Encounters
4. Sudden Strike (immediate reaction. when an enemy moves or
C1-C4, starting on page 28) and Encounter R1: shifts out of a square adjacent to the torrian; at-will)
Researching the Torrians, on page 40. The torrian makes an immediate claw attack against the
Once the adventurers learn that the torrians fol- triggering target.
lowed Physandos to the Sheltered Woods, far to the Primal Focus (standard; encounter)
west of the Plains of Chaos, Obanar can use his magic The torrian regains 10 hit points and gains a -7 bonus w all
to teleport them to that location. They must use the defenses until the end of its next turn.
Alignment Unaligned Languages Common
Argent Portal ritual to return to the city when they
Skills Athletics +15. Endurance 4-16, intimidate 1-12
complete this series of encounters. Rrowthar won't Str 18 (+10) Dex 16 (+9) Wis 14 (+8)
accompany them on this quest. He decides that he Con 20 (+11) Int 10 (+6) Cha 12 (+7)
must stay in Argent to help Obanar and watch over
the ancient guardian.
TORR IAN WATCHERS
ARRIVING NEAR THE RIVER The torrians watching this approach to the settlement
remain hidden until they can determine who the
Obanar sends the adventurers to a magic circle in
adventurers are and what they want. They have been
the Sheltered Woods. They appear in the northwest
under the influence of Physandos for so long that
corner of the map, inside an ancient magic circle
they are naturally suspicious and fearful of all strang-
that was much more active during the height of the
ers. If the adventurers perform any hostile actions, or
Nerath empire. Don't place any of the torrians until
if they become embroiled in the river trap, the torri-
the adventurers notice them or the torrians make
ans see this as a sign to defend themselves.
themselves known. When the adventurers arrive,
read:
2 Torrian Hurlers (H) Level 13 Artillery
Large natural humanoid XP 800 each
You appear in a clearing in a thick and ancient forest, Initiative +11 Senses Perception +13
standing in the midst of an inscribed circle that looks to HP 100; Bloodied 50
be as old as the tall trees around you. Somewhere nearby, AC 25; Fortitude 25. Reflex 27, Will 25
you can hear the sound of rushing water, and you notice a Speed 8
swift-moving river to the east. Beyond the river, rising from 0 Claw (standard; at-will)
behind a thick curtain of trees, you see the smoke•of cooking Reach 2; +20 vs. AC; 1d8 • 6 damage.
Torrian Sling (standard; at-will) + Weapon
fires wafting into the sky and hear the sounds of a settle-
Ranged 10/20: +20 vs. AC; 1d8 • 8 damage.
ment engaging in the business of the day. Double Shot (standard; recharge 1i ) + Weapon
Ranged 10/20; targets one or two creatures; +20 vs. AC; 2d8 +
Perception Check 8 damage.
DC 18: The river appears to be running fast and deep. It Primal Focus (standard; encounter)
flows from north to south. The torrian regains 10 hit points and gains a +2 bonus to all
DC 25: You spot a large shape hiding in the shadows defenses until the end of its next turn.
Alignment Unaligned Languages Common
behind a nearby boulder.
Skills Nature +13. Stealth +16
Str 15 (+8) Dex 20(01) Wis 15 (+8)
Con 16 (+9) Int 18 (+10) Cha 16 (+9)
■
-41111
• e:
2 Torria ns (T) Level 12 Lurker The hurlers start out with double shot, making ranged
Large natural humanoid XP 700 each attacks from the far side of the river. The guard waits .t
Initiative +14 Senses Perception +13
for any intruders to get past the trap, and then he
HP 94; Bloodied 47
engages them with rending claw.
AC 26; Fortitude 24, Reflex 25, Will 23
Speed 8
(1) Claw (standard; at-will)
DEVELOPMENT
Reach 2: E 17 vs. AC: 1d8 E 5 damage. If the characters attempt to peacefully talk their way
Strike from Hiding (standard; the torrian must he Invisible: past the watchers, they discover that something isn't
rechargenilg ill , ) quite right with these torrians. Head:
Reach 2; +15 vs. Reflex; 2d8 + 3 damage, and the target is
"The whispers," one of the torrians says. "I hear them,
MI NTERI
dazed (save ends).
Stealthy Step (move; at-will)
brother," another responds. "Physandos says they must not
The torrian shifts 4 squares and becomes invisible until the end be allowed to cross the river." says a third. "For Physandos,
of its next turn. for Physandos, for Physandos," they all begin to chant as
Primal Focus (standard; encounter) they move toward you.
The torrian regains 10 hit points and gains a +2 bonus to all
defenses until the end of its next turn. FEATURES OF THE AREA
Combat Advantage :44
The torrian deals an extra 1d8 damage against any target it has
Illumination: Bright light during the day, dark-
combat advantage against. ness at night.
Alignment Unaligned Languages Common Deep Water: Any creature that enters or starts
Skills Stealth +15 its turn in the river's deep water is pushed 3 squares
Sir 17 (+9) Dex 18 (+10) Wis 15 (I-8) down the river (south) and is dazed (save ends). Crea-
Con 16 (+9) int 10 H-6) Cha 120-7) tures in the deep water must make a DC 18 Athletics
check to swim at half their movement speed.
River Trap Level 13 Obstacle River: The river consists of shallow water (2 feet
tap XP 800 deep) and fast-moving deep water (10 feet deep). A
Suddenly a strip of ground just beyond thefar edge of the river character can attempt to leap across the river with
explodes into a curtain of dazzling energy, and you are pushed a running jump and a DC 30 Athletics check. Oth-
back into the deep. cold water of the rushing river. erwise, the character must swim across (see - Deep
Trap: When a character steps Into or otherwise attempts to Water," above).
cross a trapped square, a wall of dazzling force shoots up Trap: The two strips of trapped squares activate
and pushes the character into the fast-moving water.
the river trap. See the stat block Ibr more information.
Perception
+ DC 2 5: You notice that the grass in a narrow strip of
ground on the other side of the river appears to be lower,
less overgrown than the grass around it.
Additional Skill: Arcana
+DC 23: You sense arcane energy stored within a narrow
strip of ground on the other side of the river.
Trigger
When a creature enters or crosses through a trapped
square, the wall of dazzling force springs up to a height of
15 feet and attacks.
Attack
Standard Action Melee 1
Target: All creatures in a trapped square
Attack: +20 vs. Reflex
Hit: ldl 0 + 6 damage, and the target is pushed 4 squares.
Countermeasures
+A character can attempt to cross the river at a spot not
covered by the trap.
+A character can attempt to disable the arcane trap from an
adjacent square. This requires either a DC 23 Arcana check
or a DC 18 Thievery check. A success disables one trapped
square for one hour. A failure causes the trap to trigger, and
it attacks the character that failed the disable attempt.
TACTICS
As soon as the adventurers perform a hostile action
or set of the river trap, the torrians move to defend
themselves. The torrians slip out of the shadows to MI kid I,. 1 [1 ,1'
ROUND 4: MEETING PHYSANDOS "The torrians are mine! I will destroy them before I let you .
Gruthow suddenly grows tense, as though every muscle release them from my will! Hear me well and understand,
in his body has turned to steel. An uncharacteristic smile arrogant gnats. I am Physandos, and I am power beyond —
spreads across his lionidface, and he says in a higher, more your feeble understanding!"
shrill voice, "Champions, huh? They'll let anyone wear
those dusty old cloaks these days, won't they? Tell me, is Old Each of the remaining rounds in the challenge, the f l
Obanar, that weakling wizard, still alive?" charteswokg psePhyando'wil
Diplomacy (DC 18. standard action): The characters and force the demon to abandon the torrians. This
try to keep Gruthow talking as they attempt to figure requires each character to use Diplomacy. Heal, or
out what is actually going on here. Religion each round.
2
lithe group succeeds this round, Physandos intro- Diplomacy (DC 23, standard action): The characters 1.L,
duces itself to the adventurers, speaking through reach out to the torrians and try to convince them to 0
Grut how. "1 am Physandos, and these are my happy fol- resist Physandos's will. ry
lowers. Perhaps you'd care to join us? 1 could have a lot of Heal (DC 18. standard action): The characters use /-
fun with the likes of you." the positive energy of the healing arts to confound
If the group fails this round. Physandos feels and hurt Physandos. H
insulted and grows angry. 1 am Physandos! You dare Religion (DC 18, standard action): The characters use
enter my domain? You dare speak to my property? The religious ceremony and faith to drive ofithe demon. 0
audacity!" Physandos sends a wave of dark energy into lithe group succeeds in one of these rounds. Phys- L„)
the adventurers. Each character must succeed on a andos experiences pain and anguish as the demon is Z u
DC 18 Endurance check or lose I healing surge. slowly expelled from the torrians. "You hurt me! Why
would you want to hurt me like that? How dare you hurt
ROUND 5: WHAT IS PHYSANDOS? me like that! I am Physandos!"
The voice that has identified itself as Physandos jumps If the group fails in one of these rounds. Physandos
from torrian to torrian as it talks to you. First it emerges insults the characters and hurls dark energy at them. "I
from Gruthow, then from a torrian female to your right, ant Physandos! Your weakness is evident! You are nor worthy
then from a torrian child three rows back. "You have come to even bow in my presence. let alone try to challenge me. I
to my home, threatened to take my property, and you would not even accept you as a blood sacriftce, you pathetic
expect me to welcome you? No. no, that is not the way I dredges!" Physandos sends a wave of dark energy into
work, you arrogant gnats? Lay down your weapons, listen the adventurers. Each character must succeed on a DC
to my whispers, and perhaps you will see that the life I offer 18 Endurance check or lose 1 healing surge.
is not so terrible." Success: If the characters earn 8 successes, they
Each character can choose to use either Arcana or reveal Physandos for what it truly is. Read:
Insight this round. A dark cloud of malevolence rises out of the collected tor-
Arcana (DC 18, standard action): The characters use rians and roils above them. "You hurt me!" cries the voice
their knowledge of Arcana to identify what kind of of Physandos from the dark cloud. "1 shall never forget this
creature Physandos might be. A success, in addition injury, this insult! I shallfind you one day. and I shall make
to counting toward the completion of the challenge, you pay!" With that, the cloud drifts north, into the hills
identifies Physandos as a demon of some kind. deeper within the forest.
insight (DC 18, standard action): The characters use
intuition to get a better sense of Physandos. A success. The torrians come out of their trance as Physandos
in addition to counting toward the completion of the flees to Urthix's cave to heal itself and plan revenge.
challenge, recognizes that Physandos is manipulative, Failure: If the characters get 3 failures. Physandos
possessive, evil. and possibly insane. grows in power and confidence. Read:
lithe group fails this round, Physandos sends out
a wave °Nark energy to punish them for attempting A dark cloud of malevolence rises out of the collected tor-
to learn its secrets. Each character must succeed on a rians and roils above them. "You are pitiful creatures."
DC 18 Endurance check or lose 1 healing surge. Physandos says from the depths of the cloud. "Let us finish
The characters must repeat this round if they fail, this/ I await you in Urthix's cave!" With that, the cloud
trying to determine what Physandos is until they suc- drifts north, toward the distant hills.
ceed or gain 3 failures to end the challenge. The torrians come out of their trance, but they
remain truly terrified. "The demon has gone to
ROUNDS 6-10: FIGHTING PHYSANDOS the cave," Gruthow says. "Physandos goes to wake
Physandos, some kind of manipulative and maybe even Urthix1"
possessing demon, has insinuated itself into these torri-
Succeed or fail, the adventurers must proceed to
ans. They are possessions to the demon, playthings that it
Encounter T3: Urthix's Cave on page 68.
amuses itself with. And it won't relinquish control easily.
ENCOUNTER T3: URTH1X'S CAVE
Encounter Level 17 (8,000 XP) Adult Adamantine Dragon (A) Level 14 Solo Soldier
Lam e natural ma :ical beast (dra :on) XP 5,000
Initiative +14 Senses Perception +16; darkvision
SETUP HP 564; Bloodied 282; see also bloodied breath
Urthix, adult adamantine dragon (A) AC 30; Fortitude 28. Reflex 27. Will 26
Resist 20 thunder
Physandos, demon manipulator (D)
Saving Throws +5
8 demonic manifestations (M) Speed 8, fly 10 (hover), overland flight 15
Action Points 2
The final battle against Physandos to free the torrians 10 Bite (standard; at-will)
takes place in and around a cave to the north of the Reach 2; +19 vs. Reflex; 2d6 + 6 damage. and ongoing 5
settlement. How this encounter begins depends on damage (save ends).
whether or not the adventurers succeeded or failed at (El Claw (standard; at-will)
Reach 2: +19 vs. Reflex: 1d10 + 6 damage.
the skill challenge in Encounter T2 (see page 66).
Draconic Fury (standard; at-will)
The adult adamantine dragon makes three claw attacks and
SKILL CHALLENGE SUCCESS then makes a bite attack against a different target.
If the adventurers successfully completed the skill 4 Wing Buffet (immediate reaction, when an enemy enters or
challenge, Physandos is hurt and driven out of the leaves an adjacent square; at-will)
Reach 2;+19 vs. Fortitude: 1d8 + 6 damage. and the target is
torrians. It flees to this cave to heal and plan its
knocked prone.
revenge. In this case, use the statistics for Physandos <— Breath Weapon (standard; recharge Ix] t t ♦ Thunder
as they are presented here. Note that the demon Close blast 5; +17 vs. Fortitude; 2d10 + 6 thunder damage,
starts this encounter bloodied (224 hp) due to the and the target is knocked prone. Miss: Half damage. Effect: At
characters' victory in the skill challenge. the start of the adult adamantine dragon's next turn, it gives
a thunderous roar: close burst 3; no attack roll; 15 thunder
damage.
SKILL CHALLENGE FAILURE +Bloodied Breath (free, when first bloodied: encounter)
If the adventurers failed the skill challenge, Phys- Breath weapon recharges, and the adult adamantine dragon
andos gains power and confidence for the coming uses it.
battle. The demon purposefully withdraws from < Frightful Presence (standard; encounter)* Fear
the torrians to return to its physical form, which is Close burst 5; targets enemies; +17 vs. Will; the target is
stunned until the end of the adult adamantine dragon's next
guarded by the enthralled adamantine dragon. With
turn. Aftereffect: The target takes a -2 penalty to attack rolls
the help of the dragon and its newfound confidence.
(save ends),
it plans to totally destroy the adventurers. Alignment Unaligned Languages Common. Draconic
The demon gains a +2 bonus to all defenses, a +2 Skills Insight 115. Intimidate +13
bonus to attack and damage rolls, and an extra action Str 23 (+13) Dex 21 (+12) Wis 18 (+11)
point to use in the battle. Its demonic manifestations Con 21 (+12) Int 11 (+7) Cha 12 (+8)
gain a +2 bonus to all defenses, and a +2 bonus to
attack rolls and damage. 8 Demonic Manifestations (M) Level 11 Minion
Medium elemental humanoid (demi -till XP 0
As the adventurers approach the cave, read: Initiative +12 Senses Perception +6; darkvision
HP 1: a missed attack never damages a minion.
A dark maw in the hillside ahead reeks of despair and
AC 25; Fortitude 23, Reflex 23, Will 21
desolation. The place just feels ... wrong ... and it isn't just Speed 4, fly 8
because of the foul smell emerging from the darkness. 0 Claws (standard; at-will)
+16 vs. AC; 9 damage.
At the start of this encounter, whether the adventur-
.4 Sudden Strike (standard; encounter)
ers succeeded or failed the skill challenge, Physandos The manifestation flies tip to 8 squares. avoiding opportunity
and its allies hide within the utter darkness of the attacks along the way. It attacks once at any time during its
cave. They don't emerge from the cave, instead prefer- movement; +15 vs. Reflex; 9 damage.
ring to wait For the adventurers to come to them. Demonic Persuasion (standard; encounter)
Inside the cave. Physandos has returned to its Close burst 3; targets enemies; +14 vs. Will; the target is pulled
2 squares toward the manifestation. Then the manifestation
physical form and hides among the bones that the
explodes, dealing 9 damage to every enemy that is adjacent to
adamantine dragon uses as a nest. The demon has
it. This destroys the manifestation.
positioned its demonic manifestations on the dark Alignment Chaotic evil Languages —
ceiling so that they can attack from hiding. Str 16 (+8) Dex 17 (+8) Wis 13 (+6)
Con 14 (+7) Int 2 (+1) Cha 12 (+6)
Demon Manipulator (D) Level 11 Solo Controller
Medium elemental humanoid demon) XP 3,000
DEVELOPMENT ' •••• • ••••
Initiative i 9 Senses Perception •15; darkvIsion lithe characters defeat Physandos, Urthix is freed
HP 448; Bloodied 224 from the demon's control and influence. It imme-
AC 25: Fortitude 23, Reflex 24. Will 26 diately stops fighting and asks to parley with the
Resist 15 fire, 15 radiant
adventurers. Lithe adventurers agree, the dragon
Saving Throws +S
thanks them for freeing it and offers them the con-
Speed 6
Action Points 2
tents of its meager treasure horde (see below). If they
0 Claws (standard; at-will) refuse, the dragon fights to the death.
.16 vs. AC; 2d6 5 damage. After the battle, the torrians also thank the adven-
EN CO , INTERT
). Ray of Manipulation (standard: at - wIII) turers and agree to return to Argent. Gruthow and
Ranged 20: t15 vs, Will; 1d8 I- 5 damage, and the target is two other influential torrians follow the adventurers
dominated (save ends), through their Argent Portal ritual, while the rest of
R' Deceptive Attack (standard:
the clan sets out to make the trip in a more con-
The demon manipulator makes either two claw attacks or two
my of manipulation attacks.
ventional manner. They load up carts and wagons,
-I; Whispers of Manipulation (standard: at-will) striking out on foot for the journey back to Argent.
Area burst 1 within 10: -!-13 vs. Will: 2d6 + 5 damage, and the
target slides 3 squares and is dazed (save ends).
FEATURES OF THE AREA
Demonic Suggestion (standard; at-will)
Close blast 5; targets enemies: +13 vs. Will: 1d8 + 5 damage, Illumination: Bright light outside the cave, dark-
and the target is pushed 2 squares and immobilized (save ends). ness inside the cave.
Demonic Manifestation (minor, 1/round, when bloodied only: Bones: The piles of bones are difficult terrain.
rechargel1ii) Stone Column: A column of stone extends from
The demon manipulator spawns a demonic manifestation in an
the floor of the cave to the ceiling some 30 feet over-
adjacent square.
head. It provides cover to any creature adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Arcana +13, Bluff +16, Insight r 15. Streetwise +16
Treasure: Gems and gold scattered among the
Str 15 (+7) Dex 18 (+9) Wis 21 (+10) larger bone pile total 9.300 gp. If the characters
Con 16 (+8) Int 16 (+81 Cha 23 (+11) search the hone pile and make a DC 25 Perception
check. they also discover two potions of vitality_
When the characters enter the cave and can see, read:
The stench grows worse the closer you get to the cave's
entrance. It's a mix of sweat and fear and rotting meat. A
pile of bones, mostly picked dean, carpets the cave floor just
inside the entrance. The bones appear to come from ani-
mals and humanoids alike. in the darkness beyond. the cave
seems to stretch forever into the depths beneath the hill.
Perception Check
DC 20: You have the sense that you are being watched,
and you see something large move atop the pile of bones
beyond the column of stone ahead ofyou.
DC 25: Something moves in the darkness overhead.
TACTICS
The adamantine dragon. Urthix, fell under Physan-
dos's control almost two hundred years ago_ It leaps out
of the shadows, uses frightful presence. then spends an
action point to unleash its breath weapon on as many
enemy targets as possible. It cannot break the demon's
hold on its own, so it fights to the death. If t he demon
dies first, it is freed and immediately stops attacking.
The demon manipulator hangs back, using ranged
attacks to pepper the party. Once it becomes blood-
ied, it adds new demonic manifestations to the battle
as often as possible. Whether overconfident or hurt 1‘ • - •
items that Obanar has promised them. Warforged Resolve (minor-, encounter) + Healing
The warforged flamtpriest gains 9 temporary hit points and can
Note that Acererak cannot he convinced to give up make a saving throw against an ongoing damage effect. If it uses
his sky metal. He covets rare things, such as this spe- this power while bloodied, it also regains 9 hit points.
cial material, and he has no desire to negotiate with Alignment Unaligned Languages Common
thieves from some distant Future. Skills Heal +16, Religion +14
The warforged mercenaries in Acererak's employ 5tr 15 (+8) Dex 12 (+7) WIs 20 (+11)
hide among the statues in this grand hall. Unless Con 17 (+9) Int 17 (+9) Cita 14 (+8)
Equipment chainmail, warhammer, holy symbol
the adventurers notice them. the warforged remain
hidden until one of t Ile lightning traps are triggered.
2 Warforged Destroyers (0) Level 14 Artillery
Medium natural humanoid (living construct) XP 1,000 each
TACTICS
Initiative +11 Senses Perception +9 The warforged mercenaries engage the intruders
HP 105; Bloodied 52 when they are spotted or when a character enters
AC 26; Fortitude 26, Reflex 27, Will 25 a secret room or sets offa lightning trap. They have
Saving Throws +2 against ongoing damage
no interest in rushing off to warn anyone; they know
Speed 6
that Acererak sees everything that occurs within
C) Quarterstaff (standard; at-will) + Weapon
-q1 vs. AC: 1d8 4- 8 damage.
the manor. The knights move in to engage targets up
4 Rumble Staff (standard; encounter) + Force, implement close, as do the flamepriests. The destroyers hang
+19 vs. Fortitude; 2118 + 6 force damage. and the target is back to make ranged attacks as Iong as that opportu-
pushed 2 squares and knocked prone. nity is available. They fight to the death.
EN COUN TER
Collision Bolt (standard; encounter) + Force, Implement
Ranged 10: +19 vs. Fortitude: 1d8 + 6 force damage. and the DEVELOPMENT
warforged destroyer makes a secondary attack against one or
two targets within 3 squares of the primary target. Secondary
When the adventurers move into the area between the
Attack: +19 vs. Fortitude; 1d8 + 6 force damage, and the secret doors, the gem glows brightly and the character
destroyer slides the target 3 squares toward the primary target. carrying it feels it lug to either side of the corridor.
Effect: After all attacks are resolved, any target hit by an attack
Is knocked prone if it is adjacent to another target. FEATURES OF THE AREA
›'Thunder Orb (standard: + Implement, Thunder
Illumination: Bright light.
Ranged 10; +19 vs. Reflex; 2d8 + 6 thunder damage, and the
warforger destroyer pushes the target 2 squares.
Lightning Traps: Three lightning traps defend
Destruction Sphere (standard; encounter) + Implement, this area; one in each secret room and one in Front of
Thunder the eastern door.
Area burst 3 within 10; +18 vs. Reflex; 3d8 + 6 thunder Magic Circle: Inscribed in the floor, this is where
damage, and the target is knocked prone. Miss: Half damage. the adventurers appear when they arrive.
Warforged Resolve (minor: encounter) + Healing Secret Rooms: A DC 23 Perception check is
The warforged destroyer gains 9 temporary hit points and can
needed to spot a secret door, and a DC 18 Thievery
make a saving throw against an ongoing damage effect. If it uses
this power while bloodied, it also regains 9 hit points.
check opens one. One piece ofsky metal sits on a ped-
Alignment Unaligned Languages Common estal in each room.
Skills Arcana +15. Nature +14. Stealth +16 Statues: The alcoves contain statues of warforged
Str 17 (+10) Dex 18 (+11) Wis 15 (+9) heroes. The alcoves where the actual warforged hide
Con 1S l-9) Int 16 (1-10) Cha 12 (+8) are otherwise empty.
Equipment robes, quarterstaff
DEVELOPMENT
The gem glows brightly if it is carried near the
southern door, and it gently tugs the character who
possesses it toward the southwestern portion of this
level of the tower.
silver-white haze stretches all around it. The giant-sized Equipment plate armor. spear. shield
teleport foes into the Astral Sea. away from the stairs.
Golden Stairs: The giant-sized stairs are difficult
3 Astral Giant Warpsword (W) Level 16 Skirmisher
terrain for creatures smaller than Largi. size.
Large immortal humanoid ).;i,ini) XP 1A00 each
Initiative —15 Senses Perception +13
HP 158: Bloodied 79
AC 30; Fortitude 28. Reflex 26, Will 26
Resist 10 radiant
Speed 8; see also 'Istria/ leap
❑ Warpsword (standard; at-will) + Radiant, Weapon
Reach 2; +21 vs. AC; 7.4110 7 damage, plus ongoing 5 radiant
damage (save ends).
4 Dimensional Blow (standard; recharge :: ♦ Radiant,
Teleportation, Weapon
Reach 2; +27 vs. AC; 2d10 +10 radiant damage, the target is
teleported 5 squares. and the target is dazed until the end of its
next turn.
Astral Retreat (immediate reaction when damaged by an attack;
at-will) + Teleportation
The astral giant teleports 2 squares.
Astral Resonance
As long as the astral giant has an unbloodied astral giant ally
within 10 squares. it receives a +2 bonus to attack rolls.
Astral Leap (move; encounter, only within the Astral Sea;
recharges when first bloodied)
The astral giant can fly up to 30 squares.
Alignment Unaligned Languages Giant, Supernal
Skills Athletics +21. Religion +16
Str 24 (+15) Dex 20 (+13) Wls 20 (+13)
Con 22 (4 14) Int 160-11} Cha 17 (+11)
Equipment chain armor, greatsword
ENCOUNTER D3: THE GRAND ENTRANCE
Encounter Level 1 ( 7 .0 00 XP) TALKING YOUR WAY IN
If the adventurers quickly announce their peace-
SETUP
ful intent, they can forestall the combat and try to
3 astral giants At talk their way into the temple. Doing so is a skill
I astral giant star-strider (5)
challenge.
2 ethereal marauders (E) Level: 15
When the adventurers finally reach the top of the Complexity: 1 (requires 4 successes before 3
stairs, they see a grand landing and a massive set of failures)
double doors. The astral giants are easy to spot, but Skills Used In This Challenge: Bluff, Diplomacy,
the ethereal marauders begin the encounter inside the Insight, Intimidate
statues: don't place them until they phase out of the Bluff (DC 25, standard action): Any ruse that sug-
statues into the spaces marked on the map. Read: gests that the adventurers are actually supposed to
be visiting falls into this category. The temple doesn't
The golden steps climb higher and higher through the silvery get many visitors, and astral giants are cautious by
haze until a landing emerges above you. Matching statues nature.
of crouching chimerasflank two gigantic doors of burnished This skill can be used to gain 4 successes, but once
copper. Gems stud the statues and the doors at irregular you use this skill, you can't use Diplomacy.
intervals: opals upon the chimeras and rubies upon the doors. Diplomacy (DC 23, standard action): if the adven-
Carved into the stone mantel above the doors is a word turers explain the situation they're facing and try to
in Supernal: Enigma. Standing in front of the doors are negotiate or plead for help, it's a Diplomacy check.
four more of the strange, silvery giants. This skill can be used to gain 4 successes, but once
you use this skill, you can't use Bluff-
FEATURES OF THE AREA Insight (DC 18, standard action): This covers
Illumination: Bright light. attempts to discern why the astral giants are so suspi-
Astral Sea: Creatures hurled into the Astral Sea cious, what techniques will likely mollify them, etc.
must make DC 20 At hletics checks to "swim" at Anyone who gets a DC 25 on the check realizes that
half speed hack to the stairs. Failing the check by 5 these astral giants are particularly nervous, especially
or more means that the creature floats 1d6 squares whenever the adventurers talk about primordials,
away from the stairs. other giants, or the divine engine.
Doors: The giant-sized doors are closed but not Using this skill doesn't count as a success or failure
locked. They are heavy, requiring a DC 23 Strength for the challenge, but instead provides a +2 bonus to the
check to open (even the giants strain a little to open next character's Bluff. Diplomacy, or Intimidate check.
these doors). The rubies
encrusted into the doors are
low grade: it takes 60 min-
utes to collect them, and
they arc worth 1,200 gp.
Golden Stairs: The
giant-sized stairs are dif-
ficult terrain for creatures
smaller than Large size.
Statues: The statues on
the stairs are made of solid
stone. The statues on the
landing are hollow, and
the ethereal marauders
like to lurk within these
statues and watch what
happens outside. The opals
encrusted into the chimera
statues are low grade: it
takes 30 minutes to remove
them and they are worth
800 gp.
'
Intimidate (DC 25, standard action): Even if they Astral Giant Star - strider (S) Level 17 Lurker
should be impressed by the dangerous visitors, the Large immortal humanoid (giant) XP 1.600
astral giants tend to think of anything smaller than Initiative 18 Senses Perception +19
HP 128; Bloodied 64
they are as something weaker as well.
AC 31; Fortitude 29. Reflex 29, Will 30
Success: The astral giants agree to escort the adven- Resist 10 radiant
turers to the skywatcher's dome without a battle Speed 8; see also astral leap
taking place, where they meet Zanashu. The fight in 0 Longsword (standard; at-will) + Radiant, Weapon
skywatcher's dome still happens, but the astral giants Reach 2; +22 vs. AC; 2d8 f 7 radiant damage.
from this encounter won't interfere with its outcome. ® Crossbow (standard; at-will) + Radiant, Weapon
If the adventurers also noticed the reactions of the Ranged 15130; +22 vs. AC; 2d8 + 7 radiant damage.
Astral Shadows (standard: rechargeljg) + Radiant
giants to the adventurers' situation, one of the giants
Close burst 5; +20 vs. Will; enemies only; 1d8 + 7 radiant
reveals the following during the walk to the dome: damage. and the astral giant becomes invisible until the end of
"You are not the first to come to us with these tales of its next turn.
Piranoth and Piranoth's Bane," one of the giants says. Star-stride (standard; encounter) + Radiant, Teleportation
"Since the arrival of the drow, our leader has been acting Close burst 3; +20 vs. Reflex; 3d8 7 radiant damage. and the
very strangely. Perhaps your arrival will settle Zanashu astral giant teleports 3 squares and gains combat advantage
and restore the harmony of the temple." against all enemies until the end of Its next turn.
Combat Advantage
Failure: The astral giants find the adventurers to be
The astral giant deals an extra 2d6 damage against any target it
insulting and boring. They deliver an ultimatum, and has combat advantage against.
then the battle begins: Astral Resonance
"Leave now," one of the giants rumbles, or we'll throw As long as the astral giant has an unbloodied astral giant ally
your battered bodies into the Astral Sea." within 10 squares, it receives a +2 bonus to attack rolls.
Astral Leap (move; encounter; only within the Astral Sea;
TACTICS recharges when first bloodied)
The astral giant can fly up to 10 squares.
The astral giants don't stray far from the doors, using Alignment Unaligned Languages Giant, Supernal
their reach to best advantage. The star-strider makes Str 21 (+14) Dex 20 (+14) Wis 22 (+15)
an astral leap into the midst of the adventurers, uses Con 20 (+14) int 18 (+13) Cha 19 (+13)
star-stride, and then teleports away. It uses its cross- Equipment longsword. crossbow
bow then to make ranged attacks.
The ethereal marauders emerge from the statues 2 Ethereal Marauders (E) Level 15 Lurker
when the battle starts, using planephase form to phase Medium aberrant magical beast XP 1.200 each
into the open. Whenever they are insubstantial. they Initiative +17 Senses Perception -1-14; low-light vision
HP 115: Bloodied 57
use reality warp against targets. They save ethereal
AC 29: Fortitude 27, Reflex 28, Will 25
jaunt to employ when it will do the most damage.
Vulnerable psychic; an ethereal marauder that takes psychic
damage immediately ends planephase form.
3 Astral Giants (A) Level 16 Soldier Speed 7: teleport 3: phasing ; see also ethereal jaunt
Large immortal humanoid (giant) XP 1.400 each 0 Bite (standard; at-will)
Initiative +14 Senses Perception +19 +20 vs. AC; 2d8 +6 damage.
HP 160; Bloodied 80 Reality Warp (standard; usable only while Insubstantial: at-will)
AC 32; Fortitude 31, Reflex 27, Will 28 ♦ Teleportation
Resist 10 radiant +18 vs. Reflex; 3d6 + 6 damage, and the ethereal marauder
Speed 8; see also astral leap teleports the target 3 squares. The marauder then teleports 3
Spear (standard: + Radiant, Weapon squares into a space adjacent to the target.
Reach 2; +23 vs. AC; 2d8 + 7 radiant damage. The target is Planar Evasion (Immediate reaction, when the ethereal marauder
marked until the end of the astral giant's next turn. is hit by a melee attack; recharge1::;[k:Illfl ) Teleportation
Astral Resonance The marauder teleports 3 squares.
As long as the astral giant has an unbloodied astral giant ally <- Ethereal Jaunt (standard; encounter) + Teleportation
within 10 squares. it receives a +2 bonus to attack rolls. Close burst 3; +17 vs. Reflex; 3d10 + 6 damage, the target
Astral Leap (move; encounter; only within the Astral Sea; is dazed (save ends), and the ethereal marauder teleports 3
recharges when first bloodied) squares and gains planephase farm until the end of it next turn.
The astral giant can fly up to 10 squares. Planephase Form (standard; at-will)
Alignment Unaligned Languages Giant, Supernal The ethereal marauder partially phases into another plane,
Skills Athletics +21, Religion +16 gaining insubstantial and phasing until the end of its next
Str 26 (+16) Des 18 (+12) Ws 22 (+14) turn or until it hits or misses with an attack. Sustain Minor:
Con 24 (+15) Int 16 (+11) Cha 18 (+12) The effect persists.
Equipment plate armor, spear. shield Alignment Unaligned Languages Deep Speech
Skills Stealth +18
Str 20 (+12) Dex 22 (+13) Wis 14 (+9)
Con 19 (+11) Int 16 (+10) Cha 16 (+10)
ENCOUNTER D4: THE SKYWATCHER'S DOME
Encounter Level 17 (8,800 XP) DROW CONNECTION
Lolth. the Demon Queen of Spiders, has agreed to
SETUP provide the titan lords with the one thing they need
Zanashu, astral giant lightpriest (L) to free Piranoth: a god to help them unlock Piranoth's
Esixtara, drider battlelord (B) prison. To this end, Lolth has sent a squad of trusted
2 astral giants (A) drow to coerce the leader of the astral giant commu-
4 drow venomblades (V) nity at the Temple of Inchoate Mysteries to provide
them with whatever the giants know about Piranoth's
The adventurers discover that the leader of this band Bane. The drow have given Zanashu the gift of a holy
of astral giants has been corrupted by a gang of visit- symbol that has been cursed to make him perform as
ing drow. The drow have come as allies of the titan Esixtara commands, they have uncovered the loca-
lords, seeking the same thing as the adventurers— tions of the relic, and they have the name of an exarch
locations of the remaining pieces of the divine engine of Moradin who they can extract the ritual of mend-
and the ritual necessary to put the relic back together. ing from. (Zanashu has thus far been able to keep the
When the adventurers enter the temple, read: actual ritual from falling into the drider's hands.)
A massive dome full of stars graces the ceiling of this huge Religion Check
chamber. The stars race across the blackness of the dome, DC 25: The holy symbol of Erathis that the astral giant
moving much faster than they do in the night sky you are lightpriest wears isn't quite right. It has five gears and five
used to looking up at. Unadorned columns stretch from star points instead of the traditional six of each.
floor to ceiling, and shrines occupy niches along the walls,
Insight Check (after a successful Religion check)
their many candles filling the chamber with a warm glow.
DC 20: The lightpriest appears as though something were
Two astral giants stand on guard just beyond the open
influencing or controlling his actions in some way.
doors, while a third giant wearing the holy symbol of
Erathis stands beneath the dome, behind a great spider- TACTICS
like creature with the head and torso of a female elf and
a group of dark-skinned elves brandishing venom-coated Zanashu, under the dominating influence of Esixtara,
longswords. orders the astral giants to destroy the intruders. Every
"It seems you were correct, Esixtara," the priestly giant action he takes against the adventurers seems to cause
says, "the agents of Argent have come to steal the temple's the lightpriest some amount of discomfit and effort, as
secrets. Guards, destroy them!" he is fighting to break free of the drider's control.
The astral giants attack as commanded, even
though they feel something is wrong.
Drider Battlelord (B) Level 15 Brute
Large fey humanoid (spider) XP 1.200 Esixtara uses darkfire and web immediately, hoping
Initiative +12 Senses Perception +15; darkvision to hinder the adventurers and make them vulnerable
HP 182; Bloodied 91 to attack. She backs toward the shrine on the western
AC 27; Fortitude 28. Reflex 26. Will 24 wall, calling on Loki.' when she becomes bloodied.
Speed 8, climb 8 (spider climb)
Greatsword (standard; at-will) ♦ Weapon 2 Astral Giants (A) Level 16 Soldier
+20 vs. AC; 1d12 + 8 damage. Large immortal humanoid (giant) XP 1.400 each
Quick Bite (minor, at-will) 4. Poison Initiative +14 Senses Perception +19
Requires combat advantage; +17 vs. Fortitude; 1d4 + 1 damage, HP 160; Bloodied 80
and ongoing 10 poison damage (save ends). AC 32; Fortitude 31, Reflex 27, Will 28
Darkflre (minor; encounter) Resist 10 radiant
Ranged 10; +17 vs. Reflex; until the end of the drider's next Speed 8; see also astral leap
turn, the target grants combat advantage to all attackers, and ® Spear (standard: at-will) ♦ Radiant, Weapon
the target cannot benefit from invisibility or concealment. Reach 2; +23 vs. AC; 2d8 + 7 radiant damage. The target is
fr* Web (standard; recharge (A marked until the end of the astral giant's next turn.
Ranged 5; 116 vs. Reflex; the target is restrained (until escape). Astral Resonance
Escaping from the web requires a successful DC 25 Acrobatics As long as the astral giant has an unbloodied astral giant ally
check or DC 27 Athletics check. within 10 squares, it receives a +2 bonus to attack rolls.
Alignment Evil Languages Common. Giant, Elven Astral Leap(move; encounter, only within the Astral Sea;
Skills Dungeoneering +15. Stealth +17 recharges when first bloodied)
Str 24 (+14) Dex 21 (+12) Wls 16 (+10) The astral giant can fly up to 10 squares.
Con 22 (+13) Int 13 (+8) Cha 9 (+6) Alignment Unaligned Languages Giant, Supernal
Equipment leather armor, greatsword Skills Athletics +21, Religion t-16
Str 26 (+16) Dex 18 (+12) Wis 22 (414)
Con 24 (+151 int 16 (+111 Cha 18 121
Equipment plate armor. spear. shield
4 Drow Venomblades (V) Level 13 Skirmisher
hledium fey hum.inr,ui XP 800 each
DEVELOPMENT •
2
initiative +13 Senses Perception +12; darkvision lithe adventurers remove the cursed holy symbol 40
HP 124; Bloodied 62 from Zanashu, they free him of Esixtara's control. He
AC 27; Fortitude 23. Reflex 25, Will 22 immediately orders the giants to aid the adventurers
Speed 6 and destroy the drow.
0 Longs-word (standard; at-will) + Weapon
When Esixtara is bloodied, she goes to the shrine
+18 vs. AC; 1d8 + S damage, and ongoing S poison damage
(save ends).
she has rededicated to Louth and calls on the god to
0 Short Sword (standard; at-will) Weapon aid her. Lolth teleports her away from the temple
118 vs. AC; 1d6 + 5 damage, and ongoing 5 poison damage with the information she has gained.
(save ends). After freeing Zanashu from the influence of the
4. Blade Mastery (standard; recharge IX i i i + Weapon drider, the astral giant provides the adventurers with
The drow venomblade makes one longsword attack and one the ritual to repair the divine engine and use it to
short sword attack.
"mporanimov reestablish Piranoth's prison. He also gives them the
4.- Cloud of Darkness (minor; encounter)
Close burst 1; this power creates a cloud of darkness that
locations of the relic's five pieces: two are already
remains in place until the end of the drow venomblade's next
with the fire giants at Flamefall Tower. one remains
turn. The cloud blocks line of sight for all creatures except hidden at a place called Frost Spire, one is in the
the drow venomblade. Any creature entirely within the cloud possession of a djinn called Kaseem, and one is in
(except the draw venomblade) is blinded until it exits. the mayor's home in the city of Breelton. Stress that
Alignment Evil Languages Common. Elven the frost giants are closing in on the two at Flotsam
Skills Acrobatics +16, Dungeoneering +12, Intimidate +14,
and Frost Spire. Save Breelton for last (see page 127).
Stealth +18
Str 16 (+9) Dex 21 (+11) Wis 14 (+8)
Finally, he tells them that he was forced to reveal the
Con 12 (+7) Int 12 (+7) Cha 12 (+2)
location of Torugar, exarch of Moradin, to the drider.
Equipment scale armor, longsword, short sword
FEATURES OF THE AREA
Astral Giant Ughtpriest (L)Level 17 Controller (Leader) Illumination: Dim light.
Large immortal humanoid (giant) XP 1,600 Shrines: Each shrine displays an item significant
Initiative +13 Senses Perception +13 to the astral giants: a spear, a text, a stone from an
HP 164; Bloodied 82
ancient temple. The second shrine from the north on
AC 31; Fortitude 30, Reflex 28, Will 28
Resist 10 radiant
the west has been dedicated to Lolth by Esixtara.
Speed 8; see also astral leap
Quarterstaff (standard; at-will) Radiant, Weapon
Reach 2; '22 vs. AC; 2d6 7 radiant damage.
Lightwave (standard; at-will) + Radiant 1
Close blast 5; +21 vs. Reflex; 1d6 + 7 radiant damage, and the
target is pushed 3 squares.
Blinding Light (standard; recharge [;j1,Xlii i + Radiant
Ranged 10; +21 vs. Fortitude; 2d8 + 7 radiant damage, and the
target is blinded until the end of the astral giant's next turn.
<-• Life-Absorbing Burst (standard; recharge {a) ♦ Healing,
Radiant
Close burst 5; +19 vs. Fortitude; 1d8 + 7 radiant damage, and
the astral giant and all allies in the burst regain 20 hit points.
* Lighttrap (standard; encounter) Radiant
Area burst 1 within 20; +20 vs. Reflex; 3d6 + 7 radiant damage,
and the target is slowed (save ends). First failed save: Target
takes 5 radiant damage and is Immobilized (save ends). Second
failed save: Target takes 10 radiant damage and is restrained
(save ends).
Astral Resonance
As long as the astral giant has an unbloodied astral giant ally
within 10 squares, it receives a E 2 bonus to attack rolls.
Astral Leap (move; encounter; only within the Astral Sea;
recharges when first bloodied)
The astral giant can fly up to 10 squares.
Alignment Unaligned Languages Giant, Supernal
Str 22 (i 1S) Dex 18 (+13) VVis 20 (+13)
Con 20 (+14) Int 20 (+11) Cha 24 (+11)
Equipment quarterstaff, holy symbol
ENCOUNTER D5: COURT OF FALLEN LEAVES
Encounter Level 11 (3,000 XP) "Welcome, travelers, to the Court of Fallen Leaves," she
says, as she bows low, gesturing to the double doors that
During one return trip to Argent, Obanar asks the stand behind her.
adventurers to go on a diplomatic mission to rally the
Court of Fallen Leaves. This eladrin stronghold in The eladrin woman is Alarielle. She leads the
the Feywild conducts regular trade with the coastal adventurers to a long, wide entry chamber in the
towns of Andor and Flotsam, both currently being building. There, the courts' warriors and retainers
marched upon by an overwhelming force of frost have gathered while the noble members of the court
giants. Read: hold a private counsel within their chambers. Alari-
elle offers to answer any of the adventurers' questions
"The Court of Fallen Leaves regularly sends traders into while her masters complete their business.
the natural world to conduct business with Andor, Flotsam,
and other coastal settlements," Obanar says. "1 shall send
you to the eladrin stronghold as official representatives of BACKGROUND
Argent. I am sure they will be happy to help defend against The Court of Fallen Leaves was once a powerful alli-
the hordes of giants." ance of eladrin lords. Now, it is a mere shadow of
its former self. The teleportation circle once led to a
Quest XP: 1.400 (minor quest) for successfully powerful castle that protected the Feywild, but the
convincing the eladrins to provide troops and support place is now a near ruin. The Court of Fallen Leaves
to aid the coastal settlements in the natural world has dwindled in numbers, and the three lords that
from the frost giant onslaught. remain (Kaerwyn, Tarcntia, and Maervik) are content
to bicker and scheme against each other.
BEHIND THE SCENES
The adventurers have the opportunity to win an alli- SKILL CHALLENGE
ance with the Court of Fallen Leaves, a collection of
eladrin nobles that could provide a useful contingent The adventurers must impress the members of the
of warriors and spellcasters to help defend the settle- Court of Fallen Leaves. If they do well, they gain an
ments of the natural world. important edge in their fight against Taroxn. If they
The adventurers travel to the Feywild and gain an fail, the eladrin levy several curses against them to
audience with the court. There, three of its members hamper their efforts.
charge them with recovering a magic item, the chalice Level: 14
of autumn's regret, from the fomorian Taroxn. If the Skills In This Challenge: Acrobatics, Athletics,
adventurers retrieve the item, the court lends its mili- Bluff Diplomacy, Insight, Intimidate, History, Nature.
tary might to the support of the besieged settlements. The format for this skill challenge is different from
Unfortunately, the court is as capricious, conniv- other skill challenges. The successes and failures are
ing, and duplicitous as the worst of the fey. While not divided between two scenes, and in the second scene
evil, these eladrin are decidedly unaligned. In their further divided between the court's three members.
mind, the plea for help is merely an amusing diver- In the first scene, the adventurers talk with the
sion. They have a hard time truly grasping the gravity members of each lord's retinue and explore the
of the situation that the natural world is facing, or ruined castle. Their success and failure in this scene
realizing what it means for the Feywild should the plays a direct role in their meeting with the lords.
natural world fall. In the second scene, the adventurers must speak
with each of the three lords. The lords offer either a
INTO THE FEYWILD benefit or a drawback for the encounter with Taroxn.
When the adventurers depart for the Court of Fallen
Leaves, read: SCENE 1: THE RETINUES
You step through Obanar's teleportation circle and arrive
The eladrin lords' followers mull around a large,
in the courtyard of a crumbling castle. Three towers rise
marble hail. A moldering red carpet covers the floor,
around you, joined by walls to form a triangle of sorts.
while dust and cobwebs cover everything. Here and
Nested between the two towers is a two-story building of
there, weeds grow through cracks in the floor.
white marble. A pair of eladrin warriors clad in gleaming
Each noble has a number of retainers here. In
chainmail and bearing spears flank an eladrin woman
addition to talking to the retainers, the adventurers
dressed in a flowing gown. Three glittering orbs of light
can explore the area. Each adventurer makes one
circle her brow, and as you watch her dress slowly shifts in
skill check in this scene. A given skill can only be
color from emerald green, to light purple. to a brilliant red.
used once during this scene.
Successes and failures here only affect the next The adventurers can use any combination of skills
scene in the challenge. Do not end the challenge if to gain the successes, but they cannot use the same
the adventurers accumulate three failures, though in skill against a lord more than once. Each character 4 ‹
such a case the characters face a tougher challenge as can make one check to impress a lord.
the encounter plays on. Lord Maervik (Athletics, History Intimidate, DC 18., Z
Diplomacy or Insight (DC 18, standard action):A few standard actions): Characters with a Strength of 15 or LI;
honeyed words can win the trust of Lord Kaerwyn's
noble warriors. On a successful check, they tell the
higher gain a +2 bonus on checks against Maervik.
Ilan adventurer uses Athletics, Lord Maervik u.
4
adventurer that their lord is an honorable man who challenges that character to a wrestling match. The u.
respects fighting ability and chivalry. lordand the adventurer make three opposed Athlet-
lithe adventurers fail this check, they receive a -5 ics checks. If the PC wins two of the three checks,
penalty on all checks during their audience with Lord Maervik decides to support their efforts.
Kaerwyn. His retainers describe the adventurers as The lord offers the adventurers a small cask of 0
rude louts without an ounce of honor or respect. his finest brandy. He tells them to each drink a shot L)..
Acrobatics or Bluff (DC 23. standard action): Lady before the battle to come. If they do so, they gain a +2
Tarentia's troubadours are impressed with artful lies bonus on saves until the end of the encounter. ❑
and bawdy stories. The more outrageous. the better. If the adventurers fail to win Maervik's support, he tj.1
On a successful check, they tell the adventurer that gives them a cask of even stronger brandy. They gain I—
their lady is currently obsessed with the arcane arts. the save bonus. but also slide 1 square in a random
lithe adventurer fails this check, they need 3 suc- direction at the start and end of each of their turns 0
cesses rather than 2 to win Lady Tarentia's support. until the end of the encounter. L.J
Her followers describe the adventurers as boring, and Lady Tarentia (Arcana, Bluff, History, DC 23, star- Zuj
she pays no attention to their plea. actions): PCs with access to the arcane power Bard
Athletics or Intimidate (DC 18, standard action): source gain a +2 bonus on checks against Tarentia.
Several centaurs, brutish barbarian warriors, accom- The lady comes off as a giggling young woman, but
pany Lord Maervik. They respect demonstrations of beneath this facade lurks a calculating, clever mind.
strength, and an adventurer who can menace them If the adventurers win her over. she tells her spy,
earns their admiration. On a successful check, they tell the gnome Twistroot, to aid them. Otherwise, she
the adventurer that their master always keeps his word tells him to hinder them. See Encounter D6 on page
to someone who defeats him in a physical contest. 86 for more information.
On a failure, Lord Maervik hears that the adven- Lord Kaerwyn (Diplomacy. Insight, Religion, DC
turers are weak and ineffectual. If an adventurer 20, standard actions): This paladin of Corellon has a
wrestles him, the hest of three Athletics checks soft spot for priests of any faith. Characters with the
becomes the best of five instead. divine power source or trained in Religion gain a +2
History or Nature (DC 15, standard check): A character bonus on checks against him.
can walk the grounds and notice that this place was Lord Kaerwyn is cold and haughty. Ile sees the
once more majestic. He or she also notices a plaque adventurers as a nuisance, and the business with the
mounted near the keep's gate. It proclaims the alliance giants not his concern. He responds well to promises
of the Court of Falling Leaves. If the adventurer suc- of a glorious battle.
ceed on this check, the group gains a +5 bonus to any If the adventurers win his support, lie gives them
single check during the second scene by invoking the the eye of a fomorian preserved in a jar. lithe PCs
memory of the alliance and the current lords' failure to crush the eye outside of Taroxn's lair. they learn the
maintain the traditions and splendors of the past. location and nature of each creature in the lair.
If the adventurers fail to win his support, he
SCENE 2: THE AUDIENCE CHAMBER secretly places a curse upon them. The next time a
Once the adventurers have each interacted in the first PC is hit by an attack roll with a natural 19, that hit
scene, the leader of each group of courtiers is sum- becomes a critical hit.
moned to the counsel chamber. After a few moments,
the adventurers are invited inside. OUTCOME
The chamber is as dingy and run down as the Whether the adventurers gain the support of all
entrance way. The lords sit at a narrow wooden table. of the lords or not, the lords of the Court of Fallen
The table and chairs are the only things that have I.eaves give them a mission to help them decide on
been cleaned and maintained in this area. whether to provide aid to the natural world. "Go into
Each lord has a list of three skills and a DC next the lair of the fomorian Taroxn, recover the chalice of
to their names. The adventurers need 2 successes autumn's regret, and return it to us," says Lord Kaer-
on checks against a lord to win his or her support. A wyn. "Accomplish this task and we shall support the
single failure turns the lord against them. embattled settlements with troops and other aid."
ENCOUNTER D6: TAROXN'S LAIR
Encounter Level 18 (11,000 XP) Webs: A creature that enters a square of webs is
restrained (save ends).
SETUP Treasure: The chalice of autumn's regret is in the
Taroxn, fomorian painbringer (T) pile of 12,700 gp along with a level 17 magic item.
1 fomorian warrior (F)
1 cyclops battleweaver (C) Blackspawn Gloomweb (B) Level 16 Lurker
1 blackspawn gloomweb (B) Large natural beast (reptile) XP I.400
Initiative 119 Senses Perception +8; darkvision
After the adventurers make a deal with the Court of HP 120; Bloodied 60
Fallen Leaves, they travel into the Feydark to defeat AC 30: Fortitude 26, Reflex 27, Will 20; see also gloom
Taroxn and recover the magic item for the eladrin Resist 15 acid
nobles. In addition, the boons and banes placed upon Speed 8, climb 8 (spider climb); see also mobile melee attack
them by the eladrin determine the hindrances or 0 Bite (standard; + Acid
+21 vs. AC; 2d10 + 6 damage. and ongoing S acid damage
advantages they gain in their quest. Read
(save ends).
For two days you have plumbed the depths of the Feydark. Goring Charge (standard; at•will)
Using a map provided by the eladrin, you have avoided the The blackspawn gloomweb makes a charge attack: +21 vs.
Fortitude; 2d8 + 7 damage. the target is knocked prone. and
dangers that lurk in this place. Now you follow the last leg
the blackspawn gloomweb makes a bite attack against the
of the route to Taroxn's lair. The passage ahead leads to a same target.
large cavern. Spectral green light washes out of the cavern, I. Mobile Melee Attack (standard; at-will)
cast by enormous stands of tree-sized mushrooms. The The blackspawn gloomweb can move up to half Its speed
dank, loamy odor reminds you of a fetid swamp. and make one melee basic attack at any point during that
movement. The creature doesn't provoke opportunity attacks
This encounter depends heavily on the outcome when moving away from the target of its attack.
of the skill challenge with the Court of Fallen Leaves. Acidic Web (standard; at-will) + Acid
Refer to the skill challenge for how Twistroot behaves Ranged 10; +20 vs. Reflex; the target takes ongoing 10 acid
toward the adventurers, along with whether to apply damage and is restrained (save ends both).
FEATURES OF THE AREA shadows that constantly swirl around its form settle into a
cloudlike mass that grants concealment until the beginning of
Illumination: Dim light. its next turn.
Mushroom Bog: This ground is muddy, and the Alignment Unaligned Languages —
toadstools are enormous. The bog provides cover, is Skills Stealth +20
difficult terrain, and is filled with poison gases. A Str 22 (+14) Dex 24 (+15) Wls 10 (+8)
Con 18 (+12) int 2 (+4) Cha 8 (+7)
character that enters or begins his or her turn here
takes 10 poison damage and is
dazed (save ends).
Mushroom Patches: The
smaller patches provide cover
and are difficult terrain, but they
are not toxic.
Portcullis and Winch: The
portcullis is made of iron. It can
be broken with a DC 25 Strength
check, has AC 5 and Reflex and
Fortitude 3, and 30 hit points. It
takes 2 standard actions to open
the portcullis and 1 minor action
to close it. A creature beneath
the portcullis when it closes is
attacked: +21 vs. Reflex; 5d10
+ 20 damage. and the target is
immobilized (save ends). lithe
attack misses, the creature slides
clear oithe portcullis (1-3 slide
west. 4-6 slide east).
Fomorian Warrior (F) Level 17 Elite Soldier Cyclops Battleweaver (C) Level 17 Skirmisher
Huge fey humanoid (giant) XP 3,200 Large fey humanoid XP 1,600
Initiative +12 Senses Perception 13; truesight 6 Initiative +14 Senses Perception +18; truesight 6
HP 332; Bloodied 166 HP 165; Bloodied 82
AC 34; Fortitude 38. Reflex 30, Will 32 AC 31: Fortitude 30. Reflex 28, Will 29
Saving Throws +2 Speed 8
Speed 8 Glaive (standard; at-will) ♦ Weapon
Action Points 1 Reach 2; +22 vs. AC; 1d10 4 6 damage.
0 Mace (standard; at-will) ♦ Weapon Sweeping Glaive (standard; at-will) ♦ Weapon
Reach 3: 122 vs. AC; 1d12 + 10 damage; see also skuncrocker. Requires glaive; close blast 2: +22 vs. AC: 1d10 + 6 damage, and
Evil Eye (minor; at - will) the target is pushed 1 square and knocked prone.
Ranged 5; +20 vs. Will: the target is immobilized (save ends). 1 Evil Eye (minor; at-will)
)
The target Is no longer immobilized if the fomorian uses its evil Ranged 20; the target takes a -2 penalty to speed until the end
eye on another creature. of the encounter or until the cyclops battleweaver uses evil eye
Skull crac ker on a different target.
The fornorian warrior deals an extra 2d10 damage on melee Effect Transfer (immediate interrupt, when the cyclops
attacks made against an immobilized creature. battleweaver suffers an effect that a save can end; encounter)
Alignment Evil Languages Elven The effect instead applies to the target of the hattleweaver's
Skills Intimidate +17 evil eye.
Str 30 (+18) Dex 15 (+10) Wls 10 (+8) Alignment Unaligned Languages Oven
Con 22 (+14) int 11 (+8) Cha 18 (+12) Str 23 (+141 Dex 18 (+12) Ms 20 (+13)
Equipment hide armor, mace Con 21 (+131 int 10 (+8) Cha 12 (+9)
Taroxn moves into range only after her guards painbringer uses this power against a new target. the previous
target is no longer affected.
have engaged the PCs in battle. She uses evil eye on
Funnel Pain (standard: at-will)
any character with the ability to harm her, favoring
Ranged 8: +22 vs. Will: 4d6 + 5 damage: see also studied foe.
wizards or other controllers. She tries to keep the <- Painful Visions (minor; encounter)
mushroom bog between her and the PCs. If engaged Close burst 4; +22 vs. Will; the target is dazed (save ends); see
in melee, she gladly accepts opportunity attacks to also studied foe.
move away. confident that her evil eye extracts a high Studied Foe
levy from her foes. The fomorian painbringer gains a +2 bonus to attack rolls
against a creature affected by its evil eye power.
The fomorian warrior is a simple, dimwitted brute.
Alignment Evil Languages Elven
He uses his evil eye on a defender in an attempt to lock
Skills intimidate +19
the character down so that the rest of the monsters can Str 74 (+16) Dex 9 (+8) Wis 14 (+11)
attack softer targets. He remains near the entrance. Con 21 (4.14) int 1 2 (+10) Cha 21 (+14)
The cyclops battleweaver stays between the foino-
rian warrior and Taroxn, serving as a second line of
defense. She uses her reach to strike at PCs engaged DEVELOPMENT
by the fomorian warrior. She uses her evil eye on any Twistroot enters the cavern invisibly. 'flits gnome spy
elves, rogues. or other mobile characters. has one mission, depending on whether or not Lady
Once battle is joined, the gloomweb uses its spider Tarentia told him to aid or hinder the adventurers.
climb ability to scuttle up the cavern's ceiling. From Ifhe is supposed to aid them, he uses an action
there, it uses its acidic web to harass and trap charac- each round to either give an adventurer an immedi-
ters. Once the fomorian warrior or the cyclops fall. it ate saving throw or to sneak over and slip a potion of
climbs down to engage the adventurers in melee. vitality into a wounded adventurer's hand. He has two
Note that Twist root, Tarentia's spy. has followed potions to aid them with.
the adventurers into the cavern. What he does If he is supposed to hinder them, he drops the
depends on how the skill challenge played out. See portcullis so that it divides the party, releasing it after
"Development" for details. one or two PCs have entered the cavern,
ENCOUNTER D7: THREE CORNERS GAMBIT
Encounter Level 15 (6,400 XP) BROKEN ANVIL CHALLENGE
To convince Baran] Stonefist to ally with the humans
During one return trip to Argent, Obanar asks the
and goblins, the adventurers must appeal to his hurt
adventurers to go on a diplomatic mission to forge
pride and Find a way to make amends for past insults.
an alliance between three nearby settlements: one
The village of Broken Anvil consists of stone
human, one dwarven, and one goblinoid. Read:
buildings and hollowed chambers carved into the
surrounding hillside. Most of the inhabitants of the
An army of giants, a mix of frost and fire, along with
village are dwarfs, but there are also halflings. goli-
elemental allies and various monster slaves and merce-
aths, and a small group of dragonborn living here.
naries, prepares to march upon a place to the west of the
There are two parts to this challenge. Each part
Nentir Vale known as Three Corners: Obanar explains.
requires 4 successes before 3 failures; the first part
"Here, three settlements stand in the path of the giant
provides information and a bonus, while the second
onslaught—a town of humans, a village of dwarves, and a
part determines whether or not the party gains the
tribe of goblins. You must so and forge an alliance between
support of Baram Stonefist and the community of
these three communities, for they shall surely fall if they
Broken Anvi l.
stand alone."
Note that lithe adventurers have already been to
Treeline and exposed the doppelganger, then they
Quest XP: 1,600 (minor quest) For successfully
receive a +2 bonus to checks when they negotiate
getting the three settlements to join forces for the
with Baram Stonefist.
mutual defense of the region.
Level: 17
BEHIND THE SCENES Skills Used: Bluff, Diplomacy, History, Insight,
The three communities that live within close proxim- Intimidate. Religion. Streetwise.
ity of Three Corners don't get along particularly well. Part 1: Gathering Information; Bluff (DC 20).
The mostly human town of Treeline has a long-stand- Diplomacy (DC 20). Insight (DC 25), Intimidate (DC 25),
ing rivalry with the dwarven village of Broken Anvil Streetwise (DC l 3): The adventurers explore Broken
that revolves around trade and fishing upon Silvery Anvil to get information to help them negotiate.
Lake. Both communities, meanwhile, consider them- lithe party succeeds, they are met with acceptance
selves to be at war with the goblins of the Skewered and hospitality. They learn that Broken Anvil has long
Rat tribe led by the hobgoblin warlord called Skruk. had a friendly rivalry with Treeline over trade and
Despite the ever-increasing Frequency of attacks by fishing on Silvery Lake that recently turned hostile.
the giants, none of the communities of Three Corners Sala Brim. leader ofTreeline, turned the annual fish-
believes that a massive army of giants and elemen- ing competition into a bitter experience for Baram
tals is marching across the land. The reactions of the Stonefist, not only beating him in the contest but
leaders of these settlements to the claims made by the insulting him throughout and making him look like a
adventurers range From disbelief to ridicule to anger fool. Proceed to Part 2: Negotiating with Baram.
and aggression. The adventurers can approach the lithe party fails. they are met with silence and
communities in any order. menacing stares. They receive a -4 penalty to their
Skruk and the goblins expect that this is a trick of cheeks in Part 2: Negotiating with Baram.
some sort, and he maintains an attitude of threaten- Part 2: Negotiating with Baram; Bluff (DC 25),
ing hostility throughout any meeting. Diplomacy (DC 20). History (DC 20), Insight (DC 13),
The human leader, Sala Brim, treats the adven- Religion (DC 20): The adventurers appear before
turers as amusing children. She explains away each Baram Stonefist, leader of Broken Anvil, to state their
of their warnings, insisting that nothing unusual is case and convince the dwarf to Form an alliance with
going on. and even if a few giants wander too close the nearby communities before the giants arrive.
to Treeline, her warriors would take care of them. In If the party succeeds, Baram's attitude becomes
truth. Sala Brim is a doppelganger who has replaced one of trust and friendliness. "You make a compelling
the human leader at the behest of the giants she is argument for cooperation," Baram says. "If you con-
allied with. Her goal is to keep the people of Tree- vince either or both of our neighbors to align, you can
line from mustering an effective defense against the count on the support of Broken Anvil."
giants. lithe party fails, Baram becomes angry and sus-
The dwarf leader, Baran.' Stonefist, won't agree to picious of the adventurers. "Who arc you to bring
help until the insult leveled at him by Sala Brim is warnings and falsehoods to my town? Go cry dragon
expunged with a heartfelt apology. somewhere else." he tells them, demanding that they
leave Broken Anvil immed iatelv and never return.
If the party succeeds, they expose Sala as a dop-
TREEL1NE CHALLENGE pelganger. The real Sala was eliminated so that the
To convince the primarily human community of switch could take place. The doppelganger works for
Treeline to join forces with the neighboring settle- Breven Foss, sowing dissent and discord among the
ments of Broken Anvil and the Skewered Rat goblin people of Three Corners. Once Sala is exposed, she
tribe, the adventurers must first discover that Sala attacks and tries to escape. The new leaders of Tree-
Brim has been replaced by a doppelganger. Only then line immediately agree to an alliance.
can they negotiate in any meaningful manner with lithe party fails, Sala demands that the adventur-
Treeline's new leaders. ers leave Treeline immediately and never return.
There are three parts to this challenge. Each part
EN CO UN TE RD 7: THR E E
requires 4 successes before 3 failure. Level 16 Skirmisher
Doppelganger Rogue
Note that if the adventurers have already been Medium natural humanoid (shapechanger1 XP 1.400
to Broken Anvil, they gain a +2 bonus to checks to Initiative 14 Senses Perception .14
expose Sala Brim's true identity. HP 150; Bloodied 75
AC 30; Fortitude 28. Reflex 29, Will 29
Level: 17 Speed 6
0 Longsword (standard; at - will) + Weapon
Skil ls Used: Bluff. Diplomacy, History, Insight,
.21 vs. AC; ldl 0 -h 7 damage.
Intimidate. Nature, Perception, Streetwise.
Shapeshifter Feint (minor; at-will) WNW
+19 vs. Reflex; the doppelganger gains combat advantage
Part 1: Gathering Information; Bluff(DC 20). against the target until the end of the doppelganger's next turn.
Diplomacy (DC 20). Insight (DC 25), Intimidate (DC 25), Combat Advantage
Perception (DC 20); Streetwise (DC I 3): The adventur- The doppelganger sneak deals an extra 3d8 damage against
ers explore Treeline to get information to help them any target it has combat advantage against.
negotiate with the leaders of the community. Change Shape (minor; at-will) ♦ Polymorph
A doppelganger can alter its physical form to take on the
If the party succeeds, they are met with nervous
appearance of any Medium humanoid, including a unique
politeness and aloof hospitality. They learn that the individual (see Change Shape, Monster Manual page 280).
once-popular leader of the community. Sala Brim, has Alignment Unaligned Languages Common, Giant
become cold and haughty in recent weeks. She even Skills Bluff -1-17, Insight +14, Stealth +17
insulted and humiliated the leader of the dwarven Str 16 (+11) Dex 18 (+12) Wis 13 (+9)
community of Broken Anvil, which was extremely Con 14 (+10) Int 10 (+8) Cha 18 (+12)
uncharacteristic of her usual outlook and behavior.
lithe party fails, they are met with silence and SKEWERED RAT CHALLENGE
menacing stares. They receive a -2 penalty to their To convince Skruk to agree to the alliance, the adven-
checks in the next part of the challenge. turers must best the leader in a contest of skill and
Part 2: Negotiating with Sala; Bluff (DC 25), physical prowess. They must overcome each of Skruk's
Diplomacy (DC 25), History (DC 20), Insight (DC 13), champions (achieve 2 successes against each) before
Intimidate (DC 20): The adventurers appear before gaining 3 failures in total across the entire challenge.
Sala Brim, leader of Treeline, to state their case and
convince the human to form an alliance with the Level: 17
nearby communities before the giants arrive. Complexity: 2 (6 successes before 3 failures)
lithe party succeeds, they gain a +2 bonus to Skills Used: Acrobatics, Athletics, Arcana, Endur-
checks in the next part of the challenge. ance, Intimidate, Perception, Religion. Stealth,
If the party fails, they gain a -2 penalty to checks Thievery.
in the next part of the challenge.
Succeed or fail, Sala smiles and offers the adven- Chiss, a goblin shaman, engages the PCs in a con-
turers the same response. "1 believe that you believe test of mystic knowledge. Arcana (DC 20), Nature
that we are in terrible danger," Sala Brim says. "I (DC 25), Religion (DC 25) are used in this contest.
see no real evidence of such an alliance of giants.
Brubb, a bugbear, engages the PCs in a contest of
however. I am afraid that you have been deluded by physical superiority. Athletics (DC 25), Endurance
agents who want Treeline to make itself vulnerable to (DC 20), Intimidate (DC 25) are used in this contest.
its real enemies—Broken Anvil and the goblins that Klik, a goblin sneak, engages the PCs in a contest
follow the bandit Skruk." of stealth and dexterity. Acrobatics (DC 20). Percep-
Part 3: Exposing Sala; Insight (DC 20). Intimidate tion (DC 20). Stealth (DC 25), and Thievery (DC 25)
(DC 25). Nature (DC 20). Perception (DC 25), Streetwise are used in this contest.
(DC 20): The adventurers must discover why Sala lithe PCs succeed, Skruk agrees to join the alli-
Brim's attitude has changed so drastically. They can ance. If they fail, Skruk expels the party from goblin
either gather more infbrmation by talking to the territory.
people of Treeline, or they can confront Sala directly.
FROST GIANT ENCOUNTERS OVERVIEW
In this portion of RevenHe O. the Giants, the adven- The village consists of a number of simple huts
turers travel to Flotsam, a small village perched on built from scrap wood and broken stones from the
the shores of the Frozen Sea. Once there, they must ruined fort, along with a number of igloos. Stone jet-
defend the village from an attack by raiding frost ties serve as docks for small boats.
giants and help the villagers weather a particularly Flotsam rests on the stony rim of the Frozen Sea.
bad storm. In so doing, they earn the trust of Kaseem. Tides and eddies off the coast connect with the Sea of
a djinn sea captain who watches over the village and Howling Souls in the Elemental Chaos, as the border
knows how to navigate the Frozen Sea and cross over between the natural world and the Plane Below is
into the Elemental Chaos to reach Frost Spire. very thin in this area. The locals rely on the sea for
food including fish, sea plants, and so forth to provide
GETTING INVOLVED a sustainable diet.
prepare to leap to the beach at attack as soon as the Hurling Charge (standard; encounter) + Cold, Weapon
Ranged 5/10;4-21 vs. Reflex; 1d8 + 8 cold damage; hit or miss,
vessels make landfall.
the frost giant then makes a charge against the target.
Don't place any of the monsters as yet, since the I. Twin Strike (standard: recharge 1 + Cold. Weapon
encounter begins with the frost giants approaching The frost giant makes two icy handaxe attacks; the frost giant
the shore of Flotsam. Read: may shift 2 squares after the first attack.
Icebound Footing
You appear in afrozen waste, with icy cold and relentless When an effect pulls, pushes. or slides a Frost giant. the giant
wind howling all around you. For a brief, merciful moment. moves 2 squares less than the effect specifies. Also, a frost giant
can make a saving throw to avoid being knocked prone.
the winds pause. Then the moment of silence is shattered
Threatening Reach
by the sound of a great horn. The Frost giant can make opportunity attacks against all
Three kayaks carved from ice glide across the water enemies within its reach (2 squares).
toward the shore and the village that hugs the coast. The Alignment Evil Languages Giant
ships are impossibly large, as are their occupants, frost Skills Athletics +19
mil s 17 (+111
giant warriors clutching great axes that nearly match their Str 21 (03) Dot 19 (+12)
prodigious heights. One of the frost giants, dad in thick Con 24 (+15) int io (+8) Cha 12 (+9)
Equipment hide armor. 4 handaxes
furs, grasps a horn and gives it another blast. As he does so,
the howling winds once again begin to blow.
TACTICS
3 Frost Giants Level 17 Brute Roll for initiative, though the giants do nothing but
Lar:e elemental humanoid (cold, :iant) XP 1.600 each row to shore on the first round of combat. The kayaks
Initiative 111 Senses Perception +13 arrive at the points indicated on the map at the end
HP 201; Bloodied 100; see also dying swipe
of the first round. The kayaks begin directly north of
AC 29; Fortitude 32, Reflex 77, Will 28
Resist 15 cold
their landing points, just off the map. The adventur-
Speed 8 (ice walk) ers enter the map from the west side.
10 Icy Greataxe (standard; at-will) + Cold, Weapon The frost giants seek to land their ships at the
Reach 2; +20 vs. AC; 4d6 -h 7 (crit 8d6 31) cold damage. points marked on the map, disembark, and slaughter
• Dying Swipe (when the frost giant drops to 0 hit points) everyone in the village. The giants grant no quarter,
The frost giant makes an icy greataxe attack.
nor do they ask for any.
• Chilling Strike (standard; recharge IN; 0+ Cold, Weapon
The giants are organized into three groups, one for
Reach 2; 420 vs. AC: 2d6 7 cold damage, and the target gains
vulnerable 10 cold (save ends).
each kayak. The kayaks are labeled A. B, and C, and
icy Handaxe (standard: at-will) + Cold, Weapon- each group uses different tactics.
Ranged 5/10; r 20 vs. AC; 2d8 7 cold damage. Kayak A: This group includes the windkeeper
Icebound Footing and 1 frost giant. They seek to secure the village's
When an effect pulls, pushes, or slides a frost giant, the giant walled area. They massacre anyone they see, then the
moves 2 squares less than the effect specifies. Also, a frost giant windkeeper uses his spells to harass any defenders
can make a saving throw to avoid being knocked prone.
within the village's eastern end. The frost giant stands
Alignment Evil Languages Giant
Skills Athletics +19
on the western end of the bridge to block access to the
Str 73 (+14) Dex 16 (+11) Wis 20 (+13) windkeeper and protect him from harm.
Con 21 (+13) int 10 (+8) Cha 12 (+9) Kayak B: This group consists of 1 frost giant and
Equipment hide armor. greataxe. 3 handaxes 2 frost giant marauders. They rampage through the
village's eastern end, kicking over huts and killing
anyone they find in the streets. In their frenzy, they
always attack the nearest enemy.
Frost Giant Windkeeper Level 16 Controller (Leader)
Large elemental humanoid (cold. giantl XP 1,400
FEATURES OF THE AREA. -
Initiative .13 Senses Perception +20 Illumination: Bright light. .dttei
THE VILLAGERS
Place 8 villagers in the village streets when the attack
begins. Lacking combat abilities, the villagers try
to hide in their huts. Otherwise, they run from the
giants. They try to run to the west, toward the walls. I lefllll
In their panic they forget the bridge's weakness and 4'71; If
might cause it to collapse. A villager is killed with a
single hit. They have defenses of 15.
Plill I
111-141i
ENCOUNTER F2: 'MEETING KASEE1v1
Encounter Level 16 (7,80 ❑ XP) number of mini-encounters designed to set the stage
for the upcoming voyage and to evoke the feeling of
After the adventurers defeat the frost giants, they chaos, danger. and peril of this region that is so close
meet Kaseem, a djinn windsword who calls Flotsam to the Elemental Chaos.
home. Kaseem insists that they help repair the huts
and prepare for a coming storm. Kaseem refuses to REPAIR DUTY
aid the adventurers until these tasks are completed. Kaseem asks the adventurers to help repair the
Kaseem was once part of a guild of elemental crea- damaged huts and tend to wounded villagers. The
tures who aided Argent and its champions in ages adventurers can repair a but at the direction of the
past. Ile often provided help in the form of wayfar- villagers. This work takes 2 hours per but damaged
ing—navigating paths through the deadliest areas of during the fight with the giants.
the Elemental Chaos when the champions ofArgent The following mini-encounters take place on a
needed to enter the Plane Below. timeline based on how long the adventurers spend
fixing the huts. lithe adventurers finish early, they
DjInn Windsword Level 17 Soldier can avoid some of the encounters.
Large elemental humanoid lair) XP 1.600
Initiative +16 Senses Perception +19: Hindsight 10
SPEEDING THE REPAIR PROCESS
HP }62; Bloodied 81
When the adventurers begin work on a hut, one
AC 33; Fortitude 31, Reflex 29. Will 29
Immune disease, poison; Resist 15 lightning. 15 thunder
character aided by up to two others can attempt a DC
Speed 6, fly 8 (hover) 25 Dungeoneering or Nature check to speed up the
(D Scimitar (standard; at•wIII) + Weapon process. On a success, the characters repair the but
Reach 2: +24 vs. AC; 2d8 + 7 damage (rat 3d8 4- 23), and the in 1 hour. On a failed check, it takes 3 hours to make
target is marked until the end of the djinn windsword's next the repairs.
turn.
?T Come to Me (minor 1/round; at-will)
Ranged 5; +22 vs. Fortitude; the djinn windsword pulls the
HOUR 2: TIDAL WAVE
target 5 squares. Just as the adventurers complete repairs on the first
Wind Vortex (standard; at-will) but (or their second, with good skill checks), a mas-
Ranged 5; +22 vs. Reflex; the target slides 3 squares. sive wave appears on the horizon. The villagers run
4- Whirlwind Dervish (standard; recharges when the djinn for cover. In just under a minute. the tidal wave hits.
windsword is struck by a critical hit) 4- Lightning, Thunder
The tidal wave is minor by the standards of this
Close burst 2; +22 vs. AC: 3d10 + 6 lightning and thunder
region. It is a wall of water barely 10 feet tall once it
damage.
Change Shape (minor; at-will) ♦ Polymorph iTM crashes over the shore. Still, it damages to Id4 huts
djinn windsword can alter its physical form to appear as an and each PC who fails a DC 18 Athletics check to run
attractive Medium humanoid of any race or gender (see Monster for cover takes 3d10 + S damage from the wave.
Manual page 280).
Alignment Unaligned Languages Common, Primordial
Skills Bluff +18, Insight +19, Nature +19, Thievery +19
HOUR 3: SLAAD ATTACK
Str 26 (+16) Dex 23 (+14) Wis 23 (+14)
The adventurers soon learn what caused the tidal
Con 18 (+12) Int 19 (+12) Cha 20 (+13) wave. A small chunk of rock fell from the sky, a frag-
Equipment scimitar ment tossed out of the Elemental Chaos from a slaad
colony. Some ofthe slaad survived the impact, wash-
THE MEETING ing ashore to attack the village. Among the invaders
are three gray slaads, two red slaads, and five slaad
Once the frost giants are slain, Kaseem appears
spawn.
before the adventurers and begs them to help the
The slaads try to sneak ashore and devour a few
people of Flotsam. He arrives just as the battle ends.
villagers and knock over the nearest hut. They simply
While he is greatly impressed by the courage the
want to cause chaos. They attack the adventurers if
adventurers have shown (assuming they fought
the party attempts to defend the village.
against the giants). he expects them to take care of
During the fight, Kaseem uses his powers to aid
the villagers before they depart or otherwise continue
the adventurers. I Ie transforms into a wind vortex and.
their personal quest.
on his turn, can slide one creature 3 squares. Pick
The adventurers must spend a day helping repair
one monster, PC, or villager as the target. Kaseem
the village. During this time, a ferocious wind squall
protects villagers first, pushes a slaad out of a flank
hits Flotsam, and a number of creatures emerge from
second, or moves a PC into a flank or out of danger as
the Frozen Sea to attack. This sequence consists of a
his third choice of action in a round.
3 Gray Slaads (Rift Slaad) Level 13 Skirmisher Slaad Spawn Level 17 Minion Skirmisher
Medium elemental humanoid XP 800 each Small elemental humanoid XP 400 each
Initiative +11 Senses Perception +7; low light vision Initiative +17 Senses Perception 1.10; low-light vision
HP 128; Bloodied 64; see also planar flux HP 1; a missed attack never damages a minion.
AC 27: Fortitude 25. Reflex 26, Will 24 AC 31; Fortitude 30, Reflex 31 Will 26
Immune chaos phage (see Monster Manual page 239) Speed 5, teleport 3
Speed 6, teleport 4 0 Bite (standard; at-will)
°Claws (standard; at-will) -4 Disease ,22 vs. AC; 13 damage.
+18 vs. AC; 2d8 + 2 damage, and the slaad makes a secondary
attack against the same target. SecondaryAttack: +16 vs.
44Chaotic Siam (standard; at-will)
The slaad spawn jumps a distance up to its speed and then
"1111
Fortitude; on a hit, the target contracts chaos phage. attacks an adjacent enemy: l22 vs AC; 12 damage and the
THE VOYAGE
It takes three days For Kaseem to bring the adventur-
ers to Frost Spire. Before the first day of travel ends,
the ship passes from the Frozen Sea in the natural
world into the Sea of I fowling Souls within the
Elemental Chaos. The encounters and hazards that
follow can be used to inject some excitement into the
trip.
Even iFyou do not use any of the encounters.
remember that the adventurers sail aboard a djinn-
propelled ship of ice and snow upon a roiling sea
contained within a massive, bowl-shaped rock that
floats within the Elemental Chaos. This is journey
across a vista of magic, wonder, and danger. not a
jaunt to the corner shop in a peaceful village. In
addition to the encounter ideas below, there are also
several wondrous sites you can use to inject a sense
of wonder and magic into the session. Use them,
or create your own to impress upon the players the
strange voyage their characters have undertaken.
As a rule of thumb. plan on one encounter. hazard, craft on the water. Yurria and her followers seek to
or vista for each of day of the voyage. At dusk of the ram Kaseem's ship and slay the adventurers.
third day, the adventurers arrive at the Frost Spire. A noted pirate, Yurria is but one of several death
During a fight, the Percheron moves 8 squares per hags who ply the waves of the Elemental Chaos.
round. If a PC is knocked into the water, he or she Whoever strikes the killing blow against her feels
must make a DC 20 Athletics check to swim. Kaseem a deathly chill run down his or her spine. Yurria's
has perfect control over the Percheron allowing him to two sisters. Derona and Willina, place a curse upon
IMPORTANT NPCs
() V1-RVILW
1—I TREASURE HUNTERS
Level 15 Encounter (6,600 XP) Three major NPCs on the island are detailed below.
Use the following descriptions to guide how you run
1 frost giant (page 22) the adventure if the players attempt to negotiate or
2 frost giant hunters (page 22) form some sort of alliance.
1 frost giant marauder (page 23)
1 warthorn battlebriar (Monster Manual, page 28) GORRICK (ENCOUNTER F7 PAGE 110)
As the spiritual leader of the frost giant expedition,
This group of frost giants, along with a warthorn hat- Gorrick is enraged that the giants have plundered the
tlebriar formed from a combination of jagged ice and tombs of their ancestors at the behest alit mere ice
thorny shrubs, attempts to ambush the party, using archon. Garrick offers to ally with the adventurers
the battlebriar as a decoy. Once the party attacks under one condition—they must kill the smith Hel-
the battlebriar, the giants leap from nearby cover to staff and the wizard Zaelex and cast their bodies into
attack. the tomb afar] Hargaad. He tells them to push aside
the snow blocking entrance to the tomb and leave
4-5: THE WALKING DEAD the bodies at the base of the stairs. Gorrick expects
Level 15 Encounter (6,400 XP) Ilargaad to attack and kill them. lithe characters
defeat the undead jarl, Garrick acknowledges their
2 frost giant boneclaws (Monster Manual, page 37) power and helps them crab the key to the inner sanc-
1 frost giant sword wraith (Monster Manual. tum. He remains on the island, tending to the looted
page 267) graves. He sees defeat as the price of their sacrilege.
2 frost giant abyssal ghouls (Monster Manual,
page 118) jARL HARGAAD
(ENCOUNTER [8, PAGE 112)
The frost giants, in their boredom and greed, have The undead frost giant jarl is enraged that his descen-
taken to looting their buried ancestors on the Island dents would so casually loot the tombs and burial
of Tombs. Some of the dead frost giants now walk mounds of their ancestors. If the adventurers enter
the Frost Spire, seeking vengeance. The adventurers the tomb without triggering the pit trap, he speaks
stumble across a number of freshly slain giants before with them. In a grating. rasping voice, he offers to
the undead attack. These creatures fight to the death. give them the treasure from Encounter 1■ 8 iftthey
Note that these are size Large versions of the mon- bring him the severed heads of Helsta ft, Gorrick, and
sters presented in the Monster Manual, with 1d6 cold Zaelex. He also demands that the adventurers recover
damage added to any attacks they make. the ancestral urns From Locations 1, 3, and 7 and
bury them on the Island olTombs. If the adventurers
6: THE WYRM return to the tomb without fulfilling these conditions.
Level 17 Encounter (8,000 XP) Hargaad and his coterie of undead attack them and
fight to the death.
1 elder white dragon (Monster Manual, page 85)
ZAELEX (ENCOUNTER [10, PAGE 116/
The white dragon Ketherek prowls the skies above This scheming ice archon spellcaster joined the jarl's
the island, eager to determine why so many frost expedition in hopes of increasing his power and pres-
giants have congregated here. The dragon has picked tige. I Iis loyalty to Grugnurson or lack thereof makes
off a few isolated giants and is eager to figure out him the weakest of the jarrs three lieutenants. If the
some way that it can use the situation to its trea- adventurers approach his tower in peace. Zaelex's
sure hoard. The dragon soars over the adventurers, minions escort them to an audience with the wizard
watching them from a distance. Vain, greedy. and on the second floor of the structure.
scheming. Ketherek is open to sparing the adventur- Zaelex wants to see the frost giants eliminated so
ers if they promise a sizable treasure. Otherwise. that he can escape the island. Ile offers to create the
the dragon attacks and fights until bloodied. At that key to the inner sanctum if the adventurers kill Hel-
point, it flees the island. never to return. Ketherek staff and Gorrick and turn over the forged frost fire
does not care for trickery, and if double-crossed and a shard of elemental ice to him. In truth, he plans
it attacks the adventurers at the most opportune to lure the PCs into his tower and kill them after they
moment. have done the work of destroying the giants.
Zaelex saw Breven Foss arrive recently, using
magic more powerftil than any the archon can wield.
The elemental master went in search of Grugnurson
and has yet to return
corpses belong to the giants that fell in prior battles slides 3 squares.
Arctic Vortex (standard; at-will) + Cold
upon this frozen beach.
Area burst 1 within 20; +20 vs. Fortitude; 2d6 +5 cold damage,
As the adventurers begin to explore the beach, and the target slides 3 squares.
compare their passive Perception scores against -3:- Driving Blizzard (standard; rechargeN )1 , Cold
the Stealth check results of the lurking giants and Area burst 2 within 20; +2 ❑ vs. Reflex; 3d6 + 5 cold damage,
owlbear. and the target is immobilized (save ends), Until the end of the
encounter, the area becomes difficult terrain For creatures
smaller than Large size.
Stealth Checks
<• Gale of the North Wind (standard; encounter) + Cold
Frost giants, Stealth result 21
Close blast 5; targets enemies only; +20 vs. Fortitude; 4d10 + S
Winterclaw owlbear. Stealth result 29 cold damage, and the target is pushed 2 squares and knocked
Frost giant windkeeper, Stealth result 23 prone. Miss: Half damage and push 1 square.
Drums of the North (standard; at-will)+ Fear, Implement
Any player character with a passive Perception score Close burst 10; targets enemies: -i-20 vs. Will; the target is
that is equal to or greater than one of the hiding pushed 2 squares and slowed until the end of the frost giant's
next turn. Allies In the burst immediately shift 3 squares. The
giants or the owlhear immediately notices the crea-
frost giant must sheath his iongspear to play the drum.
ture skulking atop the rise price above them. When
Alignment Evil Languages Common, Giant
this occurs, place the noticed monsters on the map. Skills Arcane +17. Nature +20. Religion +17
Note that the windkeeper and one frost giant lay Str 20 (+13) Dex 21 (+13) Wis 24 (+15)
prone on the eastern rise, watching the approaching Con 22 (+14) Int 19 (+12) Cha 21 (+13)
adventurers. The second Frost giant and the owlbear Equipment hide armor, longspear. drum
hide behind the pile of frost giant corpses.
Winterdaw Owlbear (0) Level 14 Elite Controller Rise: The rise dice to the east and west create
Huge fey beast XP 2.000 areas of higher ground in this cave. The rise forms a
Initiative +9 Senses Perception +15; low-light vision sheer wall of ice that is 15 feet high. A DC 25 Atli- 41
HP 280; Bloodied 140; see also frost wall
letics check is required to climb the wall to the rise co
AC 28; Fortitude 28. Reflex 23, WM 24
above. LI
Saving Throws +2
Speed 7 lice walk) Shelf: The area at the top of the stairs is open to
Action Points 1 the cave below. Just to the east is another set of stairs 0
iQ Winterclaw (standard; at•will) + Cold leading up to the Frost Spire's interior. LA.
Reach 3: +18 vs. AC: 1d8 + 7 damage plus 1d8 cold damage. Stairs: The stairs form a gentle slope for giants.
and the target is slowed (save ends). but represent an arduous climb for smaller creatures.
f. Double Attack (standard; at-will) + Cold Large and bigger creatures treat the stairs as normal H.,
The winterclaw owlbear makes two winterclaw attacks. If both
terrain. Creatures smaller than Large treat them as rj.
claws hit the same target. the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends). ccdifculteran,bohwgiupandow.
Frost Wail (standard; recharges when first bloodied) + Cold Treasure: The frost giants here have gathered a
Close burst 3; +16 vs. Fortitude; 1 d1 0 + 5 cold damage. and the pile of treasure from their dead compatriots. They
target Is immobilized (save ends). have a total of 22,000 gp in gems between them.
Alignment Unaligned Languages — In addition, the windkeeper carries a 2-foot tall,
Str 24 (+14) ❑ ex 14 (+9) Wis 16 1+10)
bronze urn. This is one of the urns that the ghosts
Con 20 (+12) Int 2 (+3) Cha 12 (+8)
want the adventurers to find and bury, as described w
under "The Restless Dead" on page 103. The urn is
TACTICS sealed with wax and contains several bone fragments
The frost giants plan to ambush the adventurers and from an ancient frost giant_lfthe adventurers open
take their ship. Due to the sudden and violent nature the urn, they desecrate the remains. They sufier a -2
of their approach. the giants are ready for the adven- penalty to all defenses for the entire encounter the
turers when they reach the frozen beach. next time they fight undead frost giants on the island.
The windkeeper remains in the upper part ofthe
cave, atop the rise of ice by the carved stairs. The frost
giant that lurks nearby attempts to remain hidden.
Once the adventurers disembark from the ship and one square = 5 feet
' 1111•••••••••
■■■
or the first frost giant fall, he leaps out from behind mmo immormumm
simmunt .issmoimanamm
cover to attack. mammius iimmompir
Desperate to escape the island and tired of the 11111111111111101111111L 1•11101111
constant wind, these frost giants are ready to leave. 11111111.0.118
They fight to the death in order to take control ofthe u itti ■■■ • lllilfll
Percheran. MUM NM
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FEATURES OF THE AREA
Illumination: Dim light. Softly glowing lichen on
the walls and ceiling of the ice chamber provide dim ■i.■■■■■■
light in this area.
Corpses: Nearly a dozen slain frost giants are
piled atop the rise of ice to the west. The corpses form
difficult terrain and provide cover. The owlbear hides
behind the pile, gaining a +10 bonus to its Stealth
checks to remain hidden (already figured into the
Stealth result on the facing page).
Encounter Level 16 (7.200 XP) The frost giant guards. for lack of any other option.
remain at their post. Driven mad by Suulkar's magic.
SETUP they wail Ibr intruders to approach and launch their
attack. In their deranged minds, they believe that
2 frost giant hunters (H) they must defend Stitilkar from intruders who seek to
3 frost giant marauders (M) prevent the primordial from waking fully.
This encounter takes place in any of the spots marked TACTICS
Location 2 on the Frost Spire Island map (see page 99).
The frost giants erected several guard posts across The frost giants have the high ground in this fight.
the Frost Spire to guard against the growing undead and they seek to keep it. While the map shows only
menace on the island. the area around the promontory, at the table you
This encounter spread covers each of these guard should expand the area to provide the giants with
posts. You can use the provided map for each guard enough distance to use their ranged attacks. Assume
post, or you can improvise each map as you see fit. that the path is clear in a 20-square radius from the
The basic structure of each guard post is the same: promontory's base. The giants seek to wear down the
the giants picked high points on the island to keep adventurers as they move across the open ground.
watch, and stocked those positions with hard packed The frost giant marauders hurl ice halls at the
balls of ice to use as ranged weapons against any hos- adventurers (see "Features of the Area"). hoping to
tile creatures. kill them before they close to melee range. Once the
As the adventurers approach a guard post. read: adventurers draw near, the marauders set up near the
ice ball pile to wait for the PCs to make their charge.
Ahead a looming ice cliff rises into the stormy sky.A sharp, Once the adventurers draw close, the giants push
sloping pathway winds upward to the cliffs peak, creating over the pile of ice to create a landslide.
a jutting promontory point. Atop the cliff stands a number The frost giant hunters rely on their crossbows to
of frost giants. bring down the intruders. Once the adventurers scale
t he promontory, they switch to their harpoons.
These crazed giants light to the death.
2 Frost Giant Hunters (H) Level 15 Artillery
Large elemental humanoid (cold, • lent) XP 1,200 each
3 Frost Giant Marauders (114) Level 17 Skirmisher
Initiative • I6 Senses Perception - 1- 13 Lar • e elemental humanoid (cold. giant) XP 1.600 each
HP 114; Bloodied 57 Senses Perception +11
Initiative +14
AC 27; Fortitude 27, Reflex 26, Will 28 HP 158: Bloodied 84
Resist 15 cold
AC 31: Fortitude 30, Reflex 27, Will 26
Speed 8 (ice walk) Resist 15 cold
0 Icy Harpoon (standard; at-will) + Cold, Weapon Speed 8 (ice walk)
Reach 3; +22 vs. AC; 2d10+ 5 cold dal„,,,„. 0 Icy Handaxe (standard; at-will) 4. Cold, Weapon
e Icy Crossbow (standard: at-will) ♦ Cold, Weapon Reach 2; +22 vs. AC; 2d8 + 8 cold damage: hit or miss. the frost
Ranged 15/30; A-22 vs. AC; 3d6 + 5 cold damage. giant may shift 2 squares after the attack.
+ Skewering Strike (standard; recharge [:!:J [0)) Cold, Weapon ® icy Handaxe (standard; at-w111) + Cold, Weapon
Reach 3; +20 vs. Reflex: 3d10 + 5 cold damage, and the target Ranged 5/10: +22 vs. AC; 2d6 +6 cold damage; hit or miss, the
slides 3 squares and is slowed (save ends). frost giant may shift 2 squares after the attack.
Opening Strike Hurling Charge (standard; encounter) + Cold, Weapon
The frost giant gains combat advantage against enemies that Ranged 5/10; 121 vs. Reflex; 1d8 F 8 cold damage; hit or miss,
have not yet acted during an encounter. the frost giant then makes a charge against the target.
Combat Advantage
4- Twin Strike (standard; recharge %L) + Cold, Weapon
The frost giant deals an extra 1d10 damage against any target it The frost giant makes two Icy handaxe attacks; the Frost giant
has combat advantage against. may shift 2 squares after the first attack.
Icebound Footing
Icebound Footing
When an effect pulls. pushes. or slides a Frost giant. the giant When an effect pulls, pushes, or slides a frost giant, the giant
moves 2 squares less than the effect specifies. Also, a frost giant moves 2 squares less than the effect specifies. Also, a frost giant
can make a saving throw to avoid being knocked prone. can make a saving throw to avoid being knocked prone.
Alignment Evil Languages Common, Giant Threatening Reach
Skills Athletics +17, Endurance +16, Stealth +16 The frost giant can make opportunity attacks against all
Str 21 (+12) Dex 19 (+11) Wis 22 (+13) enemies within its reach (2 squares).
Con 18 (+11) Int 12 (+8) Cha 12 (18) Alignment Evil Languages Giant
Equipment hide armor, harpoon. crossbow
Skills Athletics +19
Str 21 (i 13) Dex 19 (+12) Wis 17 (+11)
Con 241-15) Int 10 (+8) Cha 12 (+9)
Equipment hide armor. 4 handaxes
OTHER GUARD POSTS
There are three guard posts on the island. You can alter- One square = 5 feet
nate the monsters at each location, as shown.
Archon Post (7,800 XP)
2 ice archon rimehammers
EMI 1f
•
je'•
3 chillfire destroyers MUM •
J
•••./
i
Frost Giant Post (7,000 XP) 411. Ate, MI • r
crafted from ice. Within the depression and scattered on Icebound Foaling
Garrick moves 2 squares fewer than any Forced movement
the ice to the west of it are a number of elaborately carved
specifies. He makes a saving throw to avoid being knocked
ice pillars. They resemble rearing dragons, heavily armed prone.
and armored frostgiants, and other creatures native to Alignment Evil Languages Common. Giant.
frigid environments. Primordial
Skills Arcane +20. Bluff +17, Diplomacy +17, History +20.
Gorrick rests within his abode when the adventurers Thievery +17
approach. His elemental minions do not begin the Str 21 (+14) Des 16 (4-12) Wis 21 (414)
Con 20 (+14) Int 22 (+15) Cha 16 (+12)
encounter on the map. Instead, they arrive as he calls
them to join the fight.
Rockf ire Dreadnought Level 18 Soldier
Law elemental magical beast (earth, fire) XP 2,000
GORRICKIS DECEPTION Initiative +17 Senses Perception +12
G ar rick attempts to parlay with the adventurers, Waves of Flame (Fire) aura 1: any creature that enters or starts its
hoping to distract them and win their trust. When turn in the aura takes 10 fire damage.
HP 170; Bloodied 85
they least expect it, he summons his elemental min-
AC 34; Fortitude 34. Reflex 32, Will 29
ions to attack. The frost giant claims to he a simple Immune disease, petrification, poison; Resist 25 fire
artisan who has been conscripted to dig into the ice Speed 8
for some unknown purpose. He points to the icy pil- 0 Fist of Flame (standard; at-will) ♦ Fire
lars that surround his but as proof of his true nature. Reach 2; 21 vs. Reflex: 2d8 + 8 fire damage_
As the adventurers ask him questions, Gorrick )f Brimstone Rock (standard; at-will) + Fire
The rockfire dreadnought hurls a flaming chunk of brimstone at
attempts to waste their time as the elemental nexus
the target. Ranged 10/20;4-23 vs. AC; 2d6 + 6 damage plus 5
that surrounds this place gathers power. Keep track of
fire damage.
the passage of time. If Garrick can distract the adven- Alignment LT- naligned Languages Primordial
turers for 5 minutes, he attacks as the nexus achieves Str 27 (+17) Des 22 (+15) Wis 16 (+12)
full power_ If the adventurers attack Garrick before Con 18 (+13) Int 8 (+8) Cha 7 (+7)
that time, the nexus is only partially useful to him.
2 ChiIlfire Destroyers Level 14 Brute 2 Stormstone Furies Level 14 Artillery
Large elemental magical beast (cold, fire) XP 1.000 each Medium elemental magical beast (air. earth) XP 1.000 each
Initiative t 12 Senses Perception 12 Initiative +12 Senses Perception . 9
Leaking Flrecore (Fire) aura 2; while the chillfire destroyer is HP 113; Bloodied 56
2 frost giant boneclaws (B) Regeneration 10 (if the sword wraith takes radiant damage,
regeneration is negated until the end of the sword wraith's
I frost giant bodak reaver (R)
next turn)
I frost giant sword wraith (S) AC 30; Fortitude 29, Reflex 30, Will 32
flash frost shaft trap (X) Immune disease. poison; Resist 15 cold. 20 necrotic, insubstantial;
Vulnerable 10 radiant (see also regeneration above)
This encounter takes place in the spot marked Loca- Speed fly 8 (hover): phasing ; see also shadow glide
tion 5 on the Frost Spire Island map (see page 99). C) Shadow Sword (standard: at-will). Necrotic
+20 vs. Reflex; 2d8 + 7 necrotic damage, and the target is
When the giants first landed on the Frost Spire.
weakened (save ends).
they looted many of the tombs they found here. They +1- Death Strike (when reduced to 0 hit points) + Cold, Necrotic
left this cave alone. Jarl Hargaad rests here, though The sword wraith shifts 4 squares and makes a melee basic
the looting of his vassals' burial grounds has awoken attack, dealing an extra 2d8 cold and necrotic damage on a hit.
him from his eternal slumber. I ie has risen as a Combat Advantage + Cold, Necrotic
bodak. The sword wraith deals an extra 2d6 cold and necrotic damage
As the adventurers approach the burial cave, read: against any target it has combat advantage against.
Shadow Glide (move; encounter)
The sword wraith shifts 6 squares.
A cave set into the side of an ice cliff is adorned with the
Spawn Wraith
symbol of a frost giantjarl. Flickering torchlight makes the Any humanoid killed by a sword wraith rises as a free-willed
cave's opening glow with warm light. sword wraith at the start of its creator's next turn, appearing in
the space where it died (or In the nearest unoccupied space).
The frost giants left a pair of everburning torches within Raising the slain creature (using the Raise Dead ritual) does not
the cave as a signal to expedition members who destroy the spawned wraith.
EN COUN TE R
When a creature enters a trapped square, the trap
activates. takes half damage and is not knocked prone.
Attack Stairs: The stairs are cut for Large or bigger crea-
Free Action Close burst 2
tures to easily navigate. Medium or smaller creatures
Target: All creatures in the burst
treat the stairs as difficult terrain.
Attack: +19 vs. Reflex
Hit: 4d12 + 7 cold damage, and the target is pulled 2 Bone Pile: The pile of bones beneath the shaft is
squares into the newly farmed shaft. The target slides difficult terrain.
down the shaft to land prone in a random square marked Throne: 'This enormous throne is carved from
"Y" in the lower chamber. stone. It is covered with scenes depicting frost giant
Effect: The shaft immediately fills with ice, blocking this warriors sailing longships and attacking shoreline
pathway down. The trap cannot be sprung again for 24
settlements of creatures smaller than themselves.
hours.
Treasure: Four 5.000 gp gems can be found in
the bone pile with a DC 20 Perception check. If the
TACTICS adventurers search the throne and make a DC 25
The undead surge forth to attack any creature that Perception check, they discover a level 19 magic item
enters the lower chamber. They ignore anyone in the hidden in a secret compartment
upper chamber. lithe adventurers push aside the
snow boulders that block the stairs, the giants wait
until the intruders descend the stairs before attacking.
The boneclaws form a defensive barrier across
the chamber, pouncing on anyone who falls down
the shaft or blocking the stairs to prevent any rescue
attempts.
The bodak reaver is clad in the Finery of a great,
frost giant king (or jarl). It is hungry for living victims
and attacks without remorse. When any of the adven-
turers enter the lower chamber. it leaps up from its
throne to attack.
The sword wraith lurks beside the throne or near
the edge of the battle. It darts in to strike with combat
advantage. Ifit cannot gain combat advantage, it pre-
fers to withdraw and wait for an opening.
The two hell hounds bark, whine, and howl at Alignment Evil Languages Elven
Skills Acrobatics +26, Bluff +13. Stealth +21
each other. Helstaff hopes that the distraction draws
Str 12 (+8) Dex 28 (+16) Wis 17 (+10)
intruders directly to the forge, where he and his min- Con 22 (+13) Int 16 (+10) Cha 12 f+111
ions can launch their attack. The hounds appear to Equipment short sword
Frost Giant Level 16 Controller (Leader)
Windkeeper (W)
Lar:e elemental humanoid (cold.: cant) XP 1.100 One square = 5 feet
TOWER EFFECTS
Zaelex used a ritual of primordial magic to raise the
tower from the icy tundra. The structure is a living
being that obeys his commands. As a minor action,
once per round, Zaelex can do one of the following.
Icy Maw: The floor beneath an enemy opens,
dropping the enemy to the level below. This power
is usable only against targets on the second or third
level. The opening immediately closes after the
enemy falls.
+23 vs. Reflex; the target falls 10 feet to the floor
below, taking 1d10 damage.
Ice to Water: The floor beneath a target partially
melts. turning the area slippery. The square remains
slick until the end of the encounter. Any creature that
enters or starts its turn in the square is attacked.
+23 vs. Reflex; the target falls prone.
iiii1111111111111ft..._
ENCOUNTER F11: HUNTERS OF THE WASTES
Encounter Level 20 (15,200 XP) Perception Check
DC 37: Something fast approaches from out of the blind-
SETUP ing snow, rushing right toward you.
Jr' '411i1d...
-.:31°,1111
The winter wolves move into and out of combat, 2 Winter Wolf Frostbreaths Level 18 Artillery
Medium natural magical beast XP 1.000 each
taking advantage of any opportunities presented to
Initiative d-17 Senses Perception +13: low-light vision 4th
them by the remorhaz as it battles the adventurers.
HP 136; Bloodied 68
The remorhaz attempts to escape if the adventur-
ers reduce it to 100 hit points or fewer. The winter
AC 30; Fortitude 29. Reflex 31, Will 27 3
Resist TO cold • U.!
wolves run off if the remorhaz is driven away or Speed 8 lice walk)
defeated, or if the winter wolves lose two or more CE) Bite (standard; at-will) + Cold Mill 1—
W
members of their hunting pack. , 25 vs. AC:; ldl 7 damage plus 1d8 cold damage.
MIS 0
l Ray of Cold (standard; at-will) + Cold
Vi
Ranged 10; +23 vs. Reflex; 2d8 + 7 cold damage, and the
DEVELOPMENT target is slowed (save ends).
the adventurers defeat the remorhaz, they can Blast of Sleet (standard: recharge) {11 + Cold
attempt to follow its trail back to its subterranean Close blast 5; +21 vs Reflex; 3d8 + 7 cold damage, and the
target slides 3 squares and falls prone.
lair. This requires a DC 27 Perception check and 1d4
Alignment Evil Languages Common, Giant
hours of tracking. If the adventurers find the lair, they
Skills Stealth +22 (+271n snow or ice)
discover the remains of previous victims and the trea- Str 21 •14) Dex 26 (+17) Wis 19 (+13)
sure these victims left behind. This includes a level Con 22 (+1S) Int 10 (+9) Cha 131+10)
17 magic item, an ornate set of dress armor worth
7,500 gp, a collection of gems worth 5.500 gp, and Remorhaz Level 21 Elite Brute
two potions of vitality. Hu s elemental beast XP 6,400
If the adventurers defeat the winter wolves, they Initiative I H Senses Perception +15; low-light vision
can attempt to trace a path back to their lair, hidden Blistering Heat (Fire) aura 2; each creature that starts its turn
within the aura takes 10 fire damage.
within a cave in a nearby hill of ice and stone. This
HP 480; Bloodied 240
requires a DC 22 Perception check and 1d4 hours AC 33; Fortitude 33, Reflex 34, Will 32
of tracking. If the adventurers find the lair, they dis- Saving Throws +2
cover treasure scattered within the cave, including a Speed 6. burrow 4 (tunneling)
collection of various gems worth a total of 8,000 gp. Action Points 1
0 Bite (standard; at-will)
3 Dire Winter Wolf keclaws Level 17 Skirmisher Reach 2; 124 vs. AC: 2d12 i- 10 damage. and the target is
Two attacks against one or two targets; +22 vs. AC: 1d8 + 7 close attacks. If the swallowed creature deals 30 damage to
the remorhaz with an attack, the remorhaz regurgitates the
cold damage per attack. After the first or second attack, the
creature into an adjacent square, and the creature is no longer
dire winter wolf can shift 4 squares.
<• Freezing Breath (standard; recharge :•: m ) + Cold swallowed. When the remorhaz dies, the target Is no longer
swallowed and can escape as a move action, appearing in the
Close blast 5: +20 vs. Reflex; 2d8 4 7 cold damage. and
remorhaz's former space.
ongoing 5 cold damage (save ends). Miss: Half damage.
Combat Advantage
4 Trample (standard; at-will)
The remorhaz moves its speed and can enter enemies' spaces.
The dire winter wolf gains combat advantage against a target
The remorhaz makes an attack against each enemy whose
that has one or more of the dire winter wolf's allies adjacent
space it enters: +22 vs. Reflex; 2d10 + 5 damage, and the target
to it. The dire winter wolf deals an extra 2d6 cold damage on
attacks against any target it has combat advantage against. is knocked prone.
Slipstream (Immediate reaction, when an attack damages the ‹. Immolating Carapace (standard; recharge IM) + Fire
Close burst 1; 124 vs. Reflex; 3d10 + 5 fire damage, and the
dire winter wolf; at•will)
target takes ongoing 10 lire damage until it ends its turn in a
The dire winter wolf shifts 4 squares and gains +2 to all
space that is not adjacent to the remorhaz.
defenses until the start of its next turn.
Alignment Evil Languages Common. Giant Enraged Heat (Immediate reaction, when a creature hits the
remorhaz with a melee attack; usable only while bloodied;
Skills Stealth +22 (+27 in snow or ice(
at-will) + Fire
Str 26 I -161 Dex 28(+17) Wis 24 (-E-15)
lire triggering creature takes 10 fire damage.
Con 24 (+15) Int 12 (+9) Cha 18 (+12)
Alignment Unaligned Languages —
Str 23 (+16) Dex 26 (1-18) Wis 21 (+15)
Con 20 (+15) Int 51+7) Cha 10 •-10)
ENCOUNTER F12: CRAFTING THE KEY
Encounter Level 13 (4,400 XP) FROST FIRE FORGE
The frost fire burns within I IelstafFs forge. The fire is
This encounter takes place in the spot marked Loca- a white and blue flame that casts a pale, harsh light.
tion 6 on the Frost Spire Island map (see page 99). The character must work the various tools and stoke
Once the adventurers have collected the three the fire of heat and cold to prepare it to accept the
items, they can forge the key they need to follow Jarl pure elemental ice. This requires two hours of work
Grugnurson into the inner sanctum. and a DC 22 Athletics check.
When the check succeeds. the frost fire burning
FORGING THE KEY in the forge becomes a silver so intense that it hurts to
To gain entrance to the inner sanctum, the characters look directing into the flame.
must forge a key of pure elemental ice. As described
earlier, this requires a shard of elemental ice from PURE ELEMENTAL ICE
Garrick's but (Location 4), the Tome of the Frozen Gate The ice pillars outside of Gorricles but consist of pure
from Zaelex's tower (Location 7), and the forged frost elemental ice. The adventurers can find two shards
fire tended by Helstaff (Location 6). The adventurers ready to use in the hut, or they can extract shards
need the book for the directions to craft the key, the from the pillars. It takes one hour and a DC 22
elemental ice to serve as the raw material, and the Thievery check to harvest a usable shard of ice. Pure
frost fire to craft it without damaging the pure ice. elemental ice is completely transparent. Note that any
Creating the key requires a series of skill checks. failed checks when attempting to craft the key con-
The adventurers have access to enough elemental ice sumes one shard ofpure elemental ice.
that, sooner or later, they can complete the key. The When the forge is ready, a character must feed the
checks determine how quickly the work is finished. pure elemental ice into the forge and work the pre-
Three characters must work together to forge the pared tools to shape the shard into a key. This requires
key. One must follow the directions from the Tome of one hour of work and a DC 22 Thievery check.
the Frozen Gate. Another must handle the tools in Hel-
staff's forge to manipulate the frost fire to prepare it
THE KEY
If the three checks succeed, the completed key
for the ice. Finally, a third character must feed the ice
emerges from the forge as a narrow. 3-foot-long sliver
into the frost-fire-imbued forge to craft the key. These
of ice that looks like an icicle with a series of grooves
three steps require one day of work in Helsta
carved along its length. It comes to a point as sharp as
forge. One PC can aid each check, however none of
a dagger. White and blue energy courses through the
the lead characters can aid with the other checks.
ice, like liquid water sealed within it. While the key
All three characters must succeed with their
looks fragile, it is as hard as tempered steel.
checks to craft the key. Otherwise. the adventurers
must start the process over again the next day. after
an extended rest, using all of the required items.
AT THE GATE
The gate to the inner sanctum is carved into the side
of the peaks that dominate the southwestern portion
THE TOME OF THE FROZEN GATE
of the island (Location 8 on the map on page 99). The
This 30-page book is carved from ice, with its covers
double doors are crafted from ice and are covered with
a 1-inch slab of white ice. Each page is a paper-thin
carvings of writhing tentacles that rise from the sea.
sliver of transparent ice scribed with silver runes.
The doors open by inserting the key. Slowly, the
Holding different pages together causes the runes on
doors swing open to reveal a set of stairs carved into
each to run together and form different messages.
the ice that plunge downward at a steep angle.
Thus, taking the first three pages and holding them
When the doors open. the characters experience
together causes a different message (or perhaps gib-
a vision. For a moment, the wind and snow that howl
berish) to appear. In order to read the ritual, the
over the island cease, and a crimson fire plays across
characters must determine the pages they must
the tops of the peaks. That fire coalesces and flows
hold together and what order to read them in. This
down the peaks, revealing the dark, shadowy form of
requires a DC 22 Arcana check that takes two hours
of work. gargantuan tentacles buried deep within the ice. For
a moment. the tentacles writhe and struggle as if t hey
When the check succeeds, the runes swirl and
seek to break free of the ice that entraps them. With
move like smoke caught within the ice. They form
a final, crimson flash, the fire dissipates, the winds
into a language that only the character making the
return, and all signs of the tentacles disappear.
check can read.
Just inside the open doors, the adventurers see the
body of a huge white dragon, its chest open and its
heart removed. It ave died recently.
-.1jawar °'
ENCOUNTER F13: AGAINST THE FROST TITAN
Encounter Level 20 (14,000 XP) The Frost giant jarl, the warchief Grugnurson, takes
.r.
the final steps needed to completely awaken the
slumbering Suulkar. The warchief and his frost giant
SETUP
hunters are under Suulkar's powerful influence. for
Frost giant warchief (W) the slumbering primordial is not some mindless tool
3 frost giant hunters (H) to be used by lesser beings such as themselves.
Frost titan (T) Grugnurson, at the behest of Suulkar, has sum-
Breven Foss moned the frost titan Glacier to this subterranean
cavern to expose his lord to the awakening primor-
The adventurers proceed through the gate, down the dial. Suulkar cares nothing about the titan lords or
steep steps, and work their way deep beneath the ice their desire to free Pi ranoth. It just wants to get out
and snow of the island. After an hour of travel, they of this prison of ice and gather Followers that it can
reach a cavern of water and ice and see a group of control.
frost giants engaged in some arcane task. Read: The ritual that Grugnurson is being directed to
complete involves the still-beating heart of a white
Before you stretches a long, wide chamber hacked from dragon and a pool of crimson blood. If the jarl is
the ice. The ceiling rises 50 feet, and embedded within the z
allowed to complete the ritual, Suulkar will fully
ire, just beneath the frozen surface, are thick, entwined awaken and cast off the frozen prison that is the Frost
tentacles. Spire. When this occurs, the primordial will be free
A narrow path of ice twists before you. Pools of water z
to wreak havoc across the planes.
stretch to the edge of this chamber. At the end of the path. a Breven Foss is not visible when this encounter
stone platform with a flight of stairs rises up out of the ire. begins. He appears as directed later in the encounter.
Threefrostgiants with harpoons guard the way to
the stone platform, where a powerful-looking frost giant This encounter is continued on the next page.
appears to be casting a spell over a crimson pool.
Suddenly a blizzard swirls into existence right ahead
3 Frost Giant Hunters (H) Level 15 Artillery
of you. It spins with icy ferocity before it takes the shape of Large elemental humanoid (cold, giant) XP 1.200 each
a huge frost titan. "I am here, Grugnurson!" the titan bel- Initiative —16 Senses Perception +13
lows. "Why have you called me from my work when we are HP 114; Bloodied 57
so close to releasing Piranoth?" AC 27: Fortitude 27, Reflex 26. Will 28
Resist 15 cold
Speed 8 (ice walk)
0 Icy Harpoon (standard; at-will) + Cold, Weapon
Frost Giant Warchief (W) Level 20 Brute
Xi' 2,80 ❑ Reach 3: +22 vs. AC: 2d10+ S cold damage.
Lar_e elemental humanoid (cold, :iant)
initiative +15 Senses Perception +16 @ Icy Crossbow (standard; at-will) + Cold, Weapon
Ranged 15/30; -22 vs. AC; 3d6 + 5 cold damage.
HP 233; Bloodied 116; see also dying swipe
Skewering Strike (standard; recharge ::•:IED + Cold, Weapon
AC 32; Fortitude 32, Reflex 30, Will 31
Reach 3; +20 vs. Reflex; 3d10 + 5 cold damage. and the target
Resist 15 cold
slides 3 squares and is slowed (save ends).
Speed 8 (ice walk)
0 Icy Greataxe (standard; at•will) + Cold, Weapon Opening Strike
The frost giant gams combat advantage against enemies that
Reach 2; 125 vs. AC; 4d6 -h 9 (crit 8d6 + 331 cold damage.
have not yet acted during an encounter.
Dying Swipe (when the frost giant drops to 0 hit points)
Combat Advantage
The frost giant makes an icy greatoxe attack.
4 Chilling Strike (standard; recharge :•:;[0) ♦ Cold, Weapon
The frost giant deals an extra 1d10 damage against any target it
has combat advantage against.
Reach 2; +25 vs. AC; 2d6 -h 9 cold damage. and the target gains
icebound Footing
vulnerable 10 cold (save ends).
Icy Handaxe (standard; at-will) + Cold, Weapon When an effect pulls, pushes, or slides a frost giant. the giant
Ranged 5/10; 25 vs. AC: 2c18 -i- 9 cold damage. moves 2 squares less than the effect specifies. Also, a frost giant
can make a saving throw to avoid being knocked prone.
Icebound Footing
VV hen an effect pulls, pushes, or slides a frost giant, the giant Alignment Evil Languages Common, Giant
moves 2 squares less than the effect specifies. Also, a frost giant
an make a saving throw to avoid being knocked prone. Str 21 (1 12)
Skills Athletics +17, Endurance •16. Stealth +16
Des 19 (411) Wis 22 (+13)
Alignment Evil Languages Common, Giant,
Primordial
Con 18 (+ 11) Inc 12 (•8)
Equipment hide armor, harpoon, crossbow Cha 12 (+8)
... .1
"awmn 747,Nr+i-
41
—
117Nrw — 2e!:41,te 111.
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A
This encounter is continued from the previous page. Frost Titan (T) Level 20 Elite Brute
I lug(• cluniental humanoid (cold, giant) XP 5.600
initiative +14 Senses Perception +16
Brevet' Foss, Final Battle Level 14 Elite Controller
Finthulwinter Breath (Cold) aura 2; enemies treat the aura's area
Medium natural humanoid, !Inman XP 2,000
as difficult terrain. Each enemy that starts its turn within the
1+• initiative -8 Senses Perception +19
aura takes 5 cold damage.
Elemental Energy aura 10; each elemental ally within the aura
HP 466; Bloodied 233; see also furious swipe
regenerates 10 hp at the start of its turn.
AC 32; Fortitude 34, Reflex 29, Will 33
HP 264; Bloodied 132
Resist 15 cold
AC 28; Fortitude 26, Reflex 27, Will 28
Saving Throws +2
Saving Throws
Speed 8 (ice walk)
Speed 6
Action Points 1
Action Points 1
0 icy Greataxe (standard:at-will) + Cold, Weapon
0 Fire Touch (standard; at-will) + Fire
Reach 3; +23 vs. AC: 2d8 + 9 (crit 4d8 + 25) cold damage, and
+18 vs. Relies; 1d10 + 6 fire damage, and the target takes a -2
ongoing 10 cold damage (save ends).
penalty to attack rolls until the end of Foss's next turn.
4 Furious Swipe (free, when first bloodied and again when the
Frost Bolt (standard; at-will) + Cold
frost titan drops to 0 hit points)
Ranged 10; 4-18 vs. Fortitude: 2d8 + 6 cold damage. and until
The titan makes an icy grentaxe mark.
the end of Foss's next turn, the target is slowed and takes a -2
Cold-Blooded Kick (minor 1/round; at-will)
penalty to all defenses.
Reach 3: +21 vs. Reflex; 1d8 + 9 damage. and the target is
<— Elemental Burst (standard; at•will) + Cold, Fire
pushed 2 squares and knocked prone.
Close burst 5: targets enemies; +17 vs. Fortitude; 1d10 + 6 cold
)1 Ice Bolts (standard: recharge Ig
and fire damage. Foss slides the target 3 squares, and the target
Ranged 20; targets one or two creatures; +21 vs, Fortitude; 1d8
is dazed (save ends).
9 cold damage. and the target is slowed (save ends).
Elemental Mist {immediate reaction, when Foss takes damage:
Blast of Winter (standard; encounter)
encounter)
Close blast 5: +21 vs. Reflex; 3d8 + 6 cold damage, ongoing 10
Foss becomes invisible until after he hits or misses with an
cold damage (save ends), and the target is immobilized until the
attack or until the end of his next turn.
end of the frost titan's next turn. Miss; Half damage.
Alignment Unaligned Languages Common, Giant,
Glacial Footing
Primordial
When an effect pulls, pushes, or slides a frost titan, the titan
Skills Arcana +17. Insight +18. Religion +17
moves 4 squares less than the effect specifies. Also, a frost titan
Str 12 (+8) flex 12 (+8) Wis 24 (+14)
can make a saving throw to avoid being knocked prone.
Con 20 (+12) Int 22 (+13) Cha 151+9)
Alignment Evil Languages Giant, Primordial
Skills Athletics +24
So 28 (+19) Dee 19 (+14) Wis 23 (•16)
Perception Check Con 23 •'16) Int 12(+11) Cha 16 (+13)
DC 22: A heating heart of great size sits atop a pedestal on Equipment greataxe
the stone platform. With every beat of the heart, dark blood
pours forth, forming a pool around the pedestal andflowing
into the icy water. The water and the ice around the cham- TACTICS
ber are slowly turning crimson, and the tentacles within the The jarl and his followers fight to the death. The frost
ice seem to pulse each time the heart pumps blood. titan, unaware of Suulkar and the influence that the
BREVEN Foss primordial has over the frost giants here, joins them
in battle against the adventurers. Breven waits for an
The elemental master Brevet.] Foss is dedicated to opportunity to grab the piece of the divine engine
the quest to free Piranoth from its eternal prison. He that hangs from Grugnurson's belt, then he moves to
works with the titan lords to make sure that Pira- join the frost titan in hopes that the two of them can
noth's bid for freedom succeeds. Breven has come escape with the prize they were sent here to get.
to Frost Spire to help Jail Grugnurson complete The jarl warchiel fights with insane fury, laughing
his mission: to recover a piece of the divine engine. and delighting at the carnage he causes. He takes up
Unfortunately, Grugnurson heard the subtle whis- a position at the top of the stairs, hurling axes and
pers of the slumbering primordial trapped here, then moving to engage enemies in direct combat.
and has abandoned his original mission in favor of a The frost titan Glacier moves to block the path to
new one. The jarl wants to free Suulkar and gain the the stone platform. He focuses on using cold-blooded
power that the primordial has promised him. Breven kick to send enemies into the freezing water_ if he
quaffed a potion of invisibility and has been watching knocks a character prone but fails to push him
Grugnurson for a while now. The elemental master into the water, he delights in striking with combat
is trying to decide how to salvage the original plan advantage.
when Grugnurson summons the Frost titan Glacier The frost giant hunters use their crossbows,
and the adventurers arrive. switching to their harpoons when the adventurers
draw near.
Once the titan is bloodied, two of the hunters z
leap into the water, swim to where the adventurers
entered, and climb up to attack from behind or to
engage wizards or rangers in melee.
Breven Foss grabs the divine engine from
Grugnurson, moves to a position behind the frost 0
titan, and then attacks with either frost bolt or elemen- LL
DEVELOPMENT
Grugnurson has finished the ritual whispered into
his mind by the slumbering Suulkar. Now. with each
beat of the white dragon heart, Suulkar grows closer LL
to being able to free itself from its prison. The adven-
turers must stop this from occurring. They can spot
the signs with a Perception check, or Breven Foss can
warn them during the battle. Breven wants to free
Piranoth—Suulkar might endanger that goal. C
Keep track of rounds in this battle. On round 3,
initiative 20 in the order. Suulkar begins to make +18 LJ
PORTAL PLATFORM
This platform on the exterior of the central tower is
not shown on the map. It is located on the same level
as Location 2. A teleportation portal is inscribed upon
the floor of this platform to accommodate visitors to
Flamelidl Tower, and a sturdy portcullis guards the
entrance to the tower. See Encounter Gl: Portal
Platform on page 130.
2. AUDIENCE CHAMBER
Whenever King Snarr is in residence, this large
chamber serves as his throne room. Otherwise. it is
used by the master fabricator to meet with traders
and allies of the lire giants. The controls used to raise
and lower the north and south towers can be found
in this chamber. Stairs here lead up to the roof of the
central tower and down to the Common Area. See 7 FURNACE
Encounter G2: Audience Chamber on page 132. Located in the central tower. this level features
a series of chambers that are each occupied by a
powerful furnace. Ores can he smelted here. See
3. FIRE GIANT COMMON AREA Encounter G4: Elemental Furnace on page 136.
This location in the central tower serves as an exer-
cise and common area for the fire giants. Here,
lire giants lounge around, work on private projects, 8. SUMMONING CHAMBER
practice martial skills, and engage in other leisure A bone naga arcanist, loyal to the fire titan, works in
activities. Stairs here lead up to the Audience Cham- a secluded chamber on this level of the north tower.
ber. From this level, the only way to descend deeper In addition to exploring potential rituals associated
into the central tower is by accessing the north or with the divine engine, the bone naga is preparing to
south towers. summon undead creatures to bolster the Forces of the
fire giants. Sec Encounter G5: Summoning Cham-
ber on page 138.
4. FIRE GIANT BARRACKS
Located in the north tower, this level contains sleep-
ing quarters fir the fire giants stationed within 9. RITUAL CHAMBER
Flamelall Tower. Common rooms contain sleeping Draw provided by Lolth, the god of shadow and
mats and lockers for personal items. A few private spiders. toll here to prepare a ritual provided by the
Demon Queen that will allow the divine engine to
chambers serve as quarters for higher-ranking lire
giants. operate even though not all of the pieces were used
to mend it. See Encounter G6: Ritual Chamber on
page 140.
5. GUEST QUARTERS
Located in the south tower, this level contains quar-
ters for visiting traders and other guests of King Snarr 10. LAVA OUTFLOW CHAMBER
and the lire giants. Currently. the drow exarch and The lava that flows from the top of the central tower
her party occupy quarters here, as does a rakshasa to the bottom through a large pipe is eventually
noble negotiating a treaty with the fire titan. diverted to this chamber at the bottom of the north
tower. A chute in the ceiling allows the lava to pour
into the pool in this chamber and flow out into an
6. ARMORY aqueduct that leads back into the mountain. The
A series of vaults comprise the central tower's armory. chute only allows lava to flow into this area when the
Each vault features racks of armor and weapons, and north tower is locked into its at-rest position, when
a few are also equipped with forges and worktables Location 10 is adjacent to Location 11. See Encoun-
where weapons and armor can either he crafted or ter G7: Salamander Defenders on page 142.
repaired. See Encounter G3: Armory on page 134.
OV ER VI EW
11. INGOT FOUNDRY
strength and also leaves him or her more vulnerable
The foundry on this level of the central tower usually
churns out ingots of iron, silver, or adamantine for to future fire attacks. Healing surges return as normal
after an extended rest, and any vulnerabilities gained
use by crafters in other parts of the tower, or even to
disappear after an extended rest, as well. A character
be used as trade goods to add to the fire giants' cof-
can lose multiple surges to multiple checks. If a char-
fers. Currently, the foundry is working to duplicate
acter acquires multiple vulnerability results, only the
the missing pieces of the divine engine. See Encoun-
highest vulnerability applies.
ter G8: False Relics on page 144.
0
12. INGOT STORAGE IMPORTANT NPCs
FLAMEF A LL
A series of special vaults on the lowest level of the Three major N PCs can be encountered within
south tower are used to store the ingots of iron. silver, Flamefall Tower. Use the following descriptions to
and adamantine that the fire giants craft from the ore complement the material provided in the encounters
extracted from the nearby mountains. See Encoun- detailed later in this book.
ter G9: Storage Vault on page 146.
KING SNARR
13. SLAVE QUARTERS The king of these fire giants is Snarr, a powerful and
The azer slaves working in Flamefall Tower and the charismatic leader who commands the utmost loyalty
nearby mines within the mountains live on these from the fire giants that follow him. He is obsessed
levels of the north and south towers. See Encounter with the idea that by releasing Piranoth, he will gain a
GM: Fire Giant Slaves on page 148. huge chunk of the world as his new kingdom. He plans
to enslave all of the nongiant races in his new territory.
14. FABRICATION CHAMBER forcing them to work for the glory and betterment of
A series of massive chambers on the lowest level the fire giants—and to elevate the name of Snarr to the
of the central tower serve as fabrication chambers highest levels. 'fo accomplish this, he has undertaken
where the master crafters of the fire giants can con- the task of reconstructing the divine engine that was
struct amazing siege engines and even artifacts. King used to imprison Piranoth. A key can unlock as well as
Snarr works here, completing the final tasks neces- lock, and that is Snarr's goal.
sary to mend the divine engine known as Piranoth's
Bane. See Encounter G11: King Snarr's Crafting
on page 150.
WILDFIRE
One of the titan lords that have formed an alliance
THE HEAT OF to free Piranoth and take revenge upon the natu-
ral world, Wildfire is the most powerful titan the
FLAMEFALL TOWER adventurers must contend with in this adventure.
The lava flowing through the central tower makes The fire titan is suspicious of the Brow, but without
Flamefall Tower unbearably hot for creatures not con- the remaining pieces of the divine engine. Wildfire
nected to elemental fire. Each time the adventurers knows that he needs the help of a god to set Piranoth
start an encounter in the central tower, or once each free. Lolth offered her assistance, and the titan lords
hour if they are moving around the central tower reluctantly agreed to accept it. Wildfire, however.
without attracting any attention, have each character remains alert for betrayal. He also works very hard to
make an Endurance check. keep his fury and thoughts of revenge in check, even
though he wants to destroy the adventurers who have
ENDURANCE CHECK RESULT
defeated his fellow titan lords.
Check Result Effect
10 or less Lose 1 healing surge, gain
vulnerable 10 fire LOLESTRA
11 - 20 Lose 1 healing surge, gain An exarch of Lolth sent by the Demon Queen to aid
vulnerable S fire the giants. Lolestra is haughty. confident, and some-
21 - 25 Lose 1 healing surge what insane. She revels in deception and tnindgames,
26-i- No effect enjoys torturing victims for sport. and can barely
contain her contempt of the giants she has been
forced to work alongside. She can't wait to cast the
DISASTER AT BREELTON ritual Lolth has provided her with and return to her
After the events at Frost Spire, the adventurers learn that palace in the Underdark. If the adventurers defeated
a huge army of giants destroyed the city of Breelton and Esixtara at the Temple of Inchoate Mysteries (see
have acquired a third piece of the divine engine.Obanar Encounter D4: The Skywatcher's Dome on page
can relay the news, or the adventurers can visit the site 82), then Lolestra wants to make them suffer before
and witness the destruction firsthand. she destroys them.
CHAPTER 2 I Adventure Encounters
Drow Matron Level 16 Elite Controller 2 Draw Templars Level 16 Soldier
Medium fey humanoid XP 1,800 Medium fey humanoid XP 1,400 each
Initiative 412 Senses Perception +16; darkvision Initiative + f 1 Senses Perception +15; darkvision .a1:1
Lolth's Authority aura 5; draw and spider allies in the aura gain a HP 150: Bloodied 75
+1 bonus to attack rolls and a +2 bonus to damage rolls. AC 32; Fortitude 28, Reflex 22, Will 25
HP 304; Bloodied 152; see also spider link Immune fear
AC 32; Fortitude 25. Reflex 30, Will 30 Speed 6
Saving Throws -2 ID Spear (standard; at-will) + Weapon 1111.11.11.111.1
Speed / , 23 vs. AC: 1d8 i 8 damage, and the target Is marked until the 0
Action Points 1 end of tire draw templar's next turn.
FLAMEFALL
C) Mace (standard; at-will) + Weapon Fierce Rebuke (immediate interrupt, when an adjacent marked
+21 vs. AC: 1d8 +4 damage. target shifts: at-will) + Weapon .a
4 Wrath of the Spider Queen (Immediate reaction. when the Requires spear; +23 vs. AC; 2d# I 8 damage, and the target is
draw matron is hit by a melee attack: at-will) knocked prone.
4-21 vs. AC: 1d6 .4 2 damage. <- Wrath of Lolth (standard; recharges when First bloodied)
* Webs of Madness (standard: at-will) + Psychic Close burst 1; +21 vs. Fortitude; 1d10 + 4 poison damage, and
Burst 2 within 20: -19 vs. Reflex; 2d10 + 9 psychic damage, and ongoing 5 poison damage (save ends), and the target is pushed
the target is dazed and slowed (save ends both). 1 square.
.11
Lolth's Rebuke (minor; recharge i;.:114) + Poison Whispers of the Spider Queen
Area burst 1 within 10: +19 vs. Will; target is weakened and A draw teniplar gains a +2 bonus to attack rolls against a
dazed (save ends both). If the target is slain while weakened bloodied target.
and dazed, it explodes in a burst 3:4-17 vs. Reflex; 3d6 + 7 Alignment Chaotic evil Languages Common. Elven
poison damage. Skills Intimidate +17, Stealth +9
Darkfireiminor; encounter) Str 24 (+IS ) Dex 12 (+9) Wis 15 (110)
Ranged 10;4-19 vs. Reflex; until the end of the drew matron's Con 14 (+10) Int 8 (+7) Cha 19 (412)
next turn, the target grants combat advantage to all attackers. Equipment plate armor, spear
and the target cannot benefit from invisibility or concealment.
Spider Link (minor; at-will) + Healing
The draw matron can transfer up to 75 damage she has taken
to a spider or draw within 5 squares of her. She cannot transfer
more hit points than the creature has remaining.
Mask of the Matriarch (immediate interrupt, when the draw
matron is targeted by a melee attack; encounter) + Fear
The target moves its speed away from the draw matron-
Alignment Chaotic evil Languages Abyssal, Common.
Elven
Skills Bluff -19. Insight +21, Intimidate 19. Religion +21,
Stealth -'17
Str 14 (+10) Dex 18 (+12) Wis 27 (+16)
Con 16 (+11) Int 26 (+16) Cha 22 (-1-14)
Equipment chainmaii, mace. mask of the matriarch
5 fire giant troopers (F) AC 30; Fortitude 28, Reflex 29. Will 27
Speed 6
1 drow noble (N)
Warblade (standard; at-will) + Poison. Weapon
5 drow warblades (W) +21 vs. AC; 1d10 + 7 damage, and the drow warbiade makes a
secondary attack against the same target. Secondary Attack: +19
This encounter takes place at Location 2. After enter- vs. Fortitude; see drow poison for the effect.
ing the spire keep, the adventurers can descend the Hand Crossbow (standard; at-will) + Poison, Weapon
stairs to the roof of the central tower. This grants Ranged 10/20; +21 vs. AC; 1d8 + 7 damage, and the drow
warblade makes a secondary attack against the same target.
them access to the stairs that lead to King Snarr's
SecondaryAttack: +19 vs. Fortitude: see draw poison for the
audience chamber. When the adventurers climb
effect.
down the stairs (they can descend from either the Daricfire (minor; encounter)
north or south stairs), read: Ranged 10; +19 vs. Reflex; until the end of the drow warblade's
next turn, the target grants combat advantage to all attackers,
A raised dais at the center of the far wall of the chamber and the target cannot benefit from invisibility or concealment.
features a black obsidian throne built for a creature much Combat Advantage
The drow warbiade deals an extra 3d8 damage on melee and
larger than a human. No one sits upon the throne, but a
ranged attacks against any target it has combat advantage
sword-wieldingfire giant stands at attention at the foot of
against.
the stairs. A detailed mosaic depicting a red dragon adonis Drow Poison + Poison
the center of thefloor. To either side, giant-sized trestle A creature hit by a weapon coated in drow poison takes a -2
tables are positioned for either a feast or a meeting. A drow penalty to attack rolls (save ends). First Failed Saving Throw: The
female sits cross-legged atop the dais, surrounded by five target is also weakened (save ends). Second Failed Saving Throw:
drow males in chain armor. She seems to be lecturing the The target falls unconscious until the end of the encounter.
Alignment Evil Languages Common. Elven
drow. Three morefire giants stand at the other end of the
Skills Dungeoneering + ' 15. Intimidate +14, Stealth +17
chamber, apparently extremely bored by whatever the Brow
Str 161+11) Dex 19 (+12) Wis 14 (+10)
is talking about. Con 12 (+9) Int 13 (+9) Cha 12 (+9)
On the walls hang battered shields—mostly human- Equipment chainmail, warhlade*, hand crossbow, 20 bolts'
sized, but afew intended for giant-sized wielders are 'Thew weapons are coated in iinnv poison .
displayed as well. There's a wide variety, all dented, crum-
pled, or otherwise showing signs of battle damage. TACTICS
The fire giant troopers rush to defend the tower as
If the adventurers immediately spring into action,
they may gain surprise (the passive Perception of soon as they become aware of the intruders. The fire
the fire giant troopers is only 19. and the drow war- giant closest to the stairs the adventurers use to enter
blades are too busy listening to the noble to notice the chamber engages them in melee combat, while
intruders.) If the adventurers make their presence the others hang back for a round or two to hurl iron
javelins. As soon as one or more of the giants fall, one
known before attacking. then no surprise round is
granted to them. of the troopers breaks off to head for the stairs lead-
ing down into the tower in order to raise the alarm.
The drow noble seems more amused by the
5 Fire Giant Troopers (F) Level 18 Minion
Large natural humanoid (giant) XP 500 each appearance of the intruders than surprised or angry.
Initiative +11 Senses Perception +9 Indeed, she has been bored and suddenly sees the
HP 1; a missed attack never damages a minion. adventurers as the means to some much needed
AC 34; Fortitude 34. Reflex 28, Will 28 entertainment. She uses shadow wrath as her first
Speed 7 attack, then she moves away to put as much distance
Searing Longsword (standard; at-will) + Fire, Weapon „,,,a 4 as possible between herself and the intruders. She
Reach 2: 423 vs. AC; 10 damage plus 1d8 fire damage.
uses &I/40re to make one enemy more vulnerable to
))" Iron Javelin (standard; at-will) + Weapon
Ranged 15/30; +21 vs. AC; 10 damage, and the target is slowed
the warblades, and makes fire web attacks as long as
until the end of the fire giant trooper's next turn. she has range on the intruders. Once the adventurers
Alignment Chaotic evil Languages Giant 4 push deeper into the chamber, the noble unleashes
Str 22 (+15) Dex 10 (+9) Wis 10 (+9) her maddening oratory to damage and daze as many
Con 20 (+14) int 8 (+8) Cha 9 (+8) targets as possible. and to heal her warblades. She
Equipment chain armor. longsword fights to the death, mostly because she never seriously
believes that the adventurers pose a real threat to her.
Drow Noble (N) Level 18 Controller (Leader) Stairs Up: The stairs on the north and south
Medium fey humanoid XP 1,000 walls of the chamber lead up to the roof of the cen-
Initiative +11 Senses Perception +20; darkvision tral tower. This is how the adventurers enter this
Noble Authority aura sight; drow and spider allies in the aura gain
chamber.
a +2 bonus to attack rolls and a +2 bonus to damage rolls.
HP 164; Bloodied 82
Stairs Down: The stairs along the west wall of
AC 32; Fortitude 27, Reflex 29, Will 32 the chamber lead down to Location 3, the fire giant's
Speed 7 common area.
1 fire giant icefist (F) AC 31; Fortitude 31, Reflex 28, Will 28
1 salamander archer (A) Saving Throws +2
2 salamander swordbearers (S) Resist 15 fire
Speed 7
This encounter takes place at Location 6. The adven- Action Points 1
turers must descend through either the north or Ice Punch (standard; at-will) + Cold, Weapon
Requires frigid gauntlets; reach 2; +22 vs. AC: 1d8 + 18
south tower to reach this level of the central tower. A
damage plus 2d8 cold damage.
series of vaults, each protected by a portcullis, fill this
Blizzard of Blows (standard; at-will) + Cold, Weapon
level of the tower. Because of the war efforts, which The fire giant icefist makes three ice punch attacks. If all
have depleted the tower of most of its occupants, and three attacks hit, make an immediate freezing grasp attack as
due to all of the work happening in the lowest levels a free action. This attack can't be used while the icefist has a
where King Snarr toils to mend the divine engine, the grabbed target.
armory isn't the bustling location it once was. When Freezing Grasp (standard; recharge :-: i i) ♦ Cold. Weapon
Requires frigid gauntlets; +20 vs. Reflex: 1d8 18 damage plus
the adventurers reach this area, they come across
2d8 cold damage, and the target is grabbed.
a lot of empty vaults and one armory vault that is
Coldsnap
occupied. Bright light spills from this particular vault. At the start of a grabbed target's turn, the grabbed target takes
Read: 10 cold damage.
• Beyond the portcullis, two salamanders hold their
Alignment Evil Languages Giant
Skills Intimidate +20
strangely curved swords out toward a spinning grindstone Str 29 (+18) Dex 23 (+15) Wis 16 (+12)
in a wooden frame, causing a shower of sparks as the metal Con 27 (+17) Int 17 (+12) Cha 23 (+15)
meets the stone. Equipment chain armor, frigid gauntlets
Another salamander with a bow across its back stands
The salamander swordbearers use tail lash to
at a table covered with a pile of brilliant purplefeathers. It
appears to be preparing arrows for its bow. confound the movement of the adventurers. Try to
A fire giant leans against a wall, adjusting the straps on position the swordbearers so they are in the way of the
the strange gauntlets it wears. The gauntlets appear to be adventurers to better trigger the attack. The sword-
bearers work to set up flanks for each other. When
covered in aline layer of frost.
an enemy becomes bloodied, the two swordbearers
Armor racks stand at intervals along the left and right
concentrate their attacks on that target, employing
walls. About half are empty, and the other half have bat-
tered or incomplete suits of giant-sized plate or chainmail executioner's strike and tail lash to maximum effect.
The salamander archer's tactics are pretty simple:
hanging on them. A small forge glows a dull red in one
corner. Hanging from pegs about 10 feet off the ground are it tries to stay out of melee combat and shoot as many
arrows as possible. It uses tail thrust to keep would-be
giant-sized melee weapons—mostly swords and mauls.
Maps cover the walls where weapons and armor aren't melee combatants at a distance; remember that the
in evidence. archer has reach 2 and can use tail thrust more than
once on its turn.
TACTICS FEATURES OF THE AREA
The fire giant icefist oversees the activities of the
salamanders here, who are working on their own Illumination: Dim light from the glowing forge.
weapons for a change. When the intruders arrive. Bright light in a 20-square radius from each salaman-
the fire giant starts by hefting a spare grindstone der, as long as the salamander is alive.
and hurling it at the adventurers (see "Features of the Armor Racks: None of the armor sets hanging on
Area" for details). Then he rushes toward the intrud- these racks are complete. If the PCs are determined
to construct Large armor from the pieces, they can
ers and uses blizzard of blows on a single target. If the
fire giant manages to grab a target. he can hold that get two sets of plate armor and three sets of chain-
enemy with one arm while making ice punch attacks mail by cannibalizing armor pieces and straps from
against other targets. Remember that grabbed targets components scattered throughout the vault. This
requires an hour of work.
suffer the effects of coldsnap at the start of their turns.
Salamander Archer (A) Level 15 Artillery 2 Salamander Swordbearers (S) Level 16 Soldier
Large elemental humanoid (fire, reptih XI, 1.100 Large elemental humanoid (fire, reptile) XP 1,400 each
Initiative +10 Senses Perception +9 Initiative ■ 14 Senses Perception -12
HP 114: Bloodied 57 HP 153; Bloodied 76 2
AC 28: Fortitude 26, Reflex 23. Will 22 AC 32: Fortitude 28. Reflex 29, Will 27
Resist 20 fire Resist 20 fire
Speed 6 Speed 6
(D Tail Lash (standard; at-will) + Fire Khopesh (standard; at-will) ♦ Fire. Weapon
Reach 2: 118 vs. AC; ldl 0 + 6 fire damage. Reach 2; +23 vs. AC; 1d8 4 7 damage, plus S fire damage.
a Longbow (standard; at•will) + Fire, Weapon 0 Executioner's Strike (standard; at-will) ♦ Fire, Weapon
Ranged 20/40; +20 vs. AC; 1d10 + 6 damage plus 1d6 fire Targets bloodied enemy only; reach 2; +21 vs. Fortitude; 2d8 +
damage. 7 damage, plus 5 fire damage. If the target is prone, it takes an
, Tail Thrust (minor; at-will) additional 10 damage.
Reach 2: +18 vs. Reflex: the target is pushed 1 square. . Tail Lash (immediate reaction, when an enemy moves within 2
Double Attack (standard; at-will) + Fire, Weapon squares of the salamander swordbearer; at-will) ♦ Fire
The salamander archer makes two ranged basic attacks The salamander attacks the enemy: reach 2: +21 vs. Reflex;
against the same target or two separate targets within 5 1d 10 + 7 fire damage, the target is knocked prone, and the
squares of each other. target's move action ends in that square.
Alignment Evil Languages Primordial Alignment Evil Languages Primordial
Str 17 (+10) Dex 22 (+13) Wis 15 (+9) Str 20 (+13) Dex 22 (+14) Wis 18 (+12)
Con 18 (+11) Int 11 (1-7) Cha 11 (+7) Con 18 (+12) Int 13 (+9) Cha 15 (+10)
Equipment longbow, quiver of 30 arrows Equipment k hopesh
Grindstone: The grindstone in the framework Treasure: One weapon or suit of armor stored
spins of its own volition. Any creature that is pushed here was taken from a human-sized opponent. If the
or slides into the spinning grindstone takes 3d10 adventurers make a successful DC 25 Perception
damage. A spare grindstone leaning against the check, they spot the item among the other arms and
wall next to the fire giant makes an excellent mis- armor stored here. They find a level 20 magic item,
sile weapon. The fire giant can hurl it as an attack; either a weapon or armor, as you see fit.
ranged 20; +20 vs. AC; 2d10 damage and the target
is knocked prone; make a secondary attack against a
target within 2 squares of the original target; +20 vs.
AC; 1d10 damage.
One square
Iron Portcullis: Ordinarily left unlocked and = 5 feet
closed, the portcullis can be locked manually from
the inside with a lever. DC 25 Strength check to lift a
closed portcullis it if unlocked, DC 30 if it is locked.
(Giants can automatically lift an unlocked portcullis.)
Raising the lever all the way retracts the portcullis
into the ceiling, and lowering the lever all the way
lowers it to the floor. Placing the lever in the middle
position locks the portcullis in place.
The portcullis on the south wall opens into the
main hallway running through this level of the tower. mpg
■1111111111111ftli.,_
ENCOUNTER G4: ELEMENTAL FURNACE
Encounter Level 17 (8,000 XP) Fire Giant Flamecrusher (F) Level 17 Brute
Lar.e elemental humanoid .iantl XP 1,600
Initiative +11 Senses Perception +10
SETUP HP 204; Bloodied 102
1 fire archon blazesteel (A) AC 29; Fortitude 30, Reflex 25. Will 28
Resist 15 fire
1 fire giant flamecrusher (F)
Speed 7
2 fire elemental infernos (E) Searing Maul (standard; at•wIII) + Fire, Weapon
Reach 2; +20 vs. AC; 2d8 + 8 damage plus 2d8 fire damage.
This encounter takes place at Location 7. The adven- 0 Overhead Smash (standard; at-will) + Fire. Weapon
turers must descend through either the north or Requires maul: reach 2; +18 vs. AC; 2d8 + 14 damage plus 2d8
south tower to reach this level of the central tower. fire damage, and the target Is knocked prone.
A series of furnace chambers, each protected by a • Battering Blows (standard; usable only when bloodied;
encounter) + Fire, Weapon
portcullis, fill this level of the tower. Because of the
Requires maul; close burst 2; +20 vs. AC; 2d8 + 8 damage
war efforts, which have depleted the tower of most of plus 2d8 fire damage, and the target is pushed 2 squares and
its occupants, and due to all of the work happening in knocked prone.
the lowest levels where King Snarr toils to mend the Alignment Evil Languages Giant
divine engine, the furnaces aren't the bustling loca- Skills Endurance +20
tion they usually are. When the adventurers reach Str 27 (+16) Dex 17 (+11) Wis 15 (410)
this area, they come across a lot of empty chambers Con 24 (+15) Int 8 (+7) Cha 22 (414)
Equipment plate armor, maul
and one furnace chamber that is occupied. Here,
the last replacement piece for the divine engine has
recently been completed and is now on its way to Fire Archon Blazesteel (A) Level 19 Soldier
Medium elemental humanoid (fire) XP 1.40()
King Snarr. The remaining creatures guard the area.
Initiative +18 Senses Perception +12
Read: HP 182: Bloodied 91; see also wounded fireburst
AC 3S; Fortitude 33, Reflex 32, Will 28
Beyond the portcullis, a massive furnace with iron doors Immune disease, poison; Resist 30 fire
stretches from floor to ceiling. There's a metal tank on Speed 8
either side of the furnace doors, with pipes connecting each 0 Scimitar (standard; at-will) + Fire, Weapon
+25 vs. AC; 1d8 + 8 damage (crit 2d8 + 16) plus 1d8 fire
to the floor and ceiling. A fire giant holds a steaming stone
damage, and the target is marked until the end of the
mold with massive iron tongs as he moves it to a side work
blazesteel's next turn.
table. A massive anvil dominates the far end of the room. .(• Wounded Rreburst (when first bloodied and again when the
and numerous drawings hang upon the walls, along with blazesteel Is reduced to 0 hit points)* Fire
tongs. hammers, jigs. and other tools of the blacksmith's Close burst 2; +21 vs. Reflex; 10 fire damage. and ongoing 5 fire
trade. Threeflery creatures stand near the open doors of damage (save ends).
the blazing furnace. Combat Advantage + Fire
The blazesteel makes a single extra scimitar attack and deals
an extra 1d8 fire damage against any enemy it has combat
2 Fire Elemental Infernos (E) Level 18 Controller
_
advantage against.
Large elemental magical beast (fire) XP 2.000 each
Alignment Chaotic evil Languages Primordial
Initiative +15 Senses Perception +10
Str 26 (+17) Dex 24 (+16) WIs 16 (+12)
Blazing Heat (Fire) aura 3; any creature that enters or starts its
Con 22 (+15) Int 14 (+11) Cha 15 (+11)
turn in the aura takes 10 fire damage.
Equipment plate armor, scimitar
HP 170; Bloodied 85
AC 32; Fortitude 30. Reflex 32, Will 29
Immune disease, petrification, poison; Resist 30 fire TACTICS
Speed 6
The fire giant flamecrusher starts this encounter
Q Fire Tendril (standard; at-will) + Fire iaddi1
Reach 3:4-23 vs. AC; 1d10 + 7 fire damage. and target
carrying the still-steaming mold that was used to
slides 3 squares. form the last missing piece of the divine engine.
* Inferno (standard; at-will) + Fire, Zone Remember that King Snarr hopes that by completely
Area burst 1 within 10; +22 vs. Reflex; 2d8 + 7 fire damage and mending Piranoth's Bane (even if he is using some
the target is Immobilized (save ends). The zone is filled with fire replacement pieces that he has fashioned himself) he
and is considered difficult terrain until the end of the encounter. will have a better chance of calling upon its powers to
Any creature that enters or starts its turn in the zone takes 10
set Piranoth free.
fire damage.
Alignment Unaligned Languages Primordial
As soon as the fire giant notices the intruders, he
Str 14 (+11) Dex 22 (+15) Wis 12 (410) tosses the red-hot stone mold onto the table. Then he
Con 18 (+13) int 8 (+8) Cha 16 (+12) pulls his maul and turns to attack. He uses overhead
smash as his primary mode of attack, though he magma pipes into the elemental furnace, where the
will switch to searing maul if he's having a hard time molten rock mingles with the elemental fire to feed ..pit
hitting his target. When the fire giant becomes blood- thefurnacdmitheznglys
ied, he positions himself to use battering blows, trying temperatures. Every time an area attack includes a
to catch as many opponents as possible in the burst. furnace tank, there's a chance that the tank ruptures
The fire archon blazesteel charges and makes a and explodes. When a close blast or burst, or an area —I
scimitar attack against the nearest melee-capable burst, includes a tank, roll 1d20. On a roll of 1, the
adventurer. Then it bides its time with scimitar attacks tank explodes, spewing lava in all directions. If both Z
until one of the fire elemental infernos can move into tanks are destroyed, the damage dealt by the furnace 2
a flanking position—providing the blazesteel with an is reduced to 1d10 + 7 fire damage.
extra scimitar attack and extra fire damage. Exploding Tank: Close burst 5; +20 vs. Reflex; 4d12
The fire elemental infernos like to get close to their + 7 fire damage. and ongoing 10 fire damage (save
opponents to allow their blazing heat auras to do their ends). Miss: Half damage. and no ongoing damage. ,„;
jobs. One tries to establish a flanking position with Iron Portcullis: Ordinarily left unlocked and cc
the fire archon blazesteel, while the other alternates closed, each portcullis can be locked manually from t-w
between using fire tendril attacks to slide opponents the inside with a lever. DC 25 Strength check to lift a
into the open furnace and inferno to set up zones of closed portcullis it if unlocked, DC 30 if it is locked.
immobilizing fire elsewhere in the area. (Giants can automatically lift an unlocked portcullis.) 0
The fire archon attempts to escape if the other Raisngthelvrwyactsheporuli
creatures fall. It hopes to reach other fire giants or into the ceiling, and lowering the lever all the way
the drow so that it can raise the alarm and warn lowers it to the floor. Placing the lever in the middle
King Snarr about the intruders. The fire giant flame- position locks the portcullis in place.
crusher and the fire elemental infernos, however. get The portcullises on the north and south walls lead
caught up in the heat of battle and fight to the death. to other furnace chambers on this level.
Stairs: The stairs leading down out of this cham-
DEVELOPMENT ber are sealed. They don't go anywhere.
The stone mold on the table was used to forge one
of the missing pieces of the divine engine known
as Piranoth's Bane. A character can make a DC 25
Dungeoneering check or a DC 20 Religion check to
recognize the shape within the mold as one of the
pieces of the divine engine—perhaps even one of the
pieces the adventurers recovered from Frost Spire
Island. It is clear from this still-hot mold that this tool
was used very recently.
ENCOUN TER
Ranged 10;+21 vs. Reflex: until the end of the drow arcanist's
a human prisoner. When all attention is turned to the
next turn, the target grants combat advantage to all attacks.
and the target cannot benefit from invisibility or concealment.
drow, it attacks.
Shadow Fire (standard; recharge [R)+ Fire
Area burst 2 within 20; 121 vs. Reflex; 5d6 + 7 fire damage, FEATURES OF THE AREA
and the target is immobilized (save ends). Illumination: Bright light.
Drow Poison + Poison
Magic Circles: The center circle is used by the
A creature hit by a weapon coated in drew poison takes a -2
penalty to attack rolls (save ends). First Failed Saving Throw: The
drow to communicate with Lolestra and to focus the
target is also weakened (save ends). Second Foiled Saving Throw:
energy of their ritual. A creature that starts its turn in
The target falls unconscious until the end of the encounter. one of the circles suffers the following effect:
Alignment Evil Languages Common, Elven Circle I: Randomly teleported to one of -the other
Skills Arcana +17, Nature +19, Religion +17 circles, then immobilized (save ends).
Str 12 0- 9) Dex 15 (+10) Wis 22 (+14) Circle 2: 10 fire damage.
Con 12 (+9) int 18 (+12) Cha 20 (+13)
Circle 3: 10 lightning damage.
Equipment dagger*, wand
*This weapon is coated in drow poison.
Circle 4: 10 cold damage.
Circle 5: Dazed by disturbing visions ofthe Abyss
Level 19 Controller
(save ends).
Rakshasa Noble (hi)
Medium natural humanoid XP 2,400
Portal: This portal leads to the fabrication cham-
Initiative -, 14 Senses Perception +19: low•light vision
ber (Location 14). After Lolestra's image fades, the
HP 178; Bloodied 89 portal closes in 1d4 + 1 rounds.
AC 33: Fortitude 31, Reflex 33, Will 34; see also phantom Image
One square = 5 feet
Speed 7
0 Claw (standard; at-will)
22 vs. AC; 1d6 + 3 damage, and the target is blinded until the
end of the rakshasa noble's next turn.
Mind Twist (standard; at-will) + Psychic
Ranged 20; +22 vs. Will; 3d6 1• 7 psychic damage, and the
target is dazed (save ends).
Phantom Lure (standard; at-will) + Charm
Ranged 10; +22 vs. Will; the target slides 5 squares.
)1 Frightful Phantom (standard; recharge %ill]) + Fear
Ranged 5; +22 vs. Will; 4d8 + 7 psychic damage, the target is
pushed 5 squares, and the target is stunned (save ends).
Deceptive Veil (minor; at•will) + Illusion
The rakshasa noble can disguise itself to appear as any
Medium humanoid. A successful Insight check (opposed by the
rakshasa's Bluff check) pierces the disguise.
Phantom Image (minor: recharge :-: )+ Illusion
Until the end of the rakshasa noble's next turn, any creature
that attacks the rakshasa's AC or Reflex defense must roll twice
and use the lower attack roll result. If either result is a critical
hit, use that result instead.
Alignment Evil Languages Common
Skills Arcana +20. Athletics +17, Bluff +21. Diplomacy +21,
History +20, Insight +19, Intimidate +21
Str 16 (+12) Dex 20 (+14) Wis 20 (+14)
Con 18 (+13) Int 22 (+15) Cha 24 (+16)
ENCOUNTER G7: SALAMANDER DEFENDERS
Encounter Level 1 8 (10,000 XP) Salamander Noble (N) Level 15 Controller
LarTe elemental humanoid (fire, re tile) XP 1.200
Initiative +17 Senses Perception +16
SETUP HP 152; Bloodied 76
1 salamander noble (N) AC 29; Fortitude 27, Reflex 27, Will 26
Resist 20 fire
1 salamander archer (A)
Speed 6
2 salamander swordbearers (S) 0 Tali Crush (standard; at-will) + Fire
fire archon blazesteel (B) Reach 2; +16 vs. AC; 1d10 + 6 fire damage. and the target is
Lava hazard grabbed (until escape). The grabbed target takes Idl 0 + 6 fire
damage at the start of its turn while grabbed. The salamander
This encounter takes place at Location 10 in the noble cannot make melee basic attacks while grabbing a
creature with its tail.
north tower. Stairs in this chamber lead up to
j4 Longspear (standard; at-will) + Fire, Weapon
Location 8.
Reach 3; +18 vs. AC; 1d12 + 5 damage, and ongoing 5 fire
Salamanders allied to the fire giants of Flamefall damage (save ends).
Tower live in this chamber, bathing in the magma Fire Cage (standard; recharge Ef3 ) + Fire
that flows through the fortress. Lava flows out of a Ranged 10: +18 vs. Reflex; the target takes ongoing 10 fire
chute in the ceiling, pooling in this chamber before damage and is immobilized (save ends both) as a cage of searing
flowing out through a sluice that leads back to the Flame springs up around it. The cage does not block line of sight.
Salamander Archer (A) Level 15 Artillery 0 Executioner's Strike (standard; at-will) + Fire, Weapon
I .irge elpritent,ilhionanoid (fire, reptile) XP 1,700 Targets bloodied enemy only; reach 2; +21 vs. Fortitude;
Initiative +10 Senses Perception 9 2d8 + 7 damage. plus 5 fire damage. If the target is prone,
AC 28; Fortitude 26, Reflex 23, Will 22 4. Tall Lash (immediate reaction, when an enemy moves within
Resist 20 fire squares of the salamander swordbearer; at-will) + Fire
Speed 6 The salamander attacks the enemy: reach 2:4-21 vs, Reflex;
0 Tall Lash (standard: at-will) + Fire 1d10 + 7 fire damage, the target is knocked prone, and the
target's move action ends in that square.
Reach 2; 418 vs. AC, 1d10 -h 6 fire damage.
Alignment Evil Languages Primordial
® Longbow (standard: at-will) + Fire. Weapon
Str 20 (+13) Dex 22(-14) Wis 18(+12)
Ranged 20140;+20 vs. AC; ldl 0 + 6 damage plus 1d6
fire damage. Con 18 (+12) Int 13 (+9; Cha 15 (+10)
Equipment Hippest]
.1. Tall Thrust (minor, at-will)
Reach 2; +18 vs. Reflex; the target is pushed 1 square.
), Double Attack (standard; at will) • Fire, Weapon TACTICS
The salamander archer makes two ranged basic attacks against
the same target or two separate targets within 5 squares of Throughout the battle, the noble orders the other
each other. salamanders around, commanding them to make
Alignment Evil Languages Primordial specific attacks against specific characters. The noble
Sir 17 (+10) Dex 22 (+13) Wis 15 (-1-9) doesn't know the names of the characters. so it uses
Con 18 (+11) Int 11 (+7) Cha 11 (+7) whatever demeaning nicknames it can invent on the
Equipment longbow, quiver of 30 arrows
fly to identify them.
41■■1 7511,p1111!
In the first round, the noble uses fire cage against FEATURES OF THE AREA , cc
whichever adventurer looks the fastest. Then it stands
front and center between the adventurers and the Illumination: Dim light, from the glowing lava. 4,8
Lava Pool: Creatures who enter or start their
archer. It intentionally leaves space on either side of it u.:
so that it can use threatening reach on characters that turn in the lava pool take 20 fire damage. A crea- u_
try to move around or past it to set up a flank. The ture pushed. pulled, or slid into the lava pool gets an
noble prefers to use its longspear, but if an opponent immediate saving throw to clutch the edge and not
moves adjacent to it, the noble counters with a tail fall in; success means the creature is instead prone in
the square it was in before it would have moved into
crush. The noble takes a standard action on its next
turn to move a grabbed opponent and itself into the the lava. The salamanders have fire resist 20, so they
lava pool. don't take damage and can freely move into and out
The swordbearers move so they're between the of the lava pool.
Lava Outflow: If the adventurers follow the sluice
archer and the adventurers, preferably on either
side of the noble and a few squares away. They target out of the.chamber. they find themselves at the base
enemies who are bloodied whenever possible. of the north tower, heading toward the mountain.
Rock Pile: If the adventurers noticed the glint
The archer's tactics are simple: shoot as many
arrows as possible. lithe adventurers engage it in of metal in the pile of rocks, they can search for the
melee, it tries to shift (over the course of several turns treasure of the salamanders. The treasure is a collec-
if necessary) so that it places itself on the other side of tion of gems worth 22,000 gp.
the lava pool.
.. 4111111111111111111111111111111111. h.Alhommeaddirk
INNS A..:
Itger- 411111111111
possible, targeting the most-powerful of the intrud- Iron Portcullis: These portcullises arc locked. vi
ers. While it waits for the power to recharge, it makes DC 30 Strength check to lift a locked portcullis. Rais-
double attacks. Don't forget the creature's fiery riposte ing the lever all the way retracts the portcullis into
which allows it to make an Immediate attack when the ceiling, and lowering the lever all the way lowers cc
an adjacent enemy scores a hit against it. The genasi it to the floor. Placing the lever in the middle position, itg
uses elemental manifestation to cycle through different locks the portcullis in place.
damage types. It prefers to switch between lightning Metal Shavings: Piles of scrap metal piled in u.
and thunder damage. as it knows that the adventur- various locations around the chamber are difficult
ers probably have some amount of fire protection due terrain.
to the nature of their mission against the fire giants. Oven: Intense heat radiates from the oven. Any cc
The fire archon hangs back and uses rain of fire creature that starts its turn adjacent to the oven takes 1(2
in the first round, igniting as many enemy targets as 5 fire damage. Any creature that enters or starts its z
possible. It remains ready to use cinder burst when turn in the oven takes 10 fire damage. Opening the
enemies converge upon it. then it either moves or oven doors from the outside is a minor action, from 8
flame steps away to teleport close to a fire giant. the inside it is a standard action.
Window: This is one of the few chambers in
Fire Archon Ash Disciple (A) Level 20 Artillery Flamefall Tower to have a window—in this case a
Medium elemental humanoid (fire) XP 2,800 square window 10 feet across with light wooden lat-
Initiative )18 Senses Perception )13 ticework that swings open like shutters.
HP 150; Bloodied 75: see also death embers The window looks out upon a location in the
AC 33; Fortitude 33, Reflex 34, Will 29
Elemental Chaos, an area not unlike an ocean of
Immune disease, poison; Resist 30 fire
Speed 8; see alsoficone step
different elements—flowing water, shifting earth,
0 Flaming Fist (standard; at-will) + Fire burning magma, crackling lightning, and blizzards of
+20 vs. Reflex: 1d8 5 fire damage, and ongoing 5 fire damage snow and sleet. Islands float within the elemental sea.
(save ends). including one that features a step pyramid and three
-.1; Rain of Fire (standard: encounter) + Fire MOP octagonal pillars. This is a view of Piranoth's prison,
Area burst 1 within 10; +23 vs. Reflex; 2d8 - 8 fire damage, and the location of the final set of encounters starting on
ongoing 5 fire damage (save ends). Miss: Half damage, and no
page 154.
ongoing damage.
Work Table: In addition to various tools, the
<• Flame Wave (standard; encounter) + Fire
Close blast 5; +23 vs. Reflex; 2d8 + 8 fire damage, and the molds used to craft the replacement pieces of the
target is pushed 2 squares and takes ongoing 10 fire damage divine engine are located here.
(save ends).
<- Cinder Burst (standard; encounter) + Fire
Close burst 5: +23 vs. Fortitude; 2d8 + 8 fire damage, and the
target is blinded (save ends).
<- Death Embers when reduced to 0 hit points) + Fire
As the effect of cinder burst. The ash disciple is consumed in the
burst, leaving only its metallic robes behind.
Flame Step (move; at-will) + Teleportation
The ash disciple can teleport to within 3 squares of any fire
creature within 20 squares of it.
Alignment Chaotic evil Languages Primordial
Str 20 (+15) Dex 27 (+18) Wis 16 (+13)
Con 24 (+17) int 14 (+12) Cha 15 (t12)
Equipment scale armor (metal robes)
On the far side of the moat, an azer with a glaive target is pushed 3 squares.
-.); Earthen Spikes (standard; recharge 1:fl )
strapped to his back stacks brick-like ingots of various sil-
Area burst 1 within 20; spikes of stone burst from the ground;
very hues in neat piles. +21 vs. Reflex; 4d10+ 7 damage; the affected area becomes
difficult terrain for the rest of the encounter.
Arcana Check
Fire Shroud (minor; recharge i + Fire
DC 20: You feel the pulse of energy moving back and One ally within 10 squares of the fire giant gains resist 10 to all
forth in front of you. It seems to brush against you at regu- damage until the end of the fire giant's next turn. In addition,
lar intervals—roughly once everyfive or six seconds. any enemy that starts its turn adjacent to the ally while the fire
shroud is In affect takes 15 fire damage.
Ater Flameward (A) Level 19 Skirmisher Alignment Evil Languages Common, Giant
Medium elemental humanoid (fire) XI' 2,4(411 Skills Arcana 118, Diplomacy +19, Dungeoneering +18
Initiative —15 Senses Perception +15 Str 21 (+14) Dex 17 (+13) Wis 17 (+13)
Warding Flame (Fire) Any enemy adjacent to two or more azers at Con 23 (+15) Int 17 (+13) Cha 18 (+14)
the start of its turn takes 5 fire damage. Equipment quarterstaff
HP 181; Bloodied 90
AC 33; Fortitude 31, Reflex 30, Will 37
Resist 30 fire TACTICS
Speed 5 The fire giant element handler stands back to use its
Glalve (standard: at-will) + Fire, Weapon ranged attacks, starting with earthen spikes andfire
Reach 2; +24 vs. AC; 1d10 4 7 damage plus 2d6 fire damage.
bolt. It uses boiling wave when multiple enemies are in
Flameward (immediate reaction, when an enemy attacks the azer
flameward; at-will) + Fire
range. It uses searing wind (minor action) each round
The azer flameward shifts 5 squares and the enemy that to slide opponents toward the moat.
triggered this reaction takes ongoing 10 fire damage (save ends). The azer flameward stands at the edge of the moat
Alignment Unaligned Languages Giant and uses the reach of his weapon to attack enemies
Str 20 (+14) Dex 18 (+13) Wis 22 (+15) that enter the trap. It can be intimidated into surren-
Con 21 (+14) Int 14 (+11) Cha 16 (+12} lid dering once it is bloodied (DC 22 Intimidate check).
Equipment chainmail, glaive
Fire Giant Flamecrusher (F) Level 17 Brute
Large elemental humanoid (giant) XP 1,600
Initiative -11 Senses Perception -'10 One square = 5 Feet
HP 204: Bloodied 107
AC 29: Fortitude 30, Reflex 25, Will 28
Resist 15 fire
Speed 7
(2) Searing Maul (standard; at-will) + Fire, Weapon
Reach 2; +20 vs. AC: 2d8 4 8 damage plus 2d8 fire damage.
4. Overhead Smash (standard; at-will). Fire. Weapon
Requires maul; reach 2; +18 vs. AC; 2d8 + 14 damage plus 2d8
fire damage, and the target is knocked prone.
IE. Battering Blows (standard; usable only when bloodied;
encounter) + Fire, Weapon
Requires maul; close burst 2; +20 vs. AC; 2d8 + 8 damage
plus 2d8 fire damage, and the target is pushed 2 squares and
knocked prone.
Alignment Evil Languages Giant
Skills Endurance +20
Str 27 (+16) Dex 17 (+11) Wis 15(+10)
Con 24 (+15) Int 8 (+7) Cha 22 (+14)
Equipment plate armor, maul
Warding Flame (Fire) Any enemy adjacent to two or more azers at Speed 6
the start of its turn takes 5 fire damage. I@ Spiked Gauntlet (standard; at-will) + Fire, Weapon
HP 1; a missed attack never damages a minion. f-18 vs. AC: 1d6 + 6 damage. and ongoing 5 fire damage
AC 31; Fortitude 30, Reflex 26, Will 27 (save ends).
•(• Chains of Flame (standard, usable only while bloodied;
Resist 20 fire
Speed 5 encounter) ♦ Fire
(r) Warhammer (standard: at-will) + Fire, Weapon Close burst 5: +17 vs. Reflex; 3d8 + 5 fire damage. Enemies
adjacent to an azer or with ongoing fire damage are
+20 vs. AC; 7 fire damage, and ongoing 3 fire damage
immobilized until the end of the azer rager's next turn.
(save ends).
Alignment Unaligned Languages Giant
Alignment Unaligned Languages Giant
Str 22 (+13) Dex 15 (+9) Ms 14(+9)
51r 21 (+13) Dex 17 (+11) Ms 18 (+12)
Con 21 (112) Int 11 (+7) Cha 15 (+9)
Con 23 (+14) Int 11 (+8) Cha 16 (+11)
Equipment scale armor, spiked gauntlets
Equipment chain mail, light shield, warhasnmer
Azer Taskmaster (T) Level 17 Controller (Leader)
Medium elemental humanoid Ifir0 XP 1,600
Initiative 412 Senses Perception +14
Warding Flame (Fire) Any enemy adjacent to two or more azers at
the start of its turn takes 5 fire damage.
HP 165; Bloodied 82
AC 31; Fortitude 28. Reflex 27, Will 29
Resist 30 fire
Speed 5
(D Scourge (standard; at-will) ♦ Fire, Weapon
+22 vs. AC: 1d6 + 5 damage plus 2d6 fire damage.
Clinging Flames (immediate reaction, when an enemy within 5
squares of the azer taskmaster takes fire damage; at•will) + Fire
The enemy takes ongoing 5 fire damage (save ends).
Alignment Unaligned Languages Giant
Str 20 (+13) Dex 18 (+17) Wis 22 (+14)
Con 21 (+13) Int 14 (+10) Cha 16 (+11)
Equipment chainmail, scourge
TACTICS
The azers treat the adventurers as intruders and
attack them on sight. If the adventurers want to talk
to the azers, they need to get their attention first. If
the adventurers lay down their weapons, the azers
are willing to hear them out. lithe adventurers
attack, however, the azers fight back, and a few try to
escape to warn the giants about the incursion.
All the monsters in this fight are azers, so the One square = 5 le•t
before it closes: dropping down the chute in Location Searing Wind (minor 1/round; at-will)
Ranged 10; +22 vs. Fortitude; the fire giant slides the target
11; or manipulating the position of either the north or
3 squares.
south tower so that Location 10 or Location 12 is on Bolling Wave (standard; at-will)
the same level. Close blast 3;+20 vs. Fortitude; 1d10+ 7 damage, and the
When the adventurers reach this area, arriving target is pushed 3 squares.
either at one of the portcullises or by dropping into -* Earthen Spikes (standard; recharge
the southwest corner of the chamber, read: Area burst 1 within 20; spikes of stone burst from the ground;
r21 vs. Reflex; 4d10 4. 7 damage; the affected area becomes
difficult terrain for the rest of the encounter.
This massive chamber features strange items constructed
Fire Shroud (minor; recharge Iff ) + Fire
of metal and stone. A portal shimmers along the western
One ally within 10 squares of the fire giant gains resist 10 to all
wall, revealing an alien landscape of every element flowing damage until the end of the fire giant's next turn. In addition,
together in a disturbing sea of chaos. Through the portal, a any enemy that starts its turn adjacent to the ally while the fire
female draw in ornate robes decorated with a spider motif shroud Is in affect takes 15 fire damage.
stands beside the completed version of the divine engine. Alignment Evil Languages Common, Giant
She smiles slyly as she notices you through the arcane haze. Skills Arcana +18, Diplomacy +19, Dungeoneering +18
Str 21 (+14) Dex 17 (+13) Wis 17 (+13)
In the chamber, afire titan and threefire giants prepare
Con 23 (+15) Int 1 7 (-13) Cha 18 (+14)
to enter the portal. One of the giants, dressed in fine plate Equipment quarterstafi
armor made from the scales of a red dragon, points toward
the weird device in the center of the chamber. Bound to the
Fire Titan CT) Level 21 Elite Soldier
device, you see the battered and bloody form of a dwarf "KW Hu:e elemental humanoid (giant) XP 6,400
the exarc and let's get on with this," snarls the firegiant. Initiative +18 Senses Perception +21
HP 398; Bloodied 199
King Snarr (S) Level 18 Elite Brute AC 39; Fortitude 36, Reflex 33, Will 33
Large elemental humanoid (.iant) XP 4,000 Resist 30 fire
Initiative +16 Senses Perception +17 Saving Throws +2
HP 428: Bloodied 214 Speed 8
AC 30; Fortitude 30. Reflex 29, Will 28 Action Points 1
Resist 15 fire Fireraging Greatsword (standard: at-will) + Fire. Weapon
Speed 7 Reach 3; +26 vs. AC; 2d6 + 9 damage plus 4d6 fire damage,
CD Searing Maui (standard; at-will) + Fire. Weapon and the target is pushed 2 squares and marked until the end
Reach 2; 421 vs. AC; 2d8 4- 7 damage plus 2d8 fire damage_ of the fire titan's next turn.
+ Double Attack (standard; at-will) + Fire. Weapon Double Attack (standard; at-will) + Fire, Weapon
King Snarr makes Iwo searing maul attacks. The fire titan makes two fireraging greatsword attacks.
<.• Thundering Smash (standard; recharges when First bloodied; Hurl Lava (standard: recharge g •
Fire
encounter) + Fire, Thunder. Weapon Requires a source of lava; ranged 20; +24 vs. Reflex; 4d6 + 6
Requires maul; close blast 3; +20 vs. AC; 3d8 + 7 damage plus fire damage, and the target Is Immobilized until the end of the
2d8 fire and thunder damage, and the target Is pushed fire titan's next turn. A flying creature hit by this attack crashes
2 squares and dazed (save ends). (Dungeon Master's Guide 47).
Alignment Evil Languages Common, Giant <.• Burning Wave (standard; at-will) + Fire
Skills Arcana +18, Endurance +21, Intimidate +20 Close burst 5; +24 vs. Reflex; 2d10 fire damage, and ongoing
SO 27 (-1-17) Dex 24 (+16) Wis 17 (+12) 10 fire damage (save ends). Miss: Half damage, and no ongoing
Con 24 (+161 Int 181+13) Cha 72 (+151 damage.
Equipment red dragon plate armor, maul Alignment Evil Languages Giant. Primordial
Skills Intimidate 4-20
Str 29 (-419) Dex 23 (+16) Wis 23 (+16)
Con 23 (+16) Int 10 (+10) Cha 21 (+15)
Equipment greatsword
'
Elemental Chaos. Islands of earth, ice, and fire 0 Stone Warhammer (standard; at-will) 4. Weapon
420 vs. AC: 2d10 -* 9 damage.
orbit an octagonal platform of solid adamantine. A
I; Avalanche Strike (standard; at-will)
step pyramid atop the platform serves as Piranoth's Close burst 2; 4-18 vs. Reflex; 1(110 4 9 damage, and the target
prison. Three pillars, one of stone, one of ice, and is knocked prone.
one of magma, are positioned around the edges of Thundering Might ♦ Thunder
the platform. These hold the life essences of the An earth archon rumbler's attack deals 2d8 extra thunder
titan lords that the adventurers defeated earlier in damage if the rumbler is adjacent to more than une enemy.
the adventure. Between the pillars and the pyra- Alignment Chaotic evil Languages Primordial
Str 24 (+1S) Dex 18 (+12) Wis 21 (+13)
mid, floating above the center of the platform, is the
Con 24 (+15) Int 15 (+10) Cha 17 (+11)
divine engine. Elemental energy flares around the Equipment warhammer
divine engine, arcing to the pillars and the pyramid
and back again. A sea of converging elements roil all
around the islands. TACTICS
Lolestra's primary goal is to complete the ritual.
Earth Titan (T) Level 16 Elite Brute unleash the power granted to her by Lolth. and
Huge elemental humanoid (earth, giant) XP 2,800 leave to rejoin her mistress in the Demon Web Pits.
Initiative 17 Senses Perception +9 Her first success in the ritual after the adventurers
HP 384; Bloodied 192 arrive releases the life essence of Earthshaker from
AC 31: Fortitude 33, Reflex 27, Will 28
the stone pillar. The second success starts a reaction
Immune petrification
Saving Throws +2
in the pillars of ice and magma that will release the
Speed 6
frost titan and fire titan over the next two encounters.
Action Points 1 The third success completes the ritual, unleashing a
(E) Slam (standard: at-will) torrent of energy from the spider amulet that hangs
Reach 3; , 20 vs. AC; 2d10 i 6 damage. around her neck. This energy flows through the
4 Double Attack (standard; at-will) divine engine and into the step pyramid, starting a
The earth titan makes two slam attacks.
chain reaction that will set Piranoth free in Encoun-
Hurl Rock (standard; at-will)
ter P3 (see page 158).
Ranged 20; -18 vs. Reflex; 2d8 + 6 damage, and the target is
dazed (save ends).
Lolestra needs to use a minor action each turn
Earth Shock (standard; encounter) to continue the ritual. She doesn't stand idly by so
Close burst 2; +18 vs. Fortitude; 2d10 + 6 damage, and the that the adventurers can attack her with impunity,
target is stunned until the end of the earth titan's next turn. however. She begins combat by using bow before me
Miss: Half damage. and the target is not stunned. to grant her elemental allies combat advantage. Then
Alignment Chaotic evil Languages Giant. Primordial she spends an action point to throw Lolth's tangle at
Skills Athletics +19
the adventurers. It subsequent round. Lolestra uses
Str 23 (+14) Dex 8 (+7) Wis 12 (49)
Con 72 (+14) Int 11 (+8) Cha 13 ti 9)
double attack to hurl poison bolts or to strike with her
quarterstaff if an opponent has gotten too close.
Lolestra, Exarch of Lolth (L) Level 19 Elite Controller
Medium fey humanoid. Brow XP 1.8011 each
FEATURES OF THE AREA- ---
Initiative +10 Senses Perception +14; darkvision Illumination: Bright light.
Spider Queen's Blessing aura 5; enemies within the aura take a -2 Magic Circles: These glowing inscriptions come Z<
penalty to all defenses. into play in later encounters. The adventurers arrive ct
HP 360; Bloodied 180 in and adjacent to the runes labeled "1" on the map.
AC 33: Fortitude 29, Reflex 31, Will 33
Elemental Sea: Characters can attempt to jump
Saving Throws -1-2
from island to island. Note that the wind and bursts Z
Speed 7
Action Points 1
of energy in the space between the islands makes t.e)
Quarterstaff (standard; at-will) + Weapon leaping through the space harder. Treat all attempts
-,24 vs. AC; 2d6 •+ 7 damage, and the target loses any immunity to jump as though the characters were making stand- Lt
or resistance to poison until the end of the encounter. ing jumps. it
Poison Bolt (standard; at-will) + Poison A character can attempt to "swim" through the
Ranged 10; +23 vs. Reflex; 2d6 + 7 damage. and ongoing 10
'—
elemental sea. This requires a DC 22 Athletics check. et.
poison damage and the target is slowed (save ends both).
On a success, the character moves at half speed
.l.Pf Double Attack (standard; at-will) 441 s.0
Lolestra makes two Quarterstaff or poison bolt attacks.
through the elemental sea. There are other effects
-IZ*Loith's Tangle (standard; recharge ®) + Necrotic, Zone related to the elemental sea, depending on the ele-
Area burst 1 within 10; webs full of spectral spiders cover the ment encountered, as described below.
zone (draw and spiders are immune); +22 vs. Reflex; the target Lava: Creatures moving through the lava take 10 u
is restrained (save ends). The zone is difficult terrain until the fire damage for every square of lava they enter. When Z
end of the encounter. Any creature that starts its turn in the
a character emerges from the lava, he or she must
zone takes 15 necrotic damage.
make a DC 22 Endurance check. lithe check fails,
4. Bow Before Me! (standard; encounter) + Charm, Poison,
Psychic
the character loses 1 healing surge.
Close burst 10; targets enemies; +22 vs. Will; the target falls Lightnin8: Creatures moving through the lightning
prone. The target grants combat advantage and takes ongoing take 10 lightning damage and emerge onto an island
5 poison damage
o save ends both) dazed (save ends).
Alignment Chaotic Evil Languages Common. Giant, Elven Treasure: When Earthshaker is defeated, his
Skills Arcane +21. Bluff +23, Insight 118. Religion +21, Stealth +20
rocky form breaks apart. A search of the remains
Str15 (411) Dex 22 (+15} Ms 38 (+13)
reveals 29 1,000 gp gems.
Con 20 (+14) Int 24 (+16) Cha 26 (+181
Equipment quarterstafi
DEVELOPMENT
if Lolestra fails to complete the ritual, Lolth steps
in. Should Lolestra get three failures, Lolth appears
in spectral form. emerging from the spider amulet.
She casts her spell into the divine engine, then turns
upon Lolestra. "You have failed your mistress for the
last time!" Lolth proclaims, and Lolestra disappears
under a mound of black spiders. Then Leith's image
fades away as well.
ENCOUNTER P2: FROZEN TERROR
Encounter Level 20 (14,600 XP) 6 Frost fell Harrowers (H) Level 20 Minion Skirmisher
Medium elemental ma: ical beast (cold) XP 700 each
Initiative +19 Senses Perception +14
SETUP Frostfield aura 1; each enemy within the aura takes a -2 penalty to
ments and the crackle of energy playing across the frostfell harrower: at•will) Cold
The attacker lakes / cold damage and slides 3 squares.
adamantine platform are the only sounds. As soon as
Alignment Unaligned Languages Primordial
the short rest comes to an end, read: Str 16 (+13) Dex 24 (+17) Wis 19 (+14)
Con 21 (+15) Int 10 (+10) Cha 6 (+8)
A bolt of lightning bounces from the step pyramid, shat-
tering the divine engine and apparently blowing it to bits. Frost Titan (T) Level 20 Elite Brute
Then energy erupts from the pillar of ice, striking one of Hu, e elemental humanoid (cold, :iant) XP 5,600
the frozen islands. A cloud of ice and snow billows up from Initiative +14 Senses Perception +16
where the energy hit the ground, and as it clears you see a Fimbulwinter Breath (Cold) aura 2; enemies treat the aura's area
huge frost titan appear as if from the bolt of energy itsey: as difficult terrain. Each enemy that starts Its turn within the
"Once more, we shall do battle!" the titan bellows, raises aura takes 5 cold damage.
HP 466; Bloodied 233; see also furious swipe
one hand and calling forth icy creatures from the frozen
AC 32; Fortitude 34, Reflex 29, Will 33
islands_ "Piranoth, grant us strength!" Resist 15 cold
Saving Throws +2
Perception Check Speed 8 (ice walk)
DC 27: You notice that the five pieces of the divine engine Action Points 1
each appear in a different magic circle. 0 Icy Greatexe (standard; at-will) Cold, Weapon
Reach 3: —23 vs. AC: 2d8 + 9 (crit 11d8 + 25) cold damage, and
ongoing 10 cold damage (save ends).
DIVINE ENGINE + Furious Swipe (Free, when first bloodied and again when the
The adventurers might decide to gather the pieces of frost titan drops to 0 hit points)
the divine engine so that they can attempt to mend The titan makes an icy greataxe attack.
+ Cold-Blooded Kick (minor 1/round; at-will)
it to use against Piranoth. Determine which magic
Reach 3; '21 vs. Reflex; 1d8 q- 9 damage, and the target is
circles the five pieces appear in, and also decide pushed 2 squares and knocked prone.
which three pieces are the real pieces. A character Ice Bolts (standard; recharge IT::R1)
can collect a piece by moving adjacent to the magic Ranged 20: targets one or two creatures; +21 vs. Fortitude;
circle. A DC 22 Religion check allows a character to 1d8 + 9 cold damage. and the target is slowed (save ends).
determine lithe piece is real or a replica. e Blast of Winter (standard; encounter)
Close blast 5: +21 vs. Reflex; 3d8 + 6 cold damage. ongoing
10 cold damage (save ends), and the target is immobilized until
2 Ice Archon Rimehant niers (Il) Level 19 Soldier
the end of the frost titan's next turn. Miss: Half damage.
Medium elemental humanoid (cold) XP 2,400 each
Glacial Footing
Initiative +15 Senses Perception +12
When an effect pulls, pushes, or slides a frost titan, the titan
Icy Ground (Cold) aura 1; enemies treat the area within the aura
moves 4 squares less than the effect specifies. Also, a frost
as difficult terrain, • a
titan make sav i ng LI) being11.111.1,RCU
knocked
HP 185; Bloodied 92
Alignment Evil Languages Giant, Primordial
AC 35; Fortitude 35. Reflex 32, WIII 31
Skills Athletics +24
Immune disease, poison; Resist 30 cold
Str 28 (+19) Des 19 (+14) Ms 23 (+16)
Speed 6 (ice walk)
Con 23 (+16) lnt 12 (+11) Cha 16(+13)
ID Maul (standard; at-will) + Cold, Weapon
Equipment greataxe
+25 vs. AC; 2d6 + 7 damage plus 1c16 cold damage, and the
target is slowed (save ends). Against a slowed target. the
rimehammer deals an extra 2d6 cold damage.
Alignment Chaotic evil Languages Primordial
Str 24 (+16) Dex 18 (-F13) Wis 16 (+12)
Con 25 (+16) Int 14 (+11) Cha 15 (+11)
.•••• • o.
ENCOU NTER P 2
concentrating on characters that employ fire attacks. the character loses 1 healing surge and is slowed
Glacier the frost titan remembers the humiliating (save ends).
defeat he suffered at the hands of the adventurers. Lava: Creatures moving through the lava take 10
He is not inclined to repeat that result. He starts out fire damage for every square of lava they enter. Upon
by hurling ice bolts, all the while seeking the charac- emerging from the lava, the character must make a
ter that caused him the most pain in their previous DC 22 Endurance check. If the check fails, the char-
battle. Once he spots that character, Glacier charges acter loses 1 healing surge.
forward to make icy greataxe attacks. Don't forget to Lightning: Creatures moving through the lightning
deliver cold-blooded kicks to knock enemies into the take 10 lightning damage and emerge onto an island
swirling elements surrounding the islands. dazed (save ends).
If Glacier is defeated, he makes a final furious swipe Water: Swimming through the turbulent waters is
attack and calls, "Piranoth, avenge your servant!" harder, requiring a DC 27 Athletics check.
Wind: Creatures moving through the turbulent
FEATURES OF THE AREA wind must make a DC 27 Endurance check when
Illumination: Bright light. they emerge of else lose 1 healing surge.
Ice: The ice islands are difficult terrain. If a crea- Treasure: When Glacier is defeated, his frozen
ture without ice walk moves more than 2 squares form breaks apart. A search of the remains reveals 15
with a move action, it needs to make a DC 22 Acro- 2,000 gp gems.
batics check or fall prone (which ends that move
action).
Elemental Sea: Characters can attempt to jump
from island to island. Note that the wind and bursts
of energy in the space between the islands makes
leaping through the space harder. Treat all attempts
to jump as though the characters were making
standing jumps.
ENCOUNTER P3: THE WORLD MOVER
Encounter Level 2 2 (21,900 XP) 7 Elemental Spawn (S) Level 18 Minion Brute
Lar•e elemental ma:ical beast XP 500 eac Ir
Initiative +13 Senses Perception +12
SETUP Elemental Storm aura 1; each enemy that starts Its turn within
Piranoth (P) the aura takes 5 cold, fire, and lightning damage.
HP 1; a missed attack never damages a minion.
1 fire titan (T)
AC 30; Fortitude 30, Reflex 28, Will 27
7 elemental spawn (5)
Immune disease. poison; Resist 10 cold. 10 fire, 10 lightning
Speed 6
Use the poster map when running this encounter. (5 Elemental Smash (standard; at-will) + Cold, Fire, Lightning
Once again, quiet falls over this portion of the +22 vs. AC; 12 cold, fire, or lightning damage. determined
Elemental Chaos, and the adventurers have the randomly each time an attack hits.
<- Elemental Explosion (free action, when the elemental spawn Is
opportunity to take a short rest. When the short rest
reduced to 0 hit points)* Cold, Fire, Lightning
ends. Piranoth emerges from the step pyramid. Read:
Close burst 2; 121 vs. Reflex; 12 cold. fire. and lightning
damage
The energies playing around the pyramid and between the Alignment Unaligned Languages Primordial
pillars suddenlyflares in power and intensity, and a strong Str 20 (+14) Flex 18 (+13) Wis 16 (+12)
wind begins to blow across the surface of the islands. Large Con 22 (+15) Int 8 (+8) Cha 9 (+8)
creatures that appear to be amalgamations of different ele-
ments rise out of the islands, and a bolt of energy from the Piranoth (Diminished State) Level 19 Solo Skirmisher
pillar of magma releases afire titan onto the island nearest Fil[p elemental beam ( rimordial) XP 12.00D
the adamantine platform. Initiative see triple mind Senses Perception +21; darkvision
As the elemental creatures turn their attention toward Cloud of Elemental Chaos aura 3; each enemy that starts its
turn in the aura takes damage: roll 1 dfi: 1-3, 10 fire damage;
you, the pyramid emits a burst of devastatingly bright light.
4-5,10 cold damage; 6, 15 cold and fire damage.
As the light fades, a huge creature composed of fire, frost, HP 752; Bloodied 376
and earth steps forward. While its shape is that of a great AC 30: Fortitude 31, Reflex 30, Will 32
giant, its form seems toflow from one element to the next Saving Throws +5
with no apparent pattern. "I. Am. Free." The creature says, Immune attacks by characters below level 15:
its voice like fire and Am. Piranoth." Resist 10 cold, 10 fire
Speed 6
Action Points 2
Fire Titan (T) Level 21 Elite Soldier
Magma Strike (standard; at-will) + Fire
Huge elemental humanoid t 'Lino XP 6,400
Reach 4; +24 vs. AC; 3d6 i 8 fire damage.
initiative +18 Senses Perception +21
Arctic Whip (standard; at-will) + Cold
HP 398; Bloodied 199
Ranged 30; 4-22 vs. Fortitude; 2d6 +7 cold damage. and the
AC 39; Fortitude 36, Reflex 33, Will 33
target is slowed (save ends).
Resist 30 fire
<• Earthen Storm (standard; at-will)
Saving Throws +2
Close blase 5;4-20 vs. Reflex: Idl 0 + S damage. and the target
Speed 8
is pushed 3 squares.
Action Points 1
Icefire Slash (immediate reaction, when an attack misses
0 Fireraging Greatsword (standard; at-will) + Fire, Weapon
Piranoth; at-will) + Cold, Fire
Reach 3; 4-26 vs. AC: 2d6 + 9 damage plus 4d6 fire damage.
Reach 4: +24 vs. AC: 1410 + 8 cold and fire damage.
and the target is pushed 2 squares and marked until the end
-V. Elemental Torrent (standard; recharges each time Piranoth
of the fire titan's next turn.
spends an action point) • Cold, Fire
}Double Attack (standard; at-will) + Fire, Weapon
Area burst 3 within 20: 120 vs_ Fortitude; 4d8 -i-7 cold and fire
The fire titan makes two fireraging greatsword attacks.
damage. and the target slides 2 squares and is immobilized
Hurl Lava (standard; recharge ) ♦ Fire
(save ends).
Requires a source of lava; ranged 20: +24 vs. Reflex; 4d6 + 6
Chaos jump (move; at-will)
fire damage. and the target is immobilized until the end of the
Piranoth teleports 10 squares. Any enemies adjacent to
fire titan's next turn. A flying creature hit by this attack crashes
Piranoth when he teleports are dazed (save ends).
(Dungeon Master's Guide 47).
Earth Shift (minor: at-will)
+ Burning Wave (standard: at-will) + Fire
Piranoth shifts 3 squares. Any enemies adjacent to Piranoth
Close burst 5; 24 vs. Reflex; 2d10 fire damage. and ongoing 10
when he shifts are knocked prone.
fire damage (save ends). Miss: Half damage, and no
Triple Mind
ongoing damage.
Piranoth acts three times in a round, on initiative counts 35, 25,
Alignment Evil Languages Giant, Primordial
and 15. It cannot delay or ready actions. On each turn, it can
Skills Intimidate +20
use one action, either a minor, a move, or a standard. It can use
Str 29 (+19) Dex 23 (+16) Wis 23 (+16)
one immediate action between each turn.
Con 23 (+16) Int 10 (+10) Cha 21 (+15)
Alignment Chaotic Evil Languages Primordial
Str 26 (+17) Dex 28 (+18) Wis 25 (+16)
Con 28 (+18) Int 14 (+10) Cha 19 (+13)
$ .1, - ',1•6 . S.
FEATURES OF
THE AREA
Illumination: Bright
light.
Magic Circles: The
energies that released
Piranoth have affected
the magic circles. When
a creature enters a circle.
it randomly teleports to
another circle (roll 1d6).
Fire Stone: The islands
of red-hot rock deal 10 fire
damage to any creature
that starts its turn here.
Ice: The ice islands
are difficult terrain. If a
creature without ice walk
moves more than 2 squares
with a move action, it
This encounter continues from the previous page. CONCLUSION
Step Pyramid: The step pyramid. crafted from With the defeat of Piranoth, the titan lords, and the
solid adamantine rising from the octagonal platform. giant leaders, the alliance of giants and elementals
is 15 feet tall. Supernal runes and divine sigils cover falls apart. This threat has been averted. As the
every surface of the pyramid. A DC 22 Religion check adventurers stand upon the islands in the elemental
allows a character to notice the raw divine energy sea, Torugar or another exarch of Moradin appears.
flowing through the pyramid, and a DC 27 Religion Beside him stands an exarch of Erathis. The two fig-
check recognizes the healing potential within that ures bow before the adventurers. Read:
energy. Any non-elemental creature that begins its
turn adjacent to the pyramid regains 15 hit points. "Well done, champions of Argent," the exarchs say, talking
Stone Pillar: The pillar that held the life essence in perfect synchronicity. "For the service you have rendered.
of Earthshaker has an additional property. Any crea- accept these gifts. We shall take Piranoth's Bane and hide
ture that begins its turn adjacent to the pillar can it away for a time when it is needed again. Tell Obanar that
regain any one encounter power that it has already his time is done. We shall welcome him into the court of the
expended in this encounter. The pillar functions once gods after he has had one last chance to speak with you."
in an encounter for any particular creature.
Ice Pillar: The pillar that held the life essence of The exarchs disappear, leaving behind a chest filled
Glacier has an additional property. Any creature that with 50 astral diamonds, a level 21 magic item, and a
begins its turn adjacent to the pillar takes 15 cold level 22 magic item.
damage and is slowed (save ends). The adventurers can return to Argent with the
Magma Pillar: The pillar that held the life Argent Portal ritual. Obanar thanks them, tells them
essence of Wildfire has an additional property. Any that the city is now in their care. "Watch over the
creature that begins its turn adjacent to the pillar world, my friends," he says, and then he closes his
can regain any one daily power that it has already eyes and finally succumbs to the ravages of age.
expended this day. The pillar functions once per day The adventurers can use Argent as a base of opera-
for any particular creature. tions, or they can leave the city to the torrians and
abandon their new role as champions of Argent. Of
DEFEATING PIRANOTH course, destiny is not easily denied, and as they strive
The adventurers have two primary methods for toward the epic levels, they will always be known as
defeating Piranoth the World Mover. They can fight those that wear the Silver Cloaks.
Piranoth to the death. This requires the adventurers What happens next? That's up to you, as the Dun-
to reduce Piranoth's hit points to 0 or fewer. If the geon Master. And it depends on what the adventurers
adventurers accomplish this, read: want to do next.
GIANTS
Earth giants. frost giants, fire giants . . when the giants
.
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