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Dungeon #151 - Hell's Heart PDF

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0% found this document useful (1 vote)
1K views

Dungeon #151 - Hell's Heart PDF

Uploaded by

Andrew Krashos
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Hell’s Heart

by Nicolas Logue Hell’s Heart. Some still mutter that Raven, a deranged
art by UDON serial murderer who held the city hostage and reported
cartography by Mike Schley his sick deeds to the populace in horrifying prose, will
not be the last deadly puppet whose strings lead back to
Hate thrives in Hell’s Heart. Cordoned off from the rest Viktor Saint-Demain. Still, with the death of Viktor’s
of Sharn and nestled in the Black Arch district where dark angel, the majority of the citizens of Sharn have
a thousand swords and glaives surround its obsidian begun to wrap themselves in a warm blanket of false
spires, Hell’s Heart is a madman’s nightmare—a black relief, and they ignore the naysayers by claiming that
spot of terror on the pox-ridden underbelly of Sharn. the inquisitive’s killing days are over. They believe he’s
From drooling maniac killers, to family-slaughter- nothing more than a gibbering madman left alone in
ing sociopaths and deranged cannibals, the asylum the dark with his nightmares and his hate. They are
contains Sharn’s most twisted minds, but none among fooled.
them come close to the depraved brilliance of Viktor When madness and genius wed, plans turn within
Saint-Demain. plans, and Viktor’s evil stratagems are too numerous
Undaunted by the recent failure of his protégé in and interlaced for any sane mind to grasp easily. Even
“Quoth the Raven,” Viktor opens a dark final chapter while he fueled the Raven’s dark urges and orchestrated
in his plans for vengeance. The mad inquisitive’s coup murder and mayhem from behind the scenes, he also
de grace not only deals the party a lethal stroke, but also laid the groundwork for a more insidious scheme.
includes his own redemptive rise to heroism as well. A Simple death cannot satisfy Viktor’s hate; instead he
madhouse of killers and deadly traps, plus a doomed wants to bring his enemies as low as he himself has
future as fugitives and enemies of the Brelish crown fallen. He plans to plunge the PCs into villainy and drag
awaits those who cross Viktor Saint-Demain. The time their reputations through the dark underslime of Hell’s
is nigh for a final showdown with one of Khorvaire’s Heart. When he’s finished with them, the PCs will be
most dangerous criminal masterminds. nothing more than murderers and fugitives of the law,
“Hell’s Heart” is an adventure for 10th-level player perhaps destined to spend the rest of their natural lives
characters (PCs) using the Eberron® campaign setting in Hell’s Heart themselves.
and set against the murky morals and dark urban land- A mind as dangerous as Viktor’s turns even the
scape of Sharn, City of Towers. This adventure ends the worst circumstances into an advantage. Viktor had
Viktor Saint-Demain adventure trilogy (it serves as the several chances to escape imprisonment, but he instead
sequel to “Chimes at Midnight” and “Quoth the Raven”), arranged to be thrown into Sharn’s darkest hole. As soon
though with minor adaptation a Dungeon Master (DM) as he was incarcerated in Hell’s Heart, the inquisitive
can run it as a stand-alone adventure. began turning imprisonment to his benefit. He began
Within this adventure, abbreviations indicate materi- with the warden and owner of the institution, one Dr.
als that appear in other supplements. Those supplements Lucard Karvasi, a rail-thin human arguably no less
and their abbreviations are as follows: Complete Warrior demented than his charges. The good doctor opened
(CW), Dungeon Master’s Guide (DMG), Eberron® Campaign the Karvasi Asylum for the Criminally Insane (better
Setting (ECS), Fiend Folio (FF), Libris Mortis (LM), Monster known as “Hell’s Heart”) under the auspices of his older
Manual (MM), Player’s Handbook (PH). sister, whose marriage to King Boranel’s uncle earn her
special boons of the crown. Karvasi runs the asylum
ADVENTURE completely unsupervised, and he engages in all manner
BACKGROUND of horrific abuse, worship of the Mockery, and bizarre
experiments on the inmates. His sister also allows the
When a great mind breaks, it becomes more dangerous deranged doctor to take his pick of convicted Brelish
than a dragon’s ire. Viktor Saint-Demain, once Sharn’s criminals. Karvasi chooses the most colorful—usually
most celebrated master inquisitive, is now a scourge sadistic killers whose warped minds provide much
on the city in which he once solved crimes. In the entertainment to the good doctor as he deals with them
recent past, mentioning his name instilled a deeply in a manner that would give hardened, violent crimi-
felt tremor of fear in Sharn’s citizens. Many who lived nals nightmares. Viktor believed the notoriety of his
in the city after Saint-Demain’s first unlawful exploits Wildnight activities would draw Karvasi’s interest.
whispered that the disease of derangement and violence In his first “treatment” session with the warden of
from which Saint-Demain suffered would only grow Hell’s Heart, Viktor’s considerable powers of deduc-
and fester with time. Several citizens shamefully felt tion quickly revealed a crack in Dr. Lucard Karvasi’s
vindicated during the recent killing spree of the Raven, cold veneer. Lurking in the doctor’s polluted mind is a
who served as an excellent example of the former master second persona—a drooling wrathful brute born of the
inquisitive’s ability to reach beyond his ten-by-ten cell in doctor’s worst perversions and darkest urges, and nur-
tured by Karvasi’s constant contact with like-minded All of this is, of course, completely false. Trelib and
souls. Viktor succored this foul splinter of Karvasi’s the King are old friends, but rumors always fly and
psyche, dubbing the sick thing “Krader,” and eventu- Maldrake, blinded by his devotion to his savior, believes
ally he helped this persona overthrow Karvasi’s higher Viktor’s accusations. Saint-Demain warned Ulysses
reasoning. Now Krader serves Viktor like a deranged not to share these facts with anyone (Trelib’s spies are
puppy, and the inquisitive encourages the doctor to everywhere). Viktor also told Ulysses that the PCs
vent his debased urges upon the population of Hell’s are long-time agents of Baron Trelib d’Medani. Trelib
Heart as often as he likes to ensure the brute’s loyalty. orchestrated the farce of the Raven’s killings to cement
As soon as he gained control of Karvasi, Viktor began the PCs’ reputation as heroes and cast more suspicions
scheming in earnest. on Saint-Demain. Preposterous allegations perhaps, but
First he contacted an old friend—one he knew who to a man like Maldrake, whose personal code puts him
would never turn against him. Ulysses Maldrake is now firmly in debt to Saint-Demain, they are hard cold fact.
one of the King’s finest swords and an elite agent of the Viktor has him convinced that Baron Trelib d’Medani
Citadel. But years ago he was a Sharn Watch captain plans to poison the waterways of Lower Tavick’s Land-
working his way up through the ranks and hot on the ing using emergency reservoirs located beneath Black
trail of Rrregla the Gasper, a brutal choker murderer Arch district. Wrought from the ancient sewers of the
who crushed the throats of over a dozen members of city, when it was still known as Shaarat, these reservoirs
the Watch. The choker caught Maldrake unawares as contain water reserves in case of a siege on Sharn.
he passed under a bridge in Lower Dura, her tentacle The truth is that Viktor discovered these emergency
snaked around Ulysses’s neck, and his world went black. reservoirs after he seized control of Hell’s Heart. The
He awakened to a young inquisitive’s face framed by asylum’s lower level connected directly to them through
an everbright lantern above. Viktor Saint-Demain had old sewage tunnels, and Karvasi himself used one as
triangulated Rrregla’s attacks and accurately predicted a torture chamber and secret shrine to the Mockery.
her next hunting ground. He stabbed the choker Viktor filled the reservoirs with alchemical poisons
through the leg and pulled her off Maldrake seconds and infusions so toxic they could cripple all of Black
before the captain slipped off the edge into oblivion. Arch district if released into the general water supply.
Maldrake still bears the ugly scars across his throat and Then the mad inquisitive began sending missives to
his voice never recovered, coming in rasps now. He also Maldrake detailing Trelib’s “scheme.” At the same time
never forgot what Viktor did for him. When the events he manipulated Karvasi (with Krader in control) to
of last Wildnight came to light, he was crushed, but contact Trelib about turning over control of Hell’s Heart
secretly in his heart never believed Viktor capable of to House Medani. Always looking for more holding
any wrongdoing. facilities in Sharn, Trelib had long had his sights on
When Viktor’s first correspondence reached him Hell’s Heart. The fact that his old enemy Viktor Saint-
from Hell’s Heart, Maldrake felt relieved beyond Demain is currently incarcerated there sweetened the
measure. Viktor hadn’t done any of the things others deal immensely. Trelib jumped at the chance and began
had accused him of doing. Instead, he had fallen prey transferring funds to Karvasi.
to a conspiracy that went high—at least that’s what Official records of these transactions served as part
Viktor told Ulysses in his letters. Viktor claimed he had of the “evidence” Viktor brought to Maldrake’s atten-
stumbled onto a secret plan of Baron Trelib d’Medani’s. tion. Why was Baron Trelib d’Medani sending secret
He went on to say that he had been pursuing the Trelib gold to the warden of Hell’s Heart, a facility right on
on that fateful Wildnight in an attempt to kill him for top of emergency water reservoirs connected to Black
the greater good, but the PCs had intervened on Trelib’s Arch district’s waterways? Viktor also sent copies of
behalf. Karvasi’s ledgers showing receipts from alchemists’
Baron Trelib d’Medani’s master plan is to cripple guilds for huge amounts of toxic substances. Maldrake
Sharn’s Black Arch district, the military arm of the is convinced and now stands ready to aid Viktor in his
city. If this succeeds, King Boranel will have dire need crusade against Baron Trelib d’Medani and his insidious
of Trelib’s services to maintain control of Sharn. Trelib agents (the PCs).
stands to bathe himself in the King’s gold and keep Ulysses Maldrake is not Viktor’s only pawn. The
several favors in his pocket to play later as he needs inquisitive has recruited a whole new menagerie of cat’s
them.

Dungeon October 2007


paws from Hell’s Heart’s inmates—some of the evilest
souls ever to plague Sharn’s shadows.
ADVENTURE HOOKS
Now Viktor has scheduled a face-to-face meeting If you are running this adventure as a sequel to “Quoth
between Dr. Karvasi and Trelib to familiarize Trelib the Raven,” then the events of this adventure take place
with Hell’s Heart’s particulars and inmates. Trelib only one week after that adventure ends (which puts it
is relishing the opportunity … and so is Viktor right near the beginning of Long Shadows). Viktor has
Saint-Demain. been planning his framing of Trelib for months, and
he included the PCs in his letters in case they bested
his protégé. The events of “Quoth” have no doubt clued
ADVENTURE SYNOPSIS the PCs into the fact that Viktor is as dangerous behind
The PCs learn that Viktor Saint-Demain is hatching bars as he is on the streets. They may decide to survey
some scheme inside his dark prison. They either his activities of their own accord. If they don’t, or even
investigate him by sneaking into Hell’s Heart or they if they do and you want to push them more in this
arrive on the scene when Viktor springs his trap. The direction, use any or all of the following hooks.
inmates have control of the asylum and they wait to Sivis Speaks: The dragonmarked agent of Sivis who
ambush the PCs. What’s worse, Ulysses Maldrake waits handled the official paperwork in regards to the baron’s
outside Hell’s Heart with a crack team of Sharn’s Watch transfer of monies to Dr. Lucard Karvasi smells some-
ready to take the party of “co-conspirators” down. The thing incredibly odd about the whole affair and decides
party has to find Viktor, save Baron Trelib d’Medani to break his oath of silence. The little gnome, named
from a death trap, prevent the poisoning of Tavick’s
Landing’s water supply, and clear their good names
before it’s too late. Third in the Trilogy
This adventure is obviously deeply connected to
the events of “Chimes at Midnight” and “Quoth
BLACK WINTER the Raven.” If you plan to use this adventure as a
stand-alone one, it requires some major changes.
Fires rage in the Cogs as Long Shadows draws near. The easiest way to use “Hell’s Heart” is to replace
Rescue crews, fire teams, Sharn’s skymages, and most Viktor Saint-Demain with a major nemesis of your
of House Lyrandar’s weather-wrights fight the blaze. PCs in your home campaign. Have this nemesis end
While fires burn below, a blizzard descends from up tossed in Hell’s Heart, wherein he or she hatches
above. What’s worse, the coal-black smoke rising like a plan to take the PCs down and ruin their reputa-
an angry shade off the burning Cogs taints the storm tions.
Alternatively the PCs need have no earlier con-
with poisonous vapor. Soot and snow fall as one from nection to Viktor. Instead the madman could have
the heavens, plunging the entire city into darkness. followed their exploits from features in the Sharn
The sun cannot pierce the storm’s dark shroud, and the Inquisitive and made them the targets for his awful
only light throughout the city comes from its everbright frame-up, fabricating whatever evidence he needs to
lanterns. The lanterns, and all light sources, are hazed connect them to Baron Trelib d’Medani.
by the ashy snow (cutting their area of illumination Or feel free to use the other adventure hooks below
to half) and the entire city is suffering from blizzard to draw the PCs into the coming storm at Hell’s
Heart. Perhaps investigating the imprisonment of
conditions (DMG 94) throughout this adventure. In Daragun Mroranon or looking into Dr. Karvasi’s odd
addition to a common blizzard, the blackened snow and behavior as of late causes the PCs to close in on the
floating ash threaten to choke anyone moving about the asylum and become perfect patsies for Viktor’s rise
city. For every hour spent out of doors, a PC must make to redemption.
a DC 15 Fortitude save or take 1d6 points of nonlethal If you ran your party through “Chimes at Midnight”
damage from the choking black soot. and Viktor was slain, it is a simple matter to believe
The storm has continued to intensify for weeks, and Viktor had a contract with Jorasco to bring him back
from the dead—though of course he still went to trial
the streets are nearly abandoned by all save those with
and got sent to Hell’s Heart for his crimes.
darker business. The city is in turmoil and it’s about to If Corbin Eldridge (the Raven) survived his encoun-
get worse when Viktor sets his plan in motion. ter with the PCs in “Quoth the Raven,” then feel free
to add him to the menagerie of minions serving Viktor
inside Hell’s Heart.

Dungeon October 2007


Danten Senlo, doesn’t want to approach the authori- Knowledge (local)
ties with someone as important as Trelib involved, but DC 20: A young soldier in the Black Arch district
instead he ends up seeking out one or all of the PCs. He informs the PCs: “I don’t go near Hell’s Heart. The
brings copies of the transactions of gold from Trelib to things they keep locked up in there … I shudder to
Karvasi. Danten has no idea what the money is for, but think it. I don’t know what goes on in the asylum, but
he knows enough to know it’s big and someone needs some of the other guys in the unit, they say they’ve
to dig further. heard screams from there at night … screams to make
Dwarf’s Family: Daragun Mroranon, an inmate of a grown man’s bowels quake. Dark things go on there
Hell’s Heart, is innocent of his crimes. The quori infest- if you ask me.”
ing his nightmares takes control of his sleeping form DC 25: An aged but burly hobgoblin used to work as
to commit dreadful acts. He was convicted of multiple an orderly there. He whispers to the PCs over an ale:
slayings and hurled into Hell’s Heart. His family wants “Old Doc Karvasi … he’s as crazy as any of his inmates.
him out, and his father knows Daragun came to Sharn’s Sick bastard he is. Cuts on the prisoners—takes ’em
Morgrave University to study a rare Xen’drik tome con- down below the asylum too. They come back burned
nected to the ancient Quori invasion. Daragun’s father, and twisted if they come back at all … I couldn’t work
named Tyranok, believes (correctly) that his son is held there anymore … I need another ale.”
by some fell power. Tyranok is a wealthy member of the DC 30: A delivery man who brings sundries to Hell’s
Mroranon Clan. He offers to reward the PCs greatly if Heart every week reports: “Something’s gone wrong up
they can free both his mind (from the quori) and his there. The hobgoblins what work for Karvasi have gone
body (from Hell’s Heart). all strange … don’t hardly speak even anymore. Karvasi
Karvasi’s Brother-in-Law: Viktor’s plan is almost himself he ain’t right neither no more. Got a wild look
perfect, except while Karvasi dances to Krader’s beat, to his eyes—used to be such a soft-spoken man.”
he is not entirely himself. The second persona can
force the good doctor to do a number of things (even Knowledge (nobility and royalty)
make simulacrums of the orderlies, and weapons for DC 15: A lady named Minerva who spends most of
the inmates), but the good doctor is stiff and odd under her waking hours at court once told the PC the follow-
Krader’s control. Recently his sister has called upon ing: “Baron Trelib d’Medani is one of Boranel’s closest
him a number of times to come up to Sky’s Ledge and friends. They are almost like kin. The good baron would
enjoy a fine meal, but Viktor has made sure Krader never do anything to hurt the crown, and the King
excused himself from all requests. Karvasi’s brother- would do anything in his power to help the baron out.
in-law, Roland ir’Hann, is concerned about the good Never been any bad blood between them.”
doctor. Lucard has always been strange, but now he has DC 25: A well-dressed fop and attendee at most posh
sequestered himself in his asylum and sees no guests. parties in Sharn gossips: “Baron Trelib d’Medani has
Roland ir’Hann is worried his brother in law may have had his eye on acquiring Hell’s Heart for some time
finally gone off the deep end (he went off the deep end now. He wishes to expand his holdings in Sharn, and
long ago in point of fact) and hires the PCs to see what’s he would jump at the chance to purchase a ready-made
wrong with him. prison facility. Word is Lucard Karvasi wouldn’t sell
before, but now it’s rumored he’s had a change of heart
CHAPTER 1: and offered Hell’s Heart to the baron, but made him pay
INVESTIGATIONS him in discreet transactions over time … odd that.”
DC 30: A retainer highly placed in the Medani family
Before leaping into the fires of Hell, the PCs might want gets too drunk and let’s slip: “Baron Trelib d’Medani is
to gather intelligence first. Consult the following lists getting a look at his new property on Long Shadows.
if the PCs decide to ask around about Hell’s Heart, or if He’s being given a grand tour of Hell’s Heart by that
they shake down those in the know in Sharn’s under- ghoulish doctor caretaker. He’s taking a retinue of his
belly. Gather Information can be used for any of the finest bodyguards and of course his daughter Zelina.
following lists, though it’s difficult to track down most I’ll bet he can’t wait to spit on Saint-Demain’s scarred
sources of information thanks to the Black Winter, so face.”
impose a –5 penalty on any Gather Information checks
(other checks are unaffected).

Dungeon October 2007


Besides asking around, the PCs may wish to survey The Devils of Hell’s Heart
Hell’s Heart directly. If they see the asylum, read them
The files on Hell’s Heart’s current residents read like
the following:
a gazetteer of the Abyss’s foulest demons. Below is
information on the deadliest of Hell’s Heart’s inmates.
More of a fortress than the garrisons that surround it, Hell’s
A DC 20 Gather Information or Knowledge (local)
Heart is a windowless nightmare of black stone and barbed
check grants a PC the above information on one inmate
wire. The place is designed to contain horrors no mortal
(determined randomly each check, and a PC might get
should ever see, and obsidian walls with razor-steel teeth atop
repeated information with multiple checks).
them surround it. Three obsidian spires rise from the asylum
Scorn: Scorn is a warforged killer who believes his
proper, and the middle, tallest spire has arches at the top that
soul was replaced with his creator’s shortly before a
frame a large brass bell.
House Cannith strike team arrived and killed his
human master. Scorn went completely insane. His
If the PCs observe the facility from the outside, they
condition surfaced in response to the horror of watch-
notice that no one leaves or enters at all. If anyone
ing his father-figure (creator) slaughtered in front
succeeds on a DC 25 Knowledge (architecture and
of him and his inability to accept it. Scorn has been
engineering) or (dungeoneering) check, or if they
killing ever since. He calls himself Terlaxin d’Cannith
decide to check plans of the area below the asylum
now (his maker’s name). He collects grisly trophies
either at Morgrave University (or even the Old Archives
from his victims because he is trying desperately to
detailed in “Quoth the Raven”), they learn that Hell’s
incorporate them into his own body in a misguided
Heart stands over a complex and multilayered system
attempt to regain his lost “humanity.” The result is a
of old sewers, below which are the ancient reservoirs
walking horror that not only looks terrible but has a
of Shaarat. These reservoirs are now filled with emer-
putrid, rotting smell that precedes it.
gency water in case of a siege, though they have been
Grimgraj: A failed monk who ended up doing
ignored (for the most part) since the Last War came to
smash-and-grab and second-story jobs in Sharn, he
an end—no one patrols them any longer.
was one of Viktor’s first big cases. Either slain by the

Dungeon October 2007


PCs in the “Chimes at Midnight” adventure, or killed The shifter believes he is descended from wereshark
afterward, Grimgraj was raised as a horrific undead by blood, and so far Karvasi’s vivisection sessions turn up
Dr. Lucard Karvasi (one of his more successful experi- startling evidence supporting the killer’s claim. Mako’s
ments). Now he’s back to serving his old master Viktor neck sports pink vestigial gills like sickly scars, and
Saint-Demain. his eyes are pitch black when he is calm, betraying no
The Shoebox Killer: Saal “Leather” Grabaal is a emotion whatsoever. When he shifts or when he catches
withered old little goblin in his sixties with thick the scent of fresh blood, his eyes go milk white. Mako
spectacles. He worked as a cobbler in Callestan for over claims he cannot remember the faces of the twenty-six
forty years. During the last two decades of his career people he devoured, though he dreams fondly of past
more than eighty corpses turned up in the alleys and meals. After Viktor unleashes him, Mako prowls the
gutters, all with their feet hacked off at the ankle. Quiet sewers waiting to prey on the party.
little Saal became known as the “Shoebox Killer” after Scrimshaw: This sickly albino gargoyle was once
an inquisitive cracked the case, finding over eighty captured by Viktor Saint-Demain, which put a stop
pairs of perfect leather shoes in a dank cellar beneath to a two-week-long killing spree inspired when a
the cobbler’s shop—with severed feet snugly lodged in cleric refused to cure the gargoyle’s bizarre disease.
each pair. Now Saal calmly cobbles shoes in his ten-by- His rocky hide still flakes bone-white chips, and
ten cell, seeming nothing more than a grandfatherly he has added a few more finger-bones to his trophy
sweet old goblin. He is the only inmate whose screams necklace since the last time the PCs crossed his path.
aren’t heard echoing through the asylum during his Now the psychopath is a resident of Hell’s Heart, all
rehabilitation sessions with Dr. Karvasi. The goblin arranged by Viktor through his proxy Dr. Karvasi. If
never makes a sound as Lucard tortures him. Viktor Scrimshaw was slain during “Chimes at Midnight,” feel
is not stupid and leaves this unpredictable homicidal free to apply the gravetouched ghoul template (Libris
killer behind bars. Mortis) to him (courtesy of Dr. Karvasi’s experiments)
Mako: Killing is all Mako knows. He felt no shred or replace him wholesale with some other deranged
of remorse when he ate his mother’s heart at the age of murderer … possibly a member of Daask recruited by
eleven, and the mass murders earning him a stint in Viktor (and alter Encounter A11 as needed).
Hell’s Heart do not weigh on his conscience in the least.

PATIENTS, INFILTRATORS, The Sneaky Way: The PCs may decide to infiltrate the
AND VISITORS asylum through magic (dimension door) or by crawling
through the sewer tunnels. This path takes the party past
A New Patient: The PCs may choose to infiltrate the
facility as a new patient. While Lucard Karvasi usually A18 (sewer tunnels on page 20) $though the mohrgs
handpicks his patients, his arrangement with the crown do not harass them unless they enter that area), and
is contingent upon allowing them to dump a few un- emerges in the asylum in A10 (privy and sewer access).
desirables on him from time to time. If you used the The PCs must then do their best to remain unseen,
Sivis Speaks hook, Danten Senlo might forge the trans- which is fairly easy since the residents of Hell’s Heart
fer papers necessary to get the PCs into Hell’s Heart are busy preparing for the baron’s visit. They need only
(though some mummery may be in order to disguise make a DC 10 Hide or Move Silently check every hour to
a few folk as Citadel guards in charge of the transfer). avoid crossing paths with the rambling inmates (though
Anyone brought to the asylum is immediately restrained feel free to narrate some tense close calls as you like).
in a straitjacket and leg irons (–4 penalty on all attacks, Along for the Ride: If the PCs have a good relationship
saves, and skill checks, plus take only one standard with Baron Trelib d’Medani (most likely they do if they
action or move action per round, cannot take full-round saved his life and his daughter in “Chimes at Midnight”),
actions, casting spells with somatic components is im- they may wish to go to the baron directly. As much as the
possible as well). A DC 35 Escape Artist check is neces- baron respects and values the PCs counsel, they don’t
sary to slip the jacket and wriggle free of the leg irons. A really have any hard evidence that something is amiss
DC 30 Open Lock check (though it cannot be made by at Hell’s Heart. Also Baron Trelib d’Medani is planning
the person restrained) frees the person as well. on bringing some of his finest sentries and inquisitives
If one or more PCs are placed in Hell’s Heart, they with him on his visit. He is a proud half-elf and has no
are locked away in sunless individual cells in A5 and A6 wish to appear nervous or weak in front of Viktor, or Dr.
(cell blocks). Unless they have the ability to spring them- Karvasi for that matter. He refuses to allow the PCs to
selves, they wallow here until Viktor springs his trap. accompany him on his visit unless they succeed on a DC
30 Diplomacy check.

Dungeon October 2007


Julian Gevard II: Julian Gevard II was born with The Baron’s Visit
a strange mutation resulting in an unfortunate and
When Baron Trelib d’Medani arrives, Dr. Lucard Karvasi
uncanny resemblance to an anthropomorphic walrus.
greets him and his retinue. Divide and conquer is the
Estranged from his family, he worked as a carnie for a
order of the day. The good doctor grants the baron’s
while before being offered a job as butler for an eccentric
sentries free run of Hell’s Heart, allowing them to get a
socialite who took great pleasure in employing freaks
first-hand view of the place. They split into a few groups
and oddities on his serving staff. After his posting as
and begin to check out the asylum—all groups check
butler, residents of the districts near Julian’s master’s
for threats to the baron (dozens of bloodthirsty killers
chateau began to turn up dead, their heads caved in by
are locked up here after all). Meanwhile, Viktor’s cronies
blunt trauma. The police finally connected the kill-
wait in ambush. They quickly overpower the half-elves.
ings to Gevard’s silver walking stick, and when they
Krader lures the baron himself into A13, where the
tried to apprehend the mild-mannered walrus-man,
gas trap there renders Trelib, Zelina, and his closest
he crushed the skulls of six arresting officers and then
bodyguards unconscious. He then employs a scroll of
led the Watch on a city-wide manhunt, leaving a swath
teleport to get them down to the reservoir (A20).
of corpses in his wake. Now, Julian spends his days
expanding his insect collection (Karvasi brings him
butterflies since he shares the walrus-man’s interest in
entomology). He is well behaved though on occasion
requests to see his beloved walking stick: “I do indeed
miss my cane. It was silver … and red I think, dripping
red, no no, that can’t be right, dear me…” Once freed, Patients, Infiltrators, and Visitors:
the walrus man descends to the hidden shrine below When the Baron Visits
the asylum where he tortures captured House Medani
A New Patient: If the PCs infiltrated as patients,
sentries for sport. they are most likely locked in their cells unless they’ve
escaped. If they cannot get free, simply have one of the
CHAPTER 2: DESCENT INTO baron’s sentries escape an ambush and end up in the
HELL cell block to hide out and re-group. Now the PCs get
to try and convince the half-elf that they aren’t actu-
If the PCs wish to gain access to Hell’s Heart prior to ally psychopaths and that he or she should free them
Baron Trelib d’Medani‘s visit, they have a few avenues so they can help. This requires a DC 25 Diplomacy or
open to them. Where appropriate in this chapter, you Bluff check.
can find sidebars detailing the most obvious options The Sneaky Way: If the PCs infiltrated through the
sewers before the baron’s visit, they may witness the
players may take.
ambushes and intervene if they wish. If the PCs infil-
trate after the baron’s visit, then they arrive in A10 to
Before the Baron’s Visit a strangely quiet asylum. The encounters and room
Before the night of Viktor’s brilliant scheme’s realiza- descriptions assume this is the case and are written
tion, the asylum remains locked tight against the Black as if the baron has already been placed in his death
trap in A20 and his sentries are already neutralized (or
Winter. The hobgoblin orderlies have all been murdered
in some cases being horribly tortured to death).
and replaced with simulacra that bumble about. The Along for the Ride: If the PCs infiltrated as part of the
inmates roam the asylum drooling at the chance to baron’s retinue, Trelib asks them to accompany a few
vent their freakish urges on Baron Trelib d’Medani’s of his sentries in their inspection of the facilities. The
party while illusory versions of the sick killers created sentry in charge of the party’s group heads into A11
by Karvasi wallow in their cells in the madmen’s place. (Entomology Suite) and triggers the encounter. Run
Under orders from Viktor, the psychopaths have laid the encounter and add three sentries to the PCs party,
traps and ambushes for the baron and his party. It has though they are likely slain quickly by the swarms of
vermin bursting from the display cases there. If the
been far too long since they’ve tasted warm blood and PCs insist on not leaving the baron’s side, they end
toyed with a mewling victim. up in A13, where they are gassed themselves and left
Baron Trelib d’Medani arrives after sundown on the to rot in one of the cellblocks afterward. Take a look at
first day of Long Shadows with his daughter Zelina and the Cinematic Action vs. Game sidebar for more ideas
twelve of his sentries (ECS 235). on how to handle this part of the adventure.

Dungeon October 2007


CHAPTER 3: THE show up in person, crossbows blazing. Maldrake is a
MISGUIDED LAWMAN Citadel elite, so feel free to assume he has an endless
supply of Watch minions at his command with which
Ulysses Maldrake is hell-bent on catching the PCs. He to plague the PCs.
can’t wait to vindicate Viktor Saint-Demain and send
the duplicitous (or so he thinks) PCs to meet the justice Ulysses Maldrake CR 12
they deserve. He has had the PCs tailed for some time hp 65 (12 HD)
by contacts in the Dark Lanterns, and he has staked out Male human fighter 8/Citadel elite 4
the asylum personally in case they show up. Feel free to LN Medium humanoid
allow the PCs a DC 25 Spot check to notice that agents Init +7; Senses Listen +3, Spot +5
of the King are tailing them. If they notice, the party Languages Common
may even wish to do some legwork to learn why they are AC 19, touch 13, flat-footed 16; Dodge, Mobility
being tailed and discover Maldrake’s intentions toward (+3 Dex, +5 armor, +1 insight)
them. This is left to the purview of the DM. Fort +7, Ref +6, Will +7
If the party makes a move to enter the asylum, Mal- Speed 30 ft. (6 squares); Shot on the Run
drake tries to arrest them. If the party enters with Baron Melee +1 spell storing longsword +15/+10/+5
Trelib d’Medani’s entourage, he lets them go in under (1d8+3/19–20)
orders from Viktor (“so he can catch them in the act”). Ranged +2 icy burst repeating light crossbow +19/+14/+9
Otherwise the party faces with the daunting notion of (1d8+2/17–20 and 1d6 cold)
battling a member of the Citadel elite. Base Atk +12; Grp +14
Atk Options Point Blank Shot, Precise Shot, Quick
Ulysses and his crew are posted around the exterior
Draw, combat sense (attack)
of the asylum, with one sergeant and four members Combat Gear potion of cure serious wounds, potion of
of the Watch on every side of the asylum. Maldrake bear’s endurance, potion of darkvision, iron bands of
stands ready by the front gates with six members of Bilarro
the Watch. As soon as one of Maldrake’s crew spots
Abilities Str 15, Dex 17, Con 10, Int 11, Wis 12, Cha 11
the PCs, the PCs are ordered to hold and stand down. SQ additional action points, Citadel training, diplo-
Maldrake arrives 2 rounds after that. Any PC who
makes a DC 10 Knowledge (local) check is instantly
aware of Maldrake’s rank when the Citadel agent steps Cinematic Action vs. Game
from the shroud of falling black snow, flashes his royal In terms of strategy, the optimal way for the PCs to
signet ring, and speaks the words “In the name of King play through this adventure is to infiltrate before the
baron’s visit and deal with Viktor long before Trelib
Boranel, I command you to drop your weapons and lay arrives. Sadly, this is the least exciting way for the
them on the ground. You are bound by Brelish law for adventure to unfold.
high treason and conspiracy against the crown.” You may wish to limit the PCs from this option to
Any PC who succeeds on the check is aware that increase their fun in Hell’s Heart. You can do this by
assaulting a Citadel elite is a serious offense, and kill- feeding them information about Hell’s Heart too late
ing a member of the elite is a capital crime. The PCs for them to infiltrate early. You may also wish to use
would do their best to get by Maldrake and his people Maldrake to keep them out before the baron’s visit.
On the other hand, if the PCs play their cards right
without resorting to murderous means. and gather information well, you may want to reward
If the PCs infiltrate the asylum with the baron or them by allowing them to infiltrate early and have an
somehow sneak past Maldrake without being detected, easier time of things.
you should feel free to have Maldrake storm the asylum The potential for exciting and cinematic gameplay
at any point during the adventure (pick a suitably is strong if the PCs accompany the baron into the
dramatic moment) and try to take the party down. asylum, but if you want the big pay off for the final
You may also have Maldrake drive the action and encounter in the reservoir, you have to ensure that
Dr. Karvasi can knock out the baron, his daughter, and
ratchet up the tension of the whole adventure. If the
his bodyguards, and teleport them to the reservoir
PCs dally too long in any one area, Maldrake sends without the PCs stopping him. Again, if they play well
more of his Watch sergeants and their teams after and stop Karvasi, that’s okay too. If that’s the case,
them, which the PCs can detect with a DC 10 Listen though, you may want to have some alternate hos-
check as the guards noisily storm their way through the tages in mind for the reservoir encounter with Viktor.
asylum. If things start to get too slow, have Maldrake

Dungeon October 2007


matic protection, royal contact Melee morningstar +4 (1d8+1/19–20)
Feats Alertness, Dodge, Exotic Weapon ProficiencyB Ranged light crossbow +5 (1d8/19–20)
(repeating light crossbow), Greater Weapon FocusB Base Atk +3; Grp +4
(repeating light crossbow), Improved CriticalB (re- Atk Options Point Blank Shot, Precise Shot, Rapid Re-
peating light crossbow), Improved Initiative, Mobil- load, Rapid Shot
ity, Point Blank Shot, Precise ShotB, Quick DrawB,
Abilities Str 13, Dex 15, Con 16, Int 8, Wis 12, Cha 8
Shot on the RunB, Weapon FocusB (repeating light
SQ dwarf traits
crossbow), Weapon SpecializationB (repeating light
Feats Point Blank Shot, Precise ShotB, Rapid Reload,
crossbow)
Rapid ShotB
Skills Bluff +4, Climb +8, Diplomacy +6, Gather Infor-
Skills Appraise –1 (+1 if stone or metal), Craft (any) –1
mation +5, Intimidate +12, Jump +9, Knowledge (lo-
(+1 if stone or metal), Intimidate +5
cal) +4, Listen +3, Search +2, Sense Motive +4, Spot
Possessions studded leather armor, sap, morningstar,
+5, Swim +8
light crossbow, 20 bolts, symbol of the Sharn City
Possessions combat gear plus long black leather coat,
Watch, pouch containing 12 gp, 6 sp, identification
gray and black pants, +2 studded leather armor, boots
papers
of striding and springing, +1 spellstoring longsword
(hold person), +2 icy burst repeating light crossbow, and
a bandoleer of bolt cases with the following attached:
6 Guards CR 1
hp 14 each (2 HD)
2 cases of adamantine bolts, 1 case of byeshk bolts, 1
case of silver bolts, 1 case of cold iron bolts Male or female human warrior 2
LN Medium humanoid
Citadel Training (Ex) Maldrake is trained as Breland’s
Init +0; Senses Listen +2, Spot +2
finest, gaining a +2 insight bonus at 1st level on all
Languages Common
Diplomacy, Gather Information, Search, and Sense
Motive checks. AC 13, touch 10, flat-footed 13
Additional Action Points (Ex) Maldrake’s maximum ac- (+3 armor)
tion points per level increases by 1. Fort +4, Ref +0, Will +0
Combat Sense (Ex) Maldrake’s specialized training helps
develop an intuitive ability to avoid danger. He gains Speed 30 ft. (6 squares); Run
a +1 insight bonus to AC. Maldrake applies this same Melee halberd +3 (1d10+1/×3) or
intuitive sense to striking opponents in combat as Melee sap +3 (1d6+1 nonlethal)
well as avoiding blows. He gains a +1 insight bonus Base Atk +2; Grp +3
on attack rolls. Abilities Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha 8
Diplomatic Protection (Ex) Maldrake has a signet ring Feats Alertness, Run
from the King of Breland. This ring provides him Skills Climb +5, Intimidate +5, Jump +5, Listen +2, Spot
protection from the law, giving him carte blanche in +2
Brelish territory, though in neighboring countries this Possessions studded leather armor, sap, halberd, sym-
protection is only as extensive as the courtesy that bol of the Sharn City Watch, 3 gp, identification
country decides to extend. papers
Royal Contact (Ex) Maldrake’s contact is an artificer
named Drang Sentaro who keeps him well stocked Tactics: If the PCs cross paths with Maldrake and
with magic items and keeps his spellstoring sword
full with whatever effect he requires for a specific his team, he sends the other members of his crew in to
mission. harry the party as he barrages them with fire from his
repeating light crossbow.
2 Sergeants CR 3
hp 25 each (3 HD)
Male or female dwarf fighter 3
LG Medium humanoid
Init +2; Senses Listen +1, Spot +1
Languages Common, Dwarven
AC 15, touch 12, flat-footed 13; +4 against giants
(+2 Dex, +3 armor)
Fort +6, Ref +3, Will +2; +2 against poison, spells, and
spell-like effects
Speed 20 ft. (4 squares)

Dungeon October 2007 10


CHAPTER 4: FROM HELL’S glow emanates from crimson everbright lanterns mounted
HEART I STAB AT THEE every 30 feet on the walls. Numerous heavy iron-shod doors
leave this area for the dark unknown, and a black steel port-
Once Viktor’s plan is sprung and the PCs are inside cullis closes off each end of the promenade. From the west, the
Hell’s Heart, they must round up his dangerous min- muffled shrieks of some pained creature echo in the dark.
ions, investigate the premises to learn his insidious
plot, and finally confront the deranged inquisitive in The piteous screams echoing from the west are coming
the emergency reservoir below the asylum. from A9, where a House Medani sentry is currently
being burned alive in the white-hot kiln much to the joy
A1. Atrium of Scorn and Scrimshaw. They hope the blood-curdling
A few simple tapestries depict serene landscapes unmarred cries will draw the PCs into their ambush.
by structures or violence in this bleak, black stone entryway.
Lush rolling hills of green and snow-capped mountains calm A5 and A6. Western
a disturbed mind or tortured soul. Beyond the far wall a and Eastern Cellblocks
strong barred door keeps visitors out, and it possibly contains A repugnant blend of bodily stenches emanates from this
nightmares within it. black hole. The obsessed lamentations of the purely mad
whisper in the dark, and all manner of tormented inmates
Karvasi greets guests to the asylum in the atrium, a peer out between heavy iron bars and cracked mortar. No
room that helps establish the façade of Hell’s Heart as braziers provide light to dispel the inky darkness here. Instead,
a rehabilitation facility. madmen are left alone in the ebon murk with nothing but
their nightmares to keep their counsel.
A2. Staff Quarters
These simple bunks are neatly made with clean white sheets Most of the occupants in these cell blocks are illusory
and woolen blankets. They appear pristine and well-ordered. (replacements for Viktor’s cat’s paws), but a few—those
Thick oak strongboxes rest at the foot of each bunk. Viktor could not bend to his will or those useless to his
plans—remain. Interaction with these programmed
The asylum’s contingent of a dozen hobgoblin orderlies images allows a PC a DC 17 Will save to perceive them
and five goblin groundskeepers kept their quarters as nothing but illusions.
here. Now they have been replaced with simulacra who Creatures: In one of the cells in A5 sits a grandfa-
wander the asylum aimlessly—they are little more than therly old goblin with withered hands and a leathery
drooling half-wits. old puckered face. Oversized spectacles rest on his
crooked nose. His name is Saal Grabaal, though once
A3. Mess Hall and Kitchens Sharn knew him as the Shoebox killer. Viktor is no
Chipped wooden tables and rickety stools fill the foreground fool. He left Saal locked away because the goblin is
of this chamber. Behind them, several simple coal stoves rest perhaps the single most dangerous resident of Hell’s
against the wall next to storage bins for grain and other food Heart. The goblin has killed more victims than any
items. two other inmates combined, and his mind is a maze
of razors that Viktor has no intention of braving.
The orderlies and Dr. Karvasi took their meals in Saal Grabaal, The Shoebox Killer CR 12
this room. On occasion, they would bring one or two hp 44 (12 HD)
inmates in full restraints along with them. Karvasi
tells guests it’s to better re-socialize them, but mostly Male goblin rogue 7/invisible blade 5
CE Small humanoid (goblin)
it was to mock and deride the hungry inmates while Init +5; Senses darkvision 60 ft.; Listen +15, Spot +17
the orderlies glutted themselves on food. Languages Common, Goblin

A4. Promenade AC 18, touch 18, flat-footed 10; uncanny dodge, unfet-
tered defense
This spacious hallway runs the entire length of the asylum (+5 Dex, +3 unfettered defense)
with wide corridors stretching into murk in both directions. Fort +3, Ref +14, Will +9; evasion
Points of dim red light are the only illumination. The hellish Speed 30 ft. (6 squares)

Dungeon October 2007 11


Dungeon October 2007
Melee shiv +17/+12 (1d4–1) into the sewers over the past week (“can’t have been
Base Atk +10; Grp +5 easy on their shoes that”). He also tells the PCs how to
Atk Options Far Shot, Point Blank Shot, bleeding wound, get to Karvasi’s Shrine and warns them about the gas
dagger sneak attack +7d6, feint mastery, sneak attack
chamber (A13). He then vanishes.
+4d6, uncanny feint
What part he plays in the rest of the adventure is
Abilities Str 8, Dex 20, Con 10, Int 16, Wis 18, Cha 13 up to the DM. If the PCs are having a difficult time
SQ trap sense +2, trapfinding with one of the encounters, Saal may suddenly step
Feats Far Shot, Iron Will, Point Blank Shot, Weapon
from the shadows behind an opponent and knife them
Finesse, Weapon Focus (dagger)
Skills Balance +14, Bluff +11, Climb +10, Diplomacy +17, dead. He then examines the feet of his victim (“size
Escape Artist +20, Hide +24, Jump +11, Listen +15, 9—excellent”).
Move Silently +20, Open Lock +15, Profession (cob- Unless the PCs catch him or put him down, Saal
bler) +9, Sense Motive +12, Spot +17, Tumble +14 leaves Hell’s Heart behind and begins his grisly busi-
Possessions inmate’s outfit, a shiv fashioned from ness anew. A week after this adventure ends, the first
carving tool (dagger), cobbler’s tools, various pairs victim is found by the Watch behind a brothel in
of leather shoes, crude lockpicks fashioned from his Dragoneyes—her feet hacked off at the ankle.
fingernails and splinters of wood from his bunk
Unfettered Defense (Ex) Saal adds his +3 Intelligence Interlude One: The Lewd, the Mad, and the
bonus to his Armor Class when he is not wearing
armor and is armed with one or more daggers,
Ugly
kukris, or punching daggers as his only weapons. If The inmates are loose in the asylum. They wander the
he is denied his Dexterity modifier to AC, he loses halls and cavort freakishly while seeking to gratify
this bonus. their darkest urges. Feel free to insert the following
Bleeding Wound (Ex) Saal can forgo 1d6 points of dag- encounters anywhere you like at a suitable time to
ger sneak attack damage to inflict a wound that enhance the sense of insanity and brutality running
bleeds for 1 point of damage per round until the
victim receives the benefit of a DC 15 Heal check or amok in Hell’s Heart.
magical healing. Multiple wounds result in cumula- Clipped Crone (EL 9): A hideously ugly old harpy
tive bleeding. Creatures immune to sneak attack are named Krisolga was one of Karvasi’s favorite subjects
immune to bleeding wounds as well. for weeks. When freed, she claws and staggers her way
Feint Mastery (Ex) When armed with a dagger, kukri, through the asylum, her palsied lurching the only
or punching dagger, Saal can always take 10 on Bluff means of travel available to her now that her wings are
checks when feinting in battle. little more than blackened stumps on her hunched
Uncanny Feint (Ex) Saal can feint in combat as a free ac-
tion rather than a standard action once per round.
back. She mewls out her song at the sight of possible
prey and then attacks.
Tactics: While he’s looking them over, Saal is prepar- Krisolga CR 11
ing a death attack on the closest PC. If they threaten MM 150
to do him harm, “Leather” draws a shiv and plants it in hp 103 (14 HD)
the heart of that PC. He fights to the death or until an
Harpy fighter 7
avenue of escape presents itself. CE Medium monstrous humanoid (harpy)
Development: If the PCs approach, Saal calmly Init +9; Senses darkvision 60 ft.; Listen +8, Spot +5
regards them over his spectacles, taking a prolonged Languages Common
and uncomfortable gander at their feet. He then goes
AC 16, touch 15, flat-footed 11
back to cobbling a pair of leather shoes in silence. If (+5 Dex, +1 natural)
the PCs question him, he offers the party information Fort +9, Ref +12, Will +9
on Viktor in exchange for his freedom. He even offers
Speed 20 ft. (4 squares), fly 80 ft. (average)
to “bring them the inquisitive’s shoes.” No amount of
Melee 2 claws +15 (1d3+11)
Intimidation or Diplomacy affects Saal—he didn’t Base Atk +14; Grp +15
make a peep when Karvasi cut out one of his kidneys, Special Actions captivating song
calmly smiling during the entire procedure. Nothing
Abilities Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19
the PCs threaten or cajole him with matters. If set free,
Feats Alertness, Improved Critical (composite longbow),
the Shoebox Killer informs the PCs that the good doctor Improved Initiative, Iron Will, Manyshot, Point Blank
and Viktor have spent a great deal of time heading down

Dungeon October 2007 13


Shot, Rapid Shot, Weapon Focus (composite long- state of fierce rage that last for 9 rounds. The follow-
bow), Weapon Specialization (composite longbow) ing changes are in effect as long as he rages: AC 12
Skills Bluff +11, Intimidate +11, Listen +8, Perform (ora- (touch 7, flat-footed 12); hp 79; Atk +17/+12 melee
tory) +10, Spot +5 (2d8+14, greatclub); SV Fort +14, Will +4; Str 30, Con
22; Climb +15, Jump +16. At the end of his rage, the
Captivating Song (Su) The most insidious ability of the ogre barbarian is fatigued for the duration of the
harpy is its song. When a harpy sings, all creatures encounter.
(other than harpies) within a 300-foot spread must When Drooler is raging, the following changes apply to
succeed on a DC 16 Will save or become captivated. the above statistics.
This is a sonic mind-affecting charm effect. A crea- AC 12, touch 7, flat-footed 12
ture that successfully saves cannot be affected again hp 79
by the same harpy’s song for 24 hours. The save DC Fort +14, Will +4
is Charisma-based. A captivated victim walks toward Melee greatclub +17/+12 melee (2d8+14)
the harpy, taking the most direct route available. If the Grp +21
path leads into a dangerous area (through flame, off Abilities Str 30, Con 22
a cliff, or the like), that creature gets a second saving Skills Climb +15, Jump +16
throw. Captivated creatures can take no actions other
than to defend themselves. (Thus, a fighter cannot
run away or attack but takes no defensive penalties.) One Horned Bull (EL 4): A hulking minotaur named
A victim within 5 feet of the harpy stands there and Barg wanders the halls. He was a coolie in Caravan but one
offers no resistance to the monster’s attacks. The ef- day his foreman turned up dead and Barg was blamed. The
fect continues for as long as the harpy sings and for 1 minotaur had nothing to do with it, but he was locked
round thereafter. A bard’s countersong ability allows away regardless. Karvasi always wanted to experiement
the captivated creature to attempt a new Will save. on a minotaur, so he snatched him up. He burned most of
Barg’s face away with acid and cut off three of his fingers
Skull Bowler (EL 7): An apish ogre whose name has on each hand. Branded as a freak, Barg lost his mind. Now
long since been forgotten (everyone calls him “Drooler”) he staggers about holding one of his horns (he ripped it
whiles away the time since his release bowling for rows out of his skull himself) and painting the walls in blood
of glass beakers with the heads he has ripped off other with its nub. He hurtles himself at any threat (including
inmates. Drooler giggles and slobbers incessantly as he the PCs), hoping to die so his torment will end.
lines up his strikes.
Barg CR 4
Drooler CR 7 MM 188
MM 199 hp 39 (6 HD)
hp 79 (8 HD)
Minotaur
Ogre barbarian 4 CE Large monstrous humanoid
CE Large giant Init +0; Senses darkvision 60 ft., scent; Listen +7, Spot
Init +0; Senses darkvision 60 ft., low-light vision; Listen +7
+6, Spot +2 Languages Giant
Languages Common, Giant
AC 14, touch 9, flat-footed — (see text)
AC 14, touch 9, flat-footed 14; uncanny dodge (–1 size, +5 natural)
(–1 size, +5 natural) Fort +6, Ref +5, Will +5
Fort +12, Ref +2, Will +2
Speed 30 ft. (6 squares)
Speed 50 ft. (10 squares) Melee gore +9 melee (1d8+4)
Melee greatclub +15/+10 (2d8+12) Space10 ft.; Reach 10 ft.
Space 10 ft.; Reach 10 ft. Base Atk +6; Grp +14
Base Atk +7; Grp +19 Atk Options Power Attack, powerful charge 4d6+6
Atk Options Power Attack, rage 2/day (6 rounds)
Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Abilities Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4 SQ natural cunning
SQ trap sense +1 Feats Great Fortitude, Power Attack, Track
Feats Power Attack, Toughness, Weapon Focus Skills Intimidate +2, Listen +7, Search +2, Spot +7
(greatclub)
Skills Climb +13, Hide –6, Jump +17, Listen +6, Spot +2 Powerful Charge (Ex) A minotaur typically begins a
battle by charging at an opponent, lowering its head
Rage (Ex) Twice per day, an ogre barbarian can enter a to bring its mighty horns into play. In addition to the

Dungeon October 2007 14


normal benefits and hazards of a charge, this allows Anyone may make a DC 20 Knowledge (arcana)
the beast to make a single gore attack with a +9 at- check to peruse the text and find a page scripted in
tack bonus that deals 4d6+6 points of damage. runic Adaran that allows the reader and anyone join-
Natural Cunning (Ex) Although minotaurs are not es-
ing hands with her to enter the dreams of a sleeping
pecially intelligent, they possess innate cunning and
logical ability. This gives them immunity to maze person. This usually simply manifests as a scroll of
spells, prevents them from ever becoming lost, and dream, but if the yowling possessed dwarf is chosen as
enables them to track enemies. Further, they are the subject of the spell, the reader and anyone linking
never caught flat-footed. hands with her is thrust into the hellish nightmares
of Daragun Mroranon. If this occurs, see Encounter
Interlude Two: Welcome to the Nightmare A6: Nightmarescape.
In one cell in A6 sits the sorrowful thing that was once Tactical Encounter: A6. Nightmarescape (page
Daragun Mroranon. The dwarf yowls in terror every 24).
few seconds, claiming eyes are on his back watching
him. He hasn’t slept in over a week because he doesn’t A7. Interview Room
want the nightmares to take him. A DC 10 Listen check This chamber has padded walls that are as white as snow. A
is sufficient to hear his mournful sobs. If the party comfortable chair sits in the center of the room.
approaches, read or paraphrase the following:
Visitors who can procure an interview with an inmate
A bent-backed, malnourished dwarf with wild, black-ringed have their audience with the patient in this room. The
eyes is curled up on the floor of this chamber. His clawlike, room is spotless and gives the impression of a health
emaciated hands fiercely grip an old, tattered leatherbound institution focused on the kind treatment of its patients.
text. His bleary eyes turn your way, but it appears as if he The PCs saw this room in “Quoth the Raven” when they
cannot focus on anything. Without warning he begins shriek- came to interrogate Viktor.
ing in horror and casts the book from him. It lands with a
thud against the wall of the cell. A8. Library
Several neat and orderly shelves of books fill up most of this
Creature: Daragun was once a well-adjusted, if room. A mahogany reading table, lit by a white everbright
reclusive, researcher at Morgrave University before lantern above, rests here as well. A plaque reads “For the
he got his hands on an old Adaran text long thought patients of Karvasi’s Asylum for the Disturbed: May you find
lost and buried under a dust-covered stack of Zilargo rest between the covers of an excellent book.”
tax law volumes. Daragun had no idea the text was not
a reliquary of knowledge, but a magical prison for a This room is another cosmetic façade to cover up
dangerous tsucora quori captured by a mind hunter a Karvasi’s horrid activities in a sweet sense of humane
thousand years ago. He was compelled to read the book rehabilitation. The books here contain no objectionable,
in one sitting, eventually falling asleep on its pages. He violent, or lurid content, but instead tell tales of virtu-
awoke screaming and soaked in the blood of his fellow ous protagonists or contain elegant poetics concerning
researchers. He has had nightmares ever since and the the natural beauty of Khorvaire. No inmate has ever
tsucora now haunts his every sleeping moment. He was set foot in this room.
tossed in Hell’s Heart after the “Library Massacre” as it
came to be known, and now he wallows in abject agony.
Viktor has no idea what’s wrong with the repugnant little
A9. The Kiln and Pottery
dwarf, but he deemed it wise to leave him locked tightly Workshop
away. Inmates supposedly exercise their creative talents in
Development: If the PCs wish to free Daragun from hopes of mending their sick minds and molding their
the possessing quori, they need him to succumb to sanity even as they mold clay pots and sculptures in this
sleep. The tranquilizers in A12 can do the trick if the room. Two demented inmates have prepared a horrible
PCs have no sleep spell or similar magic prepared . . . ambush for the PCs in this chamber.
though of course beating the dwarf unconscious is an Tactical Encounter: A9. Scorn and Scrimshaw (page
unkind means to the same end. 26).

Dungeon October 2007 15


Tactical Encounter: A11. Entomol-
ogy from Hell (page 29).

A12. Laboratory and


Infirmary
This clean chamber is all sterling silver,
stainless steel, and perfectly shaped glass.
Beakers, test tubes, vials, and trays of speci-
men jars rest on glinting metal shelves and
cold steel examination tables. The room is
absolutely spotless and sanitized from top to
bottom—it even smells strongly of rubbing
alcohol and gauze.

This room appears to be Karvasi’s lab,


but in truth most of his real experi-
ments of note take place in the Shrine
to the Mockery on the sublevel below.
The equipment here is all masterwork
and includes a healer’s kit as well as
alchemical ingredients. Karvasi is
usually meticulous about cleaning
this place, but under Krader’s influ-
ence he has gotten a little sloppy. In a
small crevice where one examination
table meets the floor a PC might find a
A10. Privy and Sewer Access blood-smeared tooth and a piece of its
Small stalls marred with graffiti stand on one side of the gum (Search DC 25).
room while a series of larger shafts are built into the rear wall Treasure: Besides the tools and paraphernalia, a row of
where garbage and refuse is dumped. A reeking stench hangs vials on one of the shelves contains a cloudy red liquid.
about in the air. Five of the six vials are potions of cure serious wounds, but
one is a potion of inflict serious wounds. Roll a d6 every
The orderlies visit the privies here and also dispose of time one is imbibed. On the first result of 6, it’s the inflict
the contents of inmates’ waste buckets down the shaft on potion (or the last potion imbibed if no 6 is rolled).
the rare occasions they bother to do so. The shafts in the In addition, a rack of five tranquilizers stands on the
back are big enough for a Medium creature to squeeze shelf. If one is ingested, the tranquilizer induces sleep
down or up (though it is not a particularly pleasant trip), (providing the PCs a means of putting Daragun to sleep
and they lead down to A18 (the sewers; see page 20). in Interlude Two on page 15).

A11. Entomology Suite A13. Gas Chamber


Dr. Lucard Karvasi is an insect enthusiast. He loves A thick vault door opens into a cold, metal-walled chamber
taking them apart and seeing what makes them tick. that houses only a row of five steel chairs with heavy restraints.
He likens it to his work with his patients. This large An organ sits against the north wall with sheet music laid
chamber is a sprawling tribute to his hobby, and his out atop it.
collection is impressive and very dangerous.
Creatures: A blast from the party’s “Chimes at Karvasi tells visitors (including the baron and PCs)
Midnight” past lurks here along with swarms of horrid that this is his rehabilitation chamber, where “music
vermin. soothes their savage minds.” In truth, well-concealed gas
vents in the room release a mind-numbing concoction

Dungeon October 2007 16


Development: Karvasi keeps notes on all
his patients in his study. He also has diagrams
of what they look like eviscerated with their
insides spread out over a table. A DC 25 Search
check allows someone to note a distinctive
change in his writings since Viktor arrived
at Hell’s Heart. At first they get scratchy
and unsteady, and then the syntax changes
to a much less enlightened tone with a poor
vocabulary that consists mostly of “hurt, crush,
squeal, squealy, squeal.” This is indicative of
Krader bubbling to the surface at Viktor’s
coaxing.
Anyone who is made aware of this clue can then
make a DC 20 Heal check to ascertain that the
writer has undergone mental trauma or manipu-
lation resulting in a fracturing of his personality
into two, with the brutish simple-minded one
exercising control of the cool, academic persona.
The most recent writings are written in a dullard’s
fashion of simple third person: “Krader stab fat
man in guts today. He scream at Krader, so Krader
take his eyes.” Occasionally, small snippets of lucid
of alchemical gases that could drop an elephant into a writings appear between crudely scrawled Krader
narcotic haze of ecstasy. script (the rare moments when Dr. Karvasi usurps control).
Trap: The door seals shut when the party enters. Once These are pleadings to be free of the “repugnant simpleton
the door is closed, the organ begins to play on its own, who wears me like a coat! I loathe this existence, yet I cannot
and gas pours from the pipes and thin slits where the break free. Someone pull me back from the darkness and
floor meets the walls. The gas pours out for 6 rounds, banish this thing!”
and then the room vents completely on the following Normally, it would take days to go through Karvasi’s
round. notes on the inmates, but a PC with the Investigate
Narcotic Gas Trap: CR 8; mechanical; proximity feat who succeeds on a DC 25 Search check can glean
trigger; automatic reset; DC 25 Fortitude save every useful information on a few of them. Karvasi made his
round or pass out for 1 hour; Search DC 30; Disable discoveries after several gruesome sessions where he
Device DC 30. probed their psyches.
Vault Door: Hardness 15; hp 150; break DC 30. Julian Gevard II: The walrus man loves his walking
stick. He used it to commit his murders, and he feels
A14. Karvasi’s Study a sick bond with the cane. Gevard talks to the thing
when Karvasi taunts him by showing it to him, and he
This dimly illuminated room contains several sets of mewls and wails for it in the deep of night.
shelves—some lean dangerously due to the number of heavy Scorn: Scorn’s fantasy of being the vessel of his
books they hold. Others are crowned with wax-sealed jars creator’s soul is so intense that if someone pretends
wherein odd specimens float in viscous green fluid: a giant to recognize him as Terlaxin d’Cannith, he becomes
maggot, a deformed yakfolk fetus, thri-kreen viscera, and other entranced and his mind reels.
oddities. Papers and files on inmates cover a large darkwood Mako: This thing is a slave to his unquenchable thirst
desk in an untidy manner. Filing cabinets filled to bursting for hot blood. He attacks the closest bleeding target
with papers lean on the back wall. A full-length mirror in the that still lives once he rages … whether it be ally, foe,
corner of the room is fractured in a kaleidoscopic pattern that or bystander. If hurt, he redirects his attack toward
emanates from one point as if something struck it. whatever creature harmed him.

Dungeon October 2007 17


Image Projectors
Image projectors are small dragonshards mounted in
a ring of metal or some other material, and they can
record events and play them back. They can record 1
full minute of everything that takes place within 10
feet. For more information on these items, see Magic
of Eberron.

DC 20: The PC realizes the plans are false and ascer-


tains that venting the chamber would send the water
elsewhere.
DC 25: The PC can chart the direction the water would
travel, allowing her to head to A19 to investigate.

Treasure: Dr. Karvasi was fond of recording his proce-


dures in meticulous detail. To this end, he went to great
pains to acquire a few image projectors. He keeps two of
these devices here (he had three, but Viktor has taken
one to record the party’s poisoning of Sharn’s waterways
when they reach the reservoir).

A15. Karvasi’s Private Quarters


These rooms are in shambles. Filthy clothing is strewn about
the floor, and a feather bed is stripped of its bedding and bears
foul-smelling stains. The carpet here is utterly ruined with
unknown fluids.

Once the well-kept sleeping chamber of Karvasi, this


Viktor used the study to concoct his plans as well, and room is now Krader’s den. He doesn’t bother with
he has left a false clue for the party here. The inquisitive hygienic practices these days, so most everything here is
is pretty sure his foes will make it this far, and he plans soiled in some manner. Anything of value in the room
to use their curious nature against them. A detailed has been tainted or smashed.
schematic diagram of his design rests on the desk. It Development: A DC 20 Search check reveals a hidden
sketches his death trap in the reservoir, showing how he staircase underneath a false trunk. It rolls into the wall to
will drown the hostages when the PCs arrive, including reveal the steps descending to A17 below.
details on reversing the flow. Viktor intentionally drew In addition, if PCs succeed on a DC 25 Search check,
the schematics in a way that left out any evidence of the they find some burnt offerings among the ashes in the
fact that when the flow is reversed and the reservoir hearth. Pieces of Viktor’s actual schematics and plans
vented, it will cause the containment cylinders in A19 are difficult to read, but someone who finds them can
to explode, spewing the poisonous waters up into Lower piece together sections of the containment cells in A19
Tavick’s Landing. and the piping system connecting the cells of poisonous
water to the waterways of Lower Tavick’s Landing. These
Knowledge (architecture and engineering) fragments also come together to give the PCs a map of
DC 10: The PC understands these false plans but sees A17, A18, A19, and A20.
no fault in them.
DC 15: The PC recognizes that the plans seem A16. The Bell Tower
amiss—certain details are left out or mistaken This open-air bell tower contains a large brass alarm bell.
perhaps. Black snow covers the whole area, and wind tears through
here strongly enough that it threatens to send the careless
careening off the tower.

Dungeon October 2007 18


on a DC 20 Survival check notices
that the side tunnel leading to A19
has seen traffic lately. Also, anyone
who succeeds on a DC 25 Knowledge
(architecture and engineering) or
(dungeoneering) knows the layout of
the sewers and realizes that the main
thoroughfare leads to a reservoir con-
nected by piping to a series of water
cells in A19.

A19. Emergency
Water Piping
and Storage Cells
This tunnel opens into a giant drainage
chamber. Within stand towering metal
cylinders 20 feet high with intricate, if
aged, piping connecting them in a dizzying
web. Piping above runs into higher water
channels of Black Arch district.

These cylinders used to store excess


water to be purified. However, they are
now filled with dangerous alchemical
poisons concocted by Viktor Saint-
This bell sounds in case of an emergency or break-out. It Demain. The piping above connects
has never been rung, but if it does, a contingent of armed these to the main waterways filling nearly all the wells
guards arrives in 2d10 rounds. If Ulysses Maldrake is still and drinking pools in all of Lower Tavick’s Landing.
patrolling the grounds, he stops these troops and assumes Identifying the Toxin: If the PCs missed the burnt
command of them. Increase the number of guards in notes in A15, they can find other ways to unravel
Maldrake’s party by six and add a sergeant as well. Viktor’s murky plans.
Anyone who succeeds on a DC 20 Search or Knowledge
A17. Mockery’s Shrine (engineering and architecture) check realizes the cylin-
Until the events of this scenario, Karvasi conducted ders have been tampered with. If the party opens one up
his real experiments in this horrid chamber. Most of (Strength DC 20 or Open Lock DC 25), they may examine
the experiments were forays into wide-awake invasive the befouled fluids inside. With a successful DC 20 Craft
surgery and “pain quotas.” Now a psychotic walrus-man (alchemy), Knowledge (nature), or Survival check (or detect
lies in wait for the PCs in this chamber with some of poison), they easily figure out this substance can cripple the
Karvasi’s more dangerous pets. district if it hits the waterways. Anyone who succeeds on a
Tactical Encounter: A17. Acid for Blood (page 31). DC 25 Knowledge (architecture or engineering) or Disable
Device check can seal the piping and prevent the poisons
A18. The Sewers from entering the upper water supply. Spells such as hold
Garbage isn’t all Karvasi dumps down here. He discards portal, or even arcane lock cast on some gauges, does the
the corpses of dead inmates down the chutes as well, but trick as well. If the PCs think of some creative way to stop
the souls of serial murderers rarely rest easily, especially the flooding of the waterways or otherwise disable these
when left in 3 feet of sewage for a grave. containment cells, let them run with it. If they succeed at
Tactical Encounter: A18. Ghosts of Inmates Past on doing this, the pressure will build in the canisters, and they
page 34. will explode, spewing toxins into the sewers and flooding
Development: If the PCs missed the clue in the only Hell’s Heart and the sewers with poisonous waters.
hearth in A15, any PC with the Track feat who succeeds (See A14 on page 18 for more on the set-up.)

Dungeon October 2007 19


A20. The Underground bloody and unforgettable. A slew of psychopaths escape
Reservoir Hell’s Heart to wreak terror on the city. Criminals of all
sorts run amok without the Watch to hunt them down.
Viktor Saint-Demain makes his last stand here, springs a Riots over untainted water supplies break out all over the
deadly trap, and plots his destruction of the PCs’ reputa- city and the death toll soars.
tions and his own redemption. He plans to drown the Meanwhile Viktor and Ulysses Maldrake work to
baron, his daughter, and his four bodyguards in the quell the violence while the party watches from behind
reservoir. The PCs can save them by pumping the water bars (or from the shadows if they escape). Viktor’s valor
into the water cells in A19 (though doing so causes these in apprehending the party responsible for poisoning
cylinders to vent into the waterways of Black Arch district Sharn (the PCs) earns him a full pardon, and his many
and Lower Tavick’s Landing). Viktor plans to use an image acts of selfless heroism in the chaos that follows ensure
projector to record the PCs shunting these poisons into he rises high, eventually becoming a decorated officer
the water supply (if they haven’t examined the cylinders of the Citadel and Sharn’s most noted inquisitive once
in A19 they don’t know about the repercussions). more. With Trelib dead and his House nearly toppled,
Tactical Encounter: A20. The Drowning Baron Viktor starts his own guild of inquisitives to take their
(page 37) place, cultivating loyal students and minions on the right
side of the law (all the while continuing to maneuver his
THE AFTERMATH shadowy cat’s paws on the wrong side). He plays both
If the PCs fail, Lower Tavick’s Landing suffers massive sides of the struggle between crime and order to enhance
casualties from the poisoned water. The Watch garrisons his reputation further and make himself rich.
in Black Arch district are crippled since most of their If the PCs succeed in capturing Viktor and averting his
guards perish or fall ill. The city is plunged deeper into the diabolical plans, he is undone. Outwitted at every turn, he
chaos of Black Winter, and Long Shadows this year proves crumbles into a drooling madman (if he survives) and this
time it’s for real. The once-towering intellect spends the rest

Dungeon October 2007 20


of his days gibbering like a half-wit child and fingerpaint- with their nemesis. The sun appears between the
ing simple works (his main focus becomes elephants and black clouds and the city finally begins to heal. The
unicorns). Ulysses Maldrake is devastated and humiliated PCs become the most celebrated heroes of Sharn and
if he lives. He turns himself in and apologizes to the PCs are recognized with high honors from the Council.
personally. They also earn the chance to become elite agents of the
The Black Winter turns milder almost immediately Citadel if they so choose. Their victory is complete and
the next morning after the PCs’ harrowing encounter glory is theirs for the taking.

Viktor’s Poisonous Plan: A Roadmap DC 20 Survival: When combined with the Track
feat, the PC discovers that the side tunnel in A18
Here is a quick overview of Viktor’s plan, plus the vari-
that leads to A19 has been used recently.
ous checks the PCs can make to foil him.
The Plan: Viktor wants the PCs to attempt to save the
A19
baron from the water trap, causing the canisters in A19
DC 20 Craft (alchemy): The PC figures out that the
to explode and send toxins into Sharn’s water supply.
toxic substance in A19 can cripple the district if it
Opportunities: The PCs have several opportunities to
hits the district’s waterways.
figure out this plan. Below is a list of the areas in which
Detect Poison: The PC figures out that the toxic
clues are revealed. This information is followed by a guide
substance in A19 can cripple the district if it hits
of the same information, organized by check type.
the district’s waterways.
By Area DC 25 Disable Device: In A19, the PC figures out
A14 how to seal the piping and prevent the poisons
DC 10 Knowledge (architecture and engineering): from entering the upper water supply.
The PC understands the false plans left in A14 but DC 20 Knowledge (architecture and engineering):
sees no fault in them. The PC realizes the cylinders in A19 have been tam-
DC 15 Knowledge (architecture and engineering): pered with recently.
The PC recognizes that the plans in A14 seem DC 25 Knowledge (architecture and engineering):
amiss—certain details are left out or mistaken. In A19, the PC figures out how to seal the piping
DC 20 Knowledge (architecture and engineering): and prevent the poisons from entering the upper
The PC realizes the plans in A14 are false and that water supply.
venting the chamber sends the water elsewhere. DC 20 Knowledge (nature): The PC figures out that
DC 25 Knowledge (architecture and engineering): the toxic substance in A19 can cripple the district if
The PC can chart the direction the water would it hits the district’s waterways.
travel by using the plans found in A14, which allows DC 25 Open Lock: The PC can examine the fluids
her to head to A19 (page 20) to investigate. inside the cylinders in A19.
DC 20 Search: The PC realizes the cylinders in A19
A15 have been tampered with recently.
DC 25 Search: The PC find burnt scraps in A15, DC 20 Survival: The PC figures out that the toxic
which are all that’s left of Viktor’s schematics and substance in A19 can cripple the district if it hits
plans. Piecing them together reveals the contain- the district’s waterways.
ment cells in A19 and the piping system connecting DC 20 Strength: The PC can examine the fluids in-
the cells of poisonous water to the waterways of side the cylinders in A19.
Lower Tavick’s Landing. These fragments also give
the PCs a complete map of A17, A18, A19, and A20 A20
DC 20 Disable Device: The PC can activate the
A18 pumps in A20, but doing so shunts the water to
DC 25 Knowledge (architecture and engineering): A19, which rapidly increases the pressure on the
In A18, the PCs figures out the layout of the sewers overfilled waste containment located there.
and realizes that the main thoroughfare leads to DC 20 Knowledge (architecture and engineering):
a reservoir connected to a series of water cells in The PC can activate the pumps in A20, but doing
A19. so shunts the water to A19, which rapidly increases
DC 25 Knowledge (dungeoneering): In A18, the PC the pressure on the overfilled waste containment
figures out the layout of the sewers and realizes located there.
that the main thoroughfare leads to a reservoir DC 20 Strength: The PC can activate the pumps in
connected by piping to a series of cylindrical water A20, but doing so shunts the water to A19, which
cells in A19. rapidly increases the pressure on the overfilled
waste containment located there.

Dungeon October 2007 21


By Check Type Search
Craft (alchemy) DC 20: The PC realizes the cylinders in A19 have
DC 20: The PC learns that the toxic substance in been tampered with recently.
A19 can cripple the district if it hits the waterways. DC 25: The PC find some burnt scraps in A15,
Detect Poison: The PC figures out that the toxic which are all that’s left of Viktor’s actual schemat-
substance in A19 can cripple the district if it hits ics and plans. Piecing them together reveals the
the district’s waterways. containment cells in A19 and the actual piping
system connecting these cells of poisonous water
Disable Device to the waterways of Lower Tavick’s Landing. These
DC 20: The PC can activate the pumps in A20, but fragments also come together to give the PCs a
doing so shunts the water to A19, which rapidly complete map of A17, A18, A19, and A20.
increases the pressure on the overfilled waste con-
tainment located there. Survival
DC 25: In A19, the PC figures out how to seal the DC 20: When combined with the Track feat, the PC
piping and prevent the poisons from entering the discovers that the side tunnel in A18 that leads to
upper water supply. A19 has been used recently.
DC 20: The PC learns that the toxic substance in
Knowledge (architecture and engineering) A19 can cripple the district if it hits the waterways.
DC 10: The PC understands the false plans left in
A14 but sees no fault in them. Strength
DC 15: The PC recognizes that the plans in A14 DC 20: The PC can examine the fluids inside the
seem amiss—certain details are left out or mis- cylinders in A19.
taken perhaps. DC 20: The PC can activate the pumps in A20, but
DC 20: The PC realizes the plans in A14 are false doing so shunts the water to A19, which rapidly
and ascertains that venting the chamber would increases the pressure on the overfilled waste con-
send the water elsewhere. tainment located there.
DC 20: The PC figures out the cylinders in A19
have been tampered with recently.
DC 20: The PC can activate the pumps in A20, but
doing so shunts the water to A19, which rapidly
increases the pressure on the overfilled waste con-
tainment located there.
DC 25: The PC can chart the direction the water
would travel by using the plans found in A14, which
allows her to head to A19 (page 20) to investigate.
DC 25: In A18, the PCs figures out the layout of
the sewers and realizes that the main thoroughfare
leads to a reservoir connected by piping to a series
of cylindrical water cells in A19.
DC 25: In A19, the PC figures out how to seal the
piping and prevent the poisons from entering the
upper water supply.

Knowledge (dungeoneering)
DC 25: In A18, the PC figures out the layout of the
sewers and realizes that the main thoroughfare
leads to a reservoir connected by piping to a series
of cylindrical water cells in A19.

Knowledge (nature)
DC 20: The PC learns that the toxic substance in
A19 can cripple the district if it hits the waterways.

Open Lock
DC 25: The PC can examine the fluids inside the
cylinders in A19.

Dungeon October 2007 22


A6 Nightmarescape
Encounter Level 12 Psi-Like Abilities (ML 6th):
1/day—body adjustment, id insinuation (DC 15), mind-
Setup link, psionic charm (DC 14), recall agony (DC 15)
3/day—body equilibrium, far hand, inertial armor,
Place each PC in front of one of the open graves on the psionic scent
map. After you read the text below, place the zombies
Abilities Str 17, Dex 15, Con 18, Int 17, Wis 18, Cha 17
and tsucora quori on the map as well. Feats Ability Focus (terrifying sting), Lightning Reflexes,
Multiattack
Once the PCs enter the nightmare, read: Skills Autohypnosis +15, Bluff +12, Concentration +13,
You are lying in an open grave. Something shifts Diplomacy +16, Intimidate +14, Knowledge (psionics)
against your back and moves into position beside +14, Knowledge (the planes) +12, Listen +4, Move Si-
lently +11, Psicraft +14, Search +8, Sense Motive +13,
you, and the smell of rot and grave dirt assaults your Spot +17, Survival +4 (+6 on other planes)
nose. You now see your own putrefying corpse
staring at you. Strips of flesh hang from your Terrifying Sting (Su) A tsucora quori’s stinger conjures
decaying double’s face, and one eye hangs by a rotting up the worst fears of any creature it strikes. The ef-
optic nerve. fects of the stinger are identical to a phantasmal killer
spell. On a successful sting attack, the victim must
When the PCs get to their feet, read: make a DC 18 Will save. If the save succeeds, the
victim overcomes her fear and suffers no additional
A gray sky looms above you, and churned dirt forms effect. If the Will save fails, the victim must succeed
earthy clods below your feet. Around you, a lonesome on a DC 18 Fortitude save or die of fright. Even if the
graveyard begins to stir. Hands reach from the earth, Fortitude save succeeds, the victim still takes 3d6
and your friends and family, now dead, pull clear of points of damage. This is a mind-affecting fear ef-
the clinging embrace of the grave. Earth falls from fect. The saving throw DC is Charisma based. When
their faces as they fix their eyes on you. In the it slays a victim with this attack, a tsucora immedi-
distance between two tombstones writhes a horror of ately heals 3d6 points of damage as it draws energy
eyes, pincers, and claws. An ichor-dripping stinger from the terror of its slain opponents.
tops its insectlike tail. Below the abomination, an old
dwarf cowers and shrieks again and again. 8 Zombies CR 1/2
MM 266
hp 16 each (2 HD); DR 5/slashing
Tsucora Quori CR 7
ECS 296 Female and male human commoner zombies
hp 55 (6 HD); DR 5/good NE Medium undead
Init –1; Senses darkvision 60 ft.; Listen +0, Spot +0
LE Medium outsider (evil, extraplanar, lawful, psionic, Languages None
quori)
Init +2; Senses see in darkness; Listen +4, Spot +17 AC 11, touch 9, flat-footed 11
Languages Common, Riedran, Quori (–1 Dex, +2 natural)
Immune undead immunities
AC 18, touch 12, flat-footed 16 Fort +0, Ref –1, Will +3
(+2 Dex, +6 natural)
Immune outsider immunities Speed 30 ft. (6 squares; can’t run)
Resist acid, cold and fire 10; PR 17 Melee slam +2 (1d6+1)
Fort +9, Ref +9, Will +9 Base Atk +1; Grp +2
Speed 50 ft. (10 squares) Abilities Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1
Melee 2 pincers +9 (1d8+3) and Feats Toughness
4 claws +7 each (1d3+1) and Skills —
sting +7 touch (1d4+1 plus terrifying sting) Single Actions Only (Ex) Zombies have poor reflexes
Base Atk +6; Grp +9 and can perform only a single move action or attack
Atk Options Multiattack, possession, psi-like abilities, action each round.
terrifying sting

Dungeon October 2007 23


Tactics she had placed a helm of opposite alignment on and failed
her save.
The four zombies in the graves look like the PCs’ corpses
(but use the statistics here). The other four are close
friends and family (one for each PC). Each PC must suc- Conclusion
ceed on a DC 15 Will save the first time he attacks his If the PCs succeed in destroying the quori, they snap
own decaying corpses or the corpses of their friends. If awake awash with cold sweat and find the wounds they
they fail, they are dazed for 1 round. The quori keeps its took in the battle are only half as bad as they imagined
distance, where it hurls psi-like abilities at them as the in the dreamscape (they immediately heal half damage),
zombies engage the party. and items used are not expended (though spells are still
expended). If a PC dies in the nightmare, he must make
Optional Rules a DC 15 Will save or die of shock in reality. Daragun
Mroranon is cured of his condition and thanks the PCs
This encounter is a nightmare. It is not reality, and
profusely. He passes out in short order and enjoys his
the rules of reality bend and twist toward horror and
first nightmare-free sleep for over a year.
helplessness. Every round, each PC must roll a DC 15
Will save. If one of them fails, roll 1d6 and consult the
following table to determine how the nightmare affects Features of the A rea
that PC this round. The area has the following features.
1: Own Worst Enemy: Every attack or offensive Illumination: Consider the area to be dimly lit.
action made this round turns back on the PC instead Open Graves: These graves are 6 feet deep.
of affecting her chosen target. The PC must roll to hit Tombstones: These grave markers provide cover for
her own Armor Class, or make saves against her own anyone behind them.
spells or abilities as if she was the target and take the
damage or effects.
2: Powerless in the Nightmare: Every action the
PC takes this turn has no effect whatsoever. Weapons
bounce harmlessly off adversaries, spells fail, potions
imbibed turn to brine, and moving results in the PC
ending up in the same location somehow.
3: Psychotic Hallucinations: The PC believes he
is attacking an enemy this turn, but the DM secretly
resolves the PC’s attacks as if made against the nearest
ally. At the end of the PC’s turn, he realizes what he
has done as the enemy in his mind morphs into his
comrade.
4: Get Them Out of Me!: Instead of taking her turn,
the PC’s body bulges and then rips open as a swarm of
centipedes bursts from her body. The thrashing vermin
tear through the PC’s stomach, bursts out of her eyes,
and burrows from her chest. The PC takes swarm
damage from the swarm of centipedes as it emerges
and is blinded for the remainder of the nightmare.
The swarm attacks the closest ally, acting on the PC’s
initiative the following turn.
5: Twins?: An enemy attacked this turn immediately
splits in two. The newly formed duplicate possesses the
same stats, equipment, resources (spells and abilities),
and number of hit points as the original.
6: Attitude Adjustment: The PC immediately suffers
a radical alignment shift to an opposing alignment, as if

Dungeon October 2007 24


A9 Scorn and Scrimshaw
Encounter Level 12 AC 23, touch 15, flat-footed 18; uncanny dodge
(+5 Dex, +4 armor, +4 natural)
Setup Resist evasion
Fort +7, Ref +14, Will +7
Place the PCs at the entrance to the room. Do not place
Scorn or Scrimshaw until they are detected. Speed 40 ft. (8 squares), fly 60 ft. (average)
Melee 2 claws +16 (1d4+5) and
bite +15 (1d6+3)
When the PCs enter the room, read: Ranged +2 composite shortbow +16/+11 (1d8+5)
Heat rolls out of this room in waves, and flames roar Base Atk +9; Grp +12
within a large kiln on the far left corner of the back Atk Options sneak attack +4d6
wall. A red glow from the kiln illuminates the Combat Gear potion of haste
chamber, which is filled with life-size white pottery Abilities Str 16, Dex 21, Con 19, Int 8, Wis 12, Cha 6
busts and statues. Some stand in the open, while SQ freeze, trap sense +2, trapfinding
others are covered in muslin cloth. Beyond them, Feats Alertness, Multiattack, Stealthy, Weapon Finesse
row upon row of shelves display the inmates’ crude Skills Hide +21 (+29 around white statues or stone-
attempts at pottery bowls, cups, and other trinkets. work), Intimidate +6, Knowledge (local) +8, Listen
+18, Move Silently +19, Spot +18
If the PCs succeed on a DC 20 Spot check but fail Possessions combat gear plus +2 composite shortbow
to reach 35, read: (+5 Str bonus), amulet of mighty fists +2, bracers of
armor +4, tattered inmate’s outfit
A thin trail of white flecks and chips of ivory-hued
dust lead into the room right up to a large white Freeze (Ex) Scrimshaw can hold itself so still it appears
sculpture of a gargoyle that stands against the center to be a statue. An observer must succeed on a DC 20
of the back wall. The sculpture trembles ever so Spot check to notice that Scrimshaw is really alive.
slightly, and its eyes move.
Scorn CR 10
If the PCs succeed on a DC 35 Spot check, read hp 77 (10 HD); DR 10/adamantine
them the above and then immediately read: Male personality warforged rogue 5/artificer 5
The sculpted gargoyle is not alive, but rather someone CE Medium humanoid (living construct)
appears to be trapped inside it. The trail of white dust Init +6; Senses Listen +8, Spot +9
also led away from the statue at one point, though Languages Common
someone has taken pains to clean it up. A too-clean AC 25, touch 18, flat-footed 19; Improved Fortification,
pathway on the floor continues from this statue light fortification, shield of faith, toughen construct,
around and behind the rows of shelving. There a uncanny dodge
hulking gargoyle stands stock still among the pottery, (+6 Dex, +7 armor, +2 natural)
an arrow notched in his longbow. Immune sneak attacks, extra damage from critical hits,
warforged immunities
If the PCs defeat Scorn’s Hide check, read: Resist evasion
One of the statues standing near the right corner of Fort +6, Ref +11, Will +5
the room has a few fresh red stains seeping through Speed 30 ft. (6 squares)
the muslin covering it. Melee +2 bane (race represented among the PCs) scalpel
+14/+9 (1d4+3)
Scrimshaw CR 10 Ranged wand of scorching ray +12 (4d6 fire)
MM 113 Base Atk +6; Grp +7
hp 86 (12 HD); DR 10/magic Atk Options infusions, sneak attack +3d6
Combat Gear scroll of mirror image, wand sheath (wand
Male gargoyle rogue 7 of scorching ray with 25 charges)
CE Medium monstrous humanoid Infusions/Day (CL 5th): 3rd (2/day), 2nd (4/day), 1st
Init +5; Senses Listen +18, Spot +18 (4/day)
Languages Common, Undercommon

Dungeon October 2007 25


Abilities Str 12, Dex 22, Con 18, Int 16, Wis 10, Cha 11 day the item is destroyed and Scorn adds the XP it
SQ artificer knowledge, artisan bonus, craft homuncu- took to create the item to his craft reserve.
lus, disable trap, item creation, retain essence, trap
sense +1, trapfinding Tactics
Feats Brew PotionB, Construct Magic Arms and ArmorB,
Craft ConstructB, Craft Wondrous ItemB, Improved Before combat begins, Scorn infuses himself with the
Fortification, Mithril Body, Mithril Fluidity, Scribe following: greater magic weapon (on his scalpel), personal
ScrollB, Weapon Finesse weapon augmentation (bane on scalpel—whichever race
Skills Balance +13, Bluff +8, Climb +7, Concentration is represented among the PCs), bear’s endurance, cat’s grace,
+12, Craft (pottery) +5, Escape Artist +14, Hide +17, stone construct, toughen construct, shield of faith (these are
Intimidate +10, Jump +8, Knowledge (arcana) +8, already figured in above). If the PCs spring the trap,
Knowledge (architecture and engineering) +5, Listen
+8, Move Silently +17, Spot +9, Spellcraft +16, Tumble Scrimshaw begins pelting them with arrows and Scorn
+16, Use Magic Device +13 (+15 scrolls) fires off a ray from his wand at any flat-footed PC (to
Possessions combat gear plus scalpel (improved with apply his sneak attack). If PCs come within 10 feet of
effects mentioned in Tactics section), improved es- the shelves, Scrimshaw topples them on the PCs and
sence of the scout, a jumble of disembodied eyes, then resorts to melee combat (sneak attacking pinned
organs, and other gory tissue PCs) or flanking with Scorn when possible. They both
Warforged Immunities Poison, sleep effects, paralysis, fight to the death.
disease, nausea, fatigue, exhaustion, effects that If a PC “recognizes” Terlaxin in Scorn (see A14 on
cause the sickened condition, and energy drain. page 18) and acknowledges this, the deranged warforged
Artificer Knowledge (Ex) Scorn can make a special ar- becomes confused (as per confusion) for as long as he
tificer knowledge check with a +8 bonus to detect believes them (opposed Bluff and Sense Motive checks
whether a specific item has a magical aura. Scorn
every round).
must hold and examine the object for 1 minute. A
successful DC 15 check determines that the object
has magical qualities, but does not reveal the specific Development
powers of the item. The House Medani sentry, Lagros, saw Viktor Saint-
Artisan Bonus (Ex) Scorn gains a +2 bonus on Use Demain drag Baron Trelib d’Medani into A15 and he
Magic Device checks to activate an item of a kind for
tells the PCs so if he survives this encounter (use the
which he has the prerequisite item creature feat.
Craft Homunculus (Ex) Scorn can create a homunculus statistics for the House Medani sentry on page 235 of the
as if he had the Craft Construct feat. He must emu- Eberron Campaign Setting). Scrimshaw snarls and spits at
late the spell requirements (arcane eye, mending, the PCs if taken alive. He cackles when they question
and mirror image) as normal for making a magic him and promises “Viktor will see you brought low.
item, and he must pay all the usual gold and XP costs You’ll know exactly how it feels to be hated criminals.
(though he can spend points from his craft reserve). Do what you will to me; your lives are over.” Scorn
Scorn can also upgrade an existing homunculus that only stares wistfully at one PC’s face and mutters the
he owns, adding 1 Hit Die at a cost of 2,000 gp and
160 XP. If Scorn gives his homunculus more than 6 following: ”You have my eyes . . .”
Hit Dice, it becomes a Small creature and advances
as described in the Monster Manual (+4 Str, –2 Dex, Conclusion
damage increases to 1d6). The homunculus also Grant the PCs a 1,000 XP story reward if they save
gains 10 extra hit points for being a Small construct. Lagros from death.
Scorn’s homunculus can have as many Hit Dice as he
has minus 2. No matter how many Hit Dice it has, a
homunculus never grows larger than Small. Features of the Room
Item Creation (Ex) Scorn can create a magic item even if The room has the following features.
he does not have access to the spells that are prereq-
uisites for the item. He must make a successful Use Illumination: The fires of the kiln fill this area with
Magic Device check (DC 20 + caster level) to emulate shadowy illumination.
each spell normally required to create the item. Pottery Statues: Hardness 3; hp 10; break DC 15.
Retain Essence (Su) Scorn has the ability to salvage the These statues offer cover to anyone hiding behind them,
XP from a magic item and use those points to create though they are not particularly sturdy and most likely
another magic item. Scorn must spend a day with shatter if targeted by an attack.
the item, and he must also have the appropriate item
creation feat for the item he is salvaging. After one

Dungeon October 2007 26


False Gargoyle Statue: This statue is a crude pottery
representation of Scrimshaw. Trapped within the statue
is a badly wounded House Medani sentry named Lagros.
His muffled whimpers are barely audible (Listen DC 35)
through his gag and the clay. Only his eyes are visible.
Any attack on the statue kills him. If the statue is pulled
into the kiln by the pulley spring trap, the clay bakes on
round one, but on round two the heat permeates the statue
and roasts the half-elf alive.
Kiln: This cast-iron kiln is where the inmates bake
their poor attempts at pottery. The kiln’s interior is usu-
ally fairly heated, but Scrimshaw has added alchemical
fuels to it to make it flesh-searingly white hot. Anyone
who comes within 5 feet of the kiln takes 1d6 points of
fire damage. Anyone touching it takes 3d6 points of fire
damage. Anyone pushed inside takes 5d6 points of fire
damage per round (including the poor unfortunate House
Medani sentry).
Pulley Spring Trap: CR 4; mechanical; proximity
trigger; manual reset; bull rushes target into the kiln (Str
25) and drags the false gargoyle statue in as well; Search
DC 30; Disable Device DC 25.
Two thin steel cables are laid neatly on the ground past
the false gargoyle statue. When a creature steps within 5
feet of the statue, these cables pull taut and fling anyone
within 5 feet of the statue and the statue itself into the
kiln.
Shelves: These heavy wooden shelves are filled with
pottery crockery and sculptures. They provide anyone
behind them with cover. In addition, a DC 20 Strength
check topples them and inflicts 3d6 points of damage on
anyone within 10 feet of the side they are toppled toward.
The shelves pin them (Reflex DC 20 negates).

Dungeon October 2007 27


A11 Entomology
Encounter Level 12 fever (DC 15), paralysis (DC 15), Stunning Fist 2/day
(DC 17), unarmed strike
Setup Special Actions Snatch Arrows
Combat Gear potion of false life
Place the PCs at the entrance to the room. Do not place
the swarms or Grimgraj until they are detected. Abilities Str 17, Dex 22, Con —, Int 12, Wis 20, Cha 14
SQ hive mind, swarm form
When the PCs enter the room, read: Feats Acrobatic, Combat ReflexesB, Deflect ArrowsB,
This room is quiet save for the scuttling of thousands Improved GrappleB, Improved Initiative, Improved
of beetles, roaches, centipedes, and more exotic insects Unarmed StrikeB, MultiattackB, Snatch ArrowsB, Stun-
trapped behind thick glass cases mounted on the ning FistB, Weapon Finesse
walls. A pedestal case in the center of the chamber Skills Balance +13, Climb +8, Hide +8, Jump +12, Listen
also holds hordes of bugs, and examination tables are +10, Move Silently +11, Spot +8, Swim +8, Tumble
+15
splayed with dead specimens. Possessions combat gear plus bracers of armor +4, amu-
When the PCs reach the center of the room, let of mighty fists +3, rotten inmate’s uniform
read: Ghoul Fever (Su) Disease—bite, Fortitude save, incuba-
Suddenly the glass cases explode in a hail of jagged tion period 1 day, damage 1d3 Con and 1d3 Dex. An
shards. The centipedes, stinging ants, and other afflicted humanoid who dies of ghoul fever rises as
dangerous insects contained within spill free and a ghoul at the next midnight. A humanoid who be-
comes a ghoul in this way retains none of the abilities
surge toward you. One of the swarms of creeping it possessed in life. It is not under the control of any
things piles up on itself and forms into a humanoid other ghouls, but it hungers for the flesh of the liv-
shape before transforming into a jaundiced ing and behaves like a normal ghoul in all aspects. A
hobgoblin with overlong arms. His face, torso, and humanoid of 4 HD or higher rises as a ghast, rather
limbs are riddled with steel studs and pierced with than a ghoul.
steel rings. He cracks a malevolent grin and then Paralysis (Ex) Victims hit by a gravetouched ghoul’s bite
launches himself at you in a flurry of punishing fists or claw attack must make a successful Fortitude save
and feet. or be paralyzed for 1d4+1 rounds. Elves have immu-
nity to this paralysis.
Hive Mind (Ex) While in swarm form, Grimgraj is im-
Grimgraj CR 8 mune to any spell or effect that targets a specific
MM 153, LM 103 and 123 number of creatures (including single-target spells
hp 68 (7 HD) such as disintegrate), with the exception of effects
Male hobgoblin gravetouched ghoul (swarm-shifter) that command, control, turn, rebuke, bolster, or de-
ex-monk 2/fighter 3 stroy undead specifically.
CE Medium undead (augmented shapechanger) Swarm Form (Su) Grimgraj can take the form of a swarm
Init +10; Senses darkvision 60 ft.; Listen +10, Spot +8 of undead centipedes at will. This is a standard ac-
Languages Common, Goblin tion that infuses him with negative energy and heals
5 hit points. He cannot change from this form back
AC 27, touch 21, flat-footed 21 to normal form in an area where his body would not
(+6 Dex, +4 armor, +2 natural, +5 Wis) normally fit. His items are absorbed into the swarm
Immune undead immunities form and provide no benefit. While in his undead
Resist evasion, turn resistance +2 centipede swarm form, he has a speed of 20 feet and
Fort +7, Ref +10, Will +9 a climb speed of 20 feet as well. He also gains a poi-
Speed 30 ft. (6 squares) son attack identical to the centipede swarms below,
Melee unarmed strike +15/+10 (1d6+6) and and he becomes immune to weapon damage.
bite +13 (1d6+1 plus ghoul fever and paralysis) or
Melee unarmed strike +13/+13/+8 (1d6+6) and
bite +11 (1d6+1 plus ghoul fever and paralysis)
Base Atk +6; Grp +13
Atk Options Combat Reflexes, flurry of blows, ghoul

Dungeon October 2007 28


Centipede Swarms CR 4 Features of the Room
Monster Manual 238
hp 31 (9 HD) The room has the following features.
Illumination: There is no light in the room. Grimgraj
N Diminutive vermin (swarm) and the swarms have darkvision out to 60 feet.
Init +4; Senses darkvision 60 ft., tremorsense 30 ft. Glass Cases: When these cases shatter, anyone within
AC 18, touch 18, flat-footed 14 5 feet takes 1d6 points of slashing damage.
(+4 size, +4 Dex) Specimen Tables: These tables are where Karvasi
Immune mind-affecting spells and abilities, weapon dissects specimens of rare or exotic insects.
damage
Fort +5, Ref +7, Will +3
Speed 20 ft. (4 squares), climb 20 ft.
Melee swarm (2d6 plus poison)
Base Atk +6; Grp —
Special Actions distraction
Abilities Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Feats Weapon FinesseB
Skills —
Poison (Ex) Injury, Fortitude DC 13, initial and second-
ary damage 1d4 Dex.
Distraction (Ex) Any creature that begins its turn with a
centipede swarm in its space must succeed on a DC
13 Fortitude save or be nauseated for 1 round.

Tactics
Grimgraj attacks a PC, hoping to stun or paralyze her
before moving on to another foe. If seriously threatened,
Grimgraj turns into swarm form. Grimgraj moves
through other swarms to confuse PCs as to his actual
position before reforming to attack again. Anyone not
succeeding on a DC 30 Spot check loses track of him
among the bugs. They have a 50% miss chance to attack
him (though missed attacks still hit the other swarm),
and this attack allows Grimgraj to strike any foe who
fails the check as if they were flat-footed. He and the
swarms fight to the death.

Development
Several of the exotic insects on the specimen tables are
quite rare and very valuable. One table has three gold-
bellied Marshargar scarabs, which are delicate creatures
whose carapaces are worth 150 gp each. Another table
has two scrolls of gentle repose and a scroll of giant vermin.

Dungeon October 2007 29


A17 Acid for Blood
Encounter Level 12 Speed 30 ft. (6 squares)
Melee 2 slams +9 each (1d6+3 plus 1d6 acid)
Setup Base Atk +5; Grp +8
Atk Options Blind-Fight, Improved Bull Rush, Power
Place the PCs on the map as they enter the room, and Attack, caustic blood, command undead, horrifying
place Gevard as well. Don’t place the quth-maren or gaze, spit blood
Razalind on the map until they attack. Abilities Str 16, Dex 13, Con —, Int 13, Wis 14, Cha 15
Feats Blind-Fight, Improved Bull Rush, Power Attack,
When the PCs enter the room, read: Weapon Focus (slam)
Emerald-hued everbright lanterns swing wildly on Skills Climb +16, Hide +14, Listen +14, Move Silently
dozens of chains here, casting a sickening green pall. +18, Search +8, Spot +14
The room is littered with flayed corpses and Caustic Blood (Ex) Any target hit by a quth-maren’s slam
implements of torture. In-ground baths filled with attack takes 1d6 points of additional acid damage
vile caustic fluid froth and spit choking fumes. Above from the creature’s caustic blood. Creatures that hit a
one of these pits hangs a badly beaten half-elf, who is quth-maren with natural weapons or unarmed attack
restrained in heavy steel bonds and whose eyes are also take 1d6 points of acid damage.
locked on a portly walrus-man. The obese tusker Command Undead (Su) A quth-maren commands
undead as a 5th-level evil cleric. It cannot rebuke
wears the clothing of an inmate, but balances an undead, but it can dispel turning or bolster other
absurd top hat on his gray, sloping brow. He undead.
swaggers and struts, twirling a silver-headed cane, as Horrifying Gaze (Su) A living creature within 30 feet that
he casually approaches a heavy winch and cable meets a quth-maren’s deathless gaze must succeed
system running to the bound warforged above. on a DC 17 Will save or cower in fear. Cowering crea-
tures lose their Dexterity bonus to Armor Class and
When the PCs attempt to close toward Gevard, and
can take no actions. Foes gain a +2 bonus on attack
as the quth-maren and the kyton attack, read: rolls to hit cowering creatures.
Suddenly the skinned corpse strung from a rack Spit Blood (Ex) Once every 1d4 rounds, as a standard
nearby spasms grotesquely against its bonds and action, a quth-maren can spit a glob of its acidic
reaches out for you with a greasy hand of exposed blood as a grenadelike weapon attack. The quth-
muscle and bone. Another corpse that appeared to be maren must make a ranged touch attack to hit its
target. This attack has a range increment of 10 feet,
slowly dissolving in an acid tank suddenly slams its with a maximum range of five range increments. The
flayed limbs into glass, shattering it and sending acid glob deals 2d6 points of acid damage on a direct hit
washing over the floor as it lumbers toward you. The and 2 points of acid damage to all creatures within 5
chains above begin to jangle and chime together, feet of where it strikes.
dancing with a life of their own and casting a
maelstrom of green light about the room. Razalind CR 10
MM 53
2 Quth-Maren CR 7 hp 81 (12 HD); DR 5/silver or good; regeneration 2
FF 139 Female chain devil fighter 4
hp 65 each (10 HD); fast healing 4 CE Medium outsider (evil, extraplanar, lawful)
CE Medium undead Init +6; Senses darkvision 60 ft.; Listen +14, Spot +14
Init +1; Senses darkvision 60 ft.; Listen +14, Spot +14 Languages Infernal
Languages Common AC 20, touch 12, flat-footed 18; Dodge
AC 14, touch 11, flat-footed 13 (+2 Dex, +8 natural)
(+1 Dex, +3 natural) Immune cold, fire, poison
Immune acid, undead immunities Resist acid 10; SR 22
Resist electricity 15, fire 15, +2 turn resistance Fort +12, Ref +9, Will +8
Fort +3, Ref +4, Will +9 Speed 30 ft. (6 squares)

Dungeon October 2007 30


Melee 2 mwk adamantine chains +17 each Combat Gear potion of barkskin +3
(2d4+5/19–20)
Abilities Str 16, Dex 14, Con 15, Int 10, Wis 13, Cha 6
Base Atk +12; Grp +15
SQ trapfinding, trap sense +3
Atk Options Improved Sunder, Power Attack, dancing
Feats DodgeB, Great Fortitude, Iron Will, Improved Ini-
chains, unnerving gaze
tiative, Weapon Focus (walking stick)
Abilities Str 17, Dex 15, Con 15, Int 6, Wis 12, Cha 12 Skills Balance +13, Bluff +5, Climb +8, Diplomacy +5,
Feats Alertness, Dodge, Improved Critical (chains), Im- Escape Artist +15, Hide +12, Intimidate +11, Jump
proved Initiative, Power AttackB, Improved SunderB, +12, Listen +11, Move Silently +14, Spot +11, Swim
Weapon Focus (chains)B , Weapon Specialization +8, Tumble +17
(chains) Possessions combat gear plus +2 walking stick, inmate’s
Skills Climb +15, Craft (blacksmithing) +18, Escape outfit and frayed oversized black top hat
Artist +13, Intimidate +14, Listen +14, Spot +14, Use
Improved Uncanny Dodge (Ex) Julian can no longer
Rope +2 (+4 bindings)
be flanked; he can react to opponents on opposite
Regeneration (Su) Chain devils take normal damage sides of him as easily as he can react to a single at-
from silvered weapons, good-aligned weapons, tacker. This defense denies another rogue the ability
and spells or effects with the good descriptor. A to sneak attack Julian by flanking him, unless the
chain devil that loses a piece of its body regrows it attacker has at least four more rogue levels than
in 2d6×10 minutes. Holding the severed member Julian does.
against the stump enables it to reattach instantly. Crippling Strike (Ex) Julian can sneak attack opponents
Dancing Chains (Su) Razalind can control up to four with such precision that his blows weaken and ham-
chains within 20 feet as a standard action. She can per them. An opponent damaged by one of Julian’s
increase the length of these chains up to 15 feet (eas- sneak attacks also takes 2 points of Strength dam-
ily long enough to attack creatures anywhere in the age. Ability points lost to damage return on their
room) and cause them to sprout razor-edged barbs. own at the rate of 1 point per day for each damaged
These chains attack as effectively as she does with ability.
her spiked chains. If a chain is in another creature’s
possession, the creature can attempt a DC 17 Will Tactics
save to break Razalind’s power over the chain. If
successful, the kyton cannot attempt to control that Gevard flanks with the quth-maren, while the undead
particular chain again for 24 hours or until it leaves spit blood at distant foes and slam any who close to
the creature’s possession. melee. Razalind barrages the PCs with her chains. If
Unnerving Gaze (Su) Range 30 ft., Will DC 17 negates. the opportunity presents itself, either Julian or the quth-
A chain devil can make its face resemble one of maren bull rush a PC into one of the iron maidens and
an opponent’s departed loved ones or bitter en- Razalind animates the chains attached to the lid to slam
emies. Razalind chooses any NPC slain in “Quoth
the Raven” or one of the PC’s most hated foes from it shut, impaling anyone inside.
“Chimes at Midnight” (whichever would affect the If Julian is disarmed of his stick, he single-mindedly
group the most). Those who fail their saves take a –2 tries to retrieve it (even if it is thrown in an acid pool
penalty on attack rolls for 1d3 rounds. in A17). If sundered, he starts weeping and blubbering.
Treat him as paralyzed for 1 round, then he flies into a
Julian Gevard II CR 10 rage and fights to the death.
hp 57 (10 HD)
Male human rogue 10 Development
CE Medium humanoid The House Medani sentry suspended above the acid
Init +6; Senses Listen +11, Spot +11
Languages Common baths is named Kelndros. He is currently at 0 hp, but
if healed he can help the PCs, and his testimony goes a
AC 12, touch 12, flat-footed 10; Dodge, improved un- long way to clear the party of any wrongdoing. If healed,
canny dodge he desperately seeks out his baron to rescue him from
(+2 Dex)
Resist evasion the maniacs of the asylum.
Fort +7, Ref +9, Will +6 Julian Gevard reveals little useful information if
captured, alternating between tea time conversational
Speed 30 ft. (6 squares) snippets and horrifying depictions of his gruesome
Melee +2 walking stick +13/+8 (1d6+5)
Base Atk +7; Grp +10 murders with no variation in his whimsical tone.
Atk Options crippling strike, sneak attack +5d6

Dungeon October 2007 31


Features of the Room The harness is infused with necromantic energy and every
The room has the following features. time a victim is flayed to death while restrained in it there
Illumination: Green-shrouded everbright lanterns is a 10% chance the skinned corpse rises again as a horrid
provide light here, but consider it shadowy illumination undead called a quth-maren. The corpse Karvasi has just
until the shrouds are removed. finished with on the right-hand rack was one of the lucky
Treatment Tables: These badly stained wooden tables ones (so to speak), though it is still half-restrained in the
have seen atrocities best left unspoken. Rusty knives, harness. (Krader enjoyed watching the pitiful monstrosity
pliers, barbed wire, and spikes lie strewn on top of flap about.) The undead pretends to be a corpse until a
them. PC comes within 5 feet; then it attacks. If no PCs come
Corpses: The skinned corpses of several former inmates near it in the first 2 rounds of combat, the quth-maren
litter the floor of this area. Any square containing a attempts to free itself (Strength DC 15) as a full-round
sprawled skinless corpse is considered difficult terrain. action and join the fray.
Acid Baths: These huge pits inset in the floor are Heavy Chains: Hardness 5; hp 40; break DC 25.
filled with a diluted acid mixed perfectly to strip flesh These chains hang about the room with everbright lanterns
slowly. The floors are slick with blood and other fluids, hanging from them. Use the same stats for the chains
and anyone moving at full speed or fighting must make holding Kelndros (which are padlocked [Open Lock DC
a DC 10 Balance check each round. If anyone fails this 25]).
check within 5 feet of an acid bath, he must immediately
make a DC 15 Reflex save or slide into one and be im-
mersed in acid. Anyone immersed in an acid bath takes
6d6 points of acid damage as his flesh begins to burn
and melt.
Iron Maidens: Hardness 5; hp 60; break DC 25.
These are one of the many tools of the trade Lucard
employs in his “treatments.” Any Medium or small creature
slammed inside one takes 2d6 points of piercing damage.
If the maiden is slammed shut with a PC inside, he takes
an additional 5d6 points of piercing damage and must
succeed on a DC 20 Strength or Escape Artist check to
free herself. The hinged doors are attached to chains and
pulleys, which allows Razalind to slam one of these shut
as a standard action with her dancing chains ability.
Acid Vat: Hardness 2; hp 10; break DC 12. This
hollow cylinder is made of a transparent glass that holds
up to the organic acid contained within it. Floating in
the acid here is one of the quth-maren. The undead pre-
tends to be nothing more than another hapless victim
until the PCs come within 30 feet of the vat. Once the
vat is shattered, the acid within sprays in a 30-foot cone
in any direction the person destroying it chooses. Anyone
caught in the spray takes 5d6 points of acid damage
(Reflex DC 15 half).
Flesh-Stripping Racks: Hardness 5; hp 100; if fully
restrained—DC 30 Escape Artist or Strength check;
break DC 25. These magic flaying harnesses are a very
special gift from a priest of the Mockery named Kingrel-
los, entrusted to Dr. Karvasi in exchange for his loyal
devotions. Each harness is a complex rack of leather
straps, shackles, and manacles designed to hold a victim
stock-still while the good doctor slowly skins her alive.

Dungeon October 2007 32


A18 Ghosts of Inmates Past
Encounter Level 12 or 14 Fort +4, Ref +10, Will +9
Speed 30 ft. (6 squares)
Setup Melee slam +13 (1d6+7) and
Place the PCs on the map in the middle of the main tongue +12 (paralysis)
tunnel. Don’t place the mohrgs and zombies until after Base Atk +7; Grp +12
Atk Options improved grab, paralyzing touch
reading the text below.
Abilities Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 10
If the PCs fail to Spot the mohrgs, read: SQ create spawn, undead traits
Feats Ability Focus (paralyzing touch), Alertness, Im-
A waist-high river of thick putrescence flows through proved Initiative, Lightning Reflexes, Weapon Focus
the tunnels here. Indeterminate filth and sewage (slam)
floats by on the vile surface of the flow. A long ropey Skills Climb +13, Hide +21, Listen +11, Move Silently +21,
strip wriggles through the water like a snake. Spot +15, Swim +9
Suddenly the ropelike thing rises toward you, filth Improved Grab (Ex) To use this ability, a mohrg must hit
dripping away to reveal a stinking, pulsating length a creature of its size or smaller with its slam attack.
of intestine. Then a skeleton emerges from the river It can then attempt to start a grapple as a free action
of sewage, entrails slithering about it like so many without provoking an attack of opportunity.
snakes. Paralyzing Touch (Su) A mohrg lashes out with its
tongue in combat. An opponent the tongue touches
On the second round of combat, when the mohrgs must succeed on a DC 18 Fortitude save or become
arise to join the slaughter, read: paralyzed for 1d4 minutes. The save DC is Charisma
From the stinking river of brown and green filth, a based.
skull crests the surface, its eyes burning with an Create Spawn (Su) Creatures killed by a mohrg rise after
unholy red gleam. Three other skeletons also rise 1d4 days as zombies under the morhg’s control. They
do not possess the abilities they had in life.
from the swirling sewage poised to strike, with their
bloated entrails flopping obscenely from their bony 6 Zombie Guards CR 1/4
maws like oversized tongues. MM 266
If a PC makes a successful DC 25 Spot check, hp 16 each (2 HD); DR 5/slashing
read: Female and male half-elf commoner zombies
Just cresting the river of filth, you see another figure NE Medium undead
Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0
hanging back and watching you. The creature has a Languages None
smooth head topped by a short crest, reminiscent of a
fin, and pale skin. Its black eyes watch AC 12, touch 10, flat-footed 12
dispassionately, but its fang-filled mouth acts almost (+2 natural)
of its own accord, opening once as if tasting the air, Immune undead immunities
then closing with a snap. Fort +0, Ref +0, Will +3
Speed 30 ft. (6 squares; can’t run)
4 Mohrgs CR 8 Melee mwk longsword +6 (1d8+4/19–20)
MM 189 Base Atk +1; Grp +5
hp 91 each (14 HD) Abilities Str 18, Dex 10, Con —, Int —, Wis 10, Cha 1
CE Medium undead Feats Toughness
Init +9; Senses darkvision 60 ft.; Listen +11, Spot +15 Skills —
Languages Common Single Actions Only (Ex) Zombies have poor reflexes
AC 23, touch 14, flat-footed 14 and can perform only a single move action or attack
(+4 Dex, +9 natural) action each round.
Immune undead immunities

Dungeon October 2007 33


Tactics by a fleeing explorer several months ago after she nar-
rowly avoided death at the mohrgs’ tongues.
The zombies play dead until the mohrgs spring their
attack, then they mindlessly charge and fight until
felled. The mohrgs use their zombie pawns to flank and Features of the A rea
attempt to paralyze foes, letting any who succumb sink The area has the following features.
below the surface of the sewage to drown horribly via Illumination: There is no light in the room. The
refuse-infested water. zombies and mohrgs have darkvision out to 60 feet. Mako
Mako (the figure mentioned in the third section of has low-light vision.
readaloud text) hangs back behind the mohrgs, watch- River of Sewage: This flow of soupy foulness counts
ing the battle for only 1 round before submerging below as difficult terrain. In addition, anyone wounded while
the sewage and swimming quickly for A20. Mako’s in this area contracts filth fever.
orders are to observe the ambush and report back to Corpses: The corpses are the bodies of other guards
Viktor. However, if he is injured, he joins the battle sent to patrol the sewers. The mohrgs killed them, but
with all his considerable fury. (If this occurs, see his stat the corpses have yet to animate. They do so in one day.
block on page 35.) This makes the fight with the mohrgs Loose Ledges: These ledges have been weakened by
considerably more difficult, but the subsequent battle the mohrgs. Anyone stepping on one must make a DC
against Viktor and Krader in A20 will be that much 25 Reflex save or plummet into the river of sewage. A
easier. It’s up to the PCs whether to try and intercept DC 25 Search check reveals this hazard.
Mako. He is not likely to join the fight here, but will
be encountered later.

Conclusion
A DC 25 Search check reveals an area of the water that
is a few degrees colder than the surrounding. On the
bottom of the canal here lies a +2 icy burst kukri discarded

Dungeon October 2007 34


A20 The Drowning Baron
Encounter Level 12 AC 17, touch 13, flat-footed 14; improved uncanny
dodge
Setup (+3 Dex, +4 natural)
Resist evasion
Place the PCs on the map as they enter the room, and Fort +8, Ref +8, Will +4
place Viktor, Karvasi, and Baron Trelib d’Medani as
Speed 40 ft. (8 squares)
well. Don’t place Mako until the sharklike shifter Melee +2 adamantine punch dagger +12/+7 (1d4+5)
springs his attack. and
+2 adamantine punch dagger +12 (1d4+5)
When the PCs enter the reservoir, read: Base Atk +9; Grp +12
Atk Options longtooth, rage 2/day, sneak attack +2d6
This tremendous circular steel chamber has several
feet of water filling the bottom of the room, and a Abilities Str 16, Dex 17, Con 14, Int 10, Wis 11, Cha 10
series of thick black iron circlets barely crest the SQ longtooth, truedive*, trap sense +1, trapfinding
surface of this brackish water. Chained to one circlet Feats Extra Shifter Trait (longtooth), Healing Factor,
of iron is a haggard Baron Trelib d’Medani, and his Shifter Ferocity, Two-Weapon Fighting
daughter Zelina plus several of House Medani’s Skills Balance +5, Climb +11, Escape Artist +10, Handle
Animal +5, Hide +8, Intimidate +10, Jump +15, Listen
soldiers are shackled to other nearby circlets. +5, Move Silently +8, Spot +6, Swim +16
Wrought metal rungs stud the sloping sides of the Possessions tattered inmate’s outfit, amulet of natural
room ascending to crisscrossing catwalks above, armor +4, two +2 adamantine punch daggers
where a scarred and sneering Viktor Saint-Demain
leans heavily on a diamond-studded silver cane. He Improved Uncanny Dodge (Ex) Mako can no longer
snarls, “Let the floods surge and the unrighteous be be flanked; he can react to opponents on opposite
sides of him as easily as he can react to a single at-
washed away!” tacker. This defense denies another rogue the ability
to sneak attack Mako by flanking him, unless the
On cue, a tall, wild-eyed man in a soiled lab coat attacker has at least four more rogue levels than
leers as he pulls a heavy steel lever near his position Mako does.
on the catwalk. Eight hatches burst open as the *Truedive is found on page 26 of Races of Eberron.
water in the pipes on the other side spews forth. The
chamber begins to fill, and Trelib and the other When Mako is raging and shifting, the following chang-
captives’ heads disappear below the surface as they es apply to the above statistics.
AC 15, touch 11, flat-footed 12
struggle to gasp for one last breath. hp 111
When Mako attacks, read: Fort +11, Will +6
Speed swim 30 ft. (6 squares)
A flash of foam in the water is the only thing Melee +2 adamantine punch dagger +15/+10 (1d4+8)
presaging a horrid thing’s emergence from the and
depths. Sickly white spongy flesh surrounds a gaping +2 adamantine punch dagger +15 (1d4+8) and
maw of shark’s teeth that lunges toward you. Behind bite +10 (1d6+3) or
them gleams a set of black eyes that betray nothing Melee bite +15 (1d6+6)
but certain death. Grp +15
Abilities Str 22, Con 22
Skills Climb +14, Jump +18, Swim +27
Mako CR 10
ECS 18
hp 81 (10 HD); DR 1/—
Viktor Saint-Demain CR 15
DMG 109 and 185, CW 12, ECS 82
Male shifter barbarian 7/rogue 3 hp 98 (15 HD)
CE Medium humanoid (shapechanger)
Male human expert 2/swashbuckler 5/master inquisitive
Init +3; Senses low-light vision; Listen +5, Spot +6
4/duelist 5
Languages Common
CE Medium humanoid

Dungeon October 2007 35


Init +6; Senses Listen +11, Spot +14 wearing medium or heavy armor or when carrying a
Languages Common, Elven, Goblin, Undercommon medium or heavy load.
Precise Strike (Ex) Viktor can strike precisely with a light
AC 23, touch 14, flat-footed 14; Dodge, Mobility, canny
or one-handed piercing weapon, gaining an extra
defense, enhanced mobility
1d6 damage added to his normal damage roll. When
(+9 Dex, +4 natural)
making a precise strike, Viktor cannot attack with a
Fort +7, Ref +16, Will +8
weapon in his other hand or use a shield. Viktor’s
Speed 30 ft. (6 squares) precise strike works only against living creatures with
Melee +2 speed wounding rapier +20/+20/+15/+10 (1d6 discernible anatomies. Any creature that is immune
plus 1 Con) to critical hits (including undead, constructs, oozes,
Base Atk +14; Grp +14 plants, and incorporeal creatures) is not vulner-
Atk Options Combat Expertise, Improved Feint, insight- able to a precise strike, and any item or ability that
ful strike, precise strike +1d6 protects a creature from critical hits (such as armor
Combat Gear potion of displacement, potion of fly, water with the fortification special ability) also protects a
elemental gem, bead of force creature from a precise strike.
Spell-Like Abilities* (CL 15th): Grace (Ex) Viktor has a +3 competence bonus on all
1/day—discern lies (DC 16), true seeing Reflex saving throws (included above). This ability
functions only when he is wearing no armor and not
Abilities Str 10, Dex 18, Con 12, Int 22, Wis 10, Cha 14 using a shield or when he is not carrying a medium
SQ canny defense, contacts (2), dodge bonus +1, en- or heavy load.
hanced mobility, grace, improved reaction +2 Improved Reaction (Ex) Viktor has a +2 bonus on initia-
Feats Combat Expertise, Dodge, Education, Improved tive checks (included above). This bonus stacks with
Feint, Investigate, Iron Will, Mobility, Urban Tracking, the benefit provided by the Improved Initiative feat.
Weapon Finesse *Viktor can spend 2 action points to gain one additional
Skills Balance +6, Bluff +19, Craft (alchemy) +12, Deci- use of these abilities.
pher Script +12, Diplomacy +9, Disable Device +12,
Disguise +7 (+9 acting), Escape Artist +14, Gather Krader CR 10
Information +15, Heal +4, Jump +9, Knowledge (ar- hp 119 (12 HD); DR 2/—
cana) +14, Knowledge (architecture and engineering)
+13, Knowledge (local) +18, Knowledge (religion) Male human barbarian 12
+15, Listen +11, Open Lock +9, Perform (oratory) +5, CE Medium humanoid
Search +18 (+20 secret compartments and doors), Init +6; Senses Listen +14, Spot –1
Sense Motive +13, Spot +14, Tumble +16 Languages Common
Possessions white silk shirt, jacket and pants, inquisi-
AC 14, touch 14, flat-footed 12; improved uncanny
tive’s cap, basilisk leather boots (200 gp), diamond
dodge
studded pocket watch (800 gp), +2 speed wounding
(+2 Dex, +2 deflection)
rapier, amulet of natural armor +4, headband of intel-
Resist evasion
lect +4, gloves of Dexterity +4
Fort +11, Ref +6, Will +3
Canny Defense (Ex) When not wearing armor or using
Speed 40 ft. (8 squares)
a shield, Viktor adds 1 point of Intelligence bonus
Melee +2 shocking burst kama +15/+10/+5 (1d6+4/19–20
per duelist class level to his Dexterity bonus to
plus 1d6 electricity) and
modify Armor Class while wielding a melee weapon
+3 defending kama +16/+11/+6 (1d6+4/19–20)
(included above). If Viktor is caught flat-footed or
Base Atk +12; Grp +14
otherwise denied his Dexterity bonus, he also loses
Atk Options Power Attack, greater rage 4/day
this bonus.
Enhanced Mobility (Ex) When wearing no armor and not Abilities Str 14, Dex 14, Con 16, Int 8, Wis 8, Cha 6
using a shield, Viktor gains an additional +4 bonus SQ trap sense +4
to AC against attacks of opportunity caused when he Feats Improved Critical (kama), Improved Initiative,
moves out of a threatened square. Power Attack, Two-Weapon Fighting, Weapon Focus
Insightful Strike (Ex) Viktor can place his finesse at- (kama)
tacks where they deal greater damage. He applies Skills Climb +12, Intimidate +13, Jump +7, Listen +14,
his Intelligence bonus as a bonus on damage rolls (in Survival +9, Spot –1, Swim +7
addition to any Strength bonus he may have) with any Possessions +2 shocking burst kama, +3 defending kama,
light weapon, as well as any other weapon that can ring of protection +2, long white laboratory coat,
be used with Weapon Finesse. Targets immune to spectacles, gray cotton pants and elbow length white
sneak attacks or critical hits are immune to Viktor’s gloves
insightful strike. Viktor cannot use this ability when
Improved Uncanny Dodge (Ex) Krader can no longer

Dungeon October 2007 36


be flanked; he can react to opponents on opposite +3 defending kama, long white laboratory coat, spec-
sides of him as easily as he can react to a single at- tacles, gray cotton pants and elbow length white
tacker. This defense denies another rogue the ability gloves
to sneak attack Krader by flanking him, unless the
Metamagic Spell Completion (Su) Karvasi can apply a
attacker has at least four more rogue levels than
metamagic feat he knows to a spell completion item.
Krader does.
He must have the appropriate item creation feat for
When Krader is raging, the following changes apply to
the spell completion item he is using. The DC for
the above statistics.
the Use Magic Device check is equal to 20 + (3 × the
AC 12, touch 12, flat-footed 10
modified level of the spell).
hp 155
Metamagic Spell Trigger (Su) Karvasi can apply a
Fort +14, Will +6
metamagic feat he knows to a spell trigger item.
Melee +2 shocking burst kama +18/+13/+8 (1d6+7/19–20
He must have the appropriate item creation feat for
plus 1d6 electricity) and
the spell trigger item he is using. Using this ability
+3 defending kama +19/+114/+9 (1d6+5/19–20)
expends additional charges from the item equal to
Grp +17
the number of effective spell levels the metamagic
Abilities Str 20, Con 22
feat would add to the spell. Karvasi cannot use this
Skills Climb +15, Jump +10, Swim +10
ability when using a spell trigger item that does not
have charges.
Dr. Lucard Karvasi CR 10 Artificer Knowledge (Ex) Karvasi can make a special
hp 80 (12 HD)
artificer knowledge check with a +8 bonus to detect
Male human artificer 12 whether a specific item has a magical aura. Karvasi
LE Medium humanoid must hold and examine the object for 1 minute. A
Init +6; Senses Listen +2, Spot +2 successful check against DC 15 determines that the
Languages Common, Daan, Daelkyr, Goblin, Infernal object has magical qualities, but does not reveal the
specific powers of the item.
AC 14, touch 14, flat-footed 12 Artisan Bonus (Ex) Karvasi gains a +2 bonus on Use
(+2 Dex, +2 deflection) Magic Device checks to activate an item of a kind for
Fort +7, Ref +6, Will +10 which he has the prerequisite item creation feat.
Speed 30 ft. (6 squares) Craft Homunculus (Ex) Karvasi can create a homuncu-
Melee +2 shocking burst kama +13/+8 (1d6+3/19–20 plus lus as if he had the Craft Construct feat. He must
1d6 electricity) and emulate the spell requirements (arcane eye, mend-
+3 defending kama +14/+9 (1d6+4/19–20) or ing, and mirror image) as normal for making a magic
Ranged wand of ray of enfeeblement +11 item, and he must pay all the usual gold and XP costs
Base Atk +9; Grp +9 (though he can spend points from his craft reserve).
Atk Options Attune Magic Weapon, infusions, metamag- Karvasi can also upgrade an existing homunculus
ic spell completion (7/day), metamagic spell trigger that he owns, adding 1 Hit Die at a cost of 2,000 gp
Combat Gear wand of lightning bolt, wand of ray of en- and 160 XP. If Scorn gives his homunculus more than
feeblement, scroll of minor globe of invulnerability 6 Hit Dice, it becomes a Small creature and advances
Infusions/Day (CL 12th): 5th (2/day), 4th (3/day), 3rd as described in the Monster Manual (+4 Str, –2 Dex,
(4/day), 2nd (4/day), 1st (4/day) damage increases to 1d6). The homunculus also
gains 10 extra hit points for being a Small construct.
Abilities Str 10, Dex 14, Con 16, Int 18, Wis 14, Cha 11 Karvasi’s homunculus can have as many Hit Dice as
SQ artificer knowledge, artisan bonus, craft homuncu- he has minus 2. No matter how many Hit Dice it has,
lus, disable trap, item creation, retain essence a homunculus never grows larger than Small.
Feats Attune Magic WeaponB, Brew PotionB, Craft Con- Item Creation (Ex) Karvasi can create a magic item even
structB, Craft Magic Arms and ArmorB, Craft RodB, if he does not have access to the spells that are pre-
Craft Staff B, Craft WandB, Craft Wondrous ItemB, requisites for the item. He must make a successful
Exceptional ArtisanB, Improved Critical (kama), Im- Use Magic Device check (DC 20 + caster level) to
proved Initiative, Scribe ScrollB, Two-Weapon Fight- emulate each spell normally required to create the
ing, Weapon Finesse, Weapon Focus (kama) item.
Skills Appraise +6, Concentration +18, Craft (alchemy) Retain Essence (Su) Karvasi has the ability to salvage the
+19, Diplomacy +2, Heal +9, Knowledge (arcana) +19, XP from a magic item and use those points to create
Knowledge (architecture and engineering) +19, Listen another magic item. Karvasi must spend a day with
+2, Open Lock +17, Search +19 (+21 secret compart- the item, and he must also have the appropriate item
ments and doors), Sense Motive +9, Spellcraft +21 creation feat for the item he is salvaging. After one
(+23 scrolls), Spot +2, Use Magic Device +15 day the item is destroyed and Karvasi adds the XP it
Possessions combat gear plus +2 shocking burst kama, took to create the item to his craft reserve.

Dungeon October 2007 37


Tactics Viktor pulls out and activates his image recorder as
soon as the PCs begin activating the valves to drain the
Viktor activates the valves to fill the reservoir with brack-
reservoir, and if possible he also documents himself
ish polluted water (beginning to drown the baron and
attacking the party and reversing the flow as they
his party) and then hurls his water elemental gem below
struggle to stop him.
to aid Mako in his fight against the party. He looks on
while cackling madly with joy as the PCs struggle to fend
off Mako and the elemental and save the baron. Viktor Conclusion
casually fires crossbow bolts at the party from above for If the party saves Baron Trelib d’Medani, grant them
the rest of the battle until someone reaches him. Krader additional XP as if they defeated a CR 10 encounter. If
drools and guffaws by Viktor’s side. He flies into a greater they save Zelina as well, increase this bonus XP by 1,000
rage if anyone reaches the catwalk, and he attacks until and increase it by 200 for each bodyguard saved as well.
slain to protect his master. Mako does what he does best: If Viktor is slain, he snarls the following as he expires:
He closes in to shred and bite anyone attempting to save “For hate’s sake I spit my last breath at thee.”
the baron from drowning.
Features of the A rea
Development The area has the following features.
If the PCs have garnered information on Lucard’s split Illumination: Everbright lanterns brought in by Saint-
personality, they may make a Diplomacy check as a move Demain provide light here.
action every round to attempt to draw the doctor’s higher Poisoned Water: The chamber is filled with 5 feet of
reasoning persona out and banish Krader into the dark poisonous water when the PCs enter. This water increases
recess of his psyche. The DC for the check is 30, and three by 2 feet every round thereafter until the pipes are shut
must be made before Karvasi recovers his wits. down and the chamber vented (by using the controls
If Karvasi resurfaces, he seethes with rage at Viktor above). Anyone drinking or choking on the water takes
for turning him into a brutish puppet. Karvasi employs 1d6 points of Con damage (DC 20 Fortitude save negates).
infusions on his kama and closes with the inquisitive to Anyone with an open wound in the water takes 1d6 points
get bloody vengeance, serving as an excellent distraction of Con damage (DC 15 Fortitude save negates).
for the party and allowing them to stop the pumping Hostages: The baron and his party are each shackled
of alchemical poisons into the chamber below. to separate steel rings on the floor of the reservoir. Their
Baron Trelib d’Medani and his crew begin to hold shackles have hardness 10, hp 20, break DC 25, Open
their breath on the first round (after Viktor starts the Lock DC 25.
cascade of poisons from the pipes), choking to death on Pipes: These pipes spray water into the room with
the toxic water when their air runs out. If Trelib per- surprising force: Anyone moving within 5 feet of their
ishes, Viktor’s goal of vengeance is met, but his greater opening is bull rushed with a Strength of 25. Anyone
goal is the incrimination of the PCs in the attempt able to approach one of these pipes may reseal the hatch
to poison Sharn’s waterways. The only way to drain on it with a DC 20 Strength check, halting the deluge of
the reservoir is to activate a series of pumps. A DC 20 poisoned water.
Knowledge (architecture and engineering) or Disable Ladders: These sturdy steel ladders ascend to the
Device check can activate them, but doing so shunts catwalks above. Viktor has sabotaged the two closest to
the water to A19, which increases the pressure on the the door (only the one opposite the entrance to the res-
waste containment located there. The pressure increases ervoir is safe), so that once a climber reaches 50 feet the
steadily over 5 rounds. On the fifth round, the waste ladder buckles and gives way, which sends them crashing
cells explode and push the alchemical poisons upward into the polluted water below. A DC 25 Search check
into Black Arch district’s waterways, which effectively allows a PC to note the danger.
poisons the wells of the entire Upper Dura (unless the Catwalks: These iron catwalks have seen some rust
PCs sealed off the pipes accessing these waterways in and wear. Any 5-foot section may be damaged and de-
which case the water floods Hell’s Heart above). stroyed (hardness 5, hp 10, break DC 15). If three squares
If the PCs free Trelib and get him above the waterline, are destroyed, the entire catwalk plummets to the floor
he sputters and warns them of Viktor’s true plan, in below (anyone caught underneath it takes 6d6 points of
hopes the PCs can avert the poisoning of Lower Tavick’s damage (DC 15 Reflex save for half).
Landing (see Controls below for further details).

Dungeon October 2007 38


Controls: Anyone adjacent to these controls can make About the Author
a DC 20 Knowledge (architecture and engineering) or Nicolas Logue lives in the City of Towers (he has a little
Disable Device check to close the pipes and vent the water one-bedroom place in Cassan Bridge) with the love of his life,
here into A19’s containment cells instead. A DC 20 Taurie. Nick is the author of over thirty adventures, articles,
Strength check also does the trick, though forcing the and sourcebooks for D&D, including the Gamemastery Mod-
valves in this manner requires 2 full rounds of activity. ules Crown of the Kobold King and Carnival of Tears,
The venting of the water may not be reversed once the as well as Paizo’s Pathfinder #3 Hook Mountain Massacre.
controls have been engaged, and it instantly becomes His Eberron credits include Voyage of the Golden Dragon,
apparent that something horrid is happening in A19 Eyes of the Lich Queen, Dragons of Eberron. and the
thanks to the sound of water being pumped into the wa- upcoming City of Stormreach.
terways (unless the PCs have disabled the containment Nick is sad to see Viktor Saint-Demain go. He’d like to thank
cells). If the PCs have not disabled the containment cells James Jacobs, Jeremy Walker, and James Sutter for taking a
in A19, they may still attempt to rush there and do so, chance on the inquisitive in Dungeon #133, and he thanks Chris
but they have only 5 rounds to succeed in this task before Thomasson for letting Viktor spit his last breath at the PCs.
the waterways are flooded with toxins. (Mako and Krader
harry anyone who tries to accomplish this.)

Based on the original Dungeons & Dragons® game by E. herein is prohibited without the express written permis-
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Tweet, Monte Cook, Skip Williams, Richard Baker, and places, or events is purely coincidental. This Wizards of
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Dungeon October 2007 39

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