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Transcript of 176 Dungeon
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ISSUE1
76
|MARCH2
010
A
Dungeons&
Dr
agons
RoleplayingG
ame
Supplement
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CONTENTS
79 EYE ON THE REALMSBy Ed GreenwoodT D w I y Sz, k y d k w zd .
82 DUNGEONCRAFTBy James Wyatt
J d dp.
85 RULING SKILL CHALLENGESBy Mike Mearls
Mk d k, w q pp d xp.
ON THE COVERIllustration by Howard Lyon
4 CROSS CITY RACEBy James GRIM DesboroughAd d w
d d pp C Cy R. C y ? A Dungeons & Dragons d y .
25 CHAOS SCAR: DEAD BY DAWNBy Aeryn Blackdirge Rudel
I C S p dd, py d .B w d dd , ,y p d yp dw.
A Dungeons & Dragons d d-.
38 CHAOS SCAR: THE CROSSROADSBy Rodney Thompson
J yd K W Cd
d d p y p , , S. B C S w yd p , d Cd wzd wy. A Dungeons & Dragonsd d- .
47 THE KEEP ON THE CHAOS SCARBy Mike MearlsT Kp Bdd d d d Ed. Updd y, kp dd pd CS w p k y.
57 CODEX OF BETRAYAL: GERYONBy Ari Marmell
T Bk B w d Sy, w dw y Ad dp yy. Exd P, w k y.
63 CREATURE INCARNATIONS:FOMORIANS
By Andrew Schneider
T d, pw, d dd Fydk. D w
w C I.
70 ELEMENTAL MOTESBy Charles Choi
T q yp , y yd , k p d d. L w y p.
Dungeons & Dragons, DD, Dungeon, Dragon, d20, d20 Sytm, Wizd th Ct, ll th Wizd th Ctpdct m, d thi pctiv l tdmk Wizd th Ct, LLC, i th U.S.A. d th cti.
Thi mtil i ptctd d th cpyiht lw th Uitd Stt Amic. Ay pdcti thizd th mtil twk ctid hi i phibitd witht th xp witt pmii Wizd th Ct,
Ic. Thi pdct i wk icti. Ay imility t ctl ppl, izti, plc, vt i ply cicidtl.Pitd i th U.S.A. 2010 Wizd th Ct, LLC.
N pti thi wk my b pdcd i y m witht witt pmii. F m Dungeons & Dragonsticl, dvt, d imti, viit www.wizd.cm/dd
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E D I T O R I A L
Zombie Style Editor-in-Chief Chi Y
Senior Art Director J Schidhtt
Web Specialist Stv Wit
Web Production Bt Cll
Contributing Authors Chl Chi, Jm GRIM
Dbh, Ed Gwd, Ai
Mmll, Mik Ml, Ay
Blckdi Rdl, Adw
Schid, Rdy Thmp,
Jm Wytt
Developers Pt Sch, Stph
Schbt, Rdy Thmp
Editors Mid H, Stv Wit
Cover Artist Hwd Ly
Contributing Artists Rb Alxd, Dv Allp,
Jd Bld, Vict Dtit,
Wy Eld, Chiti
McT, Rv Mim,
Ci J. Spi, Spikyti
Cartographers CzyRd, S Mcdld,
Mik Schly
Publishing Production Specialists Alik Lktz, Ei Di,
Chitph Tdi
Web Development Mk A. Jid
D&D Creative Manager Chitph Pki
Executive Producer,
D&D Insider Chi Chmp
Director of RPG R&D Bill Slvick
Special Thanks
Richd Bk, G Billd, Michl Ct, Ji Clk
Wilk, Ady Clli, Bc R. Cdll, Jmy Cwd, Pt
L, Mik Ml, Kim Mh, Cl M, Pt Sch, Stph
Schbt, Mtthw Stt , Rdy Thmp, Jm Wytt
176DUNGEON March 2010
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World War Z, Vampire Diaries d 28 Days Later,Dungeons & Dr agons dd p d z, d
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y w k yy d y d. Hywd wd
d d,
I y . B dd kd p dp xy
y k.Vp ky, , d ddy, w
, y k k ( y k w y ). Ay y
dk d y p, d kw d k -
w.
Z p p, w p d. O ,
w . Ty
q, pky, y k p k , w, .
Uk p, w dd y d d
kw y k pp
dy, z pp y kw. T dd j w d z y. B , z j kp
, d y y, y y.
I k z y. A I d , y k
k w - d z py , I k y
d y w. T wy
, y d --y zd, C S.
Dd y Dw w p
G R Night o the Living Dead dDawn o the Dead. W d p wk z xp y. T
p d, dd - d d
z. O , w dd w q DD p , p w pp y w
w z.
I p Dd y Dw k d w y dd w . B I p
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W, k, y d-d-dD py pd d w
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Dungeons & Dragons d? W d yk wd py ? Sd y
dk ddd@wzd.!
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March 2010| DUNGEON 176 4
The Best Adventure I Never WroteAs D&D 3rd Edition rode o into the sunset , Wizards ran a competition or our reelancers,asking them to present the ideas or the adventures that they had always wanted to write buthad never done so or one reason or another. Those short synopses were voted on, and theeventual winner rom the reelancer submissions was this, Cross City Race!
Cross City Race
An Adventureor Characters oLevels 13
illustration by Howard Lyoncartography by Jered Blando
TM 2009 Wizd th Ct LLC All iht vd.
By James Grim Desborough
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INTRODUCTION
T d dd d q, k
yp d d d d.
I w w y
w d p. T y
w k p
d w w k
. T d y y dy.
T k
ww qky p.
W d p w
w d y,
w p y. T
d py w p-
, p, -- w y dd . T p
z. My d -
d, , d d d p
d w k .
T pz p d
ddd d -
y. T y, y pz,
pw y k p
k pd w
y d . T p p d yw y d p j, -
d d d
p d D M d
d k.
T d w py, w
p py p d
py , w py
d pd d d
.
HOW TO RUN THE RACE
T d p k
y , d
d . T d
d p
. T y
, y ; y ,
w y d y
y .
E , k ppp k
k. I k d, d
. I k ,
p k q,
dpd . T w
d w d wd, .
I d y wy kp
p d y . T w
y w dw ,
ddd jpdy d kp p
.
Running the RaceR I y wd
. Rd pd d.. T py w y y w
, k d k
q. I w d, py
pd w p . Ow, py
d d py jp p 3.
. T py k
. W ,
wd x
ppp p. W ,
p. I d
q,
d.
3. Py pd w x py
d, p . C
w!
COMPLICATIONS
V p d
, y w w
w py . T
p p dd . U
d w pw,
, d .
Changing RoutesI d w p-
d k k w y
p , y
w k . T
d p w w
k k d. A w
d y w dj ;
dy
w dpp dw . C d d k
d; dy p
w j d.
I k , -
k q d w d
d.
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Moving fromRoof to StreetG dw p w
y p p d -
. A w wy:
F Juping down q A k
DC 5. I , k
d0 d w dyd. T
py k A k d
d (PHB p. 8). Sd ,
w w .
FClibing down q A k
DC 0. I , d
k d0 d. T py k A k d d. Sd
, w w .
Moving fromStreet to RoofG p k
A k DC 0.I , -
d k d0 d. T py
k A k d d. T
wd w , d
d.
Moving fromStreet to StreetM R S R q
Dpy k DC 5. W
, k w d
dy. I k ,
p d d-
y ; d d
kp x y,
R S R .
M M S R q
Dpy Sw k DC 5.
F jd y
wd d d4 p wd
d kd d. Sd ,
M S R.
M P S R q
Sw k DC 5. F
d d y y
pp d x . Sd ,
P S R.
Sabotage
A NPC d wy. Ty d dp -
p, p d, p d
. T yp k y
w d d
. T y p
py, y d
w :
F Incr h DC of h kill chllng: T
y w dy x
; p dw , xp, k x
dy d w
d. S k
wy d DC y 5 p,
dpd .
FAdd n xr kill chck: T
w p
p. T w q
d k k
x . B k k
d . O
k d, k d d
kd , k k
d d. T
d p k ppp
DC w ppp q. A yp,
y ( d
d, dy pd dw k )
dd d k k w d
y d. A p
( , xp) d
w
. R p dy
- p pp ,
k d pd
( k k k) d y p.
Pushing EffectsMy pw d pp d
d . T d -
y w dd k d
. I w k
d , y -
dd k d k d w
. I y k d
d k p w p w ,
ppp. T kk wy
, kwd
d k.
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Racial AbilitiesS w d p k
k d , w p-
dy d.
Dwarf
T dw Sd Y Gd y d
d p k dd
y +. Dw w
kkd p y -
wd pp.
Eladrin
T Edey step pw
d p py y p
, yp k k.
T p p wd -
y. I k d , w.
Shifter
T y razorclaw shiting w
wy w dd ( w
) d . O ppp-
k k , y d
+ p d pd.
Class PowersV pw d w
wy . T
d w ddd . U
pw k p .
Cleric
Cu Fr: I d y, kk
p yw
k - . T kd
d d dj k.Ow, wk p, dd
.
Cond: T d y
k ; d
d d dj. T
command d kp , ,
kkd p (q k p )
pd k (kk ).
Fighter
G Ovr Hr: I y y
d y k y, y
p/wd,
y d y
.
Rogue
Toppl Ovr:Ak w wp
d k d
kk p, dy ,
wd dy y.
Warlock
Ehrl Srid: F pp k
, wk Edey step
pw.
Warlord
Knigh Mov:Y p
k y k x
y w .
Wizard Ic Trrin: T DC k w ppy
wd p d y d
y x .
Expdiiou Rr: M w d
pd y ppp k
k.
Barbarian
Cob Sprin: Combat sprint d
ppp k k, p-
y qky
.
Druid
Twiing Vin: T DC k k w
w, d wd p d
y + d y x .
Fl Purui: Y qky
d ppp k
k.
WardenMounin Lion Sp: I d
, y DC, y
x dy k .
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Dorion Light-StepD y wdd,
wd d k k
. T p
w y p d y
k p d.
D . H
y d p pp w
. H p d p-
d d.
H y d p w
p d, + A k .
Elven Fleet-Foot Level 1 SkirmisherMedium ey humanoid, Elven Ranger XP 100
Initiative +4 Senses Pcpti +3, lw-liht vii
HP 29; Bloodied 14
AC 15; Fortitude 12, Relex 15,Will 14
Speed 7m Dagger (tdd; t will) FWeapon
+6 v. AC; 2d4 + 3 dm.M / REvasive Strike (tdd; ct) FWeapon
Ml Rd 10; +6 v. AC; 2d4 + 3 dm; th
lv lt-t c hit p t q b t
ttcki.
Elven Accuracy (; ct)
Th lv lt-t c ll ttck ll. It mt th
cd ll, v i it lw.
Wild Step
Th l i diiclt ti wh it hit.
Alignment Gd Languages Cmm, Elv
Skills Nt +8, Acbtic +9
Str 11 (+0) Dex 18 (+4) Wis 16 (+3)
Con 13 (+1) Int 12 (+1) Cha 10 (+0)
Equipment: tw d, lth m, p d pl
Garth CooperG w, y d
d k w d p p k
d p k y . H dd
w d w , y k k. B
, G kw w p
d w d .
H , , d p-
d k d
w , p.
G , w d, q
A k k DC . Fd p d .
Human Watchman Level 2 SoldierMedium natural humanoid, Human Fighter XP 125
Initiative +4 Senses Pcpti +2
HP 40; Bloodied 20
AC 18; Fortitude 18, Relex 14,Will 14
Speed 6m Short sword (tdd; t will)FWeapon
+7 v. AC; 1d6 + 5 dm. Effect: Th wtchm mk th
tt til th d th wtchm xt t.M Tide o Iron (tdd; t-will)FWeapon
+7 v. AC; 1d6 + 5 dm d th hm wtchm ph
th tt 1 q d c hit 1 q it th q th
tt vctd.M Brutal Cut (tdd; ct)FWeapon
+7 v. AC; 3d6 + 5 dm.
Get Over Here (mv; ct)
Th dm c lid willi tt 2 q t q
tht djct t y.
Alignment Ulid Languages Cmm, Dwv
Skills Athltic +10, Edc +10, Itimidt +6
Str 16 (+4) Dex 13 (+2) Wis 12 (+2)
Con 16 (+4) Int 10 (+1) Cha 11 (+1)
Equipment: ht wd, wit-bckl, lth m, b
mbl
Two-TeethTw-T, d
kkd y wd , - w
wy w .
Spy ppy p d -d -d dd,
y y py
wy d.
Tw-T yp . I k
wy w , p
k, , kk , w -
w d d. T
k pd d +
A k k .
Hal-Orc Runner Level 3 SoldierMedium natural humanoid, Hal-Orc Barbarian XP 150
Initiative +5 Senses Pcpti +1 lw-liht
HP 46; Bloodied 23
AC 19; Fortitude 17, Relex 16,Will 13
Speed 6m Brawl (tdd; t will)FWeapon
+8 v. AC; 1d8 + 6 dm.M Bruising Smash (tdd; ct)FWeapon
+8 v. AC; 2d8 + 7 dm, d th tt ll p.
Combat Sprint (mv; ct)
Th mv it pd + 4, with +4 b t
d it pptity ttck thi mvmt
pvk.Furious Assault (; ct)
Trigger: Th hit with ttck.
Th ttck dl xt 1d8 dm.
Hal-Orc Resilience
Th it tim tht th i bldid i cmbt, thy
i 5 tmpy hit pit.
Alignment Ulid Languages Cmm, Git
Skills Athltic +10, Edc +10, Itimidt +6
Str 18 (+5) Dex 14 (+3) Wis 11 (+1)
Con 14 (+3) Int 10 (+1) Cha 13 (+2)
OPPONENTS
T y . S pp , dw w
d d, w y d.
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GazundaGzd , w d
dd w pz w d
p, kw dp
w y wd, wd. Gzd y p, ,
, d p y
w d.
Gzd x k d
ppp d w y
ppdd d
y, . T d k
( dy k k y +)
d ( dy A k
y + DC pp zd
k ).
Tom BurgherT d, , d
w w w d
d k kw p w
d w . H
p yd k
wy w.
T + k k
w p.
Human Street Entertainer Level 1 SkirmisherMedium natural humanoid, Human Bard XP 100
Initiative +3 Senses Pcpti +0
HP 29; Bloodied 14
AC 15; Fortitude 12, Relex 14,Will 13
Speed 6m Quartersta(tdd; t will) FWeapon
+6 v. AC; 1d8 + 4 dm.RBlunder (tdd; t-will)FArcane, Charm, Implement
Rd 5; +4 v. Will; 1d6 + 5 dm d th tti
lid th tt 2 q.RVicious Mockery (tdd; t-will)FArcane, Charm,
Implement, Psychic
Rd 10; +4 v. Will; 1d6 + 5 pychic dm, d th
tt tk -2 plty t ttck ll til th d thtti xt t.
RSurprising Shout (tdd; ct)FArcane, Healing,Implement, Psychic
Rd 10; +4 v. Will; 2d8 + 5 pychic dm, d th
tt i dzd til th d th tti xt t.
Alignment Ulid Languages Cmm, Elv
Skills Ac +7, Acbtic +6, Athltic +6
Str 10 (+1) Dex 12 (+1) Wis 11 (+0)
Con 13 (+1) Int 14 (+2) Cha 18 (+4)
Equipment: Qtt, lth m
THE RACE
T d d
p ww. T d -
w p dy, wdd.
Wd y wdd,
w p py
pd .
T w dwd
. I d w w p
y d w p
w. T w d
w d pd w pz
wd, dd, d d .
The PrizeT y pz d qd
d w 400 d p d p
sureoot boots (Adventurers Vaultp. 30)
w, w dk d d
w d d y
w y ,
pp dy wk
y .
PreliminariesB , - y , p ,
d pp.
R
. F y , y d wd
d w, d k q-
w .
Gnomish Trickster Level 2 SkirmisherSmall ey humanoid, Gnome Rogue XP 125
Initiative +5 Senses Pcpti +2 lw-liht
HP 34; Bloodied 17
AC 16; Fortitude 13, Relex 16,Will 13
Speed 5m Dagger (tdd; t will) FWeapon
+7 v. AC; 2d4 + 4 dm, 2d4 + 8 with cmbt
dvt, d th tickt lid th tt 1 q.M Blinding Cut (tdd; ct)FWeapon
+7 v. AC; 2d4 + 4 dm, 2d4 + 8 with cmbt
dvt, d th tt i blidd til th d th
tickt xt t.
Fade Away (immdit cti, wh th m tickt
tk dm; ct) FIllusion
Th tickt bcm iviibl til it ttck til th
d it xt t.Great Leap (mv; t-will)
Th tickt jmp 7 q.
Reactive Stealth
I th tickt h y cv cclmt wh mki
iititiv chck, th tickt my mk Stlth chck.
Alignment Ulid Languages Cmm, Elv
Skills Ac +6, Stlth +6, Thivy +9, Acbtic +9
Str 14 (+3) Dex 16 (+4) Wis 11 (+1)
Con 10 (+1) Int 14 (+3) Cha 15 (+3)
Equipment: Lth m, d, bx dity tick
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Race Rules
FPp p w
.
FPp
p d.
FPp y dy k
w . R,
w, d -d w
pd.
FPp ( p
q). M, , y
w , d y
jd d
w dqd.
FT d w
d p ww
w d w wdd pz.
T d d
pp .
Route InformationB d
d y k y w
DC 0:
Bluff: T y y, wd, d
wy d w.
Diploc:Ay k d, w
wy w k , d
z , .
Srwi: Tk d k
d, w y d-
p , y d
kw .
Bic Inforion: T ypy k p
. O
y, p
q, , d wy q
w. T
wd p,
dk, d wy d. T d
d ; p d d
k . T p
w wd dy
k y, d p
H Tw w. A k p ,
k d, d y w, d
H Tw d.
Dp
d k DC 5,
. G
w k . T dy k
d dd p w
.
Rich Sr Rou: T p
d ;
zd. T wk
p x d. O y ,
y pp d w-
d y d d.
Rich Roofop Rou:Y p
d d; xp
wy d k d.
T ,
p p . T y
pp , d y y y d
xp .
Min Sr Rou: T d
d wd d wdd w , p-
y d d. O y p ,y k, w
wdd w pp, py dy.
Poor Sr Rou: C -
d d. S
y w , pdy yp y k p
p d k y y -
y . T y d
d, y k w .
T y H Tw, w y
-zd, qz . I y -zd, ,
y d p.
Poor Roof Rou: T ky
y dw y. Bd k
kwk d p, d
y . Y
d y w, p.
T y H Tw d y
y, w k.
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Opponents InformationB d
d y k y w DC
0. B , , d,
d d w .Bluff: Pd d
pp p p w
w wd.
Diploc:Ak q
pp wy, w d
pp, d
.
Inigh: Spy pp w y
k d pp
p py wk .
Iniid:Y y
pp, wy
.
Srwi: Tk pp d
p d
p y
d.
Dp
d k DC 5,
. G w k
d d dd p w . T d y
k .
Dorion Ligh-Sp: D , wd
y , y y k,
d d p. H kw w d
py d y
w .
Grh Coopr: G w. H
kw y k k d. W
w pd w, d d
wy w d d y, y
w w. H w ky.
Two Th: Tw-T -d -
. Ndy q kw w ,
y w -k d
w pw . Dp
, d d w. H
y d k . Tw-T xpd y y , d
y d w .
Gzund: T ddy ,
d . D k y y y
k . I k y d, k k
y y . H w
k k y k y
w d.
To Burghr: T w
d w q w . H d- d , d d d w
. T py w y ,
pd, d .
The StartThe crowds cheer as the contestants line up just inside
the southern gate, sizing each other up. With a great deal
o gravitas, the captain o the watch passes beore each
contestant, bows, and presents them with a small scrollbound up with red ribbonthe message to be delivered at
the end o the race. With this accomplished, he paces to the
side o the starting line and raises a bright red handkerchie
and waves it uriously like a ag to signal the guards. In a
moment there is a loud CLANG! right behind the runners
as the portcullis drops. The race has begun!
Ad d . I d
d w d d d d
. E NPC
k , py
w p.
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RICH ROOF ROUTE
This path requires climbing up onto the buildings above the
magic and noble quarters o the city. These large, grand
buildings are better made than most but theyre also built
urther apart, requiring a little more athleticism to get
across the open spaces.
G p p q A
k k DC 0 A k
DC 5. Pdd d, d
d y p-
d dy k . I k
, d d d.
Magical Quarter:Hot RoofAs the race starts, you scramble onto the roos o the
magical quarter, clambering up through ornate weather
vanes and baroque experiments as you start to sprint. The
street below is billowing with strangely colored smoke and,
as you dash along, you realize that the roo tiles beneath
your eet are scaldingly hot.
E d k
k p d dd.
Lvl: (XP 5)
Coplxi: (q 4 3
)
Prir Skill:A, A, Ed,
Pp
Y li bhid ll th th c d th
m t b wy y c ctch p. Dt iv p!Th till w thi y c d, pcilly i
y hv id wh till i th c.
F m wh hplly bhid, th
qick wy tti d. Thi it y
tmtic; ply d t cm p with d
id hw thyll t ly ctch p bt t hd,
ch lyi bbi h. F bvi -
, it d t b mthi tht wld mlly
t th c diqliid (thwi, h cld jt
d thi t ctch p d t bck i th c!). By
th tim chct t it piti y
th llwi pti, th chc t imply
jmp bck it th c; h b chti
by t my bv. All th tti
l vilbl t chct wh didt ji th c
bt pld t ct c ppt ll l.
FCut ahead and yell encouragement: Oc t
hd, chct c kp pc d yll c-
mt t hi llw j t thi ppt,
which t ith +1 b c-
mt -1 plty dicmt.
FSabotage the other racers: Oc y t hd,
y c ly w littl pi th c:
tp, tipwi, il lick, d . Thi i
pti, bt it t it th l th
c. Th ctl ct ch hzd mt b
jdd by th DM bd th typ hzd,
wh it ctd, d hw mch tim th ch-
ct h t ctct d cml it.
FFoul Play: Whil littl ddly bt d
w bti ll p th c i thic, m dict cl ttmpt t it
with th c wd p. Tht dt
m tht tpii d cpl
dvt cldt ht th
with cbw i thy lly wtd t. At th
vy lt it hld mk th c dck d lw
dw bit. Y dt wt t t cht di
thi, hwv.
FSpread Rumors: Spctt c ily pd
m bt th cdct d tctic
th th c. A y cwd th v
iti i bt th ly thi tht cld vt
wi d pvt thm m climi th
piz. Thi wld b kill chll t by th
D Mt i p t vt tht hv
hppd di th c, which will dtmi
hw ild p th cwd ldy i.
FPlay the Crowd: Hdd ppl pckd
it ll th bt viwi pc l th t,
vy itt th c d dd p t cl-
bt. Tht mk tmpti tt
pickpckt d iv plty pptiti
thiv t bk it h. Cimil ctivity
thi typ i +2 b whil th c i i
p d vy i ditctd (d m
likly t b wi thi wlth).
SO YOURE OUT OF THE RACE?
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Acrobic (DC 10): By p k
k d kp , jp
p d kp y d
p, y w-
. T k x
.
Ahlic (DC 15): T d j
p y d dw d
y d d. T y
, y k. T k
x .
Endurnc (DC 15): T
d y y d. Y
d d wy y
d . T k x
. Prcpion (DC 20): T
z d kd. W y
xp y, y p p
d w d . T k x-
.
Succ:Y d p d
p p x w
dy .
Filur: T d y .
Y y. Y wy
p y y dpp dw R
S R Y y p-
.
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The River: RiggingThe roos o the magical quarter drop away
abruptly as you reach the river. The river is
wider and deeper here than on the other side
o town. A ew small sail boats are moored hereas well as the river barges. You might be able
to spring rom one to the next in order to get
across the river.
Lvl: (XP 5)
Coplxi: (q 4
3 )
Prir Skill:A, A
Acrobic (DC 15): W y -
k, y p
d qky d -
y d d
. T k x-
3 .
Ahlic (DC 20): A d d
d dp jp w
y d, w k d
wd. T k
x 3 .
Succ:Y p p
p p p d k d d ,
k dp d p
.
Filur:Y y d
p dw k w
. Y wp dw k Wy S
R. Y y d
w .
Wealthy Quarter:A Moral DilemmaClambering over the crenulated and garden-
studded roos o the rich and powerul, you
suddenly espy a thie, using the commotion othe race to piler, clambering out o an upstairs
window almost directly in your path. I you run
on youll have allowed a thie to get away, but i
you interere you might oreit the race . . .
T pp w
d wy w w. H
w y y d. I
, w w
, d
d w .
T w d w
d 50 d p, py
dd kp . I p
, y
wd, p xp p d-
w .
R ,
d p
d (
T E p). E p
wd w w k
.
Ep w -
p x . K
w w d wd d d
d dd xp p. E wy, w
y w d .
R EH
T
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I kk , k, z -
, k d ( y
dd -
pk). H p qky p.
Haling Second-Storey Man Level 2 SkirmisherSmall natural humanoid XP 125Initiative +6 Senses Pcpti +1
HP 34; Bloodied 17
AC 16; Fortitude 13, Relex 15,Will 14
Speed 6m Dagger (tdd; t-will) FWeapon
+7 v. AC; 1d4 + 2 dm, 1d4 + 6 with cmbt
dvt, d i 5 pi dm (v d).RThrown Dagger (tdd; t-will)FWeapon
Rd 5/10; +7 v. AC; 1d4 + 2 dm, 1d4 + 6
with cmbt dvt, d i 5 pi dm
(v d).
Mobile Melee Attack (tdd; t will)
Th cd-ty m c hit p t 3 q d mk
ml bic ttck t y pit di tht mvmt.
Alignment Ulid Languages Cmm d Elv
Skills Acbtic +11, Athltic +9, Thivy +11
Str 13 (+2) Dex 14 (+3) Wis 13 (+2)
Con 14 (+3) Int 10 (+1) Cha 10 (+1)
Equipment lth m, ix d, thiv tl
The TowerC dw wy
w, w dd p
3 .
RICH STREET ROUTE
Smoking BarrelsAs the race starts, you dart into the side streets, heading
into the clean and tree-lined paths o the richer side o
town. You pass beneath the spires and gargoyle-estooned
crenulations o the college o wizardry, shiting back and
orth through the crowd beore youre interrupted by a loud
crump! noise and a cloud o sparkling, multicolored smoke
billows out o the nearby cellars o an alchemy shop. It
oods the street with thick, noxious gas which obscures the
shop ronts, crates, and the tangled mass o street detritus
in a thick, billowing cloud.
T k d x. I k +5
. Fd k . I k
, k d6 + 3 d d p-
y Ed k .
T d 5- . C
d k y y w,
w dy .
Lvl: (XP 5)
Coplxi: (q 4 3
) Prir Skill:A, A, A,
Ed
Acrobic (DC 15): T k d d
k, y d. W
p , y d k y
k d, w
k , d p w w. T
k x .
Arcn (DC 20): W y p k wd
, y dy p q
k d d y
w k w y d
y k.
T k x . Ahlic (DC 10): Dk y d dw, y
k, pp
wy d y j qky p-
w pd d . T k
x .
Endurnc (DC 15):I y d
p d k w-
k , y k y d pk
y wy y pk,
wd. T k x . Succ:Y y wy k d
, y w , p
, k d p!
d d y, w
w pk .
Filur:Y d k d d
p d d y, p pp d
d k w y d.
E y d kd y x-
k x wd
p d .
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The River: BargesThis side route doesnt have a bridge; you need to make
your way across the water by some other means. The
water is lthy and busy, with barges moving up and down
between the rickety wooden docks carrying goods up- and
downriver. A ragged cheer goes up rom some o the bargers
and rom onlookers on the shore as they take bets over how
youre going to get across the river.
T w dy d d dy
y. Ay k k w
pd y k -
d w. I , y d4 p .
Lvl: (XP 5)
Coplxi: (q 4
3 )
Prir Skill:A, A, B/
Id, Ty
Acrobic (DC 20):W p
, y wd p dk
dk d w d
w w .
T k x
.
Ahlic (DC 10): S
p pp ;
y d d k
w d w y d ww-
y, w.
T k x 3
.
Bluff/Iniid (DC 20):T
wy w
wy p d dw
. Y pd
d p
w y w y d . T k
x .
Thivr (DC 15):I y
pd p
w d y y
d , y j
. T py d p
k d ky
wd p. A y d d
w ppd. T k
x .
Succ: C w d
d
.
Filur: C w
wp dw x , w
y kp y y
d . O y
y , w p w y
y d.
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Wealthy Quarter: Guard DogsWhile sprinting through the rich quarter, youre orced to take a diversion to avoid a blockage in
the street. When you vault over a low wall into a great, green garden surrounding a magnicent
home, a pack o spike-collared guard dogs comes snarling and barking out o the shadows
beneath the trees, making a line straight or you. Streamers o saliva trail behind them as they
pound the dirt toward you.
T q- d
. I p-
d d
d d ; y d
p .
T w wd
w d dd d. Ty y
y yd d, py y
dy.
Bd wy
d, y dd p d
d p w (A DC 5)
kd (Ty DC 5).
E
wd w
w k .
Ep d w -
p x . K
d d d d w
w ,
d d y d.
I d dw 0
p, y d dy w
w d d w -
p. O d
p , d
w d.
5 Fierce Dogs (D) Level 1 MinionMedium natural beast XP 25 each
Initiative +4 Senses Pcpti +6,
lw-liht viiHP 1; mid ttck v dm mii
AC 16; Fortitude 13, Relex 13,Will 11
Speed 8m Bite (Stdd; t-will)
+6 v. AC; 4 dm, 6 it p tt.
I th ic d h cmbt dvt it th
tt, th tt l ll p.
Alignment Ulid Languages
Str 13 (+1) Dex 14 (+2) Wis 13 (+1)
Con 14 (+2) Int 2 (-4) Cha 10 (+0)
The TowerC wy
w, w
(p. 3).
R SH
D
D
D
D
D
X
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MAIN STREET ROUTE
The Main Road: CrowdsAs the race begins you charge past and through the
cheering crowds and up the cobbles o the main road,bruising your eet on the hard, rounded stones, as you
sprint toward your rst landmark, the bridge. The crowds
o cheering spectators are packed thicker and thicker, cheek
by jowl with disgruntled tradesmen and townsolk simply
trying to go about their daily business. Its going to be hard
to get through this crowd.
E d y wd
p -
d d kkd d y yd wk. Lvl: (XP 5)
Coplxi: (q 4
3 )
Prir Skill:A, A, B,
Dpy, Id
Acrobic (DC 10): W y y y
w wd d ,
w w d ,
pp d pd d
wd d. T k x .
Ahlic (DC 15): Y k dw d p
y d , wd d
pp wy d p
. T k x .
Bluff (DC 15): S k !,
d! wy ! d wy - wd y wy. T k
x .
Diploc (DC 20): Ex . Pd . I
y y. T p ypy -
d w d y k
y pp d j
y . T k
x .
Iniid (DC 15): I y MOVE! dy
d py pp w wx y , d y
wy . T k x-
.
Succ:Y d
wd w, d y d.
Filur: F wd
d y . T
k d6 + 3 p d d jd
wd. T d-
y p ,
x x y.
The Main Road: The BridgeLeaving the crowd behind, you arrive at the one, main
bridge that serves the whole town or getting rom one side
to the other. Theres a steady ow o people back and orth
across this broad, stone path . . . or there would be i two bigcarts hadnt tried to cross at the same time and gotten stuck,
their respective owners arguing and shaking their sts at
each other. This is, apparently, almost a daily occurrence.
Lvl: (XP 5)
Coplxi: (q 4 3
)
Prir Skill:A, Dpy,
Id, N
Acrobic (DC 15): By jp p
d d, y wk p
w d d k d wd d
p d dk. T k x
.
Diploc (DC 10): I y
w w w
d , y p
y qz w d
d. T k x
.
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Iniid (DC 15): A wd w
y pk w w d
w wy
wy. T k x
.
Nur (DC 20): W w , y d k d
d wy y. T
y d d w d
d w d
. T k x .
Succ: I y d, y -
d d y
kp d
w.
Filur:Y k wd d d y d. Y
, y
k , w p
y x .
The Main Road:The MarketThe marketplace is a tangle o tents, stalls and crowds
made up o many dierent peoples rom the surrounding
area. Its ull o the smells and sounds o any busy town andthe ways between the stalls are close-packed with shufing
people carrying their purchases. The only real gaps are
behind the stalls, but you cant just go cutting through there,
can you?
Lvl: (XP 5)
Coplxi: (q 4 3
)
Prir Skill:A, A, B,
Id, Sw
Acrobic (DC 20): T d ky
w pp y w, y d
d d , y d
w wd. T k x
.
Ahlic (DC 15): Y y d
d wd, w k
y y d d y pp
d kk w w. T
k x .
Bluff (DC 15): Ey p p! y w
k y w . I
d y w wd
wk y wy y. T k
x .
Iniid (DC15): My wk
d d
w. A d wd
d . Y py
d p y p d
d pp p d ywy. T k x .
Srwi (DC 10): I y
kw, w wd. Y p d
d p d w d
ppy, ppy, p p. T k
x .
Succ:Y k
d wd k w d
d w,
w y d pz. Filur: F k
d p y d yd pp d
pkp, w dy y . A ,
y y y k, -
y x .
The TowerT k wy p
w, w wd d w
w w d p
pz.
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POOR STREET ROUTE
Poor Quarter: ThuggeryAs you leap o the starting line and dart, immediately, into the dark and winding alleys o the poor
quarter youre already aware o eyes on you rom the windows and cul-de-sacs. Sure enough, youround a corner to be conronted by a gang o our surly thugs who seem intent on either robbing you,
or breaking your legs or the hell o it. Youre not sure which.
Lvl: (XP 4)
Thug: T y kk
w . Ay y
y k p
dy p py -
dy. I
, T E p
p .
Ohr Approch: T y
wy p . Ty d
d; q 0 d p
d Sw k (DC 5), k
p p. Ty d -
zd p;
pxy k d
B, Id, Sw, d Ty
DC 5, k k k p .
F yd k. S y
p.
I , -
y d d
d p. T q-
p, .
Succ:Y p wy
d k y
w .
Filur: F y w
d. Ty w k -
, y w
d k y
y , d
k.
4 Footpads (F) Level 2 MinionMedium natural humanoid XP 31 each
Initiative +2 Senses Pcpti +0
HP 1; mid ttck v dm mii
AC 15; Fortitude 15, Relex 14,Will 12
Speed 6m Club (tdd; t-will)FWeapon
+7 v. AC; 5 dm, d th tpd hit
1 q.Peer Pressure
Th tpd i +2 b t dm whil
t lt tw th tpd withi 5 q
it.
Alignment Ulid Languages Cmm
d Dwv
Str 14 (+3) Dex 10 (+1) Wis 10 (+1)
Con 12 (+2) Int 9 (+0) Cha 11 (+1)
Equipment clb
R EH
F
F
F
F
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The River: Dirty WaterThere are no bridges, boats, or barges here to cross the river.
I youre going to get across, then you really only have one
option; to take a plunge into the lthy water and swim
across to the other side as ast as you can.
T w dy d. Ay
k w k d
w, d4 p .
Lvl: (XP 5)
Coplxi: (q 4 3
)
Prir Skill:A, Ed, N
Ahlic (DC 10): A d w,
y d y d k
pw k w y d y y
d. T k x 3
.
Endurnc (DC 15): E y d
w, d . I
d d y
d. Y . . . . T k
x .
Nur (DC 20): I y jd ,
w y y pwy d ,
y . T k x- .
Succ:Y d d
y dpp dy k, w
w w d y wk p
y H Q.
Filur:Y d d ky
w, k d y y
y . Y d y -
, y x .
Halfling Quarter: Rat RunThe houses and shops suddenly shrink down, the alleys
cramping in as you enter the Haling Quarter, an area
o the town that the halings and other little olk have
claimed or themselves. Its terribly cramped and hard
to move i youre o a human size and you eel like a
blundering elephant. Other little people are going to
have an easier time o it here, even i the alleyways are a
conusing rat run and maze, the whole quarter having been
thrown together hap-hazard.
Ay w Md
k wy ; DC
k d y .
Lvl: (XP 5)
Coplxi: (q 4 3
)
Prir Skill:A, D,
Pp, Sw
Ahlic (DC 20): Pdd y
d d w y p
w y kk , y d p
d k p d
d qky . T k
x .
Dungonring (DC 15): B d k d d.
Y d p y
d. T k x
.
Prcpion (DC 15): W k y
d w y w
y , y wk w y -
y d q d p w.
T k x .
Srwi (DC 10): Kw wy
y k w y
d w . T k x
3 .
Succ:Y w ,
d w d d
y wk, d
w d.
Filur:Y d d d
. Y y, w, w
ywy y y kw w wy w.
Y , y
x .
The Tower
L H Q , w d dy
d w.
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POOR ROOF ROUTE
Poor Quarter: PigeonsThe portcullis slams down and the ringing o iron against
stone sets you going. You leap onto barrels and scramble uponto the roos o the buildings on the poorer side o town.
(Ascending to the roo requires an Athletics check against
DC 10). As you hit the roo and start running, great clouds
o panicked pigeons y up in droves. Startled by your
intrusion, they ll the air with beating wings and uttering
eathers until you can barely see where youre going.
E d p p
d pkd d d d
p y k .
Lvl: (XP 5)
Coplxi: (q 4 3 )
Prir Skill: Ed, N, Pp
Endurnc (DC 20): Y wd d
d w y d wd
w, x, d , y
d p. T k x
.
Nur (DC 15): Y kw w
d. I y j w dw d dp
, y w pk . T yd j . T k
x .
Prcpion (DC 10): Bw y y w
k k d w y k y
q, y pk y wy .
T k x .
Succ:Y d p
d p x , w y
d y w .
Filur:Y d d, dd y p-y p p d y
y . A y p wy, y p d
k 0- d . S
x , kp .
The River:
The Old City WallThe river at this side o town is spanned by the old city
wall rom when the town was much smaller. Its crumbling
arches cross over the lthy water and aord a skillul
runner a quick way across the river to the saety o the low
roos o the Haling Quarter.
E p
w wy, k p p-
d d d. T DC
q k k y +, y.Lvl: (XP 5)
Coplxi: (q 4 3
)
Prir Skill:A, A,
D
Acrobic (DC 15): I y kp y -
, y p p w d
kp d y. T w
y y qky. T k x-
.
Ahlic (DC 10): Y j wk
w; p j
p d . I y k
, y pk y wy
wyd y d. T k
x .
Dungonring (DC 20): Kwd w,
kwk, d
d, d ppy . W
kwd, y pk w p w
w pp y w d w w . T k
x .
Succ:Y p dw d
w jd H Q,
d wd y w .
Filur: T w py p d y,p y dw w w k
d . Y d T
R: Dy W P S R (p. ).
R y dy d,
w w k .
Halfling Quarter:ChimbliesThe Haling Quarter is a jumble o low, thrown-together
buildings. Because theyre so much smaller than normalhuman houses, the chimneys are much closer together and
all o them seem to be spewing smoke and cinders all at
once, along with the many and varied smells o cooking ood.
Its both distracting and conusing, not to mention hot. You
need to wind your way through the chimneys and the smoke
to nd the other side.
Lvl: (XP 5)
Coplxi: (q 4 3 )
Prir Skill:A, Ed, Pp
Acrobic (DC 15): W w -
y k w d d p
w y . T k
x .
Endurnc (DC 10): I j k;
k p y
k. Y y y d -
d. T
k x .
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Prcpion (DC 20): F wy k
d , y w -
y k d d . T d p
y k d. T k
x .
Succ:Y k, dp, y , w d d-
w.
Filur:W y y , -
, d y k, d d
y p, y d y y dd
k. Tk p d d py
Pp d . By
d y , y
k x , y x .
The TowerI dw
H Q, d p
w, w
w.
THE TOWER
To win the race, you need to clamber to the top o the
northern watchtower and hand your letter to the town
elder. The tower is old and craggy and many o the bricks
look loose. Pigeons roost amongst the nooks and crannies
and the stone is stained white with their droppings in many
places, incongruous clumps o wild grasses and owers
sprouting rom unlikely places amongst the brickwork.
Lvl: (XP 50)
Coplxi: (q 6 3 )
Prir Skill:A, A,
D, Ed, Hy, N, Ty
Acrobic (DC 15): Sw wd p-
p wd-j k w y p
w qk py . T k
x .
Ahlic (DC 10): I wd
d y w . T d d y-
y, j p . T k
x .
Dungonring (DC 15): L xp w
d y kw-
d kwk, w wk p d
wy d d . T k
x .
Endurnc (DC 15): M , pd.
Dd d
k. I y d p pp yw w, y k y
w. T k x .
Hior (DC 20): Y kw w w d-
d y k dd d
- w d . I
d p y,
. T k x .
Nur (DC 20): T w w w -
kd p d y. W y kwd
p, y kw w d d y w
d, y, w d
p. T k x .
Thivr (DC 15): I w k ,
wd . T d d
y, k d py y j
d k j p wy k
y w dd. T k
x .
Succ: T d
pp d ,
d w y p
. T y wy dw
d pz!
Filur: O w d pp,
p p d
w w . I x , y w.
T d 0 y d,
w d0 d y 0 .
C w ,
y d ; kp!
VICTORY!
You press the crumpled and illegible note into the town elders
hand and he raises your arm triumphantly, proclaiming youto be the winner and ringing the alarum bell that hangs in the
tower. As it peels, a great cheer goes up rom the crowd and the
town crier solemnly steps orward to present your prize, a ne
pair o boots that twinkle with the glow o magic and a small
but weighty coer o gold. Right now, youre probably too tired
to lit it, but its a ne prize or a mornings work.
T w qd d
w 400 d p, p p sureoot boots
(Adventurers Vault, p 30). Ty d dk
d dy d ,
k dd w ppy y
dk d . Ty w d
y, x y .
About the AuthorH T S M Od Ed, J
G D p dy, d
d y d ,
d, d -p . G
py dy d d City oStormreach dMonster Manual V( 3d Ed).
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The Tower Main Street Route
Poor Street Route
Chimblies The Old City Wall Pigeons
Rat Run Dirty Water Thuggery
The Market The Bridge Crowds Start
Guard Dogs Barges Smoking Barrels
A Moral Dilemma Rigging Hot Roof
Poor Roof Route
Rich Roof Route
Rich Street Route
! !
! !
! !
! !
! !
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March 2010| DUNGEON 176 25
Dd y Dw d d-
. I k p
K W, -dd p dd-
d wp d p O. T
p w d d pp y
C Sd . T d d-
dk y p dd,
d pw d y
d p p. E ,
d d w
dk pw, y p C
S . S , y w dd
, w p
d dd dd p,
j d w w pk, d
dd wk
wd .
BACKGROUND
L , dd E d Tyk
G p dy
wd C S. Fy, Tyk d
d z d d d
yd K W. Uy, E d
y, d dd dd -
w d dd d
An dvnur for 2nd-lvl chrcr
ByAeryn Blackdirge Rudel F Illustration by Craig Spearing
TM 2010 Wizd th Ct LLC All iht vd.
Dead by Dawn
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26March 2010| DUNGEON 176
d O wpd dw d d Tyk
G d w.
A w E,
O d p d ddd
wp d p d. T
w d y zzd p d G Hw d p pw
d d dd. T d dd
y, d G d pzd
p d.
A d y y, G
p d
w y . Hw,
y d d
d d w w y kd
d y p. A p d G,
d p pw d
d. E , d wy
w pw. T d pw
, w d-
w pw d. T
y wy d, d y
d S y. T, p
S w y z.
GETTING THE
CHARACTERS INVOLVED
Dd y Dw k p C S. Y
k w y d p O.
Hook 1: Farians FeeF Bkd, y d d, k
C S d
p y d d D D-
. F D d p
d d, d F pd
j w D, k
d D Ud, dd , d
00 p wd . F
D d
p, d y d ky
dd, kp w y d
p, w wd F . Hw,
D d F
, p w . D d-
d y d x .
F D D xp
dd p y dd p
x C S. I p , F xy w .
Qu XP: 50 XP d D dd
d w F .
Hook 2: Pit StopU k d
w C S. W
wy C S,
p p O
dy. Sd y dd xp p, y
qky k , d y kw ,
d d
yd p w
TREASURE
PREPARATION
T w p Dead
by Dawn. S
d, w
p d d k
z.
Parcel 1: Temple Interior Lvl 3 mic itm
Parcel 2: The Rectory 100 p, tw 100-p mParcel 3: Zombie Siege: Tw potions of healing,
First Wave 100-p m, 60 pParcel 4: Zombie Siege: Lvl 4 mic itm
Second Wave
PLAYER INTRODUCTION
Rd pp w w -
p O:
The trees o the orest suddenly give way to a large, bareclearing dominated by a weed-choked temple. Its peaked
roo, estooned with demonic gargoyles, is largely intact,
although its windowless walls are cracked and crumbling.
The main entrance to the temple, two mammoth,
ironbound doors, yawn open, exposing nothing but
darkness beyond. Although obviously abandoned and in
disrepair, the structure exudes a quiet malevolence made
all the more haunting by the waning light o the setting sun.
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AREA 1:
TEMPLE INTERIOR
W p,
dy d . Aw xp p d y
d w dy.
Whn h chrcr nr h pl inrior,
rd:
You step rom the ading sunshine into the surprisingly
cold darkness o the temple interior, gloomy and shrouded
in shadow. The temples oor is smooth, polished stone.
The ceiling has collapsed in some areas and littered the
ground with allen debris, and in one section, the oor has
collapsed, leaving an open pit. The interior walls eature
ading murals depicting scenes o butchery, cannibalism,
and other proane acts. The temple is divided into two
sections by a row o tall, ornate bookshelves lled with
crumbling scrolls and tomes. In addition, you notice a
number o egresses beyond the main door, and two sets o
smaller doors along the eastern and western walls.
T dp Ay. I dd
d , yp dd
py dpd. C dy y d, dd
x . T d
dp ; d, -d
p p d -kd
; dp pdd y
d ; d , ,
q w d . C w
k DC 0 R k y dy
py E , d-
d z.
T d p dp
d p
E. T
d d
p y p
d. Fd q w DC 5 Pp R k y
w k dp dd
dd E. I -
, y d dd
d O d
p ( F A).
Whn h chrcr rch h norhrn nd of
h pl inrior, rd h following:
This end o the temple is similar to the other, save it isdominated by a massive statue o a horrid de mon. The
oor around the statue is stained with the rust-colored
patina o old blood. The statue is anked by a pair o huge
braziers, each standing ve eet high.
I d
p O, D Ld Ud. A
DC 5 Pp k
dd p. T
y
.
Features of the AreaIlluinion: T p ,
dwy
d w d .
Ciling: T 30 .
Book Shlv: E k 0 ,
d k dwd, d d d
k j dy, d, d
y j. A p
k w DC 5 A k.
Brzir: I , w z pd
8 q. T w
pd 4 q.
Dbri: Sq w d dd d- .
Door: Id d, w
d d w w,
d . A d jd xp
d, wd d d w . Op
d q DC 5 S k.
Pi: T p 0 dp. C d
p q DC 0 A k.
Sllr Su: T w
d w w dp d d,wd d . C dj
. A k DC 0 Pp
k ppd,
d w dp dd E d
w w ky pd .
Srcophgi:A p d
pd . B p py,
pdd.
Trpdoor: T pd p y d d
p y.
Trur: Bd O,
dd w ,
y d y
E . I dd
Pp R k x
E, y x
. I y d k k, y
d T S B -
(p 3). T y
w ( ) d w potions o healing.
D D
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AREA 2: RECTORY
Encounr Lvl 1 (XP 550)
Grvu (G)
3 zobi dvnurr (Z)
SetupT pd d p
d y d
p q p p. I
w G H pd
d d w y
y . H p, wd d -
d, , d
d k.
A p w
, p G H-
, d pxy d,
p w
wk dk w. G , w,
y. D Ud d -
y p D D ddd pd
p y xp-
p. W , d
pw w d d G d p
w .
Whn h chrcr nr h pl rcor,
rd:
The trapdoor opens easily with a gentle tug, unleashing a
blast o violent purple light ollowed by the charnel stench
o death. A short spiral staircase leads down 10 eet into a
small rectory. The room below contains two sets o tablesand chairs, a moth-eaten bearskin rug, two unlit braziers
similar to those in the temple above, and two small beds
with ootlockers in an alcove. A small altar sits against the
northern wall, and a pair o double doors stands in the
center o the west wall.
Three rotting corpses lay in a heap near the two beds
in the southern end o the room. Each is dressed in leather
armor, now tattered and crusted with dried gore, and they
all appear to have been hal-devoured. A ourth corpse sits
beore the altar, legs curled beneath it, head bowed as i inprayer. This corpse is little more than a mummied husk,
and its moth-eaten clerical robes bear the dire skull symbol
o Orcus. Around its neck hangs a large, black gem on a
crude leather thong. The gem glows brightly with a dire
purple light that lls you with queasy dread.
A x ,
d pw d d.
T
p G d D
D.
Whn h corp ni, rd:
The rectory is suddenly lled with a low, guttural moaning.
To your horror, the our corpses, no longer simply inert
esh, climb unsteadily to their eet. The gem around the
neck o mummied cleric pulses brightly as the our undead
horrors lurch to the attack.
Tactics
T z d k -
wzombie grab. A , G y
d k w grave bolt
horriic visagew d z
d . W w z
d , G reanimate d
. T dd y
d.
D D
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T d z k
d G k . Ty
d pp w DC
5 A R k. F k
k k, -
w p .
F T d d
y, y
dd w y.
FT d pw ky d y y p O.
F T d pw, k y d
, .
F Udd y dw y pdd
y d.
Nw d d
ky dd d p, w y d
w d kwd d
q d z . Bw
p k d
q .
F Bring i Along: I k
d y, y d p
d
z . W
y d py k
k Z-P Tp d
S Up D k , dd
dd z
z d.
FDro I: I dd dy
d, y d , dd
Dy Nd
d d. Hw,
d dyd ,
pw, ,
y. T
pw kp z d d d dd d
k zy. W
py k k d Z-P
Tp d S Up D k
dd dd z
z d.
F Lv i Alon: I py
d y, pd
d. I ,
d w.
F L Th Hv I:A p, kw
z dw d,
dd z
d
. T d p
d, w, d dd y
dd dy :
. I dd, z d p
w d y d
d z ( Z S: Sd
W) d ddd z
d x
y py k k Z-
P Tp S Up D
k .
3 Zombie Adventurers (Z) Level 2 BruteMdim tl imt XP 125
Initiative 1 Senses Pcpti +0;dkvii
HP 40; Bloodied 20
AC 13; Fortitude 13; Relex 9;Will 10
Immune di; pi; Resist 10 ctic;Vulnerable 5
ditSpeed 4mSlam (tdd; t-will)
+6 v. AC; 2d6 + 2 dmMZombie Grab (tdd; t-will)
+4 v. Rlx; th tt i bbd (til cp). Chck
md t cp th zmbi b md with 5
plty.
Zombie Weakness
Ay citicl hit t th zmbi dc it t 0 hit pit
ittly.
Alignment Ulid Languages
Str 14 (+3) Dex 6 (1) Wis 8 (+0)
Con 10 (+1) Int 1 (4) Cha 3 (3)
Garvus Harbane (G) Level 4 Controller(Deathlock Wight)
Mdim tl hmid XP 175
Initiative +4 Senses Pcpti +1;dkvii
HP 54; Bloodied 27
AC 18; Fortitude 15; Relex 16;Will 17
Immune di; pi; Resist 10 ctic;Vulnerable 5
dit
Speed 6mClaw (tdd; t-will) F Necrotic
+9 v. AC; 1d6 ctic dm, d th tt ct
pd hli til th d it xt t.RGrave Bolt (tdd; t-will)F Necrotic
Rd 20; +6 v. Rlx; 1d6 + 4 ctic dm, d
th tt i immbilizd (v d).RReanimate (mi; ct)F Healing, Necrotic
Rd 10; ct dtyd dd ct lvl
hih th th dthlck wiht lvl + 2; th tt
td cti with mb hit pit ql
t -hl it bldid vl. Thi pw ct ct
mii.CHorriic Visage (tdd; ch 4 5 6)F Fear
Cl blt 5; +7 v. Will; 1d6 dm, d th tt i
phd 3 q.
Alignment Evil Languages Cmm
Skills Ac +10, Rlii +10
Str 10 (+2) Dex 14 (+4) Wis 9 (+1)
Con 14 (+4) Int 16 (+5) Cha 18 (+6)
D D
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Features of the Area
Illuinion: T d pd d
.
Ciling: T 0 .
Alr: T ddd O.
Hw, DC 5 Pp k
w ddd E d dd.
Bd: T d d pd
.
Brzir: I , w z pd
4 q.
Door: T d w jd,
wd d d w . Op d
q DC 5 S k. Byd d
p, kd pwy y
d p p.Foolockr: T k kd,
pd w DC 0 Ty k. Ty -
d j d
wp O.
Tbl nd Chir: T d d-
.
Trur: I d-
p, y dy D Ud y
w d x . A
F pd, D 00-p py- d p dd (w 00 p
) p .
D D
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ZOMBIE SIEGE:
THE SIEGE BEGINS
Encounr Lvl 2+ (XP 614+)
Zobi-Proofing h Tpl
3+ zobi ror
1+ zobi oldir
SetupT d dk p.
Nw d w z
p d dd d,
. R dy
d ( ), y -
d d p . A
p, y d p .
Whn h chrcr rch h pl
inrior, rd:
Outside the temple, the orest is lled with a cacophony o
agonized moaning and screaming that turns your blood to
ice. Through the main entrance o the temple, you see a truly
horric sight. The orest, lit by shats o pale moonlight, is
alive with rotting corpses clawing their way ree rom shallow
graves. You try to count the ir numbers, but soon realize thereis little point. The undead horde appears to approach several
hundred, i not several thousand, members. The re is nowhere
to run; st i, shambling orms ll the landscape as ar as you
can see in every direction. The dubious saety o the temple is
now your only hope o survival.
Zombie-Proofing the TempleT z d dd d y
d , d y
w wy . T
w p d
d d p d. U k
p y p.
Lvl: (XP 375).
Coplxi: 3 (q 8 3).
Prir Skill: A, D, R-
, Ty.
Athletics (DC 15, standard action, 1 success, no maxi-
mum): T z d
qk d py . T pd
, y j, d
d z k d.
Dungeoneering (DC 15, standard action, 1 success, no
maximum): T kwd ddd w
p d p-
p .
Religion (DC 15, standard action, 1 success, no maxi-
mum): T py E, k
d d
d w d dd k d-
p.
Thievery (DC 15, standard action, 1 success, no maxi-
mum): T p
p wd. I y d
p d d k
dy d.
Scondr Skill: Pp.
Perception (DC 5, minor action, no successes): T
k y p kd p
d d y p.
A k + y x
D Ty k d p
k .
WE CAN MAKE IT!
At m pit, th ply miht thik ihti thi
wy thh th zmbi hd i btt pti th
mii i th tmpl d di ddi. I thi pti cm p, lt th ply t
d lk t wht thy ci.
You look out upon a nightmarish scene. Hundreds of
animated corpses crowd around the temple, three and
four rows deep. Humans, dwarves, elves, and every con-
ceivable race, both civilized and savage, are represented
among the shambling horde. Worse yet, the corpses of
dinosaurs, dire animals, and even more fantastic beasts
add their mass and strength to the zombie assault.
Despite the zombies numbers, there are still gaps in
their ranks; gaps the f leet and nimble among you might
use to escape the multitudes of undead. However, as if
the gods were reading your thoughts, a stag suddenly
bursts from cover and runs a bounding course through
the advancing zombies. Hope soars within you as the stag
easily dodges the clumsy blows of the first few undead
it encounters before the great, animated corpse of a
tyrannosaurus rex surges from the mass of undead bodies
surrounding the temple and snaps the stag up in its colos-
sal jaws. The stag utters a single bleat of pain and surprise
before the zombie T-rexs jaws slam down, stifling the
stags cries in a gout of blood. A wriggling pile of smaller
zombies quickly forms around the undead dinosaur, eager
for the gobbets of f lesh falling from its mouth.
The stag provides only a momentary distraction for
the zombie horde. In seconds, there is little left of the poor
beast beyond a crimson smear on the ground. But there is
fresher fare still to be had, and the masses of undead press
in, clawing at your hastily erected defenses and creating
an impassable wall of rotting flesh.
Dead by Da n
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Succ: T d y
p d y xw z.
Filur: E py
k k, p z d
z d k y
d d. T y x -
y p p (d 6):
d, w d d
w w, d p . R d6 d-
w y p z k .
T y ; w, y
wd y z d d. Id, p d d ppy x. Ty
d; y j
z w d . S M D d-
d k .
Spcil: T k -
z w y p
d. N w pp -
y. O y d d p
py k k,
d z d.
Tactics
T z d z
d , protective strike p
k z . T
z py k ,
wy w k.
MAN THE DEFENSES!
Th Zmbi-Pi th Tmpl d Shi Up th
D kill chll ly piphlly ccd
with th ml lb tiyi th tmpl pi-
i bicd. Thy mtly ccd with tti
th tmpl bicdd tti th d pid
b th zmbi vwhlm th h. A pimy
kill chck il d t m th chct didt
th pp mtil lwl ctcti tchiq.
Rth, it pt bd timi: A zmbi m t
qim thh hl i th wll b th chct
c il bd v it; zmbi lm thh d
b th chct c thw hi wiht it it. I
dditi, ili th kill chll dt m th zm-
bi vwhlm th h; it m th chct w
l icit th thy cld hv b, d thy hd t
iht m zmbi lt.
3 Zombie Rotters Level 3 MinionMdim tl imt XP 38
Initiative 1 Senses Pcpti 1;
dkvii
HP 1; mid ttck v dm mii.
AC 13; Fortitude 13; Relex 9;Will 10
Immune di; pi
Speed 4mSlam (tdd; t-will)
+6 v. AC; 5 dm.
Alignment Ulid Languages
Str 14 (+3) Dex 6 (1) Wis 8 (+0)
Con 10 (+1) Int 1 (4) Cha 3 (3)
Zombie Soldier Level 2 SoldierMdim tl imt XP 125
Initiative +2 Senses Pcpti +2;
dkvii
HP 38; Bloodied 19
AC 18; Fortitude 15; Relex 13;Will 13
Immune di; pi; Resist 10 ctic;Vulnerable 5
ditSpeed 6mLongsword (tdd; t-will)
+8 v. AC; 1d8 + 3 dm.MProtective Strike (immdit itpt, wh djct
ttck zmbi tt; t-will)
+9 v. AC; 1d8 + 3 dm, d th tt tk 4
plty t th tii ttck.
Alignment Ulid Languages
Str 16 (+4) Dex 12 (+2) Wis 13 (+2)
Con 14 (+3) Int 10 (+1) Cha 10 (+1)
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ZOMBIE SIEGE:
FIRST WAVE
Encounr Lvl 3+ (XP 702+)
2 grvhound
4 zobi ror
2 zobi oldir
SetupN d,
z d, w , k
p p. W
, d, 4 z ,
d z d d k
p. T d z
k d w p d
d.
W k , d:
The temple is lled with a cacophony o thick, horrid
moaning and the staccato rhythm o hundreds o undead
sts beating against the temple doors. Suddenly, a sharp
cracking noise echoes through the temple, and you realize
your deenses have been breached!
F d x ,
d y p p, y
x : d,
w d d w w, d
p . T w
d y z p p
p, p j k y
. I d, p
q w p, w
.
W , p
p z w p d,
z , d z d, d
d8 w ( dp ) d w
w y p w z .
Shoring Up the DefensesD , d p
d p z k
p.
Lvl: (XP 5)
Coplxi: (q 4 3
).
Prir Skill: A, D, R-
, Ty.
Athletics (DC 15, standard action, 1 success, no maxi-mum): T z d
qk d py . T
pd , y j, d
d z k
d.
Dungeoneering (DC 15, standard action, 1 success, no
maximum): T kwd d
dd w
p d p-
p .
Religion (DC 15, standard action, 1 success, no maxi-
mum): T py E, k
d d
d w d dd k d-
p.
Thievery (DC 15, standard action, 1 success, no maxi-
mum): T p
p wd. I y d
p d d k
dy d.
Scondr Skill: Pp.Perception (DC 5, minor action, no successes): T
k y p kd p
d d y p.
A k + y x
D Ty k d p
k .
Succ: T d p
d, d y z.
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Filur: E py
k k, w z
( d8 d w y p y ).
I ( p
), dd z d y
d y p ( dy).T y k
k. Id, p d d
ppy x y . Ty p
d; y j z
w d . S M D d
p 3 d.
Spcil: T k -
z w y p
d. N w pp -
y. O y d d p py k k,
d z
d.
2 Gravehounds Level 3 BruteMdim tl imt XP 150
Initiative +2 Senses Pcpti +1;lw-liht vii
HP 54; Bloodied 27
AC 14; Fortitude 14; Relex 12;Will 11
Immune di; pi; Resist 10 ctic;Vulnerable 5
dit
Speed 8
mBite (tdd; t-will)F Necrotic+7 v. AC; 1d6 + 3 dm, d th tt tk i 5
ctic dm (v d) d i kckd p.MDeath Jaws (wh dcd t 0 hit pit)F Necrotic
Th vhd mk bit ttck it tt withi
it ch.
Zombie Weakness
Ay citicl hit t th zmbi dc it t 0 hit pit
ittly.
Alignment Ulid Languages
Str 16 (+4) Dex 13 (+2) Wis 10 (+1)
Con 14 (+3) Int 1 (4) Cha 3 (3)
4+ Zombie Rotters Level 3 MinionMdim tl imt XP 38
Initiative 1 Senses Pcpti 1;dkvii
HP 1; mid ttck v dm mii.
AC 13; Fortitude 13; Relex 9;Will 10
Immune di; pi
Speed 4
mSlam (tdd; t-will)+6 v. AC; 5 dm.
Alignment Ulid Languages
Str 14 (+3) Dex 6 (1) Wis 8 (+0)
Con 10 (+1) Int 1 (4) Cha 3 (3)
2+ Zombie Soldier Level 2 SoldierMdim tl imt XP 125
Initiative +2 Senses Pcpti +2;dkvii
HP 38; Bloodied 19
AC 18; Fortitude 15; Relex 13;Will 13
Immune di; pi; Resist 10 ctic;Vulnerable 5
dit
Speed 6mLongsword (tdd; t-will)
+8 v. AC; 1d8 + 3 dm.MProtective Strike (immdit itpt, wh djct
ttck zmbi tt; t-will)
+9 v. AC; 1d8 + 3 dm, d th tt tk 4
plty t th tii ttck.
Alignment Ulid Languages
Str 16 (+4) Dex 12 (+2) Wis 13 (+2)
Con 14 (+3) Int 10 (+1) Cha 10 (+1)
Tactics
T z k w k, w z d
,
protective strike.T d k -
, d
w k.
Development
I z d p
k , y y w
p. Hw, z d
d w y, d ,
p wy.
HEY, I KNOW
THAT ZOMBIE!
I y ply hv plyd thh th Ch Sc
dvt, y miht wt t hv villi m
th pt hw p zmbi. Zmbiid vi
Th Hd T m Den of the Slavetakers, th
hlli m th Brothers Grey, bllyw m
Stick in the Mud ll wk wll. I dditi t vi
Et y ply, th ppc
th villi clly dmtt th -chi
pw th chd.
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ZOMBIE SIEGE:
SECOND WAVE
Encounr Lvl 4+ (XP 927+)
2 corrupion corp2 hobgoblin zobi
1 hrd zobi
6 zobi ror
SetupA p, z d k
p . T -
dd k p d
S p D k w
z. Hw, d w d w :
F T p z d
w yp z q
d. T d z
d pw, d wd
d dd ,
d Hy, I Kw T Z
d. I dd d z,
p p, z, d
6 z p p
z .
Lk , dd z
w p, d d8 w d
w y p dd .
F R S p D k
. Hw, , w
py k k, z
k d j . I
py k
( ), dd p
p k d j .R, k
py, y p
d d d z d.
Ty j z
p .
2 Hobgoblin Zombies Level 2 BruteMedium natural animate XP 125
Initiative 1 Senses Pcpti +0;dkvii
HP 40; Bloodied 20
AC 15; Fortitude 15; Relex 11;Will 12
Immune di; pi; Resist 10 ctic;Vulnerable 5
dit
Speed 4mSlam (tdd; t-will)
+6 v. AC; 2d6 + 2 dm.MZombie Grab (tdd; qi hd; t-will)
+4 v. Rlx; th tt i bbd (til cp). Chck
md t cp th zmbi b md with 5
plty.
Zombie Weakness
A citicl hit t hbbli zmbi dc it t 0 hit
pit ittly.
Alignment Ulid Languages
Str 17 (+4) Dex 6 (1) Wis 8 (+0)
Con 10 (+1) Int 1 (4) Cha 3 (3)
Shard Zombie Level 4 Controller (Leader)Medium natural humanoid XP 175
Initiative +2 Senses Pcpti +10; dkvii
HP 57; Bloodied 28
AC 18; Fortitude 15; Relex 15;Will 15
Resist 10 ctic;Vulnerable 5 dit
Speed 6mSlam (tdd; t-will)
+9 v. AC; 1d8 + 3 dm.RClaw o Doom (tdd; t-will)
Rd 10; +9 v. Ftitd; hdwy clw lid th
tt 3 q, d zmbi lly djct t th
tt t th lid mk ml bic ttck itth tt.
CSpeed o the Damned (tdd; t-will)Cl bt 10; p t zmbi tt; tt mk
ml bic ttck.
Arise, Corpse (tdd; ct)
F zmbi tt pp i ccpid q djct
t th hd zmbi.
Undead Tenacity
Wh zmbi tt withi 2 q th hd
zmbi hit ct, it b tht ct.
Alignment Evil Languages Cmm
Str 15 (+4) Dex 11 (+2) Wis 16 (+5)
Con 17 (+5) Int 17 (+5) Cha 11 (+2)
2 Corruption Corpses Level 4 ArtilleryMedium natural animate XP 175
Initiative +3 Senses Pcpti +3;dkvii
Grave Stench 1; livi mi i th tk 5
plty t ttck ll.
HP 46; Bloodied 23
Regeneration 5 (i th cpti cp tk dit
dm, ti dt cti it xt t)
AC 17;Fortitude 16; Relex 14;Will 14
Immune di; pi; Resist 10 ctic;Vulnerable 5
dit
Speed 4mSlam (tdd; t-will)
+8 v. AC; 1d6 + 3 dm.RMote o Corruption (tdd; t-will)F Necrotic
Th cpti cp hl blck lb ctic ilth:
d 10; +7 v. Rlx; 2d6 + 3 ctic dm, d th
tt i wkd (v d).CDeath Burst (wh dcd t 0 hit pit) F Necrotic
Th cpti cp xpld: cl bt 1; +7 v.
Ftitd; 2d6 + 3 ctic dm.Alignment Ulid Languages
Str 16 (+5) Dex 13 (+3) Wis 12 (+3)
Con 16 (+5) Int 4 (1) Cha 3 (2)
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6+ Zombie Rotters Level 3 MinionMedium natural animate XP 38
Initiative 1 Senses Pcpti 1;dkvii
HP 1; mid ttck v dm mii.
AC 13; Fortitude 13; Relex 9;Will 10
Immune di; pi
Speed 4
mSlam (tdd; t-will)+6 v. AC; 5 dm.
Alignment Ulid Languages
Str 14 (+3) Dex 6 (1) Wis 8 (+0)
Con 10 (+1) Int 1 (4) Cha 3 (3)
Tactics
T z d z k
w slam k. T p-
p , motes
o corruption
. T d z w
q z y
undead tenacity. I claw o doom d
d k p d speed
o the damnedw z
d . T d z arise,
corpsew z
dyd.
Development
I , y w z .
Whn h chrcr df h l zobi in
hi ncounr, rd:
The zombie shudders and collapses as the energy
animating its rotting body dissipates rom your attack. You
turn toward the main doors, expecting another wave o
endish undead. Instead, the temple interior is suddenly
lled with shats o pale, morning sunshine, bursting
through the cracks and holes in the doors and walls. Youthen realize the orest outside the temple walls has become
still and quiet.
Dw , d pw d
d . T
d . Hw, w y y
x p, w.
Whn h chrcr xi h pl, rd:
The clearing around the temple is littered with hundreds o
bodies, rom tiny, shrunken goblin corpses to the behemothcarcass o what appears to be a dragon. Corpses are stacked
up against each o the temple doors ten and twenty high,
and the stench o rot and death lls the air in a nauseating
miasma
IS THAT ALL YOU GOT?
I th chct hv hd y tim it, d th
zmbi lt hv t pvd icitly chll-
i, imply thw th Zmbi Si ctt thm b dw ivl. Hwv, ch tim
y Zmbi Si byd th tw ptd i
th dvt, pivly th zmbi,
v th typ cpl dd, ch hl
d wiht.
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CONCLUSION:
WHAT TO DO WITH
THE NECROSHARD?
T d py d
p, pw wd w,
d y pp d z
wd wp C S d zd
d. T y dy .
Hw, p k, pw
d d d d y
.
Destroying the Shard
I dd dy d,y d p k. Hw,
z d
E, py d
d dd d z
. A p DC 0 R k -
d w d
dyd.
Destroying the Necroshard
T p y d,d d d
pw E, d dyd y
p d p , p-
d y k .
Lvl: (XP 50).
Coplxi: (q 6 3
).
Prir Skill: R.
Religion (DC 10, 1 success, no maximum): Y
p pw E dy d.
Y + k y d
d d E d Z-P
Tp d S Up D k
.
Ohr Skill: Dpy, D.
Diplomacy (DC 10, no successes): E d-d z d y, d kw
dp d . Y ,
y wy dd d
y y d. Y +
y x R k d p k
.
Dungeoneering (DC 15, no successes): Y y
kwd wk
py . O , R
k d p k +
.
Succ: E d d pw
, d, d
d dyd w . T
dd 50 XP dy
d. I dd, E w
dd, d p
d k
.
Filur: I k ,
w y w py k.
Hw, y k d ,
y dy d, d p,
y d E. U y d wy
dy dpp y
d p d-d dyy
py Dpy k.
Keeping the ShardI dd kp d, y
pw y p
wp. E d y
wy dd; w, -
k p, d
d w d .
Necroshard Weapon Level 5+
This large black gem can be placed in the hilt o a melee weap-on imbuing the weapon with necrotic power.
Lvl 5 +1 1,000 p Lvl 20 +4 125,000 p
Lvl 10 +2 5,000 p Lvl 25 +5 625,000 p
Lvl 15 +3 25,000 p Lvl 30 +6 3,125,000 p
Weapon (Any One-Handed or Two-Handed Melee Weapon)
Enhancement: Attck ll d dm ll
Critical: +1d10 ctic dm p pl.Property: Wp ttck md with th wp it
livi ct i +1 b ttck ll v. Ftitd.
Power (Daily F Necrotic): F Acti: U thi pw wh
y hit with th wp. Th tt tk xt 1d8
ctic dm d i wkd til th d y
xt t.
Level 15 or 20: 2d8 ctic dm.
Level 25 or 30: 3d8 ctic dm. D
About the AuthorAy Bkd Rd w d d
Gd G, w d RPG d, d
d-- 4E z Level Up . H p d 005, d d dBlackdirges Dungeon Denizens, Critter Cache:
Daemons, dHeros Handbook: Tieling . Ay y Md, C w w M,
w d ky d
p.
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March 2010| DUNGEON 176 38
J yd K W,
d C S, d p d -
z d y. R
d p p kw -
Cd (, , y
p p ). H, d
C S, w z
d d d . N dy,
p w
j d d C S
w p
y. I j d
d d
w d . Ad kw j
C S k
w d w
w . I
p, k S yd , wy-
p d y y d (d
d d) pp p
C S pp.
THE GIBBET TREE
Rd Cd,
y kw
. T ,
k,
p, w d
. My
w C S
p d w
y w wd d d.
An dvnur for 2nd-lvl chrcr
ByRodney Thompsoni l l u s t r a t i o n s b y V i n c e n t D u t r a i t F c a r t o g r a p h y b y S e a n M a c d o n a l d
TM 2010 Wizd th Ct LLC All iht vd.
The Crossroads
The Crossroads
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The Crossroads
39March 2010| DUNGEON 176
H, , , d
S p Cd d
w , w
y d w, z d
d .
W Cd,y w y d-
y, z d. T
w y k-
C S d k,
d d w y.
Cries for HelpW pp, y w d y
d w p
p . Sd y
, d d
d k kdy dd. T y
py , p
y d
. I y , y
p d y
Cd.
I d p ,
y d w . S H-
H w w d
w . I
p, y y
d k y
d p.
THE TRADING POST
T , d wy
Cd, d p
d . A w-y d k
y k , w d wd , d k d d pp
p. M wd yd
xp , d
wdw pd
, y py d wy. A
d dp w dw y x,
y d j dd
d.
T d p w
z d w C S. My d w
d C S d d q
, w y y
ppy d p . T
d d , d -
d d d y
d. A d Cd
Millen SilvereyeO y pp -
d Cd d M
Sy. Ad , M w p-
y d y - w d y. T
d M y d
d z p, w
d.
T , w x, d-
. M, dy d wd p
pw, d k d yd
d . H pw pd
w , k
dy,
pp d Cd
d. I x ,
M w
d d y . H y y p d
d y w y
w w ppy w .
Fulgrim, Pelt TraderP d p w
- d F. F d
p x C
S. H w , y d,
d d
d p d k
. My p dd
d y d. F xp,
y, w-k k w
y y, d F w y
ppy pd p d w
Cd. F y -
k d d w
dw; dw xp d
k xpd dp
C S.
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THE BONEYARD
Awy d k dp
kw yd. T w
d d
w d d w
p. T yd d yd
kd , w p, d d y
d . T y y -
d d z
w yd, y
.
The Treasure TrapO M Sy
yd p dy. T
w w d d
Cd k d k
k . I M
, pd
w
d. W d d, M pd d-
w p yd, , kp kd d d, kp
d py yd. W
ppd d p kd
p, d yd, w
z w y k d.
M w z d
yd y
d.
M w y k
p, w
w d. H d
wy w , p
z d w -
. S I Byd , d
Id Td P -
M.
Getting Black Market Access Level 3Skill Chll XP 150
You try to convince Millen Si lvereye to sell you some o theblack market goods hidden at the Crossroads trading post.
Wh th chct iv t th tdi pt, thy hld
ctch tht m th jt plt tdi h. I
ct, th dwv th cv m bit vd by thpc dvt, thh id bi cht
dli with Mill. H clly h m t th
impl ppil.
Complexity
1 (qi 4 cc b 3 il)
Primary Skills
Diplmcy, Iiht, Itimidt, Sttwi
Other Skills
Bl, Pcpti
Victory
Th chct cvic Mill t lt thm hi ct
w. Mill p tw mic itm l t 90%
mkt pic. Th mic itm ll lvl 3 lw,
ch by th DM. H l ti t tick th chct with
hi vit chm ( Th T Tp blw).
Deeat
Mill d t th chct y hi l w, bt
itd ly ptd t dl with thm, ttmpti t l
thm it hi chm ( Th T Tp blw).
Diplomacy (DC 10)
Th chct ppl t Mill bi , cvici
him tht thy will mk d (d dict) ctm d
tht h hld dl with thm.
Insight (DC 10)
Th chct Mill cti d lctc, d
kw t cvic Mill tht h wt bi y tbl
t th tdi pt.
Intimidate (DC 15)
Th chct ti t cvic Mill tht i thm
wld b vy bd hi hlth. Mill lctc bi
t mlt wy wh h liz tht thy cld pbbly jt
tk wht thy wtd.
Streetwise (DC 10)
Th chct ciz tht dli i blck mkt d
qi cti ttitd d ppch, which lly
ivlv tlki d th bjct th cvti
th th pk it dictly. Th chct kw th
li tht Mill xpct dict by t .
Blu or Perception (DC 15)
Th chct tic ( tick Mill it vli) tht
xpctd thm t iv, d tht th chct my
hv itptd m cldti tdi. Thi t th
chct +2 b t Iiht Sttwi chck th
mid th kill chll.
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HOBGOBLIN HANGMEN
Encounr Lvl 3 (850 XP)
Setup
T y w d dd .
T y pd
w d p dp
y. Ty w, -
z d. T p ,
dw d d
. I dd
d , y
p . Ay, d
pd y d
p .
Gibb zobi (G)
2 rvn wr (R)
3 hobgoblin dhwchr (H)
W pp, d pp
w d:
The sound o harsh words spoken in a guttural language
nearly drowns out the cries or mercy coming rom ahead.Looming over the path is what appears to be a massive
metal rame resembling a tree, rom which hang a number
o metal cages. Rotting corpses occupy most o the cages,
though a malnourished human prisoner reaches out rom
between the bars o one cage, pleading with three stern-
looking hobgoblins to set him ree.
TacticsT dw, p
p d w,
z d y d. Ty p
y p p-
, d y y d d wy
, y y p. Ty
d p,
y w
w . T
w z, d y
y w z
w prisoners
lament.
Features of the Area Illuinion: D dy, , d
w . A , d p
(d , p) ,
d .
Gibb Tr: T
dd d , kp-
d 5 d. T
d k k , d d
y y w d ppy. Ground: T d w -
d d k, , k ,
d pd pd.
3 Hobgoblin Deathwatchers (H) Level 3 SoldierMdim tl hmid XP 150
Initiative +5 Senses Pcpti +2; lw-liht vii
HP 46; Bloodied 23
AC 19; Fortitude 16, Relex 14,Will 13
Speed 6mDeathwatcher Pike (tdd; t-will)FWeapon
Rch 2; +10 v. AC; 1d10+4 dm, d th tt i
mkd til th d th hbbli dthwtch xt
t.MPinning Pike (pptity cti, wh mkd tt
mk ttck tht d t icld th hbbli
dthwtch; t-will) FWeapon
Rch 2; tt th tii ct; +10 v. AC;
1d10+4 dm, d th tt i immbilizd til th
d th dthwtch xt t.MPrisoners Lament (tdd; t-will)FWeapon
Tt bbd, tid, immbilizd tt ly;
Rch 2; +12 v. AC; 1d10+8 dm, d th tt tk
2 plty t kill chck d v til th d th
dthwtch xt t.CClearing Pike (tdd; wh it bldid)FWeapon
Cl bt 2; tt mi i bt; +10 v. AC;
1d10+4 dm, d th tt i phd 2 q.
Hobgoblin Resilience (immdit cti, wh th
hbbli dthwtch ct tht v c
d; ct)
Th hbbli dthwtch ll vi thw it
th tii ct.
Alignment Evil Languages Cmm, Gbli
Skills Athltic +9
Str 17 (+4) Dex 15 (+3) Wis 12 (+2)
Con 14 (+3) Int 8 (+0) Cha 7 (1)
Equipment dthwtch pik, cl m
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HH
H
G
G
G
G
G
RR
42March 2010| DUNGEON 176
2 Raven Swarms (R) Level 2 SkirmisherMdim tl bt (wm) XP 125
Initiative +6 Senses Pcpti +8; lw-liht vii
Swarm Attack 1; ch my tht d it t i th
tk 5 dm.
HP 34; Bloodied 17
AC 16; Fortitude 12, Relex 14,Will 13
Speed 6 lymBeaks and Talons (tdd; t-will)
+7 v. AC; 2d4+4 dm.MFeasting Ravens (tdd; t-will)
Th v wm hit p t it pd, c hit thh
q ccpid by mi, d mk th llwi
ttck c it ch my wh q it t: +5
v. AC; 1d4+4 dm.
Blur o Black (mv; t-will)
Thv wm mv p t it pd, d c mv
thh q ccpid by mi.
Alignment Ulid Languages
Str 12 (+2) Dex 16 (+4) Wis 14 (+3)
Con 10 (+1) Int 2 (3) Cha 10 (+1)
Gibbet Zombies (G) Level 3 LurkerHzd XP 150
These gibbets hang like ruit rom a large metal tree. Inside,rotting corpsessome resher than otherslean against thebars o the cages.
Hazard: Cp i ibbt imtd by dth ch t t
b th livi.
Perception:
N chck i cy t tic th ibbt.
Trigger:
A ct d it t djct t ibbt.
Attack
Opportunity Action Melee
Target: Th tii ct.
Attack: +10 v. Ftitd
Hit: Th tt i bbd til cp (Acbtic Athltic,
DC 10)
Countermeasures
I y ibbt tk m th 10 pit dm, th
zmbi iid i dtyd d ct l ti
thi hzd di djct t tht ibbt.
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INSIDE THE
TRADING POST
Encounr Lvl 3 (800 XP)
SetupT k p y d y
F d dw
k k d, d w
M d
yd. S dw
d F , y
, d y w dd M
y p pp.
Fulgri (F) Milln Silvr (M)
Dwrf crvn r (D)
4 dwrf crvn gurd (G)
W d p, d
pp w:
The inside o this building looks to be only marginally
cleaner than the wilderness outside. The ground oor o the
building is host to a wide open area where several benchesare arrayed or the display o wares. A group o dwarves is
picking through what looks to be animal hides on one table,
while a weathered hal-orc watches them closely. A lithe
tieing man with the hood o his robe pulled up turns to
look at you as you enter, gazing at you with what appears to
be one eye made completely o silver.
TacticsW k , d
p w y ocused guard
F, M, d p-
y. M d y
d d , pyy
j , pw , d
k pj wp . F
y y d
w hook and hold k,
d w dw d k
. I d
, caravan driver
k pp p.
Features of the Area Illuinion: T d p
kp y y , d,
d . I y .
Ground: T d d
d y dy w. A k d , d
d p, .
Scond Floor: A d
d , w p kp
w d y . T d
w q p d .
Fulgrim (F) Level 3 LurkerMdim tl hmid, hl-c XP 150
Initiative +6 Senses Pcpti +8
HP 40; Bloodied 20
AC 17; Fortitude 15, Relex 12,Will 14
Speed 6mHandaxe (tdd; t-will) FWeapon
+8 v. AC; 1d6+3 dm.rAxe Throw (tdd; t-will)FWeapon
Rd 5/10; +8 v. AC; 1d6+3 dm.MHook and Hold (tdd; t-will)FWeapon
Rqi hdx; +6 v. Ft; 1d6+3 dm, d th
tt i bbd. Th tt t cmbt dvt t
Flim whil bbd.
Hostage Strike (immdit itpt, wh hit by ml
d ttck; t-will)
A ct Flim i bbi tk th dm m th
tii ttck.
Combat Advantage
Flim ttck it ct ti him cmbt
dvt dl xt 1d6 dm hit, d thtt i phd th tt 2 q.
Alignment Ulid Languages Cmm, Git
Skills Stlth +7
Str 13 (+2) Dex 13 (+2) Wis 15 (+3)
Con 16 (+4) Int 10 (+1) Cha 14 (+3)
Equipment 4 hd x, lth m
Millen Silvereye (M) Level 2 ControllerMdim tl hmid, tifi XP 125
Initiative +2 Senses Pcpti +3
HP 37; Bloodied 18
AC 16; Fortitude 12, Relex 14,Will 4
Speed 6mQuartersta(tdd; t-will)
+7 v. AC; 1d8+5 dm.rHurl Object (tdd; t-will)
+6 v. Rlx; 2d4+4 dm, d th tt i lwd
til th d Mill xt t.AKneel! (tdd; ch)FPsychic
A bt 1 withi 10; +4 v. Will; 1d6+6 pychic
dm, d th tt i kckd p.
Psionic Augment (, wh Mill hit with quarterstaff
hurl object ttck; ch wh it bldid)FPsychic
Mill ttck dl xt 1d8 pychic dm.
Vision o the Future (immdit itpt, wh hit by
ttck; ct)
Mill hit 2 q.
Alignment Ulid Languages Cmm, ElvSkills Ac +9