(ENG) D&D 3.5 Ed. - Eberron - Eyes of The Lich Queen (x Livello 5-9) - Flip eBook Pages 1-50 (2024)

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TABLE OF CONTENTS CONTENTS Introduction ...........................7 Preparation .......................... 7 Adventure Background ........... 7 Adventure Outline ................. 8 Part 1: The Temple of Kha’shazul .................. 8 Part 2: Finding the Path ....... 8 Part 3: The Haunted Isle ....... 9 Part 4: The Orrery of Vortuum .................... 9 Character Hooks .................... 9 Running the Adventure ........... 9 The Tactical Encounter Format .........................10 The Altar of the Dragon’s Eye ...10 New Feats ............................11 Dragonmark Luck ..............11 Dragon Ward ....................11 New Magic Items ...................11 Undead Servant Gemstone ...11 Sending Stone ...................11 Teleport Stone...................11 Part One: The Temple of Kha’shazul ....... 13 Employment Offer ................13 Lizardfolk of Q’barra ............14 Into the Jungle .....................15 Asking Around ..................15 A1: Pilgrims .....................15 A2: Jungle Attack ...............16 The Temple .........................16 The Temple on Alert...........17 A3: Poison Dusk Huts .........17 A4: Blackscale Huts ............18 A5: Temple Portico ............18 A6: Main Hall ...................18 A7: Adepts’ Dormitory ........18 A8: Sacrifi ce Chamber ........19 A9: Altar Chamber .............19 A10. Vestry .......................19 A11. Dragons’ Hoard ..........19 The Altar of the Dragon’s Eye .....................21 A12. Secret Passageway ........21 A13. Chain Bridge .............21 A14. The Grinder ............. 22 A15. The Dragon’s Eye ....... 22 A16. The Return to Adderport ................ 23 A17. Mysterious Marks ....... 24 Concluding Part 1 ............. 25 Emerald Shadows .............. 25 On to the Next Stage .......... 25 Encounter A2 ..................... 26 Encounter A3 ..................... 28 Encounter A4...................... 30 Encounter A5 ..................... 32 Encounter A7-8 ................... 34 Encounter A9-10 ................. 36 Encounter A11 .................... 38 Encounter A12 .................... 39 Encounter A13 .................... 40 Encounter A14 .................... 42 Encounter A15 .................... 44 Encounter A16 .................... 45 Part Two: Finding the Path ......47 Race with the Emerald Claw ... 47 The Vorgaard Estate ............. 48 B1: Getting Inside ............. 49 B2: The Main Hall ............ 49 B3: The Exhibit Hall ......... 50 B4: Vorgaard’s Library ....... 50 The Journal ..................... 50 The Mysterious Thraxis ..........51 The Mines ....................... 52 Finding Thraxis ............... 52 Port Verge .......................... 52 Rumor Mill ..................... 52 The Bilge and Bulwark .......... 52 Sea Wyverns of Port Verge ... 53 Stealing the Lady ................. 54 B5: The Laughing Lady ...... 54 Approaching Dreadhold ........ 54 B6: Holding Cell .............. 54 B7: Forgehold .................. 55 B8: Jukkeam’s Cell ............ 55 The Underprison ................. 55 The Shard Mines ..................57 B9: Mine Entrance .............57 B10. The Fallen .................57 B11. The Dolgaunt Cell .......57 B12. Getting Out ...............57 The Prince’s Map ................. 58 The Prince of Pirates ......... 58 Regalport ........................ 58 The Map ......................... 58 B13. The Rusty Anchor ...... 59 B14. Boarding Dragoneye ....61 B15. The Blood of Vol Strikes Back .................. 63 Concluding Part 2 ............. 63 Encounter B1 ...................... 64 Encounter B3 ...................... 66 Encounter B4 ...................... 68 Encounter B5 .......................70 Encounter B6 ...................... 72 Encounter Encounter B7 ...................... 73 Encounter B9 .......................74 Encounter Encounter B11 .....................75 Encounter B12 .....................76 Encounter B14 .....................78 Encounter B15 .................... 80 Part Three: The Haunted Isle ...................83 Getting to Trebaz Sinara .... 83 Finding the Tomb ............. 83 The Haunted Isle at First Glance ................. 84 C1: The Dragon’s Boneyard ..................... 84 C2: Into the Lion’s Maw ..... 84 Trebaz Sinara ...................... 85 Into the Forest .................. 85 C3: The Wheel of Fire........ 85 C4: The Mournful Maiden ........................ 85 Jheamast’s Tomb ............... 85 C5: The Webbed Caverns .... 87 C6: The Pillar Chamber ..... 87 C7: The Dark Corridor ...... 87 C8: Pool of Shadows .......... 87 C9: Jheamast’s Rest............ 88 C10. A Familiar Face .......... 89 Concluding Part 3 ............. 89 Encounter C1 ..................... 90 Encounter C2 ..................... 92 Encounter C3 ..................... 93 Encounter C5B ................... 94 Encounter C5A ................... 96 Encounter C6 ..................... 97 Encounter C7 ..................... 98 Encounter C8 .................... 100 Encounter C9 .................... 101 Encounter C10 ................... 102 Part Four: The Orrery of Vortuum ........ 105 The Journey to Argonnessen ... 106 D1: Assault at Talon Bay .... 106 D2: The Bringers of Fire Camp ......................... 107 D3: Approaching the Orrery ....................... 108 D4: The Orrery of Vortuum ................. 108 V1: The Baths of Vindication .............. 109 V2: Dragon’s Lair ............ 109 V3: Hall of Earthly Offerings .................... 109 V4: Hall of Celestial Temperance ................. 110 V5: Star Chamber ............ 110 V6: Chamber of the Eye ..... 110 Final Showdown .............. 111 Concluding the Adventure ... 111 Encounter D1 .................... 112 Encounter D2 .................... 114 Encounter D3 .................... 116 Encounter V3 .................... 118 Encounter V4 ..................... 120 Encounter V5 .................... 122 Encounter V6A .................. 124 Encounter V6B ................... 126 620_95977_Ch1.indd 5 2/20/07 2:48:42 PM

The job seemed simple enough . . . Find a lost temple, loot its contents. But was this Sur’kil more than he seemed? 620_95977_Ch1.indd 6 2/20/07 2:48:45 PM

7 INTRODUCTION INTRODUCTION s the silver dragon concentrated, he felt his consciousness slip across thousands of miles, his mind’s eye visualizing the great columned chamber so far away in his homeland of Argonnessen. “Sur’kil, what is it you have learned?” The words that greeted him were cordially spoken, though there was a hint of impatience in the rumbling undertones of the draconic speaker. Sur’kil glanced around the chamber mentally, acknowledging the massive gold dragon and the smaller white and blue that fl anked him. Sur’kil addressed the gold. “The prophecy and my research point to the reality of Aridarastrixsauriv, my liege. As we feared, the Dragon’s Eye appears to be more than mere legend. Now, my studies have indicated the most likely spot where it might be found . . .” The details of Sur’kil’s explanation appeared to be largely lost on his compatriots, with only the blue seeming to show interest. So it was with some surprise that the silver dragon found himself given permission to send a group to attempt to confi rm the location of the Dragon’s Eye, and to retrieve it if possible. Returned to Argonnessen, it would be kept well guarded from the enemies of dragonkind. Once the conference had ended, Sur’kil considered his options. Knowing that his direct involvement would draw far too much attention, he would need to seek the assistance of a group of relative unknowns—and he knew just where to look. . . . Agents of the Chamber believe they have uncovered a terrible secret: the location of the Dragon’s Eye, an ancient artifact from the Age of Demons. The draconic Prophecy hints that the power of the Dragon’s Eye might allow its wielder to gain total domination over all dragonkind. The dragons are determined to find the Dragon’s Eye before it can be used against them. However, one of the Chamber works to betray his comrades in the name of the ancient lich Vol, Queen of the Dead. Vol sees the Dragon’s Eye as a means to finally avenge her long-dead house, bringing destruction and ruin to the elves, dragons, and dragonmarked responsible for her fall. The characters are caught up in this web of intrigue, facing down the curse of the Dragon’s Eye even as they try to escape the wrath of the lich queen. Eyes of the Lich Queen is designed for a party of four characters who begin the adventure at 5th level. They should gain suffi cient experience during the course of the adventure to reach 9th level before the fi nal battle. PREPARATION A Dungeon Master needs the Player’s Handbook (PH), Dungeon Master’s Guide (DMG), Monster Manual (MM), and EBERRON Campaign Setting (ECS) to run this adventure. Players need only the Player’s Handbook, though players and DMs would also benefit from having Player’s Guide to Eberron. Several of the creatures in this adventure appear in other sources, such as Monster Manual III and Monster Manual IV, but each is fully described in the statistics block for the associated encounter. ADVENTURE BACKGROUND This adventure turns around two rival groups seeking an artifact of great power. One faction wants to safeguard the artifact so that it cannot be used against them; the other wants to harness its power to wreak death and vengeance upon the world. Here is some relevant information about the characters and events that make up this adventure. The Lich Queen Vol: Some twenty-six hundred years ago, the elven House Vol was wiped out in Aerenal by the efforts of elf and dragon alike, in response to that house’s attempt to mix those two racial lines. The half-dragon Erandis d’Vol was the only survivor of her line, protected by the powers of the Mark of Death and emerging from the confl ict as a lich. Lady Vol, calling herself the Queen of the Dead, fl ed Aerenal for the northern islands of the Lhazaar Principalities, where even today she plots and schemes her revenge. Over the centuries, Vol has placed her agents throughout the nations of Khorvaire, the elf lands, and even among the dragons of Argonnessen. In many cases (as with the rank-and-fi le members of the Order of the Emerald Claw), these agents do not realize the true nature of their missions or their master. The Chamber: Since the appearance of the mystical dragonmarks among the humanoids of Eberron, the dragons of Argonnessen have been forced to watch the ancient draconic Prophecy unfold through the lesser races. Some dragons feel that a more active role is required in helping the Prophecy come to pass, and they use their innate abilities of disguise to directly observe and interact with the dragonmarked of Eberron. This loosely organized group of dragons is called the Chamber. The Dragon’s Eye: Sur’kil, a silver dragon and Chamber agent, has spent decades studying the dragonmarked races. He is considered the Chamber’s foremost expert on aberrant dragonmarks. His recent studies have led to a startling discovery, with his interpretation of the Prophecy indicating that a demonic artifact called Aridarastrixsauriv—the Dragon’s Eye—is more than legend. A 620_95977_Ch1.indd 7 2/20/07 2:48:49 PM

INTRODUCTION 8 The Dragon’s Eye is said to have been created during the Age of Demons by fi ends seeking to gain dominion over dragonkind. Unknown to the dragons of the present day, however, draconic agents managed to secretly steal the device’s power source during the Age of Fiends, trapping its creators beneath the ancient city of Haka’torvhak before their weapon could be rebuilt. Sur’kil’s research indicates only that the Dragon’s Eye remains complete enough to be a threat to dragonkind, and that it lies within dangerously easy reach in the jungles of Q’barra. The Betrayal: Sur’kil believes that the Dragon’s Eye must be recovered and relocated to a safe location in Argonnessen. The silver dragon has determined the most likely location of the Dragon’s Eye, but in the course of his research, he has also uncovered cryptic clues that draconic agents stole the device’s power source and secretly hid it in an ancient draconic observatory known as the Orrery of Vortuum. Sur’kil was meticulous in his secrecy regarding the whereabouts of the Dragon’s Eye, discussing his work with only a select few dragons of the Chamber. However, one of those Chamber members is in league with Vol the lich queen. Jheamast: Jheamast was the last living being to have encountered the Altar of the Dragon’s Eye. When the quori began their conquest of Sarlona some fifteen hundred years ago, thousands of refugees left for Khorvaire. Jheamast, a noted explorer, was among them, but his goal on Khorvaire was to seek a weapon that might be used to defeat the quori. Jheamast was a member of a select group of psionic warriors who understood the true nature of the Inspired and their quori masters, and who were able to trap quori spirits within their own minds. (Their knowledge eventually gave rise to the quori mindhunters, a prestige class introduced in Magic of Eberron.) Jheamast died before he could return to Sarlona, and he was entombed on the haunted isle of Trebaz Sinara in the Lhazaar Principalities. The Sarlonan explorer’s lost tomb fi gures prominently in Parts 2 and 3 of this adventure. The Situation: With the help of a little-known group of adventurers, Sur’kil hopes to obtain the Dragon’s Eye before it can fall into the wrong hands. However, Vol has been alerted to the existence of the artifact and Sur’kil’s plans, and she has informed her Emerald Claw and Blood of Vol agents in Q’barra to be on the lookout for an expedition seeking to recover the Eye. Vol is intent on obtaining the artifact and gaining her revenge. ADVENTURE OUTLINE Eyes of the Lich Queen places the player characters squarely in the path of the unfolding Prophecy. Though they initially seek for the Dragon’s Eye themselves, they are unable to discover it at the site of its rumored resting place. The adventure follows the PCs as they attempt to locate the Dragon’s Eye but are beset by foes who believe the party to have already uncovered it. The adventure takes place in four primary parts. Two sections focus on dungeon adventures, each detailing a location the characters must explore. Those two dungeons serve to bookend a series of event-based encounters. The final section blends the two adventure styles as the PCs advance toward a climactic confrontation with the lich queen’s draconic servant and the power of the Dragon’s Eye. PART 1: THE TEMPLE OF KHA’SHAZUL The adventure opens in the jungles of Q’barra. Hired by Sur’kil, the PCs make their way to an ancient draconic temple and the promise of a treasure hoard waiting to be discovered there. A pair of very young black dragons inhabits the temple, claiming offerings from the lizard folk tribes of the region in the name of the fiendish dragon Rhashaak. A small force of blackscale lizardfolk and a tribe of poison dusk lizardfolk assist the dragons. Characters must work their way past the lizardfolk inhabitants of the temple and eventually discover the dragons’ lair. However, the true treasure lies farther below the temple. A secret passage leads to a gauntlet of perilous, trap-filled rooms, and finally to a rune-inscribed chamber housing a pair of ancient draconic relics. The PCs must overcome the traps and the final chamber’s mummifi ed half-dragon guardian to claim the relics and return them to Sur’kil. However, as the PCs return to Adderport, they are set upon by a force of Emerald Claw soldiers demanding the surrender of something called the Dragon’s Eye—a name the PCs have never heard before. In the aftermath, the characters discover that they have manifested strange, unfamiliar dragonmarks, or that their existing dragonmarks have changed in subtle ways. When the PCs report to Sur’kil, their new or changed dragonmarks put him in mind of tales of an ancient Sarlonan explorer named Jheamast whose party underwent a similar transformation. His further research indicates that Jheamast was looking for a weapon to use against a powerful enemy, leading the PCs to suspect that he must have obtained the Dragon’s Eye centuries before. Dark lore hints that Jheamast’s compatriots were killed by the powers of their mysterious dragonmarks. At Sur’kil’s request—and in the interest of their own survival—the characters must track down Jheamast’s fi nal resting place. PART 2: FINDING THE PATH In the course of uncovering the location of Jheamast’s tomb, a series of quests sends the characters on a tour of the Lhazaar Principalities. Their fi rst stop is a library holding the journal of Eliam ir’Veldras, an explorer who located but could not enter the tomb. However, they fi nd the library under attack by agents of Vol, who has organized her own force to track down the Dragon’s Eye. While reading the journal, the PCs discover that essential pages were torn from it by one of Eliam’s companions, a gnome artificer named Thraxis. However, though the missing pages were reportedly copied by tattoo onto Thraxis’s own fl esh, the artifi cer was recently taken in a pirate raid and sold to a secret dragonshard mining operation beneath the impenetrable prison of Dreadhold. The PCs must sneak in, fi nd the tattooed thief, and escape from the prison. Finally, the party must obtain a map of the mysterious island of Trebaz Sinara—a map that hangs aboard Prince 620_95977_Ch1.indd 8 2/20/07 2:48:53 PM

INTRODUCTION 9 Ryger ir’Wynarn’s flagship, Dragoneye. Characters must either win the favor of the Lhazaarite high prince or sneak aboard his ship to steal the map. Meanwhile, Vol redoubles her efforts to find the Dragon’s Eye, and the PCs must contend with her minions as they carry out their search. PART 3: THE HAUNTED ISLE Once the PCs have discovered the location of Jheamast’s tomb and the means to open it, they set off for the dangerous island of Trebaz Sinara. After overcoming some of the fearsome monsters that stalk the haunted isle, the party fi nds the lost explorer’s resting place. Jheamast’s tomb is guarded by undead creatures, constructs, and traps, all of which the party must overcome before finally finding the explorer’s sarcophagus. However, a tsucora quori spirit, once trapped within Jheamast’s living mind, remains tied to the Sarlonan’s body in death. The quori has kept Jheamast’s own soul from moving on, even as the creature has been driven to murderous madness by centuries of imprisonment. The PCs must defeat the quori, which can manifest within the tomb. PART 4: THE ORRERY OF VORTUUM The last stage of the adventure follows the characters to Argonnessen. Sur’kil has been kidnapped by Khurystas, Vol’s draconic ally, and the PCs seek to rescue their employer even as they overcome the curse of the Dragon’s Eye. The blue dragon has ensconced himself within the Orrery of Vortuum overlooking the great Fang Crater. There, he has stirred up the Bringers of Fire, a barbarian tribe that worships an evil red dragon, to protect the observatory from attack. After aiding the White Wanderers (another barbarian tribe of the region), the PCs use a diversion created by an assault on the Bringers of Fire to make their way to the observatory. As battle rages around the crater, the characters enter the orrery and fi ght their way past Khurystas’s servants. The fi nal confrontation pits the party against the blue dragon, with the characters aided by the latent power of the Dragon’s Eye. However, the Dragon’s Eye is unpredictable. Against the prophetic backdrop of a lunar conjunction, the artifact destroys itself as its power is redirected into the form of a deadly dragonspawn. CHARACTER HOOKS The adventure assumes that the PCs are approached and hired by the silver dragon Sur’kil, and that they will unknowingly work for the Chamber at his direction. Negotiations with Sur’kil are presented at the beginning of Part 1, but the dragon can also work in more subtle ways. Treasure Map: Early in the adventure (or as a setup in a previous adventure), the PCs can fi nd a map to the Temple of Kha’shazul. When translated, Draconic runes on the map describe a dragon’s treasure hoard but also hint at even greater wealth hidden beneath the temple. The map is not a chance fi nd, however, but was placed in the party’s path by Sur’kil. The silver dragon can then approach the PCs at the end of Part 1, after they have returned to Adderport. Fighting the Lich Queen: If the PCs are already active foes of the Emerald Claw or the Blood of Vol, the adventure can begin as a race to the Temple of Kha’shazul. The party encounters a contingent of Emerald Claw soldiers in Q’barra, its leader bearing a note containing directions to the temple and orders to locate a relic within called the Dragon’s Eye. The note also indicates that reinforcements will be sent if biweekly communication is not maintained. RUNNING THE ADVENTURE Eyes of the Lich Queen is a wide-ranging and complex adventure. As such, it is designed with special considerations for play. Location, Location, Location In the course of this adventure, the PCs will travel from the jungles of Q’barra to the northern islands of the Lhazaar Principalities, then across the ocean to Argonnessen, the land of dragons. This journey extends over 5,000 miles, but the focus of the adventure is on the characters’ destinations and the action that occurs there. Though some encounters take place during the journey, most travel time should pass quickly. Because the game is more fun when players feel their characters’ actions are moving the plot forward, give players a succinct summary of the journey rather than asking them to roleplay day after day of rolling for wandering monsters. Give the PCs a sense of the incredible distances they are crossing, but do not bog them down in the details. Equipment on the Go The treasure detailed within the encounters should be suffi cient to provide the PCs with appropriate gear for their level. The characters will have ample opportunity to purchase or create minor magic items, with reasonable downtime built into the end of each section of the adventure, and even during much of Part 2. Artificers and other characters with item creation feats should be allowed to purchase supplies for creating minor magic items in any large settlement, so that the travel time between adventure locations can be used for building or customizing those items. You should also feel free to adapt the treasure noted in the adventure to accommodate the needs and wants of the PCs. For example, if a treasure hoard or foe’s spoils includes a magic longsword, feel free to change it to a halberd to reward a cleric of Dol Arrah, or a rapier for a rogue or swashbuckler. Adventure Pacing Eyes of the Lich Queen combines location-based adventures (Parts 1 and 3) with event-based encounters, and much of the adventure focuses directly on the action. Although the PCs’ enemies are searching for the same treasure they are, Vol’s forces have no fi xed timeline to fi nd what they are looking for. Instead, the action follows the PCs (or waits for them to arrive). However, if the PCs find themselves at a dead end, or if the action is flagging, arrange to have the next stage of the adventure come to the characters. Once 620_95977_Ch1.indd 9 2/20/07 2:48:57 PM

INTRODUCTION 10 the PCs have emerged from the Temple of Kha’shazul in Part 1, they will have become inexorably caught up in the machinations of Vol. It is inevitable that one or more of the lich queen’s agents will eventually track down the PCs, and the more times the party overcomes such a challenge, the more formidable the next encounter will be. Use these encounters to give the PCs additional clues or motivation to lead them to the next location or event. THE TACTICAL ENCOUNTER FORMAT Some encounters are unlikely to end in combat and use traditional narrative text. For those in which combat is expected, the entry points to an associated tactical encounter; these encounters are collected at the end of each part. A new tactical encounter format puts all the necessary information at your fi ngertips. Each tactical encounter includes a map of the room or area in which the encounter takes place. The information includes creature statistics blocks and tactics, initial positions of combatants, the locations of traps or other hazards, and other details important to the encounter. Readaloud passages allow you to set the scene as the encounter begins and at key points during its progress. The encounters in this adventure are designed for use with DUNGEONS & DRAGONS® miniatures, which make the interactions of combatants easier to visualize. Tactical Encounter Maps All maps are scaled in 5-foot squares for the sake of regulating movement on the battle grid. As described on page 59 of the Dungeon Master’s Guide, if a map feature covers more than half of a given square, the feature is considered to extend into that square. For example, if an area of light undergrowth skirts the edges of a square, but the rest of the square is clear, then entering that square entails no extra movement cost. If the undergrowth extends past the center of the square, the square costs 2 squares to move into. Diagonal walls on the tactical maps are positioned so they cut through the sides of squares edges instead of running from corner to corner. As a result, it’s easy to tell on which side of a wall a character can stand in a given square, since every square that a diagonal wall passes through has one area that is largely clear and another tiny corner that is impassable. THE ALTAR OF THE DRAGON’S EYE In the fi rst part of this adventure, the PCs discover a magical location tied to the draconic Prophecy: the Altar of the Dragon’s Eye. As the dragons began to rise against the fi ends during the Age of Demons, one rakshasa rajah attempted to fi nd a way to subjugate them. The rajah created an altar through which draconic power could be siphoned into fiendish agents, granting them power by which the dragons could be controlled. A force of dragons infi ltrated the chamber of the altar before it could be completed, casting down the fi end lord and removing the artifact’s power source to a secure hiding place in Argonnessen. However, fearing that any knowledge of the power source’s whereabouts presented a risk of the Dragon’s Eye being reconstructed one day, they kept their mission a secret even from their own kind. The power of the Altar of the Dragon’s Eye resonates with living creatures, and characters who encounter the altar absorb some of its mystical energy. Characters with a true or aberrant dragonmark see the power of those marks increase. Creatures without dragonmarks develop either a true dragonmark or an aberrant dragonmark—even creatures not of a dragonmarked race. It is through these new or augmented marks that the altar’s power is released. Description: The Altar of the Dragon’s Eye is a cavern bisected by a magma-fi lled chasm. A pair of bridges once spanned the chasm, though one has fallen and the other has begun to crumble. The walls, ceiling, and fl oor of the cavern are covered with glyphs and symbols resembling dragonmarks. A single sarcophagus stands just beyond the bridges, the resting place of the chamber’s mummifi ed half-dragon guardian. A basalt altar lies near the sarcophagus, with a circular depression in which the power source once rested. Location Activation: The Altar of the Dragon’s Eye is sensitive to the deepest emotions of living creatures. It begins to activate if living creatures within the cavern exhibit strong will or passion (such as during combat). Once activated, the altar affects all living creatures within the cavern, as well as any that enter during the next hour. Recharge: Once the Altar of the Dragon’s Eye has conferred its power to all living creatures within the cavern during the activation period, it becomes inert until each of those creatures has died. Special Ability (Ex/Sp): The power and manifestation of the Altar of the Dragon’s Eye is similar to that of a dragon mark, and the altar will augment existing dragonmarks or bestow marks upon creatures that do not have them. The granted ability depends on the nature of the affected living creature. A creature that currently bears a true dragonmark gains one additional daily use of a least dragonmark spelllike ability. A creature that currently bears an aberrant dragonmark gains one additional daily use of a base aberrant dragonmark ability. (Though no PC with a Siberys dragonmark should be taking part in this adventure, such a character would gain another use of a Siberys dragonmark ability.) A creature of a dragonmarked race that does not bear a dragonmark gains the Aberrant Dragonmark feat (ECS 47) or the Least Dragonmark feat (ECS 56) as a bonus feat. Let the player choose which type of dragonmark his or her character will gain. A creature that is not a member of a dragonmarked race (for example, a shifter or warforged) gains the Aberrant Dragonmark feat as a bonus feat, even though he does not meet the prerequisite. However, rather than choosing one of the standard aberrant dragonmark abilities, he gains the use of resist energ y once per day as a spell-like ability, with a caster level equal to one-half his character level. This allows the character to take other feats that have Aberrant Dragonmark as a prerequisite, prevents the 620_95977_Ch1.indd 10 2/20/07 2:49:02 PM

INTRODUCTION 11 character from taking levels in the heir of Siberys prestige class, and so on. Characters who already have dragonmarks or aberrant dragonmarks will notice small changes develop within their marks. Other characters grow new dragonmarks on their shoulders, chest, or back. However, a character who develops a true dragonmark will note subtle differences of color or shape between it and the standard version of that mark. An aberrant dragonmark has a wider range of colors than a true dragonmark, from oily black to blood red and vivid green. True dragonmarks are always etched in shades of blue, green, and purple. The magic of these new and augmented dragonmarks is drawn from the power of the Altar of the Dragon’s Eye. Unlike typical dragonmarks (true or aberrant), these marks are not passed through bloodlines and have no connection to the dragonmarked houses. The Dragonmarked supplement presents new and expanded rules for the use of aberrant dragonmarks, including the Lesser Aberrant Dragonmark and Greater Aberrant Dragonmark feats. Characters not of a dragonmarked race who obtain an aberrant dragonmark from the Altar of the Dragon’s Eye can make use of these feats and new rules. See page 155 of Dragonmarked for more information on aberrant marks. NEW FEATS Characters who have true or aberrant dragonmarks (including those of nondragonmarked races exposed to the power of the Altar of the Dragon’s Eye) qualify for the following new feats. Additional feats that might interest such PCs appear in Player’s Guide to Eberron and Dragonmarked. DRAGONMARK LUCK You can draw upon the power of your dragonmark to increase your chance of success. Prerequisite: Least Dragonmark or Aberrant Dragonmark. Benefi t: Once per day as an immediate action, you can sacrifi ce a daily use of the spell-like ability granted by your least dragonmark or aberrant dragonmark to gain 1 temporary action point. This temporary action point disappears after 1 round. DRAGON WARD Your dragonmark gives you protection against dragons and their kin. Prerequisite: Least Dragonmark or Aberrant Dragonmark, special ability granted by the Altar of the Dragon’s Eye. Benefi t: As a swift action, you can sacrifi ce a daily use of the spell-like ability granted by your least dragonmark or aberrant dragonmark to gain a +4 bonus to Armor Class against dragons, and a +4 bonus on Refl ex saves against the attacks, spells, and special abilities of dragons. This bonus lasts for a number of rounds equal to one-half your character level. NEW MAGIC ITEMS UNDEAD SERVANT GEMSTONE Price (Item Level): 900 gp (4th) Body Slot: — Caster Level: 6th Aura: Moderate; (DC 18) necromancy Activation: Standard Weight: — This black onyx gemstone seems to absorb light, rather than reflect it. An undead servant gemstone can be used to animate a single dead creature as a zombie or skeleton, as if by the use of the animate dead spell. The creature remains animated for up to 2 minutes. Once used, the gem is destroyed. Prerequisites: Craft Wondrous Item, animate dead. Cost to Create: 450 gp, 36 XP, 1 day. SENDING STONE Price (Item Level): 500 gp (3rd) Body Slot: — Caster Level: 7th Aura: Moderate; (DC 19) evocation Activation: Standard Weight: — This small stone is carved to resemble a conch shell. These items are created by House Sivis and sold through Sivis message stations. Each sending stone allows a user to send and receive a short message of twenty-fi ve words or less to any creature with which he is familiar, as the sending spell. Once used, the stone becomes inert. Prerequisites: Craft Wondrous Item, sending. Cost to Create: 250 gp, 10 XP, 1 day. TELEPORT STONE Price (Item Level): 2,250 gp (6th) Body Slot: — Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: Standard Weight: 1 lb. Light shifts and bends through this fist-sized prism, which seems to hold an image of a location within it. A teleport stone transports its user and up to 50 pounds of additional weight to a location to which it is attuned, as long as that distance is within 900 miles. Attuning a teleport stone to a particular location requires 10 minutes, during which time the item must be at that location. The attuned location can be changed as often as needed, but once the item is used to teleport, it is consumed. Prerequisites: Craft Wondrous Item, teleport. Cost to Create: 1,125 gp, 90 XP, 3 days. 620_95977_Ch1.indd 11 2/20/07 2:49:06 PM

This dragon might be a child of Rhashaak, but why is it in this temple? The blackscales are the enforcers for the fi endish dragon that guards Haka’torvhak. S omewhere in the temple must be a way to the dragon’s lair below. 620_95977_Ch1.indd 12 2/20/07 2:49:10 PM

13THE TEMPLE OF KHA'SHAZUL yes of the Lich Queen begins in one of two ways—either instant action or the more typical negotiation with the PCs’ prospective employer. In the former case, see the sidebar Kick-Starting the Adventure. Otherwise, start the adventure with the Employment Offer encounter, below. The premise of the adventure is straightforward enough: The PCs are approached and contracted to explore an ancient temple deep in Q’barra. However, a great treasure said to rest beneath the temple is the real goal. Once the PCs overcome the ruins’ current residents, they fi nd a secret door that leads to a trap-fi lled series of rooms and treasures dating back to the Age of Demons. The characters soon fi nd themselves caught up in a much larger adventure, becoming part of the destiny of the Dragon’s Eye and a target of Vol the lich queen. EMPLOYMENT OFFER Sur’kil initiates contact with the PCs through the services of House Sivis. Ideally, the party will be spending some downtime in a town that also contains a lightning rail station, or that is along the southern coast of Khorvaire. If the party is in a different location, this initial encounter will need to be adjusted and appropriate travel arrangements made. In the aftermath of the PCs’ most recent adventure, Sur’kil arranges a sending to one member of the party. If possible, he chooses a dragonmarked character or a member of a dragonmarked race. Read the following to that player. With no warning, you suddenly hear the voice of what sounds like a gnome inside your head. “Your services are requested. Bring your companions to Kern’s Rest and Revelry tomorrow morning to discuss arrangements. Be prepared for travel. A House Sivis Service.” Kern’s Rest and Revelry is an average-quality hostel jointly operated by House Ghallanda and House Thuranni. In addition to multiple performing stages and rooms for rent, the establishment incorporates a number of private rooms that have witnessed every sort of secret dealing. The private rooms are rumored to be magically protected against observation, though some believe they simply incorporate the more mundane approach of thin lead sheeting within the walls. The hostel is quiet when the PCs arrive, with a lone bard playing for patrons enjoying breakfast. The host is a perky young half-elf who quickly recognizes the PCs. She welcomes them, ushering the party up a short flight of stairs and into a balcony room that overlooks the stage below. The host leads you to a second-floor room, partially open to the floor below and with an excellent view of the stage. The sounds of a lute carry above the faint din of breakfast. A number of chairs are arranged closest to the balcony’s edge, and a low table against the back wall of the room is laden with fruits and pastries. A middle-aged human with dark hair and neatly trimmed beard stands near the chairs, apparently enjoying the musical performance. He turns as the door opens, gesturing to the table. “Please, help yourselves. My name is Sur’kil, and we have business to discuss, which is always more pleasant on a full stomach.” PART ONE THE TEMPLE OF KHA’SHAZUL E Sometimes it is best to start an adventure with action and dice rolling instead of using much of the fi rst game session to set up character hooks and negotiate the deal. To this end, consider beginning your fi rst session of Eyes of the Lich Queen with the Jungle Attack encounter (page 26), instead of roleplaying Sur’kil’s offer right from the start. Once the lizardfolk encounter is over and the PCs step atop the ridge to see the Temple of Kha’shazul in the clearing below, use a fl ashback to return the party to the fi rst steps of negotiation, running the Employment Offer encounter and following with the travel montage and the Pilgrims encounter. Then return to real time at the close of the jungle attack. Not only will you be able to start the adventure with action, you will create immediate investment in the story by the players. Knowing that they are effectively committed to working with Sur’kil, they can negotiate the best possible terms for the contract. KICK-STARTING THE ADVENTURE 620_95977_Ch1.indd 13 2/20/07 2:49:17 PM

14 When the PCs are ready to talk, Sur’kil begins. “I am what you might call an independent researcher. I have recently uncovered hints and rumors of an ancient site dating back to the so-called Age of Demons. I would like to employ you to investigate this location, and to retrieve a relic that I believe might yet remain there.” “This task is not without some degree of danger, which is why I require the services of individuals such as yourselves,” Sur’kil continues. “The location, while nominally still in Khorvaire, is somewhat remote, and so I would like to procure your services for a period of at least four weeks. You will have free choice of any treasure found at the site with the exception of the relics I seek, for which you will be rewarded in full. I can offer you each a base fee of 250 gp per week plus travel expenses. I will provide half up front.” Sur’kil would like to initially keep the destination a secret, so as to avoid drawing the attention of other groups. The last thing he needs is mobs of treasure hunters descending on the possible resting place of the Dragon’s Eye. If questioned, he responds as indicated. Where will we be going? “I would rather not discuss it until we are on our way. Once en route, I can fi ll in as many details as I know.” How do you know us? “Those in my profession make it their business to identify up-and-coming adventurers and explorers. Your activities have not gone unnoticed.” What sort of danger? “Wildlife and primitive tribes, both expected to be hostile.” What kind of relics? “Tablets or slates with ancient writings, lost works of art or symbology, and other equally exciting finds.” When do we leave? “When we have fi nished our breakfast and these negotiations. The lightning rail departs this afternoon.” Can you pay more? “It is a fair wage, and my research indicates that you will be well compensated by your share of the wealth to be found at the site.” If Sur’kil’s attitude is helpful (a DC 20 Diplomacy check): “I could be prepared to pay as much as 350 gp per week. I trust that you are worth that much.” Sur’kil gives each PC a pouch fi lled with 200 gp. (If the PCs bargained for more, he indicates that their additional down payment will be given to them once they board the rail.) Give the PCs time to purchase supplies, then have them proceed to the lightning rail station. The lightning rail takes the PCs south to Korranberg. Once in the coastal city, the party boards the Swiftwind, a chartered House Lyrandar galleon setting sail for Adderport on the Q’barran coast. The journey takes just over a week—approximately three days overland following fi ve days at sea. During this time, Sur’kil elaborates on the mission and its goals. “The location you will be surveying is in the jungles of the Q’barran peninsula, to the south of the great volcano of Haka’torvhak. From Adderport, you will have a five-day trek inland to the site of the Temple of Kha’shazul. This temple is your destination and the site of the relics you seek. “The temple is now used by a tribe of lizardfolk worshipers of some half-fiend dragon god. From what I understand, they demand tribute from other lizard folk tribes in the region, so I would expect them to be armed and capable. However, the temple and its inhabitants are merely an obstacle. “I believe that the Temple of Kha’shazul hides a deeper secret, one unknown even to the current inhabitants. My research indicates the temple occupies a place where an ancient demon was cast down. Such places were guarded, in legend, by half-dragon beasts. Somewhere beneath that temple, I believe that the crypt of one such ancient creature lies, along with relics of that time.” Sur’kil gives the PCs a map indicating the trails and landmarks that will take them to the Temple of Kha’shazul. He also gives them a small box containing five vials of antitoxin (“in case you run into local inhabitants”) and two sending stones (see page 11). He instructs the PCs to use a sending stone to contact him once they fi nd any relics, or if they are turning back empty-handed. LIZARDFOLK OF Q’BARRA Dozens of lizardfolk tribes known collectively as the Cold Sun Tribes call Q’barra home. Though they primarily reside in the Basura Swamp to the north, their ancient holy sites and burial grounds can be found throughout the peninsula. The recent waves of Khorvairians building settlements along the Adder Valley and in the foothills of the Endworld Mountains have inadvertently despoiled huge numbers of these sacred locations. Though a few lizardfolk tribes desire peace—or at least a nominal Sur’kil would like to obtain the PCs’ services, for a reasonable fee 620_95977_Ch1.indd 14 2/20/07 2:49:21 PM

15 truce—the majority of their kind would like to drive the human settlers into the sea. Two lizardfolk subspecies are particularly violent: the poison dusks and the blackscales. Poison dusk lizardfolk are smaller than their standard kin, standing between 3 and 4 feet tall. Skilled hunters, they harbor an intense hatred of the humanoid invaders of their land. The blackscales are a larger, stronger breed of lizardfolk that use their size to bully and intimidate other lizardfolk of the region. The poison dusk tribes and the blackscales are fanatically devoted to Rhashaak, the half-fiend black dragon charged with guarding the ancient demon city of Haka’torvhak. The blackscales serve as the dragon’s warriors and priests, while the nomadic poison dusks are typically scouts and raiders. Though the other lizardfolk tribes of the region offer tribute to Rhashaak, they avoid the blackscale and poison dusk tribes. Explorer’s Handbook offers more information on Haka’torvhak and its fi endish guardian. INTO THE JUNGLE The Swiftwind arrives in the town of Adderport along Q’barra’s southern coast. A major trading center, Adderport allows the PCs access to goods and services normally found in for a city twice its size. Adderport (Large Town): Conventional; AL LN; 8,000 gp limit; Assets 870,000 gp; Population 3,700; Mixed (77% human, 10% halfl ing, 7% dwarf, 6% other). ASKING AROUND The PCs might be able to uncover information regarding their intended journey into the jungle, using either their own knowledge or by making inquiries around Adderport. Use appropriate DCs for Knowledge or Gather Information checks. A1: PILGRIMS Approximately one day out from the Temple of Kha’shazul, the PCs encounter a group of Cold Sun lizardfolk returning from a recent visit to the temple. Their tribe is being extorted by the blackscales, and this group has just made an offering of food and treasure to the temple defenders in exchange for their village’s safety. As you turn yet another corner along the overgrown jungle trail, you suddenly come across a well-armed lizardfolk standing somewhat surprised in the middle of the path. He eyes you warily as he motions to another half-dozen lizardfolk behind him. The lizardfolk are cautious, but are not directly hostile toward the PCs. Some of them bear recent wounds. They defend themselves if attacked, but fl ee into the jungle once the fi rst of their number falls. Lizardfolk (6): hp 11 each (MM 169). The lizardfolk’s initial attitude toward the PCs is unfriendly, since years of skirmishes between the reptilians and the settlers of Q’barra have engendered distrust of interlopers. They make no move to block the party’s progress, however, and after a tense moment, they step aside to let the PCs through. The band’s leader, an older lizardfolk with graying skin named Krustach, can understand and speak Common. He replies to any PC queries with simple statements such as, “We not want trouble.” If the PCs attempt to talk to the lizardfolk, they have a chance to gain information regarding the temple. A PC who speaks Draconic gains a +2 bonus on Diplomacy checks to infl uence the lizardfolk’s attitude. If the PCs improve the lizardfolk’s attitude to friendly, they receive more thorough responses. Where are you going? “We go home, before the thieving blackscales take our huts, too.” Do you know of the Temple of Kha’shazul? “The blackscales and poison dusk there accept tribute from the tribes of the land.” What kind of tribute? “This past season, blackscales threaten to destroy our tribe unless we give tribute. They take armaekrixner, our tribal spear passed from leader to heir.” What does the spear look like? “It is ancient weapon from Age of Draconic Victory, a foot-long spear head attached to white wood shaft.” Why are some of you injured? “The blackscales reminded us who is in charge.” Are there other dangers at the temple? “Children of Rhashaak lurk within, and the blackscales have caged great jungle beasts.” If his attitude is friendly, Krustach also confi rms the distance to the temple. He suggests a hard-to-fi nd camping spot that will help the PCs avoid patrols at night. 620_95977_Ch1.indd 15 2/20/07 2:49:31 PM

THE TEMPLE OF KHA'SHAZUL A2: JUNGLE ATTACK From dawn until the twilight hours, poison dusk rangers in groups of three guard all paths approaching the temple. Their chameleon skin makes them exceptionally diffi cult to see where they take up positions close to the trails some 400 feet from the temple clearing. You continue to tramp through the jungle, following the trail marked on your map. As you slap another swarm of insects away, you notice that the trail ahead grows noticeably wider, and is mostly clear of debris and undergrowth. Three poison dusk lizardfolk hide just off the trail in the jungle 30 feet from where the path begins to widen. Two are 2nd-level rangers, led by a 4th-level ranger. The lizardfolk have no desire to parley, and they launch an attack when more than half the PCs are on the wider path. Tactical Encounter: A2: Jungle Attack on page 26. Development: If a poison dusk manages to sound his reed whistle (see the tactical encounter), the lizardfolk at the temple compound are alerted and a blackscale comes to investigate. THE TEMPLE A mostly intact temple of ancient granite slabs stands in the middle of a large clearing. The jungle gives way to an open space dominated by a huge stone structure. The Temple of Kha’shazul is a mass of vine-choked granite walls and columns. Two stone domes mark either end of its oblong shape, and a columned portico juts out from the temple’s entrance. Steam billows from somewhere within the temple, venting through high open windows 20 feet above the ground. At the end of the Age of Demons, as the fiends were bound within the fires of Haka’torvhak, one of their kind created the Altar of the Dragon’s Eye in a hidden jungle cavern southeast of the city. Draconic forces disrupted its work before it could complete the altar’s construction, and the dragons sealed the chamber behind trapfilled rooms and guardians. Millennia ago, lizardfolk shamans came to the site, building a temple atop the chamber in honor of Kha’shazul, the dragon-turneddracolich that had kept watch here since the altar was sealed away. The temple complex is now home to Wyvrix and Bheavamos, a pair of black dragon siblings, and their selfappointed dracotaur bodyguard Varmystix. The young dragons have hatched a scheme to gather the accumulated wealth of the regional lizardfolk tribes. To this end, they have recruited blackscale shamans and warriors by claiming to be direct descendants of Rhashaak. They have also coerced a number of rangers from a wandering poison dusk tribe into joining them with promises of an eventual attack on human settlements. The poison dusk and blackscale warriors have set up huts around the periphery of the temple clearing. The blackscale shamans and high priest have taken over the rooms inside the temple, where they perform ceremonies and sacrifi ces honoring Rhashaak, their half-fi end dragon god. The Temple of Kha’shazul 620_95977_Ch1.indd 16 2/20/07 2:49:39 PM

17 The black dragons reside in the underground level of the temple, accessible by three well-like openings on the temple’s main level. The tribute demanded of the local lizardfolk tribes is dumped into the well under the temple portico, landing directly on the dragons’ growing hoard. The dragons do not realize that a secret door is hidden in their own lair. That door leads to a gauntlet of trap-fi lled rooms and guardians, and eventually to the Altar of the Dragon’s Eye. Doors and Windows: The temple has no normal doors separating its rooms, though secret doors lead to two concealed back passageways. All secret doors are stone slabs set on central pivots with a hidden release (Search DC 20). The windows of the temple are 20 feet above the jungle fl oor and 15 feet above the interior fl oor. Climbing the exterior walls is made easier by a thick layer of vines, and requires only a DC 15 Climb check. THE TEMPLE ON ALERT If an alarm is raised (either by one of the lookouts in area A2 or during later combat on the temple grounds), all the residents in and around the temple are alerted. The four blackscales from area A4 split into pairs and patrol the temple’s perimeter, one pair circling clockwise while the other circles counter clockwise. They stay within 30 feet of the temple walls unless they see an opponent, in which case they charge and bellow a warning. Varmystix the dracotaur continues to guard the temple from the central portico, flanked by a pair of blackscales. The blackscale shamans cast any preparatory spells, with two of their number staying to guard the portico and main hall of the temple (areas A5 and A6). The remaining blackscale moves to the high priest’s quarters in the vestry (area A10) to help defend the east wing. The dragons fl y up through the underground tunnels leading into areas A5, A8, and A9, emerging from the wells to observe the fray. If one of them sees an opponent, it attacks with its breath weapon before descending again to fi nd its sibling. Both dragons use hit-and-run tactics while waiting for their acid breath to become useable once more. If the PCs attack and fall back, the lizardfolk and dragons (more concerned with the defense of the temple) do not initially pursue them. After three assaults, or if attacks occur on two consecutive days, the lizardfolk and dragons begin a more active search effort. Poison dusk rangers in groups of three (led by a 4th-level ranger) will track the PCs, while the dragons take turns scouting from the air. A3: POISON DUSK HUTS The poison dusk lizardfolk live at the periphery of the temple clearing in a cluster of four mud huts. A handful of small mud huts are set up around a fire pit at the edge of the temple clearing. The huts look suitable for halfling-sized creatures, with doorways 3 feet tall. The cluster of huts is home to eight poison dusk lizardfolk. At any given time, half their number rest near the huts while the others are on patrol or guard duty. The huts themselves are constructed for Small creatures, creating cramped conditions inside for anyone larger. If the compound is on alert, the four poison dusk here hide in the huts, attacking if the PCs enter a hut or move through the camp. Tactical Encounter: A3: Poison Dusk Huts on page 28. Development: A quick battle (no more than 3 or 4 rounds) is unlikely to draw attention unless the PCs use 620_95977_Ch1.indd 17 2/20/07 2:49:47 PM

THE TEMPLE OF KHA'SHAZUL 18 fl ashy tactics or spells. If one of the poison dusks alerts the temple compound, the lizardfolk prepare defenses and send blackscales to the poison dusk huts. Treasure: A search of the huts (Search DC 15) turns up the assorted treasure of the lizardfolk that live there. Each hut contains 2d10 small Eberron dragonshards (worth 1d8 gp each). A4: BLACKSCALE HUTS Eight blackscale warriors live in a settlement of four large stone and mud huts along the approach to the temple. They have caged a trapped girallon nearby. Normally, one pair of warriors is assigned to guard the temple entrance while another pair scouts the jungles or intimidates the local Cold Sun Tribes, leaving four blackscales in the huts at any given time. Four large huts made of stone and mud, each over 20 feet across, sit off to the side of the main path leading to the temple. Sun-bleached bones are scattered about the 10-foot-tall entrances to the structures. Beyond the huts to the southwest stands a large wooden cage. If the alarm has not been raised, four blackscales recline within or around the huts. The two outside immediately charge any trespassers, bellowing a challenge in Draconic. The two in the huts take 2 rounds to grab their weapons and emerge ready to fi ght. The huts are unoccupied if the alarm has sounded, with the blackscales patrolling the area around the temple (see The Temple on Alert, above). Tactical Encounter: A4: Blackscale Huts on page 30. Development: The blackscales wear their treasure in the form of jewelry or masterwork equipment, but each warrior has a small collection of macabre trophies kept near the bunks in each hut. Hands, feet, and even heads of lizardfolk, jungle beasts, and the occasional human and halfl ing are cured and strung from the ceilings of the huts. Ad Hoc XP Award: If the PCs set the girallon free and manage to avoid fi ghting it, award them experience for a CR 6 monster. A5: TEMPLE PORTICO A columned stone platform extends out from the temple’s primary entrance. In the center of the portico is a well that leads to the dragons’ lair below. Granite columns hold a stone roof 20 feet above a stepped stone platform. Between the columns, a low circular wall rises 3 feet from the floor, surrounding a circular well 10 feet across. At the north end of the portico, a short stair enters the temple proper. Between the columns, large bipedal creatures pace. The dracotaur Varmystix keeps watch from the shadows of the colonnade, near the well. Two blackscale lizardfolk guard the entrance to the temple. They move to attack any nonlizardfolk they see. Tactical Encounter: A5: Temple Portico on page 32. Development: The circular well in the middle of the portico drops 20 feet straight down and appears to end in a solid stone fl oor. The fl oor is really a horizontal door, operated from area A11 below. See the tactical encounter and the Fighting the Dragons sidebar on page 20 for more information. A6: MAIN HALL The main hall connects both wings of the temple. A wide hall runs from the portico entrance to the back wall of the temple, bisecting the structure. The ceiling rises fully 20 feet above a central row of columns, each encircled with scrawling text. Shafts of sunlight lance down from gaps in the stone roof above, illuminating a bas-relief of a skeletal dragon sculpted into the wall at the end of the hallway. The dragon is shown in victorious battle against a horde of demons, rising like a swarm of locusts from the caldera of a raging volcano. If the alarm has not sounded, the hall is quiet and empty. Low growling and scuffl ing can be heard coming from the sacrifi ce chamber (area A8), while a low, guttural chant echoes softly from the main altar chamber (area A9) past the end of the hall. If the alarm has been raised, one of the blackscale adepts from area A7 moves into the hallway leading from the main hall to area A8, hoping to lure the PCs into a fi ght with the dire wolverine chained in that room. Development: A careful examination of the bas-relief (Search DC 15) reveals a small structure in the lower right corner that resembles a half-completed Temple of Kha’shazul. The temple portico, which forms the ceiling of the dragons’ hoard chamber, was the last element to be added. The basrelief depicts a great cavern where the portico now stands, hinting at the existence of the dragons’ lair below. The secret doors to the north and south can be found with DC 20 Search checks. The inscriptions upon the columns are Draconic. They describe the triumphs and victories of Kha’shazul, a great blue dragon who battled the fi ends at the close of the Age of Demons. Secret Door: Search DC 20. A pressure plate is built into the fl oor in front of the door. When suffi cient weight is applied (150 pounds or more), the wall swings inward freely. The door is hinged so that it automatically closes at the end of the turn in which it opens. The blackscales and the dracotaur can move through the secret door at full speed (though they can move only at half speed along the narrow secret corridor). The door then immediately closes behind them. Other creatures need to spend at least 1 round searching for the door in order to activate it. A7: ADEPTS’ DORMITORY The blackscale dragon priest adepts use this suite of rooms as their personal chambers. A short hallway leads to a suite of four rooms, each apparently the residence of a large humanoid creature. Oversized cots made of fine silk rope hang in each room, and the sickly sweet smell of incense lingers heavily in the air. Each room also contains a sturdy teak chest and a motley assortment of pungentsmelling clay pots and urns. Four blackscale adepts reside in the temple. When not bullying visiting lizardfolk tribes, the adepts spend their time studying the markings on the altars in the sacrifi ce chamber and the main altar chamber. If the alarm has not been raised, a blackscale adept can be found in one of the chambers, either reclining on a cot or rifl ing through a colleague’s possessions. When it notices intruders, it challenges the PCs as it rushes forward to attack. 620_95977_Ch1.indd 18 2/20/07 2:49:55 PM

THE TEMPLE OF KHA'SHAZUL 19 Tactical Encounter: A7–8: Sacrifi ce Chamber on page 34. Development: The chests and pottery contain the possessions of each of the blackscale lizardfolk adepts, including clothing, wealth, and ceremonial trappings. Each chest is locked with a rolling combination lock whose combination is known only to the blackscale adept living in that chamber. The locks are challenging (Open Lock DC 30), but PCs without such refi ned skill can attempt to break the lock (Strength DC 23) or smash the chest open (hardness 5, 20 hp). Breaking open a chest alerts any blackscale adepts in the sacrifi ce chamber unless the PCs take precautions to ensure silence. The contents of the chests are detailed in the Treasure entry, below. The noise of combat in this area draws the attention of the adepts in area A8, who join the battle after casting protection from good (see the tactical encounter). Varmystix (the dracotaur from area A5) likewise arrives 1d6 rounds after battle begins. A8: SACRIFICE CHAMBER This chamber contains cages once used to hold sacrifi cial victims. Its current occupant is a dire wolverine chained to the wall. Another well, similar to those in areas A5 and A9, leads to the lower level. It is blocked 20 feet down by a horizontal door controlled by a mechanism in the dragons’ lair (area A11). Light streams in from the high windows of this vaulted chamber, illuminating a circular well bordered by a low bloodstained wall. Rusty iron cages are set into the far wall, while the others bear bas-relief sculptures that illustrate the macabre rites that must have once taken place here. If the images on the walls are to be believed, creatures were held within these cages and dropped into the central well. Below, a great skeletal dragon would feast on them. A snarling grunt issues from the dark corner of the room to the right of the entrance. A low mass of shagg y fur and sharp claws eyes you warily, and you hear the sound of metal on stone as the oversized wolverine shifts in the shadows. If the alarm has not been raised, two blackscale adepts can be found in this room, alternately training and taunting the dire wolverine. The wolverine is held fast to the wall with an iron chain. Though it is defi nitely hostile, the chain prevents it from attacking as long as the PCs stay out of reach. The beast snaps at the blackscale adepts, but it is trained enough that it does not attack them directly, even if freed. Tactical Encounter: A7–8: Sacrifi ce Chamber on page 34. Development: Examining the cages reveals that only one of the cells has a working door. None of the cages shows signs of recent occupation. The circular well in the middle of the chamber drops 20 feet straight down and appears to end in a solid stone fl oor. The fl oor is really a horizontal door, operated from area A11 below. See the tactical encounter and the Fighting the Dragons sidebar on page 20 for more information. A9: ALTAR CHAMBER This altar was created centuries ago by blackscale lizard folk worshipers of the black dragons charged with guarding the ancient city of Haka’torvhak and the powerful fi ends bound beneath it. Now, the high priest of the resident blackscales uses the chamber to commune with his dragon gods. The priest detests the insolent black dragon siblings that lair beneath the temple. However, he zealously obeys and fi ghts for them, since he sees them as the progeny of the great dragon Rhashaak, current guardian of the volcanic city. A massive altar dominates the far wall, a mural behind it stretching all the way to the chamber’s vaulted ceiling. This mural depicts a massive black dragon perched atop an active volcano, the glow of molten lava reflected in the red of the beast’s eyes. The bodies of demons litter the base of the volcano, while other fiendish creatures can be seen trapped within it. A low circular wall surrounds a well in the center of the room. An open archway in the wall opposite the altar appears to lead to a vestry. The high priest of the blackscales can be found here or in the adjacent chamber, with two attendant blackscale adepts. They rush to defend the altar as soon as they are aware of the PCs’ presence. Tactical Encounter: A9–10: Altar Chamber on page 36. Development: The circular well in the middle of the chamber drops 20 feet straight down and appears to end in a solid stone fl oor. The fl oor is really a horizontal door, operated from area A11 below. See the tactical encounter and the Fighting the Dragons sidebar on page 20 for more information. A10. VESTRY This vestry chamber is now used as a residence by the current high priest of the blackscale tribe. He has culled numerous treasures from the offerings submitted by the lizardfolk tribes of the region, displaying them proudly within his chambers. A red silk hammock is strung across one side of this chamber, and gold glitters among the treasures and totems displayed on shelves throughout the room. A suit of golden ceremonial half-plate, made to accommodate a large tailed humanoid, occupies an armor stand in one corner. A silver crown etched with a draconic motif rests atop a large marble sphere. A gnarled wooden staff bound with feathers and mummified animal feet leans against the far wall. A shallow bowl filled with green liquid stands on a short pedestal. Tactical Encounter: A9–10: Altar Chamber on page 36. Development: The numerous treasures scattered around the room could fetch a reasonable amount from collectors in Adderport or another large city. If the PCs elect to gather and sell the loot, they can receive 4,500 gp for the lot, which weighs approximately 50 pounds. One of the items in the chamber is the spear armaekrixner, which belongs to the lizardfolk tribe the party encountered at the beginning of the adventure. If the PCs return the spear, award each of them 300 XP. A11. DRAGONS’ HOARD This great underground chamber was once the hoard of the great dragon and dracolich Kha’shazul. His treasures were lost to time after he was slain in his lair, but his magically preserved skeleton still dominates the room. The chamber is 620_95977_Ch1.indd 19 2/20/07 2:49:59 PM

THE TEMPLE OF KHA'SHAZUL 20 now home to the black dragon siblings Wyvrix and Bheavamos. Using their infl uence over the lizardfolk of the region to amass the beginnings of their own treasure hoard, they have claimed Kha’shazul’s former lair as their own. When not hunting or intimidating the local lizardfolk tribes, the dragons can be found in their treasure chamber some 40 feet beneath the temple portico. Their lair features a mechanism that controls the sliding stone doors blocking the three shafts leading to the upper level. The mechanism was initially installed to protect Kha’shazul’s treasure hoard during those times he was away from his lair. The great dragon used teleportation magic to enter and exit the lower chambers when the doors were closed. Your eyes immediately fix upon the massive skeletal dragon reclining upon a pile of treasure in the center of the room. It takes you a moment to confirm that the skeleton is, in fact, not moving. At least not yet. The treasure beneath the dragon skeleton looks to be primarily coins of silver and gold, with a few weapons and suits of armor partially submerged within mounds of precious metals. Atop the pile, a string of orblike beads glows with a faint orange radiance, as if lit by a flame from within. Near the center of the chamber sits a low stone platform 3 feet high. Atop the platform, three circular disks are arranged in a triangular pattern. The two very young black dragons living in this chamber attack the PCs in defense of their lair and their treasure. If the PCs have not yet defeated the black dragon siblings, then both dragons are in the vicinity. If they hear the PCs approach, one of the dragons moves down a side corridor, hoping to surprise the party once battle is joined. Tactical Encounter: A11: Dragons’ Hoard on page 38. Development: The dragons’ hoard will likely be of great interest to the PCs once the battle is done, but it is not the most signifi cant fi nd in the room. Shaft Controls: The stone platform in the center of the chamber has three circular dials, each of which can be turned as a standard action with a DC 10 Strength check. The dials correspond to the stone doors in the three shafts leading up from this lower level. A mark along one edge of each dial indicates the position of the doors. When the marking faces toward the center of the stone platform, the door is closed; if the mark faces away from the center, the door is open. Secret Door: More important than the treasure or the door controls is the secret door hidden in the northern wall of the chamber. It can be found with a DC 20 Search check. However, any character who has the dragonblood subtype (as well as any dragon or outsider) is unable to detect the presence of the secret door. By ancient magic, the dragons sealed the Altar of the Dragon’s Eye against dragons and fi ends alike. The secret door can be opened by triggering a concealed lever set into the rock wall. When the door is triggered, a 20-foot section of wall pivots around a central axis, revealing the 20-foot wide passageway beyond (area A12). Treasure: On closer inspection, the dragons’ impressive-looking trove is bulked out by some 20,000 cp, but also includes 923 gp, 5,770 sp, a masterwork longsword, a masterwork greataxe, a masterwork dagger, a suit of masterwork banded mail, a masterwork breastplate, a necklace of fi reballs (type IV), a +1 scimitar of spell storing, and a wand of cure moderate wounds (27 charges). The two very young black dragon siblings, Wyvrix and Bheavamos, are cunning enough to avoid a direct fi ght. They have lived within the temple long enough to know how to take advantage of the shafts that lead to their underground lair. The dragons take care to initially attack singly instead of together. This way, if their opponents bring the battle to the lair, they might be expecting to face only one dragon, not two. The shaft doors are controlled by the mechanism in the dragons’ lair (area A11). The dragons work in concert, with one opening a shaft door as the other fl ies up. (The dragons have the Hover feat, allowing them to fl y up and down the vertical shafts at half speed.) The dragon that fl ies up either perches on the ledge or uses its Hover feat to stay aloft just above the top of the pit. It then tries to catch as many PCs as possible within the 40-foot line of its breath weapon. On the following round, if its breath has not recharged, it dives back into the shaft, shrieking for its sibling to use the mechanism to shut the shaft door. Outside their lair, the dragons do not fi ght to the death, and they fl ee to their lair if reduced to 25 or fewer hit points. PCs seeking to overcome the dragons’ hit-and-run tactics need to prepare an attack and wait until the next time a dragon comes up the shaft. Alternatively, a character can choose to jump into one of the shafts (which are 40 feet deep with the horizontal door open), following a dragon as it retreats. PCs who can fl y at the dragons’ speed or better must make a DC 15 Dexterity check to slip through the door as it closes. Failure means that they must pull up as the door slams shut in front of them. PCs descending the well by climbing from the top cannot catch a dragon before the door slams shut behind it. Characters can climb partway down in order to descend quickly when the doors open, but characters standing on the horizontal door when it opens must make a DC 15 Climb check to cling to the wall and avoid falling. A character who falls down the well while the door is open (whether intentionally or not) arrives in area A11. Characters falling from the level of the horizontal door take 2d6 points of falling damage, as do those who fall from the top of the well while the door is closed. Those who fall from the top of the well and through the open door take 4d6 points of falling damage. A persistent group of adventurers might try to break through the 1-foot-thick stone door (hardness 8, 180 hp). In all other circ*mstances, the stone door automatically closes above any PCs who manage to follow one of the dragons down into area A11. FIGHTING THE DRAGONS 620_95977_Ch1.indd 20 2/20/07 2:50:03 PM

THE TEMPLE OF KHA'SHAZUL 21 THE ALTAR OF THE DRAGON’S EYE The black dragon siblings were not the fi rst to collect a treasure hoard in their underground chamber. At the close of the Age of Demons, the Altar of the Dragon’s Eye was sealed behind traps and secret doors. The dragons who concealed it employed powerful magic to keep the altar secret from fi ends and dragons alike, then they assigned one of their own kind as its guardian. This dragon, Kha’shazul, accumulated his treasure in the hoard chamber, eventually becoming a dracolich. Lizardfolk shamans drawn to the worship of Kha’shazul built the temple above his lair, keeping the altar safely hidden beneath this new facade. Eventually, Kha’shazul was slain by a rival who felt he had garnered too much favor from the great halffiend dragon Rhashaak. Kha’shazul’s hoard was looted long ago by other dragons, leaving only his massive skeleton behind. The Altar of the Dragon’s Eye lies beyond a maze of cunning and deadly traps. Those who survive this gauntlet must then contend with the mummifi ed remains of the altar’s fi nal guardian. A12. SECRET PASSAGEWAY The secret door in the dragons’ lair leads to this long, wide hallway. The passageway extends 80 feet before ending at an iron portcullis. A wide hallway stretches away from you into the darkness. As you advance down the hallway, you see a portcullis ahead, its iron bars preventing further progress. This apparently empty hallway hides a deadly trap. A DC 21 Search check reveals that the last 10 feet of passageway is a barely noticeable pressure plate. The pressure plate extends to within 6 inches of the walls on either side of the corridor, but a character who succeeds on a DC 15 Balance check (or who jumps over the plate) can reach a 1-footwide section of safe fl oor in front of the portcullis. As the PCs approach the portcullis, read the following. Beyond the portcullis, you can make out a flight of dark stone steps leading down. Closer to you, a lever is set into the wall next to the iron grate. Stepping on the pressure plate triggers the trap, but the lever next to the portcullis is a second trigger. A DC 25 Search check is required to determine that the lever is not connected to the portcullis. Tactical Encounter: A12: Secret Passageway on page 39. Development: The PCs are safe once they move beyond the portcullis. Ad Hoc XP Award: Award the PCs 500 XP each for getting through the trapped hallway. A13. CHAIN BRIDGE This chamber slows the progress of the PCs, since they must negotiate a pair of moving platforms across a deep chasm. In addition, two fi endish creatures are bound to the chamber, manifesting to attack as the PCs try to cross the gaps. The stairway widens as it opens into a wide chamber, but the floor ends precipitously after 10 feet. A deep chasm splits the room, with three massive metal platforms suspended above it by chains hanging from the ceiling. The nearest platform is perhaps 10 feet wide and 20 feet long, like a bridge that crosses only half the distance to the central platform. The chains it hangs from are pulled taut toward you, as if some unseen force holds the platform in place. The central platform is much wider but only 10 feet across. The third is another half-bridge stopping short of the far wall. From the bottom of the chasm 80 feet below, molten lava illuminates the platforms with a dull red glow. At the floor’s edge closest to you, two draconic-looking humanoid statues stand sentry, their cold eyes seemingly watching you. Two identical statues stand on the opposite side of the chamber. Above you, sparkling in the dull red light, a crystalline shard is set into the ceiling in the center of the chamber. PCs who take a closer look at the two smaller platforms note four chains hanging at regular intervals across the ceiling, two over the current positions of the platforms and two hanging in the empty space beyond them. Pulling the chain over a platform causes it to move into the empty space ahead of it at a speed of 10 feet per round, putting it into position beneath the other chain when it stops. Pulling that chain then moves the platform back in the other direction. The shard imbedded in the ceiling is a Khyber dragonshard, implanted with a specifi c purpose. When the dragons defeated the fi end that created the Altar of the Dragon’s Eye, they also captured its minions. Two of those creatures, a pair of canoloths, were trapped within the Khyber shard and forced to remain here as guardians of the altar. The canoloths are able to manifest within the chamber, though their confi nement has stripped them of their spell-like abilities and their ability to summon other GETTING STUCK If the PCs do not immediately fi nd the secret door that eventually leads to the Altar of the Dragon’s Eye, remind them that Sur’kil has them seeking relics from the Age of Demons. Any Search check reveals that the black dragons’ lair is of much more recent construction, but if necessary, encourage the PCs to use one of their sending stones to confi rm with Sur’kil that more exploration is required. STOPPING POINTS Once the PCs have defeated the black dragon siblings, the hoard chamber makes a perfect place to stop and rest up. If the high priest and dracotaur were also slain, the remaining lizardfolk abandon the temple, convinced that a curse of death has fallen upon those who remain. Even if the lizardfolk do not fl ee, the PCs can manipulate the shaft controls to seal themselves in, preventing a counterattack until they are healed up and ready to face it. 620_95977_Ch1.indd 21 2/20/07 2:50:09 PM

THE TEMPLE OF KHA'SHAZUL yugoloths. They appear as soon as any PC starts moving across the chamber. Tactical Encounter: A13: Chain Bridge on page 40. Development: When slain, the canoloths dissipate into wisps of acrid smoke and return to their shard prison. Their defeat is only temporary, however, and each can return to the room after 24 hours unless the shard is destroyed. Ad Hoc XP Adjustment: Increase the XP award for this encounter by 50% due to the tactical nature of the room. A14. THE GRINDER The trap in this room is particularly conspicuous. A constant thrumming rises in your ears over the last fifty paces along the corridor, and you finally understand why. Down a few short steps, the chamber in front of you bristles with rotating metal blades. Scythes sweep out of slim channels in the walls, ceiling, and floor, while whirling columns spin scimitars dangerously. At the far end of the chamber, steps rise to meet a solid stone door. The PCs must navigate the dangerous blades to reach the door on the far side of the room. Characters who do not take proper precautions run the risk of being sliced to pieces by the blades sweeping from the walls and fl oor. Fortunately, the blades strike at specifi c heights and angles, so that it is possible for a PC to crawl beneath the wall blades and carefully avoid the fl oor-based blades (see the tactical encounter on page 42 for more information). If the PCs also stay away from the bristling columns, crossing the chamber with minimal or even no damage should be easy. That is, it would be easy if a pair of persistent harriers did not emerge from behind secret panels in the walls and attack. The persistent harriers (Magic of Eberron 153) were created to function within this chamber, and they are programmed to easily avoid the blades. PCs in the midst of the blades have to fi ght from a prone position to avoid being sliced. The persistent harriers emerge as soon as any creature moves past the fi rst column in the room. The multitude of spinning blades gives creatures within the room cover against any nonadjacent foe (for example, against ranged attacks or melee reach attacks). Tactical Encounter: A14: The Grinder on page 42. Development: The door at the far end of the room is locked with three separate locks, each of which requires a successful DC 25 Open Lock check. Ad Hoc XP Award: Award the characters experience for overcoming the trap in the room, treating it as a CR 6 creature. A15. THE DRAGON’S EYE The Altar of the Dragon’s Eye rests in this fi nal chamber of the underground complex, as does the altar’s fi nal guardian—a mummifi ed half-dragon. The hallway widens to nearly 20 feet across, but up ahead the worked stone gives way abruptly to what appears to be a large natural cavern. A rift cuts across the cavern, with a lone, arching stone bridge precariously crossing This black half-dragon is preparing to unleash a blast of acid at his foes 620_95977_Ch1.indd 22 2/20/07 2:50:15 PM

23 the gap. A river of magma flows along the bottom of the rift some 60 feet down. The air in the cavern is hot, and the red-orange glow of molten rock illuminates the walls of the chamber. Strange shapes and shadows appear to writhe within these walls, though they could just be distortions due to the heat. As your eyes adapt to the sting of brimstone in the air, the shapes on the walls can be seen more clearly. They bear the distinctive swirls and sharp lines of dragonmarks, though they do not resemble any marks you recognize. A stone sarcophagus carved with draconic imagery stands along the far edge of the magma rift, with a massive basalt slab lying near the distant wall. Three niches are set into the wall behind the stone slab, two of which appear to hold objects. The last remaining guardian of the Altar of the Dragon’s Eye is a mummifi ed half-dragon lying in wait within the sarcophagus. If PCs attempt to open the sarcophagus, or if one of the three niches is disturbed, the creature pushes off the sarcophagus lid and rises to attack. Tactical Encounter: A15: The Dragon’s Eye on page 44. Development: The three niches once contained three relics from the Age of Demons: a scepter, a crown, and an amulet. The Sarlonan explorer Jheamast (whom the PCs discover in Part 3) was here and took the crown. However, he and his party fl ed under attack by the altar’s undead guardian without claiming the scepter or the amulet. The scepter bears an Eberron dragonshard grasped in a golden draconic claw. Within the dragonshard is a shifting pattern reminiscent of the Mark of Storm. The amulet is an Eberron dragonshard attached to a fi nely wrought platinum chain. The pattern inside the shard is similar to the Mark of Warding. The altar is a solid basalt slab some 25 feet across and 10 feet wide. It has a circular depression in its center where the globe that was its power source once rested. Though the Altar of the Dragon’s Eye is effectively inert without its power source, enough mystical energy remains here to have an effect on the PCs. See the magical location description of the altar on page 10 and encounter A17 on page 24 for more details. Treasure: Sur’kil gives the party a bonus of 5,000 gp for the scepter and the amulet, the same price those items would fetch from any antiquities collector or museum curator who has an interest in the Age of Demons. A16. THE RETURN TO ADDERPORT Once Sur’kil gets word that the PCs are returning to Adderport, he contacts the Chamber in Argonnessen to advise them that a detailed report on the party’s mission This encounter features a creature adapted from the concept of a half-dragon template applied to a standard mummy. Normally, the template can’t be applied to an undead creature, but the resultant creature is exactly what we want in this encounter: an undead guardian with obvious draconic heritage. In bending the rules a bit to give you the half-dragon mummy, we have created a one-off creature designed to make a memorable encounter. DESIGNER’S NOTES 620_95977_Ch1.indd 23 2/20/07 2:50:26 PM

THE TEMPLE OF KHA'SHAZUL 24 will be forthcoming. This is the signal the blue dragon double agent Khurystas has been waiting for. He contacts Vol’s agents, who prepare to meet the PCs on the road back to Adderport. Even if the PCs have not yet sent word to Sur’kil following their exploration of the temple, Vol’s agents will still be on their trail. Khurystas might have sent word to Vol once he knew that Sur’kil’s expedition was headed to Q’barra. Either way, word of the PCs’ activities is passed to a cultist of the Blood of Vol operating in the Adderport area. That agent is Dura ir’Matellan, an operative of the Emerald Claw who is also secretly a cleric of the Blood of Vol. Her rather dull assignment in Adderport to date has seen her infi ltrate the dragonmarked houses in the port city. At the same time, she is charged with making contacts among the merchants and pirates who ply the trade routes from Lhazaar to the ports of Aerenal and southern Khorvaire. Dura looks forward to the chance to engage in some excitement. Her instructions are simple: a party of explorers returning from the jungle near Haka’torvhak is in possession of an artifact known as the Dragon’s Eye. She is to retrieve the artifact from the group, then eliminate them. Dura has enlisted the aid of a contingent of Emerald Claw soldiers, who have laid an ambush along the road to Adderport. On the last day of the party’s return journey, Dura and her minions strike. The sweltering heat of the jungle has lessened only slightly as you emerge on the road to Adderport. The rough track follows the top edge of a plateau, below which you can see the glistening waters of Adder Bay in the distance. Where the jungle closes in on the road as it passes through a narrow gap, a tall and imposing woman stands in the shade of a banyan tree next to two men. Both wear half-helms and wear grimy tabards with a stylized green claw emblazoned on the front. They eye you warily as you approach. The Emerald Claw soldiers have had time to prepare the ambush, but their metal armor is diffi cult to hide. A DC 15 Spot check allows the PCs to notice the presence of a halfdozen additional fi ghters on each side of the road ahead. Dura moves to the center of the road, fl anked by the two soldiers, then addresses the party. The woman moves to the center of the road, blocking your path. In a haughty voice, she exclaims: “You are in possession of something that does not belong to you. The knightly Order of the Emerald Claw demands that you give us the Dragon’s Eye, or we will be forced to take it from you. Choose your next words well.” The PCs should have no idea what the Dragon’s Eye might be. (For that matter, neither does Dura.) The party has a few options at this point. Claim Ignorance: An honest approach, but one that gets nowhere with Dura. She repeats her demand, refusing to believe the PCs do not have the item. “Lies! This is your last chance! Give me the Dragon’s Eye!” Stall or Negotiate: Questions regarding what the Dragon’s Eye might be or statements about mistaken identity are summarily dismissed. “We know of your mission to the temple and the hour of your return. Stop trying to deny it and hand over the Eye!” Fake It: Quick-thinking PCs could try to give Dura one of the ancient relics retrieved from the Temple. If they do so, she graciously accepts it as she calls to the soldiers: “I told you this would be easy. Finish them. I have a delivery to make.” She then uses her teleport stone to travel back to Adderport. Flee: A fast-moving party should be able to break for the jungle and easily outrun the well-armored Emerald Claw troops. Half the soldiers spend the fi rst round fi ring their crossbows, while the other half give chase. Dura stays by the road with two bodyguards. Eventually, the Emerald Claws realize they have lost the PCs and head back to Adderport. If the PCs are not on their guard once they reach town, they might meet up again with Dura and her minions (see Emerald Shadows on page 25). Attack: Although a fi ght is likely inevitable, the PCs can speed things up by launching an attack of their own. Dura fi ghts until two of the soldiers are slain, then uses her teleport stone to fl ee to safety. Tactical Encounter: A16: Roadside Ambush on page 45. A17. MYSTERIOUS MARKS On the last leg of the party’s return trip to Adderport, the magical effects of the Altar of the Dragon’s Eye begin to manifest. See the magical location information (page 10) for details. (If the PCs have access to teleportation magic or some other means of getting to Adderport instantaneously, have the marks manifest suddenly and simultaneously the moment they arrive, as if the magic of their journey was some kind of catalyst.) Pick one character to be the first to manifest a new or improved dragonmark, then have the rest of the PCs manifest their marks minutes later. Read the following text for a character who has manifested a new aberrant dragonmark. A nagging itch beneath your clothing suddenly flares to become a dull burning sensation. As you tear cloth away, you are overwhelmed by a sudden pulse of This encounter isn’t meant to be extremely tough. In fact, it might feel too easy for a typical group of 5th-level characters. In a classic case of the bad guys underestimating the good guys, Dura is meant to fl ee quickly, having incorrectly assumed that a detachment of Emerald Claw soldiers can take a handful of so-called adventurers. The important part of this encounter is advancing the narrative of the story as the PCs are left to wonder what the Dragon’s Eye might be. Though Dura gets away, her presence establishes that some other group knows of the party’s mission—and that, in fact, it might know more than the PCs do. The questions raised by this encounter should inspire the players to ask Sur’kil about the Dragon’s Eye. As the silver dragon spins his tale, the PCs are drawn into the next stage of the adventure. DESIGNER’S NOTES 620_95977_Ch1.indd 24 2/20/07 2:50:39 PM

THE TEMPLE OF KHA'SHAZUL 25 light that fades as quickly as it came. On your skin, a dragonmark seems to twist and writhe as its colors catch the light. The shape of the mark is unlike any other dragonmark you have ever seen. If a character manifests a true dragonmark, lose the last line of the preceding text and inform the player that she recognizes the type of mark now pulsing on her skin. PCs who already have dragonmarks feel the same burning sensation, but notice that their marks have changed. The familiar lines of your dragonmark seem to shift and pulse in a way not seen since the mark first manifested. Though your mark is still recognizable, you are sure you can see small sections within it where its lines and colors have twisted and expanded. The PCs (or at least the players) might quickly assume that the appearance of these new marks ties to the time they spent in the altar chamber. If they contact Sur’kil to report what has happened, he simply tells them he needs to see these marks, urging them to hurry their return. CONCLUDING PART 1 When the party returns to Adderport and reports to Sur’kil, his fi rst interest is the appearance of the mysterious new or changed dragonmarks on the PCs. As they fi ll in the rest of their story, he expresses surprise that the characters were beset by the Emerald Claw, and even greater surprise at any mention of the Dragon’s Eye. He asks for a thorough report of the expedition, including details of the traps the PCs faced and the creatures they fought. He asks for any relics the party might have obtained, showing great interest at any mention that a third niche in the vault was empty. Though he does not know what is behind the appearance of these new marks, Sur’kil is thoughtful as he recalls something. “In the course of previous research, I once uncovered a tale of a group of explorers of the Q’barran peninsula. Five of the members of this group were said to have all simultaneously developed the so-called aberrant dragonmarks in the course of an expedition. Such an event would be rare enough, but one true dragonmarked among their number claimed to see her mark change in shape at the same time. What came of them, I do not know.” This was the expedition of Jheamast the Sarlonan explorer. Word of the appearance of these strange dragonmarks attracted the Chamber’s attention at the time, but before Chamber agents could locate them, Jheamast and his party had disappeared. Sur’kil asks the PCs to allow him some time to perform additional research before he returns them to southern Khorvaire. Give the PCs a few days to rest up and resupply themselves before Sur’kil summons them to the Swiftwind. The ship seems ready to sail, its bound elemental churning the water behind it. At the rail, Sur’kil is pensive, finally turning to you. “I have determined that this group of explorers of which I spoke were led by one named Jheamast, a Sarlonan. No direct account hints at Jheamast or his band having visited the Temple of Kha’shazul, but the congruence of his party’s manifesting the same strange marks that you have manifested seems clear. “Jheamast was said to have sought a weapon for use against some foe in his homeland of Sarlona. It is my belief that he must have claimed the missing relic—the one referred to by those Emerald Claw thugs as the Dragon’s Eye— from the Temple of Kha’shazul prior to your arrival. More than a thousand years prior, to be precise. If you are amenable, I would like to procure your services for another few weeks. I will increase your wages, providing you with an additional 500 gp each.” Give the PCs a chance to negotiate, if they seem willing. Sur’kil can increase the amount by up to 500 gp more, but only payable upon their return. Whether the PCs accept the offer or not, anyone making a successful Sense Motive check notes that Sur’kil is hiding something. When pressed (or if the PCs show little interest in his offer), he says: “The full truth of what happened to Jheamast and his party is long since lost, but I have heard one rumor that I must share with you. Jheamast is said to have died in the Lhazaar Principalities some years after his time in Q’barra, but the Sarlonan’s companions who manifested these new and changed marks were all dead within a year of their entering Kha’shazul. It is said that at least one was apparently consumed from within by the power of the mark she bore. Dark legends surround many who carry the so-called aberrant marks, and these tales of Jheamast’s party could be no less fanciful. However, if the legends are true, discovering why Jheamast lived might be your only chance for survival.” Once the PCs have committed to following Jheamast’s trail, Sur’kil bids them farewell. “Seeking clues of Jheamast’s activities in the principalities will no doubt take some time. This galleon remains chartered for your use, and I will leave a supply of sending stones by which you can keep me apprised of your progress. I cannot accompany you, for I must make my way east in order to undertake further research on your new marks.” EMERALD SHADOWS Unless the characters take extreme care to conceal their location and actions while in Adderport, Dura and the Emerald Claw begin to quietly observe their movements and plans. Give the PCs a chance to note mysterious strangers following them at a safe distance, or to hear from known NPCs that Emerald Claw soldiers in the city are asking about them. If the PCs have come up short on experience in the fi rst part of the adventure, feel free to design an optional Emerald Claw encounter using the statistics from encounter A16 on page 45. (Dura should not appear in this encounter, owing to her prominent place in later parts of the adventure.) Whether the party interacts with them or not, Dura and a cadre of Emerald Claw agents leave Adderport shortly behind the PCs, following them on the next leg of their journey. ON TO THE NEXT STAGE The party now heads into the second part of this adventure, where Vol’s forces step up their efforts to obtain the Dragon’s Eye. As the Swiftwind sails for the Lhazaar Principalities, the journey gives characters time to rest up and prepare for what follows. The PCs have a ship at their disposal, and the pirate isles await. 620_95977_Ch1.indd 25 2/20/07 2:50:44 PM

26 JUNGLE ATTACK Encounter Level 6 SETUP Have the PCs position themselves along the path in their established marching order. The lead PC should be 20 feet (4 squares) beyond the point where the path begins to widen. The three poison dusk lizardfolk rangers are hiding just off the trail, in the positions marked on the map. The lizardfolk initially attempt to snipe and remain hidden, so do not place them on the map until combat begins. A DC 24 Spot check allows PCs to see the two 1st-level poison dusks, while a DC 28 Spot check allows them to also see the 4th-level lieutenant. (Assume that the lizardfolk have taken 10 on their Hide checks.) PCs who notice the poison dusks can shout a warning, allowing the party to roll initiative. If no PCs spot the lizardfolk, the poison dusks launch an attack from hiding, taking a single attack during the surprise round before regular initiative begins. If the PCs Spot the lizardfolk, read: Your eyes scan the jungle for signs of danger, though the dense foliage gives would-be opponents any number of places to hide. Suddenly, a fl ash of movement in the undergrowth catches your eye. A short humanoid, nearly perfectly blended in with the vegetation, nocks an arrow and raises a bow against you. If the PCs fail their Spot checks, read: A hiss of air follows a volley of small arrows fi red from the brush. You hear your unseen assailants shifting within the foliage, but can see no sign of them. TACTICS Each poison dusk lizardfolk carries four arrows coated with spotted toadstool venom. If they are not spotted, the poison dusks begin by sniping from hiding at the PCs. The PCs are fl at-footed, and so are likely denied their Dexterity bonus to Armor Class for these attacks. Sniping allows a poison dusk lizardfolk to shoot once, then attempt another Hide check at a –20 penalty (a total modifi er of –6). The poison dusks each take their fi rst shot at a warrior or other likely melee combatant, hoping that their poisoned arrows sap the party’s strength. The lizardfolk continue to fi re their poisoned arrows each round. If one of the poison dusks falls, the other steps back to use its reed whistle before fl eeing into the jungle. Before combat, the poison dusk lieutenant casts longstrider on himself. Like his fellows, the lieutenant has four poisoned arrows ready to fi re. He fi rst targets a likely spellcaster (anyone not wearing armor or carrying a large weapon). If he is not spotted, he attempts to snipe at his target, making subsequent Hide checks at a –20 penalty (a total modifi er of –2). Once spotted, the poison dusk lieutenant uses Rapid Shot in an attempt to take down a ranged attacker. If a foe confronts him in melee, he withdraws into the jungle, trusting that his superior movement will let him outrun ENCOUNTER A2 ENCOUNTER A2 2 Poison Dusk Lizardfolk CR 2 Monster Manual III 96 hp 14 each (2 HD) Male poison dusk lizardfolk ranger 2 NE Small humanoid (reptilian) Init +2; Senses low-light vision; Listen +5, Spot +5 Languages Draconic AC 17, touch 13, flat-footed 15 Fort +4, Ref +5, Will +0 Speed 30 ft. (6 squares) Melee 2 claws +4 each (1d3+1) and bite +2 (1d3) or Melee mwk longsword +5 (1d6+1/19–20) and bite +2 (1d3) Ranged mwk longbow +6 (1d6/×3 plus poison) or Ranged mwk longbow +4/+4 (1d6/×3 plus poison) with Rapid Shot Base Atk +2; Grp –1 Atk Options favored enemy humans +2, poison (spotted toadstool venom, DC 16, 1d6 Str/1d6 Con) Combat Gear 4 doses of spotted toadstool venom Abilities Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7 SQ chameleon skin, hold breath, poison use, wild empathy +0 Feats Multiattack, Rapid ShotB, TrackB Skills Balance +5, Climb +5, Hide +15, Jump +5, Move Silently +5, Spot +5, Survival +5, Swim +3 Possessions combat gear plus masterwork longsword, masterwork longbow with 20 arrows, masterwork buckler, reed whistle Chameleon Skin (Ex) Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes, or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks. REED WHISTLE This device is a length of hollow reed with a rope affixed to one end. When the reed is spun around at the end of the rope, it emits a flutelike whistle that varies in pitch based on the speed it is spun. The poison dusks use these reed whistles to communicate with each other. Their distinctive tones carry for hundreds of yards through the dense jungle. The poison dusks practice tones for specific circ*mstances, and different sequences of notes indicate messages as varied as “under attack,” “retreat,” and “hunt successful.” 620_95977_Ch1_ENC.indd 26 2/20/07 3:08:53 PM

27 his opponent. At the same time, he circles around the PCs, taking a shot with his bow when he gets an opening. If he is given a choice, he selects a human target to gain his favored enemy bonus. If the party overwhelms his lesser allies, the lieutenant continues his skirmishing tactics, taking 1 round to sound his reed whistle if the alarm has not been raised. If he is reduced to 5 or fewer hit points, he fl ees into the jungle, hoping to make it back to the temple. DEVELOPMENT If an alarm is sounded, the rest of the lizardfolk at the temple go on alert. A blackscale lizardfolk is sent up the trail to investigate the scene of combat (use the encounter A4 stat block on page 30). The blackscale arrives 1 minute (6 rounds) after the alarm is fi rst sounded. ENCOUNTER A2 ENCOUNTER A2 Poison Dusk Lieutenant CR 4 Monster Manual III 96 hp 33 (4 HD) Male poison dusk lizardfolk ranger 4 NE Small humanoid (reptilian) Init +3; Senses low-light vision; Listen +1, Spot +8 Languages Draconic AC 19, touch 14, flat-footed 16 Fort +7, Ref +7, Will +2 Speed 30 ft. (6 squares), 40 ft. with longstrider Melee 2 claws +7 each (1d3+2) and bite +5 (1d3+1) or Melee mwk longsword +7 (1d6+2/19–20) and bite +2 (1d3) or Ranged mwk composite longbow +9 (1d6+2/×3 plus poison) or Ranged mwk composite longbow +7/+7 (1d6+2/×3 plus poison) with Rapid Shot Base Atk +4; Grp +2 Attack Options favored enemy humans +2, Point Blank Shot, poison (spotted toadstool venom, DC 16, 1d6 Str/1d6 Con) Combat Gear 4 doses of spotted toadstool venom Ranger Spells Prepared (CL 2nd): 1st—longstrider† † Already cast Abilities Str 14, Dex 17, Con 16, Int 8, Wis 12, Cha 8 SQ animal companion (none at present), chameleon skin, hold breath, poison use, wild empathy +3 Feats EnduranceB, Multiattack, Point Blank Shot, Rapid ShotB, TrackB Skills Balance +7, Climb +8, Hide +18, Jump +11 (with longstrider), Move Silently +10, Spot +8, Survival +8, Swim +7 Possessions combat gear plus masterwork longsword, masterwork composite longbow (+2 Str bonus) with 20 arrows, masterwork buckler, reed whistle, amulet of natural armor +1 Chameleon Skin (Ex) Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes, or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks. FEATURES OF THE AREA Illumination: Varies by time of day. At night, moonlight provides shadowy illumination throughout the area. The poison dusk lizardfolk have low-light vision. Jungle: The jungle to both sides of the path contains small trees, ferns, vines, and other ground cover. It is treated as light undergrowth. Creatures standing in a jungle square gain a +2 bonus to Armor Class, a +1 bonus on Reflex saves, and have concealment (20% miss chance). Moving within a jungle square costs 2 squares of movement, and the DCs of Tumble and Move Silently checks in a jungle square are increased by 2. Trees: Five massive trees in the area each take up an entire 5-foot square. Creatures cannot enter a square with a tree in it. The trees provide cover (+4 AC) to anyone behind them. 620_95977_Ch1_ENC.indd 27 2/20/07 3:09:06 PM

28 POISON DUSK HUTS Encounter Level 5 SETUP The poison dusk lizardfolk spend the daylight hours alternating between sunning themselves just outside the huts and resting inside their dwellings. If the alarm has not been raised, two of the poison dusks are near the fi re pit while two more are in separate huts. If the temple is on alert, then the four poison dusks conceal themselves just inside the entrances to the huts, watching and listening for any enemy. A DC 25 Spot check allows PCs to see the hidden poison dusks (assume the lizardfolk have taken 10 on their Hide checks). Three of the poison dusk lizardfolk are 2nd-level rangers, while the fourth is a 4th-level ranger lieutenant. If the camp is not on the alert, read: A short reptilian humanoid reclines near one of the small mud huts, barely noticeable due to its shifting, chameleonlike skin. It has a bow within easy reach, next to a large toadstool currently serving as a pincushion for the creature’s arrows. If the camp is alerted but the PCs make their Spot check, read: Though the huts appear empty, you catch a glimpse of small shadowy figures concealed within each doorway. ENCOUNTER A3 ENCOUNTER A3 Poison Dusk Lieutenant CR 4 hp 33 (4 HD) Male poison dusk ranger 4 NE Small humanoid (reptilian) Init +3; Senses low-light vision; Listen +1, Spot +8 Languages Draconic, Common AC 19, touch 14, flat-footed 16 Fort +7, Ref +7, Will +2 Speed 30 ft. (6 squares), 40 ft. with longstrider Melee 2 claws each +7 (1d3+2) and bite +5 (1d3+1) or Melee mwk longsword +8 (1d6+2/19–20) and bite +5 (1d3+1) or Melee mwk composite longbow +10 (1d6+2/×3 plus poison) or Melee mwk composite longbow +8/+8 (1d6+2/×3 plus poison) with Rapid Shot Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +2 Atk Options Rapid Shot Special Actions favored enemy humans +2 Combat Gear 4 doses of spotted toadstool venom (Fort DC 16, 1d6 Str/1d6 Con) Ranger Spells Prepared (CL 2nd): 1st—longstrider Abilities Str 14, Dex 17, Con 16, Int 8, Wis 12, Cha 8 SQ chameleon skin, hold breath, poison use, wild empathy Feats EnduranceB, Multiattack, Point Blank Shot, Rapid ShotB, TrackB Skills Balance +7, Climb +8, Hide +18, Jump +11 (with longstrider), Move Silently +10, Spot +8, Survival +8, Swim +7 Possessions combat gear plus masterwork longsword, masterwork composite longbow (+2 Str bonus) with 20 arrows, masterwork buckler, reed whistle, amulet of natural armor +1 Chameleon Skin (Ex) Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes, or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks. 3 Poison Dusk Lizardfolk CR 2 Monster Manual III 96 hp 14 each (2 HD) Male poison dusk lizardfolk ranger 2 NE Small humanoid (reptilian) Init +2; Senses low-light vision; Listen +5, Spot +5 Languages Draconic AC 17, touch 13, flat-footed 15 Fort +4, Ref +5, Will +0 Speed 30 ft. (6 squares) Melee 2 claws +4 each (1d3+1) and bite +2 (1d3) or Melee mwk longsword +5 (1d6+1/19–20) and bite +2 (1d3) or Ranged mwk longbow +6 (1d6/×3 plus poison) or Ranged mwk longbow +4/+4 (1d6/×3 plus poison) with Rapid Shot Base Atk +2; Grp –1 Atk Options favored enemy humans +2, poison (spotted toadstool venom, DC 16, 1d6 Str/1d6 Con) Combat Gear 4 doses of spotted toadstool venom Abilities Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7 SQ chameleon skin, hold breath, poison use, wild empathy +0 Feats Multiattack, Rapid ShotB, TrackB Skills Balance +5, Climb +5, Hide +15, Jump +5, Move Silently +5, Spot +5, Survival +5, Swim +3 Possessions combat gear plus masterwork longsword, masterwork longbow with 20 arrows, masterwork buckler, reed whistle Chameleon Skin (Ex) Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes, or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks. 620_95977_Ch1_ENC.indd 28 2/20/07 3:09:20 PM

29 TACTICS If they have time to prepare, the poison dusks make use of four arrows each coated with spotted toadstool venom. They use Rapid Shot from their fi xed positions, letting the PCs come to them in order to force a fi ght within the small huts’ cramped spaces. Treat Medium creatures fi ghting within the huts as if they were squeezing through a space too small for them (–4 penalty on attack rolls, –4 penalty to AC, each square of movement counts as 2 squares). If they are forced to leave the huts, the poison dusks will use them to gain cover (+4 AC) from their opponents. They prefer humans to any other targets, but fi ght all those who approach. If the alert has not already been sounded and one of the poison dusks falls, one of the others uses his next turn to spin his reed whistle (see the sidebar on page 26). DEVELOPMENT If the alarm is sounded (either by these lizardfolk or the sentries in encounter A2), the temple complex goes on alert. Two blackscale lizardfolk warriors arrive to investigate within 2d6 rounds. The blackscales fi rst target a PC near the periphery of the fi ght, using Power Attack to try to scare off their foes with a devastating intial assault. (When using Power Attack, a blackscale swings its greatclub with a total attack bonus of +3 for 2d8+14 points of damage.) After the initial round of engagement, each blackscale attempts to strike whichever foe dealt it the most damage during the previous round, though the blackscales will attempt to drink their potions of cure moderate wounds if reduced to 10 or fewer hit points. ENCOUNTER A3 ENCOUNTER A3 2 Blackscale Lizardfolk CR 3 hp 26 each (4 HD) NE Large humanoid (reptilian) Init +0; Senses darkvision 60 ft.; Listen +0, Spot +4 Languages Draconic AC 16, touch 9, flat-footed 16 Resist acid 5 Fort +3, Ref +4, Will +4 Speed 40 ft. (8 squares) Melee 2 claws +7 each (1d6+4) and bite +5 (1d6+2) or Melee greatclub +7 (2d8+6) and bite +5 (1d6+2) or Melee javelin +3 (1d8+4) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +12 Atk Options Power Attack Combat Gear potion of cure moderate wounds Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7 SQ hold breath Feats Multiattack, Power Attack Skills Balance +5, Jump +12, Spot +4, Swin +10 Possessions combat gear plus each wears draconic jewelry (necklaces, armbands, amulets) worth a total of 750 gp FEATURES OF THE AREA Illumination: Varies by time of day. At night, a fire burns in the central fire pit, providing bright illumination within 20 feet (including within the huts) and shadowy illumination out to 40 feet. The poison dusk lizardfolk have lowlight vision. Fire Pit: The fire pit is difficult terrain, requiring 2 squares of movement to enter. At night, a fire burns in the pit, dealing 3d6 points of fire damage each round to any creature that enters it. Such creatures must also succeed on a DC 15 Reflex save or catch on fire, taking 1d6 points of fire damage each round until the flames are put out. Hut: These small mud huts serve as the homes of eight poison dusk lizardfolk. Each hut contains two nestlike bed areas, along with scattered fletching tools and materials. A search through the bedding reveals a handful of Eberron dragonshards (2d10 per hut, value 1d8 gp each). 620_95977_Ch1_ENC.indd 29 2/20/07 3:09:32 PM

30 Encounter Level 7 SETUP If the temple is not on alert when the PCs approach, two blackscale lizardfolk sit outside the huts while two others rest inside. These blackscales are not currently on duty, and so are unaware of the PCs’ approach if the party stays off the path and out of direct line of sight. The blackscales notice any PCs approaching along the path and rush out to attack, bellowing a challenge in Draconic. If the alarm has already been raised, the huts are empty and the blackscales are patrolling in pairs around the temple complex. A girallon is trapped in the cage behind the blackscale huts, with the lizardfolk debating whether to attempt to train the creature or simply eat it. The girallon howls and hoots if any creature approaches within 5 feet of its cage. If the alarm has not been raised, read: Two black-scaled lizardfolk, nearly 9 feet tall and half as wide, lounge about on the ground outside the huts. Each is within easy reach of a massive spiked club, but they show no signs that they are aware of your presence. If the blackscales are present and attack, read: A black-scaled lizardfolk, nearly 9 feet tall and half as wide, raises its massive spiked club as it charges forward, its companion close behind. Its barking shouts are echoed by similar voices coming from inside the huts. TACTICS The blackscales start by charging into battle. Without a strong leader to direct them to more complicated tactics, the lizardfolk use a straight-up frontal assault. They relish being in the center of battle, and redirect their attacks each round to the PC who dealt them the most damage in the previous round. The blackscales within the huts emerge 2 rounds after battle begins. If the fi ght is happening at range, they toss javelins for 1 or 2 rounds before charging forward into the fray. GIRALLON CAGE The blackscales have captured a girallon, initially hoping to train it to guard part of the temple complex. In the meantime, they have placed it inside a sturdy wooden cage, barred shut from the outside. The trapped girallon is angry, and it smashes into the side of the cage if anyone approaches within 5 feet. As the PCs approach the cage, read: A large wooden cage stands just to the west of the clearing. Through the narrow slits between thick plank bars, you can make out a large, white-furred form. With a bestial howl, the creature begins to slam its arms against the bars, the cage shaking with every blow. A sturdy log bars the cage door. Unbarring the door requires a DC 15 Strength check or a DC 15 Disable Device check. The PCs can cause a signifi cant distraction by setting the caged girallon free. If for some reason it cannot attack or see the PCs once they open the cage, it rushes out of the clearing through the blackscale huts. You can choose not to play out the ensuing battle, with the girallon simply taking out two blackscales during its rampage. BLACKSCALE HUTS ENCOUNTER A4 ENCOUNTER A4 4 Blackscale Lizardfolk CR 3 Monster Manual III 95 hp 26 each (4 HD) NE Large monstrous humanoid (reptilian) Init +0; Senses darkvision 60 ft.; Listen +0, Spot +4 Languages Draconic AC 16, touch 9, flat-footed 16 Resist acid 5 Fort +3, Ref +4, Will +4 Speed 40 ft. (8 squares) Melee 2 claws +7 each (1d6+4) and bite +5 (1d6+2) or Melee greatclub +7 (2d8+6) and bite +5 (1d6+2) or Ranged javelin +3 (1d8+4) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +12 Atk Options Power Attack Combat Gear potion of cure moderate wounds Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7 SQ hold breath Feats Multiattack, Power Attack Skills Balance +5, Jump +12, Listen +0, Spot +4, Swim +10 Possessions combat gear plus greatclub, javelin, draconic jewelry (750 gp) 620_95977_Ch1_ENC.indd 30 2/20/07 3:09:47 PM

31 Girallon CR 6 Monster Manual 126 hp 58 (7 HD) N Large magical beast Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +1, Spot +6 AC 16, touch 12, flat-footed 15 Fort +7, Ref +8, Will +5 Speed 40 ft. (8 squares), climb 40 ft. Melee 4 claws +12 each (1d4+6) and bite +7 (1d8+3) Space 10 ft.; Reach 10 ft. Base Atk +7; Grp +17 Atk Options rend (2d4+12) Abilities Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7 Feats Iron Will, Toughness (2) Skills Climb +14, Move Silently +8, Spot +6 Rend (Ex) A girallon that hits with two or more claw attacks automatically deals an extra 2d4+12 points of damage. TACTICS If the girallon is set free, it attacks the nearest creature ferociously. If the PCs can avoid being seen by the creature, it rushes to attack any blackscale it can see. If the girallon is taken to 15 or fewer hit points, it fl ees into the jungle. ENCOUNTER A4 ENCOUNTER A4 FEATURES OF THE AREA Illumination: Varies by time of day. At night, a bonfire burns in the fire pit, providing bright illumination within 40 feet (including within the huts) and shadowy illumination out to 80 feet. The blackscales have darkvision out to 60 feet. Fire Pit: The fire pit is difficult terrain, requiring 2 squares of movement to enter. At night, a bonfire burns in the pit, dealing 3d6 points of fire damage each round to any creature that enters it. Such creatures must also succeed on a DC 15 Reflex save or catch on fire, taking 1d6 points of fire damage each round until the flames are put out. One square = 5 feet 620_95977_Ch1_ENC.indd 31 2/20/07 3:09:58 PM

32 Encounter Level 6 SETUP Two blackscale lizardfolk guards pace between the portico columns, while a dracotaur lurks before the stairs leading to the temple. The PCs automatically see the blackscales, but might not see the dracotaur in the shadows (Spot DC 20). Have the PCs determine how they wish to approach the portico and place them accordingly. Do not place the dracotaur unless he is spotted. When the PCs climb the portico steps or otherwise reveal their presence, read: Two hulking, black-scaled lizardfolk the size of ogres step out where they have been pacing between the pillars. They raise their metal-banded clubs and charge. If the PCs spot the dracotaur, read: At the top of the steps leading into the temple stands a creature with the upper torso of a powerfully built reptilian humanoid and the lower body of a four-legged wingless dragon. Its clawed feet and spiked tail lash the stones as it hefts its longspear and growls a challenge. If one of the PCs speaks Draconic: In Draconic, the dracotaur shouts, “Varmystix will destroy you, in the name of the children of night!” TACTICS Under Varmystix’s command, the two blackscales fi ght in an organized fashion. They attack fi rst using their Power Attack feat, hoping that a solid hit will scare off their foes. If their fi rst attacks are successful, they continue using Power Attack until they miss twice. If their fi rst attacks miss, Varmystix berates them in Draconic for their wildness, and they attack normally. These blackscales hope to become elite temple guards, and they know that the adepts within can heal them. They continue to fi ght until they fall. Before combat, Varmystix drinks one of his potions of bull’s strength (already fi gured into his statistics, above). The dracotaur begins combat by spitting fi re, aiming for a heavily armored PC or one who stands next to the most allies. He then bounds into combat, making reach attacks TEMPLE PORTICO ENCOUNTER A5 ENCOUNTER A5 Varmystix CR 3 Monster Manual III 43 hp 28 (3 HD) Male dracotaur NE Large dragon Init +1; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +6 Languages Draconic AC 15, touch 10, flat-footed 14 Immune paralysis, sleep Fort +6, Ref +4, Will +5 Speed 50 ft. (10 squares) Melee mwk spear +9 (2d6+9/×3) and bite +3 (1d8+3) and tail slap +3 (1d8+9) Space 10 ft.; Reach 5 ft. (10 ft. with spear) Base Atk +3; Grp +13 Atk Options Power Attack Special Actions spit fire (+4 ranged touch) Combat Gear 2 potions of bull’s strength† † 1 potion already used Abilities Str 23, Dex 12, Con 16, Int 13, Wis 11, Cha 13 Feats Iron Will, Power Attack Skills Balance +5, Intimidate +7, Jump +18, Knowledge (arcana) +4, Listen +6, Sense Motive +6, Spellcraft +4, Spot +6, Survival +6, Swim +10, Use Magic Device +7 Possessions combat gear plus masterwork spear, small pouch of gems and dragonshards (worth 450 gp) Spit Fire (Su) Varmystix can spit a glob of fire as a standard action. Once he spits, he cannot spit again for 1 minute. A dracotaur’s spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist’s fire. The glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist’s fire, dracotaur spittle does not continue to burn. 2 Blackscale Lizardfolk CR 3 Monster Manual III 95 hp 26 each (4 HD) NE Large monstrous humanoid (reptilian) Init +0; Senses darkvision 60 ft.; Listen +0, Spot +4 Languages Draconic AC 16, touch 9, flat-footed 16 Resist acid 5 Fort +3, Ref +4, Will +4 Speed 40 ft. (8 squares) Melee 2 claws +7 each (1d6+4) and bite +5 (1d6+2) or Melee greatclub +7 (2d8+6) and bite +5 (1d6+2) Ranged javelin +3 (1d8+4) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +12 Atk Options Power Attack Combat Gear potion of cure moderate wounds Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7 SQ hold breath Feats Multiattack, Power Attack Skills Balance +5, Jump +12, Spot +4, Swim +10 Possessions combat gear plus greatclub, javelin, draconic jewelry (750 gp) 620_95977_Ch1_ENC.indd 32 2/20/07 3:10:23 PM

33 with his spear. In most rounds, he tries to position himself to attack a spellcaster or a fl anking rogue with his spear, using his bite and tail slap against an adjacent foe. If a foe in melee is particularly hard to hit (AC 18 or higher), Varmystix orders the blackscales to attack that foe as he tries to fi nd a softer target. Varmystix is loyal to his black dragon masters in the temple, and he will fi ght to the death. If he is reduced to 0 hit points, he will shout out in confusion before falling, asking in Draconic why the children of night have not come to his aid. DRAGON ATTACK If the general alert has been raised before combat begins in this area, there is a 25% chance each round (starting 4 rounds after combat begins) that the black dragon siblings decide to join the fray. If the alarm has not sounded, any combat in this area alerts the black dragons below, but they do not come up to investigate until the sounds of battle subside. TACTICS The black dragons use the shaft to engage in hit-and-run tactics on the PCs. One dragon opens the door while the other fl ies up to attack with its breath weapon, then drops back down the shaft. See the Fighting the Dragons sidebar on page 20 for more information. ENCOUNTER A5 ENCOUNTER A5 FEATURES OF THE AREA Illumination: Varies by time of day. During the day, the area is lit by sunlight. At night, the portico is unlit. The lizardfolk and dracotaur have darkvision out to 60 feet. Stairs: Moving up each square of steps requires 2 squares of movement, though moving down is not restricted. Dragon Well: The pit in the center of the portico is a shaft that extends down to the lair of the black dragon siblings. It is normally blocked 20 feet down by a stone door. A creature that falls into the pit takes 2d6 points of damage if the door is closed. If the door is open, a creature falling into the pit takes 4d6 points of damage and is deposited in the dragons’ hoard (area A11). See the Fighting the Dragons sidebar on page 20. Wyvrix and Bheavamos CR 4 Monster Manual 68, 70 hp 52 (7 HD) Very young black dragon CE Small dragon (water) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +12, Spot +12 Languages Draconic AC 17, touch 11, flat-footed 17 Immune acid, paralysis, sleep Fort +6, Ref +5, Will +5 Speed 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.; Flyby Attack, Hover Melee bite +9 (1d6+1) and 2 claws +7 each (1d4) Base Atk +7; Grp +4 Special Actions breath weapon Abilities Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8 SQ water breathing Feats Flyby Attack, Hover, Improved Initiative Skills Hide +14, Listen +12, Move Silently +10, Search +9, Spot +12, Swim +9 Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 4d4 acid, Reflex DC 14 half One square = 5 feet 620_95977_Ch1_ENC.indd 33 2/20/07 3:10:35 PM

34 SACRIFICE CHAMBER Encounter Level 6 SETUP This encounter begins when the PCs draw the notice of the blackscale lizardfolk adepts, either in the adepts’ dormitory or in the sacrifi ce chamber. Have the PCs arrange themselves in the entrance to the dormitory rooms or the larger sacrifi ce chamber as appropriate. If the alarm has already been raised, place one blackscale adept in one of the dormitory rooms and note the location of another in the sacrifi ce chamber (place the blackscale there only if the PCs have line of sight to it). If the alarm has not been raised, a third blackscale adept is also in the sacrifi ce chamber. The dire wolverine should be placed as indicated. The shaded area on the map indicates the spaces it can move while restricted by the iron chain that binds it. When the PCs can see the lizardfolk, read: Unlike the more primitive-looking blackscale lizardfolk outside, this specimen wears an ornate breastplate engraved with draconic imagery. If the lizardfolk can see the PCs, read: You see the creature suddenly startled as it spots you. With a hiss, it snatches up a nearby greatclub and readies for battle. A response to its shout can be heard from the adjacent chamber. If one of the PCs speaks Draconic: In Draconic, the blackscale shouts, “Death for the Black Lord Rhashaak!” TACTICS If the blackscale adepts are aware of the PCs before the encounter begins, they cast protection from good (giving them +2 to AC and on saves against good-aligned PCs). At the outset of combat, an adept uses command to force a hopefully weak-willed fighter or rogue to “halt,” “drop,” or “fall.” A blackscale adept uses its potion of cure moderate wounds if it is reduced to 10 or fewer hit points, moving back to draw the PCs into range of the dire wolverine. If it takes further damage, it tries to escape through the secret door and run to the high priest in the altar chamber. The dire wolverine attacks any nonblackscale that comes within reach. The chain around the wolverine is 20 feet long, allowing the beast to move up to 4 squares away from the point on the wall where it is fastened. Because the dire wolverine is trained to defend the blackscales, it fl ies into a rage before combat begins and lunges at the nearest member of the party. If that PC happens to be beyond the reach of the chained beast, the sudden strain on the iron chain might cause it to break (Strength DC 26). ENCOUNTER A7-8 ENCOUNTER A7-8 Dire Wolverine CR 4 Monster Manual 66 hp 55 (5 HD) N Large animal Init +3; Senses low-light vision, scent; Listen +7, Spot +7 AC 14, touch 10, flat-footed 11 Fort +10, Ref +7, Will +5 Speed 30 ft. (6 squares), climb 10 ft. Melee 2 claws +10 each (1d6+8) and bite +5 (1d8+4) Space 10 ft.; Reach 5 ft. Base Atk +3; Grp +15 Atk Options rage when damage taken (included in stats) Abilities Str 26, Dex 17, Con 23, Int 2, Wis 12, Cha 10 Feats Alertness, Toughness, TrackB Skills Climb +14, Listen +7, Spot +7 Rage This dire wolverine flies into a rage just before it enters combat. This gives it +4 Strength, +4 Constitution, and –2 AC (already included in the above statistics). The creature cannot end its rage voluntarily. 2 Blackscale Lizardfolk Adepts CR 4 Monster Manual III 95 hp 39 each (6 HD) Male blackscale lizardfolk adept 2 NE Large monstrous humanoid (reptilian) Init +0; Senses darkvision 60 ft.; Listen +5, Spot +9 Languages Common, Draconic AC 21, touch 9, flat-footed 21 Resist acid 5, ring of counterspells (fireball; one adept only) Fort +3, Ref +4, Will +9 Speed 40 ft. (8 squares) Melee 2 claws +8 each (1d6+4) and bite +6 (1d6+2) or Melee mwk greatclub +10 (2d8+6) and bite +6 (1d6+2) Ranged javelin +4 (1d8+4) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +13 Atk Options Power Attack Combat Gear potion of cure moderate wounds Adept Spells Prepared (CL 2nd): 1st—command (DC 13), protection from good 0—detect magic, read magic, touch of fatigue (+4 melee touch) Abilities Str 19, Dex 10, Con 14, Int 12, Wis 14, Cha 11 SQ familiar (none at present), hold breath Feats Multiattack, Power Attack, Weapon Focus (greatclub) Skills Balance +2, Jump +9, Listen +5, Spot +9, Swim +4 Possessions combat gear plus masterwork greatclub, 2 javelins, masterwork breastplate, ring of counterspells (fireball; one adept only) 620_95977_Ch1_ENC.indd 34 2/20/07 3:10:54 PM

35 The raging dire wolverine has a Strength bonus of +8, and it gets an additional +2 bonus on its fi rst attempt to break the chain because it gets a running start. The wolverine fi ghts until it is slain. CALMING THE WOLVERINE As long as its blackscale masters are present, the dire wolverine is overtly hostile to the PCs. However, if the lizardfolk are dispatched, a character with the wild empathy class feature (such as a druid or ranger) can attempt to calm the wolverine to prevent it from attacking. Doing so takes 1 minute, so is more likely to be attempted once combat is complete. Without a blackscale lizardfolk present, the wolverine’s starting attitude is unfriendly. It can be improved to indifferent with a DC 15 wild empathy check. Once indifferent, the wolverine will not attack unless it is attacked fi rst. If the general alert has been raised before combat begins in this area, there is a 25% chance each round (starting 4 rounds after combat begins) that the black dragon siblings decide to join the fray. If the alarm has not sounded, any combat in this room alerts the black dragons below, but they do not come up to investigate until the sounds of battle subside. TACTICS The black dragons use the shaft to engage in hit-and-run tactics on the PCs. One dragon opens the door while the other fl ies up to attack with its breath weapon, then drops back down the shaft. See the Fighting the Dragons sidebar on page 20 for more information. ENCOUNTER A7-8 ENCOUNTER A7-8 FEATURES OF THE ROOM Illumination: Varies by time of day. During the day, the chamber is lit by sunlight streaming in through the high windows. At night, the room is dark. The blackscale lizardfolk have darkvision out to 60 feet, and the dire wolverine can detect intruders by scent (MM 314). Secret Door: Search DC 20. A pressure plate is built into the floor in front of the door. When sufficient weight is applied (150 pounds or more), the wall swings inward freely. The door is hinged so that it automatically closes at the end of the turn in which it opens. The blackscales can move safely past the dire wolverine and through the secret door at full speed (though they can move at only half speed along the narrow secret corridor). The door then immediately closes behind them. Other creatures need to spend at least 1 round searching for the door in order to activate it. Dragon Well: The pit in the center of the portico is a shaft that extends down to the lair of the black dragon siblings. It is normally blocked 20 feet down by a stone door. A creature that falls into the pit takes 2d6 points of damage if the door is closed. If the door is open, a creature falling into the pit takes 4d6 points of damage and is deposited in the dragons’ hoard (area A11). See the Fighting the Dragons sidebar on page 20. One square = 5 feet Wyvrix and Bheavamos CR 4 Monster Manual 68, 70 hp 52 (7 HD) Very young black dragon CE Small dragon (water) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +12, Spot +12 Languages Draconic AC 17, touch 11, flat-footed 17 Immune acid, paralysis, sleep Fort +6, Ref +5, Will +5 Speed 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.; Flyby Attack, Hover Melee bite +9 (1d6+1) and 2 claws +7 each (1d4) Base Atk +7; Grp +4 Special Actions breath weapon Abilities Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8 SQ water breathing Feats Flyby Attack, Hover, Improved Initiative Skills Hide +14, Listen +12, Move Silently +10, Search +9, Spot +12, Swim +9 Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 4d4 acid, Reflex DC 14 half 620_95977_Ch1_ENC.indd 35 2/20/07 3:11:10 PM

36 ALTAR CHAMBER Encounter Level 8 SETUP The PCs likely enter this area from the main hallway, though they can also come through the secret passageway or climb through the windows. If the blackscale inhabitants are not yet aware of the party’s presence, they are in the midst of a ceremony. The high priest is at the altar, fl anked by his two adept servants. The adepts have a chance to notice the PCs’ entrance (Listen +0, Spot +4), but the high priest is focused on his rite. If the alarm has been raised, one blackscale adept waits just inside the chamber entrance, out of sight around the corner. The other stands between the pit and the altar, while the high priest (under the effect of invisibility) waits in the vestry. The blackscale around the corner has no patience for stealth, and it attacks with no attempt to surprise the party. If the alarm has been raised, read: As you edge along the corridor, a dark shape suddenly looms before you, a massive club in its scaly hands. This blackscale wears robes, but its bulk suggests armor beneath the cloth. From across the chamber, a second lizardfolk lurches toward you. If the alarm has not been raised, read: Three massive lizardfolk are engaged in some ritual involving incense and a chorus of hissing. All three blackscales wear robes, though the bulk of the folds suggest armor beneath the cloth. The creature in the center wears a gold-inlaid chasuble over his robes, and appears to be leading the trio in their ceremony. If the blackscales notice the entrance of the PCs: With a start, one of the blackscales turns toward you, his eyes widening with surprise as he angrily hisses. If one of the PCs speaks Draconic: In Draconic, the blackscale shouts, “Enemies, my lord!” TACTICS If the blackscale adepts are aware of the PCs before the encounter begins, they cast protection from good (giving them +2 to AC and on saves against good-aligned PCs). At the ENCOUNTER A9-10 2 Blackscale Lizardfolk Adepts CR 4 Monster Manual III 95 hp 39 each (6 HD) Male blackscale lizardfolk adept 2 NE Large monstrous humanoid (reptilian) Init +0; Senses darkvision 60 ft.; Listen +5, Spot +9 Languages Common, Draconic AC 21, touch 9, flat-footed 21 Resist acid 5 Fort +3, Ref +4, Will +9 Speed 40 ft. (8 squares) Melee 2 claws +8 each (1d6+4) and bite +6 (1d6+2) or Melee mwk greatclub +10 (2d8+6) and bite +6 (1d6+2) Ranged javelin +4 (1d8+4) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +13 Atk Options Power Attack Combat Gear potion of cure moderate wounds, wand of cure moderate wounds (34 charges, one adept only) Adept Spells Prepared (CL 2nd): 1st—command (DC 13), protection from good 0—detect magic, read magic, touch of fatigue (+4 melee touch) Abilities Str 19, Dex 10, Con 14, Int 12, Wis 14, Cha 11 SQ familiar (none at present), hold breath Feats Multiattack, Power Attack, Weapon Focus (greatclub) Skills Balance +2, Jump +9, Listen +5, Spot +9, Swim +4 Possessions combat gear plus masterwork greatclub, 2 javelins, masterwork breastplate Blackscale High Priest CR 7 Monster Manual III 95 hp 61 (10 HD) Male blackscale lizardfolk adept 6 NE Large monstrous humanoid (reptilian) Init +0; Senses darkvision 60 ft.; Listen +2, Spot +6 Languages Draconic AC 22, touch 9, flat-footed 22 Resist acid 5, brooch of shielding Fort +8, Ref +7, Will +12] Speed 40 ft. (8 squares) Melee 2 claws +11 each (1d6+5) and bite +9 (1d6+2) or Melee +1 greatclub +13/+8 (2d8+8) and bite +9 (1d6+2) Space 10 ft.; Reach 10 ft. Base Atk +7; Grp +16 Atk Options Power Attack Combat Gear potion of cure moderate wounds Adept Spells Prepared (CL 6th): 2nd—bear’s endurance, invisibility 1st—bless, protection from good, burning hands (DC 13) Abilities Str 20, Dex 10, Con 14, Int 8, Wis 15, Cha 10 SQ familiar (none at present), hold breath Feats Great Fortitude, Multiattack, Power Attack, Weapon Focus (greatclub) Skills Balance +2, Jump +10, Knowledge (religion) +5, Listen +2, Spot +6, Swim +5 Possessions combat gear plus +1 greatclub, +1 breastplate, brooch of shielding (80 points remaining), cloak of resistance +1 620_95977_Ch1_ENC.indd 36 2/20/07 3:11:28 PM

37 outset of combat, an adept uses command to force a hopefully weak-willed fi ghter or rogue to “halt,” “drop,” or “fall.” The blackscale adepts use their potions of cure moderate wounds if one of them is reduced to 10 or fewer hit points. They do not fl ee as long as the high priest remains alive. If he is not prepared to face the defi lers of his sacred temple, the high priest directs his adepts forward to attack as he casts invisibility, then moves into the vestry. From there, he attempts to cast bless, protection from good, and bear’s endurance (in that order) unless he is attacked. If the alarm has been raised, his spells are already cast, and he waits invisible in the vestry. Once he begins fi ghting, the high priest shouts for the dragons’ aid, beseeching them in Draconic to “Defend the temple of your father!” He targets any obvious clerics, taking advantage of his reach and position to avoid fl anking attacks. If he is reduced to 15 or fewer hit points, he attempts to fl ee through the secret door and out of the temple. DRAGON ATTACK If the general alert has been raised before combat begins in this area, there is a 25% chance each round (starting 4 rounds after combat begins) that the black dragon siblings decide to join the fray. If the alarm has not sounded, any combat in this room alerts the black dragons below, but they do not come up to investigate until the sounds of battle subside. TACTICS The black dragons use the shaft to engage in hit-and-run tactics on the PCs. One dragon opens the door while the other fl ies up to attack with its breath weapon, then drops back down the shaft. See the Fighting the Dragons sidebar on page 20 for more information. ENCOUNTER A9-10 FEATURES OF THE ROOM Illumination: Varies by time of day. During the day, the chamber is lit by sunlight streaming in through the high windows. At night, ceremonial candles from the priest’s quarters illuminate the vestry and provide shadowy illumination throughout the altar chamber. The blackscales have darkvision out to 60 feet. Secret Door: Search DC 20. A pressure plate is built into the floor in front of the door. When sufficient weight is applied (150 pounds or more), the wall swings inward freely. The door is hinged so that it automatically closes at the end of the turn in which it opens. The blackscales can move through the secret door at full speed (though they can move at only half speed along the narrow secret corridor). The door then immediately closes behind them. Other creatures need to spend at least 1 round searching for the door in order to activate it. Dragon Well: The pit in the center of the portico is a shaft that extends down to the lair of the black dragon siblings. It is normally blocked 20 feet down by a stone door. A creature that falls into the pit takes 2d6 points of damage if the door is closed. If the door is open, a creature falling into the pit takes 4d6 points of damage and is deposited in the dragons’ hoard (area A11). See the Fighting the Dragons sidebar on page 20. Wyvrix and Bheavamos CR 4 Monster Manual 68, 70 hp 52 (7 HD) Very young black dragon CE Small dragon (water) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +12, Spot +12 Languages Draconic AC 17, touch 11, flat-footed 17 Immune acid, paralysis, sleep Fort +6, Ref +5, Will +5 Speed 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.; Flyby Attack, Hover Melee bite +9 (1d6+1) and 2 claws +7 each (1d4) Base Atk +7; Grp +4 Special Actions breath weapon Abilities Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8 SQ water breathing Feats Flyby Attack, Hover, Improved Initiative Skills Hide +14, Listen +12, Move Silently +10, Search +9, Spot +12, Swim +9 Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 4d4 acid, Reflex DC 14 half One square = 5 feet 620_95977_Ch1_ENC.indd 37 2/20/07 3:11:40 PM

38 Encounter Level 6 SETUP This layout describes the likely location of the fi nal battle with the black dragon siblings. An encounter with the dragons in this location will vary based on the PCs’ approach to the chamber and whether they have already fought the dragons aboveground. Place the party and the dragons as appropriate. If the PCs have managed to make it this far without having the alarm raised, or if Wyvrix and Bheavamos are badly injured from previous skirmishes, place the dragons somewhere near their treasure hoard. Wyvrix and Bheavamos CR 4 Monster Manual 68, 70 hp 52 (7 HD) Very young black dragon CE Small dragon (water) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +12, Spot +12 Languages Draconic AC 17, touch 11, flat-footed 17 Immune acid, paralysis, sleep Fort +6, Ref +5, Will +5 Speed 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.; Flyby Attack, Hover Melee bite +9 (1d6+1) and 2 claws +7 each (1d4) Base Atk +7; Grp +4 Special Actions breath weapon Abilities Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8 SQ water breathing Feats Flyby Attack, Hover, Improved Initiative Skills Hide +14, Listen +12, Move Silently +10, Search +9, Spot +12, Swim +9 Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 4d4 acid, Reflex DC 14 half TACTICS The black dragons are masters of flyby tactics. While one uses its breath weapon to make strafi ng runs against groups of PCs, the other makes bite attacks against characters who split off from the group. When they breathe their 40-foot line of acid, the dragons try to ensure that a spellcaster or ranged attacker is included in the area. When attacking in melee, they use their Hover feat to stay 5 feet above the ground, preventing fl anking by nonfl ying opponents. In their lair, the dragons fi ght until one of the two is slain. Once one dragon is slain, the other fl ees if reduced to 15 or fewer hit points, opening one of the shafts before fl ying out and away from the temple. If the PCs have somehow sealed the shafts, the dragons fi ght to the death. FEATURES OF THE ROOM Illumination: Varies. The room contains no source of illumination, but if one of the shafts above is open during daylight hours, bright light shines down in a 30-foot radius beneath it. If the shaft in the main chamber is opened, shadowy illumination fills the rest of the room. The dragons have blindsense out to 60 feet and darkvision out to 120 feet. Shaft Controls: The stone platform in the center of the chamber has three circular dials, each of which can be turned as a standard action with a DC 10 Strength check. The dials correspond to the stone doors in the three shafts leading up from this lower level. A mark along one edge of each dial indicates the position of the doors. When the marking faces toward the center of the stone platform, the door is closed; if the mark faces away from the center, the door is open. Treasure Hoard: A necklace of fireballs rests on the top of the treasure pile. If the pile is in the area of an attack that deals fire damage, the necklace detonates unless it makes a successful Reflex save (with a +7 bonus). The necklace deals 34d6 points of fire damage to all creatures within 20 feet if it explodes. See the area description on page 19 for more information on treasure. ENCOUNTER A11 One square = 5 feet DRAGONS’ HOARD 620_95977_Ch1_ENC.indd 38 2/20/07 3:11:56 PM

39 SECRET PASSAGEWAY Encounter Level 5 SETUP The corridor leading north from the dragons’ lair is a trap that can be activated by multiple triggers. This encounter begins once the PCs spring the trap, either by stepping on the pressure plate at the end of the hall or by pulling the lever next to the portcullis. Ask the players for a marching order to establish where the PCs stand while they move down the hallway and how far characters stay behind the lead PC. Once the trap is sprung, use a straight edge to represent the wall that moves toward the PCs. When the trap is sprung, read: Suddenly the fl oor rumbles and a grinding sound rises from beneath the stones. With a resounding boom, the revolving wall at the hallway’s entrance slams shut. The sound of stone grating on stone fi lls your ears, and you realize that the wall is moving toward you. The door cannot be spiked or held open. It revolves clockwise as it shuts. Characters standing in its path must make a DC 20 Refl ex save or take 1d6 points of damage as the door slams into them, knocking them to one side or the other. Characters who make their saves can decide which side of the door they wish to be on after it closes. CORRIDOR TRAP The wall at the end of the corridor moves at a rate of 10 feet per round until it slams up against the portcullis, crushing any creatures that remain in the hallway. Sliding Wall Trap: CR 5; mechanical; location trigger; automatic reset; hidden switch bypass (Search DC 25, Disable Device DC 25); wall moves toward portcullis (10d6, crush); multiple targets (all targets in corridor); never miss; Search DC 21; Disable Device DC n/a. The PCs have a few options to escape the trap: • Break the Portcullis: Damaging the portcullis is an option, but might require more time than the PCs have. Hardness 10, 60 hp; DC 25 Strength check to break. • Break Through the Wall: Searching the wall to the right of the portcullis reveals a section that appears weakened, with bits of stone and masonry on the fl oor on both sides of the bars. A character can attempt to break through the wall with a DC 20 Strength check. For each successive attempt made by any character, the DC decreases by 1 as the wall is weakened further. • Find the Opening Mechanism: The mechanism for operating the portcullis is hidden behind a secret panel in the wall to the left of the gate. A DC 25 Search check reveals the panel, behind which is an ancient winch wheel and several levers controlling the trap and gate. A DC 25 Disable Device check stops the wall’s advance and automatically raises the gate. After 1 round, the wall begins to move back to its original position at a rate of 5 feet per round. • Slow the Wall’s Progress: Though it is not an escape, the PCs can delay death by trying to slow the wall down. Hammering a spike into the wall (a full-round action) has a 25% chance of slowing the moving wall’s progress by 1 round. • Other Options: The PCs can use spells such as gaseous form or minor teleportation magic to get through the portcullis, or even spells such as reduce. Tiny creatures can squeeze through the bars with a DC 15 Escape Artist check. A resourceful PC might try to block the wall with a spell such as wall of stone, but even that will hold only temporarily. The moving wall deals 10d6 points of damage each round to any obstacle in its path, slowly pushing through even rock. Nothing short of a wall of force can stop its progress. ENCOUNTER A12 One square = 5 feet FEATURES OF THE ROOM Illumination: The hallway is not lit. 620_95977_Ch1_ENC.indd 39 2/20/07 3:12:12 PM

40 CHAIN BRIDGE ENCOUNTER A13 Encounter Level 7 SETUP The PCs approach the room from the south. Before the encounter begins, have the players indicate their characters’ positions within the room. Once a PC steps onto the fi rst moving platform, the canoloth guardians immediately appear on the central platform and prepare to attack. Place the canoloths in the indicated positions and roll for initiative. When a PC steps onto the fi rst platform, read: A spark of orange light traces an edged sigil on the ceiling over the center of the chamber, and you hear two distinct popping sounds. Two massive armored quadrupeds, larger than mastiffs, now stand on the central platform, sniffi ng the air and scraping the fl oor with deadly-looking claws. One of the creatures turns its eyeless head in your direction as it lets out a barking growl. TACTICS The canoloths attack as soon as they appear. Their imprisonment has weakened them somewhat, and they are unable to employ their spell-like or summoning abilities. However, they remain formidable opponents. On the fi rst round, a canoloth attacks the nearest PC with its tongue (it can reach a foe up to 20 feet away). If it hits, it uses improved grab to pull that PC into its space, then makes an immediate bite attack. Both canoloths then try to devour the PC, using their tongues to fi ght a tug-ofwar with their unfortunate victim. Despite the ease with which the creatures might simply drop a character into the lava below, centuries of captivity have left them starving and desperate to feed. If the PCs attempt to stay in the southern end of the room and use ranged weapons against the canoloths, the creatures retreat to the far wall, gaining cover (+4 AC) behind the statues. If the PCs do not advance within 2 rounds, the creatures use their +21 bonus on Jump checks to leap the chasm and attack. The canoloths are bound to this chamber, however. If the PCs flee into the corridor, the creatures return to their position on the central platform. CENTRAL SPAN The platform in the center of the room is secured by four thick chains (hardness 10, 60 hp). In the ceiling 15 feet above the center of the platform is a Khyber dragonshard that serves as the canoloths’ prison. Scaling the chains is easy (a DC 10 Climb check), but a character must then move upside down along the ceiling (a DC 25 Climb check) or use a reach weapon to attack the shard. The magically reinforced dragonshard has hardness 15 and 30 hit points. Destroying the dragonshard prevents the canoloths from returning the following day, but the canoloths immediately target any PC who threatens the shard. 2 Canoloths CR 5 Monster Manual III 200 hp 51 each (6 HD); DR 5/good NE Medium outsider (evil, extraplanar, yugoloth) Init +4; Senses blindsight 40 ft.; Listen +12, Spot +12 Languages Abyssal, Draconic, Infernal, telepathy 100 ft. AC 18, touch 10, flat-footed 18 Immune gaze attacks, visual effects, sight-based illusions, poison, acid Resist cold 10, fire 10, electricity 10; SR 18 Fort +9, Ref +5, Will +8 Speed 50 ft. (10 squares) Melee tongue +11 (1d4+4 plus paralysis) and bite +8 (2d6+2) Space 5 ft.; Reach 5 ft. (tongue up to 20 ft.) Base Atk +6; Grp +10 Atk Options improved grab, paralysis (Fortitude DC 17, 1 round) Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, TrackB, Weapon Focus (tongue) Skills Hide +5, Intimidate +10, Jump +21, Listen +12, Move Silently +4, Spot +12 Improved Grab (Ex) To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed opponent of Medium or smaller size into its mouth in the same round and make a bite attack. A canoloth can establish a hold with a successful attack even if the victim is not paralyzed. Special The canoloths in this encounter are unable to use their normal spell-like abilities or their ability to summon other yugoloths. In addition, the canoloth’s paralysis ability is weakened and able to paralyze opponents only for a very short duration. 620_95977_Ch1_ENC.indd 40 2/20/07 3:12:30 PM

41ENCOUNTER A13 CHAIN PLATFORMS Two mobile platforms hang from the ceiling, each suspended by four thick chains (hardness 10, 60 hp). Four smaller chains hang down loose from the ceiling at regular intervals, such that two of the chains presently hang over the centers of the platforms. From each platform, these chains are within easy reach of a Medium creature (a DC 10 Jump check for a Small creature). When pulled, a chain causes the platform to magically swing toward either the north or the south at 10 feet per round. A swinging platform automatically slows to a stop when it rises to reach the space adjacent to another fl oor (such as the central span or the southern end of the room). At that location, it will be beneath the chain that can be pulled to move it back to its original position. Pulling a chain is a move action. Each platform can move only once per round. In lieu of fl ying or using a moving platform to cross the room, a PC might attempt to jump the distance. The distance between platforms is only 10 feet, and PCs have enough room to take a running start (a DC 10 Jump check). Characters might also attempt to climb along the underside of the rough ceiling (a DC 25 Climb check). However, a failed check on a Jump or Climb attempt means an 80- foot fall (8d6 points of falling damage) to the molten lava below. The fall deals 8d6 points of damage, and immersion in the lava deals another 20d6 points of fi re damage to anyone that does not have resistance or immunity to fi re. For more on lava dangers, see DMG 304. DEVELOPMENT If the PCs return to the room the next day, the canoloths attack again. Even if the creatures are defeated, their dragonshard prison allows them to re-form in the chamber 24 hours after their initial destruction. Only destroying the dragonshard can prevent them from reappearing. One square = 5 feet FEATURES OF THE ROOM Illumination: Molten lava 80 feet below the chain bridges provides shadowy illumination throughout the area. The canoloths have blindsight out to 40 feet. Statues: The four statues are each 8 feet tall and made of solid stone. A rope anchored to a statue could support the weight of up to 4 PCs. Walls: The walls of the chamber over the rift are made of hewn stone. As an alternative to crossing this chamber via the chain bridges, a character might traverse the wall using the Climb skill (DC 20). Falling: Falling into the molten lava 80 feet below is likely certain death. Allow a character who falls from a bridge or ledge a DC 15 Reflex save to catch the edge of a platform. A successful DC 10 Climb check as a move action is then sufficient for the PC to pull himself back up onto the platform. A PC who falls takes 4d6 points of damage from the impact into the molten rock, and then 20d6 points of fire damage each round he remains in the lava. For more information, see Lava Effects, DMG 304. 620_95977_Ch1_ENC.indd 41 2/20/07 3:12:43 PM

42 THE GRINDER ENCOUNTER A14 Encounter Level 7 SETUP The PCs begin this encounter at the west side of the room. The blades are the primary obstacle the party must overcome, but once a PC moves 20 feet into the room, another danger presents itself: a pair of small but dangerous persistent harriers. Give the PCs as much time as they need to assess the movement of the blades and come up with options for navigating the chamber. SPINNING BLADED COLUMN Numerous razor-sharp blades are attached to the two rapidly spinning central columns in the room. A character who approaches within 10 feet of a column takes 4d6 points of damage (Refl ex DC 15 half); characters adjacent to the column take the same damage with no save. A character is subject to additional damage each round at the beginning of his turn as long as he remains within 10 feet of a spinning column. When measuring distance from the column, count diagonals as 1 square each (as if a column was a creature with 10-foot reach). The persistent harriers are not affected by the columns as long as they remain 2 squares away. If a persistent harrier stands adjacent to a column (or if it is held there), it takes damage as normal. The mechanism driving the columns cannot be disabled using the Disable Device skill. Each column has hardness 10 and 150 hit points. HORIZONTAL BLADES A blade slices out in a horizontal plane from a channel set into the wall. Any character who enters the semicircular zone of a horizontal blade is subject to a slashing blade attack (+7 melee, 1d8+3/18–20/×2). Each slashing blade is considered magic for the purpose of overcoming damage reduction. A character in range of a blade is subject to an additional attack each round at the beginning of his turn unless he drops prone. A prone or crawling character is not subject to horizontal blade attacks, but will be targeted by the persistent harriers (see below). While prone, a rogue can attempt a Disable Device check (2d4 rounds, DC 22) to disarm a horizontal blade, but failure by 5 or more means that the character is automatically hit by the blade. Characters can also attempt to sunder a blade. Each blade has hardness 11, 15 hp, a +4 bonus against sunder attempts (for a total bonus on the attack roll of +11), and is considered a Medium creature. A character who attempts to sunder a blade but does not destroy it is subject to an immediate attack unless he is prone. VERTICAL BLADES Lines on the map denote the channels through which blades slice in a vertical plane. Any character who crosses such a line is subject to a vertical blade attack (+7 melee, 1d8+3/18–20/×2). Each slashing blade is considered magic for the purpose of overcoming damage reduction. A character can spend 1 round to carefully time an attempt to cross a vertical blade channel. If he succeeds on a DC 15 Dexterity check or a DC 15 Tumble check in the next round, he can move 5 feet and avoid the blade’s attack. A fl ying character is subject to vertical blade attacks as additional blades strike from the ceiling. A rogue adjacent to a vertical blade channel can attempt a Disable Device check (2d4 rounds, DC 22) to disarm a vertical blade, but failure by 5 or more means that the character is automatically hit by the blade. Characters can also attempt to sunder a blade. Each blade has hardness 11, 15 hp, a +4 bonus against sunder attempts (for a total bonus on the attack roll of +11), and is considered a Medium creature. A character who attempts to sunder a blade but does not destroy it is subject to an immediate attack. When a PC moves more than 20 feet into the room, read: As your mind attempts to track the spinning blades, you catch new movement out of the corner of your eye. Two panels on either side of the chamber have opened, from which two bipedal constructs emerge. The constructs are barely 3 feet tall, but they bristle with spikes and needles. As they enter the chamber, their hops and tumbles seem perfectly synchronized with the spinning blades. 2 Advanced Persistent Harriers CR 4 Magic of Eberron 153 hp 32 each (4 HD) N Small construct Init +3; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0 AC 20, touch 14, flat-footed 17 Immune construct immunities (MM 307) Fort +1, Ref +4, Will +1 Speed 40 ft. (8 squares) Melee spike +7 (1d6+1) Base Atk +3; Grp +0 Atk Options sneak attack +2d6 Abilities Str 12, Dex 17, Con —, Int 10, Wis 11, Cha 7 SQ construct traits (MM 307) Feats Acrobatic, Weapon Finesse Skills Balance +5, Jump +16, Listen +0, Spot +0, Tumble +14 620_95977_Ch1_ENC.indd 42 2/20/07 3:12:59 PM

43 TACTICS The persistent harriers are smart enough to focus their attacks on prone targets, and they use their Tumble skill to take up flanking positions in order to sneak attack. Since they are not hindered by the blades in the room, they use movement to their advantage, trying to draw foes into danger. In the fi rst round, both harriers move to the same target and establish fl anking positions (use the same initiative for both harriers). In the next round, both will sneak attack, then tumble away in order to set up an attack on another target in the following round. By switching targets, they try to force enemies deeper into the room. The harriers try not to end up adjacent to more than one target. The persistent harriers fi ght until destroyed. Even then, some of their pieces continue to twitch or crawl. DOOR A triple-locked solid stone door blocks the end of the grinder. Each of the three locks requires a separate DC 25 Open Lock check. The door has hardness 8 and 60 hit points. The door also contains a mechanism that can disable the spinning blades. Once all three locks are opened, the spinning blades can be stopped with a successful DC 25 Disable Device check. Such a check requires 2d4 rounds. Each time the character making the check fails by 5 or more, a swinging blade slices down from the ceiling (+7 melee, 1d8+3/18–20/×2). If the character rolls a natural 1 on his check, the mechanism becomes stuck, adding 5 to the DC of subsequent checks. If the mechanism in the door is disabled, the blades stop spinning and the harriers return to their niches. FEATURES OF THE ROOM Illumination: There is no light in the room. The persistent harriers have darkvision out to 60 feet. Cover: The spinning blades of the room provide cover (+4 AC) against any nonadjacent foe (for example, against ranged attacks or melee reach attacks) ENCOUNTER A14 One square = 5 feet 620_95977_Ch1_ENC.indd 43 2/20/07 3:13:11 PM

44 THE DRAGON ’ S EYE Encounter Level 7 SETUP Use this encounter once the PCs have awakened the halfdragon mummy that rests within the stone sarcophagus. The encounter occurs if the relics in the niches are disturbed or if the PCs attempt to open the sarcophagus. Have the players position their characters based on whichever action triggered the mummy’s awakening. Roll initiative after the half-dragon mummy throws off the stone sarcophagus lid and stands up. If the PCs touch one of the three relics, read: Even as you slip your hand within the niche, you hear a loud crash behind you as the lid of the stone sarcophagus is thrown off by something inside. If the PCs try to lift the sarcophagus lid, read: As you strain to open the sarcophagus, you are nearly knocked off your feet as the stone lid is torn from your hands, crashing to the ground beside you. After reading one of the above, read: A ghastly fi gure rises up within the sarcophagus—a humanoid form with a black dragon’s head. The creature is dusty and desiccated, with bits of bone showing through its cracked, scaly skin. TACTICS The half-dragon mummy begins the encounter by unleashing its breath weapon on as many opponents as it can. If the encounter was triggered by a PC disturbing a relic, it then targets that PC. If the encounter was triggered by the sarcophagus lid being removed, the half-dragon mummy attacks the nearest foe. If a PC within 25 feet utilizes healing magic (including casting a spell or using a wand, but not drinking a potion), the half-dragon mummy immediately targets that healer. The half-dragon mummy fi ghts until slain. DEVELOPMENT Though the Altar of the Dragon’s Eye is effectively inert, enough mystical energy remains here to have an effect on the PCs. See the magical location description of the altar on page 20 and encounter A17 on page 24 for more details. ENCOUNTER A15 ENCOUNTER A15 Half-Dragon Mummy CR 7 Monster Manual 146, 190 hp 55 (8 HD); DR 5/— CE Medium undead (augmented dragon) Init +0; Senses darkvision 60 ft.; Listen +13, Spot +13 Aura despair Languages Draconic AC 20, touch 10, flat-footed 20 Immune acid, undead immunities (MM 317) Fort +4, Ref +2, Will +8 Weakness vulnerability to fire Speed 20 ft. (4 squares) Melee slam +15 (1d6+11 plus mummy rot) or Melee 2 claws +15 each (1d4+11) and bite +10 (1d6+5) Base Atk +4; Grp +15 Special Actions breath weapon Abilities Str 32, Dex 10, Con —, Int 2, Wis 14, Cha 17 SQ undead traits (MM 317) Feats Alertness, Great Fortitude, Toughness Skills Hide +11, Listen +13, Move Silently +11, Spot +13, Jump +10 Breath Weapon (Su) 60-ft. line, once per day, 6d8 acid, Reflex DC 17 half Despair (Su) At the mere sight of the half-dragon mummy, a viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d6 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. Mummy Rot (Su) A creature hit by the half-dragon mummy’s slam attack must succeed on a DC 17 Fortitude save or contract mummy rot (disease, incubation period 1 minute, damage 1d6 Con and 1d6 Cha). Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured (MM 191). FEATURES OF THE ROOM Illumination: The glow of molten rock from within the magma rift provides bright illumination within 5 feet of the rift’s edge, and shadowy illumination throughout the room. Broken Bridge: This bridge is unstable. The 5-foot sections closest to the gap fall into the rift if over 100 pounds are placed upon them. Characters in those squares follow the bridge into the magma 60 feet below (6d6 falling damage) unless they succeed on a DC 15 Reflex save. One square = 5 feet 620_95977_Ch1_ENC.indd 44 2/20/07 3:13:31 PM

45 Encounter Level 7 SETUP The PCs are confronted along the road back to Adderport. Have the players position the characters in their typical marching order, possibly adjusting positions based on the interaction with Dura before the outset of combat. Arrange the Emerald Claw soldiers in the indicated positions along the perimeter of the forest only if the PCs spot them. When combat begins, read: The Emerald Claw soldiers raise their crossbows while the female speaker steps back, fumbling for something in her pocket. TACTICS Dura has no interest in fi ghting during this encounter, since she expects her minions to make short work of the PCs. She stays for 2 rounds (1 round if half the Emerald Claw soldiers are killed that quickly or she is reduced to 18 or fewer hit points), then teleports away using her teleport stone. Until then, she stays out of direct reach of the PCs, using her soldiers as a living shield. The six soldiers closest to the PCs start by fi ring crossbows, then pull their morningstars as they wade into melee. Those farther from the PCs spend their turns loading and fi ring crossbows from the edge of the forest, targeting spellcasters or other characters at the periphery of the battle. If they are confronted directly, they pull out their own melee weapons and attack. These soldiers are well trained and believe that their numbers will win the battle. Like all minions of the Emerald Claw, they are fanatical and fi ght until they fall. FEATURES OF THE AREA Illumination: Daylight. Forest: The forest squares contain small trees, ferns, vines, and other ground cover. They are treated as light under growth. Creatures standing in a forest square gain a +2 bonus to Armor Class, a +1 bonus on Reflex saves, and have concealment (20% miss chance). Moving into a forest square costs 2 squares of movement, and the DCs of Tumble and Move Silently checks in a forest square are increased by 2. Rock Piles: Four rock piles in the area are difficult terrain, requiring 2 squares of movement to enter. Characters behind a rock pile have cover (+4 AC). ROADSIDE AMBUSH ENCOUNTER A16 Dura ir’Matellan CR 6 See the statistics block in encounter B3 (page 66). Use Dura’s amended statistics with no spells in effect. 12 Emerald Claw Soldiers CR 1 hp 14 each (2 HD) Male human warrior 2 LE Medium humanoid Init +0; Senses Listen +0, Spot +0 Languages Common AC 17, touch 10, flat-footed 17 Fort +4, Ref +0, Will +0 Speed 20 ft. (4 squares) Melee flail +3 (1d8+1) or Ranged light crossbow +2 (1d8/19–20) Base Atk +2; Grp +3 Atk Options Power Attack Combat Gear potion of cure light wounds Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 Feats Power Attack Skills Intimidate +3, Ride +4 Possessions combat gear plus chainmail, heavy wooden shield, light crossbow with 20 bolts, dagger 620_95977_Ch1_ENC.indd 45 2/20/07 3:13:46 PM

The journal was a hot item, and getting it from Vorgaard didn’t go exactly as planned. Everyone in Dreadhold Prison wants to get out. We were the only ones who wanted to get in. Of course, we never expected that knife-throwing would be a needed skill. 620_95977_Ch2.indd 46 2/20/07 3:33:50 PM

FINDING THE PATH n this part of the adventure, the PCs begin their search for the mysterious Dragon’s Eye. The party’s benefactor, Sur’kil, believes that a Sarlonan explorer named Jheamast previously found the hidden complex beneath the Temple of Kha’shazul, and that he must have taken the third relic from the ruin’s fi nal chamber. All the PCs know is that Jheamast died in the Lhazaar Principalities. They must discover the location of the Sarlonan’s tomb while staying one step ahead of the Emerald Claw and the Blood of Vol. This section consists of three distinct scenarios, each providing one piece of the overall puzzle underlying the adventure. The Vorgaard Estate: The last known person to have traveled to Jheamast’s tomb was Eliam ir’Veldras, a self-styled adventurer who funded his expeditions from his wealthy family’s fortune. Eliam is said to have met a grim end after his expedition, but a journal of his travels came into the hands of a Karrnathi expatriate whose mansion overlooks the Lhazaar Straits. However, the Blood of Vol is shadowing the PCs as they make their inquiries in the principalities, and the lich queen’s agents arrive at the mansion just before the party does. The characters must battle Vol’s followers for possession of the book as the building burns down around them. Eliam’s journal holds the clues to fi nding the entrance to Jheamast’s tomb. The explorer noted the landmarks his group passed as they traversed the island of Trebaz Sinara. The Mysterious Thraxis: References within the journal indicate that portions of Eliam’s notes were destroyed by one of the explorer’s former associates, a gnome artifi cer named Thraxis. However, Thraxis tattooed the notes onto his body fi rst, hoping to ensure that Eliam would need him for the follow-up expedition to Jheamast’s tomb that never took place. Thraxis was recently captured by Cloudreaver pirates and sold into slavery in a secret dragonshard mining operation beneath the island prison of Dreadhold. The PCs must break into the prison’s secret lower levels, fi nd Thraxis (or what’s left of him), and escape. The markings on Thraxis include ancient Sarlonan phrases and a number of symbols similar to the aberrant and changed dragonmarks the PCs bear. Further research (or a tip from Sur’kil) hints that the ancient inscriptions indicate that only creatures with such dragonmarks can open the doors of Jheamast’s tomb. The Prince of Pirates: The fi nal piece of the puzzle lies in an unexpected place. The tomb is somewhere on the haunted island of Trebaz Sinara, but only one map is known to chart the island with a level of detail that might approach Eliam’s notes. That map hangs as a tapestry within the captain’s quarters on Prince Ryger ir’Wynarn’s fl agship, Dragoneye. The PCs must fi nd a way to copy the map or obtain it for themselves, either through infi ltration or diplomacy. RACE WITH THE EMERALD CLAW The PCs’ discovery of the Altar of the Dragon’s Eye in Part 1 of this adventure has set a great number of events into motion. A duplicitous agent within the Chamber (the draconic order to which Sur’kil belongs) has communicated Sur’kil’s fi ndings regarding the Dragon’s Eye to Vol. The lich queen’s seers believe the Dragon’s Eye to be a powerful weapon wielded by the ancient Sarlonan explorer Jheamast, now buried somewhere in the Lhazaar Principalities. They have convinced her that PART TWO FINDING THE PATH I 620_95977_Ch2.indd 47 2/20/07 3:33:54 PM

FINDING THE PATH by possessing the Dragon’s Eye and the lore to be gleaned from Jheamast’s tomb, she might be able to activate the presumed artifact’s power over dragonkind. By shadowing the PCs, Vol’s agents discover the story of Eliam ir’Veldras’s expedition and journal, and race the PCs to retrieve the diary from Vorgaard’s estate. After failing in her initial attempt to retrieve the artifact from the PCs in Q’barra, Dura ir’Matellan was given command of this follow-up mission. In addition to gathering more Emerald Claw soldiers to her side, she has recruited agents of the Blood of Vol and hired a pair of dangerous mercenaries—a pair of twin ogre mages, the Krulaks. The PCs will likely set a course for Regalport or Port Verge, the two largest cities of the principalities. See the descriptions of those cities in the later parts of this section (Port Verge on page 52, Regalport on page 58). The PCs need to spend only as much time on shore as is necessary to discover the following information. Depending on how they do so, read or paraphrase the following. The explorer Jheamast was reportedly buried with all his worldly possessions on the haunted island of Trebaz Sinara, in the northern principalities. The exact location of the tomb remains a mystery, but it is said that an explorer named Eliam ir’Veldras found it not two years back. What became of him, none can say, but his journal of the expedition was supposedly purchased by a Karrnathi expatriate named Vorgaard, whose mansion sits on the mainland above the straits. Vorgaard’s estate is well known, and its location can be easily had from any captain or experienced sailor. This information can be gathered through roleplaying, or you can simply inform the players that after a certain amount of asking around, their characters are told to seek Vorgaard’s estate and the journal there. However, the PCs are not the only ones seeking this information. Even as you prepare to head back to the Swiftwind, you hear footsteps behind you, and a figure slips out from hiding where he must have been eavesdropping. Like you, the cloaked human is heading for the docks. Play out a race-to-the-docks encounter if you like, but it is important that the PCs arrive there to see another ship already heading out of the harbor ahead of them. If you want the PCs to catch the eavesdropper, make him a rogue in the service of the Emerald Claw. A used sending stone in his possession indicates that he has already passed on the directions to the Vorgaard estate to Dura and her minions. THE VORGAARD ESTATE The party’s elemental galleon is faster than Dura’s ship, but she is using a local crew of smugglers who know the waters of the Lhazaar Straits and can make better time. As a result, the PCs arrive 1 hour behind the Emerald Claw crew. In that time, Dura’s ogre mage allies infi ltrated the estate to steal the journal but were discovered by Vorgaard and his hirelings. The battle that ensued killed the wizard, and is the cause of the confl agration threatening to destroy the mansion as the PCs arrive. Fortunately for the PCs, the library has yet to go up in smoke. By fi ghting their way past an Emerald Claw defensive force and braving the blazing mansion, they can 620_95977_Ch2.indd 48 2/20/07 3:34:03 PM

FINDING THE PATH 49 obtain the journal—that is, if the servants of Vol who have already stolen the book don’t slice them to shreds fi rst. Vorgaard was once a powerful Karrnathi wizard and protege of Count Vedim ir’Omik, Karrnathi Minister of the Dead. The wizard constructed his estate as a tribute to his passion for history. Ceilingwide murals of dweomered stained glass in the estate’s exhibit hall show scenes from famous battles of antiquity, portraits of infl uential historical fi gures, and the sites of great civilizations long-reduced to ruins. Sadly, the estate is soon to be history as well. B1: GETTING INSIDE The east wing has no entrance as a result of Vorgaard extending the library a year ago to stretch out over the rocky cliffs. The rear access and west wing doors are already being consumed by fi re. The front door is guarded by Dura’s consort, a devotee named Arielon who is too handsome for words. His good looks are his only worthwhile feature, however. Arielon is the disaffected son of a lesser sea baron, whose father hoped that sending him on a trade mission to Q’barra would teach him responsibility. Instead, he met Dura. The young fop was stricken with the cleric, who in turn was happy to recruit such a wellplaced and wealthy member of the Lhazaarite nobility into the Emerald Claw. The two have been lovers since Arielon joined the order. He is a hopeless coward, however, and is ill suited to the trust Dura has placed in him. Arielon and an entourage of eight Emerald Claw soldiers await the PCs at the front doors to Vorgaard’s manor. The Krulak twins are nearby. The ogre mages leave little to chance, remaining invisible in expectation of the PCs’ arrival. Tactical Encounter: B1: Krulak Twins’ Ambush on page 64. Development: If the PCs are not brave (or foolish) enough to approach the soldiers, their options are limited. The fi re has already consumed most of Vorgaard’s estate. Other possible entry points include the stained glass ceiling murals above the exhibit hall or the windows of the library, though fl ying magic or an impressive DC 25 Climb check are required for such access. If the PCs opt for a stealthy infi ltration, alter the encounters here as needed, and assume that the Emerald Claw soldiers, Arielon, and the Krulak twins rush to Dura’s aid in the exhibit hall. B2: THE MAIN HALL Once the PCs deal with Arielon and his minions, they can enter the manor. Read: The front doors part to reveal a stately interior hall some 40 feet high. Six enormous marble columns bear the visages of what appear to be hobgoblin kings, presumably from the Dhakaani Empire. Tapestries hanging from the ceilings depict idyllic meadows and blood-soaked battlefields. What is likely the most recent addition to Vorgaard’s collection is a chilling rendering of a frozen field of corpses in the Mournland. On the floor beneath the Mournland landscape lie two men in steward’s livery. One is badly bludgeoned, and a crossbow bolt sprouts from the other’s neck like a sapling. Tall stained-glass windows line the walls. Those facing the west wing of the house reflect the red glow of the blazing fires raging there. Interior doors set in the opposite wall from the entryway lead farther into the estate. The obvious option for the PCs is to fi ght their way into the manor house and take the journal from the Blood of Vol cultists in the library. Of course, this option involves running headlong into a burning building. Do not force the PCs to enter the manor if they don’t want to. The party could just as easily lie in wait along the path back to the shore below, then ambush the Emerald Claw and try to take the journal by force. In such a situation, make it obvious that Dura has the book, perhaps by allowing the PCs Spot checks to see her tuck it into a pack, or to note her fl ipping through its pages as she emerges from the blazing building. Ambushing Dura will be a challenge, however, since the PCs have to deal with a much larger group of enemies. LETTING THE BAD GUYS DO THE DIRTY WORK Arielon and the Emerald Claw pay Vorgaard an unexpected visit 620_95977_Ch2.indd 49 2/20/07 3:34:12 PM


(ENG) D&D 3.5 Ed. - Eberron - Eyes of The Lich Queen (x Livello 5-9) - Flip eBook Pages 1-50 (2024)
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