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#126 MAP & HANDOUT SUPPLEMENT PRODUCED BY PUBLISHING, LLC. WWW.PAIZO.COM

Joachim Barrum ENCOUNTER AT BLACKWALL KEEP by Sean K Reynolds

The wizard Allustan requests the party’s com- pany on a trip to Blackwall Keep, a militia out- post on the border of a treacherous swamp. But what of the green worms and unkillable zombies plaguing the region, and what fell secret is locked in the keep’s forlorn basement? An scenario for 5th-level characters.

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2 DUNGEON 126 Supplement Spawn of Kyuss

Marzena

Eva Widermann

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Robert Lazzaretti Robert Lazzaretti

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3 DUNGEON 126 Supplement Lizardfolk Lair 1

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Robert Lazzaretti

Robert Lazzaretti

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 126 Supplement Steve Prescott

Steve Prescott

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 126 Supplement Kyuss Spawnling

Eva Widermann

Shukak

Eva Widermann

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6 DUNGEON 126 Supplement RUNNING “ENCOUNTER AT BLACKWALL KEEP” IN THE

by Eric L. Boyd

Lizard Marsh Encounters n the Realms, the town of Dagger- local lordlings is Baron- ford (Diamond Lake) lies along the ess Piann Cromm (LN The following table replaces the “Mistmarsh Encounters” north bank of the River Delimbiyr, female Tethyrian human table found in Dungeon #126, page 28. I d% Encounter some thirty or so miles inland. Instead of Aristocrat 2) of Cromm’s flowing freely into the Sea of Swords, the Hold (Blackwall Keep). 01-05 1 young black dragon (EL 5) River Delimbiyr dissolves into a morass of The redoubtable baroness 06-15 1 ceratosaur (EL 7) waterways threading beneath cold-weather lost her husband and only 16-25 2 pternadons (EL 5) cypress trees festooned with hanging moss, son to lizardfolk raiders of 26-40 5 lizardfolk (EL 5) known as the Lizard Marsh (Mistmarsh). the Blue Feather tribe over 41-50 1 gargantuan monstrous centipede (EL 6) Possible encounters on the way to the Liz- a dozen years ago. Since 51-60 4 dire toadsMM2 (EL 5) ard Marsh (see “Encounters on the Road” in then, she has ruled her 61-70 4 monitor lizardsMM (EL 5) Dungeon #126, page 19) include religious husband’s holdings with a 71-100 Roll once on Mistmarsh Table pilgrims of Lathander (St. Cuthbert), or firm but fair hand, grimly goblins from the High Moor, or lizardfolk holding on to this dangerous territory in In addition, there is a prominent portrait of the of the Blue Feather Clan (notable for their memory of their loss. baroness with her late husband and son. ornamental belts and baldrics laced with When the PCs arrive at Cromm’s Hold, distinctive blue feathers). the garrison commander Baroness Piann Redeye The Lizard Marsh is home to several tribes and thirteen soldiers (LN male and female Redeye is the king of the Redeye tribe and an of lizardfolk, including the Blue Feather Clan Tethyrian and Illuskan human Warrior 1) ally of the black dragon Ilthane. This power- and the Redeye Tribe (Twisted Branch Tribe), are the remaining survivors holding out fully built lizardman stands nearly 7 feet tall, dinosaurs such as ceratosaurs and pternadons, against the assault. (The Realms variant with the clawed hands, long tail, and toothy detailed in , and several black has one less soldier and the “garrison jaws typical of his race. Whereas most lizard- dragons, including Ilthane. The presence of commander” has survived.) The assault is folk have a thin white membrane that grows dinosaurs so far from their native Chult has being led by lizardfolk of the Redeye Tribe, hard scales ranging in color from onyx black led some sages to speculate about the pres- notable for their baldrics of red-brown to olive green to mud brown, Redeye’s skin ence of a portal in the marsh, while others pelts and red “eye” tattoos encircling their and scales are a putrescent, almost glowing, believe the dinosaurs sprang from eggs lost left eye. A DC 15 Knowledge (local) check green hue. during the wreck of the Jungle Queen, which reveals that the Redeye tribe was once one Redeye (Shukak) was once a divine cham- was driven into the marsh and wrecked dur- of the more peaceful lizardfolk tribes, led pion of Semuanya, tolerant of other races ing a terrible storm over a century ago on its by a shaman named Redeye, who was nota- and willing to negotiate with humans. In way back to from an expedition to ble for his willingness to negotiate with the Year of the Wave (1364 dr), Redeye was the northern coast of . humans. According to reports (which dif- leading a lizardfolk hunting party that The region around the marsh is ruled by fer significantly from the truth), Redeye crossed paths by chance with the Company various human lordlings (most of whom (Shukak) was slain a decade or so ago by of the Black Claw, a band of adventurers in claim the title of baron) who trace their a party of adventurers, only to return as a the employ of Ilthane, whose territory lay lineage back to Delimibiyran, the King- lich. Since that time, Redeye has report- near Redeye’s tribal lands. The two groups dom of Man. Traditionally, these lordlings edly transformed his followers into a quickly came to blows. have allied themselves with the Duchy of brutal band of raiders bent on vengeance Unbeknownst to Redeye, Ilthane had Daggerford, tithing some of their monthly against humanity. recently agreed to enter into Dragotha’s ser- income to the duke in exchange for assis- Conversion notes for the Fields of Pesh, vice. She had sent the Company of the Black tance in keeping the lizardfolk of the Rod of Seven Parts, Queen of Chaos, and Wind Claw to Daggerford to meet with an agent marsh contained. Since the death of the Dukes of Aaqa are detailed in the Realms con- of the undead dragon and bring back a set duke, this traditional alliance has begun to version notes for “The Whispering Cairn.” of potions. The potions contained alchemi- break down, and the The Commander’s Quarters (area 8 of cal additives with which the black dragon (Free City) have quietly taken an increased Cromm’s Hold) should have a slightly richer set planned to begin her activities on behalf of role in supplying supplemental troops to of furnishings than described in the adventure. Dragotha. At the end of the battle, Redeye lay contain the lizardfolk tribes. One of the dying amongst the corpses of his friends and

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

7 DUNGEON 126 Supplement foes. In desperation, Redeye fed on the fallen Redeye CR 8 body of a cleric of Talos and drank several of Male lizardfolk barbarian 6/divine champion 1 the tainted potions the cleric carried. [Talos] In the wake of the battle, Redeye returned CE Medium humanoid (reptilian) to his people a changed creature and quickly 169 seized control of the tribe from its aging Init +6; Senses Spot +1, Listen +1 king. Redeye credited his survival to Talos Languages Common, Draconic the Destroyer, hoisting alo� a shield bear- AC 23, touch 12, flat-footed 21; improved ing the Destroyer’s symbol as proof of his uncanny dodge conversion. Under Redeye’s leadership, the hp 89 (9 HD) Redeye tribe (as it came to be known) began Fort +11, Ref +7, Will +3 an aggressive series of raids against the sur- Spd 40 �. rounding human communities. A�er several Melee +1 returning trident +14/+9 (1d8+5/19–20) and townsfolk witnessed Redeye’s fanaticism, bite +10 (1d4+2) rumors spread among the human commu- Ranged +1 returning trident +12 (1d8+5/19–20) nities of the region that some sort of aspect Base Atk +8; Grp +12 of Talos was leading the lizardfolk. Special Atk rage 2/day Meanwhile, Ilthane had reestablished con- Abilities Str 18, Dex 15, Con 18, Int 11, Wis 12, Cha 12 tact with Dragotha’s agents and acquired a new SQ hold breath, lay on hands 1 point/day, trap sense +2 set of Kyuss worms. Eventually, Ilthane real- Feats Improved Critical (trident), Improved ized that the reports of a lizardfolk aspect of Initiative, Multiattack, Weapon Focus (trident) Talos began shortly a�er the disappearance of Skills Balance +8, Intimidate +7, Jump +12, Knowledge the Black Claws and that the two events were (religion) +3, Sense Motive +4, Swim +8 probably related. A�er her initial attempt to Possessions shield of the destroyer (+1 heavy steel infect the lizardfolk with masses of undead shield), +1 returning trident, bracers of armor worms failed, Ilthane approached Redeye and +3, Redeye (single eye of the eagle made of a forged her alliance with the tribe. Now, in translucent ruby lens), pouch containing 31 cp, addition to her plot to incubate a new crop of 35 sp, and 90 gp. worms in the tribe’s eggs, Ilthane keeps close Rage (Ex): While he is raging, Redeye’s statistics watch over Redeye, observing how he unknow- change as follows: ingly serves her needs. AC 21, touch 10, flat-footed 19; improved uncanny dodge hp 107 (9 HD) Fort +13, Will +5 Melee +1 returning trident +16/+11 (1d8+7/19–20) and bite +12 (1d4+3) Ranged +1 returning trident +12 (1d8+7/19–20) Grp +14 Abilities Str 22, Con 22 Skills Jump +14, Swim +10 RUNNING “ENCOUNTER AT BLACKWALL KEEP” IN by Keith Baker ncounter at Blackwall Keep” had a long-standing conflict with the local Over the last century, lizardfolk have been “ brings the heroes into conflict lizardfolk, and that the keep was built to hold found in other dark corners of Khorvaire. Ewith a tribe of misguided lizard- these lizardfolk raiders in check. However, in Explorers and soldiers seeking refuge folk, who have become tools of those who Eberron, we’ve set the Free City as Sharn, and have found lizardfolk in a variety of caves, seek to usher in the Age of Worms. Only a few there aren’t any lizardfolk near Sharn. swamps, and jungles, including the King’s changes are required to adapt the adventure Or are there? Forest of Breland. to Eberron, but these create ideas that you In modern-day Khorvaire, the largest The King’s Forest is a a rain forest that cov- may wish to explore in the future. concentration of lizardfolk can be found in ers thousands of square miles, stretching out Q’barra. But the lizardfolk are reclusive by north and east of Sharn. Although hunting is The Lizardfolk of the King’s Forest nature—and until humans settled Q’barra prohibited, the King’s Forest has long been a “Encounter at Blackwall Keep” is based around during the Last , no one knew about the haven for poachers and brigands, as well as the idea that the people of the Free City have reptilian civilization hidden in the jungle. monsters and magical beasts that were hunted

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

8 DUNGEON 126 Supplement down and killed if they ventured into the are on edge; aggressive PCs could provoke The Mistmarsh open. The lizardfolk of this region fought the them to violence. The Mistmarsh is an exceptionally swampy Dhakaani goblinoids and the minions of the Lizardfolk: As lizardfolk are not common area of the jungle to the east of Blackwall Daelkyr thousands of years ago, and learned in the region, this party is from the same Keep. The rough terrain has kept hunters to fear outsiders. For centuries they have been tribe that is attacking Blackwall, and they from exploring it thoroughly, which made living under the noses of the human invaders, attack humans on sight. it a haven for the lizardfolk and dangerous hidden in the heart of the forest and avoid- Orcs: Instead of encountering orcs, beasts rarely found in the open woods. It ing all contact with the so�skins. But then the a result of 86–90 results in an encoun- can be used as a marshy region within a vast plague of worms struck down their children. ter with 3 Unhinged Soldiers (EL 4). The rain forest, and not a freestanding swamp. The dragon Ilthane came to their hidden vil- powers of Khyber and Xoriat are always The ghouls encountered in the Mistmarsh lages and told them the humans and the other lurking in the shadows of Eberron, and are the remnants of a band of soldiers of so�skins were to blame for the catastrophe, the horrors of war have driven these Brel- the Emerald Claw. The Claw sent this unit, and for the last decade she has nutured the ish soldiers to the worship of the Dragon composed of a priest and several soldiers, flames of rage in the hearts of the lizardfolk. Below. They have become ravenous can- to Breland to perform acts of sabotage dur- The lizardfolk have never attacked Blackwall nibals and only emerge from the King’s ing the war. A�er some of the soldiers were Keep, until now. Forest to prey on travelers on the road. killed by beasts in the forest, the priest ani- Characters who make a DC 20 Knowledge They are filthy: their clothes are torn, mated their corpses as ghouls. A�er the (nature) or bardic knowledge check upon their eyes are mad, and they are covered priest fell to a Brelish patrol, the ghouls ran seeing the lizardfolk recall stories about with dirt and dried blood. They have lost wild, killing and transforming the rest of the hunters who claimed to have seen lizardfolk the ability to speak and are driven only soldiers. People familiar with Karrnath may in the King’s Forest. These stories depict the by hunger and instinct. If any of the PCs recognize the distinctive uniforms of the lizardfolk as shy and peaceful. While the liz- served Breland in the war, perhaps they Emerald Claw (see page 226 of the Eberron ardfolk have druids, they do not follow any recognize one of these unfortunates as a ). of the Eldeen druidic traditions presented in former comrade-at-arms. the Eberron Campaign Setting. The Lair Unhinged Soldier CR 2 The harpies found in area 4 served Breland Blackwall Keep Male human warrior 2/barbarian 1 as mercenary scouts during the Last War. This fortress is located 130 miles north of N Medium humanoid A�er they were severely wounded in battle, Sharn, where the King’s Forest reaches out Init +1; Senses Spot –1, Listen +3 the harpies were found and healed by the toward the banks of the Dagger River. It Languages Common lizardfolk. The lizardfolk treat them well, is part of a chain of small fortresses set AC 15, touch 11, flat-footed 14; Dodge, Mobility and the harpies have chosen to remain with along the trade road, which both watch the hp 18 (3 HD) their new allies. Shukak, the Lizard King, shores of the Dagger and combat poach- Fort +5, Ref +1, Will –1 was not raised as a slave, but he was cap- ers, bandits, and other threats that emerge Spd 40 �. tured by a hunting expedition and pressed from the King’s Forest. The swampy jun- Melee longsword +4 (1d8+1/19–20) into fighting in the Burning Ring of Sharn. gle east of Blackwall Keep has an unusu- Base Atk +3; Grp +4 This is against the Code of Galifar—but ally high percentage of dangerous magi- Special Atk rage 1/day people liked watching the creature fight, cal beasts, and the keep has always had a Abilities Str 12, Dex 13, Con 11, Int 8, Wis 9, Cha 10 and Hoas Junter paid the Watch to look skilled battle mage on hand to handle these Feats Dodge, Mobility, Toughness the other way. monsters. At present, that is Allustan’s Skills Climb +3, Intimidate +6, Jump +3, Listen +3, friend Marzena. Survival +4 Ilthane Possessions longsword, studded leather armor, You may wonder how the dragon Ilthane fits Encounters on the Road heavy wooden shield into the grand scheme of things: aren’t the Goblins and orcs are not inherently savage in Rage (Ex): While he is raging, an unhinged dragons of Argonnessen the ancient ene- Eberron, and this is too deep in Breland for soldier’s statistics change as follows: mies of the Lords of Dust? This fact makes raiders from Droaam or Darguul. Revise the AC 13, touch 9, flat-footed 12 the corruption of a dragon to the cause of following encounters: hp 24 (3 HD) darkness all the sweeter. More informa- Goblins: The goblins are poachers, who Fort +7, Will +1 tion about Ilthane, her master Dragotha, rely on the game they find on the edge of the Melee longsword +6 (1d8+3/19–20) and their ties to the oldest evils of Eberron forest to feed their families. While they are Grp +6 will be revealed in future installments of not evil or innately hostile, they are return- Abilities Str 16, Con 15 this appendix. ing from the hunt with illegal venison and Skills Climb +5, Jump +5

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 126 Supplement Kieran Yanner

THE CLOCKWORK FORTRESS by

A mechanical man discovers his ancestral fortress has fallen to a lunatic derro, but something worse than mad derro haunts the Clockwork Fortress’ gears. A D&D adventure for 8th-level characters.

Prince Oskari Lodestar

The Clockwork Fortress

Kieran Yanner Kieran Yanner

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 126 Supplement Brass Man

Kieran Yanner

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 126 Supplement Kieran Yanner

Cloocckwoorrkk Forrttrreessss

0 80 160 224400

Miles

Robert Lazzaretti

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12 DUNGEON 126 Supplement The Clockwork Fortress

F

E G Side View D C

A B

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One square = 5 feet

Robert Lazzaretti

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13 DUNGEON 126 Supplement Robert Lazzaretti

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

14 DUNGEON 126 Supplement C The Clockwork Fortress D

E & F Rooftop

E

F N G W E

S One square = 5 feet

Robert Lazzaretti

Robert Lazzaretti

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15 DUNGEON 126 Supplement Chad Du Lac & Mike Schley

BLOOD OF MALAR by Eric L. Boyd

Seductive vampires, hungry werewolves, sinister drug dealers, trouble in the sewers, and an undead beholder? Just another day in Waterdeep! The fi rst adventure in the Vampires of Waterdeep Campaign Arc, “Blood of Malar” is a Forgotten Realms adventure for 13th-level characters.

Bloodroot

Unger

Chad Du Lac & Mike Schley

Chad Du Lac & Mike Schley

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

16 DUNGEON 126 Supplement Dhusarra Hala

Chad Du Lac & Mike Schley

Orlpar Chad Du Lac & Mike Schley

Chad Du Lac & Mike Schley

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17 DUNGEON 126 Supplement Hendever’s Coffers and Coffins

Helmyn

First Floor

Second Floor One Square = 5 feet

Robert Lazzaretti

Chad Du Lac & Mike Schley

The Grinning Lion Waterdeep Sewers

Area S1 Area S2 S S S

Area S4

Area S3

S S

One square = 5 feet One Square = 5 feet

Robert Lazzaretti Robert Lazzaretti

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18 DUNGEON 126 Supplement THE MENAGERIE by B. Matthew Conklin III

What happens when a vagabond fi nds a weird snake down by the river and gives it to the local curio shop? Find out in “The Menagerie,” winner of the Ori- gins/Dungeon Side Trek Design Competition, a D&D adventure for 6th-level characters.

Tony Moseley

Elgeen

Cockatrice

Tony Moseley

Tony Moseley

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19 DUNGEON 126 Supplement Rust Monster

Tony Moseley

Ravid

Tony Moseley

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20 DUNGEON 126 Supplement 21 Dungeon UGO 126 DUNGEON #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only.Coast,reserved.PermissionrightspersonalInc.photocopyusetheAllfor to Handout 2005 SupplementWizardsof & ©Map #126 Supplement

Tony Moseley Tony Moseley