<<

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

Joachim Barrum THE WHISPERING CAIRN By

A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the , and era of dark- ness, decay, and writhing doom. An Age of Worms adventure for 1st- level characters.

Steve Prescott

Dungeon #124 Map & Handout Supplement © 2005 , Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 124 Supplement Steve Prescott

Steve Prescott

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

2 DUNGEON 124 Supplement The Whispering Cairn

G

Y B

O I

7

R V

N N W E W E

to area 7 S S

4 6 4 5

2 3

1

One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 124 Supplement 9 Lair of the Architect E NS 10 W

11

13 12

14 One square = 5 feet

Robert Lazzaretti

E NS W

Steve Prescott Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 124 Supplement Lair of the Laborers

15

16 17

18 S S

E W E W 19 N N

21 20

22

One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

24C 2244DD

24E

24A 2244BB 24

23 24E

25

side view 23 N The True N E 8 Tomb E W W S One square = 5 feet S 7B

Robert Lazzaretti Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 124 Supplement Alastor Land

Wind Warrior

Eva Widermann

Land Farmstead

To Diamond Lake

To Family Graveyard E E

N S N S

W W

One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 124 Supplement The Feral Dog N 10 11 16

9 15 E 8 W

S 5 6 7 13 3 4 14 12 17

2 18

1

Ground Floor Basement

One square = 5 feet

Robert Lazzaretti

N

W E

S

Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

7 DUNGEON 124 Supplement The Old Observatory

10

11

10 9

3rd Floor 2n2ndd Floor

8 5 4 Filge

7 6 2 3 1

N 1st Floor

W E

S One square = 5 feet

Robert Lazzaretti

Eva Widermann

N

W E

S

Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

8 DUNGEON 124 Supplement Scaling the Adventure The Wind Dukes Filge “The Whispering Cairn” introduces the idea In Encounter 5, a male corpse tells “The Whispering Cairn” is designed for of the Wind Dukes of Aaqa and the armies Filge “the Guild of Wizardry was wrong to a group of four 1st-level characters, but of Chaos, two ancient powers that fought at turn you out.” This should be changed to with a little work it can be adapted for use the dawn of time. In , the Queen of “the Esoteric Order.” The Esoteric Order by 2nd–3rd-level characters. Simply adjust Chaos and Miska the Wolf-Spider were two of Aureon is described on page 147 of the all NPC character levels up as appropri- of the mightiest children of Khyber. In the Sharn: City of Towers sourcebook. Filge’s ate by a number equal to that which the fi rst age of Eberron, these beings and oth- necromantic experiments violated the average party level of your group devi- ers of their ilk commanded vast armies of principles of the Esoteric Order, but as a ates from 1. Don’t forget to modify the rakshasa and other fi ends. When the couatl rational arcane sage, Filge had no interest amount of treasure found in the adven- ture appropriately. Specifi c changes to and rose up to fi ght the fi ends in joining the Order of the Emerald Claw, the adventure include: that covered the land, they sought allies in all one of the usual bastions for necroman- 2nd–3rd-level parties: Add a second corners of the world, and ultimately even the cers. Humiliated, he made his way from acid beetle swarm to area 7. Add a third outer planes. On Lamannia, the couatl emis- Sharn to Diamond Lake, and he has been lurking strangler to area 10. Replace the sary found a nation of mighty genies, and lurking in the shadows of the great towers Small earth elemental in area 13 with many were sympathetic to Eberron’s plight. ever since. a Medium earth elemental. Add a sec- These were the Wind Dukes. Deadly warriors ond giant bombardier beetle to area 16. and powerful wizards, these elemental lords Diamond Lake Replace the Small water elemental in fought alongside the greatest of the dragons, Diamond Lake is located in the King- area 19 with a Medium water elemental, and wind and fi re scattered the armies of dom of Breland. Find the town of Moon- and add a second ghoul to area 21. When Khyber. Even today, the names of the Wind watch at the western edge of the Hilt, and the PCs trigger the Trap in area 23, have it fi re 1d4 lead spheres at each PC on Dukes are still spoken in whispers in the follow the trade road to the northeast. the beam. Have the in the Land ruined halls of Ashtakala. When the road reaches the Dagger River, Farmstead at full health when the PCs But as powerful and valiant as the allies you will find yourself at Diamond Lake, encounter it. Add a second tomb mote were, it was a battle that could not be won. high above the waters of the Dagger. to Observatory area 1, and add a second The mightiest children of Khyber could On a clear day you can see the towers of bugbear zombie to area 11. not be destroyed: their spirits would sim- Sharn—which serves in place of the Free ply reform. The couatl retired into Sarlona, City—to the southeast. Three times each seeking to find a way to bind the demon week barges stop at the lower docks of lords. Meanwhile, the dragons and the the town, picking up shipments of ore to AGE OF WORMS Wind Dukes took a different approach— be processed in the foundries of the City CONVERSION APPENDICES creating a weapon that could banish a of Towers. The small lake that gives the fiend’s essence from the Eberron itself. town its name is located up at the top of EBERRON (by Keith Baker) The Wandering Dukes traveled across the cliffs, and some old salts claim that Eberron is a world shaped by prophecy. Eberron and all of the known planes in there are tunnels at the bottom of Dia- Dragons and demons fought a terrible search of power. And ultimately, they cre- mond Lake that lead all the way down to at the dawn of history, and the mightiest ated the Rod of Law, forged in dragonfire the Dagger itself. of the fiends were bound in the under- and cooled in purest elemental air. Unfor- The mines of Diamond Lake run down world of Khyber. But bonds can always be tunately, it was only used once before it into the cliffs along the Dagger’s edge. broken. For tens of thousands of years, the was lost—but Miska the Wolf-Spider has The majority of the tombs and cairns dragon sages of Argonnessen have studied never been seen again. in the hills around the town are tied to star, stone, and sea, seeking insights into It is believed that all of the Wind three cultures: the ancient goblins of the the living prophecy that shapes the destiny Dukes were destroyed in the war against Dhakaani Empire, Malleon the Reaver of Eberron. Those who know the secrets of the rakshasa, but their tombs and relics and the other humans who first settled the Draconic Prophecy have heard of the still remain. the region during the migration from Age of Worms: a time of terror, a reign Sarlona, and the strange, alien archi- of death, when dragon and human alike The Seeker Lodge tecture of the daelkyr—the remnants will be corrupted and enslaved by the The Seekers can be incorporated into of the war that shattered goblin civili- ancient evils. The seers of Argonnessen Eberron as is, as a new secret society. How- zation in ages past. And then there are know that this darkness will one day over- ever, they could be an unscrupulous arm of a few older tombs, which legends claim take Eberron; they believe that it is inevi- Morgrave University, or an agency aligned date back to the Age of Demons itself. table. The only question is when. Over the with members of the Aurum who possess a For centuries these structures have course of this Adventure Path, a sinister particular love for antiquities. Alternatively, drawn scholar and adventurer alike, force will set the wheels of the age in the organization could be replaced with the both hoping to uncover new ruins from motion: it will fall to the heroes to serve as Wayfi nder Foundation—although Wayfi nd- the fallen civilizations—and to find the agents of destiny, to find a way to stop ers are less likely to resort to subterfuge than treasures overlooked by those who have the Age of Worms. Ulavant or Khellek. gone before.

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 124 Supplement Aside from the Dagger River to the east, ships both the sovereign lord Aureon and Future products few physical changes are required to use the deity known as the Keeper. Followers will not treat the events in the Age of Diamond Lake in Eberron. Specific NPCs of the Restful Watch believe that the keeper Worms Adventure Path as “canon,” but will be dealt with in the conversion notes snatches worthy souls to protect them from the unfolding of events suggested in these for the adventures in which they appear. Dolurrh, and that some day, when the time sidebars will not diverge unduly from the However, there are a few changes that will is right, he will return these souls and the “core Realms” unless the characters fail or help to draw Diamond Lake more fully dead will rise again. the wishes them to. Each into Eberron, as outlined below. The Ebon Triad reveres the Shadow, the Forgotten Realms conversion appendix Mockery, and the Keeper—though they have may refer to various Forgotten Realms Tidwoad’s a very different view of the Keeper than the products, including, but not limited to, City The House Kundarak Restful Watch. This cult will be explored in of Splendors: , Faiths & Pantheons, dominates the banking trade. As a result, greater detail in the second installment of Lost Empires of Faerûn, , the banker Tidwoad is actually Tidwoad the adventure path. and , but only the Forgotten d’Kundarak (LE male dwarf expert 5), who Realms should be strictly uses his dragonmark gift of arcane lock to Getting the Players Involved necessary to adapt the campaign to the help secure his many vaults. Tidwoad’s Consider the following options for characters Forgotten Realms. bank also holds a House Sivis speaking belonging to Eberron’s unique races: Characters in the Realms begin their stone, allowing residents to send and Changelings: There are a few changelings careers in the town of Daggerford (Dia- receive messages for a fee. A number of in Diamond Lake. Most have ties to the Mid- mond Lake) along the banks of the River Sivis gnomes reside in the shop to operate night Salute; Purple Prose may actually be a Delimibiyr exploring the Forlorn Hills the stone and assist Tidwoad with book- changeling herself. (Cairn Hills) and the Lizard Marsh (Mist- keeping. The senior Sivis representative is Kalashtar: A kalashtar seer has had pre- marsh) before moving to Waterdeep (Free Lylana Lyrriman d’Sivis (N female gnome cognitive visions of a terrible disaster, but City), Longsaddle (Magepoint), the Chul- bard 1/expert 3), a garrulous woman who she cannot narrow the focus to determine tan Peninsula (Amedio Jungle), the West- will keep customers talking for as long its exact nature. A kalashtar may have been ern Heartlands (Alhaster and Redhand), as possible. sent to the town to watch for any signs of and Skull Gorge (Rift Canyon and Worm- this rising evil. crawl Fissure). For those DMs who used Healing Shi�ers: There should be a number of shi�- the Shackled City Adventure Path in the The largest dragonmarked outpost in Dia- ers at the Bronzewood Lodge, but shi�er Realms, note that these sidebars assume mond Lake is the Jorasco House of Heal- rangers and scouts could also be attached that the city of Cauldron sits in a caldera ing, maintained by Taskar d’Jorasco (N to the garrison; the question is whether the on the Chultan Peninusla, on the north- male adept 4/dragonmark heir 3). character is a child of the wilds, or a member ern slopes of the Sanrach Mountains, just Taskar has a number of adepts and mun- of Brelish society. east of . dane healers in his employ, and he caters to : The warforged are tireless travelers, injured miners, and adventurers workers with no need for food, and as such Diamond Lake who take unwise risks in the ruins. Heal- they would be welcome in the mines. How- The Adventure Path begins in late spring ing spells and potions should be obtained ever, established miners might see a new of the Year of Lightning Storms (1374 dr) in at the refuge, as temple priests rarely sell wave of warforged as a threat to job security. the town of Daggerford (Diamond Lake), their services. A former warforged soldier might continue which lies along the northern bank of the to serve at the garrison. Or perhaps a war- River Delimibyr (Diamond Lake) where Religion forged adventurer has become fascinated the Trade Way crosses the river. Aside from The Chapel of Heironeous is instead dedi- with the ruins: as a member of a race with a brief mention in the Forgotten Realms cated to the sovereign Dol Arrah, the god- no history, he is intrigued by the remnants Campaign Setting, further details about dess of honor and battle, and the wall fresco of fallen nations. Daggerford may be found in the second displays Dol Arrah in battle with the dark god edition products N5: Under Illefarn, Volo’s known as the Mockery. The FORGOTTEN REALMS Guide to the Sword Coast, and The North. The The Church of St. Cuthbert becomes a (by Eric L. Boyd) last is available as a free PDF download on temple of the Silver Flame. The follow- The Age of Worms Adventure Path can be the Wizards of the Coast website, http:// ers of the Flame have always striven to incorporated into the Forgotten Realms www.wizards.com/dnd, and contains a fight both spiritual and physical evils, with a minimum of work for the Dungeon map of the town. and the zealous Jierian Wierus exhorts Master. Each installment of the adventure Daggerford differs from Diamond Lake his congregation to battle the evil that path will be accompanied by a sidebar in that it is walled, it lies on the banks of a lurks within all mortal flesh through detailing suggested adaptations to the river ford, not a lake, and, until recently it their frequent acts of flagellation. adventure. Note that in lieu of repeatedly was a much nicer place than Diamond Lake The Diamond Lake Boneyard is pro- saying “In the Realms, XXX is known as and ruled by a hereditary duke. The most tected and maintained by the Restful YYY,” these sidebars use the convention important difference is that the mining Watch, a small and obscure cult that wor- “XXX (YYY).” industry does not dominate Daggerford to

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 124 Supplement the extent that it does in Diamond Lake, vice and exploitation, to the frustration terrain to the west-northwest. Baron Cri- so that the conflicts among the mine own- of Sherlen Spearslayer (female variant of am’s hold (Blackwall Keep) lies 15 miles ers are but one of many threads of con- Captain Tolliver Trask). Long-established west by river (downstream) or by trackless flict within the town of Daggerford. The businesses have been sold, their owners plains, on the edge of the Lizard Marsh. DM can either use the map of Diamond forced out by “new investors” allied with Julkoun (Blackstone) and Secomber Lake with Realms-version place names Lanod and Cubbin. (Elmshire) lay 90 and 165 miles east, or the Daggerford map found at the In conscious imitation of the Lords respectively, by river (upstream) or by road/ above-mentioned URL. of Waterdeep, the identities of the 23- trail through hills. Bronzewood Lodge lies The most prominent deities in Dagger- member Town Council of Daggerford across the river and 90 miles to the east ford include Chauntea (Beory), Lathander are nominally secret except to each other, by trackless plains, near the northern edge (replaces St. Cuthbert, although dogmati- but “everyone” knows the roster includes of the Misty Forest. Daggerford’s iron and cally Helm is a better substitute), Tempus the town’s guildmasters and most promi- silver mines lie 5 to 20 miles to the east of (Kord), Tymora (Norebo), and Tyr (Heirone- nent clerics. The current Council roster town by mountain trail, on the same side ous). Local sects include the Bronzewood includes Baergon Bluesword (CG male of the river, in the small range of moun- Lodge of Silvanus (Obad-hai), the Cult of half-moon elf Ftr7/Clr7 [Tempus]), Bando tains that rise up at the southern end of Ascended Lovers (Cult of the Green Lady, the Lame (CG male lightfoot halfling Clr9 the Forlorn Hills (Cairn Hills). (This range a local sect that venerates Kelemvor and a [Tymora]), Derval Ironeater (Dulok Blit- is small enough that it does not show up dark aspect of Mystra in lieu of Wee Jas), zhame), guildmaster of the blacksmiths, on the general map of the Realms found and the Twilight Monastery is managed by Korbus Brightjewel (CN male rock gnome in the Forgotten Realms Campaign Set- monks of the Old Order. The Ebon Triad Ill7), guildmaster of jewelers and white- ting but does appear in the map accompa- is a sinister cult venerating three gods smiths, Liam Sunmist (Jierian Wierus, LG nying the City of Splendors: Waterdeep web slain during the Time of Troubles (1358 male Tethyrian human Clr10 [Lathander]), enhancement. The southern end of the dr): Bane (Hextor), Bhaal (Erythnul), and Maerovyna (LG female Tethyrian human Forlorn Hills lies east of Daggerford along Myrkul (). The Realms-version of the Clr9 [Chauntea]), Nartan the Merchant the northern bank of the River Delimibyr, Ebon Triad seeks to bring about the rebirth (LE male shield dwarf War9), guildmaster south of the Forlorn Hills and the trail of the Dead Three. Unlike in the standard of merchants, and Balabar Smenk, guild- that connects Secomber with the Trade Adventure Path, where cultists of the Ebon master of the mine owners. Other guilds Way.) Mount Illefarn (Greysmere) is the Triad are dangerous, deluded fools, the include the animal handlers, carpenters, most prominent of the mountains and Realms-version of the cult is actually onto farmers, heralds and runners, leather- perhaps the only one to merit the name, something, acting as key players in a cen- workers, moneylenders, physicians, plead- while Grossetgrottel lies within a lesser turies-old divine plot initiated during the ers, rivermen, scribes, spellcasters, tailors, known peak to the west. Age of Netheril by Jergal, Lord of the End tanners, taverners, and watermen. Finally, note that half- are the legacy of Everything. Locations of note in Daggerford include of numerous invasions from the Spine of Nearly two years ago, unknown assas- the community stables (Lakeside Stables), the World (the Pomarj), while human bar- sins poisoned the Duke of Daggerford, the Barracks (Garrison), Black Stone Inn barians are likely descendants of the Uth- Pwyll “Greatshout” Daggerford, his sister, (the Midnight Salute), Delfen’s Tower gardt tribes that wander the north or the Lady Bronwyn, and his bastard brother, (Allustan’s Residence), the Ducal Castle clans that live on the High Moor to the Lord Llewellyn Longhand, leaving the (Neff Manor), the Happy Cow (the Feral south and east. D duchy without an heir. (Luzane Parrin’s Dog), Zalamandra’s Emporium (formerly late husband died in the same incident.) River Shining Tavern), Daggerford Inn The perpetrator(s) were never caught. (Jalek’s Flophouse), Farrel’s Fine Jewelry Soon therea�er, the Town Council met and Apparel (Tidwoad’s), and the Mer- and elected Lanod Ondabar (Neff) of Iriea- chants’ Guild (General Store). NPCs of bor, the little-known brother of the well- note include Bitris Ironaxe (Bitris Ruthek), respected Delfen “Yellowknife” Ondabar Demetira Landscraper (female shield dwarf (Allustan, but CN, short, and increasingly variant of Jalek), Derwin Ironeater (Ragno- stout), as governor-mayor. Rumors suggest lin Dourstone, brother of Derval), Filar- that the Town Council settled on Lanod ion Filvendorson (Ellival Moonmeadow), Ondabar as a compromise candidate and Gauth Ironaxe (Gauth Grobadore), Kaul- lesser evil in lieu of Balabar Smenk. bach (female variant of Velias Childramun), As governor-meneral, Lanod quickly Ransaran (Tyrol Ebberly), appointed his old adventuring compan- The region surrounding Daggerford is ion, Cubbin, as sheriff and began selling best described in the political favors from the former duke’s for City of Splendors: Waterdeep, found on castle to the highest bidder. In less than the Wizard’s of the Coast website. Water- 24 months, the once-proud town of Dag- deep, City of Splendors (the Free City), gerford has become synonymous with lies 120 miles by highway through plains

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 124 Supplement Chad Du Lac & Jim Zubkavich

BACKDROP: DIAMOND LAKE By Erik Mona

Kick off Dungeon’s new 12-adventure Age of Worms Adventure Path campaign with this overview of Diamond Lake, a run-down mining community nestled in hills laden with the tombs of a dozen lost civilizations. Tirria, Auric, and Khellek

Chad Du Lac & Jim zubkavich

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

12 DUNGEON 124 Supplement Balabar Smenk

Kullen

Chad Du Lac & Jim zubkavich

Allustan

Chad Du Lac & Jim zubkavich

Chad Du Lac & Jim zubkavich

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

13 DUNGEON 124 Supplement Ramón Pérez

TEMPLE OF THE SCOPRION GOD by James Wyatt and Andy Collins

An insane villain plots ruin deep beneath the city of Sharn. In order to save the city, the PCs must find the one thing that can stop him, an enormous Siberys dragonshard hidden somewhere in the jungles of the lost continent of Xen’drik. An Eberron adventure for 7th-level characters.

The Scorpion Throne

Ramón Pérez

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

14 DUNGEON 124 Supplement ���������� ����������������

������

������

������� ������

�������

������ ����

������������������� ����� �����

Kyle Hunter Kyle Hunter

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

15 DUNGEON 124 Supplement I have uncovered a plot that threatens the future of the entire city. You have proven yourselves both capable and discreet in the past, and I need both of those qualities now. Meet me at Kavv’s restaurant 43 Barrington Way Clifftop at sunset tonight. Do not fail me. T.D

Durvan

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

16 DUNGEON 124 Supplement Attila Adorjany

CHAMBERS OF ANTIQUITIES By Robert J. Kuntz

Deep under the ruins of Maure Castle lie the Chambers of Antiquities, vaults designed by ancient wizards to store magic items even they didn’t quite understand. A continuation of last year’s hit “Maure Castle.” A D&D adventure for 16th-level characters.

Spell Chisel

Andrew Hou Andrew Hou

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

17 DUNGEON 124 Supplement ���������������������������

�� � � �� �� ��

��

��

�� �� �� �� ��

��

�� �� �� �� ��

� �� � � � �� �� � �

� �� � ��

� �� �� �� � � � � �

�� � � � � � �� �� ��

�� � �� �� � �� � � � � � � � �� ��

� �

�������������������� �

Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

18 DUNGEON 124 Supplement �

� � �

� � �

� � � �

� �

Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

19 DUNGEON 124 Supplement 1—shed some blood Dragonmaster 2—throw the salt of Lynn 3—jump to the fourth 4—sew the wound 5—scoop the mix and rub the globes

Arodnap

Attila Adorjany

Zomph’s Menagerie

Attila Adorjany

Andrew Hou

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

20 DUNGEON 124 Supplement Hordlings

Andrew Hou

Andrew Hou

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

21 DUNGEON 124 Supplement