CONTENTS

4 BEYOND THE TROLLHAUNT 55 THE SAND KING’S DAUGHTER By Logan Bonner If you’re looking for more from King of the Trollhaunt Warrens, check out these extra encounters. Alternatively, use any of them to spice up any adventure of a similar level, or use them as presented as a ON THE COVER self-contained Side Trek. A Side Trek for 11th-level PCs. Illustration by William O’Connor

By 14 DEN OF THE The brown dragon Urum-Shar lurks in a strange 3 EDITORIAL DESTROYER tomb, plotting schemes only a wyrm of incredible By power could understand. Expanding on content from : Chromatic Dragons, this 98 DUNGEONCRAFT A Scales of Sample file adventure takes the heroes into Urum-Shar’s dark By James Wyatt adventure. The PCs are the heroes and trap-filled lair, where they will eventually face of Overlook, but before they can the powerful dragon herself. An adventure for really enjoy the fruits of their labors, 101 SAVE MY GAME 25th-level PCs. they receive a strange summons from By Stephen Radney-MacFarland Brindol. This summons will send them on an adventure that will dramatically 91 SUMMER’S END shape the coming conflict in Elsir Vale . . . By and possibly have even more significant repercussions in the near future. Get a first glimpse at the Dungeon Delve An adventure for 7th-level PCs. supplement, releasing in February, 2009, with this delve-style adventure. A delve for 18th-level PCs.

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EDITORIAL 160 Push ‘em Real Good DUNGEON November 2008

When it comes to the pace of a game, DMs like to think they’re in control. After all, a DM can Editor-in-Chief Chris Youngs change the course of a session at any time with but a word. But in reality, when it comes to the hour to hour flow of the game, the PCs often set the pace. Senior Art Director Web Specialist Chris Sims w Web Production Bart Carroll, How do players take this power out of the DM’s hands? That’s right, don’t let ‘em rest. Have a breathless NPC By resting. Sure, 4th Edition is better about this than show up and ask for their immediate help. Start a skill Contributing Authors Logan Bonner, Ari Marmell, previous editions. As a rule, you don’t have wizards challenge. Or just send in a fresh wave of bad guys. Stephen Radney-MacFarland, or clerics telling the group to rest after a single fight Rodney Thompson, James Wyatt anymore. Most balanced groups can make it through Chris Perkins is a master of the push. In fact, he’s used five or six fights before they need to rest, often more if it dozens of times in his campaigns, often when the Developers , Stephen Radney- they’re particularly skilled—or they get hot hands with PCs felt genuinely deserving of rest. I can remember MacFarland, Peter Schaefer their dice. the party wizard telling the group he’s down to 1st- and Editors Scott Fitzgerald Gray, 2nd-level spells, plus maybe a couple of wands, and , Gary Sarli But 4th Edition still has some nonrenewable resources, Chris dropping us into a big fight. And then another most importantly daily powers and healing surges. one. And then another. We found creative ways to Cover Artist William O’Connor Still, I’ve yet to really see dailies prevent a group from contribute, even if we were out of spells. We scoured Contributing Artists Rob Alexander, Jason A. Engle, pressing on. No, what seems to stop most groups is the Player’s Handbook for tactics (Aid Another!) and our William O’Connor, Sam Wood when one or more characters run out of surges. I saw character sheets for something—anything—that could this happening last week in my game, and as the group help (“What if I take this sunrod and…”). And we rose Cartographers Kyle Hunter, Sean Macdonald, started to debate whether to stop and rest or push on to the challenge, every time. And those were some Mike Schley (they’re on a bit of a time crunch, or I don’t think it of the best, most memorable fights of all, precisely Publishing Production Specialists Angelika Lokotz, Erin Dorries, would haveSample even been a debate), it filegot me thinking. because we weren’t at our best. Christopher Tardiff Man, it’s fun when you can push a group of PCs past So last week, when my group debated on whether to Web Development Mark A. Jindra their comfort limits. I think that in many groups, the rest after two characters spent their last healing surges D&D Creative Manager Christopher Perkins first PC who drops to a couple surges calls “Uncle!” and (and one of them at less than full hit points), I decided sends the rest of the party out of the dungeon. If you’re to push. The NPC accompanying them, himself almost Executive Producer, a DM, this can be frustrating. Maybe the very next bloodied, told them they needed to continue. That the D&D Insider Ken Troop encounter is the last one in a long adventure, and it’s safety of the region depended on it. And with that, they Director of RPG R&D Bill Slavicsek going to be anticlimactic if you have to stop and wait kicked in the next door, to be continued this week. while all your players refresh their character sheets after taking an extended rest. Or maybe, as in my case, I can’t wait to see what happens. there’s supposed to be a time crunch, and the PCs are supposed to feel some pressure to continue.

When the group suddenly stops because the wizard wants his spent sleep power back, all I want to say is, Special Thanks “Gah! Are you adventurers, or chumps?!” If this has Richard Baker, Greg Bilsland, Logan Bonner, , happened to you, then I have one word for you: Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, , , Peter Lee, , Mike Mearls, Push. , David Noonan, Stephen Radney-MacFarland, Peter Schaefer, Stephen Schubert, Chris Sims, Rodney Thompson, Rob Watkins, James Wyatt Sample file A KING OF THE TROLLHAUNT WARRENS SIDE TREK by Logan Bonner

Beyond ver the course of King of the Trollhaunt Warrens, plenty of places can the lead to more adventure. You can use these encounters if your PCs are a little behind on experience or if they’ve found an area they’d like to TrollhauntTrollh au n t oexplore. The first two encounters can be dropped into other adventures easily. illustrations by Sam Wood ✦ cartography by Kyle Hunter The third one works well if the PCs are having an easy time during the raid on Moonstair and need a little more pressure to feel challenged.

TM & © 2008 Wizards of the Coast, Inc. All rights reserved.

November 2008 | DUNGEON 160 4 BeyondBeyond tthehe TrollhauntTTrollhrollh aunntt

ADVENTURE BACKGROUND

The background for these encounters is in P1: King of the Trollhaunt Warrens. All these encounters occur in places onto which the DM was meant to build.

ADVENTURE SYNOPSIS

This Side Trek consists of four encounters. ✦ The first encounter has the PCs face and bladerager troll enforcers who have abducted eladrin from Celduilon. This encounter takes place in one of the many troll ruins within the Trollhaunt. It includes ties to adventure P2: Demon Queen’s Enclave. ✦ The second encounter is set in one of the pas- sageways that branches off from the map of the Trollhaunt Warrens. In a steamy cavern that opens up around the water-filled passageway, galeb duhr Sample file and redspawn firebelchers dwell. Even trolls refuse to enter this secluded cavern. ✦ Amid the chaos of the raid on Moonstair, trolls wreck a sailing ship into the town. In the third encounter, they begin their rampage, using the wreckage as a weapon. ✦ The last encounter can take place after the adventure, inside the abandoned fomorian fortress of Mross-Kagg. A band of traitorous drow and their duped cyclops companions set up a shrine to Orcus in the ruined fomorian fortress. This It's dark inside. . . . You hear the sound of deep encounter can serve as an adventure hook for Demon Queen’s Enclave. breathing, like a large beast might make . . .

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ENCOUNTER 1: Setup 2 Bladerager Troll Enforcers (B) Level 12 Brute Large natural humanoid XP 700 each DWELLERS IN THE RUINS This encounter can take place in any of the ruins Initiative +10 Senses Perception +9 within the Trollhaunt (described in Adventure Book HP 151; Bloodied 75 Encounter Level 11 (3,200 XP) One, pages 8–9). You can make minor adjustments Regeneration 10 (if the bladerager troll enforcer takes acid or fire damage, its regeneration does not function until the 2 bladerager troll enforcers (B) to suit the specific ruin (vegetation growing into end of its next turn) 3 drow warriors (D) the building in the forest ruin, more flooding in the AC 24; Fortitude 26, Reflex 24, Will 23 4 eladrin captives (E) lakeside ruin, and so on). Speed 7 The PCs see light coming from one of the build- m Claws (standard; at-will) Reach 2; +15 vs. AC; 2d10 + 6 damage. 3 Drow Warriors (D) Level 11 Lurker ings (if it’s night) or hear deep, grotesque chortling Medium fey humanoid XP 600 each M Bladerager Rend (standard; recharge 56 ) Initiative +13 Senses Perception +11; (if it’s day). They find a building that appears to Reach 2; +15 vs. AC; 3d10 + 6 damage, and ongoing 5 HP 83; Bloodied 41 be occupied. damage (save ends). A Death Burst (when reduced to 0 hit points or less) AC 24; Fortitude 20, Reflex 22, Will 19 The PCs can place their miniatures anywhere Speed 6 The bladerager troll enforcer explodes in a burst of outside the building. Also make sure you know their m Rapier (standard; at-will) ✦ Poison, Weapon shrapnel. Close burst 2; +13 vs. Reflex; 2d6 + 5 damage. +14 vs. AC; 1d8 + 4 damage, and the drow warrior makes passive Perception scores for the Perception checks Alignment Chaotic evil Languages Giant a secondary attack against the same target. Secondary below. Skills Athletics +17, Endurance +16 Attack: +13 vs. Fortitude; see drow poison for the effect. Str 23 (+12) Dex 18 (+10) Wis 16 (+9) R Hand Crossbow (standard; at-will) ✦ Poison, Weapon Con 21 (+11) Int 3 (+2) Cha 10 (+6) Ranged 10/20; +14 vs. AC; 1d6 + 4 damage, and the drow Perception Check warrior makes a secondary attack against the same target. DC 16: There’s a smaller room within the larger structure. to the check if he or she pulled aside a curtain Secondary Attack: +13 vs. Fortitude; see drow poison for the It’s dark inside, but you can just make out some eladrin at a window. If they are detected, roll initiative. effect. captives chained to the far wall. Otherwise, the PCs have a surprise round. R Darkfire (minor; encounter) Ranged 10; +12 vs. Reflex; until the end of the drow DC 21: YouSample hear the sound of deep breathing,file like a large warrior’s next turn, the target grants combat advantage to beast might make, along with the sound of metal scraping When the bladerager troll enforcers join the all attackers, and the target cannot benefit from invisibility against metal. It’s clearly coming from the smaller room. fight, read: or concealment. Combat Advantage The drow warrior deals an extra 2d6 damage on melee A PC can look through the doorway (which has This troll is covered in metal plates that have been bolted and ranged attacks against any target it has combat no door) or pull aside one of the ragged hides onto its body. Long metal claws extend from its fingers. advantage against. that serve as curtains. Read: Madness fills the creature’s eyes, and an expression of Drow Poison ✦ Poison A creature hit by a weapon coated in drow poison takes constant pain contorts its features. a –2 penalty to attack rolls (save ends). First Failed Saving A few drow warriors sit in the middle of the room, gathered Throw: The target is also weakened (save ends). Second around a small fire. Several thick pillars support the roof, Tactics Failed Saving Throw: The target falls unconscious until the but they’re in bad shape, and piles of rubble cover the floor At the start of the encounter, the drow are sitting. end of the encounter. Alignment Evil Languages Common, Elven around them. Treat them as prone: They need to spend a move Skills Dungeoneering +11, Intimidate +8, Stealth +15 action to stand. The drow flank foes to gain combat Str 14 (+7) Dex 19 (+9) Wis 13 (+6) Have any PC who looked in the building make a advantage. After the bladeragers join the fray, the Con 11 (+5) Int 13 (+6) Cha 12 (+6) Equipment chainmail, rapier*, hand crossbow, 20 bolts* Stealth check and compare it to the drow warriors’ drow might have a chance to hide behind columns *These weapons are coated in drow poison. passive Perception of 21. The PC takes a –5 penalty and use Stealth to gain combat advantage instead.

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Features of the Area Eladrin Captives Illumination: Bright light inside the main The eladrin captives chained in the back room were area of the building, dim light in the smaller being tortured by the bladerager troll enforcers, but room. The outside area has bright light if the they’re all alive. They are from Celduilon and had encounter occurs during the day or dim light if been sent in secret to assist the people of Moonstair. at night. They give the PCs a magic item in gratitude (see the Bogs: These areas of marsh and mud are “Treasure” section above), then leave to return home. difficult terrain (requiring 1 extra square of They are injured, but are confident that they can movement to enter). make the return trip without assistance. Campfire: A creature moving into the camp- fire square or starting its turn there takes 2d6 Secrets of the Drow fire damage. Among the possessions carried by the drow warriors, Curtains: A creature adjacent to a window the PCs can find instructions that were given to the can use the curtain as superior cover, but open it warriors. They indicate that the drow are supposed to to shoot. accompany the bladerager troll enforcers so that they Crumbling Pillars: A creature can attack a could show that the drow are committed to their pro- pillar (AC 4, other defenses 12, and 10 hp). If a posed alliance with Skalmad. Through various hints pillar is destroyed, the pillar begins to shatter, in the text, the PCs can figure out that these drow then the ceiling collapses at the end of the cur- are refugees from a drow enclave that has been taken rent turn. The rubble hits all squares within 2 of over by a rival group of drow. The rival group has dif- the pillar.Sample Make an attack against file each creature fering beliefs from most drow, but the letter doesn’t in the area: +14 vs. Reflex; 3d6 damage. make it clear what those beliefs are. Rubble: The rubble around the pillars is This storyline is meant to tie into P2: Demon difficult terrain (requiring 1 extra square of Queen’s Enclave. If you want to make the tie more The bladerager troll enforcers enter the fight in movement to enter). obvious, drop more hints about this proposed alliance the second round (ignore the surprise round if the Treasure: The drow warriors have the equip- into encounter W12. PCs have one). They swing wildly, lashing out at ment noted in their stat blocks. In gratitude, the whoever is nearest. If an enemy is behind a pillar, a eladrin captives give the PCs a level 13 magic Running a bladerager smashes down the pillar to hurt its foe, item. Pull it from the PCs’ wish lists or choose Higher-Level Encounter even if the troll or its allies take damage, too. It’s best from the following list: periapt of wisdom +3, Exploring the ruins might be the PCs’ next adven- if the trolls take out some pillars early—you don’t winged boots, wand of (power level 7 or lower) +3, or ture after the end of P1. If you use this encounter in want their death burst to trigger a cascade of damage symbol of hope +3. This is treasure parcel 3 for a this way, replace the three drow warriors with two over a large area when they die. party of 11th-level characters. drow blademasters, and add one more bladerager troll enforcer. This makes the encounter level 14 (5,300 XP).

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