Dungeon #151 Table of Contents

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Dungeon #151 Table of Contents Dungeon #151 Dungeon #151 features all-new D&D adventures by Ari Marmell, Edward Albert, and C.A. Suleiman ("Iggwilv's Legacy: The Lost Caverns of Tsojcanth") and Nicolas Logue ("Hell's Heart"). Plus, new installments of Dungeoncraft, Maps of Mystery, and Save My Game. Hell's Heart We Get By with a Little Help from Our Fans Dungeon Adventures Dungeon Editorial Check out the climactic finale of Nicolas Logue's Any period of transition has its rocky moments, three-part Eberron adventure series, which and launching magazines online is no exception. begain in with "Chimes at Midnight" and "Quoth by Chris Thomasson the Raven." by Nicolas Logue Iggwilv's Legacy: Welcome to Dungeon The Lost Caverns of Tsojcanth Dungeon Editorial Dungeon Adventures Check out what editors Bart Carroll and Chris A classic 1st Edition adventure returns, newly Thomasson have to say about the future of updated and expanded for 3rd Edition. Delve into Dungeon Magazine. Chapters 1-4 of the Lost Caverns here! by Bart Carroll and Chris Thomasson by Ari Marmell, Edward Albert, and C.A. Suleiman Issue #151 Preview Episode 1 Dungeon Features It's Never Too Early Starting in October, this is your destination for the Dungeoncraft best in D&D adventures. Coming soon, issue Sure, a new edition is coming out, and you #151! We’ll be wrapping up a three-part Eberron probably don't have the final rules for it yet (and if series, which began with “Chimes at Midnight” in you do, please let us know ASAP, because, well, issue #133, as well as returning to a classic 1st wow...), but does that mean you can't plan ahead Edition adventure, updated for D&D 3.5. for your first 4th Edition campaign? Of course not! Come see some dungeoncrafting in action. bJ W tt Delver's Dale Maps of Mystery Christopher West returns to Dungeon with a new Map of Mystery. Check it out here! by Christopher West Save My Game I’m Stephen. I Solve Problems. Save My Game We're talking about those days that, after everyone has left the gaming table and are well on their way home, you raise a fist in the air and scream, “Someone, please, save my game!” by Stephen Radney-MacFarland Printer Friendly Email A Friend Discuss This Article About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap http://www.wizards.com/default.asp?x=dnd/dutoc/151 Issue #151 Preview Welcome to the future home of Dungeon Magazine! Starting in October, this is your destination for the best in D&D adventures. Here’s a taste of what’s coming in issue #151: Iggwilv’s Legacy: The Lost Caverns of Tsojcanth By Edward Albert, Ari Marmell, and C.A. Suleiman One of the most ambitious projects to ever hit Dungeon, the classic 1st Edition module is freshly updated to D&D 3.5. Plus, the adventure features a new prelude and a follow-up adventure that takes the PCs to Tsojcanth’s lair. Hell’s Heart By Nicolas Logue The three-part Eberron adventure series that began with “Chimes at Midnight” in issue #133 and continued with “Quoth the Raven” in issue #150 concludes in this chilling visit to Sharn’s sanitarium. A final showdown is brewing in the dark, depraved depths of the asylum, and if the PCs aren’t up to the task, the chaos inside the walls of Hell’s Heart could erupt to engulf the city. Plus, Dungeoncraft, Save My Game, and even more! In the mean time… Check out Dungeon #150, on stands now. Check out the contents at paizo.com. ©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. http://www.wizards.com/default.asp?x=dnd/dufe/151preview&pf=true Hell’s Heart by Nicolas Logue Hell’s Heart. Some still mutter that Raven, a deranged art by UDON serial murderer who held the city hostage and reported cartography by Mike Schley his sick deeds to the populace in horrifying prose, will not be the last deadly puppet whose strings lead back to Hate thrives in Hell’s Heart. Cordoned off from the rest Viktor Saint-Demain. Still, with the death of Viktor’s of Sharn and nestled in the Black Arch district where dark angel, the majority of the citizens of Sharn have a thousand swords and glaives surround its obsidian begun to wrap themselves in a warm blanket of false spires, Hell’s Heart is a madman’s nightmare—a black relief, and they ignore the naysayers by claiming that spot of terror on the pox-ridden underbelly of Sharn. the inquisitive’s killing days are over. They believe he’s From drooling maniac killers, to family-slaughter- nothing more than a gibbering madman left alone in ing sociopaths and deranged cannibals, the asylum the dark with his nightmares and his hate. They are contains Sharn’s most twisted minds, but none among fooled. them come close to the depraved brilliance of Viktor When madness and genius wed, plans turn within Saint-Demain. plans, and Viktor’s evil stratagems are too numerous Undaunted by the recent failure of his protégé in and interlaced for any sane mind to grasp easily. Even “Quoth the Raven,” Viktor opens a dark final chapter while he fueled the Raven’s dark urges and orchestrated in his plans for vengeance. The mad inquisitive’s coup murder and mayhem from behind the scenes, he also de grace not only deals the party a lethal stroke, but also laid the groundwork for a more insidious scheme. includes his own redemptive rise to heroism as well. A Simple death cannot satisfy Viktor’s hate; instead he madhouse of killers and deadly traps, plus a doomed wants to bring his enemies as low as he himself has future as fugitives and enemies of the Brelish crown fallen. He plans to plunge the PCs into villainy and drag awaits those who cross Viktor Saint-Demain. The time their reputations through the dark underslime of Hell’s is nigh for a final showdown with one of Khorvaire’s Heart. When he’s finished with them, the PCs will be most dangerous criminal masterminds. nothing more than murderers and fugitives of the law, “Hell’s Heart” is an adventure for 10th-level player perhaps destined to spend the rest of their natural lives characters (PCs) using the EbErron® campaign setting in Hell’s Heart themselves. and set against the murky morals and dark urban land- A mind as dangerous as Viktor’s turns even the scape of Sharn, City of Towers. This adventure ends the worst circumstances into an advantage. Viktor had Viktor Saint-Demain adventure trilogy (it serves as the several chances to escape imprisonment, but he instead sequel to “Chimes at Midnight” and “Quoth the Raven”), arranged to be thrown into Sharn’s darkest hole. As soon though with minor adaptation a Dungeon Master (DM) as he was incarcerated in Hell’s Heart, the inquisitive can run it as a stand-alone adventure. began turning imprisonment to his benefit. He began Within this adventure, abbreviations indicate materi- with the warden and owner of the institution, one Dr. als that appear in other supplements. Those supplements Lucard Karvasi, a rail-thin human arguably no less and their abbreviations are as follows: Complete Warrior demented than his charges. The good doctor opened (CW), Dungeon Master’s Guide (DMG), EbErron® Campaign the Karvasi Asylum for the Criminally Insane (better Setting (ECS), Fiend Folio (FF), Libris Mortis (LM), Monster known as “Hell’s Heart”) under the auspices of his older Manual (MM), Player’s Handbook (PH). sister, whose marriage to King Boranel’s uncle earn her special boons of the crown. Karvasi runs the asylum completely unsupervised, and he engages in all manner ADVENTURE of horrific abuse, worship of the Mockery, and bizarre BACKGROUND experiments on the inmates. His sister also allows the When a great mind breaks, it becomes more dangerous deranged doctor to take his pick of convicted Brelish than a dragon’s ire. Viktor Saint-Demain, once Sharn’s criminals. Karvasi chooses the most colorful—usually most celebrated master inquisitive, is now a scourge sadistic killers whose warped minds provide much on the city in which he once solved crimes. In the entertainment to the good doctor as he deals with them recent past, mentioning his name instilled a deeply in a manner that would give hardened, violent crimi- felt tremor of fear in Sharn’s citizens. Many who lived nals nightmares. Viktor believed the notoriety of his in the city after Saint-Demain’s first unlawful exploits Wildnight activities would draw Karvasi’s interest. whispered that the disease of derangement and violence In his first “treatment” session with the warden of from which Saint-Demain suffered would only grow Hell’s Heart, Viktor’s considerable powers of deduc- and fester with time. Several citizens shamefully felt tion quickly revealed a crack in Dr. Lucard Karvasi’s vindicated during the recent killing spree of the Raven, cold veneer. Lurking in the doctor’s polluted mind is a who served as an excellent example of the former master second persona—a drooling wrathful brute born of the inquisitive’s ability to reach beyond his ten-by-ten cell in doctor’s worst perversions and darkest urges, and nur- tured by Karvasi’s constant contact with like-minded All of this is, of course, completely false. Trelib and souls. Viktor succored this foul splinter of Karvasi’s the King are old friends, but rumors always fly and psyche, dubbing the sick thing “Krader,” and eventu- Maldrake, blinded by his devotion to his savior, believes ally he helped this persona overthrow Karvasi’s higher Viktor’s accusations.
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