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4 Hall of the Snake God 29 Oasis of the Golden Peacock By Robert J. Schwalb By Tim Eagon Legends of the Serpent Wood speak of an ancient A desert oasis once revered by a group of avian- group of primitive humans who dedicated friendly druids holds a secret well of power. Now, a themselves to the dark god Zehir. Several of the power-mad sorcerer seeks to tap the essence of the temples they raised still stand in the wild lands, oasis for her own abuses. The PCs must act quickly and one such place has become home to new to secure the oasis from this villain and her band dangers. This Side Trek makes for an excellent of eladrin bandits. An adventure for 7th-level PCs. respite between adventures, or can be used as a On the Cover Illustration by Zoltan Boros springboard for a larger adventure series against 63 Dungeon Delve: Crown & Gabor Szikszai the forces of Zehir. A Side Trek for 11th-level PCs. of the Troll King 3 Editorial By Daniel Marthaler 10 Stormcrow Tor A troll who styles himself king has acquired an 75 Ruling Skill artifact that allows him to capture the souls of Challenges By Bruce R. Cordell his defeated foes. Do your PCs dare brave his By Stormcrow Company—an unsavory band of lair to defeat him and retrieve this foul device? A Mike continues to educate on the nature of skill Sample file challenges, with unique applications and examples. adventurers—haven’t been seen or heard from in Dungeon Delve adventure for 11th-level PCs. years. Rumors of their accumulated wealth have spread far and wide, and if they have truly been 78 Save My Game slain, that treasure is just waiting for adventurers 72 Campaign Workshop: By Stephen Radney-MacFarland to come and collect it. But is anything ever as easy T the Blasphemer A DM’s best friend? Stephen Radney-MacFarland, as it seems? An adventure for 4th-level PCs. By James Wyatt back with more advice and letters from the mailbag.

The depraved villain of James Wyatt’s Draconic 82 Dungeoncraft Prophecy series of novels is brought to life By James Wyatt for use in your D&D campaign. James discusses the latest changes to his fledgling campaign.

Dungeons & Dragons, D&D, Dungeon, Dragon, d20, d20 System, , all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, LLC, in the U.S.A. and other countries. ® This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2009 Wizards of the Coast, LLC. No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.com/dnd ed i t o r i al 169 Du ngeon August 2009 iPhone Angst

Editor-in-Chief Chris Youngs Even though D&D is still a tabletop game at its core, the • Character Sheets: We don’t currently offer our own Senior Art Director Jon Schindehette game is now firmly entrenched in the modern trappings—and iPhone apps, but there are a couple cool ones that let you perils—of technology. The message boards, hordes of fan- import your Character Builder data into an iPhone readable Web Specialist Chris Sims generated software, and ultimately D&D Insider have seen character sheet. The site www.iplay4e.com has an app that to that. But in the past couple of years, one particular device people around the office use, for example. Web Production Bart Carroll, Steve Winter has become a bane and boon to D&D games everywhere: the • Twitter: I save this one for last because you’ll see it on the Contributing Authors Bruce R. Cordell, Tim Eagon, iPhone. next list as well. Lots of folks I know twitter during games to Certainly, laptops preceded iPhones to many game tables. post updates to events as they unfold. Done in moderation, I Daniel Marthaler, Mike Mearls, I know several players who’ve brought their characters on lap- think that’s pretty cool. In excess? See below. Stephen Radney-MacFarland, tops, and used them to track their hit points and power usage, Robert J. Schwalb, James Wyatt and store their campaign notes. And of course cell phones The Bad have been in everyone’s pockets for almost as long. But there’s something about the iPhone… • Starting Debates: The curse of having so much informa- Developers Stephen Radney-MacFarland, it’s near-ubiquitous, for one. I know many people who own tion at one’s fingertips makes some feel like the authority on Peter Schaefer, Stephen iPhones but who don’t own laptops. And then there are the everything from hot wings to hot air balloons. So if someone Schubert, Rodney Thompson apps. Cool apps have become so accessible for gamers, and at the table engages in any sort of harmless speculation, some they’re mostly so cheap that few people who own iPhones, in iPhoners bust out I’mrightandyou’rewrong.com just to prove Editor Miranda Horner, Gary Sarli my experience, haven’t indulged themselves with one or two. a point. That crashing sound you just heard was your session Or fifty. jumping the tracks. Cover Artist Zoltan Boros & Gabor Szikszai But mostly, it’s just that they’re cool. Full disclosure: I don’t • Youtube: I love a funny video as much as the next guy. And I love some in-game movie quotes even more. What I Contributing Artists Thomas Denmark, Empty Room own one, but I wish I did (stupid two-year contract). And most people I know who don’t have one also wish they did. They’re don’t love? Someone busting out the movie clip for the movie Studios, Rob Alexander, Wayne handy, they’re fun, and yes, they can do so much cool stuff just quoted. It’s overkill, it’s distracting, and it’s not welcome, England, Patrick McEnvoy, Raven out of the box that they can turn into a bigger time suck than thank you very much. Mimura, William O’Connor, Techmobowl was for 12-year-old boys in 1987. With some- • Twitter: Here it is, back for round two. Twittering during the exciting moments of a game: Cool. Twittering your life as Sam Wood thing so snazzySample and now so common, DMs file have to find ways to deal with iPhones at the table. Some have just banned them it unfolds: Lame. Has celebrity Twitteritis taught us nothing? Cartographers Jason Engle, Kyle Hunter, outright, adding them to the list with cell phones, portable I’m sorry, but no one’s life is that interesting. Not to mention, doing so during the game is just less attention paid to the Sean Macdonald, Mike Schley TVs, and durian (or maybe that’s just me). As with any tool, iPhones can be used for good or evil. I’ve game and your fellow players. That leads me to… Publishing Production Specialists Angelika Lokotz, Erin Dorries, thoughtfully attached a list in each category, so maybe you • “It’s My Turn Already?”: And last, but certainly not least, the iPhone can be a never-ending source of one distraction Christopher Tardiff DMs can rethink those blanket bans you may have already put in place. after another. I mean, it’s the Interwebs. Of course there’s stuff to do, games to play, and message boards to lurk (or Web Development Mark A. Jindra The Good troll). Take comfort: Those players who have their eyes glued D&D Creative Manager Christopher Perkins to their iPhones, oblivious to the world around them, will be • Settling Debates: iPhones allow you to quickly and easily the first to fall when the zombie apocalypse happens. Executive Producer, access information. Sometimes you’re not near a computer or D&D Insider Ken Troop a wireless network when you really want to access, say, IMDB What it all boils down to is, as with everything, iPhones to quickly settle those movie quote debates that have derailed are best in moderation. In the case of this particular piece of Director of RPG R&D many a D&D session. For something like this, nothing is technology, a little goes a long way, but the benefits can defi- handier than an iPhone. Look it up, move along. nitely outweigh the negatives if you set up some easy ground • Music. Sometimes, such as around our office, you’re rules. Have a favorite iPhone app or iPhone horror story? Let playing D&D and just hankering for someone to fire up the us hear about it at [email protected]. We’d love to Conan the Barbarian soundtrack to accompany your current hear from you! Special Thanks battle. But there’s not a stereo or iPod dock in sight. Sure, the Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter, speakers on the iPhone are tiny, but sometimes any music is Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, better than none. Jeremy Crawford, Rob Heinsoo, Peter Lee, Mike Mearls, Kim Mohan, Cal Moore, Stephen Radney-MacFarland, Peter Schaefer, Stephen Schubert, , Chris Sims, Rodney Thompson, James Wyatt A Side Trek for 10th-Level Characters

By Robert J. Schwalb

illustrations by Rick Hershey, Empty Rooms Studios cartography by Sean Macdonald Sample file

ld legends and dubious tales abound about Hall the Serpent Wood. Spoken over mugs of of the ale, these stories about snake gods, shadowy serpents, and vile thralls describe how they all Snake God once capered in the gloom cast by the tall trees. TM & © 2009 Wizards of the Coast LLC All rights reserved.

August 2009 | Dungeon 169 4 Hall of the Snake God

Generations have passed since the days when the strange folk ruled the forest, but even now, centuries later, few dare tread its darkened trails for fear of disturbing the restless ghosts and drawing the atten- tion of terrible predators. Rangers and other woodsy folk lend credence to these fears by whispering about moss-covered ruins where old stones jut up from the loamy earth and serve as mute reminders of a lost and ancient society. One can only wonder what might still remain behind for an intrepid adventure with more courage than sense to unearth and bring into the light.

“Hall of the Snake God” is a short Side Trek designed Beyond the door, they find a long staircase descend- Fresh Sacrifice: The people of Sedgewen, a small for five characters of between 10th and 12th level. ing into darkness. settlement on the Serpent Wood’s fringes, descend Consisting of just two encounters, you can run this At the bottom, the stairs open onto a crude from those primitive snake worshipers. Believing scenario to bridge two larger adventures together or chamber that the people who ruled the forest above their god to still live in the forest, they lure adven- as an adventure played in a single night. excavated long ago, and in it stands a strange portal turers into the woods, promising great treasure or that links this world to another beyond it. To prevent imperiled innocents awaiting rescue. The wicked mortal passage through the shimmering portal, an villages hope their master will accept the adventurers Adventure ancient naga protects the gate with the added might as a worthy sacrifice. Background of an eidolon and a sea of serpents. Marauding Ettin: A tiny community huddled on the Serpent Wood’s outer edge came under attack The rumors surrounding the Serpent Wood are true: InvolvSampleing the filePCs from a marauding ettin. At first the raids claimed live- Primitive humans did raise a city in the trees’ shelter. stock, but the ettin is becoming more daring and has They dedicated their society to Zehir, the serpent god, Any of the following adventure hooks are suitable for snatched a few villagers. The villagers beg the heroes but their nation didn’t thrive long. Decadence, overin- involving the adventurers in the adventure. for help as they pass through the area. dulgence, and treachery were the hallmarks of their Buried Treasure: A strange discovery during a undoing. The few weathered stones, many marked previous adventure leads the characters to the Hall with strange runes, remain in full view, but secret of the Snake God. Painted on an old swatch of snake places, such as rooms and structures buried beneath skin is a map, likely found amid other treasure or the forest floor, are hidden and forgotten by all but tucked away inside an old scroll tube. Scrutinizing the strange inhabitants set to guard them. the map reveals a few familiar landmarks, which While traveling the forest, the adventurers dis- allows the characters to follow the map to what can cover one such site. After confronting an ettin and its only be treasure and glory. pet , the PCs discover a locked, soot-darkened bronze door that vines have nearly overgrown.

August 2009 | Dungeon 169 5 Hall of the Snake God

Starting the Portal: A shimmering curtain glimmers in a small chamber adjoining the larger room. The por- Side Trek tal’s destination is a barren chasm on Tytherion, the Endless Night, though indigo light shining from the Winter has fallen on the Serpent Wood, and bare portal conceals the destination and makes the portal trees claw at a leaden sky, doing little to stop the snow opaque. The portal is a one-way portal, so characters from blanketing the forest floor. Travel through the passing through it have to find another way back to woods is slow-going due to the snow covering the the mortal world. uneven terrain, iced-over streams and pools, and the Stairs: Steep stairs connect the cave to the cham- occasional sinkhole, but care and caution allow the ber below. They descend 100 feet beyond the locked characters to move without harm. door and open onto a wide shelf overlooking the If the characters track the ettin, they find its trail room. The stairs count as difficult terrain. easily since the creature, overly confident, did little to conceal its path. In fact, if the PCs are trying to rescue Treasure a captured villager, they might spy half-eaten body Considering the Side Trek’s scope, adventurers should parts and bloody bones discarded in the snow. The gain at most two parcels of treasure. If you’re using ettin requires a great deal of food, and not much game this adventure to link two others, you might move one remains in the forest. or two parcels the PCs missed during the last adven- ture here or pull two parcels from the next adventure When the PCs can see the cave, read: to give them a bit of an edge for the scenario to come. Through the dense trees, you spot bright light emanating For the twoSample parcels, one should be filecoins and goods, from a cave mouth set in the side of a low-rising hill. A while the second should be a magic item drawn from few dead trees still stand before the opening, and boulders the players’ wish lists. This Side Trek grants parcel 3 thrust up through the snow. and parcel 8 from the 12th-level list (’s General Details Guide®, page 127). Parcel 8 is divided between both encounters. Modify the treasure as needed for your The cave and the hall beyond are rough-hewn and party’s level. crude. The walls throughout the area have cave paint- ings that display serpents, snake-folk, and a shadowy snake figure depicting Zehir. A DC 15 Religion check identifies the shadowy figure as such.

August 2009 | Dungeon 169 6 Hall of the Snake God

Bright Cave Ettin Marauder (M) Level 10 Elite Soldier Winterclaw Owlbear (W) Level 14 Elite Controller Large natural humanoid (giant) XP 1,000 Huge fey beast XP 2,000 Encounter Level 11 (3,000 XP) Initiative +8; see also double actions Senses Perception +12 Initiative +9 Senses Perception +15; low-light vision HP 222; Bloodied 111 HP 280; Bloodied 140; see also frost wail AC 28; Fortitude 26, Reflex 18, Will 19 AC 28; Fortitude 28, Reflex 23, Will 24 Setup Saving Throws +2 Saving Throws +2 1 ettin marauder (M) Speed 6 Speed 7 (ice walk) Action Points 1 Action Points 1 1 winterclaw owlbear (W) m Club (standard; at-will) F Weapon m Winterclaw (standard; at-will) F Cold Reach 2; +15 vs. AC; 1d8 + 9 damage, and the target is Reach 3; +18 vs. AC; 1d8 + 7 damage plus 1d8 cold An ettin marauder and pet owlbear huddle in the pushed 1 square. damage, and the target is slowed (save ends). F cave near the fire to chase away the cold. M Swat (immediate reaction, when an enemy moves into a M Double Attack (standard; at-will) Cold position that flanks the ettin; at-will) The winterclaw owlbear makes two winterclaw attacks. If The ettin targets one creature flanking it: +13 vs. Fortitude; both claws hit the same target, the target is immobilized When the PCs see into the cave, read: the target is pushed 3 squares. (save ends). Aftereffect: The target is slowed (save ends). A roaring fire burns in the room’s middle, revealing a Double Actions C Frost Wail (standard; recharges when first bloodied) F Cold Close burst 3; +16 vs. Fortitude; 1d10 + 5 cold damage, hulking two-headed giant and the largest owlbear you’ve An ettin rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, and the target is immobilized (save ends). likely ever seen. minor) on each turn. Each set of actions corresponds to a Alignment Unaligned Languages — different head. The ettin’s ability to take immediate actions Str 24 (+14) Dex 14 (+9) Wis 16 (+10) Tactics refreshes on each of its turns. Con 20 (+12) Int 2 (+3) Cha 12 (+8) Dual Brains The ettin makes a club attack and spends its action At the end of its turn, the ettin automatically saves against point to attack again. The owlbear uses frost wail on the dazed and stunned conditions and against charm its first turn if it can do so without catching the ettin. effects that a save can end. It then engages the closest enemy to use double attack Alignment Chaotic evil Languages Giant Str 28 (+14) SampleDex 12 (+6) fileWis 15 (+7) each round. Con 23 (+11) Int 8 (+4) Cha 9 (+4) Equipment hide armor, 2 clubs Features of the Area Trees: A tree has AC 4; Fortitude 10, Reflex 4; Illumination: The campfire fills the cave with hp 25. Reducing a tree to 0 hit points causes it to fall bright light. away from the attacker, and it attacks any adjacent Locked Door: Clearing the overgrowth away creature in its 2-square path: +12 vs. Reflex; 1d8 + 5 and wiping off the soot reveals a locked bronze door damage, and the target is immobilized (save ends). featuring snake imagery. Opening the door requires a Treasure: The ettin has a filthy cloth bag filled DC 21 Strength check or a DC 20 Thievery check. with 500 gp. Boulders: It costs 3 squares of movement to move through a boulder’s space. The boulders provide cover.

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