TEXT:  
  
   
  2 
      
  All original material © 2008 Christopher King. All references to Dungeons & 
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  Inc., and are used with permission under the Dungeons & Dragons 4
  th Edition 
  Game System License. All 4E References are listed in the 4E System Reference 
  Document, available at www.wizards.com/d20.  
  DUNGEONS & DRAGONS 4
  th Edition PLAYER’S HANDBOOK, written by Rob 
  Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, 
  written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, 
  Stephen Schubert and James Wyatt  
  © 2008 Wizards of the Coast, Inc. All rights reserved. 
   
  Cover Art: free image available for public use. 
   
   
   
   
   
   
   
  
   
  3 
  Table of Contents:
  Table of Contents:
  Table of Contents:
  Table of Contents:    
   
   
   
  History of the Dungeonsweepers 
   
   
  pg. 4 
  Dungeonsweeper Guild Master  
   
   
  pg. 6 
  Guild Masters of Note 
   
   
   
   
  pg. 6 
  Past Dungeonsweeper Exploits  
   
   
  pg. 7 
  Joining the Dungeonsweepers  
   
   
  pg. 9 
  Dungeonsweeper Guild Adventures 
   
   
  pg. 10 
  Guild Initiation Adventures 
   
   
   
  pg. 14 
   
   
  The Unexplored Cave 
   
   
   
  pg. 14 
   
   
  The Wailing Witch 
   
   
   
  pg. 17 
   
   
  The Diamond Eye of Korr 
   
   
  pg. 21 
  Guild Member Adventures 
   
   
   
  pg. 30 
   
   
  City Under Siege  
   
   
   
  pg. 30 
  Adventure Hooks  
   
   
   
   
  pg. 32 
   
   
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
  
   
  4 
  HiHiHiHistory of the Dungeonsweepers
  story of the Dungeonsweepers
  story of the Dungeonsweepers
  story of the Dungeonsweepers    
      
  When the City of Burden’s Peak was 
  founded almost 400 years ago, there 
  were no guilds to speak of. A few of the 
  better trained warriors formed a small 
  band, and referred to themselves simply 
  as the Slayers. With the Harvest 
  Massacre still fresh in everyone’s mind, 
  any and all skilled warriors were readily 
  accepted into the Slayers. The standards 
  for acceptance into the Slayers were 
  minimal, and required very little more 
  than a person know how to wield a 
  weapon proficiently in combat. 
   
  With the standards being so low, any and 
  every person with a sword began to sign 
  on as a Slayer. Within a year, the Slayers 
  numbered over 200 members. When 
  they began, the Slayers were held as 
  protectors and defenders of the city. 
  What they had become were a mob, 
  ready to kill anyone they suspected of ill 
  doings. Of course, the interpretations of 
  a person’s intentions were often 
  misconstrued, and dozens of people were 
  killed without any real provocation. 
   
  Throughout the next few years, the 
  Slayers became more feared than 
  respected. People avoided them, lest 
  they be accused of some wrong doing 
  and forced to face the wrath of the 
  Slayers.  
   
  One specific incident brought about the 
  beginning of the end of the Slayers. A 
  visiting dignitary was a guest of Duke 
  Fellinger Marthos during a spring 
  festival, and a small slip of the tongue to 
  a Slayer member brought about the death 
  of the dignitary. Up to this point, the 
  Duke had all but ignored the group’s 
  actions, but this time he was forced to 
  act under threat from the dignitary’s 
  home country. 
   
  Duke Fellinger Marthos called for a trial 
  of the Slayers responsible for the 
  dignitary’s death. As it turned out, every 
  one of the over 200 members showed up 
  to the trial, and the event was to become 
  a benchmark in the city’s history.  
   
  To no ones surprise, the responsible 
  Slayer members were found guilty of 
  murdering the dignitary and ordered to 
  be executed for their crime. Upon 
  reading the verdict, the other members 
  of the Slayers immediately attacked the 
  Duke, his guards, and the rest of the 
  people present at the trial. The resulting 
  massacre was a canker on the city that is 
  still talked of today. 
   
  The following months were very 
  turbulent amongst members of the 
  Slayers. Members argued with members 
  about the massacre, and whether or not it 
  was justified. In-fighting lead to 
  animosity between the members, and 
  talk began of a split in the group. 
  Repeated incidents of battle between 
  Slayer members began occurring, and 
  within the next year there were two 
  separate factions. One group maintained 
  the Slayers name, and the other called 
  themselves the Dungeoneers.  
   
  The Dungeoneers were opposed to the 
  violent rule of the Slayers, and were 
  making attempts at establishing a new 
  Duke to rule the city. The Slayers were 
  furious, and stated that anyone put in 
  charge would be killed on sight. The 
  Dungeoneers stayed adamant to their 
  cause, nevertheless, and tensions 
  between the two factions grew even 
  
   
  5 
  more. Both sides knew that it was only a 
  matter of time before the animosity 
  boiled over. 
   
  As expected, the two sides ended up in a 
  war against each other. The more 
  organized Dungeoneers slew members 
  of the Slayers one after one. The Slayers, 
  not to be outdone, utilized guerilla 
  tactics and unspeakable practices to 
  demoralize the Dungeoneers. Members 
  of the Dungeoneers lost many family 
  members and friends in the resulting 
  battles. Houses were burned, churches 
  were razed, and children were killed in 
  the name of the Slayers.  
   
  In the end, the Dungeoneers prevailed. 
  Every single member of the Slayers lay 
  dead in the bloody streets of Burden’s 
  Peak. The dead were mourned for 
  months as the rebuilding process began.  
   
  By the time the city was again whole, 
  the Dungeoneers numbered less than 20. 
  The fiercest member of the Dungeoneers 
  was a forty year old human named 
  Markus Hollowind. A fair and intelligent 
  man, he was elected as the leader of the 
  Dungeoneers. In an attempt to remove 
  any references to their dark past and the 
  resulting tragedies, Markus renamed the 
  group the Dungeonsweepers.  
   
  He swore that future members of the 
  organization were to be strictly screened 
  and judged for more than just their 
  prowess with a blade, and proposed that 
  the Dungeonsweepers be formed into a 
  guild. A new Duke named Kullik Druss 
  soon took office, and made the 
  Dungeonsweepers the official first guild 
  of Burden’s Peak. Guild Master 
  Hollowind’s first promise to Duke Druss 
  was to protect the city from all dangers, 
  and to ensure the safety of its residents. 
  In the years that followed, Hollowind’s 
  promise remained true. The Dungeon-
  sweepers became the official protectors 
  of Burden’s Peak, and their services 
  were called upon time after time when 
  danger threatened the growing city. 
   
  Eventually, a city guard and militia were 
  instituted as Burden’s Peak soon became 
  too large for the Dungeonsweepers to 
  keep track of efficiently. The guild 
  master at that time, Markus Hollowind’s 
  son David, was part of the original guard 
  selection process. David himself was 
  made the city’s first constable per order 
  of Duke Druss who was himself a very 
  elderly man.  
   
  Not long after, the Duke died and his 
  successor, Duke Donovan Grull, took 
  office. The new Duke honored the 
  wishes of his predecessor in keeping the 
  Dungeonsweepers as the city’s honorary 
  protectors. While the city guard and 
  militia were doing a wonderful job 
  protecting the city, any real perceived 
  threat was taken to the Dungeon-
  sweepers. The guild members were 
  legends of the area, and word of their 
  honor and sacrifice spread far and wide. 
   
  In the centuries that have passed since 
  then, the Dungeonsweepers have 
  dwindled in number. The city’s need for 
  their protection has faded, but their 
  legend stays on. Fathers still tell their 
  children of the mighty members of the 
  old guild and their heroic exploits. Some 
  of the stories might be more fantasy than 
  reality these days, but the message is still 
  well-known: should the city need its 
  services, the Dungeonsweepers will 
  always be there to heed that call. Every 
  member of the famous guild is willing to 
  lay down their lives for the city that 
  loves and honors them. 
  
   
  6 
  Dungeonsweeper Guild Masters
  Dungeonsweeper Guild Masters
  Dungeonsweeper Guild Masters
  Dungeonsweeper Guild Masters    
  1. Markus Hollowind (Human Male) 
   
  -ruled for 8 years 
   
  2. David Hollowind (Human Male 
   
  -ruled for 16 years 
  3. Jarvis Gandell (Human Male)  
   
  -ruled for 19 years 
  4. Garrett Gandell (Dwarf Male) 
   
  -ruled for 24 years 
  5. Gordon Dulrith (Human Male) 
   
  -ruled for 16 years 
  6. Chaunce Karrik (Elf Male)      
   
  -ruled for 12 years 
  7. Chaunce Karrik II (Half-Elf Male) 
   
  -ruled for 19 years 
  8. Lars Hammett (Human Male)  
   
  -ruled for 18 years 
  9. Kira Dalefall (Human Female) 
   
  -ruled for 16 years 
  10. Anson Dalefall (Human Male) 
   
  -ruled for 17 years 
  11. Morrik Oakgrove (Eladrin Male) 
   
  -ruled for 14 years 
  12. Lucious Spiredown (Eladrin Male)  
  -ruled for 21 years 
  13. Solandon Pell (Elf Male)         
   
  -ruled for 17 years 
  14. William Whitedown (Human Male)  
  -ruled for 13 years 
  15. Karson Newgrove (Dwarf Male) 
   
  -ruled for 15 years 
  16. Dresdon Morrick (Human Male) 
   
  -ruled for 18 years 
  17. Raffdon Pembrook (Elf Male) 
   
  -ruled for 20 years 
  18. Nevin Pembrook (Elf Male)     
   
  -ruled for 2 years 
  19. Sorra Augustine (Eladrin Female) 
   
  -ruled for 23 years 
  20. Ilsa Augustine (Eladrin Female)   
   
  -ruled for 19 years 
  21. Urick Greymantle (Dwarf Male) 
   
  -ruled for 16 years 
  22. Vinn Greymantle (Dwarf Male) 
   
  -ruled for 25 years 
  23. Eric Highmoor (Human Male) 
   
  -ruled for 20 years 
  24. Nuvak Highmoor (Human Male)   
   
  -current ruler for 12 years 
   
  Guild Masters of �ote: 
   
  Kira Dalefall is a guild master of 
  importance because she was the first of 
  only three females to lead the 
  Dungeonsweepers. Her 16-year rule was 
  a relatively peaceful one, with only a 
  few random disturbances threatening the 
  city. She passed the title of guild master 
  to her son Anson when she retired. 
   
  Lucious Spiredown was a guild master 
  of note because he was the first guild 
  master to not be a fighter, but instead a 
  warlock. His reign was a difficult one, 
  often punctuated with raids by orcs from 
  the Frostspine Mountains to the north. 
   
  The Elf male Nevin Pembrook stands 
  out as an unfortunate guild master of 
  note because of his short reign. Only two 
  years in the role of guild master, Nevin 
  was killed in an attack on the city from a 
  band of well organized giants from the 
  Whitethorn Forest to the east of the city. 
   
  Sorra Augustine, an Eladrin, was the 
  second female to lead the Dungeon-
  sweepers. Hers was a hostile reign, with 
  further troubles from the Whitethorn 
  Forest, this time with ogres. Her 
  daughter Ilsa accepted the title of guild 
  master from her mother upon her 
  retirement. This was the first and only 
  instance of a mother leaving the title of 
  guild master to a daughter. 
   
  
   
  7 
  Past Dungeonsweeper Exploits
  Past Dungeonsweeper Exploits
  Past Dungeonsweeper Exploits
  Past Dungeonsweeper Exploits    
   
  During the reign of Markus Hollowind, 
  the first guild master of the Dungeon-
  sweepers, times were very turbulent. The 
  memory of the Harvest Massacre was 
  still fresh in everyone’s minds, and the 
  slightest hint of disturbance from the 
  surrounding areas was enough to raise 
  the alarm to the Dungeonsweepers. 
   
  Two years into his reign, Markus 
  Hollowind received word of a small 
  gathering of trolls reforming the old war 
  band in the Frostspine Mountains. As 
  was feared, the trolls were hungry for 
  revenge. Before any further time could 
  be wasted, Markus gathered his guild 
  and headed off into the mountains to the 
  north of Burden’s Peak.  
   
  Only nine days later Markus and the 
  Dungeonsweepers returned to the city, 
  each carrying a large bag with scorched 
  troll-heads in it. As a sign of warning to 
  the few trolls that escaped, the heads of 
  the dead trolls were sat across the road 
  that lead from the northern gate of 
  Burden’s Peak into the Frostspine 
  Mountains. Obviously the message was 
  clear, as no further troll attacks occurred.  
   
  Years later, under guild master David 
  Hollowind, the Dungeonsweepers were 
  dispatched into the city’s dark sewers to 
  root out a supposed cult of Orcus. Still a 
  few decades from gaining the title 
  Undermaze, the city’s sewer network 
  was significantly smaller then, and much 
  easier to navigate. It took very little time 
  to locate the cultists, and they were 
  driven out.  
   
  Not long after, the first reports of undead 
  sightings on the city’s streets surfaced. 
  Apparently the cult had been active long 
  enough to practice their dark arts and 
  raise a handful of creatures from the 
  dead. The undead were quickly 
  destroyed, and it was soon after that the 
  first church in Burden’s Peak began 
  construction: the Church of the Raven 
  Queen. It was sworn that the undead 
  would never walk the streets of Burden’s 
  Peak again. To this day, that promise has 
  remained true. 
   
  For many years after, the city enjoyed 
  relative peace. Several guild masters 
  came and went, with very little trouble 
  from outside influences. It was a 
  blessing for Burden’s Peak, as the city 
  used this time of peace to grow 
  exponentially. It was finally decided to 
  divide the city into sectors for ease of 
  reference. Burden’s Peak had become a 
  fairly well-travelled city, and people 
  came from far away lands to buy and sell 
  goods in the blossoming city. 
   
  It was during the reign of Lucious 
  Spiredown that real trouble again reared 
  its head. Once more from the northern 
  Frostspine Mountains came the threat, 
  this time in the form of raiding orcs bent 
  on ransacking and pillaging the thriving 
  city. Houses were torched, citizens were 
  killed, and goods were stolen. As 
  expected, the Dungeonsweepers were 
  there to lend their assistance. 
   
  In a battle that lasted over three weeks, 
  the powerful warlock Lucious led the 
  Dungeonsweepers against the loathsome 
  orcs. Raid after raid was thwarted by a 
  mighty mix of magic and steel. 
  Eventually the raids stopped just as 
  suddenly as they began. When the fight 
  was declared over, on the advice of 
  Lucious, construction of a huge wall 
  
   
  8 
  around the city began. Burden’s Peak 
  was beginning to take the shape it now 
  currently possesses.  
   
  Many years later, under the reign of the 
  elf Nevin Pembrook, the city saw its 
  next major threat. Crashing through the 
  Whitethorn Forest to the east of 
  Burden’s Peak came a large band of 
  giants, supposedly angered at the ever-
  increasing population of civilized races 
  encroaching into the surrounding areas.  
   
  The first wave of giants attacked with 
  absolutely no warning, almost 
  completely destroying the east wall of 
  the city. The second wave swarmed into 
  the city and began obliterating 
  everything in sight. Dozens of terrified 
  people lost their lives and homes in the 
  fury of the giants’ attacks.  
   
  Dungeonsweeper guild master Nevin 
  Pembrook immediately rallied the 
  members as well as the city guard and 
  militia. The next few days were total 
  chaos. Giants lay dead alongside 
  humans, elves, dwarves, and all other 
  races of civilization.  
   
  Among the dead was Nevin, himself. 
  Found crushed under the body of a giant, 
  his sword protruding from the creature’s 
  back, Nevin still had the snarl of rage on 
  his cold, bloody face. He was the first 
  Dungeonsweeper guild master to lose his 
  life while in charge of the guild, and the 
  funeral that followed was the largest in 
  the history of Burden’s Peak.  
   
  The Duke at the time proclaimed on the 
  day of Nevin’s funeral that his death 
  would be held as an official holiday of 
  remembrance in Burden’s Peak from 
  that year on. Every year since, on the 
  day Nevin died, the city celebrates 
  Remembrance Day in his honor. 
   
  The next guild master of the Dungeon-
  sweepers was the Eladrin warrior-
  woman Sorra Augustine. She acquired a 
  troubled title, as her predecessor’s glory 
  was known throughout the land. Soon 
  enough, though, her own merits would 
  be seen by all in Burden’s Peak. 
   
  Once again from the Whitethorn Forest 
  east of the city came ravagers, this time 
  ogres. With the city wall still in 
  disrepair, the ogres had little trouble 
  breaching the makeshift defenses that 
  attempted to halt them. With a steady 
  voice and a swift blade, Sorra led the 
  Dungeonsweepers as she carved her way 
  through ogre after ogre.  
   
  A brilliant tactician, Sorra organized the 
  guild like few ever had. The ogres, 
  powerful as they were, stood little 
  chance against the highly motivated 
  Dungeonsweepers along with their 
  militia and city guard comrades. Sorra is 
  still held as one of the finest military 
  minds in the history of Burden’s Peak, a 
  title that would pass on to the next guild 
  master…Sorra’s own daughter, Ilsa. 
   
  The past exploits of the Dungeon-
  sweepers only added to their renown 
  throughout the land. Requests are 
  delivered to the Dungeonsweepers from 
  countries as far away as fifteen-day’s 
  ride. The legend of the heroic guild 
  continues to grow with every battle and 
  every successful mission.  
   
  To preserve the dignity and fame of the 
  Dungeonsweepers, Nuvak Highmoor 
  accepts only the best, and expects every 
  member to lay down their lives, if 
  needed, to keep up the guild’s name. 
  
   
  9 
  Why Would I Want to Join the Dungeonsweepers?
  Why Would I Want to Join the Dungeonsweepers?
  Why Would I Want to Join the Dungeonsweepers?
  Why Would I Want to Join the Dungeonsweepers?    
   
  Aside from fame and renown, what are 
  the benefits of joining the Dungeon-
  sweepers? The reasons are many, 
  although most of them have to do with 
  personal pride and satisfaction. To be a 
  Dungeonsweeper is to hold a title that so 
  few possess, and many seek to have. 
   
  Statistical Reasons for Joining: 
   
  Every PC that is accepted into the 
  Dungeonsweepers Guild is rewarded 
  with the following ability changes: 
   
  +1 to the Diplomacy skill every four 
  levels. For example: Derrick was 
  accepted into the Dungeonsweepers 
  when he was fourth level. Upon being 
  accepted, he gains +1 to his Diplomacy 
  skill. At 8th level, he gains another +1 to 
  Diplomacy. This repeats every fourth 
  level (12, 16, 20, etc.) 
   
  +1 to the Dungeoneering skill every four 
  levels, such as with the above example. 
   
  +1 to Charisma. This bonus, while it 
  may seem to be a significant one, is 
  dependant solely on membership in the 
  Dungeonsweepers Guild. Should the 
  member drop out of the guild, they lose 
  the +1 Charisma bonus. If they are 
  banished from the guild under bad 
  pretenses, not only do they lose the +1 
  Charisma bonus, they also lose an 
  additional 1 point from Charisma.  
   
  Dungeonsweepers also get a monthly 
  salary of 100gp. This funding comes 
  from the city of Burden’s Peak as 
  payment for the services of the guild. 
  Taxes are not charges on the guild-hall, 
  nor do individual members have to pay 
  any taxes to the Duke. 
   
  Social Reasons for Joining: 
   
  The biggest social reason for joining 
  would, of course, be the fame. Your 
  name is added to a group known 
  throughout the land as defenders of the 
  mighty city of Burden’s Peak. 
   
  Whenever a social encounter takes place, 
  members of the Dungeonsweepers are 
  held at high regard. Their words are 
  taken as truth, and to accuse a Dungeon-
  sweeper of lying is bound to attract 
  much negative attention. Anyone 
  bringing about allegations of a Dungeon-
  sweeper lying had better have plenty of 
  evidence to support their claims. 
   
  Besides the social encounter benefits of 
  membership in the Dungeonsweepers 
  Guild, there are also excellent resources 
  that become available to guild members. 
  Access to ancient books, scrolls, maps, 
  and information are immediately made 
  available upon request. People feel very 
  comfortable talking to guild members, 
  and are more likely to give credible 
  information and truthful rumors. 
   
  Even away from Burden’s Peak, 
  members are well known and much 
  respected. Other countries’ rulers have 
  been known to offer high payment to 
  past and present Dungeonsweeper guild 
  members should they join forces with 
  them. While the payment is usually very 
  high, the Dungeonsweepers are a very 
  tight-knit group. Members often see each 
  other more as brothers and sisters than 
  just fellow guild members. This kind of 
  family-bond is often very difficult to 
  sever, and more than a few guild 
  members stay until their age or health 
  simply prevents further participation. 
  
   
  10 
  Dungeonsweeper’s Guild A
  Dungeonsweeper’s Guild A
  Dungeonsweeper’s Guild A
  Dungeonsweeper’s Guild Adventure
  dventure
  dventure
  dventuressss    
      
  Inclusion in the famed Dungeon- 
  sweeper’s Guild is limited only to the 
  toughest, most hardened adventurers. 
  The guild-master, Nuvak Highmoor, 
  expects every one of his guild-members 
  to meet all obstacles head-on, and never 
  back down from a fight. 
   
  Nuvak himself is a rugged, loud, 
  boisterous man. He is a man of very 
  intent demeanor, and more often than 
  not he can stare down a person before 
  having to fight them. Intimidating, but 
  not bully-ish, Nuvak is a large man of 
  over six and a half feet and possibly 
  three hundred pounds.  
   
  In combat, Nuvak is ruthless. He is well 
  trained with many types of weaponry, 
  and will employ the use of whatever 
  weapon is readily available. His favored 
  weapon is, however, his long sword. He 
  is a brutal combatant, and will fight to 
  the death for his beliefs and honor. 
   
  Nuvak Highmoor-                            Lvl. 29 Brute 
  Medium Natural Humanoid (Human) XP- 17000 
  Initiative +20                                   Perception +5 
  HP: 307    Bloodied: 153 
  AC: 41     Fortitude: 42     Reflex: 41     Will: 40 
  Speed: 6 
  m Long Sword (Standard, Weapon) 
  +32 vs AC; 4d8+10 damage 
   M Cyclone Spin (Standard, Encounter, Weapon) 
  +30 vs Fort; 3d8+10 damage and Nuvak makes 
  another basic melee attack. Recharge 5 or 6 
  Alignment: Good                       Lang.: Common 
  Str: 18 (+7)         Dex: 16 (+6)          Wis: 14 (+5) 
  Con: 18 (+7)       Int: 13 (+4)            Cha: 16 (+6) 
  Long Sword, 10GP, Cloth Armor 
   
  Nuvak always has the best interests of 
  the Dungeonsweeper’s Guild at heart, 
  and all decisions he makes are 
  reflections of those beliefs. He enjoys 
  looking for new recruits for the guild, 
  and can often be found in various 
  taverns around Burden’s Peak. His 
  favorite of which is the Singing Sword 
  tavern in the Northwest Sector. He has 
  had several good recruits come from the 
  Singing Sword, and as such he continues 
  to search there. 
   
  If anyone shows interest in joining the 
  Dungeonsweeper’s Guild, their first stop 
  is usually the guild itself. Several 
  members of the guild stay there on a 
  permanent basis, and act as guards for 
  the guild building and supplement the 
  local city guard presence in the 
  Southwest Sector. At any given time, a 
  guild-member will be posted at the front 
  door of the guild-hall, and acts as the 
  building’s guard.  
   
  Dungeonsweeper-                            Lvl. 12 Brute 
  Medium Natural Humanoid (Human)     XP- 700 
  Initiative +10                                   Perception +4 
  HP: 135    Bloodied: 67 
  AC: 24     Fortitude: 25     Reflex: 24     Will: 23 
  Speed: 6 
  m Short Sword (Standard, Weapon) 
  +15 vs AC; 2d6+5 damage 
   M Hit and Run (Standard, Encounter, Weapon) 
  +13 vs Fort; 2d6+5 damage and Dungeonsweeper may 
  shift up to 2 squares as a free action. Recharge 6. 
  Alignment: Good                       Lang.: Common 
  Str: 15 (+4)         Dex: 14 (+4)          Wis: 14 (+4) 
  Con: 16 (+5)       Int: 11 (+2)            Cha: 12 (+3) 
  Short Sword, 10GP, Cloth Armor 
   
  The Dungeonsweeper Guild-hall is a 
  large, two story building with few 
  windows and simple adornments. The 
  main entrance door is probably the most 
  elaborate part of the building visible 
  from the outside. It is a solid onyx-wood 
  door, about 3 inches thick, with the 
  symbol of the Dungeonsweepers. 
  
   
  11 
   
   
  The main floor of the Dungeonsweepers 
  Guild is 60 ft. by 90 ft., and made of 
  stone and block. In the main hall is a 
  large communal table where the higher 
  echelon members, including Nuvak, 
  discuss the various missions of the 
  Guild. A large hearth warms the 
  building, and several suits of armor 
  stand as silent guardians over the 
  Dungeonsweepers Guild.  
   
  The northwest room is a stock room, 
  where various food stocks and everyday 
  items are kept. The northeast room is a 
  small library where the Dungeon-
  sweepers chronicles are kept and 
  reviewed. In the southwest room are 
  various prized treasures that have been 
  acquired by the guild, and are kept safe 
  until their true usage is discovered. The 
  southeast room contains the staircase 
  that leads both up to the second floor, 
  and down to the guild’s cellar. 
  The second floor of the Dungeon-
  sweepers Guild is mostly made up of 
  bedrooms and quarters for those 
  members who make the guild-hall their 
  home. Each bedroom has a large, 
  comfortable bed and a simple nightstand 
  table.  
   
  In the center of the second floor is the 
  expanded library. Contained therein are 
  books both ancient and new. The one 
  thing all of the books have in common is 
  the value of their contents. Tales both 
  fact and fiction give almost a complete 
  history of Burden’s Peak and its 
  surrounding environments. The east 
  room of the second floor is another 
  storage room, containing adventuring 
  supplies for the guild. The west room is 
  another showcase of claimed treasures, 
  these being of known, but highly 
  protected nature. Several artifacts of 
  great power sit proudly on display here. 
  
   
  12 
   
   
   
   
  
   
  13 
  The cellar of the Dungeonsweepers 
  Guild is a two-purpose room. The first is 
  as further storage for the guild’s needs. 
  Food, ale, supplies, and treasure are all 
  neatly organized for future use by the 
  guild members. The northern-most room 
  is the main storage room in the cellar. 
  The stair-room has a few supplies, as 
  well as treasure and ale. Large drainage 
  grates lead down to the city’s dark 
  Undermaze.  
   
  The central room is a kind of holy room, 
  for those that wish peace and quiet while 
  they pray to whatever god they see fit. 
  The eastern-most room serves as the 
  second-purpose area of the cellar. Nine 
  large caskets sit side by side, and contain 
  the bodies of some of the guild-masters 
  prior to Nuvak. Members may go into 
  the crypt and pay their respects to the 
  founding fathers of the Dungeon-
  sweepers Guild without disturbances. 
   
  Once accepted as a possible member of 
  the Dungeonsweepers Guild, hopeful 
  members must prove their intentions to 
  Nuvak and the rest of the guild by 
  completing a quest chosen specifically 
  by Nuvak. The quests are varied, and 
  might include: 
   
  � Exploring an unknown cavern 
  � Guarding a travelling group 
  � Killing a specific monster 
  � Locating a lost object 
  � Spying on possible enemies 
   
  The method by which Nuvak chooses to 
  select a quest for a hopeful guild-
  member usually has ties to current 
  events in Burden’s Peak. If a new cave 
  has been discovered in the forests to the 
  east of the city, Nuvak might make a 
  hopeful member explore it and report 
  back with his findings. If a particular 
  monster has been harassing travelers 
  outside the city gates, Nuvak might 
  require the hopeful member dispatch the 
  creature.  
   
  His quests are often dangerous, and 
  Nuvak will not aid the guild-member 
  hopefuls in any way, save for advice and 
  perhaps maps of the surrounding areas. 
  He feels that if someone truly wants 
  inclusion in the Dungeonsweepers 
  Guild, they must be able to take care of 
  themselves. Many adventurers have died 
  trying to win the favor of Nuvak and the 
  guild. These deaths are seen as little 
  more than martyrs to the cause.  
   
  Nuvak likes to state to outsiders that for 
  every one death in the name of 
  Dungeon-sweepers Guild, 5 deaths to 
  evil have occurred. It is absolutely self-
  serving, but the message is clear that the 
  Dungeonsweepers mean serious 
  business, and few dare oppose them 
  outright, for if one member of the guild 
  is in danger, every member will take up 
  arms in their defense. Not too many 
  groups, let alone individuals, are willing 
  or able to take on an organization such 
  as the Dungeonsweepers Guild.  
   
  It is even rumored that the Dungeon-
  sweepers Guild is beyond the power of 
  Duke Geveau himself. With many guild-
  members also serving as city guards, 
  there very well may be a touch of truth 
  behind these rumors. What is known is 
  that there has never been a confirmed 
  arrest of a Dungeonsweeper Guild-
  member. Whether this means that the 
  guild is beyond the rule of the Duke, or 
  just that the guild-members are all law-
  abiding citizens is always up for debate. 
  Neither the Duke nor Nuvak will 
  comment on this, so it will have to be 
  left as nothing more than rumor. 
   
  
   
  14 
  Guild Initiation Adventures: 
   
  Although the adventures presented here 
  are tailored for specific party levels, feel 
  free to modify them to suit whatever 
  party-level you wish. These are no more 
  than guidelines. 
   
  Levels 1-4: 
   
  The Unexplored Cave: 
   
  To the east of Burden’s Peak, in the 
  thick Whitethorn forest, loggers have 
  discovered a large cave-entrance. The 
  amount of disturbed ground and loose 
  dirt around the mouth of the cave lead 
  the loggers to believe the cave is being 
  used by creatures with footprints similar 
  to kobolds and goblins. The loggers 
  reported this information to the 
  Dungeonsweepers Guild, just in case 
  there are actually threatening creatures 
  inhabiting the cave.  
   
  Nuvak Highmoor tells the PCs that their 
  initiation into the guild will be 
  determined by their exploration of this 
  cave. He explains that if there are 
  monsters inhabiting the cave, the PCs 
  are to remove them by any means 
  necessary. The only assistance Nuvak 
  and the guild will offer the PCs is a map 
  detailing the route the PCs should take in 
  order to reach the cave. 
   
  The small path through the Whitethorn 
  Forest is used mostly by loggers who 
  bring the trees they gather back to 
  Burden’s Peak for milling. It is not 
  uncommon for small monsters to use the 
  dense forest as cover while they wait to 
  ambush the passers by. As the majority 
  of people that pass through are nothing 
  more than loggers, it is rare that the 
  ambushing monsters get anything more 
  than a few coins or simple logging tools 
  for their troubles. There are, of course, 
  adventurers who occasionally pass 
  through. The promise of gold and 
  weapons is enough to keep the 
  ambushing monsters always on the 
  lookout. At any random points in the 
  Whitethorn Forest, there is a 30% 
  chance that a monster ambush will 
  happen. Use the following list to choose 
  the size and type of an ambush party: 
   
  As per the Monster Manual, p. 141: 
   
  Level 1 Encounter (XP 500) 
  � 
  2 Goblin Warriors  
  � 
  2 Fire Beetles 
  � 
  1 Goblin Blackblade 
   
  Level 3 Encounter (XP 750) 
  � 
  2 Goblin Sharpshooters 
  � 
  4 Goblin Warriors 
  � 
  4 Goblin Cutters 
   
  As per the Monster Manual, p. 169: 
   
  Level 1 Encounter (XP 500) 
  � 
  2 Kobold Slingers 
  � 
  8 Kobold Minions 
  � 
  1 Stormclaw Scorpion 
   
  Level 2 Encounter (XP 625) 
  � 
  2 Kobold Slingers 
  � 
  4 Kobold Minions 
  � 
  2 Dire Rats 
  � 
  1 Rat Swarm 
  Level 3 Encounter (XP 750) 
  � 
  1 Kobold Wyrmpriest 
  � 
  2 Kobold Skirmishers 
  � 
  1 Spitting Drake 
  � 
  6 Kobold Minions 
  � 
  4 Fire Beetles 
   
  Level 4 Encounter (XP 875) 
  � 
  1 Kobold Slyblade 
  � 
  4 Kobold Dragonshields 
   
  Level 6 Encounter (XP 1,250) 
  � 
  3 Kobold Dragonshields 
  � 
  1 Young Black Dragon 
   
  
   
  15 
   
   
  The cave entrance is a mold-covered, 
  mouth-like outcropping of granite that 
  rises from the grassy ground near the 
  outskirts of the Whitethorn Forest.  
   
  Indeed, both goblin and kobold 
  footprints can be seen in the disturbed 
  dirt at the cave entrance. Unfortunately, 
  those are not the only footprints that can 
  be seen. Have the PCs make a Nature 
  skill check (DC 12) to determine that the 
  footprints are of Lizardfolk origin. 
   
  The entrance of the cave is 15 feet wide 
  by 12 feet in height. Several old 
  bloodstains smear the rocky ground in 
  the cave entrance. The cavern gets dark 
  very quickly, and characters without 
  darkvision will need a light source of some 
  kind. 
  As the cavern winds to the left, a small band 
  of 4 Kobold Skirmishers and 1 Kobold 
  Dragonshield confronts the PCs with an 
  immediate attack.  
   
  The cave continues on ahead and also forks 
  off to the left. If the left fork is explored, the 
  PCs soon find themselves in an encounter 
  with a Greenscale Hunter. The statistics for 
  the Hunter is on p. 178 of the Monster 
  Manual, as well as at the end of this source 
  book. In the small room the Greenscale 
  Hunter was occupying is a burnt out fire pit. 
  In the smoldering remains of the fire pit are 
  the bones of what look like humanoid 
  creatures. Scattered around the room are 
  2d20 gold pieces, as well as 1d4 gems worth 
  2d12 gold pieces each.  
  
   
  16 
   
  Continuing down the cavern, the PCs make 
  a turn to the right, and encounter: 
   
  Level 4 Encounter (XP 875) 
  � 
  1 Kobold Slyblade 
  � 
  4 Kobold Dragonshield 
   
  Even further along the cavern path, the PCs 
  will make another turn to the right.  
   
  Halfway down the last leg of the cavern, the 
  PCs encounter a Spear Gauntlet Trap. The 
  statistics for it are: 
   
  Spear Gauntlet                        Level 2 Obstacle 
  Trap                                                           XP-125 
  Hidden spears thrust upward from the floor in 
  response to pressure. 
  Trap: 5 squares with hidden spears 
  Perception: 
  ♦ DC 20-The character notices the trigger 
  plates 
  ♦ DC 25-The character notices the control 
  panel on the other side of the trap 
  Trigger: 
   
  The trap, 5 squares placed within the  
   
  cave, attacks when a creature enters one 
   
  of the trigger squares or starts its turn 
   
  on a trigger square. When the trap is 
   
  triggered, all 5 spears thrust up at the  
   
  same time. 
  Attack:         Opportunity Action             Melee 
  Target: All creatures on trigger squares when 
   
  the trap activates. 
  Attack: +7 vs. AC 
  Hit: 1d8+3 damage 
  Countermeasures: 
  ♦ A character who makes a successful 
  Athletics check (DC 6 or DC 11 without a 
  running start) can jump over a single 
  pressure plate square. 
  ♦ An adjacent character can disable a trigger 
  plate with a DC 25 Thievery check. 
  ♦ A DC 20 Dungeoneering check grants the 
  party a +2 bonus to Thievery checks to 
  disable or delay the trap. 
  ♦ A character can attack a trigger plate or the 
  control panel (AC 12, other defenses 10; 30 
  HP; resist 5 all). Destroying a trigger plate 
  renders it useless, and destroying the 
  control panel disables the entire trap. 
   
  If the PCs get across the spear gauntlet 
  trap and make it the rest of the way 
  down the cavern, it opens up into a 
  large room. In the center of the large 
  room is a fire. Two treasure chests are 
  against the side walls, and a small stack 
  of logs is against the east wall. 
   
  Near the back wall of the room is a 
  large, black lizardman with a smaller, 
  green lizardman on either side of him. 
  Upon entering the large room, the 
  black-scaled lizardman screams out to 
  his comrades and points his great club 
  at the PCs. They immediately attack. 
   
  Blackscale Bruiser                      Level 6 Brute 
  Large natural humanoid (reptile)           XP-250 
  Initiative: +6                  Senses: Perception +9 
  HP: 86         Bloodied: 43 
  AC: 18       Fort: 19       Reflex: 16     Will: 14 
  Speed: 8 (swamp walk) 
  m Greatclub: (standard, at-will) Weapon 
          Reach 2; +9 vs AC; 1d10+6 damage and 
           target is pushed 1 square. 
   M Tail Slap: (standard, at-will) 
     +7 vs Reflex; 1d8+6 damage and target is  
        knocked prone. 
  Alignment: Unaligned       Languages: Draconic 
  Skills: Athletics +13 
  Str: 22 (+9)       Dex:16 (+6)      Wis: 12 (+4) 
  Con: 16 (+6)     Int: 5 (+0)         Cha: 6 (+1) 
  Equipment: Greatclub 
   
  Greenscale Hunter             Level 4 Skirmisher 
  Medium natural humanoid (reptile)       XP-175 
  Initiative: +6                  Senses: Perception +8 
  HP: 54         Bloodied: 27 
  AC: 17       Fort: 15       Reflex: 14     Will: 13 
  Speed: 6 (swamp walk) 
  m Spear: (standard, at-will) Weapon 
          +9 vs AC; 1d8+3damage. 
   M Sidestep Attack: (standard, at-will) 
     The Lizardfolk shifts and makes a basic melee  
         attack. 
  Alignment: Unaligned       Languages: Draconic 
  Skills: Athletics +10, Nature +8 
  Str: 17 (+5)       Dex:15 (+4)      Wis: 12 (+3) 
  Con: 14 (+4)     Int: 8 (+1)         Cha: 8 (+1) 
  Equipment: light shield, spear 
  
   
  17 
  Once the Lizardfolk are dead, the PCs 
  are free to check the treasure chests: 
   
  Chest One: 200 GP, 12 jewels worth 
  2d20 GP each, a +1 dagger, and a Ring 
  of Protection +1 with a strange emblem 
  on its amber face. 
   
  Chest Two: 2 potions of healing, 100 
  SP, 50 CP, and a +1 short sword. 
   
  Upon returning to Burden’s Peak, 
  Nuvak Highmoor inquires as to what 
  the PCs found. If the PCs show the 
  items found in the cave to Nuvak, he 
  will ask if he can take the Ring of 
  Protection to one of his friends at the 
  Watchful Order of Magists. If the PCs 
  agree, Nuvak takes the ring and leaves.  
   
  Not too much time later, he returns 
  with the ring. He tells the PCs that the 
  ring belonged to a new member of the 
  Magists Order that set out to explore 
  the Whitethorn Forest a few weeks 
  ago. When the new member never 
  returned, the Order inquired of the 
  Dungeonsweepers Guild to investigate 
  the man’s disappearance. No clues 
  were ever discovered within the forest, 
  and the Order of Magists believed the 
  new recruit had simply changed his 
  mind about the Order and left.  
   
  Nuvak is pleased at the PCs findings. 
  He returns the ring, and offers his hand 
  in congratulations and acceptance in 
  the Dungeonsweepers Guild. An 
  acceptance ceremony is scheduled for 
  later that night. The PCs are presented 
  with a red leather bracer emblazoned 
  with the Dungeonsweepers Guild logo: 
   
   
  Levels 5 – 8 
   
  The Wailing Witch: 
   
  Far to the south of Burden’s peak, 
  tucked away in the dark Direfell Swamp 
  is a dismal hut. This hut is the residence 
  of a rather foul and wicked hag known 
  only as Ferra. Ferra has been spotted 
  through the cracked and dirty windows 
  of her hut practicing magic of a very 
  dark and dangerous kind.  
   
  Several days ago, travelers making their 
  way through the Direfell Swamp to 
  Burden’s Peak came across Ferra and 
  her small hut. Not having any clue of 
  what she was or how dangerous their 
  actions were, they proceeded to knock 
  on her door in order to ask for shelter 
  from the coming dismal night. 
   
  Suffice to say, Ferra was incensed at the 
  trespassing travelers, and at once sought 
  to destroy them. Three of the original 
  seven were able to escape into the 
  swamp and finally made their way to 
  Burden’s Peak. Near death and 
  exhausted, the travelers were taken in by 
  a member of the Fellowship of Bowyers 
  and Fletchers guild. After a bit of 
  healing, food, and comfort, the three 
  surviving visitors told of the horrifying 
  hag and her evil hut in the swamp. 
   
  This was all brought to the attention of 
  Nuvak, who promised to rid the swamp 
  of the hag. With the PCs inquiring about 
  guild membership, it seems an 
  appropriate time to act on the potential 
  threat. The PCs are told the same tale 
  Nuvak was, and instructed to rid the 
  Direfell Swamp of the menace. To assist 
  the PCs, Nuvak hands them a small, 
  crude map of the swamp that gives the 
  approximate location of the hag’s hut. 
  
   
  18 
   
   
  Nuvak explains that there is an old, 
  grown-over road that used to wind its 
  way through the swamp. If the follow 
  that road, they should find a large trail 
  that branches off of it several miles into 
  the swamp. It is hoped that if they follow 
  that trail, it should lead them to the hag’s 
  accursed hut. He then wishes the PCs 
  well, and says he will pray for their safe 
  return to Burden’s Peak. 
   
  As the trip could take up to 2 days, 
  Nuvak advises the PCs to come up with 
  a good plan of attack. The Direfell 
  Swamp can be a very dangerous place, 
  especially at night. He advises the 
  constant use of fire when it is applicable. 
   
  Heading into the swamp via the city’s 
  South Gate, the PCs will notice an 
  immediate change in environment. The 
  tall cypress trees hang thick with moss, 
  and the ground becomes damp underfoot 
  rather quickly. Once the PCs are well 
  into the swamp, it seems as though it is 
  twilight even in the middle of the day. 
  The sounds of various frogs and insects 
  are often very loud, and the humidity is 
  at times stifling. 
   
  Encounters in the Direfell Swamp are 
  usually swift and deadly. Native 
  creatures make full use of the dark and 
  dense surroundings to their advantage, 
  and surprise attacks are all too common. 
  Refer to the following chart to determine 
  any random encounters that might occur. 
  During the daytime, the chance of an 
  encounter is 40% per hour. At night, the 
  chance rises drastically to 70% per hour. 
   
  As per the Monster Manual, p. 141: 
   
  Level 7 Encounter (XP 1500) 
  ♦ 1 Hobgoblin Commander 
  ♦ 1 Hobgoblin Warcaster 
  ♦ 5 Hobgoblin Soldiers 
  ♦ 1 Worg 
   
  Level 9 Encounter (XP 2050) 
  ♦ 1 Hobgoblin Hand of Bane 
  ♦ 12 Hobgoblin Warriors 
  ♦ 1 Macetail Behemoth 
   
  As per the Monster Manual, p. 154: 
   
  Level 8 Encounter (XP 1750) 
  ♦ 1 Bloodfire Harpy 
  ♦ 3 Gnoll Marauders 
  ♦ 2 Cacklefiend Hyenas 
   
  Level 8 Encounter (XP 1850) 
  ♦ 2 Harpies 
  ♦ 1 Sahuagin Priest 
  ♦ 3 Sahuagin Raiders 
   
  As per the Monster Manual, p. 199: 
   
  Level 8 Encounter (XP 1850) 
  ♦ 1 Ogre Savage 
  ♦ Orc Eye of Gruumsh 
  ♦ 8 Orc Warriors 
  ♦ 2 Dire Boars 
   
  Level 10 Encounter (XP 2600) 
  ♦ 1 Ogre Warhulk 
  ♦ 2 Ogre Savages 
  ♦ 2 Ogre Skirmishers 
   
   
   
   
   
   
   
  
   
  19 
  As per the Monster Manual, p. 232: 
   
  Level 9 Encounter (XP 1900) 
  ♦ 1 Shambling Mound 
  ♦ 1 Vine Horror Spellfiend 
  ♦ 2 Vine Horrors 
  ♦ 2 Dryads 
   
  As per the Monster Manual, p. 255: 
   
  Level 9 Encounter (XP 2000) 
  ♦ 3 Trolls 
  ♦ 2 Destrachans 
   
  Halfway into the second day of travel, 
  the PCs do indeed find a well-worn path 
  that leads off of the overgrown road just 
  like the map indicated. As the PCs begin 
  to make their way down this path, 
  however, it is abundantly clear that 
  something of great evil inhabits this area 
  of the Direfell Swamp. The trees begin 
  to take on a more menacing look, some 
  of the plant-life is either dead or dying, 
  and the various swamp-animal sounds, 
  such as frogs and insects, cease. 
   
  Another few hours of travel leads the 
  PCs into a rather large clearing in the 
  swamp. Before them is a small home of 
  thatch, wood, and stone. An evil smell 
  surrounds this area, as does the smell of 
  decay and death. From a slight distance, 
  this hut appears to be little more than an 
  abandoned, run-down shack. The closer 
  the PCs get, however, the worse the 
  smell of death becomes, and the viler the 
  hut appears. Blood stains some of the 
  broken window-panes, and black, thick 
  smoke emits from the stone chimney. 
   
   
   
   
   
   
   
  Hut of the Swamp Hag: 
   
   
  
   
  20 
  As the PCs approach the hut, the door 
  opens and a tall, slender Eladrin woman 
  of apparent young age steps out. Her 
  voice is soft and soothing as she asks the 
  PCs why they have come so far through 
  such dangerous surroundings. A 
  successful Arcana check with a DC 15 
  will tell the PCs that most hags have the 
  ability to alter their appearance at will. If 
  confronted with this fact, the Eladrin 
  woman immediately polymorphs back 
  into her original form of a Rot Hag. 
   
  In a screaming, threatening voice, the 
  hag demands the PCs leave immediately, 
  or she will call upon all the evils of the 
  Direfell Swamp to destroy them. The 
  ground around the hag changes the entire 
  time she stands still. The grass wilts and 
  turns black. Everywhere she walks the 
  plants die and the ground turns to muck. 
  If the PCs do not leave, she will attack. 
   
  Rot Hag                                Level 11 Skirmisher 
  Medium fey humanoid (aquatic)               XP 600 
  Initiative +14                     Senses Perception +7 
  Dark Aura aura 3; the ground around the Rot 
  Hag is changed as she moves, and is then to be 
  treated as Difficult Terrain. 
  HP 127  Bloodied 63 
  AC 25      Fortitude 23      Reflex 24      Will 22 
  Speed 8 (swamp walk) 
  m Claw (standard; at-will) 
          +16 vs AC; 2d6+5 damage 
   M  Cruel Swipe (standard, recharges when bloodied) 
          Rot Hag makes 2 Claw attacks against the 
          same target; if both claws hit, the Rot Hag 
          deals an extra 5 damage to the target. 
   C Rot Cloud (standard, recharge 56) Necrotic   
           Close Blast 5: +14 vs Fortitude; 1d8+4 
          Necrotic damage, and target is slowed until 
          the end of their next turn (save ends).  
  Change Shape (minor, at-will) Polymorph 
           See Change Shape in the Monster Manual, p. 280 
  Alignment Evil       Languages Common, Elven 
  Skills Intimidate +14, Nature +13, Stealth +14 
  STR 22 (+11)        DEX 19 (+9)      WIS 16 (+7) 
  CO� 19 (+9)        I�T 13 (+6)       CHA 16 (+7) 
   
  When the Rot Hag is dispatched, the PCs 
  may freely search the hut. Moss and 
  blood stains are on the floor as well as 
  most of the furnishings. It appears as 
  though this hut used to belong to 
  someone else, such as a woodsman, as 
  there are items very unbefitting a hag.  
   
  Various books are on the bookshelves 
  that detail minor points of the area’s 
  history and surroundings. There are, 
  however, a few books written in ancient, 
  forgotten languages that are blood-
  stained and moldy. 
   
  A large chest sits at the end of a long-
  unused bed, and appears locked. A PC 
  may Take 10 and use the Thievery skill 
  to open the simple lock on the chest. 
  Inside the chest are various empty 
  bottles, 200gp, 180sp, and 200cp. A 
  large metal box is inside the chest as 
  well. It is unlocked, and upon opening 
  the PCs discover 12 gems worth 
  approximately 25gp each. There is 
  nothing else of real value inside the hut. 
   
  Upon making their return trip to 
  Burden’s Peak, the same random 
  encounter rules apply as before. Use 
  page 25 as a reference to daily and 
  nightly random encounters. 
   
  Once back in Burden’s Peak and upon 
  finding Nuvak, the PCs tell of the hag 
  and her hut. Nuvak congratulates the 
  PCs on a job well done. An acceptance 
  ceremony is scheduled for later that 
  night as he welcomes the PCs into the 
  Dungeonsweepers Guild. The PCs are 
  each presented with a red leather bracer 
  emblazoned with the Dungeonsweepers 
  Guild logo, as seen on page 14. 
   
   
   
  
   
  21 
  Levels 9 - 13 
   
  The Diamond Eye of Korr: 
   
  Many years ago, an old, venerable 
  wizard lay dying alone in his small 
  thatch house. Wise and kind, the 
  wizard had made many friends in his 
  life, yet none were at his side in his last 
  hour. The reason for this is not entirely 
  proven to be known, but rumor has it 
  that the elderly mage had posed a quest 
  to those that adored him.  
   
  He told them a tale of yet another 
  wizard, this one very dark and evil. 
  Supposedly, this dark wizard owned a 
  large diamond that he referred to as the 
  Eye of Korr. With this diamond, the 
  evil mage could scry into the minds of 
  any he wished, and manipulate his 
  victim’s thoughts.  
   
  The dark mage is rumored to have 
  locked the Eye of Korr in a small black 
  box and kept it on his person at all 
  times, even in his sleep. One morning, 
  a personal assistant of the evil wizard 
  found a gruesome sight: the mage 
  laying on his bed, torn to pieces. His 
  head had been severed, and it had been 
  placed on the stomach of his corpse, 
  his hands draped over it, as though 
  holding it down. His eyes were wide 
  open, as was his mouth. The Eye of 
  Korr was not found. 
   
  When the assistant reported what he 
  found to other assistants, he was, of 
  course, suspected of the dark mages 
  death. Naturally, he denied any 
  involvement, and he insisted he had no 
  idea where the diamond was. 
   
  Well, as most stories of murder and 
  theft go, the evil wizard’s death did 
  nothing but incite more death. 
  Assistants killed each other. Thieves 
  after the diamond killed each other. 
  Accusations abounded, but few facts 
  were known. The most outlandish 
  rumor was that a fiend from hell was 
  the original owner of the Eye of Korr, 
  and it returned to retrieve its property. 
   
  According to the kind old mage, the 
  Eye of Korr passed from thief to thief, 
  from king to king, and from mage to 
  mage. Every time the Eye found a new 
  owner, that owner would die, come up 
  missing, or be the victim of theft.  
   
  The Eye of Korr eventually ended up 
  in the possession of the kind elderly 
  mage. He took great magical means to 
  protect and hide it, which he did for 
  several decades. During a tremendous 
  encounter with an evil wizard, the kind 
  mage was blighted with an anti-magic 
  curse that rendered him powerless. 
  Barely surviving the battle, the kind 
  wizard returned home to find the Eye 
  of Korr gone from its hiding place. 
   
  Many people gathered around the 
  benevolent old wizard. Everyone knew 
  he was not long for the world, himself 
  included. In a whispered voice, the 
  mage told his friends of the Eye of 
  Korr, and of where he thought it was.  
   
  One by one his friends abandoned him, 
  following the hopes and dreams of 
  magical power granted by the huge 
  diamond. Only one man remained at 
  his side, and it was to this man that the 
  dying mage told the true location of the 
  Eye of Korr. He knew the others were 
  there only in hopes of receiving 
  something, and were not truly his 
  friends. The mage knew the one man 
  that remained cared not for power, but 
  
   
  22 
  would benefit from possession of the 
  Eye.  
   
  Soon after, the elderly mage died. The 
  man that had the true knowledge of the 
  Eye of Korr’s location made his way to 
  Burden’s Peak and found a small group 
  of adventurers that would help him on 
  his quest. The group was small, but all 
  had big hearts and good intentions. 
   
  Unbelievably, the band found the Eye 
  of Korr and returned it to Burden’s 
  Peak. Only two of the original party 
  remained, the others left dead at the 
  hands of the Eye’s previous owner. It 
  was decided that the Eye of Korr was 
  too powerful and drew too much evil 
  attention.  
   
  The two men were on their way to give 
  the diamond to members of the 
  Watchful Order of Magists, who they 
  thought would know better than 
  anyone what to do with the powerful 
  artifact, when they were ambushed by 
  petty street thieves. Weakened by their 
  previous ordeal, the thieves easily 
  bested the pair, took the Eye, and 
  vanished. Disheartened and near death, 
  the two men finally made it to the guild 
  hall of the Watchful Order of Magists 
  and told them their tale.  
   
  Several attempts were made to 
  discover the location of the Eye of 
  Korr, but every time a specific location 
  was derived, the Eye would vanish 
  before it could be found. Eventually, 
  the Order came to the Dungeon-
  sweepers Guild and requested the aid 
  of Nuvak and his guild members. 
  Never one to pass up a challenge, 
  Nuvak gladly accepted.  
  Nuvak instructs the PCs that the 
  Watchful Order of Magists in the South 
  Sector will have a good indication of 
  where the Eye of Korr currently is. He 
  tells them to seek out the man named 
  Rellin Donar, the master of the Order’s 
  guild. Nuvak tells the PCs that if 
  anyone would be able to help, it would 
  be Rellin. 
   
  Rellin Donar, elderly as he appears, is 
  much more physically able than people 
  seem to give him credit for. When the 
  PCs approach the Watchful Order of 
  Magists guild-hall, Rellin himself is 
  coming out the main door. When 
  approached, Rellin tells the PCs that if 
  they want to speak with him then they 
  should walk with him.  
   
  As Rellin makes his way down the 
  streets of the South Sector, the PCs 
  explain the story they were told. Rellin 
  listens and acknowledges the vital 
  points of the story. When the PCs are 
  finished, Rellin begins telling his own 
  tale of the Eye of Korr. 
   
  According to the old mage, the Eye of 
  Korr was originally created by a 
  powerful necromancer named Dolman 
  Tholl. Supposedly, the necromancer 
  was in a world-altering battle with a 
  devil named Korr. By the time the 
  battle was done, Korr was dead and the 
  necromancer cut out his eye. Dolman 
  returned to his black tower and locked 
  himself in for three years. When he 
  emerged, Dolman had aged thirty 
  years, and he had in his possession a 
  magic orb of incredible power. Within 
  a year, Dolman Tholl was dead, and 
  thus began the migration of the Eye of 
  Korr.  
   
  Rellin tells the PCs that the exact 
  location of the Eye of Korr is difficult 
  to divine, but that he could give them 
  
   
  23 
  an approximation that would put them 
  within a hundred yards. The PCs are 
  instructed to return to the Watchful 
  Order of Magists guild-hall the next 
  morning, at which time Rellin would 
  have the information they seek. 
   
  The following morning, when the PCs 
  return to the Order’s guild-hall, they 
  find a guard outside waiting for them. 
  He shows the PCs in, and tells them to 
  wait in the foyer for Rellin. After only 
  a few moments, Rellin enters the foyer 
  with a small, black, flat piece of round 
  glass and a hand-drawn map. He 
  presents the items to the PCs and 
  explains to them that the map would 
  get them to within a close distance to 
  the Eye of Korr, and the black mirror 
  would change color the closer they get 
  to the artifact. He wishes them luck, 
  but it is an empty, unbelieving wish. 
   
   
   
  Rellin tells the PCs that it will be at 
  least a two day journey, and that they 
  will most certainly know when they 
  arrive at their destination. He says it is 
  forbidden for him to tell them any 
  more than he already has. 
   
   
  Rellin tells the PCs to return to the 
  Dungeonsweepers Guild and tell 
  Nuvak what is going on. He hands the 
  PCs a small envelope and instructs 
  them to give it to Nuvak personally, 
  and to let no one else see it. 
   
  When the PCs return to Nuvak and 
  give him the letter, the guild-master 
  reads it, and then it crumbles to dust. 
  Nuvak tells the PCs that this mission is 
  extremely dangerous, and to avoid any 
  confrontation if at all possible. He 
  states that the enemies they will come 
  across are all very powerful, and to 
  tempt battle would end in certain death. 
  If the PCs agree, Nuvak wishes them 
  well and tells them to go on their way. 
   
  As the PCs begin their journey into the 
  towering Frostspine Mountains, 
  encounters are random on a 30% per 
  hour scale. Consult the following table 
  to determine the creatures encountered 
  while on the mountain pass. 
   
  Level 4 Encounter (XP 900) 
  � 
  2 Orc raiders 
  � 
  2 Orc berserkers 
  � 
  1 Dire boar 
   
  Level 6 Encounter (XP 1,350) 
  � 
  1 Orc eye of gruumsh 
  � 
  2 Orc berserkers 
  � 
  4 Orc warriors 
  � 
  2 Dire wolves 
   
  Level 6 Encounter (XP 1,250) 
  � 
  2 Gnoll Huntmaster 
  � 
  1 Gnoll Claw Fighter 
  � 
  2 Hyenas 
   
  Level 7 Encounter (XP 1,550) 
  � 
  1 Gnoll demonic scourge 
  � 
  2 Gnoll claw fighters 
  � 
  2 Gnoll huntmasters 
  � 
  1 Cacklefiend Hyena 
   
   
  Twice per day, there is a 30% chance 
  that a rockslide will occur. 
   
  
   
  24 
  Rockslide 
  Area of Effect: 30 squares by 10 squares 
   
  Damage: 2d10 (save for half) 
   
  A successful Athletics check or 
  Acrobatics checks (DC 15) will 
  successfully avoid the falling rocks. 
   
  After a rockslide, the Area of Effect is 
  considered difficult terrain. 
   
  At nightfall, the chance of random 
  encounters increases to 40% per hour. If 
  the PCs have a campfire or are making 
  an excessive amount of noise, the chance 
  of a random encounter rises to 60% per 
  hour until sunrise. 
   
  Into the second day, the PCs will reach 
  the end of their journey: a huge tower of 
  ebony that reaches high into the grey 
  sky. Flying creatures can be seen 
  circling the top of the tower. There are 
  no signs of life on the ground near the 
  base of the tower. 
   
  The double-door to the tower is 20 feet 
  high and 10 feet wide. It appears to be 
  made of iron, and has large, round 
  handles. Huge strap-hinges stretch from 
  the black walls to the edges of each of 
  the double-doors. 
   
  Nuvak’s warning should be repeated to 
  the PCs in regards to NOT confronting 
  the creatures that they are apt to find 
  within the walls of the giant tower. 
   
  The door is unlocked, and will open with 
  very little effort. 
   
   
   
   
   
   
  Ebony Tower, First Floor 
   
   
  
   
  25 
   
  The main floor is 100 feet long by 80 
  feet wide. In the northwest room is a 
  library with three bookcases along with a 
  small desk with a chair. Also in the room 
  is a Death Knight (level 17 Elite 
  Soldier), as per pg. 50 of the Monster 
  Manual. If the door to this room is 
  opened, the Death Knight will 
  immediately attack. None of the books 
  in the room appear to have any real 
  value. 
   
  The northern-most room is nothing more 
  than a small meeting room that is 
  adorned with little more than a round 
  table with three chairs. Nothing of 
  discernable value is in the room. 
   
   
  In the northeast corner is the stairwell 
  leading up to the second floor. The large 
  suit of armor just to the west of the 
  stairwell is, in fact, a Shield Guardian 
  (level 14 Soldier), as per pg. 149 of the 
  Monster Manual. If anyone mounts the 
  stairs that has not been allowed by the 
  resident of the tower, the Shield 
  Guardian will come to life and pursue 
  the trespassers. 
   
  The southwest room is a depository of 
  items used in the creation of undead. 
  None of the items in the room are of any 
  use to anyone not involved in the 
  necromantic arts.  
  Ebony Tower, Second Floor 
   
   
  
   
  26 
  The second floor of the tower is the 
  same size as the first floor. Upon 
  entering the second floor via the 
  stairwell, there are three more Shield 
  Guardians (level 14 Soldier), as per pg. 
  149 of the Monster Manual, that will 
  activate and attack immediately. If the 
  trespassers never get off the stairwell 
  and onto the second floor, the Shield 
  Guardians will not activate. 
   
  Against the north wall of the second 
  floor are three bedrooms. Each of these 
  bedrooms contains a simple bed, a 
  nightstand, and a set of shelves. Also in 
  each bedroom is a Boneclaw (level 14 
  Soldier), as per the Monster Manual, pg. 
  37, that will attack any who enter or pass 
  by any of the bedrooms. 
   
  To the south of the second floor is a 
  huge library. Three long rows of 
  bookshelves dominate the room, and six 
  small desks with chairs sit against the 
  east wall of the library.  
   
  Contained on the large bookshelves are 
  volumes upon volumes of cryptic, evil 
  texts detailing the various processes that 
  need to take place before, during, and 
  after the constructing and animating of 
  the dead. From the gathering of raw 
  materials to the surgical instruments 
  required for surgery are presented at 
  length in these books. 
   
  Ebony Tower, Third Floor 
   
   
  
   
  27 
  The third floor of the Ebony Tower is 
  the holding cell floor. Seventeen large 
  stone and steel holding cells fill this 
  room. Ten of these cells contain either a 
  living creature, a dead creature, or an 
  undead creature. It is up to the DM as to 
  the exact nature of these creatures, but 
  some suggestions for the cells 
  inhabitants are as follows: 
   
  Bone Claw (level 14 Soldier) 
   
  Monster Manual, p.37 
   
  Death Knight (level 17 Elite Soldier) 
    
  Monster Manual, p.50 
   
  Spirit Devourer (level 11 Elite Soldier) 
   
  Monster Manual, p.68 
   
  Foulspawn Hulk (Level 12 Brute) 
   
  Monster Manual, p.113 
   
  Savage Minotaur (Level 16 Brute) 
   
  Monster Manual, p.191 
   
  Ogre Warhulk (Level 11 Elite Brute) 
   
  Monster Manual, p.199 
   
  Skeletal Tomb Guardian (Level 10 Brute) 
   
  Monster Manual, p.235 
   
  Slaughter Wight (Level 18 Brute) 
   
  Monster Manual, p.263 
   
  Aside from the creatures in the cells, 
  there is nothing of real value on this 
  floor of the tower.  
   
   
   
   
   
  Ebony Tower, Fourth Floor 
   
   
  
   
  28 
   
  Serving as the tower’s surgical room, the 
  fourth floor is a foul-smelling area with 
  puddles of dried blood on the floor. In 
  the center of the room are two operating 
  tables, both horribly stained with blood.  
   
  Against the west wall of the fourth floor 
  are four holding cells. Each cell has an 
  occupant, similar to the cells on the third 
  floor. The possible occupants are up to 
  the DM, but some suggestions are: 
   
  Bone Claw (level 14 Soldier) 
   
  Monster Manual, p.37 
   
  Death Knight (level 17 Elite Soldier) 
    
  Monster Manual, p.50 
   
  Spirit Devourer (level 11 Elite Soldier) 
   
  Monster Manual, p.68 
   
  Ogre Warhulk (Level 11 Elite Brute) 
   
  Monster Manual, p.199 
   
  Skeletal Tomb Guardian (Level 10 Brute) 
   
  Monster Manual, p.235 
   
  Slaughter Wight (Level 18 Brute) 
   
  Monster Manual, p.263 
   
  In the southeast corner of the fourth 
  floor is a large furnace. Blood stains are 
  on the floor in front of the furnace’s 
  large door. It is assumed that 
  experiments gone wrong are cremated 
  for privacy reasons. 
   
  On both the east and south walls of the 
  fourth floor are bookshelves full of 
  manuals on surgery, anatomy, and 
  necromancy. None are of any particular 
  value to the PCs. 
   
  Ebony Tower, Fifth Floor 
   
   
   
  The final room-floor of the ebony tower, 
  the fifth floor is the main quarters of the 
  master necromancer. As soon as anyone 
  ascends the stairwell into the fifth floor, 
  the Shield Guardian activates and attacks 
  any who are present. 
   
  Against the south wall are three large 
  bookcases with ancient texts and tomes. 
  
   
  29 
  Some are written in languages unknown 
  or long forgotten. To any with interest in 
  antique books, the necromancer’s private 
  collection could possibly be worth a 
  fortune. 
   
  In the northwest corner of the fifth floor 
  is the master necromancer’s private 
  sleeping room. Another large bookcase 
  is against the east wall of this room, and, 
  like the other three in this room, contain 
  ancient and valuable tomes that deal 
  specifically with death and undeath. The 
  open book on the nightstand appears to 
  be antique, and is written in a language 
  now long forgotten. 
   
  The southwest room is guarded by yet 
  another Shield Guardian, who will attack 
  any who attempt to enter the room. 
   
  There is a large chest against the south 
  wall of this room. It has a gold hasp, but 
  does not appear to be locked. However, 
  if the chest is opened without any 
  attempt at detecting traps, a Fire Trap is 
  immediately set off as soon as the lid is 
  cracked open. 
   
  Fire Trap                              Level 10 Blaster 
  Trap                                                 XP 500 
  A sphere of searing fire erupts outward 
  Trap: When the target is triggered, a ball of fire 
  erupts outward in a 4 square blast. 
  Perception: DC 22- A character notices that the 
  lid of the chest is not completely closed. 
  Trigger: When a creature opens the lid of the 
  chest, it sets off the Fire Trap. 
  Attack: Immediate Reaction-                     Blast 4 
  Target: All creatures in the blast 
  Attack: +15 vs Fortitude 
  Hit: 2d10+6 fire damage, and 5 ongoing fire 
  damage. Maximum damage on a critical hit. 
  Miss: Half damage, and no ongoing damage. 
  Countermeasures: An adjacent character can 
  disable the trap with a DC 24 Thievery check. 
   
  Once the Fire Trap has either been set 
  off or disarmed, the PCs may check the 
  contents of the chest. 
   
  200 Gold Pieces 
  100 Silver Pieces 
  100 Copper Pieces 
  2 Gems: 50 GP Value 
  The Eye of Korr 
   
  The huge diamond is gently wrapped in 
  a soft swatch of red cloth. It glitters and 
  shines hypnotically in the torchlight. 
  None of the PCs can discern how to use 
  the Eye, and there are no instructions to 
  be located anywhere.  
   
  As the PCs descend the stairwell, any 
  Shield Guardians or other monsters are 
  non-aggressive toward them. If 
  approached, the Shield Guardians bow 
  down before whichever PC has the Eye 
  of Korr. A successful Insight check (DC 
  15) will let the PCs know that the Shield 
  Guardians will obey simple verbal 
  commands given by the bearer of the 
  Eye of Korr. 
   
  By the time the PCs reach the first floor, 
  every Shield Guardian is now following 
  them. As the PCs head toward the main 
  entrance, the door flies open. A very tall, 
  thin, bald man storms in and screams in 
  anger. He demands the PCs place the 
  Eye of Korr on the floor and remove 
  their weapons.  
   
  He then yells at the Shield Guardians, 
  commanding them to destroy the PCs. 
  Of course, the Guardians do nothing the 
  bald man says. The PCs are aware that 
  the Guardians are under their control 
  and, if commanded to, will attack the 
  bald man. Should this take place, the 
  Shield Guardians immediately begin to 
  pursue the man, who is enraged and is 
  
   
  30 
  still barking orders at the constructs. The 
  Guardians surround the man, and his 
  screams are the last sounds he makes. 
   
  When the PCs exit the tower, the Shield 
  Guardians remain. They will not leave 
  the confines of the tower. On their 
  journey back to Burden’s Peak, consult 
  the same random encounter table as used 
  in their trip toward the tower: 
   
  Level 4 Encounter (XP 900) 
  � 
  2 Orc raiders 
  � 
  2 Orc berserkers 
  � 
  1 Dire boar 
   
  Level 6 Encounter (XP 1,350) 
  � 
  1 Orc eye of gruumsh 
  � 
  2 Orc berserkers 
  � 
  4 Orc warriors 
  � 
  2 Dire wolves 
   
  Level 6 Encounter (XP 1,250) 
  � 
  2 Gnoll Huntmaster 
  � 
  1 Gnoll Claw Fighter 
  � 
  2 Hyenas 
   
  Level 7 Encounter (XP 1,550) 
  � 
  1 Gnoll demonic scourge 
  � 
  2 Gnoll claw fighters 
  � 
  2 Gnoll huntmasters 
  � 
  1 Cacklefiend Hyena 
   
  Upon returning to Burden’s Peak and 
  giving the Eye of Korr to Rellin at the 
  Watchful Order of Magists guild-hall, 
  they are thanked and told to return to the 
  Dungeonsweepers Guild. Nuvak is 
  extremely surprised that the PCs 
  survived, and immediately welcomes 
  them into the guild. 
   
  An acceptance ceremony is scheduled 
  for later that night. The PCs are each 
  presented with a red leather bracer 
  emblazoned with the Dungeonsweepers 
  Guild logo, as seen on page 14. 
   
  Guild Member Adventures: 
   
  Levels 14 – 18 
   
  City Under Siege: 
   
  Dark rumors are circulating that there 
  have been almost a complete absence of 
  monster activity in the areas surrounding 
  Burden’s Peak. People are growing 
  nervous that something bad is being 
  planned by the organized creatures of the 
  wild.  
   
  While some citizens see the lack of 
  creatures as a positive sign that the 
  defenses of the city have driven them 
  off, Nuvak is not so sure. He has a 
  constant worried look, and talks very 
  little about everyday matters. Obviously, 
  he does not share the sentiment that all is 
  well outside the city gates. 
   
  It is not long before Nuvak calls a 
  meeting of the Dungeonsweepers, and 
  lays out a plan to investigate the areas 
  around Burden’s Peak. He forms the 
  guild members into four groups, each 
  being assigned a direction to investigate. 
  The PCs are instructed to investigate the 
  Whitethorn Forest to the east, and report 
  back with any news they might learn. 
   
  Not long after entering the great forest, 
  the PCs are aware that things seem too 
  quiet amidst the trees and thick 
  undergrowth. Every once and a while, a 
  shadowy form will dart between the 
  trees just quickly enough to avoid 
  identification. The silence of the forest 
  seems a bit eerie, and the PCs respond to 
  the slightest sounds. 
   
  For the better part of a day the PCs 
  search various parts of the Whitethorn 
  Forest, only to find nothing. When they 
  
   
  31 
  seem about to give up, one of the 
  shadowy forms leaps out in front of the 
  PCs. It is a Troll, per page 254 of the 
  Monster Manual, and it immediately 
  screams loudly and runs back into the 
  woods. Should the PCs follow, it is not 
  long before a small clearing is entered. 
  The PCs should now make a Perception 
  check (DC 25). Any who succeed will 
  notice that the shadowy forms are now 
  slowly surrounding them. Those who fail 
  notice nothing. 
   
  If the Perception check is successful, and 
  the PCs who notice the flanking 
  maneuvers warn the others, the forest 
  around the clearing comes to life with 
  creatures leaping out of it into the 
  clearing, but they gain no surprise. If the 
  check was a failure, then the same thing 
  happens, but with surprise bonuses. As 
  soon as the creatures appear in the 
  clearing, combat begins. 
   
  Per the Monster Manual, p. 122 
   
  Level 17 Encounter (XP 7800) 
  � 
  1 Earth Titan 
  � 
  2 Hill Giants 
  � 
  2 War Trolls 
  � 
  4 Ogre Bludgeoneers 
   
  After the encounter, another pair of trolls 
  is seen fleeing from the edge of the 
  wood line. If they are pursued, this time 
  presumable with more caution, they lead 
  the PCs to a huge clearing with large 
  huts scattered throughout. In the center 
  of the huts is a gigantic cage with an 
  Elder Green Dragon pacing in small 
  circles. Upon entering the circle of large 
  huts, the trolls vanish into thin air. It 
  appears as though it was an illusion. At 
  the same instant the trolls disappear, 
  being start emerging from the huts and 
  immediately attack when they spot the 
  intruding PCs. 
  Per the Monster Manual, p.110 
   
  Level 19 Encounter (XP 13800) 
  � 
  1 Fomorian Warrior 
  � 
  1 Fomorian Painbringer 
  � 
  1 Cyclops Battleweaver 
  � 
  3 Cyclops Hewers 
   
  Once the battle is done, another volley of 
  creatures emerges from the huts and attack. 
   
  Level 19 Encounter (XP 13800) 
  � 
  1 Cyclops Storm Shamans 
  � 
  2 Cyclops Battleweavers 
  � 
  1 Fomorian Painbringer 
  � 
  1 Fomorian Warrior 
   
  At the end of this encounter, no more 
  creatures emerge from any of the huts. 
  However, the cage does begin to groan and 
  creak, eventually cracking and falling apart. 
  The Elder Green Dragon, now released and 
  furious at its imprisonment, attacks any 
  beings within sight. 
   
  Per the Monster Manual, p. 80 
   
  Level 19 Elder Green Dragon (XP 12000) 
   
  Once the battle with the dragon is complete, 
  the PCs find nothing else of interest in the 
  huts. If they continue to search the forest, 
  they will find nothing else of value or 
  interest. 
   
  Upon returning to Burden’s Peak, Nuvak 
  inquires as to what the PCs discovered in the 
  Whitethorn Forest. When the PCs explain 
  about the Fomorians, Giants, Trolls, Ogres, 
  Cyclops, and the dragon, Nuvak simply nods 
  his head. He goes on to explain that the 
  other parties found similar situations in their 
  explorations. Nuvak is now convinced 
  without doubt that something major is being 
  planned for Burden’s Peak. He tells the PCs 
  that he must go to the palace and inform 
  Duke Ferrar Geveau of what has been found. 
  He instructs the PCs to spread out into the 
  various sectors of the city and inform the 
  residents to be prepared for a possible 
  assault on the city in the near future. 
  
   
  32 
  Within two hours of spreading out into the 
  city, the first signs of alarm are raised. Fiery 
  torches are launched upward from the 
  western towers, and battle horns are blown. 
  By the time the PCs reach the West Gate, 
  the thundering sound of footsteps can be felt 
  and heard near the edge of the forest. 
   
  Only a moment later, a large band of trolls 
  emerge from the wood line, running full 
  force toward the gate. The PCs are to help 
  reinforce the guards protecting the West 
  Gate until the huge doors can be closed. 
  Within a minute, the band of trolls has 
  closed in on the guards and PCs. 
   
  As per the Troll statistics in the Monster 
  Manual, pages 254 – 255. 
   
  Level 20 Encounter (XP 13600) 
  � 
  2 Fell Trolls 
  � 
  4 War Trolls 
  � 
  4 Trolls 
   
  If the trolls are defeated before they prevent 
  the gates from being closed, skip ahead to 
  the next encounter. However, should any of 
  the trolls get to the gate, they will ignore the 
  PCs and guards and begin attacking the 
  structure of the gate. Should they be allowed 
  ten rounds of uninterrupted damage, they 
  will destroy the great doors of the gate. 
  Whether they destroy the gate or are 
  defeated the next encounter occurs: 
   
  As per the Monster Manual, p. 122 
   
  Level 17 Encounter (XP 7800) 
  � 
  1 Earth Titan 
  � 
  2 Hill Giants 
  � 
  2 War Trolls 
  � 
  4 Ogre Bludgeoneers 
   
  Should any of these creatures be allowed 
  ten uninterrupted rounds of damaging 
  the gate door, it will be destroyed. If the 
  door is already destroyed, the 
  combatants will flood into the city and 
  begin attacking anyone they come 
  across. The next wave of enemies 
  emerges from the forest and attack. 
  Forest Titan                       Level 19 Elite Brute 
  Huge natural humanoid (giant)                        XP 4800 
  Initiative: +25                          Senses: Perception +20 
  HP: 432          Bloodied: 216 
  AC: 34           Fort: 34            Ref: 31             Will: 34 
  Immune: Petrification 
  Saving Throws: +2 
  Speed: 7 
  Action Points: 1 
   m Wildoak Greatclub (standard, at-will) Weapon 
  Reach: 3, +23 vs AC; 3d8+7 damage 
   M Double Attack (standard; at-will) Weapon 
  The Forest Titan makes 2 Wildoak Greatclub attacks. 
   R Hurl Tree (standard; at-will)  
  Ranged 20: +20 vs Reflex; 3d6+8 damage and the  
  target is dazed (save ends). 
   C Furious Smash (standard; encounter) 
  Close burst 2; +20 vs Fortitude; 3d8+7 damage and 
  the target is stunned until the end of the Forest Titan’s 
  next turn. Miss: half-damage and target is not stunned. 
  Alignment: Evil                               Languages: Giant 
  Skills: Intimidate +15 
  STR 29 (+19)          DEX 23 (+16)         WIS 23 (+16) 
  CO� 23 (+16)        I�T 14 (+14)          CHA 22 (+18) 
  Equipment: Greatclub 
    
  As per the Monster Manual pages 254 – 255 
   
  � 
  4 Trolls 
  � 
  2 War Trolls 
  � 
  2 Fell Trolls 
   
  Once the Forest Titan and his party are 
  destroyed, no other creatures emerge from 
  the forest. The PCs have managed, with the 
  help of the other Dungeonsweepers, to once 
  again save Burden’s Peak from an onslaught 
  of monsters.  
   
  Other Adventures: 
   
  Some other possible adventure hooks for 
  Dungeonsweeper members are: 
   
  ♦ Escort dignitaries 
  ♦ Rescue captive Dungeonsweepers 
  ♦ Expand the city into the more 
  dangerous parts of the surrounding 
  areas of Burden’s Peak 
  ♦ Explore the Undermaze 
  ♦ Fight crime in the various sectors of 
  Burden’s Peak 
  ♦ Try to clear all monsters from 
  surrounding areas 
  
   
  33 
  The Dungeonsweepers: one of the most influential guilds in all of Burden’s 
  Peak. Many strive to gain the title of Dungeonsweeper, but very few 
  succeed. Those that do gain more than just membership into a guild; they 
  gain a title of honor, dignity, pride, and service to Duke and city. They are 
  seen by the residents of Burden’s Peak as protectors, watchers, and 
  confidants. Since the birth of the mighty city, the Dungeonsweepers have 
  been there; ready to lay down their lives in defense of Burden’s Peak and the 
  thousands of residents that call it home. 
   
  This sourcebook is an expansion to the City of Burden’s Peak city guide. 
  Contained here is an entire history of the famed guild, the guild-masters that 
  that have made the Dungeonsweepers famous, and some of the many 
  accomplishments they have to their well-known name. 
   
  Also inside are adventures based around the Dungeonsweepers. Whether 
  your PCs are hopefuls looking to sign on in the famous guild, or already-
  established members, this sourcebook brings to life the mighty guild and 
  gives your PCs a chance to become part of its legacy. 
   
  For use with these 4th Edition Dungeons & Dragons core products: 
   
  Player’s Handbook 
  Dungeon Master’s Guide 
  D&D Miniatures 
  D&D Dungeon Tiles 
   
  As well as this 3rd party product: 
   
  The City of Burden’s Peak supplement 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Implement Games/The Dungeonsweepers Guild.pdf