TEXT: MARAUDERS OF THE Du~ SEAT
  N
  ~ N~’i~~
  -
  (
  AN ADVENTURE FOR CHARACTERS OF
  2ND LEVEL
  0
  I)
  A
  -4
  .—~
  7
  p
  Bruce R. Cordell
  
  o~
  ~-
  —~
  TM
  MARAUDERS OF THE DUNE SEA
  41~’
  AN ADVENTURE FOR 2nd-LEVEL CHARACTERS
  Bruce R. Cordell
  
  iNTRODUCTiON
  Nightmares of desert horrors trouble the dreams of
  the innocent while raiders grow ever bolder beyond
  the walls ofthe great city-state ofTyr. Children cry
  ofmidnight portents, and mercantile houses fear the
  disruption oftheir trade. Bandits and merchants chase
  rumors of a temple hidden in the desert, an ancient
  shrine to the primordial Ul Athra said to safeguard a
  fragment ofthe artifact known as the Crown ofDust.
  Can the heroes recover a caravan lost in the wastes,
  repel the threat ofvicious raiders, and win the relic
  from the perilous temple?
  Marauders ofthe Dune Sea
  is a DUNGEONS & DRAG
  ONS adventure for five 2nd level player characters. It
  can be played as a follow-up to the short adventure in
  the DARK SUN Campaign Setting. The characters should
  approach or reach 4th level by the end ofthe adventure.
  BACKGROUND
  During the Green Age ofAthas, civilization reached its
  zenith, and great structures were built above and below
  the surface ofthe earth. Today, lost ruins ofthat period
  lie across the Tablelands and beyond. Most ofthese
  crumbling structures are empty and worthless, but
  others have endured the ages, still guarding the secrets
  of ancient days.
  CREDITS
  Recently, gith nomads discovered the Face in the
  Stone, an old temple northeast ofTyr. Within the
  shrine, the gith found doors that bore runes referring
  to the relic ofUl-Athra, an entity also known as the
  Dust Kraken or the Mouths ofThirst. While trying to
  open the doors, the gith were attacked by creatures
  in the temple. The surviving nomads fled and made
  for the base ofthe raider lord Yarnath the Skull,
  hoping that he would reward their discovery. However,
  before the gith could reach Slither, Yarnath’s crawling
  citadel, a sandstorm caught them unprotected in the
  desert and slew them.
  Later, Yarnath’s raiders found fragments of ajournal
  among the nomads’ remains and pieced together what
  the gith had found, but the bandits did not know the
  location ofthe ruin. In addition, they found hints that
  the sandstorm that killed the gith was unnatural.
  Intrigued, Yarnath became determined to find the
  Face in the Stone and its mysterious relic. He turned his
  attention to merchant caravans that passed through the
  area, hoping to force caravaneers to give up the loca
  tion ofthe ruin. Unfortunately for the raider lord, so far
  everyone has been ignorant ofthe old temple.
  Design
  Bruce R. Cordell
  Editing
  Ray Vallese
  Managing Editor
  Kim Mohan
  D&D Creative Manager
  Christopher Perkins
  D&D Design Manager
  James Wyatt
  D&D Development Manager
  Andy Collins
  Director of D&D R&D and
  Book Publishing
  Bill Slavicsek
  D&D Senior Creative Art Director
  Jon Schindehette
  Art Director
  Kate Irwin
  Graphic Designer
  Soe Murayama
  Cover Illustration
  Ralph Horsley
  Interior Illustrations
  Ben Wootten
  Cartographer
  Jason A. Engle
  Publishing Production Specialist
  Christopher Tardiff
  Prepress Manager
  Jefferson Dunlap
  Imaging Technician
  Travis Adams
  Production Manager
  Cynda Callaway
  DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dun8eon Master’s Guide, Monster Manual, Dark Sun, Marauders
  ofthe Dune Sea, 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. All Wizards characters, and the distinctive likenesses thereof are property of Wizards of the Coast LLC. 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 LLC. This product is a work of fiction. Any similarity to actual people,
  organizations, places, or events included herein is purely coincidental. Printed in the U.S.A.
  2010 Wizards of the Coast LIC.
  620 25389000-001 EN
  987654321
  S
  First Printing: August 2010
  ISBN 978-0-7869-5495-7
  Visit our website at www.DungeonsandDragons.com
  
  ADVENTURE SYN•?SIS
  Recruited to find the Face in the Stone, the characters
  must venture into the wastes with incomplete know!
  edge oftheir destination. To locate the ruin, they must
  survive the harsh desert, cruel raiders, and an unnatu
  ral dust devil.
  Once the characters find the old temple, they can
  enter and explore the ruin, facing the perils within as
  they hunt for the fragment ofthe Crown ofDust, the relic
  ofUl-Athra. After leaving the shrine, the heroes must
  evade the raiders of Slither and flee across the desert
  with Yarnath’s animate citadel in pursuit.
  RUN
  1NG THIS ADVE
  TURE
  DIzw
  >
  t-t~
  II
  z
  To run Marauders ofthe Dune Sea, you need the Player’s
  Handbook and the Dungeon Master’s Guide. The DARK
  SUN Campaign Setting, D&D Dungeon Tiles, and D&D
  Miniatures can enhance your play experience.
  As with any published adventure, Marauders ofthe
  Dune Sea as written might not suit your group perfectly.
  Feel free to make changes to fit your game and have
  more fun.
  PLOT HOOKS
  The adventure assumes that the heroes begin in the
  city-state ofTyr. Use or customize any ofthe following
  plot hooks to bring your players into the game.
  ADVENTURE BECKONS
  While in Tyr, the heroes are approached by Karlen, the
  owner of an Artisan District shop that sells collectibles
  and oddities. The half-giant shares a rumor about the
  recent discovery ofthe Face in the Stone, a ruin in the
  desert. Karlen asks the heroes to explore the place and
  bring back treasures that he can sell in his shop.
  Karlen knows the site’s general area in the wilder
  ness—a few days’ trek northeast ofTyr. However, no one
  in the city-state knows the precise location ofthe Face
  in the Stone, so the characters are on their own. See
  Encounter Dl: Desert Trek, page 6.
  QUEST: FIND THE FACE
  3rd-Level Minor Quest (150 XP)
  The characters complete this quest if they find and explore
  the Face in the Stone as part of this adventure hook.
  MERCHANT CARAVAN
  A dwarf messenger approaches the heroes while they
  gather in a public location in Tyr. He hands them a
  sheet ofrolled papyrus, sealed with wax marked with
  three dragonflies. Inside is written the following:
  Greetingsfrom House
  We’ve sent
  sengers throughout Tyr to deliver this corn-
  mum
  ion to those
  mercenaryguise. lfyou be
  and
  you wish to earn agr
  reward, read on.
  Desert raiders
  rass and dIsrupt our caravans,yet the
  Revolutionary
  I ofTyr wIll
  lift afinger whelp
  Thus honest merchants inustfind aid elsew
  e.
  The raiders claim that our caravans know the site ofa
  ruined temple called the Face in the Stone. They say ifwe give
  the location, their attacks will cease. But we know noth
  lug ofthe ruin. Moreover, a Shorn caravan seeking tofind the
  Face in the Stone never returned.
  Our request is this: Find the Face in the Stone, learn the
  fate ofour I
  caravan, and provide assistance to any survi
  vors. All we have concerning the ruin’s location is a linefrom
  an old song: “Where the devil’s
  rn thre
  s
  tunnel in the
  sky, a stony visage rarely blinks its hol
  eye.”
  Return withyourfindings to our emporium m Tyr, and
  you will be heralded as heroes ofHo
  Shorn.
  Regards, Delem Shorn
  Shorn representatives know the site’s general location in
  the wilderness
  a few days’ trek northeast ofTyr. How
  ever, no one in the city-state knows the precise location
  ofthe Face in the Stone, so the characters are on their
  own. See Encounter Dl: Desert Trek, page 6.
  QUEST: FIND THE FACE
  3rd-Level Major Quest (750 XP)
  The characters complete this quest if they find and explore
  the Face in the Stone as part of this adventure hook. They
  also earn a monetary reward of 750 gp.
  NIGHTMARES IN THE WASTE
  Terrible nightmares haunt a relative of one ofthe
  heroes. The victim, who lives in Tyr, dreams of a
  devouring sandstorm that comes on the wings of an
  enormous dust devil.
  The relative can recall only one part ofthe dream:
  the name “Face in the Stone,” which he describes as “a
  lost shrine where evil stirs.”
  A DC 15 Streetwise check reveals that Yarnath the
  Skull also seeks news of a ruin called the Face in the
  Stone, and that his raiders are harassing caravans tray
  cling north ofTyr for information about the shrine..
  QUEST: FIND THE FACE
  3rd-Level Minor Quest (150 XP)
  The characters complete this quest if they find and explore
  the Face in the Stone as part of this adventure hook.
  zz
  D
  
  ENCOUNTER Ti: STREETS OF TYR
  Hamanu, the sorcerer-king ofUrik, has placed spies in
  several other city states to report on his rivals’ doings.
  In Tyr, one ofthese spies—a human templar named
  Sarhan—has become aware ofthe situation regarding
  Yarnath, House Shorn, Karlen, and the Face in the Stone.
  Sarhan isn’t sure what the city-state ofUrik might
  gain from learning the location ofthe Face in the Stone,
  but the templar hasn’t gotten where he is by ignoring
  hunches. He has hired spies to watch Karlen’s shop and
  the Shorn merchant emporium in case they send mer
  cenaries after the lost ruin.
  Thus, the characters come to Sarhan’s attention if
  they accept a commission to find the ancient temple.
  While the heroes move through a market street ofTyr,
  Sarhan and his underlings attack.
  This encounter takes place on the poster map. Place
  ‘~
  the attackers on the map as shown; place the characters
  in the center ofthe lane.
  When Sarhan and his forces attack, read:
  Yells ofsurprise and alarm mix with the sounds ofheavy
  boots and claws on Tyr’s cobbled streets. From one end of
  the lane, two thri-kreen are bounding inyour direction. On
  overlooking rooftops, a handful ofelves throw offcloaks and
  snatch throwing chatkchasfrom their belts. From the other
  end ofthe street, three burly dwarves hustle toward you.
  Behind the dwarves strides a determined looking human in a
  long cloak. He bears the insignia ofUrik: a roaring lion.
  When Sarhan has a chance to speak, read:
  The man wearing Urik’s insignia says, “This isyour lucky
  day, dogs ofTyr. Hamanu, the Lion God, has chosen you to
  .,~z-s.3o1n the ranks ofhis worshipers. You shouldfrel honored!
  However, I’m afraid this is going to hurt. A lot.”
   f?~,SThe man gestures for his forces to attack. Roll initiative.
  ‘S.
  TRAITS
  -
  -
  The conscript can move 1 square less than specified when
  subject to a pull, a push, or a slide.
  Steady-Footed
  The conscript can make a saving throw to avoid falling prone
  when an attack would knock it orone.
  STANDARD ACTIONS
  © Gouge (weapon) +t.~l~IlJ
  Attack: Melee 1 (one creature); +7 vs. AC
  Hit: 2d6 + 6 damage. If the conscript scores a critical hit, the
  conscript pushes the target 1 square and knocks it prone.
  MINOR ACTIONS
  points or fewer
  •‘
  ~. :.:
  ~.
  Effect: The conscript chooses one enemy it can see. Until the end
  of the encounter or until the conscript uses this power again,
  the conscript gains a +5 bonus to melee damage rolls against
  that enemy.
  ~
  .
  .5
  ,
  Str 16 ~+4)
  Dcx ~ (+2)~
  .
  . -~14 (~i-3) .-~‘
  .
  lntll (t1~,.
  ,~ 11(+1) -~
  .~
  •i’
  •~
  Alignment unaligned
  Languages Common, Dwarven
  Equipment hide armor, gouge
  HP 1; a missed attack never damages a minion.
  Initiative +9
  AC 17, Fortitude 13, Reflex 17, Will 16
  Perception +8
  Speed 7
  TRAITS
  Shrpshàôter’s Advantaje
  .
  .
  -
  ..
  .
  -
  -
  The sniper deals 3 extra damage against any creature it is
  hidden from.
  2~!lWlStep
  -~,
  The sniper ignores difficult terrain when it shifts.
  STANDARD ACTIONS
  ~
  -
  :~ .:~
  Attack: Melee 1 (one creature); +8 vs. AC
  Hit: 5 damage.
  ~®~
  ‘.~
  ‘~
  ‘
  -.
  ‘-.
  :~‘ i~,.
  Attack: Ranged 6 12 (one creature); +8 vs. AC
  Hit: 5 damage.
  -
  MOVE ACTIONS
  Elvén’Misdirection+ At-Will.:
  .:.~
  -‘-
  ~“
  c’
  Effect: The sniper moves 2 squares. If it has cover or concealment,
  it can make a Stealth check to become hidden with an automatic
  -
  check result of 25.
  ~SkIIls Bluff +6,’Stealth +10
  St’, 11 (if-1~ -
  “Dex 18 (+5)
  Wis 15 (+3)
  .-€on 10 +li)
  mt 10 (+1)
  Cha 11 (+1)
  Alignment unaligned
  Languages Common, Elven
  Equipment bone dagger, 10 chatkchas
  ~:.;:a~-
  -
  ...~-.
  ‘E~t~~Leve1 4 (991 XP)
   ~
  -
  .
  ~‘
  .,r..
  ~After establishing one or more ofthe plot hooks on page
  3, use this encounter to kick offthe action.
   SETUP
  ~.
  3 dwarf conscripts (D)
  5 elf snipers (5)
  2 thri~kreen bounders (B)
  -.
  Sarhan, templar of Hamanu (T)
  3 Dwarf Conscripts (D)
  Medium natural humanoid
  HP 47; Bloodied 23
  AC 14, Fortitude 15, Reflex 13, Will 14
  Speed 5
  Saving Throws +5 against poison effects
  Level 2 Brute
  XP 125 each
  Initiative +2
  Perception
  3
  Low light vision
  5 Elf Snipers (S)
  Level 3 Minion Lurker
  Medium fey humanoid
  XP 38 each
  -
  ~:~‘
  .~fa.•.
  LION OY I-{ANANUL-TATiV~
  e
  ~
  ~
  If Sarhan and his forces win they knock the characters
  unconscious and drag their bodies ~nto a~nearby alley
  There, the templar tattoos a~tyliz~d lion of Urik on the
  •555
  --
  wrists of two or.three:characters -Then Sarhan retreats,
  l~’a’vlng.the ~rd
  ~i~~ãkèiip in the aJley. For more about
  ~
  i’
  ~‘-
  ~
  -
  ~$- the.~tthos~see~AdvéiIture Conclusion” on page 31
  ~
  
  TRAITS
  Deft Dodger
  •The b 6under gains a ~-2 bonus to all defenses against,
  raneed attaEks.
  STANDARD ACTIONS
  (+) Claw + At-Will
  Attack: Melee 1 (one creature~;+11 vs. AC
  Hit: 7 damage.
  V
  ~ Chatkcha (weapon + At’Wlll
  -.
  Attack: Ranged6jl~ (one creature);r 11 vs.AC
  Hit: 7 damage.~
  V
  TRIGGERED ACTIONS
  Mantis Bound + At-Will
  Trigg~r:Theb4ounder is n~issed byan attack.
  Effect (Free Action): Tie bounderjumps.3 squares. This~move
  does not p.rovqkeVpppqrj~uijity attacks.
  Skills Athletics +10, Nature +10, Stealth +11
  Str 14 (+5)
  Dex 1’7 (+6)
  Wis 14 (4-5)
  Con 13 (+4)
  mt 10 (*3)
  Eha 10 Qt-3)
  Alignment unaligned
  Languages Eommon, Thri-Kreen
  -
  Equipment leather armor, 2 chatkchas
  -
  .
  -
  TACTICS
  Sarhan and his forces hold back on any attacks that
  reduce their enemies to 0 hit points or fewer. Thus,
  beleaguered characters fall unconscious instead of
  being wounded so badly that they must make death
  saving throws.
  Sarhan allows the dwarf conscripts to precede him
  into combat, but he stays close so he can usefrttering
  glare on at least a few heroes.
  The thri-kreen bounders attempt to box the charac
  ters in from behind, setting up flanking opportunities
  as they can.
  The elf snipers use the rooftop edges as cover, both
  for defense and to use elvish
  misdirection, which sets up oppor
  tunities for them to gain combat
  advantage against the heroes. If
  any characters climb the buildings
  to the rooftops, the snipers draw
  B
  daggers and fight hand to hand.
  V
  The elves can shift on the slanted
  difficult terrain ofthe rooftops.
  If combat goes poorly for Sar-
  V
  han’s side or lasts for more than 10
  B
  rounds, the templar abandons his
  ~~jV
  ,..
  -
  comrades and attempts to escape
  ~
  -
  before the city’s Tyrian Guard
  0”
  —
  arrives. If Sarhan makes it more
  V
  than 1 square offthe area of the
  poster map, he gets away. Perhaps
  he’ll return one day to take yen-
  •
  geance against those who caused
  -
  him to fail Hamanu.
  STANDARD ACTIONS
  Hamanu’s Fist (psychic) + At-Will
  Attack: Melee 2 (one creature); +12 vs. AC
  Hit: 3d6 + 5 psychic damage.
  Effect: Sarhan slides the target 1 square.
  ~ Hamanu’s Glare (psychic) + At-Will
  Attack: Ranged 5 (one creature); +12 vs. AC
  Hit: 3d6 + 5 psychic damage.
  Effect: Sarhan pushes the target 2 squares.
  < Fettering Glare (psychic) + Recharge ~J ~jJ
  Attack: Close burst 2 (enemies in burst); +10 vs. Will
  Hit: 2d8 + 6 damage, and the target falls prone. The next ally of
  Sarhan that hits and damages the target before the end of Sar
  han’s next turn can reroll one attack roll before the end of the
  ally’s next turn, using either result.
  Skills Insight +12, Intimidate +13, Religion +12
  Str 14(+5)
  Dex 15 (+5)
  WIs 19 (+7)
  Con 18 (+7)
  Int 18 (-4-7)
  Cha 21 (+8)
  Alignment evil
  Languages Common
  V
  Equipment token of office; needles’andpptofink
  -
  FEATURES OF THE AREA
  Illumination: Bright light (daylight).
  Market Stalls and Tables: The stalls and tables of
  the vendors are difficult terrain.
  Buildings: The shops and residences are block
  ing terrain. Characters can enter a building as a move
  action. Climbing to a rooftop requires a DC 15 Athlet
  ics check. The slanted rooftops are 10 feet high and
  difficult terrain.
  Treasure: Sarhan carries 550 gp.
  2 Thri-Kreen Bounders (B)
  Level 6 Minion Skirmisher
  Medium natural humanoid
  XP 63 each
  HP 1;a missed attack never damages a-minion.
  Initiative +8
  HP 82; Bloodied 41
  Initiative +5
  VAC%20, Fortitude 18, Reflex 19, Will 18
  Perception +5
  AC 21, Fortitude 19, Reflex 19, Will 20
  Perception +7
  Speed 6
  •‘
  V
  -
  -.
  V
  Low light visi~~
  Speed 6
  Sarhan, Templar of Hamanu (T)
  Level 7 Controller
  Medium natural humanoid
  XP 300
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  ENCOUNTER Dl: DESERT TREK
  Encounter Leve! 4.~(95O XP)
  Siup
  • Rock cactüs~field hazard (R)
  2 crystal spiders (S)
  2 crystalline web hazards (W)
  When the characters attempt to locate the Face in
  the Stone, they must strike offinto the roadless waste
  northeast ofTyr with only general directions. The trip
  requires the travelers to overcome the hardships of
  the Athasian badlands and desert terrain. The Find
  ing the Face skill challenge provides the framework
  for handling the characters’ attempt to locate the
  ruined temple.
  The skill challenge indicates a multiday excursion.
  About three days into their trek, the heroes wander into
  a stony area where three crystal spiders lie burrowed
  under the sand. Most ofthe rocks on the ground are
  part of a rock cactus field. In addition, crystalline webs
  stretch between several normal rocks, but the transpar
  ent glassy fibers are not visible from a distance.
  When the characters notice the crystalline webs
  flashing in the crimson sun, place the characters on
  the southeast edge ofthe map. Place the webs and roll
  initiative, then place the crystal spiders as shown on the
  map as their initiatives come up.
  When the heroes see the webs, read:
  Thin strands ofnearly invisible crystal suddenly become
  a
  arent asyou get close enough Theyform a large web.
  Now thatyou know what to lookfor,you see another mass of
  strands stretched between two other large rocks.
  TACTICS
  The crystal spiders lie in wait where the unsuspecting
  might stumble into their fine glass webs.
  FEATURES OF T
  F AREA
  Illumination: Bright light (daylight).
  Sand Dunes: Difficult terrain.
  Rock Outcropping: This rock protrudes 10 feet
  high, requiring a DC 15 Athletics check to climb to
  the top.
  Treasure: If the characters dig where the spiders
  surfaced and make a DC 18 Perception check, they
  find a bag containing dried rations, a glass mirror,
  and 331 gp.
  Rock Cactus Field CR)
  Level 3 Obstacle
  Hazard
  XP 150
  A cluster ofspherical, cracked stones covers the ground. Suddenly they
  open, revealin8 spiny tendrils that lash out to snare the unwaly.
  Hazard: A rock cactus field fills six contiguous squares, which are
  difficult terrain, It appears to be a small field of rocks. The plants
  conceal dangerous tendrils that drain bodily fluids.
  Perception
  + DC 15: The character recognizes the field as a group of spherical
  cacti.
  + DC 20: The character notices widening cracks on the cacti, like
  shells beginning to open.
  -
  Additional ~1Ib Nature
  + DC 15: The character recognizes the hazard as a rock cactus field.
  Trigger
  -
  When a creature enters or ends its turn in or within 2 squares of
  the rock cactus field, the hazard attacks.
  Attack
  Opportunity Action
  Melee 2
  Target: Triggering creature
  Attack: +8 vs. AC
  Hit: 2d6 + 5 damage, and the target is slowed and takes ongoing 5
  damage (save ends both). Remove one square of the rock cactus
  field. Removing the final square ends the hazard.
  Aftereffect The target is weakened (save ends).
  Countermeasures
  4 A character can attack a square of the rock cactus field (AC 17,
  other defenses 15; hp 8). Destroying all squares ends the hazard.
  w
  ww
  4
  www
  S
  ww
  W
  Fl
  R
  Fl
  W’.
  R
  
  2 Crystal Spiders (S)
  Level 4 Lurker
  Large natural beast (spider)
  XP 175 each
  HP39 Bloodied 19
  lnitiative+10
  AC 18 Fortitude 14 Reflex 18 ,Will 16
  Perception +9
  Speed 8 climb 8 (spider climb)
  Tremorsense 10
  - Resist 5 radiant; Vulnerable 5 thunder
  .
  S
  TRAITS
  Gleaming Carapace
  -
  ~When the crystal spider moves at least 5 squares,duringits turn,it
  gains concealment until the end of its next tu~i.
  -.
  -
  STANDARD ACTIONS
  + Razor Leg + At-Will
  Attack Melee 2 (one creature) +9 vs AC
  I-lit: 2~ + 5dan~ge.
  ..‘
  S’
  -~
  .~. Bite (poison) + At-Will
  Attack: Melee 1 (one creature that cannot seethe spider); +7vs:.,~
  Fortitude
  Hit: 2d6 + 1 poison damage, and ongoing 10 poisondamage~save
  ends).
  c~ Radiant Agony (radiant) + Recharge when the spider uses bite or
  when no enemy is blinded
  Attack: Close burst 2 (creatures in burst); +5 vs. Fortitude
  Hit: The spider pushes the target 3 squares, and the target is
  blinded until the end of the spider’s next turn.
  ~ Brilliant Ray (radiant) + Recharge ~J 1~~J
  Attack: Ranged 10 (one creature); +7 vs. Reflex
  Hit: 4d6 + 4 radiant damage, and the target is blinded until the
  end of the spider’s next turn.
  Skills Stealth +11
  StrlO(+2)
  Dcx 18(+6)
  W1s14(+4)
  Con 9 (+1)
  mt 1 (—3)
  Cha 3 (—2)
  A,ijgnment unaligned
  Languages
  Thin, shimmering glass strands interluace (nto an intricate, beautiful web.
  Hazard: A crystalline web stretches between two surfaces, creatinga
  2-by-2-square or larger barrier.
  Perception
  + DC 14: The character notices the crystalline web.
  Trigger
  When a creature enters one of the web’s squares, the trap attacks.
  Attack
  Opportunity Action
  Melee
  Target: The triggering creature
  Attack: +7 vs. Reflex
  Hit: 2d6 + 4 damage, and ongoing 5 damage (save ends). The target
  returns to the last square it occupied, and its move ends.
  Miss: The target returns to the last square it occupied, and its move
  ends.
  Countermeasures
  + A character can move through a square containing a web by
  spending a move action to make a DC 14 Acrobatics check. On a
  failed check, the trap makes an attack.
  4 A character can attack the web (AC 18, other defenses 16; hit
  points 25; vuinerable 10 thunder). When it is reduced to 0 hit
  points, the web is destroyed.
  FINDING THE FAci:;
  ~‘‘
  Any trek beyond the ‘v~’alls ota city-state or village is
  risky. Many hazards and desert creatures lurk beyond
  or under the next dune, ready to pull travelets to their
  doom.
  Discovering the location ofthe Face in the Stone is
  a hard skill challenge for a group of 2nd-level explor
  ers. Each attempt at this challenge requires a full day
  of activity. Given the complexity ofthe challenge, the
  characters will travel beyond the walls ofTyr for a
  minimum of six days before they find the hovering dust
  devil that marks the Face in the Stone.
  Level: 3 (XP 300).
  Complexity: 2 (requires 6 successes before 3
  failures).
  Primary Skills: Athletics, Endurance, Nature,
  Perception.
  Athletics (DC 15): One ofthe characters presses
  ahead, using his or her physical strength to jump
  ravines, climb escarpments, or steady another comrade
  who attempts to do the same. This skill can be used to
  gain 1 success in this challenge.
  Endurance (DC 10): Athas is a harsh world, and
  groups that wish to stay together must cross the wastes
  at the speed oftheir least robust member. This skill can
  be used to gain 1 success in this challenge, but only if
  the check is made by the character who has the lowest
  Constitution score.
  Nature (DC 15): Knowledge ofthe desert landscape is
  a boon for travelers. Use ofthis skill allows a character
  to recognize the terrain ofthe region and choose the
  best route to cover distance quickly or to avoid preda
  tors and natural hazards. This skill can be used to gain
  1 success in this challenge.
  Perception (DC 15): The characters can stay alert
  for “where the devil’s horn threads the tunnel in the
  sky,” the vague landmarks mentioned in House Shorn’s
  letter. From a certain perspective, these landmarks
  correspond with distant formations in the Ringing
  Mountains, and recognizing these signs eventually
  guides explorers to the Face in the Stone. This skill can
  be used to gain 3 successes in this challenge.
  Success: Ifthe characters earn 6 successes before
  3 failures, they find the ancient temple and proceed to
  Encounter D2.
  Failure: The characters find the Face in the Stone
  and proceed to Encounter D2. However, the protracted
  desert travel causes each character to lose a healing
  surge, and the group gains no experience points for the
  skill challenge.
  •
  I,
  .5’,
  I
  I
  LU
  I/l
  LU
  LUIz
  D
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  Uz
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  2 Crystalline Webs (W)
  Level 4 Obstacle
  Hazard
  XP 175 each
  
  --5”,
  ~
  -~
  -S.
  ENCOUNTER D2: STORM’S EDGE
  TACTICS
  QUEST: RESCUE CAPTIVES
  1st-Level Minor Quest (100+ XP)
  When the encounter concludes, the characters gain 1 00 XP
  for each surviving captive not thrown into the dust devil.
  2 Human Wasteland Raiders (H)
  Level 2 Soldier
  Medium natural humanoid
  XP 125 each
  HP 40; Bloodied 20
  Initiative +5
  AC 18, Fortitude 16, Reflex 14, Will 13
  Perception
  2
  Speed 6
  STANDARD ACTIONS
  l~ Dagger (weapon) + At-Will
  Attack: Melee 1 (one creature); +7 vs. AC
  Hit: 2d4 + 5 damage.
  ~®lr~ix~.Speai~(weapon) + At-Will
  .
  .
  Requirement: The raider must not have a creature grabbed.
  Attack: Melee 1 (one creature); +7 vs. AC. While the raider has a
  creature grabbed, it can use barbed spear against the grabbed•
  creature only.
  -
  + Gutting Dagger (weapon)+ At-Will•
  S~•
  Attack: Melee 1 (one creature grabbed by the raider); +7 vs. AC
  Hit: 3d4 + 5 damage, and ongoing 5 damage (save ends).
  Skills Intimidate +5
  -
  :
  Str 18 (+5)
  Dex ‘1Jt~ (+3)-
  WIs 1’2 (+2)
  :
  1Ii1~3 +0)
  :
  €ha~(+0)
  Alignment unaligned
  Languages Common
  Equipment hide armor, barbed spear, dagger
  ‘_5
  5~_ ~
  -
  -—
  E~ncounter Level 4 (950 XP)
  • 10 human captives (C)
  10 tarek piercers (P)
  ~.‘ .2 human wasteland raiders (H)
  ~.‘i~’Y
  3 tarek raiders (T)
  This encounter uses the poster map. The heroes start in
  the corner ofthe map opposite the corner occupied by
  the edge ofthe swirling dust devil.
  After completing Encounter Dl (which includes
  a days-long skill challenge), the characters find the
  area bordering the Face in the Stone. They top a slight
  rise and see a massive dust devil that seems rooted
  in place bisecting a cliff face; provide the first read
  aloud text below.
  As the characters move closer, they also see survivors
  of a House Shorn caravan and a group ofraiders camp
  t
  ingjust beyond the edge ofthe swirling dust devil. The
  caravan survivors are bound hand to foot, captives of
  the raiders. The heroes arrive in time to see the raid
  ers begin to dispose ofthe captives; provide the second
  read-aloud text below.
  The raiders attack intruders on sight.
  When the heroes first see the dust devil, read:
  A dust storm hangs in place over a ci!ffwall. A swirling, twist
  rng pillar ofblowzng dust and sand ascends at least 50fret
  into the sky. It screams over the dead plain, promising sting
  ing death to those who enter its skirts.
  When the heroes are closer, read:
  You see more than a dozen humans and humanoids among
  thejumble ofrocks and dunes ahead. Their ragtag and eclectic
  dress suggests that they are raiders Some perch atop the rocks
  as sentries, and others gatherfarther away, partly sheltered by
  a large boulder. Numerous bound human captives lie near the
  edge ofthe stationary dust devil.Just asyou notice the prison
  ers, a raider drags one ofthe captives across the sand and tosses
  him into the swirling dust. The victim screams and is gone.
  Seven tarek peons keep watch. When the characters
  .come into range, the peons warn their comrades and
  launch javelins at the characters.
  Three tarek peons are charged with tossing the
  bound captives into the dust devil. Each round, the
  -
  peons throw one captive into the dust devil until no
  captives remain or all the peons are killed.
  The tarek and human raiders use the large rocks as
  -
  co,~er during the first round ofthe characters’ advance.
  • Th~y;pr~fe~t9 fight close to the dust devil so the tarek
  -‘~‘i~ldeis.can-iise bOne heartpick to slide’ the characters
  - ‘: •r’~•
  —rnto it~ edges.
  ‘S
  .
  --‘ ~
  ~—
  -
  ,~‘S
  -.~_____i
  ~
  3 Tarek Raiders (T)
  Level 3 Soldier
  Medium natural humanoid
  XP 150 each
  HP 49; Bloodied 24
  Initiative
  5
  AC 19, Fortitude 16, Reflex 15, Will 14
  Perception +2
  Speed 6
  TRAITS
  ‘Thiz~ Squad Tactics
  .
  .
  S
  •-.•~•
  The raider gains combat advantage against any enemy adjacent to
  one or more other tareks.
  STANDARD ACTIONS
  T.~ Heartpj~(~p~) + At-Will
  -.
  Attack: Melee 1 (one creature); +18 vs. AC
  Hit: 2d6 + 4 damage, and the raider slides the target 1 square. The
  target is marked until the end of the raider’s next turn.
  TI~ICCERED ACTIONS
  + Dangeràus Aggression + At-Will•
  -
  .
  -
  -
  .
  -.
  5
  Tri8ger: An enemy marked by the raider makes an attack that does
  not target the raider.
  Effect (Immediate Reaction): The raider uses bone heartpick against
  the triggering enemy, and if the attack hits, the enemy is also
  immobilized (save ends).
  Deathless~!Z&~J’+N,r..1’Iil7~-
  -
  :5 ~:,
  ._‘:
  Trigger: The raider drops to 0 hit points.
  Effect (No Action): The raider makes a saving throw, If the raider
  •
  succeeds, it does not die until the end of its next turn.
  ~Athletics*10~ Endur~rièe ~ Nature ~ ~.‘.:
  Str,~IJ(+5)
  E~314(+3)
  Wis13(+2)~
  Con ~1(+4)
  Intli (-~)
  ~JZ1’iJ1l(+1)
  Alignment unaligned
  Languages Common, Giant
  Equipment bone heartpick
  
  HP 1;a missed ~tt~k në~’erdama~es a.~ñinion.~
  .~Initiative ~I:3
  A~ 15, Fortitude 12,Reflex 1~, Will 11
  .
  Perception +9
  Spe.ç~ 6(8 when èharging)
  .
  .
  -
  TRAITS
  Tarek Squad Tactics
  -
  ~he ~eon has combat advantage a~ainiterien~ièsthat are
  adjacent to~at1Ieast one o~her t~iek.
  . -
  .~
  -
  STANDARD ACTIONS
  T.- Hea~pj
  ~p~) + At-Will
  Attack:.Melee 1 (one creature); +6vs:~C
  -
  Hij: 4 damage.
  -
  :
  I® Bone javelin (weap~) 4-At-Will
  Attâck:Rai~ged 10 20 (one ci~atür~);
  8 vs. AC-
  ••.
  -
  Hit:4 damage, and the~targe~i~sl~weduntiI the end of the peoi~s
  next turn.
  -
  .
  .
  :
  .
  -
  .
  Skills Athletics +7, Nature +9, Perception +9
  Str 14 (+2)
  Dex 1’7 ~if3)
  Wis 18 (*4)
  Con 13 (+1)
  mt 8 c-i)
  ~8 ~-1~
  Alignment chaotic evil
  Languages Common, Giant
  Equipment bone heartpick, bone javelin
  .
  ..
  SECRETS REVEALE1~
  Ifthe heroes defeat the raiders and search the bodies, they
  discover that eachone bearsgj tattoo of a snake skull. A I~@
  21 Streetwise check reveals that the tattoo is~symbol of a
  band of raiders, led by Yarnath the Skull, that operates from
  a mysterious citadel known as Slither.-”
  Ifthe heroes i~terrogate a raider, they learn that the ban
  dits are seeking the Face in the Stonç.lt might lie within the
  whirling dust devil, but none of the raiders has wo~kedup
  the courage to venture inside to find out.
  If the heroes rescue any captives, they learn that the
  caravan had been traveling to the dwarven settlement of
  KIed to pick up a load of obsidian when it became lost. The
  caravan saw the stationary dust devil and headed in that
  direction, only to be attacked by the raiders.
  -
  :k
  A~1
  0
  ~-~-
  ~
  ~
  0,
  -I..
  A
  A
  A
  A
  A
  A
  P
  10 Tarek Peons (P)
  Level 1 Minion Artillery
  Medium natural humanoid
  XP 25 each
  Dust Devil Edge This area is difficultiterrain Any
  creature that enters or starts its tui~n wit1~iin the p~wer
  ~
  ful swirling wind takes 1 damage and falls prone. All~
  154
  creatures within the dust devil have concealment from
  ~“
  one another, and they have total concealment from
  those outside the dust devil. Those who attempt tq press
  ~
  through to the center ofthe dust devil begin the skill
  I.—
  challenge in Encounter D3.
  Treasure: The raiders carry a total of 317 gp.
  155Iz
  D
  0
  Uz
  155
  FEATURES OF T
  E AREA
  Illumination: Bright light (daylight).
  Sand Dunes: Difficult terrain.
  Rock Outcropping: The rocks protrude 10 feet
  high, requiring a DC 15 Athletics check to climb to
  the top.
  A
  4
  A
  A
  ©
  P
  0
  H
  00
  C
  A
  
  ENCOUNTER D3: DUST DEViL
  Encounter Level 3 ~(75O XP)
  o find the Face in the Stone, the characters must push
  through the stationary dust devil that hides it.
  PUSHING THROUGH
  In essence, the dust devil’s vortex is a sandstorm. Push
  ing through to the still center requires a minimum of4
  rounds ofmovement, and each failure adds to the time
  a character spends within the storm. Each character
  makes a skill check on his or her turn, and, to overcome
  the challenge, each individual character must earn 4
  successes before 3 failures.
  Level: 3 (XP 750, or 150 per character).
  Complexity: 1 for each character (requires 4
  successes before 3 failures).
  Special: Characters who tie themselves to other char
  ac-ters gain a +2 bonus to all skill checks in the challenge.
  MoviNG THROUGH THE DUST DEVIL
  Each character takes 1 damage per round while within
  the dust devil.
  Primary Skills: Athletics, Endurance, Nature,
  Perception.
  Athletics (DC 15): The character uses brute strength
  to push through the storm. This skill can be used to
  gain 1 success in this challenge.
  Endurance (DC 15): The character withstands the
  dust devil’s rigors. This skill can be used to gain 2 suc
  cesses in this challenge.
  Nature (DC 13): The character maneuvers to avoid
  the wind’s worst effects. This skill can be used to gain 1
  success in this challenge.
  Perception (DC 15): The character avoids getting
  turned around in the swirling sand and going the
  wrong way. This skill can be used to gain 1 success in
  this challenge.
  COMPUCATIONS
  Different skills apply as the heroes progress through the
  dust devil.
  Secondary Skills: Nature, Endurance, Athletics.
  Round 2, Nature (DC 15): The winds carry stinging grit.
  A character who succeeds on this check does not earn a
  success in the skill challenge, but a failed check counts as
  a failure for that character and imposes a
  5 penalty to
  Perception checks made by the character until he or she
  earns a success on any check in the challenge.
  Round 3, Endurance (DC 15): The intensity worsens,
  and the whipping sands scour unprotected characters.
  Any character who has not earned at least 2 successes
  must succeed on an extra Endurance check or lose a
  healing surge. A successful Endurance check ofthis sort
  does not contribute a success in the skill challenge.
  Round 4, Athletics (DC 10): The punishing winds
  cause sand dunes to shift, threatening to bury the
  heroes. Any character who has not earned at least 3
  successes must make an extra Athletics check. A failed
  check counts as 1 failure toward the skill challenge,
  and the character loses a healing surge as he or she digs
  free ofthe sand. A successful Athletics check ofthis sort
  does not contribute a success in the skill challenge.
  AFTERMATH
  Success: Any character who earns 4 successes
  before 3 failures reaches the center ofthe dust devil
  and proceeds to Encounter Fl.
  Failure: Any character who accumulates 3 failures
  becomes turned around and exits the stationary dust
  devil only a few feet from his or her entry point. To
  reach the Face in the Stone, the character must attempt
  the skill challenge again.
  ARRIVING AT THE FACE
  The map on the next page is an overview ofthe Face in
  the Stone. Each ofthe seven major sections is the site of
  one or more encounters as the adventure unfolds.
  
  rD
  -~
  -~
  ~A~JJ~
  ENCOUNTER D3: DUST DEV
  
  ~‘ :~
  ‘~;~
  ~
  .~
  r
  -
  .“~
  -~
  .
  ENCOUNTER Fl: THE FACE
  ~.Leve1
  3 (775 XP)
  SETUP
  When the characters push through the stationary dust
  devil, they find the Face in the Stone. They can see
  small creatures (hejkins) moving within the opening.
  The hejkins do not emerge to face the intruders, instead
  letting the characters try their luck getting through the
  lightning obelisks trap.
  When the heroes pierce to the storm’s eye, place
  their miniaturesjust offthe southern edge ofthe
  encounter map and read:
  j~r
  Walls ofroaring dust circumscribe a hollow area ofstill air
  bisecting a high cI~ffface. The cI~ffcontains the reliefcarving
  ofa massive humanoidface. The empty eyes are black shad
  ows, but the gaping mouth is set with two granite obelisks that
  look like massive teeth. You seeflashes ofseveral humanoids
  darting about within the mouth cavity.
  HP 29; Bloodied 14
  AC 16, Fortitude 12, Reflex 14, Will 11
  Speed 5 (earth walk), burrow 3
  Resist 10 lightning
  TRAITS
  Ausplció
  s Bolt
  ~ ~
  ;~;~-
  The hejkin deals 1d6 extra lightning damage to any target granting
  combatadvantage to it.
  Earth Phàsir~g ~.
  ~
  ~ ~ ~ ..r~i
  ‘~
  The hejkin can burrow through solid stone at full speed, and it can
  shift while burrowing.
  STANDARD ACTIONS
  tO €l~ws+At-Will : ~. :‘:‘.
  .
  ~-
  .-
  - -.
  ,.
  ~.
  ~‘
  -•
  .
  Atta k: Melee 1 (one creature); +6 vs. AC
  Hit: 1d6 + 4 damage.
  Effect:The hejkin shifts 1 square.
  MINOR ACTIONS
  -•
  .4. EarthGrasp (~e~ortation)* At-Will
  ~
  ~
  ~
  Attack: Ranged 10 (one bloodied creature); +4 vs. Will
  ‘
  Effect: The hejkin or one of its allies swaps positions with the
  target, teleporting.
  TRIGGERED ACTIONS
  Burrow Beneath 4- Encounter.
  ~
  ‘~.
  TriBger: The hejkin takes damage.
  Effect (Immediate Reaction): The hejkin shifts 7 squares.
  ~ Skills lnsig~t +6 Stealth +8
  ,~
  Str 14 (+2)
  ,. Dex1~~(+3)
  W.s 12 (-4-1)
  ConlL3(+1)4
  ~ lnt8(1~
  ~
  Cha8(,i) -
  Alignment evil
  Languages Common, Deep Speech
  • ~
  HP 31; Bloodied 15
  AC 15, Fortitude 14, Reflex 13, Will 11
  Speed 6 (earth walk), burrow 6
  Resist 5 lightning
  TRAITS
  ~Arèing Defense
  ‘-
  .
  -
  ~.
  .~
  .-‘
  .‘
  -
  •~ .~
  The sparker gains a +2 bonus to AC and Will while adjacent to
  another hejkin.
  STANDARD ACTIONS
  l~ Cla~!~At WIll
  •.~-
  Attack: Melee 1 (one creature); +6 vs. AC
  Hit: 1d8 + 5 damage, and the target is marked until the end of the
  hejkin’s next turn.
  Miss: If the target is bloodied, it is marked until the end of the
  hejkin’s next turn.
  ~€GI4)h1~ed €urrent (~g
  ng)~R~harge ~FijJ.~
  .~ .~
  ‘~
  Attack: Close burst 2 (enemies in burst); +2 vs. Fortitude
  Hit: 2d6 + 3 lightning damage, and the hejkin pulls the target 2
  squares.
  TRIGGERED ACTIONS
  Telluric Arc (lightning) + At-Will
  .~.
  .
  --~
  .--
  .~.
  ‘.9
  Trigger: An enemy marked by the hejkin moves away from it or
  makes an attack that does not include the hejkin as a target.
  Attack (Immediate Interrupt): Close burst 5 (triggering enemy in
  burst); +6 vs. Reflex
  Hit: 10 lightning damage.
  -
  .
  Str 16 (+3)
  Dexl4(+2)
  ~ Wis8(~)
  ~
  Con 15(+2)
  . .~Int9(-1)
  .~
  .
  ~ilia12(~)
  -
  -
  Alignment evil
  Languages Dwarven
  TACTICS
  The area in front ofthe cave mouth is open desert, so
  the characters can arrange themselves anywhere. The
  hejkins do not willingly move south beyond the cave
  mouth, instead waiting to see whether the characters
  defeat the lightning obelisks trap and enter the cave.
  Several hejkins withdraw up one ofthe side passages
  and wait. However, ifonly one or two characters make
  it through the dust devil, the hejkins might rush out of
  the cave and deal with the underpowered intruders.
  The sparkers attempt to draw attacks while keeping
  invaders bottled up near the trap, allowing the stalkers
  to close in and flank a chosen foe.
  The chanter peppers foes with close attacks. If an
  enemy is already slowed, the chanter moves in to use claw.
  ROLEPLAY1NG OPTION
  Hejkins have opportunistically colonized the outer portion
  of this old ruin, using areas Fl and F2 as their lair.’ They
  defend the area not because they are bound to do’so but
  because it is their home.
  The hejkins don’t know what lies on the other side ofthe
  locked double doors, but they surmise that it is responsible
  for the dust devil that protects their lair.
  2 hejkin stalkers (5)
  3 hejkin sparkers (H)
  Hejkin chanter (C)
  2 lightning obelisks traps (T)
  3 Hejkin Sparkers (H)
  Level 1 Soldier
  Small aberrant humanoid
  XP 100 each
  Initiative
  4
  Perception -1
  Darkvision
  2 Hejkin Stalkers (S)
  Level 1 Skirmisher
  Small aberrant humanoid
  XP 100 each
  Initiative +5
  Perception +1
  Darkvision
  ~-~!~-
  
  -~ .:~
  ~• .~—
  •.-.
  HP 37; Bloodied 18
  .
  S
  S
  -
  lnitiativ~é+3
  AC 16, Fortitude 13, Reflex 14,-Will 15
  Perception +0
  Speed 6 (earth walk), burr’o~v 6’
  Darkvision
  Resist’S lightning
  *
  STANDARD ACTIONS
  0 ~j+ At-Will
  Attack: Melee .1 (ne creal~ure);.+7-vs.~AC
  -
  Hit: 1d8 + 6 damage, and thetarget isslöwed until the end of the
  hejkin’s n~xt turn. A bldodied orslowed target is immobilized
  instead of slowed.
  ,
  <* Earth’s Voice (thunder) + Recharge when first bloodied
  Attack:Closeblast 5 (e~nemies.in blast);+5~s. Fortitude
  Hit: 2d6.+ 3 thunder damage, and the héjkin pushes the target 3
  sqdar~s and knocks it prone.
  ~‘ Static Song jg~g) + Encounter
  Attack: Close burst 3 (enemies in burst); +5 vs.’ Fortitude
  Hit: 2d8 + 4 !ightnihg damage,’and’the target is dazed (save ends).
  Miss:Halfdiniage, an~1 the target is dazed until the end of the
  hèjkin’s next turn.
  ‘,
  .
  MINOR ACTIONS
  + Twisted EI~ (~porLtation) + Recharge~
  Attack: Mel~e 1 (one creature); +5 vs. Fortitude
  Hit: The h~ejkin swaps positions with the target or swaps the posi
  tions of the targetand an ally within-S sqtiares of the hejkin.
  Str 10 (+1)
  Dex 15 ~*3)
  Wis~t-0)
  Con 13 (÷2)
  mt 10 (+1’)
  ~Iti17 (+4)
  Alignment evil
  Languages Dwan,en
  Two granite obelisks stand severalfeet apart. You can walk between them
  or around either side. Each obelisk is scribed withjagged lines.
  Trap: The obelisks fire lightning bolts each round on their initiative
  after they are triggered.
  Perception
  + DC 20: Tiny discharges of static electricity play across each
  obelisk.
  + DC 25: One of the obelisks has what looks like a control panel.
  Initiative +3
  Trigger
  The trap is triggered when an intruder attempts to enter area Fl.
  Roll initiative. Once activated, the obelisks attack until the end of
  the encounter whenever an intruder remains in range.
  Attack
  Standard Action
  Ranged 10
  Target: One intruder per obelisk
  Attack: +6 vs. Reflex
  Hit: 2d8 + 3 lightning damage.
  Countermeasures
  + A character who makes a DC 15 Acrobatics check can tumble
  between or around the obelisks without triggering them.
  + A character can attack an obelisk (AC 10, other defenses 10; resist
  15 all; hp 74). Destroying an obelisk destroys the entire trap.
  + A character can engage in a skill challenge to deactivate the
  control panel. Complexity 2 (6 successes before 3 failures).
  C 13
  Thievery. Success disables the trap. Failure causes the control panel
  to explode (close blast 3, 2d6 + 3 lightning damage to creatures in
  blast), and the trap remains active.
  FEATURES OF THE AREA
  Illumination: Bright light (daylight streaming
  through the cave mouth).
  Cavern Terrain: Except for the obelisks and the
  double doors to the north, the lair appears to be a natu
  ral cavern.
  Obelisks: The two obelisks, which from the outside
  appear to be wide-set teeth in the maw of a weathered
  face, serve as the focus ofthe lightning obelisks trap.
  Double Doors: Stone double doors (affixed to
  hinges on the opposite side ofthe doors) open to a cor
  ridor leading to area F3. The doors bear ancient runes
  referring to the relic ofUl Athra, also known as the
  Dust Kraken or the Mouths ofThirst.
  The doors are locked and trapped. Use the lightning
  obelisks trap for details such as attacking and targeting.
  The trap covers both panels ofthe door (rather than two
  separate sites). It is triggered if someone tries to open
  the doors without unlocking them, or if someone tries
  to deactivate the trap and fails.
  The hejkin chiefin area F2 wears the key to the door
  lock around his neck.
  The sparkers and the chanter watch for foes to
  become bloodied, since they gain special attacks against
  bloodied enemies.
  The last hejkin left standing tries to flee to area F2 to
  warn its kin.
  Hejkin Chanter (C)
  Level 2 Controller
  Small aberrant humanoid
  XP 125
  II
  wIz
  D
  C
  Uz
  2 Lightning Obelisks (T)
  Level 3 Blaster
  Trap
  XP150
  C
  ©
  S
  13
  
  ENCOUNTER F2: 1-IEJKIN LAIR
  -
  -ç
  ~Encounteir L~evé’1 3.,(775 XP)
  S~ETui
  • 2 hejkin ~parkers (S)
  Hejkin chanter (H)
  .1
  ~ ~I~uu1.fledg1ing (F)
  Hejkin chief (C)
  A~chuu1 fledgling rests below the water in the tunnel
  ápp~oaching the hejkin lair and doesn’tjoin the fight
  unl~ss the gong in area F2 is rung. Ifthe characters
  crossthe stream, do not place the fledgling on the map
  unless the characters succeed on the Perception check
  to spot it.
  It’s possible that the heroes have never seen running
  water before. If so, remind the players that their charac
  ters regard the stream as a spectacular occurrence.
  When the heroes see the intersecting stream,
  read:
  A strange sound, akin to a breeze blowing through afine
  crystal chime, reveals itselfto be aflowing path ofwater!
  Free-running waterfalls down one side ofthe corridor, pools
  in the center ofthe tunnel, andflows away down another
  constricted channel.
  P~erception Check
  -
  DC 25: A shape resting ISfret below the water’s surface
  ‘looks a bit like a scorpion. Whatever the shape is, it doesn’t
  move.
  ~
  When the heroes reach the main cavern, read:
  This wide cave stinks with years ofrotting carrion, and spoor.
  Piles ofi~1ebris ring the area like nests, and a large hole pierces
  the center ofthe chamber. A gong made out ofchitin hangs
  ‘alâñg the southern wall.
  ,TAcTlcs
  ‘If:a’hcikin from area Fl makes it at least as far as the
  stréa,m’s edge before being killed, the hejkins in this
  • -chamber are alerted and ready to defend their lair.
  The hejkin chief moves to stand before the gong
  • and rings it the moment the first character enters the
  chamber. When this occurs, roll initiative for the chuul
  fiedgUng;0n its count, the fledgling swims 15 feet up
  froni the bottom ofthe pooi and attacks the characters.
  •
  : A’fters6unding the gong, the chief attacks the stron
  ‘gest looking character. The sparkers join in, while the
  chanter uses its clqse~ attack~to best effect.
  -~
  :~“~-,
  •.‘~..•;:~.: ~
  HP 31;Blóodied 15
  ~
  initiative
  4
  AdS, Fortitude ~ Reflex 13, Will 11
  -
  ...
  Perception
  1
  Speed 6 (earth~walk) burrow 6
  Darkvision
  Resist 5 Iightning’~
  TRAITS
  Arcing Defense
  ‘
  -
  The sparker ~ains a +2 bonus to AC and Will while adjacent to
  •&~J~~
  •..~v
  .
  .
  ••
  ‘.
  ‘
  •..•
  ‘
  another;hejI~in. ,~
  ±•
  ~,
  .•~e..’
  •.
  .,
  STANDARD ACTIONS
  0 claw + At-Will
  ,
  -
  -
  Attack Melee 1 (one creature)
  6 vs
  Hit 1d8~+ 5 da~nage and the target~is marked until the end of the
  I~ejkinsnextturn
  ,~
  Mi~s If the t~rget isbloodied it is marked until the end of the
  hejkinsn~xtturn
  <* Grounded Gurrent (lightning) + Recharge [~,[~]
  Atfack Close burst 2’(enemies in burst) +2ys Fortitude
  Hit 2d6 + 3 lightning damage and the hejkin pulls the target 2
  3 , I
  -
  ~...
  -
  —
  • square,s~.-.
  -
  ‘
  ~•
  -
  ‘~
  —
  .- •~
  TRIGGERED ACTIONS
  ~ Telluric Arc (llg
  ning) + At-Will
  -
  Tri8Ier: An ~ién~’marked hy thehejkin rt~o~,ès away from it or
  makes an attack that does not include the hejkin as a target
  Attack (Immediate Interrupt) Close burst 5 (triggerIng enemy in
  burst);’+6’~s. R~flex
  -:
  “‘
  •‘, ~“
  Hit~ 10. Iightnin~ damage.
  ‘
  ‘-
  Str 16 (+3)
  Dex 14 (~2)
  Wis 8 c-li)
  Con 15 (+2)
  Int 9 (-1)
  -
  Cha 1’2 (+1)
  Alignment evil
  Languages Dwarven
  Hejkin Chanter (H)
  Small aberrant humanoid
  HP37 Bloodied 18
  AC 16 Fortitude 13 Reflex 14 Will 15
  Speed 6(~arth walk), bui~row.6
  ‘S
  ‘
  -
  Resist 5 lightning
  ‘
  ‘
  .
  ‘
  .
  .
  V
  STANDARD ACTIONS
  0 ~Iaw + At-Will
  Attack: Melee 1 (one creature); +7 vs. AC :
  -
  Hit: 1d8 + 6 damage, and the targef is slo~vèd until the end of the
  hejkin’s next tui~n. Abloodléd o~ slov~,ed target is immobilized
  instead of slowed.
  “
  ‘
  ‘
  ~<* Earth’s Voice (thunder) + Recharge when first bloodied
  Attack: Close blast 5 (enemies in blast); +5 vs. Fortitude
  Hit: 2d6 + 3 thurider’damage, and the hejkin pushes the target 3
  squares and knocks it prone.
  I
  E~ Static Song~(lJg~
  jng) + Encounter
  -
  Attack: Close burst 3 (enemies in burst); +5 vs. Fortitude
  Hit: 2d8 + 4 lightning damage, and the target is dazed (save ends).
  Miss: Half damage, and the target is dazed until the end of the
  hejkin’s next turh.
  -
  ‘
  .
  MINOR ACTIONS
  V
  14- Twisted Earth (~portation) + Recharge l~ii~j
  Attack: Melee.1 (one creature); +Svs.-Fortitude
  Hit: The héj kin swaps positions with the targetor swaps the posi
  tions of the target ~nd an ally within 5 squares of the hejkin.
  StrlO(+1)
  DexlS(iI-3)
  Wls~ij(+0)
  Con 13 (+2)
  mt 10 (÷1’)
  Cha 17 (1-4)
  Alignment evil
  Languages Dwarven
  Level 2 Controller
  XP 125
  l~iitiative +3
  Pe.cepiion +0
  Darkvision
  2 Hejkin Sparkers (5)
  Level 1 Soldier
  Small aberrant humanoid
  XP 100 each
  
  Chuul Fledgling (F)
  Level 3 Soldier
  Medium aberrant magical beast (aquatic)
  XP 150
  HP 49; Bloodied 24
  AC 19, Fdrtitude’18, Reflex 13, Wil! -14
  Speed,6,’swim6
  TRA ITS
  Tentacle Net-(p~~~)
  A creature hit by the fledgling’s opportunity attack is immobilized
  until the end of the fledgling’s next turn.
  Aquatic
  The chuul can breathe underwater. In aquatic combat, it gains a +2
  bonus to attack rolls against nonaquatic creatures.
  + Claw + At-Will
  Attack: Melee 1 (one creature); +8 vs. AC
  Hit: 2d6 + 4 damage, or 3d6 ÷ 6 against an immobilized creature.
  + Double Attack (poison) + At-Will
  Effect: The fledgling uses claw twice. If both attacks hit the same
  target, the fledgling makes a secondary attack with its tentacles
  against the same target.
  Secondary Attack:
  7 vs. Fortitude; the target is immobilized (save
  ends).
  Strl8(+5)
  Dexl2(+2)
  Con 17 (+4)
  IntO (-4)
  Alignment-unaligned
  Languages
  H~-i:12;Bio~aied.6.:.
  f
  Ac15;Forti~ude ~l6, Reflex 14; Will 15
  Speed 6 (earth walk), burrow 6
  - -
  -
  Resist 5 lightning
  Saving Throws +2; Action Poinls iJ.~
  -
  -
  -
  -
  STANDARD ACTIONS
  o Claw + At-Will
  -
  -
  Attack: Melee 1 (one é~e~tui~e~; +8~,s. AC
  -
  Hit: 2d6 + 7 damage, or 3d6 + 7 a~ainst a bloodied target.
  4-Double Attack + At-Will
  -
  Effect: The chief uses claw twice.
  -
  - ;-
  ~* Static Rumble (lightnjng) + At-Will
  Attack: Area bi~rst 1 withih 1,0 (eoemi~sin;burst);
  5 vs. Reflex
  Hit 2d6 + 3 lightning damage and the target falls prone
  4 Telluric Field (~jng, lightning) + Recharge L~II~iJ
  Attack: Close blast 3 (enemies in blast); +5 vs. Reflex
  -..
  •-
  -
  Hit: 2d6 + 7 lightning damage, and if the target is bloodied, the
  -
  chief or one of its allies in the blast regains 5~hit points.
  MiNOR ACTIONS
  ~4- Earth Grasp + At-Will (~/~q~~d)
  Attack: Melee 1 (one creature); +5 vs. Fortitude
  Hit: The chief pushes the target 2 squares, and the target is slowed
  and grants combat advantage until the end of the chief’~ next
  Dex 12 (÷2)
  WisE~3(*0)
  Int 10(+1)
  Cha’IU(+3)
  Languages Dwarven
  -
  FEATURES OF THE AREA
  Illumination: Darkness; the heroes must provide
  their own light.
  Subterranean Pool: The water from the stream
  gathers in the center ofthe tunnel leading to area F2,
  creating a pool 15 feet deep. A character can cross the
  pool by making a running long jump across the nar
  rowest portion (DC 9 Athletics check). At the start of
  the encounter, a chuul fledgling hide~ atthe bóttoj~iof
  -
  the pool.
  -
  -
  -
  -
  -
  Nests: Accumulations offur, bones, cobwebs, and’
  loose earth litter the sides ofthe chamber. The piles
  look like they have been well used by lounging hejkins.
  ~
  Gong: This crude chitin gong summons the chuul
  ~
  fledgling from the pool.
  Pit: A narrow shaft in the center ofthe chamber
  i~i.
  drops to a ledge 30 feet below (3d10 falling damage).
  ~
  From the ledge, the shaft continues much deeper into
  the earth, dropping another 200 feet to the next ledge.
  Z
  Years ago, the hejkins used this shaft to reach the
  D
  ruined temple. (If characters descend into the shaft,
  u
  they eventually find the tunnel is choked by an impass
  z
  able rockslide.)
  Treasure: Bloody water fills a stone basin in one of
  the side passages. Beneath the basin is a hollow that
  contains several treasure parcels: a level 3 magic item, a
  level 4 magic item, two 100 gp gems, and 110 gp.
  -
  Around his neck, the hejkin chiefwears a leather
  -
  thong with the key to the locked double doors separat
  ing area Fl from area F3.
  When the characters get through the double doors, pro
  ceed to Encounter F3.
  -
  ‘ Initiative
  4
  Perception
  3
  -‘
  Darkvisiàn
  ‘I
  Wis 14 (+3)
  Cha 10(+1)
  Hejkin Chief (C)
  Level 3 Elite Brute (Leader)
  Small aberrant humanoid
  XP 300
  Initiative +2
  Perception +0
  Darkvision
  turn.
  Str 17 (+4)
  Con 16 (+4)
  Alignment evil
  S
  ~
  ~ ~“I
  S
  15
  
  ENCOUNTER F3: CULT OF DUST
  Encoiintebr Level 3..(839 XP)
  ~.: SETUP
  2 salt zombies (S)
  3 zombi~ rotters (R)
  2 blazing skeletons (B)
  •Whipping tail trap (T)
  When the éharacters first see area F3, none ofthe
  • monsters listed in “Setup” is present. Provide the first
  read-aloud text below. The monsters appear if any
  ihtriider moves at least 4 squares into the chamber.
  •
  When this occurs, provide the second read-aloud text,
  -
  roll initiative, and begin combat.
  When the characters see the altar chamber, read:
  Roars offlame accompany the dancing lightsfromfour mas
  sive braziers that burn, one in each corner ofthe chamber.
  The skeleton ofa snakelike creature lies crumbling on the
  floor, its eye sockets seeming to smolder with embers. An altar
  carved ofbone stands along the north wall.
  When combat is triggered, read:
  With a puffofsmoke, a skeletalform appears in each of
  the two northern braziers, burning but undamaged by the
  flames. Fireflares in the eye sockets ofthe skeletal creature on
  thefloor; its tail rises, lashing. Smoke puffs in the two south
  •
  em
  braziers, and as itfades, several shambling corpses appear
  in adjacent spaces. Two ofthe corpses are crusted with salt.
  2 Salt Zombies (5)
  Level 1 Soldier
  Medium natural humanoid (undead)
  XP 100 each
  HP.28; Bloodied 14
  Initiative
  2
  AC 17, F~titude 15, RefIe~11; Will 12
  Perception
  0
  Speed 6
  .
  -
  Da~kvision
  9
  lhimunedi~eas~,.poison; Resi~t 5 necrotic; Vulnerable 5 radiant
  STANDARD ACTIONS
  •
  ~ Glaw + At-Will
  •Attack: Melêe1 (one creature);+-6 vs:AC
  Hit 2d6 + 2 damage and the zombie grabs the target
  + Salt Feast + At:Will
  -~
  Attack: Melee 1 (one bloo”died cre~tOre~; +6ivs.AC
  Hit: 2d6 + 2 damage, and the zombie grabsthe target The target
  • takei ~ -~4 penalty to attempts to escape the~grab. Each time the
  target-atttempts to escape andfails, it takes5 damage.
  •
  .
  TRIGGERED ACTIONS
  •
  Zombie Weakness
  •
  Trigger: Acreatute ~côresa critidi hit against the zombie.
  Effect (No Action) The zombie drops toO hit points
  Strl6(+3)
  Dex8(—1)
  WislO(+0)
  Con 12 (+1’)
  Intl (—5)
  Cha 3 (-4)
  Alignment unaligned
  Languages —
  -
  HP 1; amissed attack never damages a minion.
  AC 1~’1,Fdrtitude 13, Reflex 9, Will 10
  Spe~d 4.
  Immune disease, poi~on’ -.
  STANDARD ACTIONS
  0 Slam 4 At-Will
  Atl~ack: Melee 1 (one creature);
  6 vs. AC
  Hit: 5 d~rnage~
  -
  .
  -
  Str 14 (+3)
  Dex 6 (-1)
  Gon 10(ifl~)
  Intl (-4)
  Alignm~nt~unaIigned
  Languages -
  HP53;Bloodied26
  ‘
  ~~‘.~lniti~tiv’e+6
  AC 19, Fortitude 15, Reflex18,~WiII 16 .~
  -
  ~
  Peicèjtion.+4
  Speed6
  -
  .
  -~
  -
  :-
  Darkvision
  lmmune disease,poison~Resist lOfire; 10 ndrotic;
  .
  -.
  VuIneiable~5?adiant
  A ITS
  ~ Fiery Aura (fi~e) 4 Aura 1
  • An~ creature that ~nds its tu?nwithin fhe aura taI~’es 5•fire
  •
  darrfage.
  •
  -
  -
  STANDARD ACTIONS
  l~ Blazing Claw (fire) 4 At-Will
  • Att&k: Melee 1 (one creature); +10 VS; AC
  Hit: 1d6 ÷ 3 damage, ~nd ongoing 5 fire damage ~sàve énds~.
  © Flame Orb (fire) + At-Will
  A~ta~k: Range~i 1 0’(oiie creatu~e)~ +l0~s. Reflex
  Hit: 2d4 + 4damage,-and ongoing 5 fire dam~g~ (save ends).
  Str 13 (+3)
  Dexl8(it-6)
  Wis 15 (+4)
  Con 17 (+5)
  mt 4 (-i~
  Cha 6 (~4-0)
  Alignment unaligned
  Languages —
  The skeletal snake tail animates and begins to whip and lash about the
  chamber.
  Trap: When the trap is triggered, the snake tail attacks each round
  on its initiative.
  Perception
  4 DC 20: The skeletal tail, still in one piece, seems articulated.
  4 DC 25: A snake sigil is chiseled lightly into the front of the altar.
  Initiative +5
  Trigger
  When one or more characters move 4 squares into the room, the
  tail makes its first attack as a surprise action, It then rolls initiative,
  attacking each round. The skeleton can heave its body about to
  place the origin of the blast anywhere it wants within the chamber.
  Attack
  Immediate Reaction or Standard Action
  Close blast 3
  Target: All creatures in blast
  Attack: +5 vs. Reflex
  Hit: 1 d6 + 1 damage, and ongoing 5 poison damage (save ends).
  Miss: Half damage.
  Countermeasures
  4 A character can attack the tail (AC 15, other defenses 10, hp 30).
  Destroying the tail destroys the trap.
  3 Zombie Rotters (R)
  Level 3 Minion Brute
  Medium natural animate (undead)
  XP 38 each
  Initiative
  1
  Perception
  0
  Darkvision
  W1s8(+0)
  Cha 3 (-3)
  2 Blazing Skeletons (B)
  Level 5 Artillery
  Medium natural animate (undead)
  XP 200 each
  Whipping Tail (T)
  Level 2 Blaster
  Trap
  XP125
  
  4 A character can engage in a skill challenge to deactivate the trap
  by pressing the nonsense runes on the altar in the proper order.
  Complexity 1 (4 successes before 3 failures). DC 15 Thievery or
  Arcana. Success disables the trap. Failure causes the tail to make an
  attack as an immediate reaction.
  TACTICS
  The blazing skeletons stand in the far corners oftheir
  braziers, forcing the characters to stand in the fire if
  they wish to use melee attacks.
  The salt zombies move to engage the toughest look
  ing character. The zombie rotters mill about, engaging
  the nearest foes.
  The whipping tail trap is controlled by a vestigial intel
  ligence, which tries to avoid harming its undead allies.
  The tail will not attack the characters iftwo or more ofits
  allies would be caught in the blast. Ifonly one ally would
  be caught in the blast and the attack would catch two or
  more characters, the tail makes the attack.
  FEAT
  RES OF THE AREA
  Illumination: Bright light. The braziers burn with
  magic fire.
  Braziers: Treat the burning bowls of each brazier as
  difficult terrain. A creature that starts its turn standing
  in a brazier takes 1d4 + 1 fire damage and ongoing 3
  fire damage (save ends).
  BONUS ENC
  UNTER:
  DUELING BASiNS
  As the heroes move up the hallway that leads from area F2
  to area F3, they might be diverted by two side passages that
  branch off where a skeleton lies on the floor. Both passages
  lead to chambers that contain small basins of magically
  preserved fluid.
  The basin in the western chamber holds a maroon fluid
  that, if sipped, returns a spent healing surge to the drinker.
  The fluid can confer this effect only once per day and only
  when it is sipped directly from the basin. If the drinker
  already has all his or her healing surges, the drinker instead
  gains 10 temporary hit points.
  The basin in the eastern chamber contains an aquama
  rine fluid that, if sipped, recharges one ofthe drinker’s daily
  powers. The fluid can confer this effect only once per day
  and only when it is sipped directly from the basin, If the
  drinker already has all his or her daily powers, the drinker
  instead gains a +2 bonus to the attack roll and a +5 bonus
  to the damage roll for the next attack power he or she uses.
  A character who drinks from both basins within a
  24 hour period gains no benefit from the second basin.
  Instead, upon sipping the second fluid, the drinker gains
  ongoing 10 poison damage and a
  2 penalty to his or her
  saving throws (save ends both).
  The skeleton lying in the middle of the passageway is
  that of a hejkin that died after drinking from both basins.
  Skeleton: The snakelike skeleton on the floor is that
  of a primordial cultist that became particularly esam
  ored ofits lord. The skeleton currently serves as a trap.
  Altar: The altar is scribed with hard-to-discern
  runes that mix the Primordial language with what
  seems to be a nonsense script. As described in the trap
  countermeasures, a character can deactivate the trap by
  pressing the nonsense runes in the proper order.
  The Primordial script reads as follows:
  In the beginning, UI-Athra and its siblings created the world.
  For a time, each primordial claimed a domain among the
  formless, empty regions. Ul-Athra, a creature ofwind and
  rage, had dominion over thefury ofthe dust storm. It wore
  upon its brow the Crown ofDust, into which the primordial
  had invested a considerable sum ofits power. When Ul-Athra
  was lost to the world,fragments ofthe Crown remained.
  An image appears below the readable script: a sim
  plistic depiction of a massive serpent that is hundreds
  ofyards long but no thicker than a human torso. On
  its serpentine head rests a golden crown from which a
  whirling halo writhes. The halo looks somewhat akin to
  a dust devil.
  Double Doors in East Wall: Treat the stone double
  doors that exit area F3 the same as the double doors
  described in area Fl. That is, the doors are locked and
  trapped with lightning, and they can be unlocked with
  the hejkin chief’s key.
  B
  B
  D
  L~.
  C
  D
  U
  U
  LUIz
  D
  C
  Uz
  LU
  F-.
  ~
  17
  R
  R
  R
  
  ENCOUNTER F4: STORM SEAT
  .
  1-5 dust devil sprites
  Boneconstriict (B)
  2 dust~devi1s (D)
  CauI~1ron feeder trap (T)
  When the heroes first see area F4, the bone construct
  is the only monster present. Provide the read aloud text
  below.’
  If a character is slid into the cauldron or appears in
  the cauldron, the dust devils appear in open spaces next
  to the cauldron. Whenever a character in the cauldron
  •
  -
  ‘is first bloodied or drops to 0 hit points, one dust devil
  sprite appears in the room.
  Ifthe characters do not enter the cauldron and do
  not attack the bone construct, they might slip through
  the chamber unharmed.
  When the characters first see this chamber, show
  the players “View ofthe Storm Seat” on page 32
  and read:
  In a niche in the southern wall, an 8foot tall, vaguely
  humanoid creature made offused bones sits on a throne. Four
  statues, apparently carvedfrom thefloor, stand around the
  chamber. Each statue is a humanoid creature with snake
  like scales that wears twisting scarves ofsolidified wind. A
  great stone cauldron sits on the northern side ofthe chamber,
  directly acrossfrom the throne.
  Perception Check
  DC 18: Low whispers issuefrom the cauldron. The ghostly
  muttering continues without end, mixing wordsfrom many
  languages without meaning.
  ‘~ON’US ENCOUNTERS
  ANCI’LLARY CHAM~’ERS
  As the heroes move down the hallway that lead~ from area
  .F3 to area P4, they might explore one or both side passages,
  •at least one of whic.h had ritual significance for the primor
  dial Cult of li~ust that was based here.
  The southern doors lead into a rough, unfinishe~i passage.
  •
  Untended objects thrown onto the circle in the glyph cham
  ber can be found scattered here. The dead-end passage also
  ~
  contains a patch ofphosphorescent slime. This fungus glows
  slightly from years of having absorbed the rEsidual magical
  • energy that flows throughout the temple. If a living creature
  touches the slime, the creature gains vulnerable 5 poison
  until after that creature’s next extended rest.
  The area behind ihe northern doors is not developed
  here; youcan use it asjyou see fit
  HP1; a missed attacknever damages a minion.
  AC 15, Fortitude 11, Reflex 13, Will 11
  Speed8
  2
  -
  STANDARD ACTIONS
  10 Grasping Winds 4’ At-Will
  Attack: Melee 1 (one creature); +4 vs. Reflex
  Hit: 4.damage, andthe sprite slides the target 2 squares.
  Effect: TFiè,sprite shifts 1 square.
  ‘.~ Stinging Sands + Encounter
  Attack Close burst 2 (creatures in burst) +4 vs Fortitude
  Hits 1O’dama~ge andthe target is~blinded until theend of the
  sprite’s next turn.
  Skills Stealth +8
  Str 7 ~-2)
  Dex 17 ( 3)
  Wis 7 (-2.)
  Eon 14 (+2)
  Int 4 (-3)
  Eha 14 (+2)
  Alignment unali’gned
  : Lang~iages Primordial
  HP 92;’Blóodied 46;
  AC 14, Fortifude 15, Reflex 14, Will 12
  Speed 6 (cannot shlft)
  Saving Throws +2;Action Points 1
  ITS
  Bone Spikes + Aura 1
  Any.enemy that enters the aura takes 2 damage.
  Osseous Retaliation
  A creature that,makes an opportunity attack against the bone con
  struct takes 1d6 d~mage.
  -
  ‘:,:
  -
  STANDARD ACTIONS
  ~O Bone Spur + At-Will
  Attack~ Melee,2 (onècreature); +7 vs. AC
  Hit: 1d8 + 5 dariiage~
  . -
  -
  4. Double Spurs + At-Will
  Effect: The bone construct uses bone spur twice, making each
  attack against a differenttarget. If both attacks hit, the targets
  are dazed,iintiltheènd of-the Construct’s next turn.
  <~I~flt2 Volley 4 Recharge flfl
  Attack: Close burst 3 (enemies in burst); +5 vs. Reflex
  Hit: 2d8 + 3 damage, and the target is dazed (save ends).
  TRIGGERED ACTIONS
  1+~ lfl~m~ Death + At-Will
  TrigQer: The construct is first bloodied or drops to 0 hit points.
  Attack (Free Action): The construct uses bone volley if the power is
  available; otherwis~, it uses bone spur.
  Str 17 ~*4)
  Dex 1-5 (+3)
  Wis 12 (*2)
  Eon 16 (+4)
  Int~ (-5)
  Eha -2 ~-5)
  Alignment evil
  Languages —
  TACTICS
  Ifcombat begins, the bone construct takes a minor
  action to stand and then charges the nearest foes. It
  brutalizes them by spending an action point to use
  double spurs twice.
  Ifthe dust devils appear, they attack the nearest foes
  not already in the cauldron. The dust devils try to slide
  characters into squares adjacent to the statues.
  E n c oun treir L ~v~e’1 2 ~( 700+ X P)
  1-5 Dust Devil Sprites
  Level 1 Minion Skirmisher
  Small elemental magical beast (air, earth)
  XP 25 each
  Initiative
  5
  Perception
  2
  Bone Construct (B)
  Level 2 Elite Brute
  Medium natural animate (construct)
  XP 250
  ln~itiativë +3
  Perception +2
  Darkvision
  
  HPZ47~ Bloodied 23 ::
  -
  Initiative
  7
  -AC ~l 8, Foftitude 1 4,Reflex 16, Will 14
  Perception
  0
  Spéed8.
  lmrnunédis~ase, poiscn
  -
  -.
  TRAITS
  Speed
  ii.
  •
  - Th~1uit devil takes a -2 ~penalt9 to all defebses while it’is slowed
  or immobilized.
  -
  •
  •
  STANDARD ACTIONS
  O Graspj~g Winds + At-Will
  Attack: Melee i’~one àeature);
  ~ vs. Reflex
  Hit: 2d6 ~ 4 damage; and the dust devil slide~ the target 2 squares.
  ~‘ Stlng~g Sands + Encounter
  Attack: Close bbrs~ 3 (enemies in bu~st~;
  6 vs. Fortitude
  Hit: 3d6 + 3 damage, and the target is blinded until the end of the
  dust devil’s next turn.
  .
  .
  •Miss:Half damage.
  ~.,.:
  MOVE ACTIONS
  K+ Gale Rush + Recharge ~Iijj
  Effect: The di~sfdevil shift 5 squares. Each time it moves adjacent
  to~an enemy for the first time.during the move; it make~ the fol
  lowing attack against that enemy.
  Attack: Melee/I; +8 vs:FortitOde
  .
  Hit: The target falk prone.
  Skills Stealth +10
  StrF~+0)
  Dex18~*5)
  Wis8(iI-0)
  ~on 15 ~+3)
  mt 5 (-2)
  Eha 15 ~+3)
  Aligñment.unaligned
  Languages Primordial
  Th~four ~tatues in this chamber are carvedfrom the natural stone of the
  room’and,affixed to thefloor. They depict human snake hybrids. When a
  treiiture draws near-a statue, whistling wind whips around the intruder.
  Trap: Sudden winds hurl targets into the Cauldron of Sacrifice.
  P~rception’
  -
  + DC 20: The air around each statue seems disturbed.
  When a creature enters a square adjacent to a statue or starts its
  turn in one, the trap attacks that creature.
  Attack
  Opportunity Action
  Melee
  Target: Triggering creature
  Attack: +5 vs. Reflex
  Hit: 1 d4 + 1 damage, and the statue slides the target 5 squares. The
  two statues farthest from the cauldron slide targets to a square
  adjacent to one of the statues nearest to the cauldron. The two
  statues nearest to the cauldron slide targets into the cauldron. If
  the cauldron is full (containing four creatures of Medium or smaller
  size), the target is instead immobilized (save ends). A target slid
  into the cauldron can make a saving throw; on a save, the target
  falls prone adjacent to the cauldron instead.
  Countermeasures
  4 A character can avoid standing next to a statue.
  4 A character can attack a statue (AC 14, other defenses 10, resist
  5 all, hp 30). If one statue is destroyed, the others continue to
  function. If the two statues nearest to the cauldron are destroyed,
  the other statues cannot slide targets into the cauldron.
  FEATURES OF THE AREA
  Illumination: Darkness. The characters must pro
  vide their own light.
  Statues: Each statue is a focus for the cauldron
  feeder trap.
  Throne: The throne is carved of stone. If a living
  creature sits on the throne or starts its turn sitting on
  the throne, that creature sees a vision ofUl-Athra—a
  massive worm slithering across a green Athas. The
  worm wears a crown that shines with gold and sheds
  whirlwinds of spectacular grandeur. The creature on
  the throne can’t help but be impressed by the vision,
  though no charm or enchantment effects accompany
  the revelation.
  Cauldron of Sacrifice: This stone basin is large
  enough to hold four creatures ofMedium or smaller
  size. The interior is empty but for the maddening whis
  pers of souls previously sacrificed to the cauldron.
  Any living creature that enters the cauld~!~on or starts
  its turn within it takes ongoing 5 necrOtic damage, and
  ongoing 5 psychic damage, and is immobilized (~ave
  ends all). An ally adjacent to the cauldron can use a
  move action to pull a victim out ofthe cauldron.
  Double Doors in East Wall: The stone double
  doors leading to area F5 resemble those that connect
  areas Fl and F3. However, these double doors are not
  locked or trapped.
  -‘
  I—.
  •~
  z z.~
  Do
  ~-:
  U.
  ~
  z~1•
  If any dust devil sprites appear, they try to slide
  characters into squares adjacent to the statues or into
  squares adjacent to the bone construct.
  2 Dust Devils (D)
  Level 3 Skirmisher
  Small elemental magical beast (air, earth)
  XP 150 each
  -
  6
  B
  Cauldron Feeder (T)
  Level 2 Obstacle
  Trap
  XP12S
  •
  ‘
  .1~-
  4.
  —
  ..
  —
  4..-
  4
  
  ~
  ~
  :~
  :~.- ~
  ______
  :.~-
  •
  ENCOUNTER F5: ANCESTOR HALL
  4 wisp wraiths (W)
  2 scaled guardians (G)
  Zombie (Z)
  Defiling sigil trap (T)
  i~~’ ~
  En~cOuiitei Level
  1 (600 XP)
  i
  •~ -~ 5~—- ‘.:-
  -
  : ‘~SETUP
  1’
  When the encounter begins, read:
  With a shriek, several bodies scattered across thefloor rise.
  The corpses appear to be ofrotting humanoids with scales
  instead ofskin. The sickly sweet odor ofdecayingflesh blows
  through the chamber. A snake sigil carved in thefloor, previ
  ously obscured by bodies, begins to glow with scarlet light.
  Several undead lie amid the scatter ofreal corpses
  that cover the floor in area F5, hiding the defiling sigil
  trap. Do not place the zombie or the scaled guardians
  - until an intruder steps into any square ofthe room.
  Do not place any wisp wraiths unless they appear,
  which occurs when characters drop to 0 hit points (as
  described below).
  4 Wisp Wraiths (W)
  Level 1 Minion Skirmisher
  Medium shadow humanoid (undead)
  XP 25 each
  HP 1; a missed attack never damages a minion.
  Initiative
  5
  AC 13, Fortitude 11, Reflex 15, Will 12
  Perception
  0
  Speed 0, fly 6 (hover), phasing
  Darkvision
  Immune disease, poison; Resist 10 necrotic, insubstantial;
  Vulnerable 5 radiant
  STANDARD ACTIONS
  @j Shadow caress (necrotic) 4’ At-Will
  ~ ~‘
  ~.
  - ~‘
  Attack: Melee 1 (one creature); +4 vs. Reflex
  Hit: 4 necrotic damage, and the target is slowed until the end of
  the wraith’s next turn.
  MOVE ACTIONS
  -
  •SIiadoiiiGii~’+~Enéounter jt.
  .~.
  ,~-.
  ~:-‘
  Effect: The wraith shifts 6 squares.
  Skills Stealth +8
  Str 3 ( 4)
  Dex 17 (+3)
  1
  ‘W1s11 0 (+0)?
  Con 13 (~) “~
  ‘ Int 4 (~) ~
  ~fr~i15 (ti)
  Alignment chaotic evil
  Languages Common
  When the characters see the chamber, read:
  Wide steps lead down into a grand chamber. Cracklingfire
  burns in two braziers thatflank the stairs. Theflames bathe
  the room in oddly inconstant light, throwing shadows across a
  floor covered in skeletal and mumm!fled humanoid remains.
  BONUS ENC•UNTER:
  ANCESTOR URNS
  2 Scaled Guardians (G)
  Level 2 Soldier
  Medium natural humanoid (undead)
  XP 125 each
  HP 38; Bloodied 19
  Initiative
  7
  AC 18, Fortitude 14, Reflex 16, Will 13
  Perception
  1
  Speed 8, climb 4
  Resist 10 necrotic; Vulnerable 5 radiant
  STANDARD ACTIONS
  lrOi~p.2i~+At:wiiI
  ~-
  ~
  - ,.:-
  :-
  Attack: Melee 1 (one creature); +7 vs. AC
  Hit: 1d6 + 2 damage, and ongoing 5 poison damage (save ends).
  TRIGGERED ACTIONS
  As the heroes move down the hallway that leads from area
  F4 to area F5, they might explore two side passages where
  ornate stone urns hold the remains offormer cult leaders.
  Both passages look nearly identical: a 25-foot-long hail
  decorated with floor tiles that depict a coiling snake. A
  sealed urn stands at the back of each ball. In the center of
  ea
  hall, a message scribed on the floor in Primordial reads,
  “Our ancestors require obeisance.”
  The snake design in the southern hail appears to be
  painted with charcoal (actually burned bones). The name
  Palmas Thoyan is inscribed in Primordial on the urn at the
  end ofthe halL Ifa living creature makes a verbal or physical
  si~f respect~(such as a greeting or a bow) to the urn, the
  i~
  creati~e gains resist 3 necrotic until its next extended rest
  ~The~snake design in the northern hall appears to be
  Wainted~ in dark green fluid (actually thickened snake
  venoin).The urn at the end of the ball is inscribed with
  •.
  .
  .
  .~4he~ me~Koroneth Maeshez in Pnmordial script. If a living
  4
  :
  eat iremakes a verbal or physical sign of respect such as
  .a?gi~ètingor a bow) to the urn, the creature gains resist 3
  -. poisónuntilits next extended rest.
  If either urn is disturbed by an attempt to move, open,
  or break it~ both halls and the comdor connecting them
  -. are subject to a close burst attack, +8 vs. Fortitude; 3d6 +
  .3~dam&gè, and the target is blinded (save ends). This attack
  al~thggers the enc
  nter in area F5 before the characters
  ‘~ti~ch~imbe
  3 ~
  I~
  ‘
  ‘p’i
  —
  ~
  —
  ~
  ~:
  ~: :~
  -~
  Trigger: A creature takes damage from the ongoing poison damage
  of the guardian’s bite.
  Attack (Opportunity Action): Melee 1 (triggering creature); +5 vs. AC
  Hit: 2d6 + 1 damage, and the target is dazed and takes ongoing 5
  necrotic damage (save ends both).
  Skills Stealth~+10
  -‘
  “
  Str 13~(+2)
  I,
  Dex 18 (+5)
  Wis 10 (+1)
  *
  •4~ ~
  •“ F’~-
  -
  •
  -
  Con~j~S(~3)
  -
  ilnti91(~)
  Cha 11 (~i)
  .
  Alignment chaotic evil
  Languages Common, Primordial
  TACTICS
  The undead stay in this chamber because they enjoy
  the necromantic emanations generated by the defiling
  sigil. These emanations might also lure intruders close
  enough to the sigh to be attacked by it. If a character
  is attacked by the sigil, the undead attempt to swarm
  that character and bring him or her down as quickly as
  possible. Ifthey can reduce a character to 0 hit points,
  a wisp wraith appears and joins the conflict (to a maxi
  mum offour wisp wraiths per encounter).
  
  I
  CI
  IM
  Uz
  Lf~
  I—z
  D
  C
  Uz
  Zombie (Z)
  Level 2 Brute
  Medium natural animate (undead)
  XP 125
  HP 40; Bloodied 20
  Initiative
  1
  AC 14, Fortitude 15, Reflex 13, Will 10
  Perception
  0
  Speed 4
  Darkvision
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  TRAITS
  Zombie Weakness
  A critical hit automatically reduces the zombie to 0 hit points.
  STANDARD ACTIONS
  @ Slam + At-Will
  Attack: Melee 1 (one creature); ±7 vs. AC
  Hit: 1d12 ± 4 damage, or ldl’2 + 9 agaiflst a grab•bed target.
  ~ Zombie Grab + At-Will
  -
  Attack: Melee 1 (one creature); ±5 vs. Reflex
  Hit: The zombie grabs the target. The target takes a -5 penalty to
  checks to escape.
  Str 14 (±3)
  Dex 6 (-1)
  Wis~3(~I-0)
  Con 10 (±1)
  Intl (-4)
  ~JE3 (-3)
  Alignment unaligned
  Languages —
  Defiling Sigil (T)
  Level 2 Blaster
  Trap
  XP125
  A~
  ~.
  FEATURES OF THE AREA
  Illumination: Bright light. The braziers burn with
  magical (and likely defiling) power.
  Braziers: Treat the burning bowls ofeach brazier as
  difficult terrain. A creature that starts its turn standing
  in a brazier takes 1d4 + 1 fire damage and ongoing 3
  fire damage (save ends).
  Sigh: The sigil is part ofthe trap described in the
  defiling sigil statistics block.
  Corpses: The ordinary corpses that do not rise to
  attack are only a few months old. They consist mostly of
  hejkins, with a few other familiar races mixed in among
  the dead.
  Niches: Most ofthe niches in the east wall contain
  only dust, though a few hold stacked remains.
  Treasure: Ifthe characters search the corpses on
  the floor, they discover one 100 gp gem, a potion ofheal
  ing, and 70 gp. Searching the niches in the eastern wall
  reveals a rotting canvas bag that contains a corpse with
  a level 5 magic item.
  w
  w
  w
  G
  When a living creature approaches the sigil, defiling magic sucks the life
  from the intruder, possibly creating an undead.
  Trap: When triggered, the trap attacks living intruders within its
  space and adjacent to it, holding them and draining their life force.
  Perception
  + DC 20:Just before you enter a square adjacent to the sigh, you
  notice the image twitch slightly.
  Additional Skill: Arcana
  4 DC 25: The sigil is made with the help of arcane magic and, as
  such, is likely a product of defiling.
  Trigger
  When a creature enters a square containing the sigil or adjacent to
  it, the trap attacks as an immediate reaction instead of a standard
  action. Then roll the sigil’s initiative. It acts each round on its turn
  until no creature is within the trigger area.
  Initiative +2
  Attack 4 Necrotic
  Immediate Reaction or Standard Action
  Melee 5
  Target: One creature
  Attack: +5 vs. Fortitude
  Hit: 1 d6 + 1 damage, and the target is restrained and takes ongoing
  3 necrotic damage (save ends).
  Special: The sigil can restrain only one target at one time. The sigil
  attacks a restrained target until the target escapes or drops to 0
  hit points. If the latter occurs, a wisp wraith forms over the target’s
  body and attacks living intruders in the room. The sigil attacks
  another creature in range or waits to be triggered again.
  Countermeasures
  4 A restrained character can use an escape action (DC 20 check) to
  free himself and end the ongoing necrotic damage.
  First Failed Escape Check: The ongoing necrotic damage is instead 6.
  Each Subsequent Failed Escape Check: The ongoing necrotic damage
  increases by 3 (to a maximum of 15).
  4 As a standard action, a creature adjacent to the sigil can disrupt
  the enchantment with a DC 20 Thievery check or Arcana check.
  Doing so renders the sigil inert until the start of that creature’s next
  turn and releases all currently restrained creatures.
  4 A character can attack the sigil (AC and other defenses 10, resist 5
  all, hp 25). Reducing the sigil to 0 hit points destroys the trap.
  21
  
  ‘.~‘—
  INTERLUDE: THE RED CHORD
  Encounter L~e~e1~4~(9OO XP)
  SETUP
  •
  ss_~~.
  •
  Darok,miil gladiator (D)
  ,~ J’narr, gith drone U)
  Nalla,goliath enforcer (N)
  ,You can drop this encounter into the adventure any
  “the after.the heroes enter the temple. The tactical map
  sets~tjie’èncounter outside area F5, assuming that the
  • y cha~acters are accosted by rival mercenaries (see the
  sideba.r) after dealing with Encounter F5.
  •
  Ifthe heroes are in relatively good shape after corn
  ~. ~.
  pleting Encounter F5, run this encounter after a short
  re~t.or midway through an extended rest.
  •
  V
  Wherever you decide to use this encounter, the Red
  --
  ‘ Chord members appear from an exit that is closer to
  the temple’s entrance.
  Give the characters a DC 18 passive Perception
  chéckto notice the.sounds of approaching creatures.
  Provide the read-aloud text, and let the heroes decide
  V :.
  how they wish to respond to the mercenaries.
  When the Red Chord finds the characters, read:
  • .~; A voice calls out, “What do we got here?”
  •
  Threefigures stand in the hallway. The one who spoke is
  a mul wearing the revealing garb ofa stadium gladiator and
  .~
  wielding a warhammer. The secondfigure is afemale goliath
  •
  ~in elaboratejiide armor wielding an intricately carved 8reat
  ,,~ club. Rö’uMing out the group is a drooling gith who stares
  #.~Jorward with vacant eyes. A halo ofpsionic energyflickers
  -
  around1the gith’s head..
  •
  •~ matter how the characters explain their
  V presence, read:
  - : TIhe~goliath turns to the rnul. “Darok, looks to me like House
  -‘~
  ~.
  Sh~oJ4iii~ent and hired coñipetitors behind our backs. I don’t
  mu’ch like that.”
  -
  -V
  -V
  RIVAL M~RCENARI~ES.
  The characters are not the only group that House -Shorn
  ‘,hired to find the Face in the Stone As noted in the Mer
  chant Caravan plot hookon page 3, Shorn sent appeals far
  ~
  and wide for mercenaries intereste4 in tak~ng thejpb. Shorn
  figured that few would accept, and, of;those, imnostwould fail
  -.
  .
  to find the temple or fall victim to Yarnath’s~aid~rs.
  -
  A DC 20 Streetwise checl~ reveaktha’tthe Red Chord
  mercenary, company hails from .Tyr.and has ~a~reputation
  • ~for getting the job done, no matter’~vhat. They do not have
  V a reputation for fair deali~ig~oç for showing mercy to their
  enemies.
  •
  ~.
  -
  •
  •.
  ~ ..,
  ~• ~,:
  V, ~• ~_, ~
  “Nor do 1, Nalla. ‘Course, we appreciate howyoufolks
  opened the wayfor us. Walking in here was as easy as taking
  waterfrom a slave. Butyour part’s done now. So kindly get
  out, orface the power ofthe Red Chord!”
  The characters can engage in a skill challenge to try to
  make temporary peace with the Red Chord. Complex
  ity 1 (4 successes before 3 failures). DC 13 Insight (1
  success), Diplomacy (up to 3 successes), or Bluff (up to 2
  successes).
  Ifthe characters succeed on the skill challenge, they
  form a short-term alliance with the Red Chord. How
  ever, the mercenaries betray the heroes halfway through
  the next fight that occurs. Ifthe characters fail the skill
  challenge, Darok breaks offnegotiations and attacks.
  Darok, Mul Gladiator (D)
  Medium natural humanoid
  HP 112; Bloodied 56
  AC 20, Fortitude 18, Reflex 16, Will 14
  Speed 6
  -
  V
  Saving Throws +2; Action Points 1
  STANDARD ACTIONS
  0 Warhammer (weap~) + At-Will
  Attack: Melee 1 (one creature); +9 vs. AC
  Hit: idlO + 7 damage.
  4 Double Sweep + At-Will
  Effect: Darok uses warhammer twice, If both attacks hit the same
  target, Darok knocks the target prone.
  TRIGGERED ACTIONS
  4 Pursuing Shove + At-Will
  Trig8er: An enemy adjacent to Darok stands up.
  Attack (Immediate Reaction): Melee 1 (triggering enemy); +7 vs.
  Fortitude
  Hit: Darok pushes the target 3 squares and shifts 3 squares to a
  square adjacent to the target.
  Incredible Toughness 4 Encounter
  Trigger: Darok starts his turn.
  Effect (No Action): Darok ends one effect that includes ongoing
  damage and the dazed, the slowed, the stunned, or the weak
  ened condition.
  Str 19(~i-6)
  Dex 14(iI-4)
  Wis 11 (+2)
  Con 16 (~5V)
  Int 9 (+1’)
  Cha 7 (+0)
  Alignment unaligned
  Languages Common
  Equipment warhammer
  TACTICS
  Darok sends J’narr forward at the first opportunity to
  attempt psychic nova before the characters can use too
  many daily or encounter powers.
  The mul and the goliath rush in after the gith drone
  and bring their weapons to bear. Ifthe combat takes
  place outside area F5, Nalla uses push through to try
  to push characters into the chamber; Darok does the
  same with pursuing shove. The thri kreen hunter stays
  back and uses double throw. It flees combat if it becomes
  bloodied or iftwo of its companions are downed.
  Level 4 Elite Soldier
  XP 350
  Initiative
  6
  Perception
  2
  ,/
  
  Level 5 Controller
  XP 200
  initiative +2
  Perception +3
  J’narr, Gith Drone (J)
  Medium natural humanoid
  HP 62; Bloodied 31
  AC 19, Fortitudeil, Reflex 13, Will 14
  Speed.6
  -
  .
  TRAITS
  ~I~Ellfl Fog + Aura 3
  Enethies within the aura take a -1 penalty to all defenses.
  STANDARD ACTIONS
  0 Bone Dagger
  ~p~) + At-Will
  ‘Attack~ Melee 1 (one creature); +9 vs. AC
  Hit: 2d6 + 4.damage.
  ~ Telekinetic Thrust (force) + At-Will
  Attack: Ranged’5 (one creature); +9 vs. Fortitude
  Hit: 2d6 + 5 force damage.
  Effect:J’narr slides the target 2 squares.
  * Psychic Nova (p.~ychic~ + Recharge ~J~jj
  Attack: Area burst 1 within 5 (enemies in burst); +8 vs. Reflex
  Hit: 4d6 + 4 damage, and the target takes 5 psychic damage
  whenever it uses a daily or an encounter power (save ends). If the
  target is bloodied, it also takes ongoing 5 psychic damage (save
  ends both).
  MOVE ACTIONS
  Telekinetic Leap + Encounter
  Effect:J’narr flies 5 squares.
  Str 16 (+5)
  Dex 10 (+2.)
  Wis 1’2 (*3)
  Con 14 (+4)
  mt 5 (-1)
  ~iha 8 (+1’)
  Alignment evil
  Languages Deep Speech
  Equipment mix shell armor, bone dagger
  Nalla, Goliath Enforcer (N)
  Medium natural humanoid
  HP 105; Bloodied 52
  AC 21, Fortitude 20, Reflex 20, Will 19
  Speed 6
  STANDARD ACTIONS
  O Greatclub (weapon) + At-Will
  Attack: Melee 1 (one creature);
  13 vs. AC
  Hit: 4d6 + 6 damage.
  MINOR ACTIONS
  ~ Push Through + Recharge when ffl~bloodied
  Attack: Melee 1 (one creature); +11 vs. Fortitude
  Hit: Nalla pushes the target, knocks it prone, and shifts 1. square to
  the square the target vacated.
  Stone’s Endurance + Encounter
  Effect: Nalla gains resist 5 to all damage until theend of her next
  turn.
  -
  TRIGGERED ACTIONS
  (+ Vengeful c~lout-(w~p~) 4 Encounter
  Trigger: Nalla drops to 0 hit points.
  Attack (Immediate Interrupt): Melee 1 (one creature);
  11 vs.
  Fortitude
  Hit: 4d6 + 6 damage, and the target falls prone.
  Skills Athletics +14, Intimidate +10, Nature +11
  Str 20 (+9)
  Dex 17 (*7)
  Wis 15 (+6)
  Con 15(+6)
  lntll(*4)
  ~1~12(+5)
  Alignment unaligned
  Languages Common,
  Equipment hide armor, greatclub
  FEATURES OF T
  E AREA
  .,
  Illumination: Bright light. ‘The brazierstburn with
  0
  magical (and likely defiling) power.
  -.5
  Braziers: Treat the burning bowls ofeach brazier as
  ~
  -
  difficult terrain. A creature that starts its turn standing
  ~-
  in a brazier takes 1d4 + 1 fire damage and ongoing 3
  ~
  fire damage.
  Sigil: The sigil is part ofthe trap described in
  Encounter F5. The characters might have deactivated it
  already.
  Corpses: The ordinary corpses that do not rise to
  attack (as described in Encounter F5) are only a few
  months old. They consist mostly of hejkins, with a few
  other familiar races mixed in among the dead.
  Z
  Niches: Most ofthe niches in the east wall contain
  —
  only dust, though a few hold stacked remains.
  Treasure: The treasure in the chamber is described
  in Encounter F5. The characters might have gathered it
  already. The Red Chord carries the following: four 100
  gp gems, a total of 231 gp, and one level 5 magic item.
  Level 8 Brute
  XP 350
  Initiative
  7
  Perception
  6
  N
  -
  23
  
  ENCOUNTER F6: ROT BLOOTh4
  Encounter Level
  3 .(800 XP)
  Z SETUP
  •
  Bloodthorn vine (V)
  •
  Myconid rotpriest (R)
  2 myconid guards (G)
  Myconid sovereign (S)
  The side passage that branches offbetween areas F5
  and F7 leads to an ancient storage area.
  When the characters look south along the corridor
  toward area F6, read:
  ‘~The air in the corridor is damp and smells ofrot. The passage
  ends at a door covered in an uneven layer ofslightly phospho
  rescentfungus.
  Area F6 was the Cult ofDust’s cold storage area, which
  held food, drink, and an assortment of delicacies.
  When the cult failed, a fungal infection began to germi
  nate here without interference.
  Myconids now infest the chamber. The vegetable
  creatures have gained a measure ofintelligence and are
  preparing to venture farther into the abandoned war
  rens ofthe cult tunnels. Though activity in the temple
  is rare, every so often a zombified hejkin makes its way
  ~-
  into the chamber, so the fungal creatures are ready for
  violence.
  •
  The myc9nids do not attack intruders unless they
  •are atfackéd first. Because inactive myconids look like
  overly large fungus stalks, a casual glance into the
  chambcrmight not reveal any danger.
  •
  The~e’ncounter begins either when the characters
  attack the myconids or when a character moves to a
  •
  spaceadjacent to the pit, at which point the fungal
  bloodthorn growing inside attacks.
  When characters look into the chamber, read:
  •
  Fungu~ blankets thefloor, covers the walls, and hangsfrom
  theceiling ofthis moist cavern, glowing dimly in cool tones of
  green, blue, andyellow. The rotted detritus ofbarrels, crates,
  and shelves litter the side walls, all evenly coated infungal
  stalks, afew ofwhich reach S or 6feet in height. A dark cavity
  pierces thefloor ofthe chamber.
  Perception Check
  DC 22:~Someofthe larger mushroom stalks growing around
  the chamb~r appear vaguely humanoid in shape.
  HP 41; Bloodied -20
  AC~1 8, Fortitude 15, Reflex 1 2’, Will 14
  S~eed5 (forestwalk)
  STANDARD ACTIONS
  O Striking Vine + At-Will
  Attack: lLlelee 1 (one creature);
  9 vs. AC
  •
  Hit: ‘1d8 ~ 5 dan~age.
  -
  .~. Impaling Thorn (healing) + Recharge when thet!flT~ doesn’t have
  a creature grabbed
  -
  Attack: Melee 1 (one creature); +9 vs.’ Fortitude’
  :~
  .
  Hit: 1 d8 + 4 damage, ~nd the vine g~abs the target.
  .
  S~stain Standard: The vine’sustaiis.ihe grab, the~t~arget takes 2d8
  4damage,-and.the yin
  egains!5 h~ppiii~t~.
  MINOR ACTIONS
  Pulling Vines + At~Will
  Effect~ The vine shiftd’is~uare, pulling any crea’turét it has
  gr~bbed
  spaces adjaceptfoit.
  -.
  •
  .
  Str 1r7 ~+4)
  Dex 10 (i4-1~
  Wis 14 (s-3)
  Eon 1’7 (+4)
  mt 2 (-3)
  Eha 6 (-1)
  Alig~imei~t unaligned.
  Languages
  -
  HP 58; Bloodied 29
  ‘
  ~‘
  -‘‘
  Initiative +2
  AC 15, Fortitude 16, Reflex 13, Will 16
  ., Perception +3
  Speed 5
  -
  -
  •
  ,
  -
  •, Trethorsense 10
  TRA ITS
  ~generation
  -
  The rot~riest regains 5 hit points whenevCrit starts its,ti~rn and
  has at least 1 hit point.
  .
  .
  ..
  -
  Sensitivity to Light
  If the rotpriesttakes radiant-damage, its regeneration does not
  function untilthe end of its next turn.
  -
  STANDARD ACTIONS
  0 Stipe Staff (w~p~) + At-Will
  Attack: Melee 1 ~one creature); +8 vs. AC
  Hit: 2d10 + 3 damage.
  .
  -
  ~‘ Decomp~ ~ (necrotic) + At-Will
  Attack: CloséJ,ursi 3 (enemiesin burst);
  6 vs ForiitOde
  -
  -
  Hit~ 1d12 ÷ 5-necrotic damage;
  -
  .
  ‘~
  .
  TRIGGERED ACTIONS
  Roots of the €olony + At-Will
  Tri8ger: The rotp~iest is hi~ by an attack while a myconid ally is
  Nithin 5 squares of it.
  •
  ~:.
  .
  -,
  -
  Effect (Free Action): The rotpriest and the myconid ally ~ach take
  half damage fromthe attack.
  Sacrifice for the Eolony + At~!llh1
  -
  TriQBer: A myconid ally uses roots ofthe colony to deal damage to
  - the rotpriest.
  •
  -
  -
  Effect (Free Action)~ The rotpriest takes the damage dealt to the
  triggering ally, and the ally takes no damage.
  Life Burst (~~~g) + Encounter
  Trigger: The rotpriest drops to 0 hit points.
  •
  I
  Effect (Immediate Interrupt): The rotpriest makes a close b~Jrst 1
  and restores 10 hit points to one living creature in the burst.
  StrlO(+1)
  Dexl2(+2)
  WislS(+3)
  Con’jJ~j(+5)
  lntlO(+1)
  Chal8(+5)
  Alignment unaligned
  Languages —
  Equipment staff
  Bloodthorn Vine (V)
  Level 2 Soldier
  Medium natural beast (plant)
  XP 125
  Initiative
  3
  Perception +3
  Blindsight 10
  Myconid Rotpriest (R)
  Level 3 Brute (Leader)
  Medium fey humanoid (plant)
  XP 150
  
  STANDARD ACTIONS
  ~(f) Spiny~ I~+ At-Will,.’ “
  ~.
  ‘~: .‘
  , ~
  Attack: Melee 1 (one creature); +9 vs. AC
  Hit: 2d6 + 5 damage.
  ~ Pacification Spores (poiion) * Encounter~;-.’~.
  .‘~
  Attack: Close burst 1 (nonplants in burst); +7 vs. Will
  Hit: 2d6 + 5 poison damage, and the target cannot take standard
  actions until the end of the guard’s next turn.
  ThIGGERED ACTIONS
  ~Rooisofthe €olo~iy +.‘~ !IIIE
  .‘
  ‘~-
  .
  -
  ‘
  .•‘
  Tri3ger: The guard is hit by an attack while a myconid ally is within
  5 squares of it.
  Effect (Free Action): The guard and the myconid ally each take half
  damage from the attack.
  15tr~3(+6)
  j~16(+5)
  ‘:‘€on’16(÷5
  .
  ~‘
  Alignment unaligned
  Languages —
  HP 58; Bloodied 29
  Initiative +2
  AC 18, Fortitude 18, Reflex 14, Will 15
  Perception +1
  Speed 6
  Tremorsense 10
  STANDARD ACTIONS
  ® Slam + At-Will
  .~
  ;.
  -
  ‘~:
  :~
  Attack: Melee 1 (one creature); +9 vs. AC
  Hit: 2d6 + 3 damage.
  Effect: The sovereign slides the target 1 square.
  <*Spore Blast(poison)~iR~cI~rge~
  ~iE~iJ
  Attack: Close blast 3 (nonplants in blast); +7 vs. Will
  Hit: 2d8 + 3 poison damage, and the target is dazed until the end
  of the sovereign’s next turn.
  MINOR ACTIONS
  Coni’mandingSpore>At-Will~’...
  •:“
  “i ~
  Effect: One plant ally within 5 squares of the sovereign can shift 1
  square as a free action.
  TRIGGERED ACTIONS
  J~!aiof the Colony + At~WlIl:
  -.
  ‘,.
  ,‘..
  ‘
  TrigBer: The sovereign is hit by an attack while a myconid ally is
  within 5 squares of it.
  Effect (Free Action): The sovereign and the myconid ally each take
  half damage from the attack.
  ,,Str~7(+0)
  Dexujuj (+2)
  W1j8 (+1~
  ~
  ln~7 (+0)
  Cha 1r2 (+3)
  Alignment unaligned
  Languages telepathy 5
  TACTICS
  The bloodthorn vine is attached to the pit’s side just
  beneath the lip. It could gain a surprise action if a
  character moves to a square adjacent to the pit before
  recognizing that the chamber contains a threat. Ifthis
  occurs, combat begins when the bloodthorn vine uses
  impaling thorn. On the following round (or the same
  round ifnot a surprise round), the plant uses pulling
  vines to drop its victim into the pit.
  The myconid guards close with the characters,
  attempting to push victims toward the pit. The rotpriest
  s’..
  stays close enough to its allies to take sc~i~ie’~bftheir hits ~
  (using roots ofthe colony and sacrificefor the eolony)~.and
  “u,’
  then regenerate. It uses decomposing spray when it can
  ~j
  ‘
  V
  hit multiple targets. Otherwise, the rotpriest uses stipe
  ~
  ~
  staffto bludgeon enemies into submission.
  The myconid sovereign stays out ofmelee ifpossible.
  It uses commanding spores to give its allies superior posi
  ~
  tions during the fight. The sovereign uses spore blast
  even if its allies are caught in the blast
  as plants, they
  ~
  are immune to the effect.
  EATURES OF THE AREA
  Illumination: Dim light. Bioluminescent fungi on
  the walls, floor, and ceiling provides just enough light to
  w
  see by, lending an eerie cast to the chamber.
  Pit: The pit is 30 feet deep; creatures that fall in take
  3d10 falling damage. The cultists did not build the pit
  into the original storage chamber. It opened after earth
  movement caused the floor to collapse. The sides ofthe
  pit are rough but powdery, and climbing out without a
  rope is difficult (DC 22 Athletics check).
  The pit’s floor is difficult terrain. It is a mass ofloose
  earth, benign fungal growth, and assorted debris,
  including several sets ofhumanoid bones that appear to
  be hejkins. A few shattered barrels and boxes that were
  caught in the collapse are strewn across the pit bottom.
  Treasure: A clay vessel, painted red, lies mostly
  buried among the detritus at the bottom ofthe pit (DC
  15 Perception check to find). The vessel contains four
  100 gp gems, three potions ofhealing, and 330 gp.
  2 Myconid Guards (G)
  Level 4 S.Idier
  Medium fey humanoid (plant)
  XP 175 each
  ‘4’
  .~,
  .~
  ‘_~4~. --‘~.
  HP 56; Bloodied 28
  AC 18, Fortitude 17, Reflex 16, Will 14
  Speed 6
  Initiative +7
  Perception +3
  Tremorsense 10
  ~12(+3)
  ,.
  -
  Ch.f~-I-2).~’~
  Myc.nid Sovereign (S)
  Level 4 Controller (Leader)
  Large fey hurnan.id (plant)
  XP 175
  R
  G
  S
  25
  
  4,
  :‘•.
  —
  -~~4’
  .,-
  —
  ENCOUNTER F7: CROWN WYRN
  -p,,
  ‘-~,
  ,-
  ~~.Ecouin~ter Level
  5 (1,000 XP)
   ~ SETUP
  • 10 wisp wraiths (W)
  Silk.wyrm adult (S)
  ~.
  A pit in this chamber still holds the centerpiece ofthe
  cult’s devo~tion: a fragment ofthe Crown ofDust, the relic
  worn by the primordial Ul-Athra. This fragment repre
  sents one-third ofthe artifact.
  A silk wyrm adult, guardian ofthe fragment, begins
  the encounter insubstantial and phasing inside the ceil
  ing between the two fountains. The wisp wraiths are
  phasing inside the floor as shown on the map.
  The monsters attack if a character enters the pit or
  disturbs the Crown ofDust fragment.
  When the adventurers enter the chamber, show
  the players “View ofthe Pit” on page 32 and read:
  Flickering purple radiance shines upfrom a pit in thefloor. A
  small object in the pit seems to be the source ofthe light
  HP 1; a missed attack never damages a minion.
  AC 13, Fortitude 11, Reflex 15, Will 12
  Speed 0, fly 6 (hover), phasing
  Immune disease, poison; Resist 10 necrotic, insubstantial;
  Vulnerable 5 radiant
  STANDARD ACTIONS
  0 ~i TiF’
  Caress (necrotic) + A’i’WiIl
  -
  Attack: Melee 1 (one creature); +4 vs. Reflex
  Hit: 4 necrotic damage, and the target is slowed until the end of
  the wraith’s next turn.
  MOVE ACTIONS
  Shadb~v~IlLb + Encounter- -.
  -,
  Effect: The wra!th shifts 6 squares.
  -
  Sl~ffbSteaIth~J
  Str 3 (-4)
  Dex 17 (+3)
  WIs 10 (÷0)
  ‘
  • •j~3(+1)
  lnt4(;~)~;
  -
  €ha-1~5~t-2)~ ‘
  1:
  Alignment chaotic evil
  Languages Common
  ~TAcT1cs
  .
  The silk wyrm adult begins with a surprise action to
  ~~?,attack the character nearest to its starting position. It
  uses mesmerizing dread to try to slide that character into
  the pit. The wisp wraiths swarm any characters who
  •
  attempt to make ranged attacks on the wyrm.
  FEATURES OF T
  E AREA
  Refer to the map on the facing page.
  •
  •~IU~.umination: Dim light. The only light (beyond
  Wh’at-the characters might carry) comes from the Crown
  -
  -
  ~ofT~u~t4fragment-.
  +:~
  Dragonhead Fountains: These fountains contain
  potable water, refreshed from an underground aquifer.
  Sacrifice Slab: A residual charge ofdefiling magic
  in the slab keeps the silk wyrm adult alive without food.
  Pit: The pit is 20 feet deep (2d10 falling damage, DC
  15 Athletics check to climb out). A character who starts
  his or her turn in the pit gains vulnerable 5 poison until
  the end ofthe encounter.
  Treasure: In addition to the fragment ofthe Crown
  ofDust, the debris at the bottom ofthe pit consists of
  3,245 sp and two level 5 magic items.
  HP 174; Bloodied 87
  AC 17, Fortitude 16, Reflex 17, Will 14
  Speed 6, fly 8 (clumsy)
  Saving Throws +5; Action Points 2
  TRAITS
  :Ø~
  -
  -.:
  The adult’s attacks against bloodied creatures ignore concealment.
  STANDARD ACTIONS
  ‘.0 BIte (p~j~i) + At-Will
  ,
  •.
  -
  Attack: Melee 2 (one creature); +8 vs. AC
  Hit: idlO + 6 poison damage, and the target is slowed (save ends).
  First Failed Saving Throw: The target is immobilized (save ends).
  Second Failed Saving Throw: The target is helpless (save ends).
  4 F~iJ(heahn~) +1~2Afl1’-~-
  •‘
  Attack: Melee 2 (one immobilized, restrained, or helpless creature);
  ÷6 vs. Fortitude
  Hit: The target loses 1 healing surge and the adult regains 10 hit
  points.
  :.s+wyrm Strike + At-Will -
  “- .,, -
  ~-
  Effect: The adult uses bite twice, making each attack against a dif
  ferent target.
  MOVE ACTIONS
  SerpentStrlke’QiI~!jt!j1IJ~
  -
  -~
  ~-
  -
  Effect: The adult shifts half its speed.
  MINOR ACTIONS
  Mesmerizing Dread (fear, psychic) + Recharge [~J 1~] Liii
  Attack: Close burst 5 (enemies in burst); +6 vs. Will
  Hit: 1d8 + 7 psychic damage, and the adult slides the target 3
  squares. The target takes a -2 penalty to all defenses until the
  end of the adult’s next turn.
  Shadow Form +:R&har~when fjr~t blo~1ied
  ,,
  ~-
  -
  -
  Effect: The adult gaIns insubstantial and phasing. While in this
  form, the adult gains a -5 bonus to Stealth checks, but it cannot
  attack. It can resume its normal form as a free action.
  TRIGGERED ACTIONS
  4~p~rand~acid)+At Will
  —
  Trigger: An enemy hits the adult with a melee or a close attack.
  Effect: Before its attack, the adult shifts 1 square.
  Attack (Immediate Reaction): Melee 3 (triggering enemy); +6vs.
  Reflex
  /:
  Hit: 1d6 + 8 acid damage, and the target is restrained (save ends).
  Skills Stealth +10
  -.
  • -.
  -
  Str 14(+3)
  Dex 18 (÷5)
  Wis 14(+3)
  Con 14(+3)
  Intl (-1)
  Cha 11 (+1)
  Alignment unaligned
  Languages
  Silk Wyrm Adult (S)
  Level 3 Solo Skirmisher
  Large natural magical beast (reptile)
  XP 750
  Initiative +1
  Perception +8
  Low-light vision
  10 Wisp Wraiths (W)
  Level 1 Minion Skirmisher
  Medium shadow humanoid (undead)
  XP 25 each
  Initiative +5
  Perception +0
  Darkvision
  
  ROLEPLAVJNG THE FRAGMENT
  This fragment ofthe Crown ofDust doesn’t know where
  to find its other fragments or the remains ofUl-Athra. It
  has a hazy memory of events before the Dragon struck
  the Crown from the primordial’s head.
  CONCORDANCE
  Starting Score
  5
  Owner gains El level
  Each fragment of the €rown joined to the first
  Owner defeats an immortal (ij/day)
  Owner or ally attacks an elemental (1/encounter)
  Owner d~feats enemy without
  ~2rown’s aid (il/encounter)
  PLEASED (16-20)
  “Soon, UI Athra will befound and restored to 1~fr!”
  The fragment is delighted because its host has shown
  a strong desire to revive the ancient primordial.
  Property: You gain resist 1 5 poison.
  Power (Encounter): Immediate Interrupt. Trigger An enemy within
  5 squares of you fails a saving throw. Effect The fragment’s daily
  power recharges.
  CROWN OF DUST
  This item is appropriate for heroic tier characters.
  Crown of Dust (First Fragment)
  Hproic Tier
  This relic is afragment-ofa crown ofgold, about a third of the whole.
  The piece is still wearable barely. Visions ofraging sandstorms warm
  the blood ofthose who wear thefragment.
  Item Slot: Head
  Property: You gain a
  2 item bonus to saving throws against ongoing
  poison and necrotic damage, as well as to skill challenge checks to
  survive or navigate desert hazards.
  Power (Daily + Summoning): Minor Action. Ranged 5. Summon a
  Medium dustdevil in an unoccupied square within range. It then
  makes the following attack. Melee 1 (one creature); Strength,
  Reflex, or Constitution vs. Reflex; 1 d1~0 + Str, Ref, or Con modi
  fier damage, and the target falls prone. After the attack, the dust
  devil disappears.
  CROWN OF DUST
  ORE
  History DC 20: A milennium ago, Ul Athra was
  bested by the Dragon. The beast clove the primordial’s
  crown into three parts, all ofwhich were lost to history.
  GOALS OF THE CROWN
  + Be reunited into a whole item once again.
  + Find and resurrect or free Ul-Athra.
  SATISFIED U2-15i
  “We’re making progress, surely? Perhaps the next dune holds
  UI Athra’s remains or my lostfragments!”
  The fragment recognizes the efforts made by its host
  and hopes that they continue.
  Property: You gain resist 10 poison.
  Property: Each enemy within 5 squares of you has vulnerable 5
  poison.
  Power (Encounter): Free Action. Trigger You score a critical hit on
  an enemy. Effect The target takes ongoing 10 poison damage
  (save ends).
  NORMAL (5-11)
  “I am troubled. What !fI neverfind my creator?”
  The fragment is forlorn by its host’s failure to find Ul
  Athra and its missing pieces.
  UNSATISFIED (1-4)
  “Areyou even trying to help me?”
  The fragment is displeased with an owner who
  seems unwilling to search out Ul-Athra’s remains.
  Until the artifact’s concordance improves, it grants no
  powers, but its properties still apply.
  ANGERED (0 OR LOWER)
  “You’ve been deceiving me all along!”
  The fragment, enraged, punishes its host until the
  character’s behavior improves or the artifact decides to
  move on. It grants no powers or properties.
  MOViNG ON
  “A curse upon you untilyour bloodlinefails!”
  The fragment disappears in a flash ofvirulent purple
  light, most likely while its host is engaged in combat.
  -=~J’
  I
  V’l
  0
  z
  0
  +1db
  ~
  -I
  w
  +1
  +2
  -2
  —1
  
  —
  ~.,
  -
  ENC•UNTER El: LEAVING THE FACE
  EncouiIte’r Level 4 (950 XP)
  SFTUP
  .Jhákar tracker U)
  2~salt zombies (Z)
  Elfpeddler (P)
  3.elf dune striders (S)
  If the characters disturb the Crown ofDust fragment
  • in area F7, the dust whirlwind that hides and protects
  • the temple immediately collapses. Elf raiders from
  Slither (Yarnath the Skull’s movable base), already
  •
  close enough to see the stationary dust devil, witness
  the collapse. They move to investigate and find the
  Face in the Stone.
  By the time the heroes are ready to leave the temple,
  the raiders have taken up positions in the entry cavern
  (area Fl) in preparation for a deeperjourney into the
  complex.
  Yarnath’s raiders employ a variety of creatures to
  complement their strengths. In this case, the elves that
  found the Face in the Stone brought a vicious jhakar
  tracker and two salt zombies.
  When the characters return to the entry chamber,
  ,-
  read:
  The awful roar, the dust storm that raged outside the Face
  m the St.
  has ceased. On the ot
  •
  ofthe cavern
  gaping mouth, the air is clear andfree ofwhirling sand, the
  doakingwindd
  hascolla.
  d!
  enyou n • •ce
  oral rai.
  s arrayed around the cham
  All are elves, two are undead and crusted with ‘t Each
  ra~
  ‘sforehes
  g~ branded
  h the tattoo ofa
  • he s
  II.
  Nearby,a
  allrepti anbeast t sesatyou,ba
  large
  teeth.
  TAcTics
  The salt zombies and the jhakar tracker move to block
  ~ -,
  the entrance. The salt zombies try to grab any charac
  ;.
  t’ers who attempt to exit the cavern. The jhakar tracker
  uses opportunistic chomp on the first character to end his
  or her turn within 2 squares ofthe beast.
  :
  The elfpeddler screams at the elf dune striders to
  ~e~”’Kill the meat!” and uses peddler’s command to provide
  ~~r;its allies with additional movement. It attempts to use
  double dealing against characters who try to escape
  south through the open cave mouth.
  The elfdune striders use their speed and their
  movement-enhanced attacks to pen in the heroes. If a
  character escapes out into the desert, the striders try
  to run that character down. Ifpossible, each elf dune
  strider reserves elven accuracy to use in conjunction with
  rushing dervish.
  TRAITS
  Uncanny~hitTtr3
  The tracker’s attacks ignore concealment.
  STANDARD ACTIONS
  -. @ Bite,+1~!ZZffl
  Attack: Melee 1 (one creature); +6 vs. AC
  Hit: 2d6 + 2 damage, or 3d6 + 4 against creatures granting combat
  advantage to the tracker.
  Effect: The tracker shifts 1 square.
  TRIGGERED ACTIONS
  .+ Opportunist chomp +Encounter.
  TriQger: An enemy ends its turn within 2 squares of the tracker.
  Effect: The tracker shifts 1 square before or after the attack.
  Attack (Immediate Reaction): Melee .1 (triggering enemy); +6 vs. AC
  Hit: 3d6 + 4 damage.
  ~I~1~3 (*2)
  ~l2i 12 (+1)
  •
  ~ (*1)
  -
  Con l~1 (+li)
  Dit~i (-4)
  Cha 13 ( 2)
  Alignment unaligned
  Languages —
  STANDARD ACTIONS
  .~t~CIaw+At-Wlll
  .‘~
  .
  .
  Attack: Melee 1 (one creature); +6 vs. AC
  Hit: 2d6 + 2 damage, and the zombie grabs the target.
  ~+Salt
  !~+At Will
  d.
  Attack: Melee 1 (one bloodied creature); +6 vs. AC
  Hit: 2d6 + 2 damage, and the zombie grabs the target. The target
  takes a -4 penalty to attempts to escape the grab. Each time the
  target attempts to escape and fails, it takes 5 damage.
  TRIGGERED ACTIONS
  ~Zoml~le Weakness
  ~..
  •
  •~•
  :
  ‘.
  Trigger: A creature scores a critical hit against the zombie.
  Effect (No Action): The zombie drops to 0 hit points.
  Str 16 (+3)
  DexO( ii)
  ‘
  WlsIlil(+0)
  ~
  ~ .fl~j~i (—5)
  Cha~3( 4)_
  Alignment unaligned
  Languages —
  PARLAY
  e raiders do not immediately attack the
  haracters,
  main
  beca
  they are surprised to see the
  haracters
  appear from deeper within the temple. The elf peddler
  de
  nds to
  ow who the characters are, why they were
  in the shrine, and whether they recovered anything.
  The raiders are one of many tea
  scounng the desert for
  the Face in the Stone. Despite their low status among most
  other raiders, thee
  feel emboldened by their association
  with Yamath If they can retrieve the relic that he desi
  ir standing with
  e raider lord will improve dramatically
  jhakar Tracker (J)
  Small natural beast reptile)
  HP 28; Bloodied 14
  AC 15, Fortitude 14, Reflex 13, Will 13
  Speed 6
  Level 1 Skirmisher
  XP 100
  Initiative +3
  Perception
  6
  Low lieht vision
  2 Salt Zombies (Z)
  Level 1 Soldier
  Medium natural hunianoil (undead)
  XP 100 each
  HP 28; Bloodied 14
  Initiative +2
  AC 17, Fortitude 15, Reflex 11, Will 12
  Perception +0
  Speed 6
  Darkvision
  Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant
  
  STANDARD ACTIONS
  ~E IiI~III~ Longsword (~p~n) 4- At~WiIl
  ~:‘
  .- -.
  Attack: Melee 1 (one creature); +7 vs. AC
  Hit: 1d8 + 6 damage.
  ~..+1~bD~aIiiig~4’At-WIll,
  ‘“ :s~..”
  ,:
  Effect: The peddler uses bone Iongsword and then shifts half its
  speed. If it ends the shift in a square where it flanks an enemy
  other than the creature it just attacked, uses bone longsword
  against the flanked enemy.
  MINOR ACTIONS
  ;Pe~ddler’s Cim~iai~d~1
  ~(~1/~j~d)
  .
  ‘:‘•
  Effect: One ally within 20 squares of the peddler moves half its
  speed. If that ally is an elf, it instead shifts half its speed.
  FREE ACTIONS
  ~.EIven Accuracy +f~ir..III,I~T?
  ‘
  -
  ‘.
  ~-
  ,-.
  ‘
  Effect: The peddler rerolls one of its attack rolls and uses the
  second result.
  ~1~IbBIuff +9 Diplomacy+9 Stealth
  j+9
  Stril (+1)
  Dex 16 (+4)
  Con 10 (+1)
  jnt1~(+2)
  ~fll6t(~)
  Alignment unaligned
  Languages Common, Elven
  Equipment bone Iongsword
  HP 52; Bloodied 26
  Initiative +9
  AC 18, Fortitude 14, Reflex 18, Will 15
  Perception +9
  Speed 7
  TRAITS
  MoveI!tk2tft~Win~I
  ‘
  “ ~‘
  The dune strider gains a +5 bonus to all defenses against opportu
  nity attacks provoked by its movement.
  ~2~1Step
  ~
  The dune strider i:nores difficult terrain when it shifts.
  STANDARD ACTIONS
  ®JThi13 L~ñgsword (weapon) + ‘At-Will
  Attack: Melee 1 (one creature); +9 vs. AC
  Hit: 1 d8 + 4 damage, or 2d8 + 4 when charging.
  .-1D Obsidian Sh~rt~Z~i1(weapàn) + At-Will
  .:‘
  Attack: Melee 1 (one creature); +9 vs. AC
  I-lit: 1d6 ± 7 damage.
  ~+ Rushing Dervish + R~ha~g~’
  ‘blàodi~i
  .,~
  .
  Effect: The dune strider moves its speed + 2. At any point before,
  during, or after the move, it uses bone longsword and obsidian
  short sword, making each attack against a different target.
  FREE ACTIONS
  Elven Accuiacy+ Encounter:,.,
  -
  ‘.
  ::,,
  Effect: The dune strider rerolls one of its attack rolls and uses the
  second result.
  Skills Acrobatics +12 Athletics +8 Endurance +8
  ~
  ~‘~“
  Str 13 (+3)
  .1 Dex 21 (+7) .~
  Wis 15 (-i-4)
  Con 12 (+3)
  W~1~(+3)
  ~1E3-12(+3)’
  s~’
  Alignment unaligned
  Languages Common, Elven
  Equipment bone longsword, obsidian short sword
  FEATURES 0
  THE AREA
  Illumination: Bright light (daylight streaming
  through the cave mouth).
  Cavern Terrain: Except for the obelisks and the
  double doors to the north, the lair appears to be a natu
  ral cavern.
  Obelisks: The two obelisks, which from the outside
  appear to be wide set teeth in the maw of a weathered
  face, serve as the focus of a lightning trap. The charac
  ters probably deactivated the trap on their first time
  through the chamber. If the trap is active, see Encoun
  ter Fl for details.
  Double Doors: The stone double doors leading to
  area F3 were locked and trapped, but the heroes prob
  ably overcame the locks and the trap on their first time
  through the chamber.
  Ifthe characters have the hejkin chief’s key, they can
  relock the doors. Doing so also resets the trap (unless
  the characters previously deactivated or destroyed it).
  Treasure: In addition to their equipment, the raid
  ers carry a bag containing 360 gp.
  Elf Peddler (P)
  Level 2 Skirmisher (Leader)
  Medium fey humanoid
  XP 125
  HP 34; Bloodied 17
  Initiative +6
  AC 16, Fortitude 12, Reflex 15, Will 15
  Perception +8
  Speed 7
  TRAITS
  The peddler ignores difficult terrain when it shifts.
  *
  Li]
  U]Iz
  D
  0
  Uz
  U]
  -C
  3 Elf Dune Striders (5)
  Level 4 Skirmisher
  Medium fey humanoid
  XP 175 each
  a
  29
  
  ENcOUNTER E2: THE CRAWLING CiTADEL
  Eij~counte~ Level 3~(7’5O XP)
  When the heroes leav~ ih~ Face in the Stone, they
  • confirm that the dust devil that hid the old temple has
  dissipated.Rocky barrens, sandy wastes, and scrub
  • plains stretch away in all directions, broken only by the
  shape of4a very1arge and ominous moving object Yar
  nath’s~crawlii~gcitadel, Slither.
  -When the heroes e~nerge from the Face, read:
  • The ‘
  is
  .-. the heatas palpable as a b
  n
  . The
  -.
  i
  distant thunder reveals
  fto
  a
  o’
  • grinding across the sandy wastes
  -
  t
  sb
  ‘
  •
  *
  seil:;
  desertcreatureshavel,een
  ‘tog
  into
  ajjhaystructure, well over a
  dr .feer in
  gth,
  ci
  deserL
  B
  .
  ‘
  and ii
  the ammate skeletal construct is’
  citadel ofbones
  quarried
  i
  e.
  urnanoids
  the structure, standing on
  pla~f
  d peering
  turrets and spires. From the way
  ft
  res are w
  -
  g, it
  they have seenyou.
  Slither is about a half mile away when the characters
  first become aware ofit (and it ofthem). Ifthe char
  acters captured any raiders from Encounter El, the
  prisoners are happy to see the massive citadel closing
  in on them. The characters can try to convince a raider
  t~id~ntify the object, or they can make a check to learn
  the following information.
  Bluff, L~iplomacy, History, or Intimidate Check
  DC 15:
  lidi wizard Yarnath the Skull
  ‘ a
  ‘ng
  ntualto!create a
  g
  fr
  the anunate
  -
  ,
  , •.‘,
  creatures.The
  adel,
  e,cr’
  ‘
  ass
  san4wust. scrub
  ‘~
  ,and
  ‘ gedfoothills with
  i~
  Y
  ii leads a
  ‘ qfraiders ‘ all
  ‘
  I
  ng
  efir.
  of
  emelywell framed dr
  Insight check
  D(i 10: The
  .
  citadel seems
  lie and,. by as visage,
  housescreatures
  powerfar
  dsyour own.
  Nature Check.
  DC10~k-
  ‘
  pos~iHeto
  ii
  citadel,
  crtiwls’
  a speed’
  to’
  ‘i ofa hwnan moving across
  terraiu.. ut-!fy
  ‘to evade
  e
  sure structure,
  you’
  ~
  11
  ••
  .
  “S.
  S
  -“
  S..
  EVADING S IT
  ER
  When the crawling citadel catches sight ofprey in the
  wastes ofAthas, raiders ride out ahead ofthe animated
  base, which follows behind. The characters must escape
  from the outriders before Slither comes close enough to
  launch its elite dray raiders or the lich Yarnath.
  Ifthe characters try to run straight back to Tyr, they
  will be caught long before they reach the city-state.
  Similarly, ifthey retreat into the Face in the Stone, they
  will be overwhelmed eventually. Their only hope is to
  take an evasive, innovative path through the wastes.
  Evading the outriders and Slither is a hard skill chal
  lenge for a group of 3rd-level characters. Each character
  makes one check per hour of activity.
  Level: 3 (XP 750).
  Complexity: 5 (requires 12 successes before 3
  failures).
  Primary Skills: Acrobatics, Athletics, Endurance,
  Nature, Stealth.
  Acrobatics (DC 13): The character scouts ahead
  through tricky terrain and crosses a narrow sandstone
  catwalk, avoids falling into an unexpected sinkhole, or
  squirms through a tight eyehole. A failed check indi
  cates that the character takes a spill and loses a healing
  surge, in addition to counting as a failure in the skill
  challenge. This skill can be used to gain 2 successes in
  this challenge.
  Athletics (DC 13): The character scouts ahead
  through demanding terrain and scales a cliff face, leaps
  a fissure, or swims across a silt pool to find the best
  route for evading Slither. A failed check indicates that
  the character takes a spill and loses a healing surge,
  in addition to counting as a failure in the skill chal
  lenge. This skill can be used to gain 2 successes in this
  challenge.
  Endurance (DC 13): Two characters must make
  Endurance checks to fend offthe deleterious effects of
  racing across the wastes so soon after braving the dan
  gers ofthe Face in the Stone. A failed check indicates
  that each member ofthe party loses a healing surge,
  and it counts as a failure in the skill challenge. This
  skill can be used to gain 4 successes in this challenge.
  Nature (DC 14): A character trained in this skill can
  attempt to fool the outriders by laying down a false trail.
  First, the character must make an Acrobatics check or
  Athletics check (as described above) while deviating
  from the heroes’ true path. If successful, the character
  can make a Nature check to lay a false trail away from
  the true path. A failed Nature check indicates that the
  false trail is not convincing, in addition to counting as a
  failure for the skill challenge. This skill can be used to
  gain 2 successes in this challenge.
  
  Stealth (DC 12): At some point during the chase, a
  character must make a Stealth check to hide in the
  rocky badlands as a group of outriders gets too close.
  The heroes are only as stealthy as their least quiet
  member, so the character who has the lowest Dexter
  ity score must make this check. A failed check doesn’t
  mean the outriders immediately find the characters,
  but it does count as a failure for the skill challenge. This
  skill can be used to gain 2 successes in this challenge.
  Success: Ifthe characters earn 12 successes before 3
  failures, they evade the outriders and Slither. The char
  acters can make their way to whatever destination they
  choose with no further raider trouble. See the “Adven
  ture Conclusion” sidebar.
  Failure: Ifthe characters accrue 3 failures, they fail
  the skill challenge. The characters must face the outrid
  ers in combat; use the statistics block below.
  TRIGGERED ACTIONS
  ‘~
  ~
  Tri8Ber: An enemy marked by the raider makes an attack that does
  not target the raider.
  Effect (Immediate Reaction): The raider uses bone heartpick against
  the triggering enemy, and if the attack hits, the enemy is also
  immobilized (save ends).
  Ig
  ~
  ,
  .~- .~
  ~ ~
  Trig8er: The raider drops to 0 hit points.
  Effect (No Action): The raider makes a saving throw. If the raider
  succeeds, it does not die until the end of its next turn.
  Skills Athletics +10 Endurance +9 Nat~~+7
  ~
  -
  ,.—‘
  .~
  .~ ~
  ~
  -
  Str 18 (+5)
  Dex l~(+3)
  —
  Wis 13~(+2)
  ~
  ~
  Int11.~(+1)F
  Sh1~1’~(-~1)
  .~
  Alignment unaligned
  Languages Common, Giant
  Equipment bone heartpick
  Ifthe heroes defeat the outriders, they can attempt the
  skill challenge again. Another batch ofraiders rides
  out from the citadel, with two additional tarek raiders.
  Eventually, the characters either succeed on the skill
  challenge or fail so many times that they are defeated
  by wave after wave ofraiders.
  Yarnath has commanded his forces to knock the
  characters unconscious so he can capture them and
  learn about the Face in the Stone. However, if all the
  characters fall unconscious, the raiders search their
  bodies and find the Crown ofDust fragment.
  After obtaining the artifact Yarnath has no more
  need ofthe characters. They wake up the next day lying
  ~
  on the desert sand, each with 1 hit point and one heal-
  ~
  ing surge. In addition, each character has a gift from
  the lich bandit lord
  a black ceramic coin on which a
  snake skull has been etched. Yarnath believes that the
  z
  heroes owe him a favor for sparing their lives, and the
  Z
  coins indicate this debt.
  In the unlikely event that the characters failed to
  take the Crown ofDust fragment from the temple, they
  u
  are knocked unconscious, taken inside Slither, and later
  .~j
  interrogated about the Face in the Stone. If the char
  acters divulge useful information, Yarnath confiscates
  some oftheir possessions, gives each character a black
  debt coin, and lets them go. (Play out this scene as you
  ~
  see fit.)
  Iz
  0
  Uz
  LU
  ADVENTURE CO
  CLUs1oW~.~
  Depending on how things went at the very beginning arid
  Initiative +5
  the very end of this adventure, the adventure concludes.in
  Perception +2
  -
  one of these ways.. . and, of course, the story continues.
  Victory Ifthe heroes retrieve the Crown ofDust fragment
  from the Face in the Stone, the sensitive dreamers find that
  their nightmares end. In addition, Yarnath’s raiders find the
  temple, and he calls off his attacks on merchant caravans. If
  the heroes play their cards right, they make a valuable ally
  of House Shom.
  Defeat: If the heroes fail to retrieve the fragment or
  lose it to Yarnath, the raids still end, though the occasional
  nightmares of all-devouring sandstorms continue. Worse,
  Yarnath might show up again one day, pressing his claim to
  the debt owed by the heroes
  Either Way: If the characters lost the fight with Sarhan
  in Encounter Ti, he inked lion of Hamanu tattoos on the
  flesh of some of them The tattoo initially seems to have
  no effect and appears to be mere decoration. However, a
  DC 21 Arcana check reveals a little-known secret Hamanu
  has developed a ritual that allows him to use the tattoos
  as the endpoints of psionic compulsions When Hamanu
  or his high templars perform this ritual, those who bear
  the tattoos are forced to telepathically answer questions
  put to them. Thus, after the characters discover the Face
  in the Stone, Hamanu might eventually learn its location
  (among other things).
  You can play this through by deciding that at some future
  point, Hamanu’s high templars telepathically interrogate
  the characters to discover the fate of the temple and the
  Crown ofDust fragment. Unless the telepathic link is broken,
  Hamanu’s templars could become terrible foes ofthe char
  acters—or perhaps influential patrons, if the characters are
  willing to do the bidding of the tyrannical sorcerer-king of
  Urik.
  5 Tarek Raiders (T)
  Level 3 Soldier
  Medium natural humanoid
  XP 150 each
  HP 49; Bloodied 24
  AC 19, Fortitude 16, Reflex 15, Will 14
  Speed 6
  TRAITS
  .~ ~
  The raider gains combat advantage against any enemy adjacent to
  one or more other tareks.
  STANDARD ACTIONS
  O’i~&n)~At Will
  Attack: Melee 1 (one creature); +18 vs. AC
  Hit: 2d6 ÷ 4 damage, and the raider slides the target 1 square. The
  tarRet is marked until the end of the raider’s next turn.
  31
  
  _p’
  ~•
  :~l1~ ~
  ~-~‘
  j ana
  W.
  ~
  ~
  r.—~’ ~
  ii’~
  ~
  ~
  4.J.
  \.-.
  View ofthe Storm Seat
  •~1
  View ofthe Pit
  32
  
  .~
  .~
  ‘.‘
  - —~
  j
  J~EATH SLITHERS
  ACROSS THE
  11~UNES
  Nightmares of desert horrors trouble the dreams of the
  innocent while raiders grow ever bolder beyond the
  walls of the great city-state of Tyr. Bandits and merchants
  chase rumors of a temple hidden in the desert, an ancient
  shrine to the primordial Wl-Athra said to safeguard a
  fragment.ofthe artifact known as the Crown ofDust. Can the
  heroesrecover a caravanlost.inthe wastes, repelthe.threatof
  vicious raiders, and win the relic from the perilous temple?
  Marauders of the Dune Sea” is a stand-alone DUNGEONS
  & DRAGONS® adventure for 2nd-level characters. It is
  designed for the DARK SUN® campaign setting, but the
  adventure also fits easily into any campaign that includes
  a desert. It features an easy-to-run encounter format and a
  full-color, double-sided battle map.
  ‘N
  -—
  ‘...‘L’.
  A
  .1
  •1’•
  .~
  ..;
  7
  ‘~1
  ‘••‘~
  (‘S
  • ,9
  •
  .1
  -.5.
  “-5.
  5’S-
  For use with these 4th Edition DUNGEONS & DRAGONS products:
  DARK SUN Campaign Setting
  DARK SUN Creature CataIog~’
  Player’s Handbook’ core rulebooks
  Monster Manual’ core rulebooks
  D&D’ Miniatures
  D&D’ Dungeon Tiles
  5•.
  GET MORE AT
  II’~
  iNSiDER’”
  www.d n d insider, corn
  f I 1~
  Lar~
  ISBN: 978-0-7869-5495-7
  51495
  flI~ II~ III~IINI~ fl
  Null ~
  9 780786 954957
  Sug. Retail:
  U.S. $14.95
  CAN $17.95
  Printed in the U.S.A.
  253890000
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 4th Edition/Modules/Marauders of the Dune Sea (Missing Maps).pdf