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ISSUE 164 | March 2009
A DUNGEONS & DRAGONS
®
ROLEPLAYING GAME SUPPLEMENT
Contents
4
Worse then death
By Robert J. Schwalb
When a powerful aristocrat is
kidnapped from his caravan, it’s up to
the adventurers to discover what has
happened to him. But there might be
more to his disappearance than the
characters know. An adventure for 12th-
level PCs.
36
haven of the Bitter
glass
By Kevin Kulp
The next installment in the Scales of War
Adventure Path is here! The characters
meet a new ally as a f lying ship crashes
outside Overlook, setting off a chain of
events that take them to the scholarly city
of Sayre. There, they meet an old friend and
have a chance to shape the defense of the
world against the growing githyanki threat.
Meanwhile, some dark force in Sayre seems
responsible for guiding the githyanki’s
war effort. As the PCs rub
shoulders with the city’s
elite, they must also
find a way to halt the
githyanki’s uncanny
ability to share
information, even
over immense
distances. An
adventure for
12th-level PCs.
on the Cover
Illustration by Ben Thompson
26
dungeon delve: return of the
Poisoned shadoWs
By Greg Marks
Continuing where the Poisoned
Shadows delve from the Dungeon Delve
supplement left off comes Return of the
Poisoned Shadows! After the PCs dealt
with the Poisoned Shadows guild, the
PCs learn that they’ve been targeted by
more deadly killers. A Dungeon Delve
adventure for 8th-level PCs.
3
editorial
119
ruling skill
Challenges
By Mike Mearls
Mike continues to educate on the
nature of skill challenges, with
unique applications and examples.
124
save My gaMe
By Stephen Radney-MacFarland
A DM’s best friend? Stephen
Radney-MacFarland, back with
more advice and letters from the
mailbag.
128
dungeonCraft
By James Wyatt
James discusses the latest changes
to his f ledgling campaign.
Dungeons & Dragons, D&D,
D
u n g e o n
,
D
r a g o n
, d20, d20 System, Wizards of the coast, all other Wizards of the coast prod-
uct names, and their respective logos are trademarks of Wizards of the coast, LLc, in the U.S.a. and other countries.
This material is protected under the copyright laws of the United States of america. any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the coast,
Inc. This product is a work of fiction. any similarity to actual people, organizations, places, or events is purely coincidental.
Printed in the U.S.a. ©2008 Wizards of the coast, LLc.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
TM
TM
164
eDiTORiAl
WHAT TO DO WHEN YOUR
Dungeon
March 2009
PARTY JUMPS THE SHARK
Editor-in-Chief
chris Youngs
Senior Art Director
Jon Schindehette
Web Specialist
chris Sims
Boy, am i gonna catch f lak for this editorial. But recent
events have inspired—no, compelled—me to talk about
something that every DM has to contend with: party
suckitude.
First off, no offense to my party or any other that’s
had a rough day at the dungeon. The best groups have off
sessions. Sometimes they forget they haven’t used their
encounter or daily powers at inopportune moments.
Sometimes they forget to focus their fire (dungeon crawl-
ing 101). Sometimes they run around an encounter area
like poodles on a 24-hour caffeine bender.
Sometimes, they do all of the above, and then some.
Clearly, you know where this is going, if the title of the
editorial didn’t tell you everything. But it’s an important
issue. What do you do when your group just shanks it.
Sucks rocks. Just plain old can’t pull it together. The dice
aren’t failing them (although that might be the icing on
your mess-of-an-encounter cake). They’re just not coor-
dinating, talking, and thinking tactically. And when it
comes down to brass tacks, a D&D combat is a tactical
experience.
This happened to me recently. i’m running my group
through
“
The Shadow Rift of Umbraforge
”
from
Dungeon
#158
,
and my group just made it to the third encounter
under The Happy Beggar, the one with all the wraiths.
This is a tough encounter, i’ll be the first to admit. The
one right before, against the shadar-kai witch, dark creep-
ers, and shadow hounds isn’t a walk in the park, either.
The wraith fight is tougher. They’re insubstantial, which
means they’re taking half damage, and they regenerate 5
hp a round.
So my group starts the fight, and the mistakes start to
pile up immediately. One defender charges the middle
wraith in the group clustered around the portal. The
second defender charges … a different target. And the
rogue charges a third. if you do the math on expected
damage for a 4th-level PC, you’ll note that half damage is
around 5 or 6 points. So each wraith, on the first round,
takes enough damage to regenerate nearly to full on
its turn. When you’re fighting regenerating monsters,
focusing fire is a top priority. if they’re regenerating
and
insubstantial? it’s mandatory.
it doesn’t stop there. Over the next several rounds,
the group continued to spread the damage around. The
hit point total of all the wraiths continued to inch down
almost equally. On top of that, the party striker became
distracted by a dark creeper in the corner (who i made
effectively a noncombatant in the fight, since he was after
something the PCs had and wanted to know who was
carrying it), so one of the prime sources of single target
damage wasn’t attacking the wraiths.
So what’s a DM to do? i mean, some might “punish”
their players by letting the dice fall where they may. But
that’s not my style, and i don’t encourage that type of play,
especially when the group is having a bad night. i think
it’s a DM’s first job to make the game fun for everyone,
so i started to compensate for the players. That’s right, i
cheated. in their favor. i dropped the wraiths’ regenera-
tion to 2. Then i put a secret button on the portal that
creates a radiant energy zone in the room that kills their
regeneration altogether. i made some gentle tactical sug-
gestions. And finally, i left a clear line of escape open.
But my point is that it’s important to keep some con-
tingency plans for these occasions in your DMing back
pocket for when things go south—really south. A TPK, as
much as we toss the event around in gloating terms, isn’t
really good for anyone. You lose campaign story continu-
ity. everyone is bummed. Worst case scenario, you might
lose players.
We’ll see what happens. We left the session mid-fight
last time, with lots of anxious and frustrated faces. i hope
that next month i’m not writing about how to jump start
a campaign after a TPK. i hope they pull it out, and at
the least, run away to try the encounter again later. What
about your campaigns? Got any stories of encounters gone
horribly awry? Send them in to
dndinsider@wizards.com
.
Web Production
Bart carroll, Steve Winter
Contributing Authors
Kevin Kulp, Greg Marks,
Mike Mearls, Stephen radney-
MacFarland, robert J. Schwalb,
James Wyatt
Developers
Stephen radney-MacFarland,
Peter Schaefer, chris Sims,
rodney Thompson
Editor
Miranda horner
Cover Artist
Ben Thompson
Contributing Artists
Steve argyle, Eric Deschamps,
raven Mimura, William O’connor,
Jim Pavlec, Sam Wood
Cartographers
Kyle hunter, Mike Schley,
christopher West
Publishing Production Specialists
angelika Lokotz, Erin Dorries,
christopher Tardiff
Web Development
Mark a. Jindra
D&D Creative Manager
christopher Perkins
Executive Producer,
D&D Insider
Ken Troop
Director of RPG R&D
Bill Slavicsek
Special Thanks
richard Baker, Greg Bilsland, Logan Bonner, Michele carter,
Jennifer clarke Wilkes, andy collins, Bruce r. cordell, Jeremy
crawford, rob heinsoo, Peter Lee, Mike Mearls, Kim Mohan, cal
Moore, Stephen radney-MacFarland, Peter Schaefer, Stephen
Schubert, Matthew Sernett, chris Sims, rodney Thompson,
rob Watkins, James Wyatt
THAN
DEATH
by Robert J. Schwalb
A powerful dilettante goes missing in
the wilderness, so it falls to a capable
adventuring band to come to the rescue.
“Worse Than Death” is a 4th Edition
D
u n g e o n s
& D
r a g o n s
®
adventure for
ive characters of 12th level. This
adventure takes place in the wilderness,
far from any communities or
settlements, so you can drop it into any
campaign setting with little work.
illustrations by Jim Pavelec, Sam Wood
cartography by Kyle Hunter
TM & © 2009 Wizards of the coast LLc all rights reserved.
March 2009
|
Dungeon 164
4
WORSE
WORSE THAN DEATH
BACKGROUND
Amala has been at her task long enough to make a
few enemies, and though vigilant about eliminating
hidden threats, she’s not naïve; there are always ene-
mies, created from lives she has broken, people she
has betrayed, and those who suspect that something
foul lurks beneath the pleasant features of an idle
youth. Periodically, Amala cleans house, slipping into
a new guise to gain the confidence of those arrayed
against her, and then she destroys them. it has been
a decade since she last wiped out her enemies, and
whispers lead her to believe the time for action has
come once more.
Tantalroy, a fop, simply coveted Festuad’s coin. Amala
let the conspirators concoct the plan, nudging them
as needed, until they settled on kidnapping the aris-
tocrat and ransoming him back to his household to
extort his fortunes and then kill him once the gold
changed hands. They would hold il’Sook at an aban-
doned ruin said to lay within a forest a few days to the
south and would communicate with their conspira-
tors by Tantalroy, who would remain behind to carry
their demands back to the city.
What the conspirators didn’t know, and what
Amala knew all too well, was that the ruined tower
Festuad il’Sook is known throughout his city as a dec-
adent and effete aristocrat—a man who has no interest
beyond his hedonistic escapades and squandering his
fortunes on drink, drugs, and excess. From his great
estate piled on top of a hill overlooking his native city,
he delights in his distractions, opening his doors to
young men and women of his community to share in
the revelry and sample the wonders only he can offer.
Talk fills taprooms, winesinks, and brothels, as the
curious and jealous speculate about what happens
behind his rose-colored walls while thirsting for their
own taste of the forbidden fruit il’Sook offers.
Such a character is bound to attract unwanted
attention. Priests, politicians, and even his peers have
come out against him, but most change their songs
soon enough, switching from moral indignation to
some of his staunchest supporters after but a single
visit to his grand house on the hill. Those who aren’t
won over retreat, horrified by what they see and expe-
rience, while the rest vanish into the estate, never to
be seen again.
Festuad’s success and power transcend what any
mortal could ever hope to attain. His funds are with-
out limit and his expenses dwarf those of any in the
city. Many explain away his good fortune as being the
result of business acumen or perhaps a large inheri-
tance, perhaps from an adventuring uncle or aunt, but
the fact of the matter is that Festuad receives funding
from a much greater benefactor: Fernia, the duchess
of Phlegethos, archdevil of the Nine Hells. indeed,
Festuad doesn’t even exist. He’s nothing more than a
mask worn by a succubus named Amala, a cruel devil
loosed onto the mortal world to corrupt and harvest
souls for her mistress.
From Festuad il'Sook's great estate at the top of a hill overlooking his city,
he invites young men and women to share in the revelry and sample the wonders
only he can ofer. He receives his funding from a great benefactor:
Fernia, archdevil of the Nine Hells. . . .
Assuming the likeness of a young manservant
named Micah, she moved through il’Sook’s holdings,
listening to rumors and treasonous talk, picking out
the orchestrators and uncovering each and every
individual with an axe to grind. it took time, but in
Micah’s guise, Amala gained their confidence, win-
ning them over to her cause by feeding them lies
about cruel treatment, worship of demons, and any
other fabrication she could concoct to convince her
fellow conspirators to help “kill Festuad.”
Of those she recruited, she found Tyster Drent,
a disaffected dwarf caravan master who despised
il’Sook for using and shaming his sister. There’s also
Cara Toyden, Festuad’s household guard captain who
blames the master for the horrific scars on her face
and for destroying her life. Ayn, an insane half ling
maid, suspected il’Sook’s true nature, while Joaquin
was not as empty as believed, for it housed a mad
eladrin, whom Amala corrupted nearly a century ago,
and who now abducts travelers that pass through his
wood. He would take care of the kidnappers who took
her, but Amala still needed someone to deal with the
ones left behind. To this end, she has arranged for
lady Marissa Dunderly to hire a band of adventurers
to rescue her soon after she is kidnapped. The reward
she is offering is enough to secure a talented group
certain to both succeed and ferret out the conspira-
tors, thus dealing with the lot in one fell swoop.
it’s an insane and convoluted plan, but Amala
orchestrates the entire affair not for its logic, but
because it suits her. Moreover, it puts her in the path
of fresh servants she can corrupt and destroy at
her leisure.
March 2009
|
Dungeon 164
5
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