Dungeon Magazine #160.pdf

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CONTENTS
4 BEYOND THE
TROLLHAUNT
By Logan Bonner
If you’re looking for more
from King of the Trollhaunt
War re n s , check out these extra
encounters. Alternatively, use
any of them to spice up any
adventure of a similar level,
or use them as presented as a
self-contained Side Trek. A Side Trek for 11th-level PCs.
55 THE SAND KING’S DAUGHTER
ON THE COVER
Illustration by William O’Connor
14 DEN OF THE
DESTROYER
By Rodney Thompson
A Scales of War Adventure Path
adventure. The PCs are the heroes
of Overlook, but before they can
really enjoy the fruits of their labors,
they receive a strange summons from
Brindol. This summons will send them
on an adventure that will dramatically
shape the coming conf lict in Elsir Vale . . .
and possibly have even more significant
repercussions in the near future.
An adventure for 7th-level PCs.
By Ari Marmell
3 EDITORIAL
The brown dragon Urum-Shar lurks in a strange
tomb, plotting schemes only a wyrm of incredible
power could understand. Expanding on content
98 DUNGEONCRAFT
By James Wyatt
from Draconomicon: Chromatic Dragons , this
adventure takes the heroes into Urum-Shar’s dark
and trap-filled lair, where they will eventually face
101 SAVE MY GAME
By Stephen Radney-MacFarland
the powerful dragon herself. An adventure for
25th-level PCs.
91 SUMMER’S END
By Bill Slavicsek
Get a first glimpse at the Dungeon Delve
supplement, releasing in February, 2009, with
this delve-style adventure. A delve
for 18th-level PCs.
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TM
CO N T E N T S
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TM
Push ‘em Real Good
EDITORIAL
160
w
DUNGEON
November 2008
Editor-in-Chief
Chris Youngs
When it comes to the pace of a game, DMs like to think they’re in control. After all, a DM can
change the course of a session at any time with but a word. But in reality, when it comes to the hour
to hour f low of the game, the PCs often set the pace.
Senior Art Director
Stacy Longstreet
Web Specialist
Chris Sims
Web Production
Bart Carroll, Steve Winter
How do players take this power out of the DM’s hands?
By resting. Sure, 4th Edition is better about this than
previous editions. As a rule, you don’t have wizards
or clerics telling the group to rest after a single fight
anymore. Most balanced groups can make it through
five or six fights before they need to rest, often more if
they’re particularly skilled—or they get hot hands with
their dice.
That’s right, don’t let ‘em rest. Have a breathless NPC
show up and ask for their immediate help. Start a skill
challenge. Or just send in a fresh wave of bad guys.
Contributing Authors
Logan Bonner, Ari Marmell,
Stephen Radney-MacFarland,
Rodney Thompson, James Wyatt
Chris Perkins is a master of the push. In fact, he’s used
it dozens of times in his campaigns, often when the
PCs felt genuinely deserving of rest. I can remember
the party wizard telling the group he’s down to 1st- and
2nd-level spells, plus maybe a couple of wands, and
Chris dropping us into a big fight. And then another
one. And then another. We found creative ways to
contribute, even if we were out of spells. We scoured
the Player’s Handbook for tactics (Aid Another!) and our
character sheets for something—anything—that could
help (“What if I take this sunrod and…”). And we rose
to the challenge, every time. And those were some
of the best, most memorable fights of all, precisely
because we weren’t at our best.
Developers
Mike Mearls, Stephen Radney-
MacFarland, Peter Schaefer
Editors
Scott Fitzgerald Gray,
But 4th Edition still has some nonrenewable resources,
most importantly daily powers and healing surges.
Still, I’ve yet to really see dailies prevent a group from
pressing on. No, what seems to stop most groups is
when one or more characters run out of surges. I saw
this happening last week in my game, and as the group
started to debate whether to stop and rest or push on
(they’re on a bit of a time crunch, or I don’t think it
would have even been a debate), it got me thinking.
Miranda Horner, Gary Sarli
Cover Artist
William O’Connor
Contributing Artists
Rob Alexander, Jason A. Engle,
William O’Connor, Sam Wood
Cartographers
Kyle Hunter, Sean Macdonald,
Mike Schley
Publishing Production Specialists Angelika Lokotz, Erin Dorries,
Christopher Tardiff
Web Development
Mark A. Jindra
Man, it’s fun when you can push a group of PCs past
their comfort limits. I think that in many groups, the
first PC who drops to a couple surges calls “Uncle!” and
sends the rest of the party out of the dungeon. If you’re
a DM, this can be frustrating. Maybe the very next
encounter is the last one in a long adventure, and it’s
going to be anticlimactic if you have to stop and wait
while all your players refresh their character sheets
after taking an extended rest. Or maybe, as in my case,
there’s supposed to be a time crunch, and the PCs are
supposed to feel some pressure to continue.
So last week, when my group debated on whether to
rest after two characters spent their last healing surges
(and one of them at less than full hit points), I decided
to push. The NPC accompanying them, himself almost
bloodied, told them they needed to continue. That the
safety of the region depended on it. And with that, they
kicked in the next door, to be continued this week.
D&D Creative Manager
Christopher Perkins
Executive Producer,
D&D Insider
Ken Troop
Director of RPG R&D
Bill Slavicsek
I can’t wait to see what happens.
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter,
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy
Crawford, Rob Heinsoo, Peter Lee, Julia Martin, Mike Mearls,
Kim Mohan, David Noonan, Stephen Radney-MacFarland, Peter
Schaefer, Stephen Schubert, Chris Sims, Rodney Thompson,
Rob Watkins, James Wyatt
When the group suddenly stops because the wizard
wants his spent sleep power back, all I want to say is,
“Gah! Are you adventurers, or chumps?!” If this has
happened to you, then I have one word for you:
Push.
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A K ING OF THE T ROLLHAUNT W ARRENS
K ING OF THE T ROLLHAUNT W ARRENS SIDE TREK
o
SIDE TREK
by Logan Bonner
Beyond
ver the course of King of the Trollhaunt Warrens, plenty of places can
lead to more adventure. You can use these encounters if your PCs are
Trollhaunt
a little behind on experience or if they’ve found an area they’d like to
explore. The first two encounters can be dropped into other adventures easily.
The third one works well if the PCs are having an easy time during the raid on
illustrations by Sam Wood
cartography by Kyle Hunter
Moonstair and need a little more pressure to feel challenged.
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
November 2008 | DUNGEON 160
4
A
the
the
Tr o l l h a u n t
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Beyond the Trollhaunt
ADVENTURE
BACKGROUND
BACKGROUND
The background for these encounters is in P1: King of
the Trollhaunt Warrens . All these encounters occur in
places onto which the DM was meant to build.
ADVENTURE SYNOPSIS
This Side Trek consists of four encounters.
The first encounter has the PCs face drow and
bladerager troll enforcers who have abducted
eladrin from Celduilon. This encounter takes place
in one of the many troll ruins within the Trollhaunt.
It includes ties to adventure P2: Demon Queen’s
Enclave .
The second encounter is set in one of the pas-
sageways that branches off from the map of the
Trollhaunt Warrens. In a steamy cavern that opens
up around the water-filled passageway, galeb duhr
and redspawn firebelchers dwell. Even trolls refuse
to enter this secluded cavern.
Amid the chaos of the raid on Moonstair, trolls
wreck a sailing ship into the town. In the third
encounter, they begin their rampage, using the
wreckage as a weapon.
The last encounter can take place after the
adventure, inside the abandoned fomorian fortress
of Mross-Kagg. A band of traitorous drow and
their duped cyclops companions set up a shrine
to Orcus in the ruined fomorian fortress. This
encounter can serve as an adventure hook for
Demon Queen’s Enclave .
It's dark inside. . . . You hear the sound of deep
breathing, like a large beast might make . . .
November 2008 | DUNGEON 160
5
Beyond the Trollhaunt
Beyond the Tr o l l h aunt
ADVENTURE
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