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ISSUE 172 | NovEmbEr 2009
A DUNGEONS & DRAGONS ® ROLEPLAYING GAME SUPPLEMENT
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Contents
4 legACy of io
By Daniel Marthaler
The Scales of War Adventure Path continues.
Bahamut has fallen and the war seems lost. But
a long-time ally of the PCs comes to them with
an urgent request for escort—to the Astral Sea! A
Scales of War adventure for 24th-level PCs.
61 ClAsh of steel
By Jennifer Clarke Wilkes
The heroes must discover who has stirred up
the gangs of Barrinsgate before the city falls into
chaos. This adventure features material from
Draconomicon: Metallic Dragons . An adventure for
13th-level PCs.
89 DemonomiCon: CoDriCuhn
By Robert J. Schwalb
Known also as the Blood Storm, the demon prince
Codricuhn climbs slowly and inexorably up through the
Abyss.
100 explore Airspur: villAins
AnD vAgAbonDs
By Matt James
More possible villains are detailed in the third and final
installment that explores the city of Airspur.
106 ruling skill ChAllenges
By Mike Mearls
Mike continues to educate on the nature of skill
challenges, with unique applications and examples.
41 ChAos sCAr: the brothers grAy
By Greg Vaughan
A gang of half ling cutthroats has claimed an old
mine stake and begun staging raids on passing
caravans. The PCs must venture into the scar and
stop the Brothers Gray once and for all. A Chaos
Scar adventure for 1st-level PCs.
guArDiAns of the lAbyrinth
By James Wyatt
A federation of orcs protect the rest of Khorvaire from the
depredations of the Demon Wastes. Learn more about the
Ghaash’kala here.
110 sAve my gAme
By Stephen Radney-MacFarland
A DM’s best friend? Stephen Radney-MacFarland, back
with more advice and letters from the mailbag.
51 ChAos sCAr: DeAth in
the pinCers
By Rob Heinsoo
Giant ants and other terrors from the Scar have
been swarming from a new nest. Can the PCs
figure out what else is happening inside their lair
and put a stop to it? A Chaos Scar adventure for
1st-level PCs.
114 DungeonCrAft
By James Wyatt
James discusses the latest changes to his f ledgling
campaign.
118 eye on the reAlms
By Ed Greenwood
Ed’s new column begins, as he starts exploring the hidden
corners of the Realms in his own inimitable style.
on the Cover
Illustration by Adam Paquette
Dungeons & Dragons, D&D, D ungeon , D ragon , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast, LLC, in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,
Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Printed in the U.S.A. ©2009 Wizards of the Coast, LLC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
®
85 expeDitionAry DispAtChes:
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E D i T oR i A L
172
GATOR MAN
Dungeon
No vemb e r 2009
Editor-in-Chief Chris Youngs
SeniorArtDirector
Jon Schindehette
WebSpecialist Chris Sims
Have you ever been to a carnival that has kiddie rides? one of
the more popular rides for young kids is the mini-coaster. it
consists of several cars, usually decorated to look like a dragon
or an alligator. it rolls around on a metal track with gentle
ups and downs—a placid, oval journey. it’s many a kid’s first
thrill ride without the comforting presence of mom sitting
alongside. This is as tame as amusement park rides get, and
running The Gator has to be about the most boring duty a
carny can pull.
one July 4 weekend, as my family and i strolled through
the midway at a local carnival, The Gator caught my eye.
it wasn’t the ride; that was the same as always. it was the
operator.
Here was a guy, probably in his mid-50s, dressed in
scuffed cowboy boots, stiff blue jeans that were a bit too tight,
a growing paunch restrained by a belt with a huge silver
buckle, and a denim shirt with pearl snaps and the sleeves
rolled up to show his USMC tattoos and knock-off Rolex. A
pack of thin cigars was tucked in his shirt pocket. His skin
was so leathery that he looked like he might be half gator
himself. His face was mostly hidden behind mirrored shades,
a handlebar moustache, and a straw cowboy hat with the
brim rolled up on the sides and broken down so sharply in
front that it practically brushed the tip of his nose. And he
was chewing a matchstick.
You could find a more intimidating figure to park in
front of a carnival ride for three-year-olds, but not without
some effort.
What really grabbed my attention about this scene, how-
ever, was the sign taped to the ride. it was scrawled in black
marker on a piece of corrugated cardboard, and read:
GATOR MAN NEEDS A WOMAN!
35-45
Willing to travel
Must cook
have a battle; you interact with NPCs. They are the most
direct expression of the world that characters will meet, and
the more varied and colorful they are, the more the world
breathes. if your characters stroll though a carnival, you could
describe the sights and sounds around them or you could
describe Gator Man and let the characters talk to him. The
conversation will make a deeper impression.
What might Gator Man look like in a D&D setting? Con-
sider his essential characteristics. Gator Man didn’t look like
just any cowboy; he looked like the cowboy. He went out of
his way to make himself look grizzled and fierce for his job
of working with young children. Your NPC could be an old
warrior, retired from adventuring but still tough as nails; his
ornate sword hangs in a patched, cracked scabbard and the
battered hat of an officer in the Dragon Cavalry is crushed
around his skull as if it grew there. is it true that he saved the
Duke’s life but then was dismissed in disgrace? Why does he
call himself the Gorgon Man, and how did he wind up run-
ning the town’s orphanage?
Answer those questions and you’ll get a unique NPC who
the characters will remember whether they encounter him
once or a dozen times.
The good news for DMs is that varied, colorful people are
all around. You can’t miss them if you keep your eyes open.
They might not all be as distinctive as Gator Man, but he was
one-of-a-kind.
What are your stories of NPCs that break the mold? Do you
know any real-life characters who would make unforgettable
NPCs? Let us know about them at dndinsider @wizards.com .
WebProduction bart Carroll, Steve Winter
ContributingAuthors
Jennifer Clarke Wilkes, Ed
Greenwood, matt James,
rob Heinsoo,Daniel marthaler,
mike mearls, Stephen radney-
macFarland, robert J. Schwalb,
Greg vaughan, James Wyatt,
Developers Stephen radney-macFarland,
Peter Schaefer, Stephen
Schubert, rodney Thompson
Editor miranda Horner, Steve Winter
CoverArtist Adam Paquette
ContributingArtists rob Alexander, Christopher
burdett, Wayne England, Jorge
Lacera, Patrick mcEvoy, raven
mimura, Adam Paquette, rick
Sardinha, William o’Connor,
Cartographers
Jared blando, Sean macdonald,
mike Schley
PublishingProductionSpecialists Angelika Lokotz, Erin Dorries,
Christopher Tardiff
WebDevelopment mark A. Jindra
D&DCreativeManager Christopher Perkins
ExecutiveProducer,
D&DInsider Chris Champagne
DirectorofRPGR&D bill Slavicsek
What does this have to do with D&D? Much of what
brings a game to life is NPCs. Battles can be exciting and
memorable, but they’re not where the characters live. You
SpecialThanks
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, rodney
Thompson, James Wyatt
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LEGACY
By Daniel Marthaler
An adventure for 24th-level characters
illustrations by William O’Connor
cartography by Mike Schley
Tm & © 2009 Wizards of the Coast LLC All rights reserved.
“And thus it was that the proud god Io, forefather
of dragons, went forth alone to meet that
formidable primordial known as the King of
Terror. The confrontation raged ierce between
the divine and the base for long days as grievous
wounds were wrought by both upon the form of
the other. It continued in such ferocity unabated
until the vile King of Terror took up his crude
axe and dealt to noble Io a fearsome blow that
shattered his divine form, hewing the valiant
god in twain. The vicious primordial ’s triumph
was not to be, for no sooner had Io’s sundered re-
mains fallen to earth than they rose up to assail
the beast as the twin gods Tiamat and Bahamut.
Their sudden assault saw the King of Terror torn
asunder in a righteous fury, yet in their triumph,
the victorious deities fell upon each other. Two im-
perfect forms for a single essence, the pair are ever
drawn together, locked in eternal hatred as that
which they are seeks unachievable consolidation.”
No vemb e r 2009 | Dungeon 172 4
OF IO
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LEGACY OF IO
“Legacy of io” is an adventure for five 24 th -level
characters. By the end of the adventure, the PCs
should be midway through 25 th level. This adventure
follows “Grasp of the Mantled Citadel” in the Scales
of War adventure path but can be adapted for use in
any campaign.
in “Legacy of io,” the characters seek out and
recover an ominous artifact they hope will assist
them in their struggle against the forces of the dark
goddess Tiamat. Unlikely alliances are forged and the
heroes find themselves in violent conf lict with the
good-aligned forces of the heavenly city of Hestavar
as they storm through the peaceful planar metropolis
in search of what might be the only way to thwart the
seemingly unstoppable machinations of the Dragon
Queen.
fragment-turned-artifact retains the furor of the
Dawn War that raged during its creation and is a
potent weapon against both the divine and primor-
dial. infused with the colossal energies released at the
destruction of io and birth of his successor gods, the
relic is capable of exerting inf luence over the forces of
life and death.
This immensely powerful object was eventually
sequestered by servants of Pelor, Erathis, and ioun,
for the trio of gods had plans for the artifact. As part
of an unusual bargain with Asmodeus, the deities
undertook a great ritual to lock away the artifact with
four great seals.
The PCs have several options. The fourth and
final seal is inaccessible until the first three are
destroyed, but the first three can be tackled in any
order. Regardless of the sequence, the characters
need to open all four to gain access to the Arrow . once
they destroy the first, they come to the attention of
the Bright Guard, a company of exalted responsible
for policing Hestavar. The Bright Guard combs the
streets for the characters, forcing them to move care-
fully or attract unwanted attention.
To open the seal dedicated to Pelor, the heroes
must fight their way through the angelic guardians
of the Dawnbell Bastion to sunder the bell in which
the seal has been bound and that gives the small
fortification its name. The self less defenders are
unaware of the nature of the bell (and would not be
moved even if they knew), and they resist violently
any attempts to trespass or tamper with the rightful
property of their master.
When the PCs make their way onto Methion, the
mercantile district where Erathis’s seal is located,
they are ambushed by a band of celestial dragonkin,
this time augmented by forces from the Nine Hells.
After dealing with the seemingly random attack, the
characters head to the spacious market square where
the goddess placed her seal. Before destroying it, the
heroes must overcome Erathis’s faithful who patrol
the square and the guardians summoned by the dis-
turbance of the seal itself.
Before the PCs can neutralize the seal dedicated to
ioun, they are forced to scour the city for the entrance
to its hidden resting place. once they gain entry to the
Sealed Library, they must fight their way through the
scholarly defenders and undo the seal.
ADVENTURE SYNOPSIS
BACKGROUND
Amyria, driven by the visions that began shortly after
Bahamut’s destruction, approaches the PCs and begs
their assistance in recovering the artifact. At her
urging, they travel to the astral city of Hestavar to
seek out whatever knowledge of the artifact’s location
they can discover. Upon arriving in the domain, how-
ever, the characters come under attack by draconic
forces seemingly loyal to Bahamut.
After fending off the assault, the heroes make
their way to the great libraries of the Swan Tower,
home to the goddess of knowledge, ioun. At possibly
the greatest collection of divine lore and scholarship
that exists, they search for information on the bizarre
visions tormenting Amyria. They discover that the
artifact they seek is known as the Arrow of Fate and
that it is hidden within Hestavar. Four mystical seals
conceal the artifact; each is guarded in turn by forces
loyal to the gods and dedicated to preventing anyone
and anything from tampering with their ward.
in the previous installment of the adventure path
(“Grasp of the Mantled Citadel”), Tiamat’s sinister
and far-reaching plans bore dark fruit as she sum-
moned Bahamut in mortal form and destroyed him.
He may have fallen, but Bahamut has one last gambit
in play: the deva paladin Amyria has begun experi-
encing visions that depict the Arrow of Fate , an ancient
and powerful artifact that dates from the Dawn War
at creation’s beginning that could be the undoing of
Tiamat’s schemes.
When the primordial known as the King of
Terror cut down the original dragon-god io, the
fallen god’s sundered remains rose up as the dei-
ties Tiamat and Bahamut. A shard of io’s form had
been torn off during the titanic battle and remained
separate from the newly birthed gods, becoming
what is now known as the Arrow of Fate . The divine
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