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DRAGON' MAGAZINE ANNUAL

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DRAGON' MAGAZINE ANNUAL
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DRAGON lvIAGAZ1NE ANNUAL
Welcome tothe first 4thEditionDragonTM Alitgazine
Annual compilation! The work inthis supplement rep-
resents the best content producedinnearly the first
full year of DragonMagazine onD&DJnsiderTM. We
took a hardlook at everything we didfrom June 2008
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DEHON0111CON THE BLOODGHOST PLAYING DH A MPYR 111
OF IGGWILV: YEENOGHU 4 SYNDICATE 57 Dhampyr Adventurers 113
Aspect of Yeenoghu 7 Notable Personalities 58 ParagonPaths 115
Veenoghu's Cult 9 Story Ideas 61 New Monsters 116
Yeenoghu's Realm 14 Bloodghost Warriors 62
Bloodghost Hideout 64
MASTERS OF THE PLANES... 118
CREATURE INCARNATIONS: Darklord119
KOBOLDS 16 INTELLIGENTITEMS: Keybearer 120
SMARTSWORDS 66 Planeshaper 121
THE ASHEN COVENANT22
Creating anIntelligent Item 67 Princeof Hell 122
Quests andAdventureHooks 26
Intelligent Items inPlay 69 Punisher of the Gods 124
TheCovenant's Leader's 28
SampleIntelligent Items 70 Storm Sovereign125
New Magic items 31
Winter Sovereign126
New Monsters 32 FIGHTI 75
Arena Competitions 76 PLAYING SHADAR-KAI 128
MITHRENDAIN, CITADEL
Victory Conditions 79 Shadar-Kai Adventurers 131
OF THE FEYWILD35
Arena Adventures 80 Racial Feats 132
TheCity 36
Campaign82 Shadar-kai Origin135
Laws andEnforcement 41
Crowds 84 ParagonPaths 136
Citizens andDenizens 42
Tricks andTraps 86 Epic Destiny 138
NotableInhabitants 43
TheOpposition89
Heroes of Mithrendain44 ARTOF THE KILL 140
New Magic Items 46 WE WHO ARE ABOUTTO DlE. Murderous Backgrounds 141
D&DGLADIATORS 91 Feats 145
WISH UPON A STAR 47
Gladiator Concepts 92 ParagonPaths 156
Star Pact 48
Arena Fighting Feats 95 Killer's Arsenal 158
Warlock Feats 50
Gladiators' Arsenal 101 Alchemical Items 158
Warlock Powers 50
WeaponMastery Feats 103
ParagonPath55 AUTHOR 'MS 159
Epic Destiny S6 THE LONGESTNIGHT106
DETION0111CON OF iGGW1LV:
YEENOGHU
Demon Prince of GmIts
There is nothing unique about the wantonviolence of
the Destroyer. All demons hunger for slaughter, and
they all seek the endof all things. They all want to
tear downthe works of the gods andreduce all things
toruin. Where Yeenoghu differs, however, is inhis
ability toturnthe business of killing intoa breath-
taking spectacle. Withhim, it is a form of artif you
canstomachthe screams andnoxious odors issu-
ing from the dead. Yeenoghu is special because he
embodies killing. He has few ambitions beyondthe
visceral thrill of rending the soft fleshof his enemies
anddrinking deep the hot bloodfrom their bodies.
by Robert]. Schwa)
He craves nothing more thanthe utter defeat of all
those whostandagainst him andis relentless inhis
pursuit of feeding the emptiness of his existence with
the frantic screams of those he slays. Butchery is the
provender of Yeenoghu, andhis single-mindedpur-
suit of annihilationmakes him a dangerous force in
the infinite layers of the Abyss.
Ona throne of bone, inthe dim light of smoke-
filledhall, surroundedby the sounds of screams and
the endless grinding of the wheels far below, sits the
Beast of Butchery. Yeenogliu is a demonprince of
the Abyss. As patronof the gnolls, he is worshiped
7
Demottolnicon ofIsswilv: Yeenogbir
as a god. As kindredtoother fiends whocarve out
their ownkingdoms inthe Abyss, he is a terrifying
scourge, a force of destruction, anda liability tothe
designs andambitions of his rivals. Few aside from
other more powerful demonlords dare challenge
him or the reckless legions clambering tohis ban-
ners because his forces are nighunstoppable, andif
Yeenoghics forces couldmaintaincoherency For more
thana single campaign, he might have emergedlong
agoas the true master of the Abyss. As history has
shown, though, Yeenoghu is his ownworst enemy,
andhe is frequently the cause of his ownundoing.
DESCRIPTION
Yeenoghu combines the worst features of a gnoll and
a demoninone immense form. Standing 12 Feet tall,
his body is gaunt andlanky, andpatches of yellow Fur
stainedwithbrownspots cover him. Leprous gray
skinandsuppurating wounds mar his body, reveal-
ing the corruptionof his fleshandspirit. His headis
a large, anthropomorphic hyena's, withglowing red
eyes anda toothy maw from whichspill strings of
drool.
Always suspicious of treachery, Yeenoghu wears
armor assembledfrom the pieces he scavenges
onthe battlefield, withbits of mail andplate held
together by strips of fleshcollectedfrom his victims.
His pride is Triple Flail, anevil weaponconstructed
From the bones of a godhe slew during the ancient
wars betweenthe deities andthe primordials. The
handle is a thighbone wrappedinthe god's tornflesh.
Three chains extendfrom the top of the handle,
eachending ina rusty, barbedhead. Whenusedin
combat, the weaponbleeds divine ichors, splashing
the fieldwiththe tears andbloodof the fallendeity.
YEENOGHLI TACTICS
A figure of incomprehensible power andpossessed
ofanalmost unmatchedcapacity for violence, the
DemonPrince of Gnolls flings himself intoevery
battle. He uses Triple Flail totear the fleshfrom his
enemies, andhe leaves mounds of the deadinhis
wake for his scavengers andhangers-on.
Yeenoghu begins his fights by charging his
enemies andlashing them withhis nasty weapon.
He delights inthe mayhem he creates as his weapon
flays not only the fleshbut alsothe mind, since the
weapon's touchrends his enemies' courage and
resolve. Yeenoghu never stays inplace for long; he's
always moving andattacking, andhe harks throughit
all. If facedwithseveral opponents at once, he spews
afilthy curse inDark Speechtounmanhis enemies
andleave them vulnerable tohis assault.
Yeenoghu might lack the means of flight, but his
evil will candeflect aerial attackers. If he faces air-
borne enemies, he pauses just long enoughtowrap
his opponent inbands of crushing Force andthen
flings the foe away. The Destroyer retreats whenhe
is injured, imprisoned, or otherwise trapped. Like
his rivals, he uses teleportationtoescapebut retreat
causes him to broodandplot. Whenhe is ready, he
draws up his vast armies tomount a new assault aug-
mentedby overwhelming numbers of demons, savage
gnolls, andother bestial fiends.
Yeenoghu Level 28 Solo Skirmisher
Lar: eelemental humanoid(demon) XP 65,000
Initiative +24

Senses Perception+22; darkvision,


low-light vision
Fetid Cloud (Poison) aura 5; eachenemy that starts its turn
inthe aura take 10 poisondamage andis sloweduntil
the start of his or her next turn.
HP 1,032; Bloodied 516
AC42; Fortitude 44, Reflex 42, Will 39
Immune disease, poison; Resist 10 variable (2/encounter)
Saving Throws +5
Speed7
ActionPoints 2
Triple Flail (standard; at-will) + Weapon
Reach2; -,33 vs. AC; 3d8 + 10 damage, andthe target is
immobilized(save ends). Aftereffect: 15 damage.
1 3 Bite (minor; at-will against a target hit by Yeenoghu's
TripleFlail attack this turn)
Reach2; +33 vs. AC; 1d8 I 10 damage, andongoing 5
damage (save ends).
I. Ribbons of Flesh (standard; at-will) + Fear
Reach2; Yeenoghu makes twomelee basic attacks
against twodifferent targets. Eachtarget that is hit takes
a -4 penalty toall attack rolls (save ends).
-1,5 CrushingGrasp (minor; recharge X:F:j ) + Force
Area burst 2 within20; +31 vs. Reflex; 3d10 -.- 10 force
damage, andthe target is immobilizeduntil the endof
Yeenoghu's next turn. Miss: Half damage andthe target
is pushed10 squares.
< Filthy Curse (minor; at-will) + Psychic, Necrotic
Close blast 5; +31 vs. Will; 1d8 + S psychic damage, and
the target takes ongoing 10 necrotic damage (save ends)
andis stunneduntil the endof its next turn.
Feint (move; at-will)
Yeenoghu shifts 3 squares, andany creature he ends this
shift adjacent togrants combat advantage tohim until
the endof his next turn.
Hyena Strike
if Yeenoghu moves at least 3 squares from where he
beganhis turn, his attacks deal 3d6 extra damage.
ThreateningReach (requires Triple Flail)
Yeenoghu canmake opportunity attacks against all
creature withinhis reach(2 squares).
Teleport (move; recharge ff! ?fl) + Teleportation
Yeenoghu teleports 12 squares.
Alignment Chaotic evil Languages Abyssal, Common
Skills Athletics +29, Insight +22, intimidate +24, Nature -F22,
Stealth4-27
Str 31 (I-24) Dex 26 (+22) Wis 16 (17)
Con26 (+22) lot 21 (+19) Cha 21 (+19)
Equipment piecemeal armor, Triple Flail (flail)
Demon alnico n of Igpvilv: Yeenoghu
YEENOGHLI LORE
Arcana DC 15: Yeenoghu has many names, and
eachone reflects another facet of his cruel andsavage
nature. Most know him as the DemonPrince of Gnolls.
but among the gnolls, he is calledthe Destroyer, and
incertaincircles andwritings, he has beencalledthe
Beast of Butchery andthe Ruler of Ruin. Yeenoghu is
the undisputedmaster of the gnolls, andthroughthem,
he works his evil inthe natural world.
Arcana DC 20: As a demonlord, Yeenoghu is
a vehicle of destruction. Like many demonlords,
Yeenoghu was once a primordial, one of the shapers
of creation, but was transformedandawakened
by the mysterious ChainedGodbelievedtolurk
at the bottom of the Abyss. As withother demons,
Yeenoghu hungers for carnage, but alsocraves power
over his rivals andthe gods themselves. Tothis
end, he goads his mortal servants intoperforming
appalling acts of evil inhis name throughout the
lands. He admonishes his servants toshow nomercy
intheir perpetual war-they must kill all creatures
they encounter andtake prisoners whenthe beings
canserve as useful thralls.
Arcana DC 25: The seat of Yeenoghu's power
is a nameless layer deep inthe Abyss. Knownas
Yeenoghu's Realm, it is a wasteland. Muchof the area
is parchedsavannahcoveredinbrittle browngrass
punctuatedby sem imobile plants withpoisonous
barbs andchoking tendrils. The skies are a sickening
shade of green, andthe sunis a bloody redwound
spreading its crimsonstainacross the horizon.
Bounding this perilous realm is a vast jungle of gnarled
trees withjaundicedleaves andtoxic fauna. Tothe
northruns a barrenrange of brownmountains, which
are pockedwithmines where the Destroyer's servants
struggle topull priceless ore from the monster-filled
deeps. The mountains tumble intoa vast sea clotted
withflotillas andwreckage. Infestedby ghouls, the sea
alsohas cannibals andexiles, whohave beendriven
madby their isolationandby the horrors living inthe
murky water's deeps. Inall, Yeenoghu's Realm is a
nightmare worldof want andsuffering, whichmakes it
a place suitedtoits vile andbestial master.

YEENOGHll ANDD&D

Yeenoghu, like Graz'zt, was one of the creations of the
late Gary Gygax for the DUNGEONS &DRAGoNs1)9 game,
making him one of the first demonlords mentionedin
1st Edition_ From the start, Yeenoghu was animportant
figure, whowas describedas being "one of the most
powerful andfeared" of the demonprinces. Part of his
power stemmedfrom the fact that, inadditiontothe
worship of the gnolls, he alsoenjoyedthe support and
homage of the King of Ghouls. Jeff Grubb, inthe Manual
of the Planes, impliedthe demonprince controlledfar
more thanone layer inthe Abyss. Of particular note, this
book gave us the first look at Yeenoghu's Realm, a barren
salt-waste throughwhichYeenoghu roamedinside his
rolling fortress city pulledby legions of slaves under the
watchful eyes of gnoll overseers.
Yeenoghu fadedfrom the game for a time during the
early years of 2ndEdition. In1992 he returnedtothe
game inCarl Sargent's Monster Mythology. Here, Yeeno-
ghu remaineda demon(tanar'ri) lord, but he was alsoa
full-fledgedgodanda member of the "giantish" pantheon.
Deemedaninterloper god, he was not originally part of
the pantheon, but he joinedit later whenhe subverted
the gnolls from their godGorellik. Yeenoghu remaineda
part of the giant pantheon. but he carednothing for the
giants themselves-he just sought the power he could
steal from them as he hadfrom fallenGorellik.
With3rdEdition, Yeenoghu's significance beganto
fade. Althoughhe was still favoredby the gnolls, he was
nolonger their principal god. The coup de grace, soto
speak, for Yeenoghu was the loss of Doresain, the King
of Ghouls. Libris Mortis-, by Andy Collins andBruce
Cordell, revealedthat Yeenoghu hadlost the ability to
commandDoresain, implying either that the King of
Ghouls hadascendedtotrue godhood(whichhis rank as
demigodsupported) or that Yeenoghu hadlost somuch
power he was fast becoming irrelevant. Fiendish Codex
Hordes of the Abyss. " , by EdStark, lames Jacobs, andErik
Mona, confirms the latter explanation, describing the
Destroyer as a "lesser demonlord" withfew ambitions
beyondseeing his chosenservants thrive inthe world.
EvenWolfgang Baur's andGwendolynF.M. Kestrel's
Expedition to the Demonweb Pits- portrays Yeenoghu as
a minor player inthe demonic conclave, his presence
diminishedby his peers.
Inthe 4thEditionrules, Yeenoghu is againone of the
few demonlords mentionedinthe Monster Manuar. The
Beast of Butchery is the sole master of the gnolls, and
packs of these feral creatures roam the worldinsearch
of raid, plunder, andvictims tosacrifice ontheir bloody
altars. Yeenoghu is still a savage andbestial figure, but
he has reclaimedhis place among the mighty demon
lords. It's just a matter of time before theBeast of Butch-
ery stirs inhis fetidrealm andbrings horrific war tothe
planes once more.

Demonomicon of 108wilv:Yeenoghu
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Arcana DC 30: Yeenoghu surveys his realm
from atop his Fortress city. Mountedonhundreds
of stone wheels andpulledby anarmy of demons,
the enormous citadel makes its circuit of the layer,
running withstreams of bloodandfilth, andleaving
inits wake the crushedcarcasses that fell inits path.
ASPECT OF YEENOGHU
RATHER THAN STIRRING UP TROUBLE inthe middle
world, Yeenoghu sends his aspect todeal with
his mortal servants. The aspect canappear at the
Destroyer's behest, serving as the demonprince's
heraldor messenger. As well, a select few cultists pos-
sess a foul ritual tosummonthe aspect andbendit,
For a time, totheir will- Yeenoghu is loathtobestow
this power ontomortals andentrusts it only tothe
most powerful andworthy of his servants.
DESCRIPTION
The aspect of Yeenoghu is a 7-foot-tall demonic gnoll
that wears rustedchainmail andwields a three-
headedflail, similar tothe demonprince's Triple Flail.
The aspect has the same glowing redeyes andpatchy
yellow fur, thoughwhere his fleshis exposed. he
oozes a foul-smelling ochre slime.
BEHINDTHE CURTAIN:
131G SHOES, SMALL FEET?
I don't think we cantalk about the Demonomicon
of Iggwilv without acknowledging where the series
comes from andthe key architect andinnovator
behindit. James Jacobs was the feverishmindbehind
the Demonomicon. Every monthor so, Jacobs would
treat readers toa new look at the game's most
popular villains, exploring chaotic evil's different
expressions inhis tour de force throughthe Abyss.
These articles weren't just expansions tothe Monster
Manual", they were complete packages: establishing
a demonlord's place inD&D's cosmology, unveiling
its history, andproviding complete mechanical sup-
port for the demonlord, new demons, andcultists.
Withthis information, the demonlordwas more
thananepic encounter; it became a campaignvillain.
SowhenChris Youngs offeredme the first Demon-
omiconinstallment for the new online magazines, 1
acceptedknowing that I hadbig shoes tofill. I found
myself going back toJames's articles for inspiration
andinsight, hoping i might follow inhis footsteps and
honor the damn goodwork he didin3rdEdition. 1
won't say it was easy, butJames left a goodroadmap
Inhis articles. By following his directions, I foundmy
way toanentry I canonly hope lives up tothose that
came before. James, this one is for you, sir.
Robert j. Schwalb
Aspect of Yeenoghu Level 22 Elite Skirmisher
Lar: e elemental humanoid idemor9 XP 8.300
Initiative +20 Senses Perception+19; darkvision
Fetid Cloud aura 3; eachenemy inside the aura takes a -2
penalty toattack roils.
HP 424: Bloodied212; alsoseedemonic wroth
AC 36; Fortitude 36, Reflex 34, Will 35
Resist 20 variable (3/encounter)
SavingThrows 12
Speed8
ActionPoints 1
[f) Three-HeadedFlail (standard; at-will) Weapon
Reach 2; +27 vs. AC; 2d6 + 9 damage.
(I) Bite(minor; at-will against target hit by three-
headedflail)
Reach2; +27 vs. AC; 1d6 + 9 damage, andongoing 5
damage(saveends).
<. FetidBreath (standard; recharges whenthe aspect
reduces anenemy to0 or fewer hit points) + Poison
Close blast 5; +25 vs. Fortitude; 2d6 + 9 poisondamage,
andthe target is pushed1 square andtakes ongoing 10
poisondamage (save ends).
ThreateningReach (requires three-headedflail)
Theaspect of Yeenoghu canmake opportunity attacks
against all creatures withinits reach(2 squares).
Feint (move; at-will)
The aspect of Yeenoghu canshift 3 squares. Until the
endof the aspect's turn, any target it ends its move
adjacent togrants combat advantage tothe aspect.
Hyena Strike
If anaspect of Yeenoghu moves at least 3 squares
from where it beganits turn. Its attacks deal 2d6 extra
damage.
Demonic Wrath
Whenbloodied, anaspect of Yeenoghu gains a +2 bonus
toattack rolls.
Alignment Chaotic evil Languages Abyssal. Common
Skills Athletics +24, Insight +24, Intimidate+22,
Nature +24, Stealth+23
Str 26 (1-19) Dex 24 (118) Wis 26 (+1 9)
Con28 (1-20) int 20(- i16) Cha 22 (+17)
Eniliorrient throp-hparled flail
ASPECT OF YEENOGHU TACTICS
Yeenoghu's aspect leads the vanguardintoevery
battle, charging aheadof the gnolls andfilling them
withreligious frenzy withhis ferocity andviciousness.
The aspect weaves throughits enemies, whipping its
flail about toinflict as many injuries as it can.
ASPECT OF YEENOGHU LORE
Arcana DC 25: As a rewardfor constant andloyal
service, Yeenoghu canbestow knowledge of a dark
ritual tosummonhis aspect.
Arcana DC 30: The aspect is a sliver of Yeenoghu
andpossesses many of his personality traits and
physical characteristics. It is, however, a separate
entity andfor as long as it exists, it canpursue its
ownagenda. Anaspect is boundtoserve the priest
whosummonedit andmust abide by any commands
given. Anaspect canresist if the orders are insome
way opposedtoYeenoghu's nature, andwhenit does,
the resulting violence is spectacular.
Demonomicon of lagwilv:reenoshuir\
YEENOGHLI'S AMBITION
Inthe centuries after the war withthe gods, the
Ruler of Ruinhas amassedhis armies. His people in
the natural worldfeedhis layer witha steady supply
of slaves andvictims, andhis altars runredwiththe
bloodof freshsacrifices. He hungers for vengeance
against those whohave defeatedor thwartedhim in
the past, craving the chance todestroy his enemies,
but the centuries of warfare taught him the value of
cunning. Rather thanspendhis servants ina useless
bidtoseize the Abyss. Yeenoghu turns his attention
tohis servants inthe natural world. There, he works
toempower the gnolis. giving them the strengththey
needtoconquer the whole of the civilizedlands and
make the worldhis own. Sucha conquest would
make him more powerful thanany godandthus
enable him tomount anunstoppable assault against
his enemies, the whole of the Abyss, and, one day, the
entire cosmos.
NEZREBE, EXARCH OF
YEENOGHU
LIKE MOSTDEMON PRINCES, Yeenoghu has a stable of
exarchs tosupport his efforts onhis ownlayer and
see tohis interests beyondit. Few exarchs remainfor
long, since their carcasses are crushedbeneaththe
rolling wheels of his fortress whenthey invariably fail
him. One exarch, though, is the exceptiontothe rule
of short-livedservants: Nezrebe, the White Knight.
DESCRIPTION
Nezrebe stands 9 feet tall, andhe has a straight back,
a muscledframe, andbright crimsoneyes. This gnoll
is analbino, withsickening white-yellow fur about his
face andcovering muchof body. It darkens toa filthy
brownat his armpits andgroin.
Nezrebe disdains most armor, relying onhis thick
hide andinability tofeel painof any kindtocarry
him throughbattle. He wears a few pieces, whichhe
has claimedfrom creatures he has slain. He wields a
mighty bastardswordnamedWinnower, a grotesque
weaponsporting the nicks anddings of Nezrebe's
many battles, but somehow as razor sharp as a fresh-
forgedweapon. From Winnower's hilt hang a series of
rotating charmstrophies Nezrebe has claimedfrom
those opponents he has vanquishedrecently who
were the most difficult toslay.
Althougha powerful combatant, Nezrebe fights
offa foul consumptionthat causes him tocoughup
bloody chunks (Ibis lungs. His master's will allows
him tosurvivea fact that drives the exarchtogreater
andmore appalling acts of violence toensure he
keeps Yeenoghu's favor.
NEZREBE TACTICS
The White Knight surrounds himself withdemons
andgnoll thralls, using their bodies andstrengthto
enhance his ownassets inbattle. He surges forward,
his host intow, hammering at his foes withWinnower.
Whendamaged, he flies intoa rage, using rending
assault topunishthe enemy. He disdains cowards and
spits wads of caustic phlegm at wizards, archers, and
other rangedattackers.
NEZREBE LORE
History DC 25: Nezrebe is Yeenoghu's favored
exarch. He has a special hatredfor elves andspends
his time hunting elves that have beendraggedontohis
master's layer. Inside Yeenoghu's fortress, Nezrebe has
special chambers set aside for tormenting captive elves.
History DC 30: Whennot attending his master,
Nezrebe sees toextending Yeenoghu's Realm into
the Seeping Wood. a vast forest of foul flora andtoxic
fauna the Destroyer once ruled. There, Nezrebe leads
forays intothe wilderness, ousting minor demonlords
whowouldcarve out their petty kingdoms, while also
dealing withspies andagents of his master's rivals.
Towarnoff trespassers, Nezrebe crucifies elf slaves to
mark lands under his control andtowarnwhat will
happenif he is crossed.
Nezrebe Level 25 Elite Soldier(Leader)
Lar,e natural humanoid XP 14,000
Initiative +20 Senses Perception +24; low-light vision
Bloodlust aura 3; each ally within the aura gains a 42 bonus
to attack rolls.
HP 462; Bloodied 231: see savage frenzy
AC 41; Fortitude 39, Reflex 36, Will 38
Immune fear; Resist 15 acid, 10 variable (1/encounter)
SavingThrows +2
Speed 7
Action Points 1
Winnower(standard; at-will) + Weapon
Reach 2; +32 vs. AC; 2d8 1- 9 damage, and the target is
marked until the end of Nezrebe's next turn.
))" Bloody Phlegm (standard; at will) + Acid
Ranged 10; +30 vs. Reflex; 1d8 6 acid damage, and the
target is blinded (save ends).
1- Savage Bite (minor, when Nezrebe hits with Winnower;
recharges when Nezrebe makes a critical hit)
+30 vs. Reflex; 1d12 I 9 damage. and ongoing10 damage
(save ends). Aftereffect: The target is dazed (save ends).
1. RendingAssault (standard; requires Winnower; recharges
when Nezrebe is first bloodied ormakes a critical hit) +
Weapon
+30 vs. AC; 4d8 + 9 damage, and the target takes
ongoing5 damage (save ends) and is marked until the
end of Nezrebe's next turn.
Savage Frenzy (free action; when first bloodied)
Nezrebe makes a melee basic attack against each
adjacent enemy.
Alignment Chaotic evil Languages Abyssal
Skills Endurance +23, Intimidate +23, Nature +24
Su 29 (+21) Dex 23 (+18) Wis 25 (+19)
Con 23 (+18) int 21(+17) Cha 22 (+18)
Equipment Winnower (bastard sword)
Demonarnicon of iggwilv:Yeenogliu
Dernonomicon of Igwilv:Yeenoghu
I

1

0

YEENOGHU'S MINIONS
Yeenoghu's Realm is filledwithdespicable creatures,
suchas packs of feral demonic polls, a bevy of
cackling demons, andbestial fiends. From the rem-
nant ghouls infesting his mountains tothe noxious
creepers lurking inthe depths of the Seeping Woods,
Yeenoghu's Realm is unique inits ability tospawn
new embodiments of cruel andsavage monsters.
By far, the most numerous of Yeenoghu's minions
arc those gnolls whoabandonedthe middle worldto
findnew lives serving Yeenoghu. The gnoll packs are
ubiquitous throughout the DunSavannah, thinning
near the shores of the Curseswallow, thoughthey
dwell near any shrines or temples totheir evil master.
Demons, inall their forms andshapes, make up a
dose secondtothe gnolls, thoughthe most monstrous
andunpredictable of demonkindcall this layer home.
Hordes of evistros claw andfight witheachother and
anything else they encounter, while barlgura demons
move across the plains, smashing andkilling as they
go. Vrocks roost inthe mountainpeaks or circle the
twistedtowers of the few permanent settlements on
the layer.
AlthoughDoresainis nolonger subject to
Yeenoghu's rule, ghouls andabyssal ghouls still lurk
inthe defiles andslopes of the Screaming Peaks. The
ghouls aren't loyal toYeenoghu; they have severed
themselves from the King of Ghouls, making them
anunpredictable lot. From time totime, Yeenoghu
has hadsuccess inrouting these undeadservants,
but more oftenthannot, the demonic ghouls prey on
the Destroyer's other minions after descending from
their mountainlairs ina white-paintedtide tocrash
uponthe gnoll tribes.
While most gnolls findtheir lives cut astonish-
ingly short fighting for the Beast of Butchery, a few
claw their way tothe top of his armies. Just a hand-
ful ofgnoll champions ever fight their way free from
the sea of violence togainpositions as commanders
andadvisors. Inaddition, Yeenoghu keeps a number
ofcourtesans toravish, kill, andsometimes eat.
His insatiable lover andstalwart servant, a filthy
gild' namedRek]a, lords over the mix of races and
creatures.
Yeenoghu has few allies inthe Abyss. None of his
peers trust him, andfew respect him. Yeenoghu does
have his uses, however, andGraz'zt has maneuvered
the Beast of.Butchery intoterrible battles withsurgi-
cal precisionandgreat cost toYeetiogInt's ownforces.
Whether Yeenoghu realizes he's being usedor not
isn't certain, but it doesn't matter since the Prince of
Gnolls needs little excuse tokill.
Yeenoghu deals withlesser fiends, forming
alliances whendoing sosuits his moods. Such
arrangements last only as long as Yeenoghu canstom-
achhis allies, andthey endinbloody murder, withhis
allys' entrails spilling tothe floor niche Destroyer's
BEHINDTHE CURTAIN:
FORTUITOUS ACCIDENT
One of my favorite sections inthis article might never
have made it hadI not stumbledacross a passage in
Worlds andMonsters after I hadturnedover my final
draft. I hadspent somuchtime looking backward
for informationonYeenoghu that 1 completely over-
lookedthe Ruler of Ruin's role inNerath's fall. One
panickedemail later, I got my chance toadda bit to
Nerath's lore andalsotodemonstrate Yeenoghu's
involvement inthe natural world.
Robert J. Schwalb
palace. Inspite of the risks, ambitious fiends seek
out the Ruler of Ruintoenlist inhis service, some in
the hopes of gaining power andstatus, others plot-
ting tooverthrow the savage demonlordandclaim
his demesne for themselves. Suchdemons might be
selectedtoserve as exarchs for a time, but rare is the
demonthat canescape the dark one's wrath.
YEENOGHU'S CULT
The greatest number of Yeenoghu's mortal servants
come from the gnoll tribes inthe world. Tothem,
Yeenoghu is their godandmaster. The Beast of
Butchery was not always worshipedby the gnolls, for
long agothese disparate tribes paidhomage toa now
almost forgottengodnamedGorellik, their maker
andthe patronof hunting, beasts, andthe wild. After
murdering Gorellik during the ancient wars between
the primordials andthe gods, Yeenoghu absorbed
the fallengod's essence andlaidclaim tohis chil-
dren, forever after staining the race withhis ownfoul
corruption.
Not all Yeenoghu's worshipers are gnolls, however.
Any creature capable of embracing the beast within
andthat exults inkilling, butchery, andslaughter can
finda commonpurpose withthis terrifying patron.
Most nongnol] servants operate alone, performing
obscene rituals inthe light of the moonandeating
the fleshof their living victims raw. A group oflike-
mindedlunatics might gather andestablisha small
cult, but they soondraw attention, since their violent
crimes escalate whenthey gather ingroups.
Yeenoghu is never selective about those he accepts
intohis cult andhas, at best, a mildinterest inhis
servants' affairs. Indeed, many of his servants donot
evenrealize whom they worship. The ceremonies are
the same, involving the slow torture of their victims
culminating indevouring their living flesh, regular
bloodsacrifices inmoonlight, andanunflinching
commitment toslaughtering one's enemies.
Among the gnoll tribes, worship follows certain
customs andpractices that vary from tribe totribe.
As withthe solitary servants, the cultists scour
the lands for freshvictims, dragging them back to
hiddenaltars where they are strappeddownand
mutilatedwithsharp knives. The bloodis collected
anddistributedamong Yeenoghu's highpriests,
whichthenmix the bloodwithhallucinogenic herbs
andconsume it withrelish.
Another commonelement is the refusal of cleanli-
ness. Any follower of the demonprince must never
bathe andmust bask inhis ownodors, rubbing excre-
ment, blood, andfilthintohis hide andvestments
until he becomes a reeking heap crawling withmag-
gots anddisease. The more pungent the stench, the
greater the cultist's influence.
Yeenoghu's cults are a chaotic mess. At their cores
are cabals of vicious, treacherous leaders whogain
their positions by murdering their predecessors in
spectacular andgruesome ways. These leaders must
contendwithrising stars withintheir ownranks,
butchering those showing toomuchpromise and
ambition. Thus, the actual number of leaders is small,
withthe rest of the cultists roundedout by the tribe,
whoare warriors for the most part.
Yeenoghu has a presence inthe world, but has few
shrines andfewer temples. His "holy" sites are blood-
stainedrocks indark corners of the wilderness. Some
include a single, jaggedchunk of rock thrusting from
the groundandscrawledwithcrude paintings and
blistering curses smearedinbloodandfeces. When
the cult performs a sacrifice, they holdthe victim
downonthe altar while the leader carves off bits of
fleshtogive tothe gatheredhost of warriors, which
produces anincredible frenzy as the gnolls fight and
claw toreceive the sacrament of their master. The
cultists save the viscera for last. Withinthese drip-
ping organs, they believe they cansee visions of the
future andcommandments from Yeenoghu, sothey
are careful toinspect eachglistening chunk for the
secrets it contains.
InYeenoghu's Realm, the Beast of Butchery enjoys
a more formalizedfollowing_ Eachgroup works in
one of the three fortifiedcities marking the boundar-
ies of his layer. These groups center their activities
aroundgrandtemples of crimsonstonemassive,
six-tiered, five-sidedziggurats, darkenedby the profu-
sionof flies hovering above the sites. Oneachside, a
broadstaircase climbs tothe zenith, while the tiers
themselves holdgardens of screaming andweeping
victims, eachtorturedandleft todie a slow death.
The wreckage of all races canbe foundhere: orcs
nailedtoX-shapedframes, halflings dangling from
hookedchains, andwickedcages fittedwithlong
barbs facing inwardtopenetrate the fleshof dwarves,
humans, andgnolls
Eachday, sometime after dawn, Yeenoghu's cultist
leaders select a victim from those ondisplay. They
draw forththeir prey from the contraptions, drag the
creature up the stairs tothe bloody altar at the top,
andpromptly butcher it, tossing the bits of meat torain
downonthe victims waiting for their turnat the top.
Cultists of the Ruler of Ruinhaven't always been
relegatedtothe fringes of civilizationandthe filthy
reaches of Yeenoghu's Realm. Once, not long ago.
they unitedlong enoughtomount a credible threat
tothe establishednations inthe world. During the
height of the last humanempire, Nerath, a mortal
gnoll knownas the White Ruincame topower in
his tribe after butchering the chieftainandall the
chieftan's sons inone horrific combat. Withthe
warriors cowed. the gnoll championswiftly turned
tothe other tribes stalking the forests andhills, seek-
ing them out one by one tochallenge their chieftains.
Those whofought him died, andthose whodidn't
vowedtheir service, cementing their alliance with
the bloodof their firstbornsons. The White Ruin
accumulateda horde of gnolls, hyenas, goblins, orcs,
anddreaddemons summonedfrom the Abyss, andin
the name of his wickedmaster, turnedhungry eyes to
the lands of humans.
Demorzomicon of Isswilv; Yeenoghu
At this time, King Elidyr, a wise andjust monarch,
ruledthe lands of Nerath. Whenwordreachedhim
of the approaching storm, he gatheredhis glitter-
ing knights andallies tomeet the demonic host. His
forces, althoughnumerous, couldnot compare tothe
ravenous beasts under Yeenoghu's banners. Elidyr
struck andfell back a dozentimes, eachloss finding
his diminishing army deeper inhis ownlands, and
the gnolls scouring the earthof castle, town, andcity.
His numerous forays bledthe host, racking up appall-
ing numbers of dead, but nothing Elidyr didcould
halt the tide's progress.
It wasn't until the Battle of Nine Sons, whenmuch
ofNerathdrownedinits ownblood, that Elidyr
finally triumphedover the invaders. He andhis sons,
eacha boldknight anda great championinhis own
right, formeda wedge androde their magnificent
chargers throughthe unruly ranks, driving deep
toreachits monstrous heart. As they rode, their
armies hit the horde from bothsides, sacrificing
themselves inone Final attempt tohalt the enemy's
progress. Elidyr andhis sons fought throughthe
press, eachtaking grievous wounds andvanishing in
the sea of blades, claws, andteeth, until only the king
remained, dripping withthe bloodof his eldest and
most belovedson_ It was thenthat the White Ruin
sought out this courageous warrior andchallenged
him tosingle combat.
For nine days andnights, while the armies fought
aroundthem, Elidyr andthe White Ruinfought,
hacking andchopping at eachother, neither willing to
surrender. Onandonthey battleduntil the dawnof
the tenthday, whenthe roiling dark clouds broke and
the light of the gods shone downuponthe embattled
forces. The White Ruin, unaccustomedtothe whole-
some power of the enragedgods. shieldedhis eyes,
giving Elidyr the chance he neededtodrive home
his shining swordinthe black heart of the terrible
monster. Just as he struggledtowithdraw the blade,
the White Ruinlooseda tremendous screechandwas
pulled, along withthe noble king, intothe Abyss.
The victory wonat the cost of a king andhis sons
provedbitter, for the destructionthe kingdom suffered
was toomuchandits people were tooscatteredto
rebuild. Intime, Nerathcrumbledlike the gnoll host,
until it toopassedintohistory. Some whisper, though,
that Elidyr is not deadandlives on, fighting Yeenoghu
inthe Abyss. They feel that one day he will defeat the
Beast of Butchery andreturntothe mortal world,
bringing withhim a new age ofjustice andpeace as he
drives back the darkness overtaking the world.
ZAIDEN
"His demands are simple: kill. Followhis commands and
you shall know blessings beyond your dreams."
Z aiden
ZAIDEN EXEMPLIFIES TF1E SORTOF GNOLL that seeks
control over more thanone gnoll pack. Anindividual
withgreat ambitionandcapable of unspeakable evil,
she cleaves toa simple reading of Yeenoghu's doc-
trine andcommits herself totearing downthe works
of civilizationandpainting the worldcrimsonwith
the bloodof her enemies. Her success has established
anunmatchedbondwiththe Destroyer, enabling
her totap intothe raw stuff of the Abyss andbendit
toher will. A paragonof the Yeenoghu's evil nature,
she is a force of chaos andevil inthe land, andmany,
adventurers have met bloody ends at her hands.
OCCUPATION AND HISTORY
As the leader of Yeenoghu's largest gnoll pack, Zaiden
is fast becoming the mortal face of all that Yeenoghu
exemplifies. Her pathwas set soonafter she was
born, whenshe murderedher siblings anddevoured
the soft fleshof their innards. Whenshe came of age,
she butcheredher mother as a sacrifice andtook her
father as her mate until she tiredof him; after his
execution, she readhis innards for the portents they
contained. Thereafter, Zaideneliminatedany other
cultist seeking tousurp her positionuntil the only
ones left were those she personally hadinstructed
inthe vile ceremonies andpractices of Yeenoghu's
blasphemous church.


Damonomicon of Iggwilv:Yeenctahu
DESCRIPTION
Zaidenis a large female gaol] whostands just under
7 feet tall andis possessedof a frame that's nearly all
muscle. Stinking yellow fur covers her, except around
her mouthandsmall blue eyes, where the fur darkens
toblack. She wears filthy brownrobes trimmedin
yellow fur onthe sleeves andaroundthe fringe of the
hoodcovering her head. Curedleather padding covers
the shoulders of her robes. All her clothing hears the
tell-tale signs of her workthey are spottedwithdark
bloodandreeking of decay, body odors, andexcrement.
ATTRIBUTES AND SKILLS
Zaidenhas nobetter understandings of the intrica-
cies of Yeenoghifs cult thandoes any other follower
inhis service, but what she does have is ananimal
magnetisma powerful presence that allows her to
cow her lessers. Whenher charisma fails, she's not
above using her fangedflail toinstruct her follow-
ers inthe virtues of obedienceoftena fatal lesson.
Her greatest asset is her arsenal of terrifying magical
powers. Calling uponthe will of Yeenoghu, she can
break demons she binds andrip apart her foes with
terrible curses.
VALUES AND MOTIVATIONS
Bornintomadness andevil, Zaidenhas known
nothing other thanthe bloodlust andcarnage her
master demands. She sees herself as the mortal
extensionof Yeenoghtt's will andexults inher status.
evenif it is only imagined. She demands absolute
obedience from her minions andis quick tokill any
whodisappoint her.
DISTINGUISHING FEATURES
Zaidenhas a detachedmanner anda measure of
self-control not foundinmost polls. Whenshe's
hard-pressedincombat, she reveals the beast within
as she drools andbarks withinsane bloodlust. Ropes
of her stinking spittle frothfrom her lips andbroken
teethtospill ontoher robes, darkening her already
befouledvestments.
Zaiden Level 20 Elite Controller (Leader)
Medium natural humanoidXI' 5.600
Initiative +14 Senses Perception +11; low-light vision
Fear and Loathing aura 5; each enemy within the aura takes
a -2 penalty todamage rolls.
HP 364; Bloodied 182
AC34; Fortitude 33, Reflex 32, Will 34
Resist 10 psychic
Saving Throws +2
Speed 8
Action Points 1
0 Cruel Barbs (standard; + Weapon
+25 vs. AC; 2d113 + 5 damage, andthe target is dazed
(saveends).
1.7 Dark Utterance (standard; at-will) + Fear, Psychic
Close burst 6; targets enemies; +24 vs. Will; 4d6 + 6
psychic damage, andthe target is pushed5 squares.
Miss: Half damage, andthe target is pushed2 squares.
-* Whirlwind of Teeth (standard; recharge al)
Area burst S within20; targets enemies; +24 vs. Reflex;
3d8 + 6 damage, andongoing 10 damage (save ends).
Yeenoghuls Claws (minor; encounter)
Close burst 3; all allies inthe burst gaina +2 bonus
toattack rolls anddamage rolls until the endof the
encounter.
Dark Portents (immediate reaction, whenhit by an
attack; recharges whenfirst bloodied)
Zaidengains a +4 bonus toAC andall defenses until the
endof her next turn.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +21, Religion+17
Str 20 (+15)

Dex -18 (+14) Wis 13 (+11)


Con 14 (+12)

int 15 (+12) Cha 23 (+16)


Equipment flail
USING THIS VILLAIN
Zaidencouldbe responsible for any number of plots
anddevelopments relatedtothe Destroyer. She
craves attentionfrom her master andsoshe embarks
onall sorts of depravedmissions tocatchYeenoghu's
eye. Althoughshe doesn't want for power or influ-
ence, she has yet toreceive a visitationfrom the
demonlord, anduntil she does, she hatches more and
more disgusting acts of utter depravity. One day, she's
certainYeenoghu will take her as his bride andshe
will rule by his side.
.II
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Demonomicon of ins wily: Yeenoshu
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CROCOTTA
CROCOTTAS ARE UNIQUE TO YEENOGHU'S REALM, and
they fill a niche similar tothat of the hyena inthe
natural world. These beasts are scavengers that have
a brutishcunning andaninsatiable lust for killing.
DESCRIPTION
This predator blends the features of a wildboar anda
hyena. Black-spottedbrownfur covers its head. Large,
brown, pittedtusks emerge from its canine jaw. The
rest of its body is hairless andcoveredwithhideous.
crusty sores. tt has a Icing, ratlike tail.
Crocotta Level 9 Skirmisher
Medium elemental beast idernoni XP 400
Initiative +9 Senses Perception +11; darkvision
HP 94; Bloodied 47
AC23; Fortitude 22, Reflex 21, Will 20
Resist 5 variable (1/encounter)
Speed 8
Gore (standard; at-will)
I-14 vs. AC; 2d6 4 damage.
- Haunting Laughter (standard; encounter) + Fear,
Psychic
Closeburst 3; +12 vs. Will; 2d10 1. 6 damage, and the
crocotta slides the target 1 square, Miss: The crocotta
slides the target 1 square.
Morphic Visage (minor; recharge :: :::i!iiI) + Illusion
Close blast 3; +12 vs. Will; the target grants combat
advantage tothe crocotta until the endof the crocotta's
next turn.
Craven (immediate reaction, when targeted by a power
with the fear keyword: at-will)
Whenever a crocotta is the target of an attack with the
fear keyword, it shifts 4 squares away from the source of
the attack.
Feint
If a crocotta shifts at least 1 square during its turn, its
melee attacks deal 1d6 extra damage.
Alignment Chaotic evil Languages
Skills Stealth1-12
Str 19 (+8) ilex 17 (+7) Wis 15 (+6)
Con 14 (+6) Int 5 (+1) Cha 11 (+4)
CROCOTTA TACTICS
Crocottas use pack tactics whenhunting their prey.
They thenuse haunting laughter toput their oppo-
nent intoharm's way, slashing withtheir vicious
tusks, only todart away if their foe returns withan
attack of its own. The soundof their queer laughter
causes the target tomove unbidden, soeachcrocotta
has a chance totear intothe enemy before closing in
for the kill.
CROCOTTA LORE
Arcana DC IS: Crocottas are demons of the
Abyss found throughout Yeenoghu's Realm. There,
they hunt escapedslaves andexplorers alike, killing
whatever they encounter.
Arcana DC 20: The crocotta is a perverse
reflectionof the natural hyena andemploys many
of the same tactics. These demons possess a curious
bark that sounds like disturbedlaughter. Those who
hear it move against their will. Inaddition. crocottas
canalsotwist their features ingrotesque forms to
shock andfrightentheir foes.
Arcana DC 25: Crocottas are natural cowards
andflee any kindof stiff resistance. However, driving
off a pack of crocottas doesn't meanthat they've given
up. Their hunger andhatredwinout over their fear,
andthey are sure toreturnuntil their victim is dead.
ENCOUNTER GROUPS
Most crocottas operate insmall packs. A few demons
canbreak them of their natural independence and
use them as guardians andwarriors.
Level 9 Encounter (XP 1,950)
+ 1 gnoll demonic scourge (level 8 brute, MM 132)
+4 crocottas (level 9 skirmisher)
Level 11 Encounter (XP 3,000)
+ I mezzodemon (level 11 soldier. MM 58)
+6 crocottas (level 9 skirmisher)
Demonomiconof Ingwilv:Veenoahu
YEENOGHLI'S REALM
Yeenoghu's Realm is a dire place that has all the nas-
tiest elements of the Abyss combinedintoone region
of depthless evil, cruelty, andwantondestruction. For
all the creatures dwelling inthe Realm, the layer feels
empty. Great stretches of savannahlay undisturbed
except for the hot windblowing from the Curseswal-
low tothe east. The mountains are still andquiet
until piercedby the occasional shriek of the dying.
Eveninthe vibrant forest of the Seeping Woods,
BEHINDTHE CURTAIN:
OLDANDNEW
Yeenoghu's beenaroundfora long time, sothis article
stands onthe shoulders of many other writers who
tackledthe challenge of defining the demonlordand
his place inthe game. I definitely wantedtoleave my
ownstamp onthe Prince of Gnolls, but I was mindful
of what has come before. Where possible, I wanted
topreserve the best ideas. Unless there's a signifi-
cant shift inthe story, a new editiondoesn't make a
brilliant stroke any less brilliant, andby honoring the
past, you show your respect for the canonandlore.
Inmy researchfor this article, I foundplenty to
mine from books that goall the way back tothe
beginning of the game, andI was amazedby how
muchYeenoghu's fortunes have fallensince his
appearance inthe first Monster Manual. I cover this
inpretty gooddetail inthe "Yeenoghu andD&D"
sidebar, andit wasn't tootoughtocombine the
sometimes-contradictory elements intoa complete
story that wouldwork withthe game's points-of-light
setting.
D&Dlore has Yeenoghu onthe losing side more
oftenthannot. The resentment suchconstant defeat
wouldundoubtedly create became central tothe
character's psychology. Yeenoghu hadhis butt kicked
by both Baphomet and Orcus, sohe's not about to
pushhis luck andlose his layer of the Abyss com-
pletely by mounting another invasion. Instead, the
Ruler of Ruinis all about ascendancy, circumventing
the normal way of things inthe Abyss by taking a
handinthe mortal world, seducing andcorrupting
the gnolls andbecoming their god(sotospeak). Fur-
thermore, keeping Yeenoghu's gaze fixedsquarely
onthe mortal worldechoes what Carl Sargent did
in Monster Mythology, where he made the "ta'nari"
lorda usurper god, thus keeping the DemonPrince
inthe canonas master over the gnolls, while keeping
his demonic origins buried(as 2ndEditionwas wont
todo).
Robert). Schwalb
,TDemonomicon of Iskjwitv:Yeenogi a
nothing stirs. At night, the layer comes alive, when
the hunters emerge from hiddengrottos andfilthy
encampments. The screams of the slain, wet tearing
noises, andthe grunts andclashes of combat sound
out, andthe layer is pregnant withthe coppery smell
of spilledblood.
Yeenoghu's Realm consists of five broadregions,
andall are more or less ruledby the Destroyer. By
far the largest is the DunSavannah, anendless sea
of deadgrasses punctuatedwithisolatedstands of
gnarledtrees anddimpledwithpools of brackish
water. Here the gnolls runthe wildest.
The savannahextends northtothe foothills of the
Screaming Peaks, a jaggedrange of mountains claw-
ing at the leprous skies. Little more thansharp rocks,
slides, andscree, the mountains were once home to
the realm controlledby the King of Ghouls. Evenin
his absence, it remains a dangerous place due tothe
undeaddwelling here still.
The mountains give way toa great expanse of
salt-wastes stretching as far as the eye cansee. Little
lives inthese lands, thoughpacks of ravenous ghouls
or twisteddemonic constructs cansurvive inthese
inhospitable wastes. Rumors holdthat this barren
landscape marks the fall of a powerful champion
of the gods. Inthe deepest depths, ina black sea of
death, rest the remains of the murderedchampion
andthe salt of the lands are infact the driedtears of
the deities whomournedhis passing.
The easternextent of Yeenoghu's Realm is a
yellow sea knownas the Curseswallow. Since the
waters are poisonous, few gnolls roam its shores and
many, infact, keep their distance because all sorts of
terrible creatures lurk just beneaththe surface of the
ochre water. The Curseswaliow is a havenof sorts for
those whoescape the Beast of Butchery. Flotillas of
refugees, exiles, andrebels sail the seas. Foremost of
these fleets is the one commandedby the Cannibal
King, a ruthless humanrogue whocaptains the Har-
vester. He andhis crew press-gang sailors toreplace
their fallencomrades andtoserve as foodfor when
their stores grow thin. The Cannibal King seems
content toremainonthe Curseswallow, but whenhe
does brave the deeper waters, his fleet returns swol-
lenwitha freshcrop of rotting hulks chokedwith
depravedsailors.
Finally, tothe west lies the Seeping Woods. By
many accounts, this forest is infinite andspreads
beyondYeenoghu's layer. Here, the gnarledtrees
grow tall, blotting out the sunwitha tangledcanopy
of vines andyellow leaves. The splitting bark drips
greensap stinking of rot. Crawling throughthe
shadows are armies of toxic insects, slithering ser-
pents, andpoisonous plants. The Seeping Woods
is nominally under the control of Yeenoghu, but
the Destroyer has hadlittle luck inmaintaining a
presence here because the forest rebels at intrusions
and gobbles up those wholinger overlong.
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Yeenoghti's Realm is mostly untamedandsavage
wilderness, but a few settlements have survivedin
spite of the near-constant violence. Tiny logging
settlements are scatteredthroughout the Seeping
Woods, eachharvesting woodandother materials to
supply Yeenoghu's war machine. These encampments
never last for long andvanishsoonafter they are first
established. The cost interms oflife andlabor is high,
but as the sole source of timber onthe layer, new
settlements arise eachmonth.
Three permanent cities are alsoinYeenoghu's
Realm. Least of these is Vujak-Riln. A small city
comparedtothe others, it serves as a mustering place
tomount new expeditions intothe Seeping Woods.
Gnoll anddemonoverseers roundup "volunteers"
anddispatchthem intothe forest armedwithaxes
anddire threats. As long as timber comes out of the
woods, their masters care nothing for what goes onin
these darkenedlands.
Vujak-Sescocontrols the northernextent of the
realm. Behindits 300-foot-tall walls, polls, humans.
anda bevy of other races toil for Yeenoghu, mining
the mountains for ironandother metals withwhich
they fashionthe weapons of war. Corpses litter the
streets, left where they are fallentobe worriedby the
jackals andhyenas brazenly stalking the streets.
Vujak-Kesk is the seat of Yeenoghu's cult. ]'ere, his
most fervidfollowers gather toperform awful rites
andceremonies inthe name of their master. inthe
bloodpits, new champions are pittedagainst blooded
gnoIls, ogres, andothers, sothat the weak are win-
nowedout andthe strong are tempered. Vujak-Kesk
is alsothe point where Yeenoghu gathers his armies
tomarchthroughthe westernGathering Gate, a
strange anomaly tying the Realm tonumerous other
worlds andplanes.
Yeenoghu disdains these cities, preferring instead
torelax inthe stinking throne room of his rolling for-
tress. Over 600 feet tall, ringedby a half-dozenwalls,
andpackedwithbuildings separatedby tiny, narrow
streets, the entire structure weeps blood, andeffluvia
from its gutters anda pall of smoke swirl about it.
Demons andslaves labor topull the monstrosity,
while vrocks circle above, cackling as they drop to
feast onthose crushedbeneathits wheels. The for-
tress makes a circuit throughthe plane eachyear to
remindthe denizens of the realm just whorules here.
nemonamican of Igswilv:Yoonoshu
CREATURE INCARNATIONS:
KOBOLDS

by Mike Means
SHIFTY LITTLE BUGGERS!
The kobold's shifty ability might not seem toouseful
at first, but after running a few games you should
start tonotice its utility. Shifting twice inone round
is a powerful tool, especially inclose quarters. In
addition, keep inmindthat shifting as a minor
actionis essentially a +1 bonus tospeed. A kobold
canmove up toits full speedandthenshift intoan
attack position.
Kobolds shouldalmost always use one or two
shifts tomove intoa flanking position. They remain
inplace only if they absolutely must standtheir
ground, suchas toprotect a spellcaster from harm.
Wizards andpaladins hate fighting kobolds. A
koboldunder the effects of paladin's challenge can
attack the paladin, shift, andthenmove away. forc-
ing the paladintochase the koboldor allow his
challenge toend.
Wizards have a hardtime targeting kobolds with
area spells, as they canshift aroundfighters andslip
intothe party's midst. Koboldminions,inparticu-
lar, shoulduse shifty tomove apart, only bunching
up whenthey canensure that any area attack also
includes a player character.

Creature Incarnations: Kobolds
TRAPS AND TERRAIN
Kobolds buildtheir lairs tohelp repel attackers. They
love small, crampedspaces that force their enemies
tosplit up or stumble directly intothe traps they set.
Here are tencommonkoboldtactics:
1. Narrow Passages, Wide Rooms: Kobolds like
5-foot-wide corridors because they force intruders
tobunchup andmake it hardtoavoidtraps. Onthe
other hand, wide rooms allow the more numerous
kobolds tosurroundcharacters.
2. Aim High: Kobolds prefer tobuildtraps that
they canignore, suchas scything blades that whistle
harmless over a Small creature's head, but impale
Medium or larger foes. Kobolds don't buildall their
traps this way, as they are useless against gnomes and
hal flings, but they prefer them incrampedareas or
places where the kobolds expect tostandandfight.
3. Secret Doors: Kobolds love secret doors, espe-
cially ones inoddplaces. They don't mindcrawling
throughhiddenpassages, andthey like building
entrances andexits inthe ceiling or at the base or the
top of a wall.
4. Small Doors: A door sizedfor a Small crea-
ture slows downbigger foes, as dogates withbars far
enoughapart for Small creatures tomove through,
but toonarrow for bigger ones. Treat these doors as
difficult terrainfor Medium or bigger foes; the gates
require actions (tobendbars or opendoors) or force
Medium creatures tosqueeze throughthem. The
best part about suchareas is that kobolds canuse
shifty toslip throughthem, while enemies waste their
precious actions.
5. Delayed Traps: Many koboldtrapsmiths build
snares witha safety switch. Until the switchis pulled,
the trap remains deactivated. Kobolds like touse spy
holes towatcha party move througha room, then
activate the traps behindthem. Whenthe characters
move throughthe "safe" area, the traps activate.
6. Arrow Slits: Kobolds like nothing more than
a one-sidedfight. They sow their lairs withholes
throughwhichthey canfire arrows or crossbow bolts
from the safety of the opposite side of a wall.
7. Escape Routes: Kobolds live by the maxim that
anembarrassing retreat is better thana noble death.
They riddle their lairs withsecret passages for quick
escapes, andit is the rare koboldchief whodoesn't
have a well-rehearsedescape planhandy.
8. Secrecy is a Shield: Indungeonenvironments
where kobolds must compete withbigger monsters,
they prefer tokeep the exact locationof their lair
secret. Kobolds prefer toprotect important rooms
intheir complexes withsecret doors. trapdoors, and
other hiddenpassages. Whenfacedwitha toughfoe,
they hide rather thanfight.
9. Ambush: Kobolds attack withsurprise when-
ever possible. They like toleave distractions that lure
the unwary intotraps and ambushes, like small piles
of coins, shiny rocks andgems, or weirdstatues and
other features.
10. Guerrilla Tactics: Fight, run, andfight some
more are the basic principles of koboldtactics. Shifty
allows them toattack, shift, andrun, a combination
kobolds love touse tolure enemies intotraps and
ambushes. Kobolds hate decisive, drag-out brawls.
Instead, they nip away at the foe andfight tothe
deathonly whencornered.
The Kobold Victory Chart
Kobolds are prone tovictorious outbursts whenthey
finally defeat a foe. Whena koboldreduces a character
tozeroor fewer hit points, roll a d20 andconsult the
following table if you want toinject some random
craziness intoyour game:
1-10. No effect.
The koboldlacks the imaginationtodoanything interest-
ing. It might chitter or giggle. but it really doesn't know
what todowhenit defeats something.
11. Kill things, take theirstuff!
The koboldpicks anitem off the fallenadventurer as its
trophy. It spends a minor actionnext rounddancing in
celebrationbefore running off tohide its treasure.
12. Ask not what you can do forthe tribe!
The koboldspends a roundstanding onthe fallenad-
venturer's body, delivering a victory speech. All kobolds
within5 squares heal 5 hit points.
13.1attribute my success solely to luck!
The koboldimmediately hides inits victim's backpack or
under his or her unconscious/deadform.
14. Whoa! That's neverhappened before!
The koboldis stunneduntil the endof its next turn,
shockedby its ownsuccess.
15. Come get some!
The koboldspends a roundtaunting the nearest PC.
16. Victory!
The koboldlets out aninspiring whoop that grants all
kobolds within5 squares +1 onattacks for the rest of the
fight.
17. You're next!
The koboldgains anactionpoint.
18. This will only angerthem!
The kobolddrops its weaponandruns away infear of
retribution. It comes back tothe fight in1d4 rounds.
19. I'm only gettingstarted!
The koboldregains hit points up toits bloodiedvalue if
bloodied, or up toits maximum value if it is not bloodied.
20. FEAR MEI
The koboldgains +2 toattack rolls anddamage rolls and
+1 toall defenses until the endof the encounter.
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Creature Incarnations:Kobolds
(Left to right} kobold rat master, vermin handler, and wild range
Creature Incarnations; 1(obolds
HoboId Chieftain Level 5 Soldier(Leader)
Medium natural humanoidXP 200
Initiative +5 Senses Perception +8; darkvision
HP 65; Bloodied 32
AC 21; Fortitude 18, Reflex 15, Will 17; see alsotrap sense
Speed5
Battle Axe (standard; at-will) + Weapon
+12 vs. AC; 1d8 + 5, andthe target is markeduntil the
endof the chieftain's next turn.
Fight On, You Slugs! (minor; rechargeff)
Close burst 2; eachkoboldally inthe burst gains a +4
bonus toits next attack roll.
4 Knee Splitter(standard; encounter) + Weapon
+12 vs. AC; 2d8 5 damage, andthe target is
immobilized (saveends). Aftereffect: The target is slowed
(save ends).
4- Cheap Shot (minor, recharge
Ell)
+10 vs. Fortitude; 1d8 damage, and the target is stunned
(save ends).
Shifty (minor; at-will)
A koboldcanshift 1 square as a minoraction.
Trap Sense
A koboldgains a +2 bonus toall defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Diplomacy +10, Intimidate +10
Str18 (+6) Dex 13 (+3) Wis 12 (+3)
Con 17 (+5) int 12 (+3) Cha 17 (+5)
Equipment plate armor, battleaxe, sling
KOI3OLD CHIEFTAIN TACTICS
Occasionally, a koboldis bornwhogrows toan
astounding height for his folk. These specimens
invariably become chieftains, combining a kobold's
low cunning withthe strengthandtoughness of a
dwarf. Incombat, a chieftainfights dirty. He makes
low blows anddoes whatever it takes towin. Chief-
tains leadfrom the front, but they are never shy about
using shifty combinedwitha double move toescape a
difficult situation.
KOFSOLD WILD MAGE TACTICS
Koboldwildmages practice a dangerous. rudimen-
tary form of arcane magic taught tothem inages
past by their dragonmasters. The kobolds received
incomplete training, andtheir dangerous, arcane
techniques still survive tothis day. While kobolds
cananddotrainas wizards, warlocks, andother
casters, some kobolds see the use of wildmagic as a
badge of honor. The risks they take, andthe power
they wield, draw the respect of the tribe.
Incombat, koboidwildmages use a simple strat-
egy. They standbehindtheir allies andblast away
withtheir wildmagic attack, pouring energy intotheir
enemies inaneffort tooverwhelm them withraw
power. Wildmages pay particular attentiontoenemy
wizards andother casters.
Inbattle, wildmages surge witharcane power. It
rumbles just beneaththeirskin, and sometimes man-
ifests as belches of fire from their mouths, miniature
lighting strokes from their eyes, or a patina of frost
beneaththeir feat. They are jumpy, easily startled,
andprone tostuttering, mildseizures, andrandom
muscle spasms.
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Kobold Wild Mage Level 5 Controller
Small natural humanoidXP 200
Initiative +4 Senses Perception +4; darkvision
HP 62: Bloodied 31; see alsowildblast
AC17; Fortitude 16. Reflex 17, Will 18; see also trap sense
Speed 6
0 Dagger (standard; at-will) + Weapon
+7 vs. AC; 1d4 + 2 damage.
Wild Surge (standard; at-will) + Implement
Ranged10; +9 vs. Reflex; 1d6 + 4 damage, andthe wild
mage slides the target 2 squares.
Wild Magic (standard; at-will) + Implement; Varies
Ranged 10; +9 vs. Reflex; ona hit, roll a d4 todetermine
the effect:
1FlameBolt (Fire): 1d8 + 4 fire damage, and ongoing 5
fire damage (save ends).
2 Frost Bolt (Cold): 1d6 + 4 colddamage, andthe
target is immobilized(save ends).
3Lightning Arc (Lightning): 1 d8 + 4 lightning damage,
andthe target is dazed(save ends).
4Venom Bolt (Poison): 1d6 + 4 poisondamage, and
the target takes ongoing 5 poisondamage andis slowed
(save ends both).
Wild Teleport (Immediate reaction, when the wild mage is
damaged; encounter) + Teleportation
The koboldwildimage tele ports 1d6 squares.
< Wild Blast (when reduced to 0 hit points)
Close burst 2; +10 vs. Reflex; 2d6 + 4 fire, cold. and
lightning damage.
Shifty (minor; at-will)
A koboldcanshift 1 square as a minor action.
Trap Sense
A koboldgains a +2 bonus toall defenses against traps.
Alignment Evil Languages Draconic
Skills Arcana +10, Stealth+11
Str 11 (+2) Dex 15 (+4) Wis 15 (-i-4)
Con14 (+4) Int 16 (+5) Cha 16 (+5)
Equipment dagger, wand. robes
Kobold Piker

Level 2 Brute
Small natural humanoid

XP 125
Initiative +2 Senses Perception+7; darkvision
HP 42; Bloodied 21
AC 15; Fortitude 15, Reflex 14, Will 14; see alsotrap sense
Speed6
0 Kobold Pike (standard; at-will) + Weapon
+5 vs. AC; 1d10 + 3 damage.
Piker Tactics
If a piker readies an action to make a basic melee attack
against a foe that enters a square adjacent toit, it gains
+4 todamage rolls onthat attack.
4 Warding Strike (standard; recharge W) + Weapon
+5 vs. Fortitude, witha +1 bonus per ally adjacent to
the target; 1d10 + 3 damage, andthe target is pushed1
square.
Shifty (minor; at-will)
A koboldcanshift 1 square as a minor action.
Trap Sense
A koboldgains a +2 bonus toall defenses against traps.
Alignment Evil Languages Draconic
Skills Athletics +8, Stealth+9
Str 15 (+3) Dex 13 (+2) Wis 12 (+2)
Con12 (+2) int 7 (-1) Cha 10 (+1)
Equipment hide armor, pike
KOB0LD PIKER TACTICS
Pikers are the biggest anddumbest kobolds, the ones
willing tomanthe front line against aninvading
force. While pikers are dull for their kind, they still
possess the low cunning typical of all kobolds.
Pikers form a roughline toblock their opponents'
advance. They prefer toready anattack toskewer a
foe whodraws near, using their strengthandthe foe's
momentum tostab him witha deadly attack. Once a
piker is engagedby a foe, it uses shifty tomove back
2 squares andthenreadies anactiontomake a basic
attack against a foe that draws near. While the kobo-
lds slowly yieldgroundtotheir advancing enemies,
their piker tactics ability allows them toslowly and
steadily wear downthe enemies' strength.
A piker saves its warding strike ability as a last
resort measure. As the pikers fall back, they eventu-
ally must standtheir ground. Warding strike allows
them topushtheir foes away, either creating a gap in
the enemy formationthat they canshill throughor
buying a moment torunaway.
Pikers make deadly use of traps by attacking and
falling back, luring enemies aheadtostep onpressure
plates, trip wires, andother triggers. Warding strike
alsoJets them slam a foe intoa trap.
Kobold SpikerLevel 3 Controller
Small natural humanoidXP 150
Initiative +4 Senses Perception +3; darkvision
HP 44; Bloodied 22
AC 17; Fortitude 14, Reflex 15, Will 14; see alsotrap sense
Speed 6
Short Sword (standard; at-will) + Weapon
+7 vs. AC; 1d6 + 3 damage.
a Sling (standard; at-will) + Weapon
Ranged10/20; +7 vs. AC; 1d6 + 3 damage.
< Foot Spikes (minor; encounter) + Trap
As a minor action, a koboldspiker candrop caltrops
inanadjacent square. Whenever any Medium or
larger creature enters a square containing caltrops,
the caltrops make the following attack: +10 vs. Reflex;
2d4 + 4 damage, andthe target is slowed(save ends).
Once caltrops hit withanattack, they are crushedand
destroyed. A spiker carries enoughcaltrops tofill 1
square.
Knee Shot (standard; at-will) + Weapon
Ranged10/20; +7 vs. AC; 1d6 + 3 damage, andthe
target is pushed1 square. If a creature is attackedby a
trap due tothis forcedmovement, the creature grants
combat advantage tothe trap.
Shifty (minor; at-will)
A koboldcanshift 1 square as a minor action.
Trap Sense
A koboldgains a +2 bonus toall defenses against traps.
Alignment Evil Languages Draconic
Skills Dungeoneering +8, Stealth+11, Thievery +11
5tr 11 (+1) Dex 16 (+4) Wis 14 (+3)
Cori 1 2 (+2) Int 11 (+1) Cha 11 (+1)
Equipment leather armor, sling, short sword. foot
spikes (caltrops)

Creature Incarnations:Kobolds
Kobold Vermin HandlerLevel 3 Artillery
Small natural humanoidXP 150
Initiative +4 Senses Perception+2; darkvision
HP 38; Bloodied 19
AC 16; Fortitude 13, Reflex 14, Will 13; see alsotrap sense
Speed 6
CD Hand Axe (standard; at-will) + Weapon
+7 vs. AC; 1d6 + 3 damage.
a Sling(standard; at-will) + Weapon
Range 10/20; +10 vs. AC; 2d6 + 3 damage.
Vermin Cage (standard; encounter) + Poison, Weapon
Range 5; +8 vs. Reflex; 1c18 + 2 damage, andthe target
takes ongoing 5 poisondamage andis dazed(save ends
both). Miss: Half damage, andthe target takes ongoing 2
poisondamage andis slowed(save ends both).
Shifty (minor; at-will)
A koboldcanshift 1 square as a minor action.
Trap Sense
A koboldgains a +2 bonus toall defenses against traps.
Alignment Evil Languages Draconic
Skills Acrobatics +9, Stealth+11, Thievery +11
Str 11 (+1) Dex 17 (+4) Wis 12 (+2)
Con 14 (+3) int 10 (+1) Cha 10 (+1)
Equipment leather armor, handaxe, sling, vermincage
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Kobold Rat MasterLevel 4 Elite Soldier
Small natural humanoidXP 350
Initiative +6 Senses Perception+3; darkvision
Rat Horde aura 1; eachenemy that begins Its turns within
the aura takes 5 damage. Enemies treat squares inthe
aura as difficult terrain. See alsodevouring horde.
HP 114; Bloodied 57
AC 20; Fortitude 18, Reflex 17, Will 16; see alsotrap sense
Speed 6
@ Whip (standard: at-will) + Weapon
Reach2; +11 vs. AC; 1d4 + 2 damage, andthe target Is
pulled1 square.
GnawingRats (standard; at-will)
Close burst 2; +9 vs. Fortitude; 1 d6 + 2 damage and
ongoing S damage (save ends). See alsodevourin8horde.
DevouringHorde (standard; encounter)
Ranged5; +9 vs. Fortitude; 1d6 + 3 damage, andthe
target is stunned(save ends); until the target saves,
the rat master loses its rat horde aura andthe use of its
gnawing rats attack.
<Rat Frenzy (standard; encounter)
Close burst 1; +9 vs. Reflex; 2d6 + 3 damage.
Shifty (minor; at-will)
A koboldcanshift 1 square as a minor action.
Trap Sense
A koboldgains a +2 bonus toall defenses against traps.
Alignment Evil Languages Draconic
Skills Nature +8
Str 14 (+4) Dex 15 (+4) Wis 12 (+3)
Con17 (+5) list 12 (+3) Cha 13 (+3)
Equipment hide armor, whip
Creature Incarnations:Koboids
KOBOLD SPIKER TACTICS
Koboldspikers are expert trapsmiths andtinkerers.
They help construct the snares, deadfalls, andother
traps that ring a koboldlair, andincombat they use
foot spikessmall, improvisedtraps, toforce their
enemies intotheir traps or block a foe's advance.
Spikers are sonamedfor the foot spikes they carry,
woodandstone caltrops that shatter whena crea-
ture steps onthem. Spikers scatter these onthe floor
before anadvancing enemy before dodging back
behinda line of waiting pikers. The foot spikes force
anenemy tomake a difficult choice: either risk a hob-
bling attack from the spikes or gamble onwhether
the open paththroughthe spikes is riddledwith
traps.
After spikers drop their foot spikes, they use care-
fully aimedshots from their slings toknock foes
backwardintotheir traps. Throughcareful timing,
goodaim, anda near intuitive sense of how traps
work, a spiker leaves his opponent vulnerable toa
trap's subsequent attack.
KOBOLD VERMIN HANDLER TACTICS
A koboldverminhandler tends tothe tribe's insect
pets andherdanimals. Some koboldtribes raise
beetles, spiders, andscorpions as food. The vermin
handlers provide these verminwithfood, take care of
their nests, andharvest them tofeedthe tribe.
The verminhandlers spendalmost all their time
withtheir charges. While other creatures wouldface
a multitude of poisonous bites from these creatures,
verminhandlers canhandle them withease.
Whenthe tribe faces a threat, the verminhandlers
gather the most poisonous of their charges, loadthem
intorickety, wooden cages, andrushtothe front lines
of the battle. In combat. the verminhandlers hurl
these cages at their enemies. The cage splinters on
impact. covering the target ina small swarm of angry,
biting insects.
After throwing their cages, the handlers fall back
tofire their slings. They have excellent aim because
they practice by shooting fleeing insects out of the air,
allowing them tolanddeadly shots.
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KOBOLD RAT MASTER TACTICS
The rat master is one of the most respectedandpow-
erful kobolds withina clan. Many tribes keep dire
rats as a combinationof war beasts, pack animals,
andfoodsource. The strongest rats fight alongside the
clan, while the weakest andsickliest are destinedfor
the butcher's chopping block.
Rat masters are continually surroundby a swarm
of small, ferocious rats. These vermincrawl over the
rat master andattack the master's enemies. They are
a sea of gnawing teetharoundthe master, devouring
his enemies at his command.
Rat masters rely on the damage inflicted by their
auras to bring down their enemies. In particular,
they use shifty toslip betweentheir enemies. Once a
rat master engages the enemy, it shifts twice per turn
using twominor actions.
Kobold Horde

Level 6 Skirmisher
medium natural humanoid (swarm)

XP 250
Initiative +6 Senses Perception +2; darkvision
HP 67; Bloodied 33
AC19; Fortitude 18. Reflex 18. Will 16; see also trap sense
Resist half damage from melee and ranged attacks;
Vulnerable 10 against close and area attacks
Speed 6
0 Horde of Knives (standard; at-will) + Weapon
+11 vs. AC; 1d8 + 5 damage.
. Overwhelming Surge (standard; recharge X
Weapon
Close burst 1; +9 vs. Fortitude; 1d8 + 5 damage, and the
target is knocked prone.
Swarm the Fallen (minor; recharge + Weapon
Targets prone enemies; +13 vs. AC; 1 dl 0 + 6 damage.
Shifty (minor; at-will)
A kobold can shift 1 square as a minor action.
Trap Sense
A kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Draconic
Skills Stealth +9
Str 13 (+4) Dex 13 (+4) Wis 9 (+2)
Con 11 (+3) int 7 (+1) Cha 8 (+2)
Equipment daggers
KOBOLD HORDE TACTICS
A koboldhorde is a tightly packedmob of kobolds
whippedintoa frenzy andunleashedagainst the
enemy. Sometimes, the commonlaborers withina
tribe mob together ina desperate, panickedattempt
tooverwhelm the enemy. Other times, a hobgoblin
warlordgathers koboldprisoners together, starves
them half todeath, andthenunleashes the desperate
mob onthe enemy.
Koboldhordes fight withsimple tactics. They
use the weight of their numbers topull anenemy to
the groundandrendhim or her todeathwiththeir
knives andclaws. Their shifty ability makes them
particularly deadly, as they canslip throughdefensive
lines tosurroundandslay individual warriors.
Kobold WarPriest Level 5 Controller
Small natural humanoidXP 200
Initiative +3 Senses Perception +5; darkvision
HP 65; Bloodied 32
AC19; Fortitude 18, Reflex 16, Will 19; see also trap sense
Speed 5
Mace (standard; at-will) .* Weapon
+10 vs. AC: 1d6 + 5 damage.
0) Venomous Sting (standard; at-will) + Implement, Poison
Range 5; +9 vs. Fortitude; 1 d6 + 2 poison damage and
ongoing S poisondamage (saveends).
< Surge of Terror (standard; recharge g) + Fear,
Implement
Close burst 2; +9 vs. Will; 1d6 + 2 psychic damage, and
the target is pushed3 squares anddazed (saveends).
)t DevouringStone (standard; encounter) + Implement
Ranged 10; +9 vs. Reflex; 2d6 + 3 damage. and the target
is immobilized (save ends). Eachtime the target fails to
save against this effect, It takes 1d6 damage.
Shifty (minor; at-will)
A koboldcanshift 1 square as a minor action.
Trap Sense
A koboldgains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills intimidate +10, Religion +10
Str 14 (+5) Dex 13 (+3) Wis 17 (+5)
Con 17 (+6) int 14 (+4) Cha 16 (+5)
Equipment scale armor, mace, holy symbol
KOBOLD WAR PRIEST TACTICS
War priests leadthe faithful intobattle. They advise
koboldchieftains, sometimes evenrising tothat posi-
tionthemselves. Inbattle, they lurk just behindthe
ranks ofkoboldwarriors, using their surge ofterror
anddevouring stone spells toisolate the enemy and
allow the tribe tosurroundandslay adventurers one
by one.

Creature I ncarnations: Kobolds
THE ASHEN COVENANT
by Ari Marmell
The majority of cults dedicatedtoOrcus are, ina
way, predictable evils. They seek destructionfor its
ownsake, they collect innocent bloodtoslake their
lord's thirst, andthey possess his hatredfor all life.
Horrible, yes. Vile, absolutely. But these are localized
evils, whichare manageable intheir ownway. Once
sucha hiddencult has beenunearthed, their goals
andtheir methods canbe anticipated. Others among
the Prince of the Undead's cults are not sopredict-
able, nor randomly wanton, intheir violence. Focused
anddriven, they spreadpain, violence, andundeath
not out of sheer joy of carnage, but for purposes
far darker. 0 f these, one of the worst is dubbedthe
AshenCovenant.
Spearheadedby the zealous Elder Arantham,
the AshenCovenant is not a sect untoitself, but a
movement growing innumbers throughout Orcus's
cults. Followers of the CovenantalsocalledGrave-
Speakers, Ash-Bearers, andDisciples of the Hollowed
Graveare drivenby a single goal: toaidthe ascen-
sionof their prince tothe throne of the RavenQueen.
andtohelp him gainsovereignty over a]] deadsouls.
Throughancient magic andtheologies, the Ashen
Covenant seeks tofundamentally change the cycle
of life. Undeathwill nolonger be anabomination,
requiring the working of terrible necromancies, but
the natural consequence of life. Everyone whodies
will rise once more intoa shambling undeadexis-
tence. Orcus will supplant the RavenQueenbecause
undeathwill have supplanteddeath.
)The Ashen Covenant
The Ashen Covenant
HISTORY OF THE
COVENANT
Little is knownabout Elder Arantham, founder of the
AshenCovenant movement. His followers know he
was once a highpriest inBahamut's Church, andthat
he turnedtoOrcus after a crisis of faith, but beyond
that, none cansay.
BLESSED OF ORCLIS
Elder Arantham's notoriety beganwhenhe set out to
uncover a copy of the ancient ritual that transforms
apostate priests intofoul undeadcreatures called
huecuvas. Ina ceremony witnessedby his fellow
cultists, Arantham shedthe last of his humanity
and, as he proclaimed. "the last lingering stenchof
my prior misguidedbeliefs." Wordof the priest's
zealous embrace of undeathspreadinwhispers and
hiddenmessages throughout Orcus's sects, andhis
cult swelledwithnew worshipers, their souls stirred
by Elder Arantham's powerful sermons onOrcus's
dark glory.
It was thenthat Arantham beganfirst tofocus his
sermons less onOrcus andundeathingeneral, and
more onthe notionof Orcus's eventual andinevitable
rise tothe RavenQueen's thronethoughhe pursued
the issue withless fervor thanhe wouldlater display
as part of the AshenCovenant movement. Yet his
ascensiontoundeathwas the first of Arantham's
tributes tothe BloodLord. As his cult grew, the foul
huecuva returnedtothe temple of Bahaniut where he
once served. There, ina bloodbathof mythic propor-
tions, he not only massacredthe entire priesthood
but alsoraisedthem as shambling zombies, whom he
thenset loose uponthe surrounding city.
Arantham's following tripledwithinthe year.
However, his efforts drew downthe wrathof the city
government andvarious religious orders, whichput
aside their differences tohunt the destroyer of Baha-
mut's temple. Several of Arantham's followers were
captured. but none revealedtheir hiddenshrine or
the identity of their leader.
Arantham's actions alsodrew the attentionof
Holchwier, anundeadglabrezu andexarchof Orcus.
Appearing ina burst of fire before Arantham's cult-
ists, Holchwier beratedthe priest, insisting that his
activities were tooovert andtoogreat a threat tothe
survival of what was supposedtobe a hiddencult.
Elder Arantham listenedquietly andthen, calm
andpolite as ever, invitedthe exarchtodiscuss the
situationina more private setting.
None cansay what occurredbehindthose closed
doors. Andevery cultist present watched, eyes wide,
as Elder Arantham emergedfrom the meeting, his
desiccatedfingers coatedindemonic blood. Holch-
wier, he proclaimedloudly, was a coward, unfit
toserve the Prince of the Undeadandhe, Elder
Arantham, wouldtake I Jolchwier's place as exarch.
The cultists waitedfor the wrathof Orcus tostrike
downtheir leader. Whenit never came, the notoriety
of Elder Arantham, self-proclaimedexarch, grew fur-
ther still, as didthe size of his following.
BEHINDTHE CURTAIN:
DEMONIC SCHEMES
You know, it's funny. 1 like Orcus, as a DM; I always
have. But there have always beenfiends I like better.
Demogorgon, Anthraxus, Juiblex, andMephistoph-
eles, for example, if we goall the way back to1st
Edition; or Dagonand Obox-Ob, from 3E. Yet despite
that fact, I've always foundit easier tocome up with
plots andadventures that involve Orcus thanany of
the others.
I'm not entirely certainwhy that is, but I suspect
it has todowithgoals. As far back as 2ndEdition,
if not earlier, Orcus has always hadsome pretty
clearly definedgoals, for a demon, andthey've usu-
ally involvedascending todivinity insome form or
another.
Sowhen4thEditioncame along, andI saw that
one of Orcus's goals was tooverthrow the Raven
Queenandtake her throne as the godof death, the
wheels beganturning pretty quickly.
The first questions it sparkedinmy mindwere
these. First, just how wouldOrcus goabout arranging
this? Somehow, just facing off against a major god-
dess inthe boxing ring didn't really seem likely. What
sorts of complex andintricate schemes wouldgointo
something as major as replacing the RavenQueen?
And second, just what sorts of sickos (albeit pow-
erful sickos) would be interested in helping him
accomplish this? What would they gain out of it, and
how could they assist? It was those thoughts that first
put me on the path that ended with the creation of
the Ashen Covenant.
Marmell
THE COVENANT IS BORN
Having receivedinspirationfrom Orcus indreams
that came tohim inthe dark of nightdespite the fact
that undeaddonot sleepElder Arantham redoubled
his focus onaiding the demon's ascent tothe Raven
Queen's throne. He preachedlong andeloquently
about every worshiper's duty toaidinthat goal, and
he claimedthat this shouldbecome the defining
effiart of all Orcus's cults.
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Naturally, whenwordreachedthem, the leaders
of other cults disagreed. But many of their followers
were convinced, enoughfor Arantham's ideals to
become the basis of a movement that wouldspread
throughout the cults of Orcus. This was the birthof
the AshenCovenanta compact, Arantham claimed,
betweenOrcus andhis followers that wouldchange
the natural order of the world.
THE COMING SCHISMS
Today, the AshenCovenant is one of the largest uni-
fiedmovements among Orcus's worshipers. It still
lacks sufficient cohesiontobreak offintoits own
global sectpartly because its members are geo-
graphically scatteredbetweenthe various cults, and
partly because the various factions withinthe move-
ment cannot agree onhow best toaccomplishtheir
goals. But as more worshipers flock toArantham's
words, placing adherence tohis teachings over loyalty
totheir owncult leaders, it canonly be a matter of
time before the AshenCovenant becomes a world-
spanning entity all its own.
Yet evenas it borders onindependence, the
Covenant faces a potential schism of its own. The
undeadwarlordMauglurien, leader of the Ebon
Riders, has growndissatisfiedwithElder Arantham's
leadership. Thoughnot sopowerful or charismatic
as the huecuva, the deathknight has followers of his
ownandas his philosophies gainmore support, his
factiongrows ever nearer the day whenit must split
from the AshenCovenant. Whenthat happens, none
cansay if the differences betweenthe twofactions
will erupt insectarianwarfarebut giventhe chaotic
andbloodthirsty nature of those involved, it seems
likely indeed.
THE COVENANT'S GOALS
The Covenant seeks toelevate Orcus tothe Raven
Queen's throne by changing the natural order of the
worlditself. InElder Arantham's vision, undeathis
the natural endtolife. All creatures that die would
rise againnot due tonecromantic rituals, or planar
conjunctionwiththe Shadowfell, but naturally.
It's a lofty goal, if a dementedone, andnot easy
toachieve. Infact, the AshenCovenant is split into
numerous subsects along philosophical lines, as its
members argue over what methodmight best accom-
plishthis objective. Elder Arantham has yet tochoose
one particular means as the Covenant's focus, instead
allowing eachfactiontotry toprove that their phi-
losophy is most likely tosucceed. Eachphilosophy
is, perforce, basedheavily ontheology, speculation,
andguessworkthoughtheir adherents are only too
happy toconduct whatever experiments are neces-
sary toprove their point.
The AshenCovenant
DIVINE REANIMATION
One of the largest factions believes that they needslay
the RavenQueenandreanimate her as anundeadgod.
This, they claim, will allow undeathtoreplace death
inthe natural order--andevenshouldit not, it would
place the RavenQueenunder Orcus's dominion.
Others argue that evenif the Covenant hadthe
power todothis, undeathis noguarantee that a god
must bow toOrcus. Witness Vecna, they say. Yet
those whobelieve seem convincedthat, if slainand
reanimatedby disciples of the BloodLord, the Raven
Queenwouldprove a different case.
The loudest proponent of this theory is the dwarf
deathknight Mauglurien, leader of the EbonRiders,
whose anger that Arantham has not adoptedthis phi-
losophy grows daily.
PLANAR ANNEXATION
This theory suggests that Orcus wouldcontrol all
deadsouls andreplace deathwithundeathinthe
natural cycle, if he couldannex the Shadowfell into
his ownAbyssal realm. They point out that numer-
ous planes already overlap the natural world; if those
.
'extrusions" couldbe stretchedthroughthe world,
allowing the Elemental Chaos toform stronger bonds
withthe Shadowfell, thenOrcus couldfloodthe
realm of the deadwithhis ownundeadanddemons.
Eventually, they claim, the sheer weight of Abyssal
energy woulddrag the Shadowfell intopermanent
conjunctionwithThanatos.
The spokespersonfor those whoadhere tothis
view is Khavra Akti, a female eladrinwizardwithan
unhealthy fascinationFor all things relatedtodeath
andnecromancy.
NEW GENESIS
A minorityanda growing oneof Covenant
members maintains that, as the gods only shapedthe
world, the Ash-Bearers must turntothe power of
those whocreated it. They believe that only the pri-
mordials have the power tosofundamentally change
the world, andthat the Covenant shouldbe seeking
primordial-createdmagic from the dawnof time. or
else hunting for means tomanipulate the surviving
primordials themselves. Withsuchpower at their
fingertips, eventhe gods couldnot stop them from
reshaping reality as they see fit.
The leading voice for this philosophy is Shonvorru,
anundeadmarilithwhois possibly t he only member
of the Covenant withpower onpar withElder
Arantham.
EXTORT ION
Many Grave-Speakers believe that the simplest path
is tofindsomething that eventhe gods fear andforce
them tochange the world. This movement has not
grownsince its inception, since its members cannot
agree onwhat, exactly, wouldstrike suchterror into
the gods. Nevertheless, the idea continues tothrive.
Sithas Tyrr, a humanpaladinof the BloodLord,
spearheads the followers of this philosophy.
WEIGHT OF NUMBERS
Perhaps the most straightforwardof the Covenant's
competing philosophies is basedonthe notionthat
the best way tochange the worldis, well, tochange
the world. They believe that if the undeadever out-
number the truly dead, the "weight of reality" will tip.
withundeathreplacing death.
Straightforward, perhaps, but hardly easy. None
canhonestly say how many sentient beings have lived
anddiedsince the dawnof history; it might be an
impossible task, by the numbers. Nevertheless, the
factionFocuses their efforts onanimating undeadin
unprecedentednumbers.
By far the most outspokenproponent of this
theory is the "MadAnimator" KielnoVa rim, a
tiefling warlock.
BEHINDTHE CURTAIN:
THE FIRSTCOVENANT
The organizationthat became the AshenCovenant
was createdprimarily for 4thEdition. But the name
"AshenCovenant" andcertainaspects of the sect
actually come from back inearly 3rdEdition.
In2002 (or thereabouts), I rana campaignina
homebrew setting, andone of the recurring adver-
saries the PCs ranintowas a group calledthe Ashen
Covenant. It wasn't a cult of Orcus inthat campaign;
rather, it was a bandof undeadmercenaries, devoted
toa deathgodspecific tothat setting. They're what
became the EbonRiders sect of the AshenCovenant as
describedinthis article, thoughinthat campaignthey
were the entirety of the group, not a portionof it.
At that time, the undeaddwarvenwarlordMau-
glurienwasn't a deathknight. He andhis lieutenants
were vampires, all of whom rode inthe daylight wear-
ing heavy suits of full plate withdarkness spells cast
inside them. I gave some serious thought tokeeping
him that way inthe article, but ultimately the 4thEdi-
tionversionof the deathknight just fit him andhis
persona somuchbetter that I woundup going that
way. Still, 1 love the notionof vampires with"inner
darkness" armor, andI may revisit the notioninsome
future project.
Ari Marmell
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The Ashen Covenan
QUESTS AND
ADVENTURE HOOKS
The following adventure hooks serve tointroduce
the AshenCovenant toa campaign, andshowcase
the sorts of ways the different factions goabout
attempting toachieve their philosophical goals.
The Plague of Empty Graves (Minor Quest,
Suggested Level 4): During the chaos andtumult of
the battle, the PCs must ensure that a specific person
is safe andalive over the course of the bloody night.
Hook: One of the PCs has friends or relatives in
the town.
Starting the Quest: The adventure begins when
the PCs spendthe night ina small village. Not long
after nightfall, a strange mist rises. Screams draw the
PCs outside, where they findskeletons andzombies
attacking the townsfolk. Althoughthe PCs cansave
some, they quickly realize that the undeadnumber
far toomany tobe defeated; the town's entire graveyard
has awakened. Evenworse, every individual slain
rises againina matter of moments tojointhe murder-
ous horde. The PCs must attempt tosurvive the night,
for the undeadall depart come morning.
Possible Outcomes: After the battle, the PCs may
choose tofollow up ondiscovering the source of
the necromantic mist (see below). If not, as they
travel, they may runintoother towns that have been
destroyedby undeadcreatures.
The Necromantic Mist (Major Quest, Suggested
Level 4): Destroy the source of the necromantic mist.
Hook: If the PCs donot choose tofollow up onthe
Plague of Empty Graves quest, one of the town's sur-
vivorsa priest, perhaps, or local elderbegs them to
ensure that this effect does not repeat itself, andthat
noother towns are destroyedinthis Fashion. He even
offers toseek support from the churches inthe near-
est major community (a few days distant) inraising a
rewardfor them todoso.
Starting the Quest:The PCs canchoose tofollow
the tracks of the undeadwhohave shambledout of
the town, or perhaps they discover that one of the
surviving townsfolk is a cultist here toobserve how
the mist works.
Possible Outcomes:Upondeciding tofollow up
onthe necromantic mist, PCs caneventually learn
that a small cadre of Orcus worshipers is behind
these events. Members ofICielnoVarim's factionof
the AshenCovenant have developeda necromantic
mist that causes all corpses withintorise. The PCs
must discover the magic usedtocreate this mist and
destroy it. Otherwise, the cult continues towipe out
village after village intheir never-ending quest to
expandthe range andeffectiveness of the mist.
The Flood of Shadows (Minor Quest, Suggested
Level 8): Discover what form of magic or curse
plagues the coastal city andfindout where several
missing people have gone.
Hook:The PCs doubtless have attaineda measure
of local fame by this level. Representatives of the com-
munity seek them out, begging them tohelp figure
out why the community is experiencing suchtrouble
recently.
Starting the Quest: A coastal community is expe-
riencing a multitude of problems. A terrible storm
has blowninfrom the coast, andit has beenpound-
ing the community withbattering rains, fearsome
winds, anddeafening thunder for several days. Even
stranger, andfar more disturbing, is the fact that
people have beennoting a number of disappearances.
Some locals have vanishedinthe middle of perform-
ing their daily activities (or what daily activities are
still possible withinthe storm). Many others who
have not vanishedhave reportedstrange, eerie sensa-
tions tothe town's guards andthe local churches.
They claim that they walkedthroughareas of soul-
numbing cold, worse thanthat causedby the storm.
Inthem, they say, the community has strangely
shifted; buildings move or donot exist at all, streets
leadtoplaces they shouldnot, andeventhe storm is
absent inthese areas.
What's happening is that khavra Akti's Faction
of the Covenant is taking advantage of a rare planar
phenomenontotest some theories. The intense storm
is the result of a conjunctionbetweenthe real world
andthe Elemental Chaos. Using weather control ritu-
als, the Grave-Speakers have directedit here, where
the borders betweenthe worldandthe Shadowfell
lightly touch. By empowering the tie witha ritual,
they hope tocreate a better link toTempest.
Possible Outcomes:The PCs might prevent Khavra
Akti's current scheme from coming tofull fruitionby
disrupting the long ritual anddealing withthose she
hadsent toaccomplishthis goal. Additionally, while
the PCs investigate the missing PC aspect, they can
findout that these people are inthe Shadowfell. In
this latter case, see Beyondthe Storm below.
Beyond the Storm (Major Quest, Suggested
Level 8): Goafter the missing people andreturn
them totheir homes.
Hook:Inthe course of their other activities here,
anally begs the PCs tolocate a particular missing
person. Their earlier investigationintothe storm (see
The Floodof Shadows above) allowedthem todis-
cover that the missing people are inthe Shadowfell,
sonow the PCs must enter the Shadow fell andsearch
the hauntedlands tofindthose whohave disap-
peared. Only a few survivors remain, hiding from the
dangers of this dark plane. The PCs must locate them
andescort them back.
)The Ashen Covenant
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Possible Outcomes: Once the PCs bring back the
survivors, they are rewardedwiththe gratitude of
the community andthe relatives of those they bring
back. If not, the community deals withthe loss as
best it can.
Beneath the Skin of Earth (Major Quest,
Suggested Level 15): Winthe duke's contest.
Hook: Aneccentric duke, know for his collectionof
historical relics, has announceda great contest. For
centuries, legends have toldof anancient treasure
hiddeninthe caves beneaththe volcanic Mt. Phyros.
The team that succeeds inlocating it will receive a
18.000-gp rewardandfull access to the duke's pri-
vate collectionandlibrary. (You canwork this intoan
ongoing campaignby placing a piece of information
for whichthe PCs have beenhunting intothe duke's
collectedwritings.)
Starting the Quest: After entering the contest, the
PCs delve intothe volcanic caves, dealing withnatu-
ral hazards, native monsterswitha strong elemental
bentandrival teams, some of'whom are not above
sabotage or assassination.
Possible Outcomes:When they finally reachthe
conclusionof their trek, the PCs discover a great
humanoidform, bent back inanagonizedposture
andentombedinsolidandred-hot rock. Right then,
they are attackedby a bandof AshenCovenant
assassins, whohave beenfollowing the teams,
waiting for one tosucceedsothat they might kill
them for the prize.
This entire contest was set up by Shonvurru's
faction, whoenticedthe duke's daughter intojoin-
ing them andthenthreatenedher life toensure his
cooperation. They believe that the figure beneathMt.
Phyros is one of the great primordials. (Whether this
is the case is entirely up tothe needs of your cam-
paign.) They usedothersincluding the PCstoface
the dangers of reaching him, andnow they intendto
free him inexchange for his aid. The PCs canlearn
this by questioning the assassins, or by returning to
the surface andinvestigating the duke's apparent
double-cross (see The Motives of Others below).
The Motives of Others (Minor Quest, Suggested
Level 15): Figure out why the duke set up the contest
andfollow throughonany discoveries made.
Hook:Evenif the PCs themselves aren't curious
(andvindictive) enoughtoinvestigate whobetrayed
them, some of their rivalsnot those whosabotaged
the PCs, but a more honorable teamask the PCs'
help inavenging their fallen members.
Starting the Quest: if the PCs confront the duke, he
breaks downandadmits the plight of his daughter.
He begs the PCs torescue her, promising tomake
goodonthe contest rewardif they doso.
Possible Outcomes:If the PCs rescue the duke's
daughter, she unfortunately isn't exactly happy about
it since she still believes inShonvurru's cause, but
the duke follows throughonany promises he made
regarding boththe contest andthe returnof his
daughter. If not, he honors the terms of the contest,
andthanks the PCs for attempting tohelp him. The
daughter isn't happy withShonvurru, either, and
she may be a goodsource of informationtothe PCs
regarding Shonvurru's factioninthe future.
OTHER QUESTS
For higher-level uses of the Covenant, consider the
following possibilities. These are presentedinabbre-
viatedform bothfor space reasons andbecause they
work best whentailoredspecifically for your cam-
paigns, withbits of these storylines appearing amid
andbetweenother adventures.
Dead Kings (Major Quest, Suggested
Level 20): The AshenCovenant has dispatched
over a dozen"assassinationandanimation" teams.
Eachis assigneda powerful andknowledgeable
targeta highpriest, a mayor, a sage, andevena king.
Their objective is toslay andreanimate the target
as anundeadunder their control. They know that
they must be discoveredeventually, but hope inthe
interim touse their pawns' authority andresources
tolocate useful tomes, rituals, andartifacts. Their
efforts might place untoldpower inthe hands of the
cult, andsendthe regionspiraling intochaos when
the rulers' deaths are discovered.
Words of Power (Major Quest, Suggested
Level 23): Orem once possessedthe Last Word,
anancient utterance powerful enoughtoslay even
deities. Althoughthe gods eventually renderedthe
power of the Last Wordnull, legendstates that the
BloodLordfoundother magic, nearly as powerful,
inthe ruins where he foundthe Last Word. The PCs
might engage operatives of either Mauglurien's or
Sithas Tyres faction, across numerous wastelands
andthroughmultiple planes, ontheir hunt for this
powerful magic.
PREPAREDLOCATION AND
RETURN TO SANCTUM
By way of a special ritual that Elder Arantham keeps
secret, he cancreate a special preparedarea for his
returntosanctum power. Elder Arantham can only
have one sanctum active at a time (when he creates
a new one, the old one loses its connection to Elder
Arantham), and he can only use the power when he
is bloodied, but does not hesitate to do so if he is in
danger.
The Ashen Covenant
THE COVENANT'S
LEADERS
The AshenCovenant doesn't have aninternal rank-
ing structure, since it has yet toclaim its ownidentity
as anindependent entity. Rather, its members wield
whatever authority their ranks andpositions intheir
owncults provide them. Several members, however,
wieldgreat power, andare heldingreat esteem by all
whofollow the Grave-Speakers' teachings.
ELDER ARANTHAM
THE FOUNDER OF THE ASHEN COVENANTMOVEMENT,
as well as the highpriest of his ownOrcus cult, Elder
Arantham is a figure ofgrotesque mystery. A pas-
sionate andcharismatic speaker, he canstoke the
fires of fanaticism inhis followers toa conflagration
of unprecedentedlevels. Everyone inthe Covenant
acknowledges his claim tothe title of exarch, for he
does indeedappear tocommune withthe BloodLord,
lfDoresainrepresents the cannibalistic and
consumptive side of undeath, andVermiturge the
connectionbetweenundeathandplague, thenthis
newest exarchrepresents the eternal patience of the
undead, whohave a true eternity toachieve eventhe
most intricate of long-term goals.
ElderArantham Level 25 Elite Controller(Leader)
Medium natural humanoid(undeadi XP 14,000
Initiative i 15 Senses Perception+18: darkvision
Deathless Fanaticism aura 10; eachally withinthe aura
that drops to0 hit points immediately makes a melee
basic attack witha ES bonus tothe attack roll and
damage roll.
HP 448; Bloodied224
Regeneration5 (damage from silver weapons negates
Arantham's regenerationuntil the endof his next turn)
AC 39; Fortitude 37, Reflex 38, Will 40
Immune disease; Resist 15 necrotic
Saving Throws
Speed6
ActionPoints 1
0 Unholy Touch(standard; at-will) Necrotic
+28 vs. Reflex; 1d10 - r 6 necrotic damage andongoing
10 necrotic damage, andwhenthe target of this attack
takes ongoing necrotic damage, all adjacent creatures
take 5 necrotic damage (save ends both).
.l Unholy Glare (minor; at-will) + Gaze, Necrotic
Ranged10; +28 vs. Reflex; 1d10 + 6 necrotic damage
andongoing 10 necrotic damage, andwhenthe target of
this attack takes ongoing necrotic damage, all adjacent
creatures take 5 necrotic damage (save ends both).
+ Killingin the Name (standard; at-will)
Close burst 5; up tothree allies inthe burst make a
melee basic attack witha bonus. Eachattack deals
2d6 extra damage.
Dyingforthe Cause (immediate interrupt, whenElder
Arantham takes damage; requires anadjacent allied
minion; encounter)
The ally is reducedto0 hit points. Arantham takes no
damage from the triggering attack.
Return to Sanctum (standardaction; usable only while
bloodied: daily) + Teleportation
Arantham teleports himself andone ally within5
squares toa preparedlocationwithin1 mile.
Second Wind (standard; encounter) + Healing
Arantham spends a healing surge andregains 112 hit
points. Arantham gains a +2 bonus toall defenses until
the start of his next turn.
Alignment Chaotic evil Languages Abyssal, Common,
Primordial
Skills Arcana +21, Diplomacy +20, History 421, Insight +23,
Religion+21
Str 17 (+1S)
Con 16 (+15)
Dex 16 (+15) Wis 22 (+18)
int 19 (+16) Cha 17 (+15)
Equipment scale armor, +6 holy symbol
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The AshenCovenant
ELDER ARANTHAM TACTICS
Elder Arantham prefers tofight from a distance, using
his unholy glare tosmite anddivide the foes of Orcus
while he urges his allies withkilling inthe name. That
said, if a foe particularly angers him, or if he feels con-
fident inhis supremacy, the desiccatedpriest enjoys
the feel of mortal fleshwithering beneathhis touch.
Arantham is careful tokeep weaker allies near him, to
take advantage of the control his touchandglare offer
andtokeep him alive throughdying for the cause.
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Arantham andone ally within5 squares of him
canescape throughteleportationtoa preparedloca-
tionwithin1 mile, whichhe uses if outmatched.
Thoughhe rarely shows overt anger. evenwhen
thwarted, the huecuva holds his grudges eternally.
Anyone whoforces him toexperience the shame of
defeat canexpect repercussions tocome.
Elder Arantham is a master of rituals. Assume
that he has access toany commonritual necessary for
whatever schemes he undertakes.
DESCRIPTION
Arantham appears tall from a distance, but this is due
tohis slender buildandskeletal form; he's of roughly
average height. The priest is entirely skeletal, with
barely a trace of fleshremaining onhis body. He still
has hair atop his headthat is a stiff andfadedgray
somewhere betweenthe hair of a dying personanda
clump of moss. His eye sockets gleam withaninner
gray-greenlight; his bones have the faintest sickly
greentinge tothem, andhis teethare perfectly white.
Elder Arantham wears a ceremonial robe of snowy
white hue, trimmedinthe traditional black andred
of Orcus. Whengoing intobattle, he wears a shirt of
scale atop it. Anamulet of black wrought iron, bent
intothe shape of a hornedskull, hangs from his neck.
ROLEPLAYING ELDER ARANTHAM
Arantham is absolutely ruthless whenattempting
toachieve his goals. He lacks anything remotely
approaching a sense of empathy; the suffering of
others is meaningless tohimit is neither goodnor
bad, but necessary. There is noact he will not under-
take, noevil he will not commit, if doing sobrings
him one step nearer tohis goals, or advances the
cause of Orcus andthe AshenCovenant.
He is a devout believer inOrcus's teachings and
the superiority of the undeadover the living. He
revels inhis undeadstate andhis lack of human-
ity, andhe looks forwardtothe day whenhe can
finally change the natural order, andshare this
gift withall living creatures. Nothing is more
important tohim thanthe ultimate achievement of
the Covenant's goals.
Yet for all that, he sees himself as a true religious
andcommunity leader, witha responsibility tohis
flock. Toother undead, andtothe living beings who
are part of his cult andhis movement, he canbe
patient, evenkind. He makes time tomeet withthem,
toadvise them ontheir problems, tocelebrate their
victories. He wouldturnonany of them inaninstant
if his goals mandatedit or if they provedthemselves
unworthy, but he does see them as his wards andnot
just his pawns.
I le almost never loses his temperat least overtly.
Ile might be seething inside, andhe shares the
capacity for violent rage withhis demonic lord, but
it hardly ever shows inhis voice or what's left of his
face. 1 le appears calm andcontrolled, evenwhenhe
is not.
ELDER ARANTHAM LORE
Religion DC 25: Eider Arantham is anundead
priest of Orcus, heldinhighesteem by worshipers
throughout many of the demonlord's different cults.
He is saidtobe anexarchof the BloodLord, andhe
is taking steps tocoordinate anddirect the actions of
many of his formerly disorganizedworshipers.
Religion DC 30: Elder Arantham is a rare form
of divinely empoweredundeadknownas a huecuva.
Religion DC 35: Everything presentedinthe
History of the Covenant sectionthat starts onpage
23, except for the parts about the growing schism
withMauglurien's EbonRiders, is known.
BEHINDTHE CURTAIN:
REVEREDELDER
I knew from the beginning that I wantedthe sect's
leader tobe a clerical undeadof some sort. I honestly
don't remember if I wantedto make him a huecuva
from the get-go, or if I went that way only after
deciding that neither the lichnor the mummy lord
templates really accomplishedwhat I wantedfor him.
However I got there. I'm rather gladthat I did. And
I love the idea of this hideous, rotting monstrosity
thatwhendealing withhis ownfaithfulcanactually
be kindly andevengrandfatherly. That's just creepy
tothink about.
(Incidentally, the character's name inmy ini-
tial draft was "Amaranth," whichis the name of a
legendary flower that never dies. I thought it was
grotesquely appropriate. Onthe other hand, it's also
a term very heavily associatedwith a certain other
undead-heavy roleplaying game, soinhindsight, it's
just as well that Chris changedit.)
The huecuva template, andthe eye of fear and
flame (renamedthe "flameharrow," presumably to
avoidconfusionwiththe eye of flame beholder) were
twoof my earlier attempts at 4thEditionmonster
creation. I might dothings a taddifferently if I were
torecreate them today, but I'm still quite happy with
how they turnedout. More importantly, I'm thrilled
perhaps evenjust a tiny bit honoredtohave been
the one tobring twoof the more peculiar "classic"
undeadintothe game's current edition.
Ari Marmell

The Ashen Covenant
Mauglurien Level 23 Elite Soldier(Leader)
Medium natural humanoid(undead) XP 5,600
Initiative +14 Senses Perception+13; darkvision
Undead Warlord aura 10; eachally withinthe aura gains a
+5 bonus toinitiative.
HP 422; Bloodied 211
AC 39; Fortitude 35, Reflex 31, Will 34
Immune disease, poison; Resist 15 necrotic; Vulnerable 10
radiant
SavingThrows +2
Speed 5
Action Points 1
Boneshredder(standard; at will) + Necrotic, Weapon
+30 vs. AC; 2d10 + 10 necrotic damage (crit 5d12 + 30).
Black Anvil (standard; requires Boneshredder; at will) +
Necrotic, Weapon
+30 vs. AC; 2d10 + 10 necrotic damage (crit Sdl 2 +
30 ), andanally adjacent tothe target makes a melee
basic attack against the target as a free actionwitha +5
damage bonus.
<. Unholy Flames (standard; recharge Zia) + Fire, Necrotic
Close burst 2 or close blast 5; +26 vs. Reflex; 6d8 + 4
necrotic andfire damage toall living creatures; undead
creatures withinthe burst (including Mauglurien) deal
2d6 extra fire damage withmelee attacks until the end
of Mauglurien's next turn.
Ebon RiderBanner(standard; encounter) + Healing
Close burst 5; eachally inthe burst regains 20 hit points
andgains a +4 bonus toits next attack roll.
Shadow Weapon (minor: recharges whenfirst bloodied)
Mauglurien's melee attacks target Reflex insteadof AC
until the start of his next turn.
Alignment Evil Languages Abyssal, Common,
Dwarven
Skills Athletics +22, Endurance +18, Intimidate +23
Str27 (+19) Dex 13 (+12) Wis 14 (+13)
Con 19 (+15) Int 18 (+15) Cha 24 (+18)
Equipment +4 plate armor, light shield, Boneshredder
(+5 vicious battleaxe, soul weapon), EbonRider battle
standard
MAUGLUR1EN,
THE BLACK DRAGON
NAMED FOR HIS DARK BEARD, dark armor, anddark
temperament, the so-called"Black Dragon" is a war.
leader inthe service of Orcus, andthe master of a
mercenary company knownas the EbonRiders. In
truth, the EbonRiders are a cult of the BloodLord,
using their positionas soldiers-for-hire as anexcuse
toshedbloodinOrcus's name andtoearna bit of
coininthe process. The true nature of the Ebon
Riders is a well-kept secret, allowing the company to
serve inconflicts where worshipers of Orcus would
be eschewedby bothsides.
Mauglurienandthe EbonRiders canfunction
evenina campaignor adventure not focusedonthe
AshenCovenant. Their practice of taking mercenary
contracts allows them toshow up inany conflict you
choose, regardless of its connectionsor lack thereof
toOrcus or his cults. Similarly, conflict withthe Ebon
Riders is a goodway toslowly introduce other aspects
of the AshenCovenant intothe campaign, as the PCs
learnmore about their foe.
IVIALIGLURIEN TACTICS
The Black Dragon's tactics are straightforward
enough: charge intocombat andstay there until the
only remnants left of his foes are bits of flesh, blood,
andbone onthe ground.
This doesn't meanthat Mauglurienis a mindless
combatant, thoughmany deadwarriors made the
mistake of thinking so. The deathknight is a canny
fighter anda master tactician; he prefers direct con-
frontationtoall other forms of interaction. He fights
withallies at his side, giving them openings with
black anvil, giving their attacks greater weight with
unholy flames, andkeeping them inthe battle with
EbonRider Banner.
Mauglurienprefers tofight mounted. Inbattle,
he rides a massive warhorse withhair as black as his
armor, andhe takes advantage of its capabilities as
a mount. Rumor holds that the horse is demonic, an
idea reinforcedby the fact that the beast is carnivo-
rous andsweats blood. Mauglurienhas alsobeen
knowntoride a specially trainedfell wyvern.

The Ashen Covenant
DESCRIPTION
Mauglurienhas a traditional dwarf build: broad-
shoulderedandstocky. His hair andbeardare a
midnight black; the former is tiedtightly back ina
tail, but he allows the beardtohang wild. His armor
is as dark as his hair andetchedwithdraconic motif's.
He never goes anywhere, or evensomuchas crosses
a room, without the brutally jaggedaxe Boneshredder
by his side.
The Black Dragonlooks more alive thanmost
deathknights. Althoughhis fleshhas sunkenaround
his bones, growncrackedandfeathery. his undead
nature is not blatant from a distance. The gleam inhis
eyes is a dull violet, invisible inevenmoderate light-
ing, andhis beardhides the worst of the decay on
his face. Withonly a bit of preparationandmakeup,
Maugluriencanpass as a living dwarfalbeit one
whohas clearly leda roughlifeas long as he doesn't
permit a detailedinspection.
ROLEPLAYING MALIGUIRIEN
He lives for battle andbloodshed. For a time, he
offeredhis allegiance other martial godsfirst to
Kord, thentoGruumsh. But none slakedhis lust for
bothviolence andpower as didthe unbridledferoc-
ity of Orcus's cult. Now, he has developeda zealous
devotiontoOrcus that goes beyondhis love of vio-
lence. He has truly come tobelieve inthe demon- and
undead-dominatedworldOrcus offers, a belief that
grew only stronger still withhis transformationintoa
deathknight.
Althoughhis devotiontoOrcus is deep andsin-
cere, he does not frequently make overt displays of
his faith. Tothose whodon't know him, he acts like
a typical (if powerful) warrior for hire, whose faith
is of less importance thanthe opportunity toshed
bloodandearngold. He is a big believer inorganized
combat, andhe prefers fighting alongside warriors he
knows he cancount ontostanding onhis own.
He has a fierce temper andlashes out viciously
at those whoanger him. He does not believe inany
suchthing as a "minor insult." Someone is either on
his goodside or is his enemy. Althoughhe greatly
respects Elder Arantham's objectives, Arantham's
refusal tosee the wisdom inMauglurien's philoso-
phies is slowly but surely moving the priest toward
the status of "enemy." The time might come when
the EbonRidersandall other Grave-Speakers that
support Mauglurien's methodsmight have tobreak
away from Arantham's grasp.
MALIGUIRIEN LORE
History DC 20: Mauglurien, calledthe Black
Dragon, is a powerful dwarf warlord. He leads a
mercenary company calledthe EbonRiders, a cadre
of heavily armoredsoldiers willing tofight for anyone
if the goldis sufficient.
History DC 25: Whisperedrumor tells that many
of the inner circle of the EbonRiders are undead-
possibly evenMauglurien.
History DC 30: Mauglurienis a deathknight,
andmany of his lieutenants are deathknights,
wights, or vampires. Mauglurienandthe Riders are
dedicatednot toone of the martial gods. but tothe
demonOrcus.
NEW MAGIC ITEMS
Some of the following items were createdby the
AshenCovenant or by other worshipers of Orcus.
Others have nodirect connectiontothe sect, but the
Grave-Speakers collect them, either tomake use of
their abilities or toprevent others from using them.
Disruptin: Wea an Level 8+
Created inancient days by priests ofPelor. this weapon is the
baneofundead everywhere.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Flail, hammer, mace
Enhancement: Attack rolls anddamage rolls
Critical: +1d6 radiant damage per plus, or +1d1 0 radiant
damage per plus against undead
Property: This weaponcan be usedas a holy symbol. It
adds its enhancement bonus toattack rolls anddamage
rolls, andattacks canbe augmentedby this weapon's
power whenit is usedas animplement. You donot gain
your weaponproficiency toanattack roll whenusing a
disrupting weapon as animplement.
Power (Daily + Radiant): Free Action. Use this power
whenyou hit anundeadcreature withthis weapon. Deal
+1d1 0 radiant damage per plus.
Wra ith b I ad e Level 1 0+
Thefirst ofthese weapons was built from theshattered blade ofa
sword wraith. although oilier tech:mates nowworl :just as well .
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4125,000 gp
Weapon: Light blade
Enhancement: Attack rolls anddamage rolls
Critical: +1 d6 damage per plus, andif you have the Sneak
Attack class feature (whether grantedby class or
multiclass feat) you may apply your bonus Sneak Attack
damage evenif you have already done sothis roundor
this encounter. Gaining Sneak Attack damage inthis way
does not count towardits use restriction.
The Ashen Covenant
Symbol qI,. g
Level 4+
Clerics use this potent weapon to battle the undead.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4.200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 radiant damage per plus
Power (Daily) Standard Action. You must have the Channel
Divinity class feature to use this power. Use the Channel
Divinity power turn undead, even if you've already used
Channel Divinity in this encounter.
Staff of the Lich Level 13+
The pale wood ofthis staffresembles polished bone.
Lvl 13 +2 17,000 gp Lv123 +4 425,000 gp
Lvl 18 +3 85,000 gp Lvl 28 +5 2,125,000 gp
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 necrotic damage per plus
Power (Encounter): Free Action. Use this power when using
a power that has the necrotic keyword. After you resolve
the power's effect, choose a single target of the power.
That target is immobilized until the end of your next turn.
Skull Helm

Level 12+
The face ofthis iron helm resembles a screaming skull.
Lvl 12 13,000 gp
Item Slot: Head
Property: You gain a +2 item bonus to Intimidate and
Endurance checks.
Power (Daily): Immediate interrupt. You can use this power
when an enemy makes an attack against your Will de-
fense. Gain a +2 Item bonus to Will until the end of your
next turn. If the attack targeting you has the fear key-
word, gain a +4 item bonus instead.
Ring of invigoration Level 14
This dull iron ring is engraved with what appears tobe a dire
bear's pawprint.
Item Slot: Ring 13,000 gp
Property: Gain a +2 item bonus to Endurance checks.
Power (Daily + Healing) Free Action. When you're reduced
to 0 hit points, you can spend a healing surge.
Pouch of Ghost-GroundingDust Level 15
This pouch never runs lowon ghost-grounding dust.
Wondrous Item 25,000 gp
Power (Daily): Standard Action. Pull a handful of dust from
the pouch and throw it into the air (close blast 3). Crea-
tures in the blast lose insubstantial and phasing (save
ends).
NEW MONSTERS
Althoughthe AshenCovenant didnot create these
foul undead, all are present amidOrcus's cults, and
some are among the ranks (or tools) of the Covenant.
HUECUVA
HUECUVAS ARE FOUL UNDEADthat arc createdby an
ancient divine curse. Originally intendedas punish.
ment for a priest whohorribly violates his vows and
responsibilities, the rite is occasionally usedby evil
churches as a means of empowering their clerics.
Those whosuffer the curse as punishment lose most
of their original personality andmemories, living
anexiledexistence fraught withinsanity, paranoia,
andunrelenting self-doubt. Those whowillingly
accept the rite suffer nomemory loss andgainunholy
power, but their personalities shift evenfurther
towardevil anddepravity.
Huecuva is a template you canapply tohumanoid
NPCs or monsters, thoughit works best withcontrol-
lers andleaders. The huecuva is strongly divine in
flavor, soit best fits NPC clerics or paladins. Though
bothare intendedfor divine characters, this template
focuses more ondivine powers thanthe mummy
template, allowing them tocoexist while creating
different NPCs.
Prerequisite: Level 11, humanoid, Wisdom 13
Huecuva

Elite ControllerorSoldier
(undead)

XI , Elk,-
Senses Darkvision
Immune disease
Resist 10 necrotic at 11th level, 15 necrotic at 21st level
Saving Throws +2
Action Point 1
Hit Points +8 per level + Constitution score
Regeneration 10 (damage from silver weapons negates a
huecuva's regeneration until the end of its next turn)
POWERS
Deathless Fanaticism aura 10
Whenreducedto0 hit points, each ally within the aura
makes a melee basic attack witha +2 attack bonus.
Unholy Touch (standard; at-will) Necrotic
Level + 3 vs. Reflex: 1 d6 + Charisma modifier necrotic
damage, and ongoing 10 necrotic damage (save ends).
When the target takes necrotic damage, all adjacent
living creatures take 5 necrotic damage.
ASHGAUNT
APPEARING ONLY RECENTLY inthe dark corners of the
world, the ashgaunt is anabominationthat exists not
merely todrainlifea hunger it shares withother
wightsbut alsotoraise other undeadtocreate fur-
ther havoc.
The Ashen Covenant
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Ashgaunts are recent creations of the Ashen
Covenant. Althoughdisappointedinthe ashgaunt
initiallythey'dwantedtocreate a creature capable
of spawning multiple types of undeadandwere
disheartenedwhenthe ashgaunt maintainedits
creations for brief periods of timethey have since
begunusing the ashgaunts as soldiers andassassins.
They continue torefine the process that createdthe
ashgaunt, hoping tobirtha similar creature that can
animate permanent allies.
DESCRIPTION
This creature resembles other wights: a desiccated
corpse withdark nails, shriveledfeatures, andevil
gleaming inits eyes. The ashgaunt's fleshis paler
thanthat of its kinfolk, andit is oftenblotchedwith
black, diseasedpatches. Careful examinationreveals
necromantic runes carvedonthe underside of its
nails andscarredintothe fleshof its tongue.
Ashgaunt Level 7 Soldier(Leader)
Medium natural humanoidtundeadi XP 300
Initiative +7 Senses Perception+4; darkvision
Grave Master aura 5; eachundeadally withinthe aura
gains a +2 bonus toattack rolls andtoall defenses, +4
If the ashgaunt createdthe creature withits wake the
dead ability.
HP 82; Bloodied41
AC 25: Fortitude 24, Reflex 20, Will 20
Immune disease, poison; Resist 15 necrotic;
Vulnerable 5 radiant
Speed6
Claw (standard; at will) + Necrotic
+14 vs. AC; 1 d6 4 5 necrotic damage andtarget is
markeduntil the endof the ashgaunt's next turn.
4. Life Drain (standard; at-will) + Healing, Necrotic
+12 vs. Fortitude; 2d6 5 necrotic damage; if the target
is marked, it alsoloses 1 healing surgeandis immobilized
(saveends), If thetarget has nohealing surges, theattack
does extra damageequal tohalf thetarget's bloodiedtotal.
Ona hit, theashgaunt regains 5 hit points.
Wake the Dead(minor action; recharge OliT) + Necrotic
Ranged20; targets up to4 destroyedundeadcreatures
reducedto0 hit points withinrange; the targets become
zombie ratters (see Monster Manual 274), whichfight on
the behest of the ashguant until the endof the encounter
or for 5 minutes, whichever comes first. The zombie
ratters rise as a free action, andact after the ashgaunt in
the initiative order.
Alignment Chaotic evil Languages Abyssal, Common
Str 20 (+8) Des 15 (+5) Wis 12 (+4)
Con 18 (+7) int 16 (+6) Cha 201+8)
ASHGAUNTTACTICS
The ashgaunt prefers toaidits allies withits aura, and
it raises undeadandpositions them tactically based
onthe terrainandonthe nature of its foes. Once it
chooses toclose withits foes, it has its allies clear
a pathtothose whoappear vulnerable toits melee
attacks (suchas wizards or lightly armoredstrikers).
ASHGAUNT LORE
Religion DC 15: In additiontodraining life,
ashganuts are capable of raising destroyedundeadto
fight for them.
Religion DC 20: These foul creatures were
createdby a factionof Orcus worshipers calledthe
AshenCovenant, some of whom are focusedon
finding new ways tospreadundeath.
ENCOUNTER GROUPS
Ashgaunts work alongside other undeadbeyond
those they cansummon, andoftenenlist the aidof
humancultists, that canserve the fight anew when
awakenedfrom the dead.
Level 8 Encounter (XP 1,850)
+1 ashgaunt (level 7 soldier)
+8 humanlackeys (level 7 minion, MM 162)
+1 madwraith(level 6 controller, MM 266)
+ 2 zombie hulks (level 8 brute, MM 275)
FLAMEHARROW
A RARE FORM OF UNDER].) oftenmistakenfor a lich
or a skeleton, the flameharrow (sometimes referred
toas an"eye of fear andflame") is anagent of utter
chaos andwantondestruction. Althoughcapable of
intricate schemes andpatient evil, it is most satisfied
whenwreaking painandterror for the sheer joy of it.
DESCRIPTION
A flameharrow initially appears as little more than
anemaciatedfigure ina tatteredcloak, its face
obscuredby a raggedhood. Only whenit enters
combat, or whenit seeks toterrify its victims, does it
sweep back its hoodwitha bony handtoreveal a bare
skull. A gleaming gem is set intoeacheye socketone
black, one red.
FLAMEHARROW TACTICS
A flameharrow approaches its prey while hooded
anddemands that one of those present perform a
hideous, evil act. The nature of the demandvaries,
andit ofteninvolves a form of betrayal. For instance,
uponencountering anadventuring party, it might
demandthat the group slay one of its ownmembers,
threatening tokill them all if they donot comply. If
the victims comply, the flameharrow departs, content
toleave them towallow intheir guilt. If they donot, it
sweeps back its hoodandattempts todestroy the lot
of them.
Once incombat, the flameharrow makes every
effort tofight from a distance. It makes claw attacks
only if circumstances demandit, andretreats from
melee at the first opportunity. If a fight turns against
it, it flees; it has nointerest indying For its actions.
Flameharrow Level 12 Elite Controller(Leader)
Medium natural humanoidXP 1,400
Initiative +9 Senses Perception+13; darkvision
Spiritual Inferno aura 5; eachundeadally withinthe aura
gains resist 10 fire anddeals ongoing 5 necrotic damage
(save ends) inadditiontothe normal damage from Its
attacks.
HP 244; Bloodied122
AC 26; Fortitude 24, Reflex 25, Will 26
Immune disease, poison; Resist 10 necrotic, 15 fire;
Vulnerable 10 radiant
Saving Throws +2
Speed6, teleport 3
ActionPoints 1
Flameharrow Claw (standard; at-will) + Fire, Necrotic
+17 vs. AC; 1d10 + 5 fire damage, andthe target can't
spendhealing surges until the endof the flameharrow's
next turn.
Harrowing Gaze (minor 1/round; at-will) + Fear, Gaze,
Psychic
Close blast 10; targets one enemy; +16 vs. Will; 1d8 +
5 psychic damage, andtarget is pushed4 squares. The
target is dazeduntil the endof the flameharrow's next
turn.
Deadfire Gaze (minor 1/round; at-will) + Fire, Gaze,
Necrotic
Close blast 5; +16 vs. Reflex; 1 d8 6 necrotic damage,
andthe target takes ongoing 5 fire damage andis
immobilized(save ends both).
)f Death's Salvation (immediate interrupt, when an undead
ally is reducedto0 hit points; recharge ;; I PI C) +
Healing
Range 10; the triggering ally regains 15 hit points.
Alignment Chaotic evil Languages Abyssal, Common
Str 15 (+8) Dex 16 (+9) Wis 15 (+8)
Con17 (+9) kit 18 (+10) Cha 21 (+11)
FLAMEHARROW LORE
Religion DC 15: A flaineharrow is a rare undead
creature, whichhas a redjewel inone eye socket and
a black jewel iu the other. It possesses several fire-
andfear-basedpowers.
Religion DC 20: F lameharrows enjoy forcing
people todoevil. Only if a victim refuses its
commands does it attack. The jewels inthe skull lose
their magic properties whenremovedor whenthe
creature dies, but they are still valuable.
Religion DC 25: Flameharrows are createdby
powers of vile chaossome say Orcustospreadpain
andmisery. The animating spirit of the creature is
smeltedfrom the soul of a homicidal madman.
ENCOUNTER GROUPS
Flameharrows are normally lone predators. On
occasion, however, one might take commandof, or
covertly follow, a group of lesser undead, hoping that
they'll weakenpotential prey enoughthat the victims
won't dare disobey the flarneharrow's demands.
Level 9 Encounter (XP 2,475)
+1 flameharrow (level 12 elite controller)
+2 mummy guardians (level 8 brute, MM 192)
+3 vampire spawnbloodhunters (level 10 minion,
MM 259)
Leve110 Encounter (XP 2,900)
+
1 flameharrow (level 12 elite controller)
+2 flameskulls (level 8 artillery, MM 109)
+2, foulspawnberserkers (level 9 soldier, MM 112)
Level 12 Encounter (XP 3,600)
3 battle wights (level 9 soldier, MM 262)
.1 flameharrow (level 12 elite controller)
+ 2 skeletal tomb guardians (level 10 brute,
MM 235)
Level 13 Encounter (XP 4,300)
+1 flameharrow (level 12 elite controller)
+1 fleshgolem (level 12 elite brute, MM 142)
+3 skeletal tomb guardians (level 10 brute,
MM 235)
)The AshenCovenant


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M1THRENDA1N,
CITADEL OF THE FEYW1LD

by Rodney Thompson
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Deep inthe Feywild, beyondthe swirling residuum
storms of the Plains of Valdrennai, stands one of
the most magnificent cities ever constructedby the
eladrin: Mithrendain. The city's name is derivedfrom
the elf phrase "wall of the fortress," but the wordhas
become synonymous withthe beauty andlongevity
of the eladrin. Home tonearly 40,000 people, almost
all of them eladrin, Mithrendainis a beautiful city
resplendent withsoaring towers andgraceful archi-
tecture. In additiontoits proper name, Mithrendain
is oftenreferredtoas the AutumnCity, since most of
its towers are coloredlike autumnleaves, withyellow,
gold, andbronze being common.
Mithrendainwas foundedseveral hundredyears
agointhe waning days of the eladrinempire. During
a particularly brutal campaignagainst the forces of
the fomoriankings, a contingent of eladrinsoldiers
discovereda place inthe Feywildwhere the fomo-
rians hadcarveda pathfrom their deep kingdoms
tothe surface, creating a large hole that allowed
Mithrendain, Citadel ofthe Feywiid
thousands of vile beings toflow upwardfrom the
Underdark eachday. After a bloody battle between
the eladrinsoldiers andthe fomorians, the surface
forces pushedtheir enemies back throughthe open-
ing andintothe Underdark once more. Withthe
help of powerful wizards, the eladrinsealedthe hole
tothe Underdark, shutting off one of the fomorians'
mainavenues tothe surface. Unwilling totrust that
the massive opening wouldstay closedonits own, the
soldiers foundeda fortress onthe spot, building the
maincitadel up aroundthe barrier toguarantee that
it couldnot be usedtoescape the Underdark without
the eladrinbeing aware of it.
At first, the fortress stoodvigilant over the bar-
rier, withsoldiers guarding the passage tomake
sure nothing woulddisturb it. Over time, secrecy
surrounding the barrier (for the builders of Mithren-
daindidnot want its existence tobecome common
knowledge) causedknowledge of the true purpose
of the fortress tofade from the minds of subsequent
generations. Soldiers brought their families tolive
inthe fortress withthem, andchildrenwere born
inMithrendainwithnoknowledge of the barrier at
the center of the citadel. Withina Few decades, the
small fortress was bursting withfamilies, andthese
families built homes for themselves outside the walls
of the fortress. Withnoattacks onthe fortress, andno
attempts by the denizens of the Underdark toshatter
the barrier under Mithrendain, the fortress became a
village, thena town, andwithina few more decades
the sprawl hadbecome a city.
Years came andwent, andthe original generation
of soldiers whofoundedthe fortress movedontothe
next life. As the centuries passed, the secret beneath
the Citadel Arcanum (as the original fortress came
tobe called) was forgottenby all but a handful of
city leaders, whothenpassedthe secret knowledge
of the barrier downtotheir successors. Withno
more threats from the Underdark (at least, nomore
thanany other eladrincity), Mithrendainflourished
andprospered. Eventually, the influence of soldiers
wanedandscholars, artists, andartisans became the
new lords of the city. As the goldentowers of Mithren-
damngrew ever taller, the militant origins of the city
fadedintohistory.
Inmoderntimes, Mithrendainretains little that
wouldsuggest it was once a military outpost guard-
ing the surface from encroaching forces of the
Underdark. Soaring towers of burnishedbronze and
shining goldreachfor the clouds, andthe streets of
the city are filledwitheladrinwhohave noidea that
at the heart of their city is one of the largest passage-
ways intothe Underdark inall the Feywild.
THE CITY
Visitors tothe AutumnCity from the worldare likely
tobe struck by bothhow beautiful andhow alienthe
city is. Mithrendainis built inthe middle of a great
forest, seeming tospring up from the groundjust like
the trees throughout the city. Infact, many tall, broad
trees are larger thanseveral of the city's eladrin-built
towers, giving the impressionthat the towers are
merely natural growths withinthe forest. Unlike the
Citadel at its heart, the city of Mithrendainhas no
walls. meaning that entering the city is a matter of
walking wherever a gap canbe Foundbetweenthe
buildings andgreat trees. Hundreds of streets flow
outwardfrom the city center, allowing visitors to
enter wherever is convenient uponarrival; similarly,
leaving the city is a matter of finding the shortest
route tothe edge of the buildings. A city filledwith
citizens that canteleport, evenover short distances,
has little needfor large walls toprotect it.
The streets, loosely pavedwithanextremely
smoothsandy yellow stone, windtheir way through
the city ina rather haphazardfashion. The build-
ings inMithrendainare not built intocity blocks,
but rather cluster together ingroups of three tofive
towers; the roads flow aroundthem, andnodead-end
streets exist inthe city. Every street connects with
another, or another branchof itself, andthe build-
ings allow those looking inany directiontosee for
great distances withlittle obstruction. Thoughthere
are many buildings inthe city, eachcluster of towers
does not block line of sight over long stretches. While
walking throughthe streets of the city, one might sus-
pect that Mithrendainis anunplanned, haphazard
city due tothe organic nature of its layout. though
this couldn't be further from the truth: the city's lead-
ers carefully approve of every new building, making
sure that it still leaves enoughspace for unobstructed
views of distant places inthe city. Additionally.
the city has parks withsmall patches ofgrass and
streams that feedintoplacidpool, whichis where
eladrincangather outside their homes. The eladrin
make sure that Mithrendainis constantly filledwith
gardens, streams, andsmall lakes, whichgives the
impressionthat the city andthe forest surrounding it
grew up at the same time.
Those whohave not livedinthe AutumnCity for
long notice a constant, low-pitchedhum that perme-
ates the entire city. Most eladrinliving inthe city no
longer hear it; it is the thrum of arcane magic flowing
throughthe city, interacting withits defenses andwith
magic onthe inside (andoutside) of every building in
the city. The air pulses withunseenenergy. but this
is just a matter of course for the eladrinwholive in
Mithrendain. Another signof the Feywild's magical
influence is the residuum that collects onthe build-
ings andstreets of the city. The essence of magic,
Mithrendain. Citadel of the Feywild
residuum coats muchof the city like dust does inother
settlements. The city's rulers pay tohave the residuum
collectedandbrought tothe Citadel Arcanum, using it
toreinforce the wards andmagic sensors throughout
the city. Unauthorizedcollecting andkeeping residuum
that has gatheredonsurfaces throughout the city is a
crime, since this gatheredresiduum is absolutely vital
not only tothe maintenance of the wards aroundthe
city but alsotoreinforce the barrier over the tunnel
intothe Underdark foundbeneaththe Citadel. Some
greedy citizens have beenknowntokeep residuum for
themselves, but aside from being illegal, this practice is
alsoseenas a societal faux pas since it puts one's own
personal gainover the safety ()fall Mithrendain.
Mithrendainis ruledby a council of seven
respectedmembers of t he community. Eachof the
councilors is consideredtobe among the best inhis
or her field, andhas earnedthe admirationof the rest
of the city. Eachof the sevencouncilors alsoholds a
symbol of office; unknowntothe inhabitants of the
AutumnCity, these symbols arc alsokeys that can
deactivate or destroy the seals onthe barrier tothe
Underdark. Whena member of the council dies, the
other members of the council select a new councilor
from the most deserving members of society, making
sure toselect a councilor that the people accept as a
goodchoice. The councilors take great care intheir
choice, since eachcouncilor must alsoholda signifi-
cant responsibility for the welfare of the barrier.
Walking throughthe streets of Mithrendain
canbe, for newcomers, like stepping intoa time-
less realm of aliendesign. There are noclocks, no
sundials, andnoother methodof keeping time tobe
foundanywhere throughout the AutumnCity, and
it canbe easy for those unaccustomedtothis quirk
tolose track of the time or eventhe date. As a result
of the organic layout of the city's streets andthe lack
of timekeeping, visitors toMithrendainare often
frustratedby bothdirections anddescriptions of
time givenby the locals. "Meet me inSoutheastern,
near the sculpture garden, sometime after midday"
is a perfectly reasonable appointment for the inhab-
itants of Mithrendain, thoughthe vagueness can
sometimes confuse outsiders.
Like any other city, Mithrendainis brokendown
intoa series of districts andzones. Most of these
districts are identifiedsolely by their directional
relationship. Neighborhoods typically have names
suchas "Southeastern" or "Below the NorthEnd,"
thougha few exceptions exist. The Citadel Arcanum
is the sole remaining structure of the original for-
tress, andthe OldBattery is a less savory side of town
that includes some of the oldest homes andsettle-
inents inthe city. Likewise, the Outskirts covers all
the homes andvillages outside Mithrendainproper,
beyondwhichthe light of civilizationdoes not shine
as brightly. Unlike most major cities, Mithrendain
does not have a merchant district or a bazaar; rather,
specialty shops serve customers throughout the city,
usually on(he bottom floors of the homes of individ-
ual citizens. Thanks totheir longevity, eladrinlearn
more thanone trade (andthe basics of many more),
andthe needfor specializationis less common. Most
eladrinlearntomake their ownclothing, repair
their ownhomes, andperform the basics of several
other trades.
DEFENSES
ThoughMithrendainmight appear tobe a harmoni-
ous place, the keepers of the cladrincity must be
constantly vigilant for many dangers. The city was
built above a massive passageway intothe Underdark,
andmany of the city's defenses were put inplace to
warnof intrusionfrom below. However, threats from
the Underdark are not the only things that worry the
city's defenders; the Feywildis full of mischievous
andmalicious creatures, many of whichcoulddo
great harm tothe city.
The primary defenders of Mithrendainare the
members of the city guard. The city guardconsists of
volunteers whopatrol the streets day andnight, vigi-
lant for the presence of anyone attempting todisturb
the peace. Lurking inthe shadows of Mithrendainarc
alsothe Watchers of the Night, a secret police force
that is taskedwithrooting out anyone, or anything,
that might pose a threat tothe safety of the city from
outside. See the sectiononLaws andEnforcement.
below for more about eachof these organizations.
As mentionedbefore, Mithrendainhas noouter
walls. andthe buildings most distant from the Citadel
Arcanum are without protectionagainst anything
coming from the forest. The inhabitants of these
buildings take their defense intotheir ownhands,
though, andoutlying buildings are full of surprises
towardoff invaders from the outside. Inmany cases,
those that dwell onthe outskirts of Mithrendain
keep a bow or a spear close tothe door, andthose
that canaffordit have magical wards placedontheir
homes. Buildings onthe outskirts alsohave arrow
slits carvedintothe walls onthe upper floors of those
sections of the building facing the edge of the city,
allowing their owners tofire uponintruders from the
relative safety of their homes. As one approaches the
center of the city, the buildings have fewer defenses
raisedby their owners, andthe city's owndefenses
become more prominent.
Mithrendain's twoprimary defense mechanisms
come inthe form of revelationspheres andtremor
wards.
Revelation Spheres: Inventedwell after the city
grew beyondthe bounds of the original fortress, rev-
elationspheres are solidmarble spheres roughly 8
feet indiameter set intoindentations inthe ground.
Eachrevelationsphere is coveredinglowing runes
that pulse witharcane energy; these runes cause the
Mithrendain. Citadel of the Feywild
spheres togive off waves of magical energy that dis-
rupt illusions. including invisibility. Inthe Feywild,
invisible threats pose anextreme danger, since they
couldotherwise walk directly tothe center of the city;
giventhe number of creatures inthe Feywildcapable
of turning invisible, it is nowonder the city's lead-
ers ensuredthat revelationspheres were placedat
intervals throughout the city, their zones of influence
overlapping tocover almost the entire city.
Revelationspheres take up anentire square as
blocking terrain. Eachrevelationsphere radiates a
continual 20-square close burst. Powers withthe
illusionkeywordcan't be usedwithinthe burst and
powers withthe illusionkeywordenduponentering
the area of the burst.
Tremor Wards: Consisting of elaborate runes
placedonenchantedstones set intothe ground,
tremor wards detect major disturbances inthe
groundthat indicate a breachlarge enoughtolet
enemies through.
A tremor wardtakes up anentire square. Each
tremor wardradiates a continual 20-square close
burst that flows intothe earth. Thoughthese wards
are attunedtoignore natural burrowing animals,
they candetect any break inthe groundlarge enough
tolet a Small creature pass throughit. Whena
tremor warddetects a break inthe ground, a pathof
runes leading from the Citadel Arcanum tothe site of
the breachglows brightly, allowing members of the
city guardtofollow the shortest pathtothe breach.
The tremor wards canbe deactivatedby special
request, suchas whena new tower is tobe built and
groundneeds tobe broken, but most inhabitants of
Mithrendainknow better thantogodigging within
the reachof the tremor wards.
THE CITADEL ARCANUM
Where the original fortress of Mithrendainonce
stoodis now the towering Citadel Arcanum. After the
populationof the fortress begantogrow beyondits
capacity, major sections of the original fortress were
torndown, rebuilt, torndownagain, andrebuilt to
better accommodate the fledgling city's expansion.
At the point whenMithrendaincouldnolonger be
referredtoas a town, the leaders of the city organized
a massive reconstructioneffort for the original fortress.
The entire original fortress was rebuilt arounda single,
looming tower that stands above all other buildings in
1VIithrendain. This tower is the central structure of the
Citadel Arcanum, andit serves as the central building
of government anddefense inMithrendain.
The Citadel's designwas influencedby human
architecture, whichat the time was deemedworthy
of study due tothe humanpropensity for defending
their cities against invasion. I Towever, the eladrin
builders usedtheir owntechniques toproduce a
magnificent structure unrivaledinits beauty. Despite
its artistic appearance, the Citadel Arcanum is
extremely functional as a defensible structure. Walls
surroundthe maingrounds of the Citadel (clearly a
signof humaninfluence), andthe tower is guardedat
all times, inside andout.
The Citadel Arcanum not only serves as the first
andlast line of defense of the barrier tothe Under-
dark, it alsois the central meeting place for the city's
ruling council. Withinthe Citadel are the offices and
(insome cases) living quarters of the sevencouncil
members, andthe Citadel alsoserves as a barracks
andgathering place for the city guard. Moreover. the
Citadel Arcanum serves as a base of operations for
the city's secret police force, knownas the Watchers
of the Night.
USING THE
CITADEL ARCANUM
The Citadel Arcanum is anexcellent setting for
adventures set InMithrendain, The Citadel is heavily
guarded, but adventurers couldspenddays or weeks
exploring the catacombs andthe secret passages
leading intoandout of the Citadel. The catacombs
are large enoughtohouse multiple dungeoncom-
plexes, andthe Citadel canact as a stand-infor nearly
any large castle or keep.
T
Mithrendain, Citadel of the Feywild
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The interior of the Citadel is well appointed, and
eventhe most utilitarianparts of the Citadel have
some amount of decorationandbeauty tothem. The
Citadel alsohas a number of meeting chambers,
training areas, andevena banquet hall. The Citadel
Arcanum is the one building inthe city that resem-
bles the castles andkeeps built by humans, though
eladrinconsider the Citadel far superior toany
humancreation.
THE MITHRENDAIN BARRIER
At the center of the Citadel Arcanum rests the barrier
over the opening intothe Underdark, knownonly to
those privilegedfew as the MithrendainBarrier. The
barrier's existence is a secret, thoughthe most pow-
erful members ofMithrendain's society know of its
existence. The barrier lies at the heart of the Citadel
ina vast chamber where only members of the city's
ruling council andtheir guests cango. Highly trained
elite guards, knownas barrier sentinels, guardthe
barrier's chamber from threats from without as
well as from withinthe area. Barrier sentinels must
remainever vigilant for the possibility of a breachin
the barrier, thoughnone has occurredthus far.
BarrierSentinel

Level 9 Elite Soldier


Medium fe humanoid, eladrin

XP ann
Initiative+11 Senses Perception +12; low-light vision
HP 196; Bloodied 98
AC25; Fortitude 21, Reflex 22, Will 21
Saving Throws +2
Speed 6
Action Points 1
Longsword (standard; at-will) 4- Weapon
X16 vs. AC: 1d8 i- 7 damage, and the target is marked
until the end of the barrier sentinel's next turn.
Drive Back (standard; recharge :-: ) Weapon
1-16 vs. AC; 2d8 1- 7 damage, and the target is pushed 3
squares.
Shield Riposte (immediate interrupt, when hit by a
melee attack; requires shield; at-will)
+14 vs. Fortitude; 1 ci6 1- 5 damage, and the barrier
sentinel gains a i-2 bonus to its ACand Reflex until the
end of its next turn.
Fey Step (move; encounter) + Teleportation
The barrier sentinel can teleport 5 squares.
Sentinel Step (immediate reaction, when an enemy moves
into a position flanking the barrier sentinel; encounter)
The barrier sentinel can teleport 5 squares.
Alignment Unaligned Languages Common, Sven
Skills Arcana +7, History +7
Str 16 (+7) Dex 20(+9) Wis 16 ( i-7)
Con 18 (+8) Int 12 (+5) Cha 11 (+4)
Equipment chainmail, heavy shield, longsword
The resting place of the MithrendainBarrier is
a tall, cylindrical chamber witha ceiling roughly
50 feet tall. The barrier is a thick stone slab about
130 feet indiameter, set intothe groundandcarved
withelaborate runes aroundthe rim andstretch-
ing intoits center. Thick, crimsoncurtains cover the
walls of the chamber andelaborate torchsconces and
a fine hanging chandelier light the room. Though
suchaccoutrements might seem out of place above
a barrier tothe Underdark, the city's ruling council
uses the chamber for its meetings, andeachof the
sevencouncil members has a small throne that per-
manently rests withinthe barrier chamber.
THE SEVEN SEAL CHAMBERS
The MithrendainBarrier is far more thanan
enchantedslab of stone; it is infact a magical bar.
rier that prevents denizens of the Underdark from
breaking throughintothe Citadel. The barrier is
maintainedandreinforcedby sevenmagical seals,
eachone foundsomewhere inthe Citadel Arcanum.
These seals are magic circles carvedinto10-foot-wide
stretches of the Citadel's floor. Eachseal provides
a different kindof magical protectiontothe Mith-
rendainBarrier, andeachseal rests withinits own
chamber. These sevenseals are the key toprotecting
Mithrendainfrom below, andonly whenthese seals
are brokencanthe barrier be destroyed. Like the bar-
rier chamber, eachof the seal chambers is guarded
by barrier sentinels at all times.
THE CATACOMBS
Muchtothe chagrinof the Citadel's guards, the
constant rebuilding of the Citadel Arcanum over the
centuries has resultedina number of secret passages
bothwithinandbelow the massive structure. Known
collectively as the catacombs, the barrier sentinel
corps has discoveredover twenty secret passages
leading from rooms withinthe Citadel intoa warren
of undergroundtunnels below the Citadel. Though
none of these tunnels come anywhere close tothe
passageway tothe Underdark, muchof the catacombs
is a subterraneanmaze.
Despite efforts toclose or collapse these secret
passages, passageways intothe catacombs yet
remain. Several Lords Marshal of the Watchers of
the Night have usedthe catacombs as secret meet-
ing places, fearing the eyes andears of evil within
the Citadel. Some of the secret passages merely lead
toother rooms withinthe Citadel (a disconcerting
fact that explains why most of the councilors prefer
tosleep intheir ownestates), while others descend
intosecret structures that canreachseveral hundred
feet intothe ground. Beneaththe Citadel Arcanum
lie enoughsecret chambers andtunnels that bar-
rier sentinels refer toit as the undergroundcity, and
it is a constant struggle tokeep these passageways
sealed. The darkest rumors holdthat more passages
have beenforgottenover the years, just waiting
tobe rediscovered, andthat the full extent of the
catacombs stretches out beneaththe entire city of
M ithrendain.
Mithrendain, Citadel of the Feywild
THE OLD BATTERY
just tothe northwest of the Citadel Arcanum is the
sectionof Mithrendainreferredtoas the OldBattery.
The oldest part of Mithrendain, the OIdBattery is the
first sectionof the city foundedwhenthe population
of the original fortress outgrew it. Namedfor a line of
towers that once stoodinits place, the OldBattery is
as close as the city of Mithrendaingets toa badpart
of town. As the oldest sectionof the city besides the
Citadel, many of the towers of the OldBattery are
older thanany living eladrininthe city. Thoughmost
are kept infair repair, few of the inhabitants of the
OldBattery are what one wouldconsider wealthy.
The OldBattery has a somewhat notorious repu-
tationprimarily due tothe fact that many of its
inhabitants are the families of exiles. Being exiled
from Mithrendainis a severe punishment not only
for the offender but alsofor the offender's family;
having a family member exiledis like having a
black mark placedonyour family's reputation.
Most suchfamilies are forcedtomove tothe Old
Battery by societal pressure, andwhile some suffer
the disgrace insilence just as many more bear a
grudge either against their exiledfamily member
or against those whodecidedtosendthe relative
intoexile.
The OldBattery is full of history, but that history
is overshadowedby its reputation. Althoughmost
inhabitants of Mithrendainwouldhesitate tocall this
sectionof the city dangerous, many wouldagree that
anunwise personenters the OldBattery alone. Crim-
inals andoutcasts flock tothe OldBattery, andmany
wouldlook totake advantage of unwary visitors.
Inhabitants of the OldBattery are usually normal
people just trying toget by, but there is nodoubt that
this sectionof Mithrendainis a breeding groundfor
dissent andchaos.
THE OUTSKIRTS
Several settlements exist outside the city proper. Scat-
teredfor several miles inevery direction, these small
towns andfarming communities are collectively
knownas the Outskirts. Most of the foodfor the city
is brought infront farms inthe Outskirts. Like Mith-
rendain, the farms of the Outskirts are somewhat
unconventional intheir methods andappearance.
Most of the farms appear tobe little more thanhomes
built at random inthe deep forest. Farmers inthe
Outskirts take extra care inthe planting of certain
trees, andtheir ground-growncrops appear tosprout
up at random throughout the forest. The authority
of the city guardrarely stretches tothe Outskirts,
thoughthe small towns inthe area have seenthe
occasional Watcher inthe Night.
Farmers from the Outskirts harvest their crops
year-roundandincareful rotation. Every few weeks,
aneladrinfarmer brings a portionof his or her har-
vest tothe city tosell tocity-dwellers. The carts of
these farmers dot the street corners throughout Mith-
rendainat all times, andinhabitants of Mithrendain
have favorite farmers that they prefer tobuy from
whenever possible.
ARCHITECTURE
Nocity better exemplifies eladrinarchitecture than
Mithrendain. Taking a look at the various buildings
throughout the city, it becomes easy tofeel like you
are walking througha place built by beings witha
different outlook onthe world. Buildings inMithren-
dainexpandvertically: there are nosprawling estates
inthe city, andwhenmore space is neededthe owner
of a building adds onanother floor. Most buildings in
Mithrendainare at least 30 feet tall, andalmost all
of them are circular towers withdoors onthe ground
floor andstairs spiraling upwardaroundthe walls on
the inside of the building. Eladrinbuildings almost
never have windows onthe groundfloor; it is too
easy for aneladrintoteleport, andeladrinvalue their
privacy. Onthe upper floors, well out of the range of
afey step, buildings have windows that are made of
reflective glass. allowing those onthe inside tosee
out but keeping those onthe outside from seeing into
the room. Wealthy eladrinpay tohave disc-shaped
platforms enchantedtohover near buildings they
own, allowing aneladrinto fey step out of the. upper
floors of a building directly ontoa platform andthen
descendtothe groundby stairs without having to
leave throughtheir ownfront door.
Eladrinkeep their private chambers onthe upper
floors of their building, leaving a large, opencommon
area onthe groundfloors. Eladrinhomes donot have
bedrooms, but insteadhave cozy, soundproof medita-
tionchambers where the eladrinspendtheir resting
time. Proper meditationis extremely valuable tothe
eladrinof Mithrendain, andmaintaining a small
but plushmeditationroom is a matter of pride for
most eladrin. Unfortunately, this means that inns in
Mithrendainoftenhave nobedrooms; those few that
do(designedtocater tooutsiders) have bedrooms
constructedwitha uniquely eladrinviewpoint. Nor-
mally. these bedrooms are small rooms withone bed
andlittle room for anything else.
The commonareas of eladrinhomes are lined
withbookshelves, since reading is highly valuedin
Mithrendain's society. Eladrinstore their valuables in
small, undergroundvaults, accessedby secret doors.
These vaults exist tokeep others from teleporting into
them. andthe vault floors are linedwiththick metal
andstone toprevent anything from breaking intothe
building from below.
Mitlitendairi, Citadel ofthe Feywild
Mithrendain Guard Level 2 Soldier
Medium fey humanoid, eladrinXP 125
Initiative +6 Senses Perception+8: low-light vision
HP 38; Bloodied19
AC 18; Fortitude 14, Reflex 15, Will 14
Speed 6
Longsword(standard; at-will) + Weapon
+9 vs. AC; 1 d8 + 2 damage.
t Protective Swing (standard; recharge XI Fu) + Weapon
+9 vs. AC; 2d8 + S damage. andthe target is marked
until the endof the Mithrendainguard's next turn.
Fey Step (move: encounter) Teleportation
The Mithrendainguardcanteleport 5 squares.
Alignment UnalignedLanguages Common, Elven
Skills Arcana +4, History +4
Str 11 (+1) Dex 17 (+4) Wis 14 (+3)
Con 14 (+3) Int 12 (+2) Cha 10 (+1)
Equipment scale armor, longsword
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LAWS AND
ENFORCEMENT
The AutumnCity has a code of laws similar tothose
foundinmost civilizedareas. Theft, murder, and
trespassing are all just as illegal inMithrendainas
they are elsewhere. However, what distinguishes
Mithrendainfrom other cities is the code of punish-
ments that accompanies its laws. imprisonment is
not anoptionfor punishment ineladrincities, since
keeping aneladrinprisoner is extremely difficult.
Thoughmany of the guardstations throughout
the city have small holding areas for detaining
a prisoner temporarily, noreal prisons exist in
Mithrendain.
If a crime calls for punishment beyondsimple
restitution, that punishment comes inthe form of
disfigurement. For some crimes, a symbol is branded
onthe offender's face, not only torob the offender of
a cleanappearance but alsotowarnothers that he or
she is a criminal. Inmore severe cases, crimes call
for one of the offender's hands tobe maimedbeyond
use, or sometimes twistedwithmagic touselessness.
The most extreme form of punishment, at least tothe
inhabitants of the AutumnCity, is exile. Whenan
offender is banishedfrom Mithrendain, it signifies
his or her complete removal from eladrinsociety. The
exile andfamily are forever shamed, andthe offender
is forbiddenfrom ever entering Mithrendainagain.
Many bitter exiles have fledintothe Underdark, and
some exiles make their treasoncomplete by serving
as agents of the fomoriankings there.
THE CITY GUARD
The Mithrendaincity guards are the primary keep-
ers of the peace inthe AutumnCity. Unlike those in
humancities, the guards inMithrendainare mostly
lightly armored, nimble sword-wielders whorely on
their speedanddexterity totake downtheir oppo-
nents. They wear armor made of small overlapping
plates, larger thanscales but offering the flexibility
andmobility of most leather armors. The city guardis
headquarteredinthe Citadel Arcanum, but smaller
guardposts exist throughout the AutumnCity, which
allows the guardtoreact quickly toany disturbance.
The city guardis made up of paidvolunteers, most
of whom are young people without families of their
own. City guards serve for as long as they wish,
thoughthere is little upwardmobility inthe Guard.
Promising members of the city guardare giventhe
chance totrainas barrier sentinels inthe Citadel
Arcanum, but few have the skill andexperience to
make the jump tothe elite corps of defenders.
Mithrendain Guard Captain Level 5 Soldier(Leader)
Medium fey humanoid. eladrinXP 200
Initiative +8 Senses Perception+10; low-light vision
Eladrin Courage aura 5; any eladrinally withinthe aura that
succeeds ona saving throw gains 5 temporary hit points.
HP 63; Bloodied31
AC 21; Fortitude 17, Reflex 18, Will 17
Speed6
IDLongsword(standard; at-will) + Weapon
+12 vs. AC; 1 d8 + 3 damage.
4. Protective Swing(standard; recharge + Weapon
+12 vs. AC; 3d8 + 5 damage, andthe target is marked
until the endof the Mithrendainguardcaptain's next
turn.
< Guard Captain's Poise (minor; at-will)
Close burst 10; targets one eladrinally withinburst; the
target makes animmediate saving throw against one
effect that a save canend.
Fey Step (move; encounter) + Teleportation
The Mithrendainguardcaptaincanteleport 5 squares.
Alignment UnalignedLanguages Common, Elven
Skills Arcana +5, History +5
Str12 (+3) Dex 18 (+6) Wis 16 (+5)
Con15 (+4) Int 13 (+3) Cha 13 (4-3)
Equipment scale armor, longsword
THE WATCHERS
OF THE NIGHT
The Watchers of the Night is a secret police force
withinMithrendainresponsible for keeping a
wary eye out for anyone or anything endangering
the city. Originally establishedas a group of spies
chargedwithrooting out anyone withinthe Citadel
Arcanum that sought todestroy or bypass the bar-
rier, the Watchers of the Night slowly expanded
its jurisdictiontocover the entire city andthe sur-
rounding Outskirts, Despite its humble origins, the
Watchers has become aninfluential organizationin
the AutumnCity.
EachWatcher is givena signet ring that allows
him or her toignore the city's defenses. Watchers of
the Night canbecome invisible anduse illusionspells
as normal, evenwithinthe range of the revelation

Mithrendain, Citadel of the Feywild
spheres, andas a result they spendtheir time watch-
ing the day-to-day activities of citizens throughout
Mithrendain. The Watchers arc mostly unobtrusive,
but many feel uncomfortable withthe secret observa-
tionof the Watchers. Infact, the Watchers' ownname
has something of a double meaning; onthe one hand,
they are vigilant against threats from the eternal
night of the Underdark. but by the same tokenthey
are observers that peer at the people of Mithrendain
from the shadows.
The Watchers are rarely seen, andfew people in
Mithrendainhave ever encounteredone; those who
dousually keep quiet about the fact. Thoughno
Watcher has ever revealedhow he or she became
a Watcher of the Night, many suspect that the
Watchers are culledfrom the ranks of exception-
ally talentedcriminals whoknow how tomove
about the AutumnCity unseen. Watchers wear
leather armor that has beendyedpitchblack, and
they carry ornate daggers giventothem whentheir
training is complete.
i
Mithrendain, Citadel of the Feywild
Watcher of the Night Level 12 Elite Lurker
Medium Fey humanoid, eladrin XP 1,400
Initiative +16 Senses Perception +15; low-light vision
HP 194; Bloodied 97
AC26; Fortitude 24, Reflex 26, Will 24
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard; at-will) + Weapon
+1 7 vs. AC; 3d4 + 5 damage.
4. Double Attack (standard; at- will) + Weapon
The Watcher of the Night makes two dagger attacks.
Arcane Blade (standard action; encounter) + Weapon;
Varies
+15 vs. Reflex; 4d4 + 10 damage; the Watcher of the
Night can choose to do normal damage with this attack,
or have the attack deal cold, fire, lightning. or thunder
damage instead.
No More Secrets (minor; encounter)
Close burst 10; targets one creature; the target gains 10
vulnerability to cold, fire, lightning, or thunder (Watcher
of the Night's choice) until the end of the Watcher's next
turn.
Fey Step (move; encounter) Teleportation
The Watcher of the Night can [deport 5 squares.
Watcher's Signet (minor; encounter)
The Watcher of the Night gains a+5 bonus to Stealth
checks until the endof its next turn.
Night's Embrace (immediate reaction, when hit or missed by
a melee attack; recharge i;;;;;!!!) 4. Illusion
The Watcher of the Night gains total concealment from
the attacking creature until the end of the Watcher's
next turn. The Watcher of the Night can use this power
even in the radius of a revelation sphere and this power
does not end when the Watcher of the Night enters the
radius of a revelation sphere.
Combat Advantage
A Watcher of the Night deals 2d6 extra damage against
any target granting combat advantage to it.
Alignment Unaligned Languages Common, Elven
Skills Arcana +10, History +10, Stealth +17
Str 14 (+8) Dex 22 (+12) Wis 19 (+10)
Con 19 (+10) Int 14 (+8) Cha 13 (+7)
Equipment leather armor, dagger, Watcher's signet
CITIZENS AND DENIZENS
Mithrendainis populatedalmost entirely by
eladrin, andmost of the inhabitants are happy to
keep it that way. Mithrendain's populationis mostly
peaceful, andsociety moves at its ownpace. The
denizens of the AutumnCity take their time with
everything, andthey rarely are inany kindof hurry.
Tothe long-livedeladrin, eachday canbe takenat
one's ownpace. Twoeladrinmight agree tomeet
"after lunch," whichcouldmeanthat their meeting
is any time from right after lunchtojust at sunset.
Since most artisans work from their homes, there
are nobusiness hours: if the artisanis in, the shop
is openfor business. Everything takes place at a
casual pace. whichcanbe frustrating tooutsiders.
Many a visitor has commissionedaneladrin-made
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sword, only tofindthat the blacksmith's definition
of"soon" andhis ownare different. As a result,
inhabitants of Mithrendainsee outsiders as too
tightly wound, andprefer not todeal withthe exas-
perating, impatient visitors.
Outsiders visiting Mithrendainmight findthem-
selves takenaback by aspects of the AutumnCity's
society. The eladrininhabitants frequently consider
outsiders tobe novelties or curiosities. Ina society
obsessedwithbeauty, a race that doesn't share their
smoothaesthetics is practically hideous, andmany
eladrincannot help but gawk at visitors from the
world. The eladrinof Mithrendainoperate ontheir
ownschedules andyet seem obsessedwithmain-
taining the beauty of their society andtheir city, two
aspects that cancombine tofrustrate visitors tothe
AutumnCity whoneedsomething from one or more
of its inhabitants.
NOTABLE INHABITANTS
The following notable inhabitants ofMithrendainare
suitable for use inany D&Dcampaign.
AMON BASS1R1
THE COMMANDING OFFICER of the Watchers of the
Night is a slender eladrinmale namedAmonBassiri.
Thoughlittle is knownof his past (the same goes
for all the Watchers), Amon holds the rank of Lord
Marshal. He not only commands the Watchers but
is alsoa member of the city's ruling council. Unlike
other city rulers, Amonlives inhis apartments inthe
Citadel Arcanum, andit is saidthat he spends his
nights exploring the secret passages beneaththe Cit-
adelandkeeping the secrets he finds from the city
guard. Amonis a wiry male withever-moving eyes,
long black hair, andpale skin; thoughhe puts onan
air of friendliness, his smile is oily andone cansense
that the LordMarshal is weighing every wordbeing
spokencarefully for any hint of treason.
VYNDRA SY SVAN1
ANOTHER PROMINENT MEMBER of the City's ruling
council, Vyndra Sysvani is a female eladrindip-
lomat whohas reputedly spent more time outside
the Feywildthanany other inhabitant of Mithren-
dain. Vyndra made a name for herself as a liaison
betweenMithrendainandthe humancities outside
the Feywild. After years abroad, Vyndra moved
back toMithrendaintoserve onthe city's ruling
council, but she is still extremely knowledgeable
about the world and its inhabitants. Vyndra is
friendly tooutsiders, andeager tohear news of
the places she once visited. She canbe a valuable
ally toanyone visiting Mithrendain, especially
giventhe way humans, dwarves, andmany other
races are treatedinthe AutumnCity. Vyndra is an
Amon Bassiri Level 17 Elite Lurker(Leader)
Medium Fey humanoid, eladrinXP 3,200
Initiative +19 Senses Perception+18; low-light vision
HP 246; Bloodied123
AC 31; Fortitude 29, Reflex 32, Will 29
Saving Throws +2
Speed6
ActionPoints 1
0 Dagger (standard; at-will) + Weapon
+22 vs. AC; 4d4 + 6 damage.
-I- Double Attack (standard; at-will) + Weapon
AmonBassiri makes twodagger attacks.
+ Arcane Blade (standardaction; encounter) + Weapon;
Varies
+20 vs. Reflex; 6d4 + 10 damage; AmonBassiri can
choose todonormal damage withthis attack, or have
the attack deal cold, fire, lightning, or thunder damage
instead.
4. Rush to Action (standardaction; 1:7:1D] ) + Weapon
4-22
vs. AC; 4d4 + 17 damage; AmonBassiri canshift 2
squares bothbefore andafter making this attack.
No More Secrets (minor; encounter)
Close burst 10; targets one creature; the target gains 10
vulnerability tocold, fire, lightning, or thunder (Amon's
choice) until the endof Amon's next turn.
Fey Step (move; encounter) + Teleportation
AmonBassiri canteleport 5 squares.
Swift Watcher(minor 1/round; at-will)
One eladrinally within5 squares of Amon(andinhis
line of sight) canshift 2 squares as a Free action.
Watcher's Signet (minor; encounter)
AnionBassiri gains a +5 bonus toStealthchecks until
the endof his next turn.
Night's Embrace (immediate reaction. whenhit ormissedby
a melee attack; recharge + Illusion
AmonBassiri gains total concealment from the attacking
creature until the endof the creature's next turn. Amon
canuse this power eveninthe radius of a revelation
sphere andthis power does not endwhenAmonenters
the radius of a revelationsphere.
Combat Advantage
AmonBassiri deals 3d6 extra damage against any target
granting combat advantage tohim.
Alignment UnalignedLanguages Common, Elven
Skills Arcana +13, Bluff +15, History +13, Stealth+20,
Thievery +20
Sir20 (+13)
Con 15 (+10)
eladrinfemale inher later years whose beauty has
not beendiminishedwiththe years. She wears her
long blonde hair tiedback at the nape of her neck,
andshe is extremely diplomatic eveninthe most
troubling situations.
Dex 24 (+15) Wis 21(+13)
Int 16 (+11) Cha 14 (+10)
Equipment leatherarmor, dagger, Watcher's signet
Vyndra Sysvani Level S Elite Artillery
Medium fey humanoid. eladrin XP 800
Initiative +7 Senses Perception+8; low-light vision
HP 139; Bloodied 69
AC 20; Fortitude 19, Reflex 21, Will 22
Saving Throws i-2
Speed6
ActionPoints 1
DDagger (standard; at- will)
113 vs. AC; 2d4 + 4 damage.
Reactive Blast (immediate interrupt, whentargetedby a
melee attack; $- Arcane, Fire
Close blast 3; +12 vs. Reflex; 2d6 + 4 fire damage.
Fire Burst (standard; encounter) + Fire
Area burst 2 within20; +12 vs. Reflex; 3d6 + 4 fire
damage.
A:. Bloodied Burst (free, whenfirst bloodied; recharge i is )
+ Fire
Vyndra Sysvani's fire burst recharges, andshe uses it.
Fey Step (move, encounter) + Teleportation
Vyndra Sysvani canteleport 5 squares.
Alignment GoodLanguages Common, Draconic.
Dwarven, Elven
Skills Arcana +15, Diplomacy +14. History +15
Str11 (+4) Dex 16 (+7) Wis 19 ( i-f3)
Con 14 (+6) Int 18 (+8) Cha 20 (+9)
Equipment fine clothes, dagger
Kagen the Blackknife Level 6 Elite Skirmisher
Medium fey humanoid, drow XP 500
Initiative -I-9 Senses Perception+5; darkvision
HP 138; Bloodied 69
AC 20; Fortitude 18, Reflex 19, Will 17
Speed6
Short Sword (standard; at-will) + Weapon
+11 vs. AC; 1d6 + 6 damage.
e Hand Crossbow (standard; at- will) + Weapon
Ranged10/20; +11 vs. AC; 1d6 + 6 damage.
of
Clear the Bar (standard; at-will)
Ranged10/20; Kagenthe Blackknife makes twohand
crossbow attacks.
DrDeal with the Rabble (immediate reaction, whenmissed
by a melee attack; at-will) + Weapon
Kagenthe Blackknife canshift up to2 squares andmake
a handcrossbow attack.
. Cloud of Darkness (minor; encounter)
Close burst 1; the burst creates a zone of darkness that
lasts until the endof Kagenthe Blackknife's next turn.
This cloudblocks line of sight for all creatures except
Kagenthe Black knife. Any creature (except Kagenthe
Blackknife) is blindedwhile it is entirely withinthe
cloud.
Alignment UnalignedLanguages Common, Elven
Skills Bluff +9, Intimidate +11, Stealth+14
Str 16 (+6) Dex 19 (+7) Wis 15 (+5)
Con13 (+4) Int 11(-1-3) Cha 12 (+4)
Equipment short sword, handcrossbow
KAGEN THE BLACKKNIFE
A TRULY ODDSIGHTIN IVIITHRENDAIN, Kagenthe Black-
knife is a drow innkeeper whoruns one of the only
genuinely outsider-friendly inns inMithrendain, a
place calledthe Waystop inthe OldBattery. Kagen
is well knownthroughout the entire city as a smiling
draw whotells some of the wildest stories. Though
many eladrinregardhim as anodditya drow that
is not a bloodthirsty killerfew truly know him well
enoughtomake muchof a judgment. Kagen's nick-
name, the Blackknife, comes from one of his incredible
tales about a dagger he once ownedthat hada pitch-
black blade that crumbledtoashwhenhe came up to
the surface. Few believe Kagen's tales, andmost see
them as little more thanfanciful stories designedto
entertainhis patrons andkeep them inthe innfor a
little while longer. Despite his friendly exterior. Kagen
keeps all his patrons at arm's lengthat all times. He
might seem friendly, but noone really knows about his
past, andKagenwouldlike tokeep it that way.
HEROES OF
111THRENDA1N
The following sectionincludes new mechanics for
player characters relatedtoMithrendain. Although
a character neednot be from Mithrendaintotake
or use any of these mechanics, the DM might wish
torestrict the availability of powers or magic items
tothose whooriginate, or have at least visited, the
AutumnCity.
FIGHTER POWERS
The following new powers belong tothe fighter class
andcanbe takenany time a character wouldnor-
mally take a power of that level providedhe or she
meets the power's prerequisites. These particular
powers are available toall fighters, but eladrinfighters
commonly take these powers (andpowers like them)
totake advantage of their inherent Dexterity bonus.
Hesitation Slash Fighter Attack 3
You flick your weapon one way, thenthenext. slashing your op-
ponent and makingit wireriainfrom whichdirection your next
attack will conze.
Encounter+ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strengthvs. AC
Weapon: If you're wielding a light blade, a heavy blade,
or a spear, you gaina bonus tothe attack roll equal to
your Dexterity modifier.
Hit: 21W1+ Strength modifierdamage, and the target grants
combat advantage toyou until the endof your next turn.
Nimble Bladestorm FighterAttack 5
Yourweapon becomes whirlwind around yon. striking sofas'
thot your enemies have Me chance 10 dodge.
Daily + Martial, Weapon
Standard Action Close burst 1
Target: All enemies inburst
Attack: Strengthvs. AC
Weapon: If you're wielding a light blade, a heavy blade,
or a spear, you gaina bonus tothe attack roll equal to
your Dexterity modifier.
Hit: 21W1+ Strengthmodifier damage.
Mithrendain Citadel ofthe Feywild
Mitheendain, Citadel of the Feywild
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Wades from All Angles Fighter Attack 13
Your weapon appears tocome ,from all angles at once. making
escape impossible.
Encounter + Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strengthvs. AC
Hit 31WI Strengthmodifier damage, andthe target is
knockedprone.
Weapon: If you're wielding a light blade, a heavy blade,
or a spear, you gaina bonus tothe damage roll equal to
your Dexterity modifier.
Unerring Blow Fighter Attack 15
You position our attack so fu! your etteirzy has no chance to
avoid it.
Daily + Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strengthvs. Reflex
Weapon: If you're wielding a light blade, a heavy blade, or
a spear. you gaina bonus tothe attack roll equal toyour
Dexterity modifier.
Hit 3(W1+ Strengthmodifier damage.
Miss: Half damage.
ManeuveringAssault Fighter Attack 23
Your weapon flashes quick!): lettiiig you moveyour opponent
eXaCay whereyou want it as it tries nododgesour attacks.
Encounter + Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strengthvs. AC
Weapon: If you're wielding a light blade, a heavy blade,
or a spear, you gaina bonus to the attack roll equal to
your Dexterity modifier.
Hit: 31W! + Strength modifier damage, andyou slide the
target a number of squares equal to your Dexterity modi-
fier (minimum 1 square). In addition, the target is immo-
bilized until the endof your next turn.
Pinpoint Cyclone Fighter Attack 25
Your weapoii strikes nearby enemies withuncanny precision,
inciting Chaos while attacking withorder
Daily + Martial, Weapon
Standard Action Close burst 1
Target: All enemies in burst
Attack: Strength vs. Reflex
Weapon: If you're wielding a light blade, a heavy blade,
or a spear, you gain a bonus to the attack roll equal to
your Dexterity modifier.
Hit 31W1 + Strength modifier damage.
Effect: The target grants combat advantage to you (save
ends).
WIZARD POWERS
The Following new powers belong tothe wizardclass,
andthey canhe takenany time a character would
normally take a power of that level providedhe or she
meets the power's prerequisites.
Arcane Insight Wizard Utility 2
You call upon the knowledge ofyonrr ancestors, summoning the
collective arcane teistioni of millennia of eladrin history.
Encounter + Arcane
Free Action Personal
Prerequisites: You must be trained in Arcana.
Trigger: You make an Arcana check anddislike the result
Effect: Reroll the Arcana check, keeping the better of the
tworesults.
Feywild Spell Surge Wizard Utility 10
You reach into the Feywild. drawing forth a torrent of the plane's
inherent arcane energy tojiiel your spells.
Daily + Arcane
Free Action

Personal
Trigger: You miss withanarcane attack
Effect: Reroll the missedattack roll anduse the second
result.
Special: if you are aneladrin, you gaina 1-2 bonus tothe
reroll.
Shunt Between Worlds WizardAttack 15
You blast your foes with the same arcane tire rgy you use to pass
between worlds. shunting them info theFeywildand back again.
Daily + Arcane, Implement, Psychic, Teleportation
Standard Action Close burst 2
Target: All enemies within the area of the burst
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier psychic damage, andyou
teleport the target 5 squares. The destinationmust be
onsolidground.
Miss: Half damage.
NEW PARAGON TIER FEATS
Any feat inthe following sectionis available toa
character of 11 thlevel or higher whomeets the
prerequisites.
FEY STEP TRAILBLAZER
Prerequisite: Eladrin
Benefit: Whenyou use your fey step power, you
canalsoteleport one adjacent willing creature that is
your size or smaller withyou at the same time. When
you arrive at your destination, place the creature that
traveledwithyou inany square adjacent toyou.
REACTIVE FEY STEP
Prerequisite: Eladrin
Benefit: Whenyou are the target of a push, pull,
slide. or other form of forcedmovement, you canuse
your fey step power as animmediate interrupt. You
negate the forcedmovement, but you donot teleport.
PARAGON PATH:
WATCHER OF THE NIGHT
"You have no secrets front me."
Prerequisite: Eladrin, rogue class
You know the secrets that people try tokeep behind
closeddoors. Withthe threat of the Underdark lurk-
ing behindevery corner, your vigilance is all that
stands betweena peaceful life for your people and
their total annihilation.
WATCHER OF THE NIGHT
PATH FEATURES
Watcher of the Night's Action (11th level):
When you spendanactionpoint totake anextra
action, you alsogaina +5 power bonus toStealth
andPerceptionchecks (including passive Perception
checks) until the endof your next turn.
Against the Shadows (11th level): You ignore
concealment whenattacking adjacent creatures.
Shadowslayer (16th level): While you have con-
cealment or total concealment andyour target grants
combat advantage toyou, you canapply your sneak
attack damage toyour opportunity attacks, evenif
you have already appliedyour sneak attack damage
during that round.
WATCHER OF THE NIGHT EXPLOITS
Arcane Blade Watcher of the Night Attack 11
Yon snatch arcane power from the Feywild, wreathing _vour dag-
ger in energy.
Encounter + Arcane, Martial, Weapon; Varies
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3fW1+ Dexterity modifier damage.
Special: Until the end of the encounter, each time you make
an attack with this weapon, you can choose to have this
weapon deal normal damage or damage of one of the
following types: cold, fire, lightning, or thunder.
No More Secrets Watcher of the Night Utility 12
Youfind the weak point in an enemy's defenses and exploit it.
Daily + Martial
Minor Action Close burst 10
Target: One enemy in burst
Effect: The target gains vulnerable 10 cold, vulnerable 10
fire, vulnerable 10 lightning, or vulnerable 10 thunder
(your choice) until the end of your next turn.
Glaring Wound Watcher of the Night Attack 20
Your blade cuts deep, leaving a gaping wound.
Daily + Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light
blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3 D M+ Dexterity modifier damage, and the target is
slowed and takes ongoing 10 damage (save ends both).
Miss: Half damage.
Effect: The target gains vulnerable 10 to attacks with the
weapon keyword (save ends).
NEW MAGIC ITEMS
The following new magic items either originate in
Mithrendainor are commonly foundinthe posses-
sionof the city's residents.
'fitis weapon is it with the Feywild's inherent arcane energy.
Lvi 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Heavy blade, light blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Add 1 square to the distance of any teleport you
make.
Power (Daily + Teleportation): Free Action. Use this power
when you hit with the weapon. You teleport the target 2
squares.
Eldritch Serpent Armor Level 4+
The overlapping scales (this armor are taken from magical serpents.
Lvl 4 +1 840 gp Lvl 19 +4 105.000 gp
LA 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Armor: Scale
Enhancement: AC
Property: You take no penalty to speed while wearing this
armor.
Power (Daily): Minor Action. Until the end of your turn, your
attacks using the arcane keyword gain a bonus to dam-
age rolls equal to the armor's enhancement bonus.
Shield of the Barrier Sentinels Level 9+
This ornate shield is awarded to members of the Barrier Seluinels.
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Lvl 19 105,000 gp
item Slot: Arms
Property: You gain a +1 bonus to ACand Reflex while you
are flanked.
Level 19: +2 bonus to ACand Reflex.
Level 29: +3 bonus to ACand Reflex.
Watcher's Signet Level 11
This white gold ring takes the shape of a dagger that curls around
the wearer's finger.
Item Slot: Ring 9,000 gp
Property: You can use illusion powers within the radius of
a revelation sphere, and your illusion powers do not end
when you enter the radius of a revelation sphere.
Power (Encounter + Illusion]: Minor Action. Gain a +5 power
bonus to Stealth checks until the end of your next turn.
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WISH UPON A STAR
by Bruce R. Cordell
Warlocks sometimes seize arcane power by swear-
ing pacts toquestionable entities beyondthe world.
Suchshortcuts are sometimes judgedfoolhardy by
lore-wise wizards whospendyears studying their
way tomastery.
Naysayers are especially suspicious of a warlock
sworntothe star pact, whichconnects its follower to
what many believe are simple stars, thoughothers
describe them as horrific monsters. Dostar pact
warlocks swear their oaths tounfathomable enti-
ties of the Far Realm? For that matter, what is a
"simple star" if it is more thana distant prick of light
ina larger shroudof darkness? Not evenstar pact
warlocks know for certain, but this dearthof under-
standing doesn't deter them from wielding the power
bequeathedfrom the pitiless points of light that shine
unchanging beyondnight's void.
Whenyou wishupona star, sometimes horrifying
dreams follow.
STAR PACT
Those witha passing knowledge of the fights speck-
ling the night sky canpoint out constellations andthe
names of interesting or distant stars. However, those
whoswear the warlock star pact eventually discover
new truths about what they might have earlier mis-
takenfor mundane stars. Suchdevout scholars learn
the secret names for commonstars, andindeed, they
discover constellations of alienlamps toofar away for
most eyes todiscernunaided.
Star pact warlocks scour foes withicy banes and
mouthcurses giventhem indreams bornbeyond
the night sky andthoughfew enoughadmit the
possibilityperhaps from the Far Realm. How is it
that warlocks gaintheir connectiontothis aberrant,
unknowable regionoutside time by way of the stars?
The truthmight be that some stars have come
under the influence of Far Realm entities. Suchcrea-
tures use stars (some without conscious thought, but
others withintentionaforethought) as windows on
the world. Warlocks draw influence from these crea-
tures throughthe star for whicheachis named.
It seems unlikely that every star inthe sky is associ-
atedwitha mind-shattering monster (thoughsome star
pact warlocks wake from nightmares where every light
inthe night sky simultaneously blinks open, revealing
eyes ...). But a few stars are definitely soassociated,
andthese connections are scribedina spidery. shak-
ing handona parchment titledRevelations ofMelech.
PLAYING A STAR PACTWARLOCK
If the worst fears of naysayers somehow prove true.
what does it meanif you draw your arcane power
from the Far Realm andother horrors of the cosmos?
EGOTISTIC
"The stars don't influence me; if anything, I influence
them!"
You couldbe a star pact warlock withanimmense
ego. Sure, you've learnedaberrant creatures are asso-
ciatedwiththe innocent-seeming stars. Yes, strange
visions of maddening landscapes have begunto
infiltrate your nights. Granted, you sometimes hear
strange atonal music whennoone else can. But it's
all manageable. You know you are up tothe task of
retaining holdof your sanity. You know the signs to
watch. Toomuchstar-gazing. Toomuchtalking to
yourself. Toomuchfantasizing about what Gibbeth
really looks like despite the warnings inthat dusty old
tome not todwell overmuch, eveninthought, onthis
enigmatic entity. A lesser mindcouldfalter andcrack
under the truths towhichyou are privy andunder the
strains of temptationyou forego. But you arc master of
your ownmind, You are confident that you canmake
use of the power the stars grant without falling victim
tothe madness that lurks behindtheir radiant light.
REVELATIONS OF MELECH
The scroll calledRevelations ofMelech is woundinside
a narrow obsidiancylinder whose exterior is scribed
withstrange star constellations. The protective obsid-
iancylinder acts as a rod ofharvest.
The following names andassociatedqualities are
scribedonthe manuscript inside the cylinder.
Acamar: Acamar is a corpse star whose motions
andbehemothsize sendcelestial objects that draw
toodose spiraling totheir doom.
Caiphon: This purple star is usually onthe horizon.
It has the guise of a helpful guide star, but sometimes
betrays those whorely uponit.
Delban: Anice-white star oftenvisible only during
winter, Delbanmight surprise the star-gazer withan
impromptu flare during any season.
Gibbeth: Better not towrite or think overlong on
this greenishpoint inthe sky.
Hadar: Hadar is the extinguishedcinder of a star
lurking withinthe cloaking nebula of Ihbar.
Ihbar: A dark nebula betweenstars, Ihbar is
slowly expanding andeating the light of neighboring
constellations.
Khirad: A piercing blue star, Khirad's radiance
sometimes reveals secrets andgruesome insights.
Nihal: Nihal is a reddishstar that writhes around
the positionit shouldholdinthe heavens.
Ulban: Ulban's blue-white light disrupts cognition
andthe ability torecognize danger.
Mudun: Another corpse star, Zhudunis histori-
cally describedas shining a baleful light over the
RuinedRealm of Cendriane inthe Feywildbefore
its fall.
NAIVE
"Oh, you're quite the jester! I think I wouldhave noticed
fa great eye opened inthe moon and blinked when I per-
formed the ritual!"
You might play a star pact warlock whois merely
nave. Perhaps you are toofreshfrom the swearing of
your pacts tohave noticedanything particularly aber-
rant inthe power that begins toflow intoyour hands.
If strange dreams sometimes trouble your rest, what
of it? Whohasn't hada nightmare or two, especially
after a day spent rousting undeadandother monsters
from their lairs? The stars are distant points of light
withstrange names, andif invoking their names
transfers powers. why worry overmuchabout the
source of that power? True, some of your spells have
horrific-sounding names andfrightening effects, but
then. are not many wizardspells hardly less omi-
nous? Isn't it true spell names andflashy magical
Wish Upon a Star
effects are meant toimpress foes? Unless anduntil a
pseudopodbursts from anunexpectedwall or ritual
book andpulls you shrieking intothe earth, you're
happy toretainyour view of reality.
MAD
"Get away from me! I said, get away! Oh. Sorry. I thought I
saw. . . well, never mind."
Perhaps you really have beguntolose your reason.
Feelings that startedout merely as milddiscomfort
grew intoaviddislike, andfinally graduatedtofits of
rabidfear; you know that whenyou react sostrongly
merely tothe sight of, say, fish, something is probably
not quite right inyour head. But despite this realiza-
tion, you Forge ahead. You canfake it well enoughto
get by, despite some episodes ofscreaining intoyour
bedroll at night. Your friends might suspect that your
sleep is disturbedfrom your redeyes, but how will they
ever know you dreamedlast night of redstars? Crim-
sonpoints swirling andflocking throughthe skies like
birds. alternately merging together andbreaking apart
ina hideous dance that slowly but surely tracedthe
outline of a tear inspace. A hole inthe very air through
whichanamorphous mass lurked, a shape composed
of countless tiny worms who, from tiny putridmouths.
calledout your name. Your friends won't know, of
course. But sometimes they ask you tostop laughing,
because you're starting toact like a crazy person.
UTILITARIAN
"The stars are just a roadto power same as any other. The
pact has its risks, sure, but by my lights, seeking wisdom
among the stars is better thanbelieving a devil's lies, or
plucking out your eye to use a crazy artifact."
You might be a star pact warlock whobelieves it's
all somuchhype. You know full well there could
be eventual repercussions for learning toomuch
possibly eveneventual madness. But noone saidthe
life of anadventurer was easy. You might be up to
holding ontoyour sanity, or you might not, but you're
not nave about the shocking, true nature of night's
gaudy coat of stars. Your egoisn't sooverweening that
you are certainyou canavoiddoing the bidding of
anaberrant monstrosity, but heroes of previous ages,
whether they swore pacts or not, have always risked
the same. No, you know the risks andaccept them in
returnfor all the potent spells you gain. You accept
withopenarms what these alienentities canteach
you, knowing that you canturnthe spells toyour own
ends. You're not stupid, soyou don't willingly risk the
lives of your acquaintances if a strange dream urges
you to, or if one of your spells tries tosquirm out of
your control.
Wish Upon a Star
WARLOCK FEATS
Warlocks canchoose from the following new feats.
These feats are not restrictedtostar pact warlocks.
HEROIC TIER
Any feat inthe following sectionis available toa war-
lock character whomeets the prerequisites.
SACRIFICE TO CAIPHON
Prerequisites: Con13, warlock
Benefit: Whenyou attack withanencounter
power that has targets andyou miss all targets, then
you candeal damage toyourself equal tothe level
of the power. Ifyou do, you immediately recover the
power.
STARF1RE WOMB
Prerequisites: Cho13, warlock
Benefit: Whenyou deal damage witha power
that has the radiant or the fear keyword, immedi-
ately roll a saving throw torelieve a conditionof your
choice from whichyou are suffering.
SHADOW'S ECLIPSE
Prerequisites: Int 13, warlock
Benefit: While you have concealment, you also
have resist radiant equal to5 + one-halfyour level.
PARAGON TIER
Any feat inthe following sectionis available toa war-
lock character of 11thor higher level whomeets the
prerequisites.
TWOFOLD PACT
Prerequisites: 11th level, EldritchPact class
feature
Benefit: You gaina secondEldritchPact. You
gainthe at-will spell andpact boonof bothpacts. You
canuse only one of your pact boonbenefits at a time,
however.
BAEL TURATH BORN
Prerequisites: 11th level, tiefling, warlock
Benefit: Your fire resistance improves; you now
have resist fire equal to8 + your level.
EPIC TIER
The following feat is available toa warlock character
of 21st or higher level whomeets the prerequisites.
STUDENT OF THE ATHANAEUM
Prerequisites: 21st level, Int 15, warlock
Benefit: Once per day whenyou use a daily
power. you regainthe use of that daily power at the
endof the encounter.
WARLOCK POWERS
Warlocks canchoose from the following new powers.
LEVEL 1 ENCOUNTER SPELLS
Glow of Ulban Warlock (Star) Attack 1
You call upon Man, whose blue-white light pierces the mind and
interrupts the instinct for self-preservation in those caught in its
otherworldly glow
Encounter + Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Star Pact: If this attack hits, the target takes a -2
penalty to the next saving throw it makes before the
end of the encounter.
LEVEL 1 DAILY SPELLS
Crown of Stars Warlock (Star) Attack 1
Flaring points ofstar-bright light encircle your head. With each
gesture. it painful point ofblue-white light leaps away in a halo of
choking smoke toward one foe.
Daily + Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack Charisma vs. Reflex
Hit: 2d12 + Charisma modifier radiant damage. If the target is
bloodied, it is also blinded until the end of your next turn.
Sustain Minor: Make a Charisma vs. Will attack against any
target inrange. Ona hit, deal radiant damage equal to
your Charisma modifier.
Prophecy of Zhudun Warlock (Star) Attack 1
You whisper snatches ofprophecy glimpsed in the blank face of
dead Z liudim. A visionflashes into your foe's mind that is so hor-
rifying that if loses track ofits surroundings.
Daily + Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the tar-
get is dazed (save ends). The target treats all its enemies
as if they are concealed until it saves from Its dazed
condition.
Miss: Half damage.
WishUpon a Star
LEVEL 2 UTILITY SPELL
Fevered Certainty of Caiphonwarlock (Star) Utility 2
You send your thoughts to Caiphon, theDream Whisperer, whose
directionlies beyondthefarthest void and is normally unknow-
able. Hush with the eldritchvision. a mad certainty hoods you r
body and mind.
Daily + Arcane, Implement
Minor Action Personal
Effect Until the end of your next turn, you gain a +5 power
bonus to all skill checks. but you take a -2 penalty to Will.
LEVEL 3 ENCOUNTER SPELL
Hands of Ihbar Warlock (Star) Attack 3
InLy hlack,frigid tendrils emerge as if from your foe's own body.
Thetendrils curl and wind around their parent so tightly that
bloottilow and movements are hampered.
Encounter + Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier cold damage, and the target
is slowed until the end of your next turn.
Star Pact: If the target has cold resistance, it is reduced
by a number of points equal to your level (save ends).
LEVEL 5 DAILY SPELLS
Fury of Gibbeth Warlock (Star) Attack
You revive the memory of ancient Gibbeth the Endless, slain be-
fore the primordialiforgefires burned. Though forrnless, even the
imperfect recollection of Gibbeth strikes out with all-too-real limbs
of hate before you hastily forget it.
Daily + Arcane, Fear, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack Intelligence +2 vs. Reflex
Hit 3d1 0 + intelligence modifier damage, and the target
must succeed on an Acrobatics check that has a DC
equal to 10 + your Charisma modifier + one-half your
level or fall prone. At the start of its turn, the target must
succeed on another Acrobatics check (DCas above) or
fall prone again (save ends).
Miss: Half damage, and the target must make an Acrobatics
check or fall prone.
LEVEL 6 UTILITY SPELLS LEVEL 9 DAILY SPELL
Red Leeches of Nihal Warlock (Star) Utility 6
llfriggling scarlet worms writhe suddenly across your foe's
body before dissolviugjust as quickly intoodious vapor. When
their rank odor stings your nostrils, stolen energy shudders
through you.
Daily + Arcane, Implement
Immediate Interrupt Ranged 10
Trigger: One target inrange spends anactionpoint or a
healing surge
Effect: You gaina number of temporary hit points equal to
your secondwindvalue.
RendingFearof Khirad Warlock (Star) Utility 6
A pale blue flame springs up from your brow as you imam the
apocalypses over which kitirad has burned. thus hoping to fright-
en your foe into are admission.
Daily + Arcane, Charm, Fear, implement
Standard Action Close touch
Target: One helpless intelligent enemy
Effect: You demandthat the target answer one question. If
you share a language, your helpless target provides the
answer tothe best of its knowledge, without distortion.
Eachround, ask a new questionif your target remains
helpless, up toa number of questions equal to1+ your
Charisma modifier.
LEVEL T ENCOUNTER
SPELLS
FarRealm Phantasm Warlock (Star) Attack 7
You givebrief life to the image of the creature von periodically see
in visions hungribewhispering your name. Though your breath
comes quicker. your target is caught unpreparedfor the mind-
wrenchi ng
Encounter+ Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit 1 d6 + Charisma modifier psychic damage, andthe tar-
get spends its next standardactionmaking a basic attack
against the empty air.
StarPact: The target takes a -2 penalty toits Will until
the endof your next turn.
influence of AcamarWarlock (Star) Attack 7
Crackling black energy shrouds your body as you briefly rake on
the least aspect of Acamar, a dark and distant star. Your closest
foe is struck by a stray bolt and is pulled toward you.
Encounter+ Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One enemy closest toyou
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier necrotic damage, andyou pull
the target a number of squares equal toyour Charisma
modifier.
StarPact: This spell's range is 20 insteadof 10,
Brood of HadarWarlock (Star) Attack 9
You call upon Hadar the non 'flinger. Your foe screams, clutches
its head. and Flying.fl terimt, fanged shadows pourfrom
your foe's open eyes. mouth. and ears, and descend upon one of
your foe's allies.
Daily + Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitutioni-2 vs. Fortitude
Hit: 3d1 + Constitutionmodifier necrotic damage. if this
damage is enoughtoreduce the target to0 hit points,
make a secondary attack.
Secondary Target: One enemy within3 squares of the
primary target
Secondary Attack: Charisma vs. Fortitude
Hit: 2d1 + Charisma modifier necrotic damage.
Miss: Half damage, andnosecondary attack evenif the
target is reducedto0 hit points.
LEVEL 10 UTILITY SPELL
Troublesome

Warlock (Star) Utility 10


Aid of Caiphon
lirhenanallygrairtsyou the grace of renewed health, vou lever-
age your knowledge qjCitiphoit's healing lore to gain even greater
admrtragethan was offeredIna at what price?
Encounter+ Arcane, Implement
immediate interrupt Ranged 10
Trigger: One ally inrange grants you the use of a healing
surge
Effect: Inadditiontothe normal number of hit points you
regain, you regaina number of hit points equal toyour
healing surge value. However, until the endof the en-
counter, you die after failing your second, rather than
third, deathsaving throw
LEVEL 13 ENCOUNTER SPELL
Blaze of Ulban Warlock (Star) Attack 13
You channel thehitie-whireilwqf Ulburr, whoseburning glory
captivates mortal minds evenas it consumes therm
Encounter+ Arcane, Implement, Radiant
Standard ActionRanged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 -i- Charisma modifier radiant damage, andslide one
enemy within5 squares of the target 2 squares.
StarPact: If this attack hits, the target takes a -2 penalty
toits next saving throw.
WishUpona Star
LEVEL 15 DAILY SPELLS

LEVEL 17 ENCOUNTER SPELL


Far Realm Glim se Warlock (Star) Attack 15
You call up a vision ofa space inhabited by east entities whose
vile, stales-lam limbs churn an amoebicsea to bloodyfrath. Your
foe screams and scrambles to ,get meat:
Daily Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target One creature
Attack: Charisma +2 vs. Fortitude
Hit 3d8 + Charisma modifier psychic damage and the
target is dazed (save ends). A target that does not
move its full speed away from you on its next turn
takes 2d8 + Charisma modifier damage and is dazed
(save ends).
Visage of Zhudun Warlock (Star) Attack 15
You manifest an aspect oftire blank, face ofdead Zliudart. creat
irrg fl zone of horror that hammers at the sanity ofthose caught
within it.
Daily + Arcane, Fear, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone containing the semblance
of a monstrous face, blocking line of sight. The zone
lasts until the end of your next turn. Creatures that
enter the zone or start their turns there take 3d1 0
psychic damage.
Sustain Minor: When you sustain the power, you make a
secondary attack.
Secondary Target: Each creature within the zone
Secondary Attack: Charisma vs. Will
Hit: ldl 0 + Charisma modifier psychic damage, and the
target is slowed until the end of your next turn.
LEVEL 16 UTILITY SPELL
Caiphon's DisquietingWarlock (Star) Utility 16
Liberty
You call out to Caiphon, the D ream Whisperer. an entity who is
both unimaginably far and worryingly dose. Caiphon gives you
your liberty. but sips a bit ofyour life inreturn.
Encounter + Arcane, Implement
Minor Action Personal
Effect: Choose one of the following conditions that you cur-
rently suffer: immobilized, restrained. or slowed. That
condition immediately ends. However, you also take 5
damage.
Delban's Eye Warlock Star}Attack 17
A slanting shaft offrigid starlight shines down curd illuminates
your foe. revealing it in a spasm ofchill agony. Your foe realizes
you've turned the dire attention ofa fell entity upon it.
EncounterArcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit 3d10 + Charisma modifier cold damage, and the target
is marked until the end of your next turn. The target
loses concealment and total concealment while marked.
Star Pact: All attacks against the target deal 1 d6 + your
Charisma modifier extra cold damage while the target is
marked by this power.
LEVEL 19 DAILY SPELL
Dark Side of the Moon Warlock (Star) Attack 19
The moon, waning gibbous, swims intoviewover!' cad, but
something is wrong. Its craters host eyes larger dui n seas, and the
fracture lines writhe and crawl, revealing themsdv,s as continent-
sized tentacles.
Daily + Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma +2 vs. Will
Hit 4d1 0 + Charisma modifier psychic damage, and the
target is slowed and restricted to making basic attacks
until the end of your next turn.
Miss: Half damage.
BEHIND THE CURTAIN:
PERK OF THE JOB
When I approach staff around the office to write for
D&D Insider, I always start with a simple question:
"What are you playing?" You see, I learned quickly
that in a department full of game designers, I could
get people excited about a topic above and beyond
the enthusiasm they bring each day.-lf they could
design something for the character they're currently
playing in a campaign.
Bruce was no different. Okay, maybe a little. I may
have heard he was also playing a star pact warlock.
I may have been a little self-serving in approach-
ing him to write some new star pact powers. But if
there's one perk to working on D&D, it's that you
can sometimes get exactly what you need for your
character into print.
But heck, that's what makes writing for D&D
Insider so awesome: Anyone can do it. If you have
an idea that would be perfect for your dragonborn
fighter, odds are good it would be perfect for some-
one else's, so you should craft a proposal and send it
in to dndinsider@wizards.corn.
Chris Youngs
Wish Upon a Star
Starless Void Warlock (Star) Attack 23
A shadowfrom the wintryvoid between stars falls uponyour foe,
shrouding it with it layer of celestial fist that hinders its abilityto
defend itself
Encounter + Arcane, Cold, Fear, implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
4d8 + Constitution modifier cold damage, and the tar-
get grants combat advantage to your allies until the end
of your next turn.
Star Pact: If this attack hits, the target takes a penalty to
ACequal to your intelligence modifier until the end of
your next turn.
LEVEL 25 DAILY SPELL
Gibbeth's Embrace Warlock (Star) Attack 25
Pressed and desperate, a stray recollection of Gibbed' the Endless
occurs to you. Youhastkforce the memory upon your foe, who is
ernhmced ii i a clasp qfpa 1)4161e hate.
Daily + Arcane, Fear, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: intelligence vs. Reflex
Hit: 5410 Intelligence modifier force damage, and ongoing
10 force damage (save ends).
Miss: Half damage.
LEVEL 27 ENCOUNTER
SPELL
Envoy of Nihal Warlock (Star) Attack 27
Youcall be the boundaries of matter space, arid perhaps
even sanity. Mital answers bysending a in manoid-shaped hole in
realityfilled withwrithing red worms, which fall upon your foe.
Encounter + Acid, Arcane, Fear, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d1 0 + Charisma modifier acid damage. If the target
takes damage from this attack, you can spend a healing
surge.
Star Pact: Add double your Charisma modifier to the hit
points regained from the healing surge.
LEVEL 22 UTILITY SPELL LEVEL 23 ENCOUNTER
Ulban's ShiningCloak Warlock (Star) Utility 22

SPELL
The blue whiteline of Man sears your fleshwitha flashof oth-
envorldlylight, but grams youan extra measure of protection
against the attacks of distant foes.
Daily + Arcane, implement, Radiant
Immediate Interrupt Personal
Trigger: You are hit by a ranged attack
Effect You gain a power bonus to the defense targeted by
the attack equal to your Intelligence modifier, if the trig
gering attack misses you because of this bonus, the target
of the attack changes from you to the attacker. The at-
tacker rolls the attack again to determine it hits itself.
`BEHIND THE CURTAIN: WISH
FOR WARLOCK POWERS
Chris Youngs approached me to write an article
about warlocks quite a while ago, before Complete
Arcane- was designed and before any other sources
contained additional powers beyond those appear-
ing in the Player's Handbook`". Of course, he had an
ulterior motive. Turns out both he and I were playing
warlocks. Tiefling warlocks. Tiefling star pact war-
locks] (And both in games run by Chris Perkins, no
lessl) After he suggested I write the article, we looked
at each other for a few seconds, and then we both
laughed maniacally.
Oh yes, this was going to be an article I enjoyed
writing. Not merely because it would directly benefit
my own character (heh), but also because I have a
particular affinity for the star pact, at least when it
swerves towards the Far Realm. So I got busy writing
story text, pulling all the star names of powers that
appeared in Player's Handbook and adding several
new ones of my own. I tried to profile each star and
the entity associated with it. Once all the stars had
"personalities" of their own, writing powers themed
to those particular stars seemed to flow naturally. It
certainly made writing the power story text a kick,
tool
And now, when all is said and done, my character
Melech, and presumably Chris's character Deimos,
both enjoy a little extra star pact goodness. Where
"goodness" really means "cosmic horror from beyond
the sky."
Bruce R. Cordell
WishUpon a Star
f
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LEVEL 29 DAILY SPELL
C.alphon's Warlock (Star) Attack 29
Abominable Melody
The atonal songofCalphon. the DreamWhisperer.pierces the
jithric between worlds. Yourfoe covers its ears, closes its eyes, and
begins to shriek.Even so.notes ofthe horrible tune are still faintly
audible above the screaming.
Daily + Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target One creature
Attack: Charisma +2 vs. Fortitude
Hit 6d8 + Charisma modifier psychic damage, and the
target is deafened (save ends), blinded (save ends), and
slowed (save ends); a separate save is required to relieve
each condition. At the beginning of the target's turn, if
It Is still suffering from any one of the conditions you in-
flicted upon it, it takes another 1d6 + Charisma modifier
psychic damage, and you can slide the target a number
of spaces equal to your Charisma modifier. Until the end
of the encounter, any time you take damage, roll a d20. If
you roll 10 or higher, reduce the damage to 0.
Special: Each round a target is still affected by this spell, the
ally (or you) closest to the target hears an echo of the
abominable melody and takes 1d10 psychic damage.
PARAGON PATH
STUDENT OF CAIPHON
The Dream Whisperer pays more attention to the world
than any other ofits ilk.it might have a plananda part to
pla,vin the world's final destiny."
Prerequisites: Warlock class, star pact
You studiedthe limitless abysses andthe bright
points of enigmatic light that hang betweenthem.
You listenedtothe baffling disordered sounds that
emergedFrom the simple astronomical lenses you
usedfor your study. You learnedthat the stars were
not the innocent lamps above the worldthat most
assumed. Despite this unsettling knowledge, you
continuedyour study, eventually narrowing your
concentrationtojust one stara star namedCaiphon.
That's whenthe dreams began.
You dreamedof a fitful star of purple fire. You
walkedinits light tothe edge of a slime-linedpit
that pulsedandheavedlike a living maw, eager to
consume. You hurledyourself intothe cavity as the
purple star flared. You fell intoanamoebic sea,
where you were digestedover the course of a thou-
sandyears, or perhaps just one night.
Whenyou woke, your eyes were opalescent purple
orbs, andCaiphonbeganwhisperi ngwhispering
intoyour ear. Eventhoughyou couldhear only the
merest fragments of Caiphon's never-ending instruc-
tions andinsights, a knowing smile stitcheditself
across your face.
STUDENT OF CAIPHON
PATH FEATURES
Star Bright (11th level): Whenyou spendan
actionpoint totake anextra action, ifyou use your
actiontomake anattack that hits, that hit deals ongo-
ing S radiant damage (save ends). Suchpowers are
consideredtohave the radiant keyword.
Caiphon's Guidance (11th level): You score a crit-
ical hit withfear andradiant powers ona roll of18-20.
Caiphon's Intercession (16th level): You can
choose touse Caiphon's Intercessioninplace ofyour
Fate of the Voidpact boonwhenanenemy under
your Warlock's Curse drops to0 hit points or fewer.
One ally of your choice within10 squares of you can
make animmediate melee basic attack against a
target you choose; if the attack hits, it deals ongoing
5 radiant damage (save ends) inadditiontonormal
damage. If your ally makes the attack, Caiphontakes
its due anddeals 5 damage toyour ally. If your ally
refuses toaccept Caiphon's Intercession, you take S
damage (despite the fact noattack was made); insuch
aninstance, you retainthe use of Fate of the Void.
STUDENT OF CAIPHON SPELLS
Trust in the Guide Star Student of CaiphonAttack 11
You squeeze tight your eyes andcall upon the Purple Star to
grasp _your mindandguide your strike.
Encounter+ Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Special: You ignore penalties for cover (but not superior
cover), concealment, and total concealment. You can
attack an invisible target as if it were not invisible.
Hit: 2d10 + Charisma modifier radiant damage.
Steps on the Purple StairStudent of CalphonUtility 12
At Capital's bidding, you take a halfstep into a temporary echo
plane wherewindshrieks like the screams oftorturedlunatics and
where indescribable colors squirm across your skin.Something
shudders on the horizon, but you step fully backinto the world
before its identity resolves.
Encounter + Arcane
MinorAction Personal
Effect: You gain invisibility and a fly speed equal to your
speed until the start of your next turn. On your next turn
you take ongoing 3 psychic damage (save ends).
Caiphon's Hungry Mercy Student of Caiphon Utility 20
Your guide star offers all who heedvotsr sudden rant to "Trust in
Calphotir a boon ofrenewedpower.Your lordrequires only a sip
oflife fromeachally who partakes.So little in return for so much!
Daily Arcane
MinorAction Close burst 10
Target You and all allies in burst
Effect You and each ally in burst can spend a healingsurge
to recover a power. Each of you choosing to do so rolls a
d6. On a roll of -S, the power recovered is an encounter
power. On a roll of 6, the power recovered is a daily power.

Wish Upon a Star
AVishUpon a Star
EPIC DESTINY
RADIANT ONE
The world and its echoes are but motes in the eye ofa far
grander, fmore terrifyingly incomprehensible, vista. You
are unafraid, nay eager, to risk even madness unending, if
only you can learn the underlying truth ofexistence.
Prerequisite: 21st level
Lesser souls have beenoverwhelmedby their study of
the uncaring stars. Insteadof commanding their own
fate, they were transformedintomere pawns and
cultists. Withfeatures shadowedunder voluminous
hoods, they toppledglare-eyedanddrool-speckled
intothe clutchof madentities. That is not tobe your
fate. You've divineda different truthinthe coldpin-
pricks innight's endless void. Insteadof a pawn, you
intendtobe the master. You plantohave your force
of will shine, burning forever. Unlike other stars that
serve as windows, perhaps, tomonstrous entities of
animpossibly distant realm, your radiance is merely
your owncognizance spreading ever outward.
The unschooledbelieve a radiant one is nothing
more thana servitor tothe vast enigmatic creatures
you court. True, others whohave traveledyour path
have burnedout, unleashing cataclysms that killed
allies, corruptedmonarchs, andevenlaidwaste to
kingdoms (and, some whisper, toprevious ages of the
world). You know these cautionary tales, andsofore-
warnedyou are forearmedshouldany of the powers
from whom you draw your strengthseek tosuborn
your will. Your allies have nothing tofear from youif
you are careful.
IMMORTALITY
Ultimate knowledge, bereft of all filters, easy illu-
sions, andmisleading metaphors is what you seek.
Soonenough, it will all be yours.
First Light: Whenyou complete your final quest,
the last pieces of the puzzle of reality begintofaIl
intoplace. The stars themselves begintosing toyou,
their sibling. You begintogleam, as if your skinis but
a shell covering a mighty [amp. Uponputting your
affairs inorder, you travel toa far place. Finally, you
ignite inanexplosionof stellar glory. Like a demigod,
you ascendintothe night sky, becoming finally a star
yourselfone associatedwitheldritchwisdom. Or,
perhaps, madness. Either way, your name takes its
rightful place among the constellations.
PROPHECY OF DEIMOS
"The worlddoesn't end with water, fire, or cold.
I've divined the coming apocalypse. It ends with
tentacles!"
RADIANT ONE DESTINY FEATURES
All radiant ones have the following features.
Starborrt (21st level): You gainresistance to
fire damage andradiant damage equal to10 + your
level. Whenever you deal damage toa target that is
granting combat advantage toyou, you deal extra fire
andradiant damage to the target equal toyour Intel-
ligence modifier.
Starburst (24th level): The first time you are
reducedto0 hit points or fewer eachday, you gain
the immediate use of a healing surge anddeal radiant
andfire damage of equal value toall enemies within
3 squares of you.
Starry Rift (30th level): Your dawning under-
standing of reality andthe facadelike nature of time
andspace allows you totake "shortcuts" throughtime
itself. Once per day you cantell the DM that your
turnhas come up again. Treat this actionas ifyou had
chosentotake the delay action(evenif you took your
last turnnormally without delaying).
RADIANT ONE POWER
StarFlesh Radiant One Utility 26
With a flare ofstarfire, you ignite with eye-searing flame. Your
foes findit iliftirtilt tottirget you. ankiyour starfireburns away
many attacks that otherwise would izavefound you.
Daily + Arcane, Fire, Implement, Radiant
Standard Act ion Personal
Effect: All spaces within20 squares of you are lit withbright
light. You gaina bonus equal toyour Intelligence modi-
fier toall defenses.
If a ranged, area, or close attack hits you, roll a saving
throw. if you succeed, the radiance andfire of your form
incinerate the attack, andyou arc unharmed.
Your star flesh lasts until the endof the encounter.
THE BLOODG1-10ST SYNDICATE
by Mike Meanis
The word"goblin" brings forthimages of shrieking
goblinwarriors descending upona village inthe
deadof night, long columns of armoredhobgoblins
marching inprecise formation, andcunning bug-
bears waiting inambushalong a forest track. The
Bloodghost Syndicate likes tokeep it that way. from
their hiddenlairs incities across the world, they
engage inextortion, assassination, robbery, andeven
the occasional legitimate business venture. Spurred
onby a combinationof boundless greedandshrewd
cunning, the Bloodghost Syndicate has built an
empire of crime beneaththe noses of those swornto
defendcivilizationfrom goblinoidincursions.
HISTORY
The syndicate traces its humble beginnings toone
bugbear. Graala Bloodghost. Graala servedas a war-
rior aboarda pirate galleonunder the commandof
a hobgoblincaptain. She andher bugbear kinwere
shock troops andmarines, taskedwithleading the
charge onany boarding action.
Graala workedher way up the ranks, andintime
she became a personal bodyguardtoher captain.
She saw firsthandhow the captainturnedplundered
cargointocashby dealing withhuman, (idling, and
dwarf smugglers, fences, andmerchants of flexible
morality. It fascinatedher that the humans would
expendsomucheffort totrack downher kininthe
The Bloodghost Syndicate
wilds, while withintheir cities lurkedbugbears who
posedjust as muchofa threat.
Graala's assignment alsogave her insight into
the Fabulous wealththat the captainandhis coterie
enjoyed, while she andthe bugbear marines survived
ona few coins from eachraid. The hobgoblins never
ledthe charge. andthey never riskeda mariner's
trident throughthe gut or a swarm of crossbow bolts.
The next time she accompaniedthe captainona
secret rendezvous witha smuggler onthe docks of
a humancity, her bugbear compatriots killedthe
hobgoblinofficers left aboard, waitedinambushfor
the captain's return, andkilledhim. Graala thenled
the survivors ashore andintothe city, but not before
arranging for the smuggler tocollect ona bounty
placedonthe captain's head. Graala claimedhalf the
share, andwiththe cashliberatedfrom the ship, she
foundedthe Bloodghost Syndicate.
CURRENT STATUS
Graala foundedthe syndicate nearly 30 years ago.
Today, she still takes anactive handinthe syndicate's
affairs, but her age andinfirmity have pushedher son
Rathos totake command.
The syndicate dabbles ina variety of criminal
enterprises, including gambling, protectionrackets,
assassinations, andmoney lending. The Bloodghosts
carvedtheir niche inthe underworldthrougha com-
binationof brute force, cash, andaccess tomonstrous
allies outside the city whoare eager todobusiness with
forces withinthe city: ore mercenaries seeking service
withanevil lord, cultists insearchofa safe dungeon
lair or illegal reagents for their foul rituals, andoutlaws
(whether monstrous or humanoid) eager toturnthe
goods andcoinplunderedfrom their victims intomate-
rial comforts andfine goods. After all, a few hundred
coins stashedina chest beneathanogre chief's bedare
worthless unless he candosomething withthem.
The Bloodghosts foundwilling allies onbothsides
of the supply chain. Their emissaries buy luxury
goods, usually expensive ales andother liquors, and
deliver them tohumanoidchieftains at outrageous
mark-ups. The humans they deal withinside cities are
toointimidatedtoask for better rates, while the savage
ores, goblins, andogres are tooignorant toquestion
the exorbitant prices the Bloodghosts demand.
LIFE 1N THE CITY
The Bloodghosts employ a number of criminal
schemes tosupplement the profits they make intrad-
ing goods betweenhumananddwarf merchants and
the savage, humanoidtribes that lurk at the edge of
civilization.
Loan Sharking: The Bloodghosts invest their
profits inshort-term loans, using a pair of halfiing
twinbrothers namedMurroandKeganGalliwell as
front men. MurroandKeganapproachadventurers
whoneeda few more silver coins tobuy or create
a magic item, merchants whoneedjust a few hun-
dredgoldcoins tokeep their businesses afloat, and
others whose desperationandgreedcancloudtheir
commonsense. The twins have short, blondhair,
pale skin, andblue eyes. They muddle negotiations
by claiming that any promises or deals struck were
made withthe other twin, sometimes shaking down
the same target twice. The Bloodghosts become
involvedincollecting the loans whenwords and
threats fail toextract payment.
Assassination: Bugbears are goodat killing, a
talent that the Bloodghosts are more thanhappy to
sell tothe highest bidder. Toavoiddrawing unwanted
attentionfrom the city guard, the Bloodghosts work
exclusively for humanoidtribes andcults outside the
city. targeting adventurers andothers whovisit the
city for a short time. By avoiding long-term residents
andother fixtures inthe city, the Bloodghosts canuse
bribes andcoerciontoensure that their actions are
dismissedas robberies gone bad, the results of feuds
or duels, or one of the other dangers of the adventur-
ers' profession.
Urban Banditry: As outsiders inthe city, the
Bloodghosts are acutely aware of the strict divisions
withinurbansociety. The poor, outcasts, anddwell-
ers at society's edges are easy victims of muggings,
ambushes, andraids. Inparticular, adventurers and
other explorers make ripe targets. They carry.plenty
of cashandmagic items, andthe local constabu-
lary has more pressing issues todeal withthanthe
complaints generatedby heavily armed, dangerous,
andunpredictable travelers. The Bloodghosts set
up ambushes near taverns frequentedby explorers,
knocking their targets unconscious andcarrying off
any valuables they findonthem. The Bloodghosts
take care toavoidmurdering their victims, since they
know there are certainlines they cannot cross with-
out drawing attention. Whenthey dokill a victim,
suchas for anassassination, they take care toensure
that the victim is of the type whose deathfails to
draw muchattention.
NOTABLE PERSONALITIES
The syndicate, as befits anorganizationbent on
murder, profit, andpower, is filledwitha number of
notable villains andcriminals.
Rathos Bloodgbost: This fat, yet still menacing,
bugbear developeda love of the finer things inlife
as the syndicate's profits ballooned. Aninveterate
gambler. he has inthe past stakeddebts owedtothe
syndicate, the lives of potential assassinationvictims,
)The Bloodghost Syndicate
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andeventhe freedom of a paladincapturedinthe
Blondghost's hideout ona game of cards. I Ie has yet
tolose one of these wagers. Rat hos speaks withmea-
sured, deliberate tones, andhe detests direct, physical
confrontation. Why fight whena game of chance,
accompaniedby a platter of fine cheese anddwarven
ale, canbring about anequally decisive result?
If forcedtofight, Rathos is a ferocious opponent.
His beer belly hides a skilledfighter whouses great
strengthandspeedtoovercome his foes. Rathos is a
brawler whouses simple wrestling techniques and
brute force topoundhis enemies intothe dirt.
Ratlios's Entourage:Rathos keeps a pair of displacer
beasts (level 9 skirmisher, Monster Manual, page 70)
as pets. inaddition, a highpriestess of Asmodeus
grantedhim a beardeddevil (Monster Manual, page
60) as a guardian. As a free actiononce per week,
Rathos cansummonthe devil toany square within5
squares of him. The devil remains andserves him for
I hour.
Rathos Bloodghost Level 10 Elite Controller
Medium natural humanoid. hu: bear XP 1.000
Initiative +8 Senses Perception +12, low-light vision
HP 212; Bloodied 106
AC24; Fortitude 24, Reflex 23, Will 22
Saving Throws +2
Speed 6
Action Points 1
C) Daggers (standard; + Weapon
Twoattacks; +15 vs. AC; 1 d4 + 6 damage.
Flick of the Wrist (minor; at- will) + Weapon
Ranged6/12: +16 vs. AC; 1d4 + 6 damage.
4. Crushing Grasp (standard; at-will)
+14 vs. Reflex; 1 d4 + 6 damage, andthe target is
grabbed.
l- Strangle (standard; at-will)
Targets a creature grabbedby Rathos; +14 vs. Fortitude;
2d8 + 5 damage. Miss: Half damage.
4. Choke and Throw (standard; recharge tt
+14 vs. Reflex; 2d4 + 6 damage, Rathos slides the
target 3 squares. andthe target is knockedprone and is
stunned until the end of Rathos's next turn.
Quick Counter (immediate reaction, when an enemy
misses Rathos witha melee attack; at-will) + Weapon
Targets the triggering enemy; +15 vs. AC; 1d4 + 6
damage.
Predatory Eye (minor; encounter)
Rathos deals 1d6 extra damage against the next target
that grants combat advantage tohim,
Quick Draw
Rathos candraw a weaponas a free action.
Alignment Unaligned Languages Common, Goblin
Skills Diplomacy +12, Insight +12, Intimidate +14, Stealth
+14, Thievery +12
Str 19 (+9) Dex 17 (+8) Wis 14 (+7)
Con 18 (+9) int 12 (+6) Cha 15 (+7)
Equipment hide armor. 12 daggers
Jarmaag Fireseer Level 8 Artillery
Small natural humanoid, knbuldXP 350
Initiative +5 Senses Perception +11
HP 72; Bloodied 36
AC20; Fortitude 19, Reflex 20, Will 21
Speed 6
Dagger (standard; at-will) + Weapon
+13 vs. AC; 1d4 damage.
(3 Black Shard (standard; at-will) + implement, Necrotic
+11 vs. Reflex; - Id&+ 4 necrotic damage, and the target
is slowed until the end ofiarmaag's next turn.
e Lightning Arc (standard; at-wilt) + implement, Lightning
Ranged 10; targets one, two, or three creatures; +11 vs.
Reflex; 1d8 + 4 lightning damage.
4,1. Wind Burst (standard; recharge + Implement
Area burst 1 within10; +11 vs. Reflex; 2d6 + 4 damage,
and Jarmaag slides the target 2 squares.
.-1,;- Acid Storm (standard; encounter) + Acid, Implement
Area burst 2 within10; +11 vs. Fortitude; 1 cfl 0 + 6 acid
damage. Miss: Half damage.
Knife in the Back
lfjarmaag includes at least one ally inanarea attack, he
deals la, extra damage toall targets of that attack,
Shifty (minor; at-will)
Jarmaag shifts 1 square.
Alignment Evil Languages Common, Draconic,
Goblin
Skills Arcana +14, Diplomacy +12, Insight +11, Stealth +12,
Thievery +12
Str 11 (+4) Dex 13 (+5) Wis 14 (+6)
Con 18 (+8) int 20 (+9) Cha 17(+7)
Equipment robes, dagger, wand
Jarmaag Fireseer: This koboldwas adoptedinto
the syndicate for his uncanny ability topeer intothe
future. Several times, his prognostications allowed
the syndicate toreap tremendous profits andavoid
unwantedentanglements. A powerful wizard, he now
seeks tounseat Rathos as headof the organization.
He considers the bugbear weak andineffectual, and
gathers freelance thieves, humanoidtribes eager for
discounts onfine goods, devils suppliedby a cult of
Asmodeus, andevena clanof sahuaginlurking inthe
city's harbor tohis side.
Jarmaag's Entourage: Jarmaag is paranoid, as befits
his secret plots against the city's most powerful
crime lord. His personal bodyguardis Druel Spike-
fist (dragonborngladiator, level 10 soldier, Monster
Manual, page 86). He always travels withGalaria, his
supposedconcubine but intrutha succubus (level 9
controller, Monster Manual, page 67) dispatchedby
the cult of Asmodeus as a counselor and, unknown
toJarmaag, a spy. Galaria betrays Jarmaag as soon
as the situationturns against her inanattempt to
worm her way intohis enemies' goodgraces. Druel is
a mute whosuffereda severe headwoundlong ago.
He grunts andhowls like ananimal andfights tothe
deathonhis master's behalf.
Graala Bloodghost: Thoughunable toleave bed
due toa variety of physical ailments, Graala still
maintains a deathgrip over the syndicate. Rathos
might runthe day-to-day operations, but she dictates
The Bloacighost Syndicate
the group's long-term goals. She believes her sonis
toosoft toremainincontrol andquietly supports the
machinations ofjarmaag, his secondincommand. By
her reasoning, if a revolt does not kill Rathos, it could
Ieave him stronger for the experience. If he dies, then
Jarmaag was meant tolead.
Graala is toooldandwitheredtofight. However,
she is a canny negotiator. She has a +16 bonus to
Bluff, Diplomacy, andIntimidate checks, anda +14
bonus toInsight.
Withthe proceeds of a lifetime of crime, Graala has
made as secure a home as she canafford. She lives in
a fortifiedmansionoutside the city. A group of a dozen
warforgedsoldiers (level 4 soldier, Monster Manual,
page 261) leads packs of irondefenders (level 3 soldier,
Monster Manual, page 156) inregular patrols of the
grounds. The warforgedrefuse totalk tooutsiders,
andnone of them have ever beeninthe house. They
enter the place only toattack intruders, but thus far no
one that they know of has brokenintothe place. Only
Rathos andJarmaag are givenprivate audiences, and
they visit here only by night.
Withinthe house, three skeletal tomb guardians
(level 10 brute, Monster Manual, page 235) andtwo
mezzodemons (level 11 soldier, Monster Manual,
page 58) standguardon the first floor andsecond
floor. The mezzodemons are boundwithina pair
of paintings, one ineachfloor's hallway. Whenan
T
rite Bloodshost Syndicate
intruder passes either painting, the demonwithin
appears andattacks. The skeletons lurk within
curtainedalcoves: twoonthe first floor, one onthe
secondfloor.
Graala rarely receives visitors other thanher son.
Rumors aboundthat her mansionalsoserves as the
home of anelderly warlock whowent insane over
30 years ago. She was placedinthe home by her
friends, powerful adventurers whoalsorecruitedthe
warforgedguards, after a disastrous expeditiontothe
Feywild. Magical wards bindher inside the mansion.
The story claims that she is toodangerous towalk the
city, andthat her madness was the price of a ritual
she conductedtoallow her andher friends toescape
the Feywild. The few freelance thieves whohave tried
toenter the mansiondisappeared. lending credence
tothis tale. Adventurers whobreak intothe man-
sioninsearch of the "madwarlock's" treasure might
soonfindthe city's most powerful crime syndicate
gunning for them.
ToigLongshanks, DoppelgangerLevel 5 Skirmisher
Medium natural humanoid(sha.e.chanref) XP
Initiative +6 Senses Perception+4
HP 61; Bloodied 30
AC 19; Fortitude 16, Reflex 17. Will 17
Speed6
Dagger (standard; at-will) + Weapon
Toig moves 2 squares before the attack anddoes not
provoke opportunity attacks by moving; +12 vs. AC; 1d4
+ 6 damage.
Thread the Needle (standard; at- will) + Weapon
Ranged5/10; +15 vs. AC; 1d4 i- 2 damage.
Tumbling Attack (standard; recharge 5-1) + Weapon
Toig shifts 3 squares before or after the attack; +12 vs.
AC; 1d4 + 6 damage.
Combat Advantage
Toig deals 1d6 extra damage against every target
granting combat advantage tohim.
Change Shape (minor; at- will)* Polymorph
Toig canalter his physical form totake onthe
appearance of any Medium humanoid, including a
unique individual (see Change Shape, Monster Manual.
page 280).
Alignment Evil Languages Common, Goblin
Skills Athletics +8, Bluff +12, Insight +4, Stealth11,
Streetwise 10
Str 12 (+3) Dex 18 (+6) Wis 11 (+2)
Con13 (+3) Int 13 (+3) Cha 16 (+5)
Equipment leather armor, 4 daggers
Tot Longshanks: Toig is one of several doppel-
ga ngers whowork for the syndicate. A petty fence who
frequents taverns by the docks, he scouts adventurers,
deals instolengoods for the Bloodghosts, and keeps
ancar out for promising targets. Toig might strike up
a conversationwithadventurers under the pretense
of hiring them for a mission, usually one that involves
finding a criminal whohas hiddeninthe sewers. The
"mission" is intrutha trapanambusharrangedby
the Bloodghosts tobeat their victims senseless and
strip them of everything of value.
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BEHINDTHE CURTAIN:
MONSTERS IN PRACTICE
As a player anda DM, I'm a big fanof articles that
show concepts inaction. You cantell me all day that
dragons are greedy or that demons foment chaos,
but if you show me a dragondemanding tribute or a
demoncult actively trying tounravel the world, I'm
muchmore likely toput it inmy game. It's not that
I'm lazy, it's just ... okay, I'm lazy.
Inany event, Mike andI hada conversationway,
way back inthe day about the different types of evil
inD&D. You have your militant, tyrannical, Bane evil.
You have your mindless, feral, orc-horde evil. Andyou
have the back alley, mafia, "I'll break your legs" kind
of evil of the bugbears. I'm a big fanof The Sopranos,
andwhenMike pitchedanarticle featuring a clanof
bugbear crimelords, I was sold.
I alsolove the intrigue andadventure possibilities
impliedby the setting. We don't show urbanmonsters
inactionoftenenough, and1 was extremely pleased
withthe executionof the Bloodghost Syndicate.
Chris Youngs
STORY IDEAS
ToIg's Ambush: Tolg works withseveral mercenar-
ies whohave dubbedthemselves the Press Gang. The
gang includes Rolf Oresplitter (dwarf hammerer, level
S soldier. Monster Manual, page 97), Zarrag (dragon-
bornsoldier, level 5 solider, Monster Manual, page 86),
Del Laursten(humanmage, level 4 artillery, Monster
Manual, page 163), andTwelgar (bugbear strangler,
level 6 lurker, Monster Manual, page 136). Twelgar is
Tolg's contact withthe syndicate.
The following story ideas draw onthe sample setting
andadventure inthe Dungeon Master's Guide'. Substi-
tute NPCs andlocations from your owncampaignif
you prefer.
The Compass: Szartharrax andthe Skull Kicker
kobolds from Kobold Hall are recent recruits of
jarmaag's rogue branchof the syndicate. They steal
items andsell them toa contact intown. As luck would
have it, whenthe PCs defeat the dragon, they finda
strange device that is similar toa compass but lacking
a needle, amidthe treasure. This item is the compass of
the depths. W henbrought intothe Underdark, a glow-
ing arrow appears withinit that points the way tothe
drow settlement of Phaervorul, a drow enclave detailed
inP2: Demon Queen's Enclave. Jarmaag, eager toally
withthe drow, turns the might oft he syndicate against
the PCs torecover the compass. Not only does he want
it back, but he worrjes that Rathos might learnof his
treachery if he somehow learns of the PCs' discovery.
The Feywild Wanderer: TallwynLongstrider
is a shifter scout andranger whoknows the regions
aroundNentir Vale better thanalmost anyone.
Rumor has it that he alsohas memorizedthe twist-
ing route throughthe HarkenForest that leads tothe
Feywild. Unfortunately, Tallwynis alsoa drunk anda
gambler. He rackedup a deep debt tothe Bloodghost
Syndicate andis now intheir prison. If the PCs want
tofree him, andthereby learnhow tojourney tothe
Feywild, they must dothe gang a favor or perhaps
defeat Rathos ina game of chance.
Tracking the Item: Amara Azaer, a scionof the
tielling merchant house Azaer, agrees tosell stolen
magic items for the Bloodghost Syndicate. She does
her business inFallcrest, andthe huge profits her
sales have generatedhave placedher ona fast track
torise inthe family's ranks. Unfortunately, the next
time the PCs buy anitem from her it turns out to
be stolenfrom a slaincleric of KordnamedBordos
HammerfaIl. Bordos's friends, a small group of fight.
ers andrangers, seek totrack downthe items and
returnthem tohis family.
The Kidnapping: Armos Kamroth, a wealthy
landowner inFallcrest, hires the Bloodghosts to
kidnap the youngest sonof LordMarkelhay, ruler of
Fallcrest. andpinthe blame ona tribe of lizardfolk
whodwell inthe nearby Witchlight Fens. Armos
hopes that Markelhay's soldiers, or adventurers inhis
employ, annihilate the innocent, peaceful tribe. Their
lair sits atop a forgottenshrine toTiamat that Armes
(a secret worshiper of the dragonqueen) wants to
recover andrededicate to his goddess.
The Heist: The Bloodghosts hire a number of
agents to provoke a riot in the marketplace to cover
up a major heist. The PCs are intowntorest or buy
supplies. Perhaps they are inhot pursuit of a hated
foe whenthe riot begins. Inany case, the characters
spot the robbery inprogress, andif they intervene
they must deal withthe bugbear robbers andthe
angry. rioting crowdthat surrounds them.
Stolen Merchandise: While fighting a bandof
evil humanoids, the characters uncover several crates
of fine foods andale. The crates are markedwiththe
symbol of a merchant house basedinthe city. if the
PCs returnthe goods, they learnthat the crates were
stolenfrom a warehouse inside the city. The mer-
chants want toknow how they endedup ina distant
dungeon, whichsets the PCs onthe Bloodghosts' trail.
The Invasion: The Bloodghosts learnof anorc
warlordwhoplans toinvade the city. Unwilling to
give up their cushy existence, yet toocautious toblow
their cover, the Bloodghosts use messengers anddis-
creet drop offs totip off the characters tothe threat. If
the PCs learnthe source of the information, the lord
of the city considers the very real threat a simple ruse
engineeredby a goblinoidconspiracy totrick the city
intowasting time andresources.
The Bloodghost Syndicate
BLOODGHOST WARRIORS
The syndicate employs a number of thugs, cat bur-
glars, andassassins as part of its operations. Here are
a few sample groupings of the gang's members.
Ambush Party (Level 6, XP 1,150): This group-
ing represents the typical strike force assembledby
the Bloodghosts.
+ 2 bugbear stranglers (level 6 lurker, Monster
Manual, page 136)
+ 1 tiefling heretic (level 6 artillery, Monster
Manual, page 250)
+2
bugbear warriors (level 5 brute, Monster
Manual, page 135)
This group likes tofight inclose quarters, suchas
garbage-strewnalleys andthe tight quarters of the
slum district's side streets. The heretic andthe war-
riors emerge from a side street toattack their victims,
while the stranglers hide ina building adjacent tothe
ambushpoint, just inside a brokenwindow or door-
way. As the a mbushers attack, the stranglers reach
from their hiding place tograb andchoke any PC who
backs up against the building inwhichthey hide.
If the heretic is bloodied, she uses her cloak of
escape power toteleport atop a nearby building. From
this vantage point, she continues torainspells upon
the party.
Shouldthe battle turnagainst the Bloodghosts,
they scatter andrundowndifferent alleys. They
hope toforce the PCs tosplit up or tochase only one
of them. Several beggars, paidtowatchthe gang's
escape routes, standready toopenhiddenboltholes
for the fleeing attackers. The characters might see a
bugbear runarounda corner, only tofindnosignof
their quarry andseveral drunken, passed-out beggars
snoozing amidempty wine bottles andother trash.
The beggars take care tohide a crate covering the
tunnel that the bugbear leapedthroughtoescape.
Hit Squad (Level 8, XP 1,650):
The Bloodghosts
dispatchthis group tohandle incorruptible city
administrators, witnesses toowilling totell their
stories, or troublesome adventurers.
41 bugbear assassin(level 7 elite skirmisher)
+1 doppelganger assassin(level 8 lurker, Monster
Manual, page 71)
+ 2 bloodghost hunters (level 8 soldier)
The hit squadworks as twoseparate teams to take
downits prey. The doppelganger shadows the victim
or, if it canadopt anappropriate disguise, gets close
enoughtocheck onits target's defenses. It thentries
one of tworuses. It uses a cover story that preys on
the target's knownweaknesses toget the person
alone. The doppelganger might disguise itself as an
attractive member of the opposite sex, or it could
propose a business deal that requires private nego-
tiations. Inany case, the doppelganger attempts to
) The Bloodshost Syndicate
lure the target toa prearrangedambushpoint. The
Bloodghosts, througha combinationof bribes and
threats, have set up several booths andprivate rooms
intaverns andinns intownas killing spots. These
places are wardedwithmistweave curtains andthieves'
doors (bothdescribedbelow) andhoneycombedwith
trapdoors andsecret passages from whichthe bug-
bears canlaunchtheir attack.
BugbearAssassin Level 7 Elite Skirmisher
Medium natural humanoid XP 600
Initiative +9 Senses Perception +10; low-light vision
HP 168; Bloodied 84
AC 21; Fortitude 21, Reflex 20, Will 18
SavingThrows +2
Speed 6
Action Points 1
Longsword (standard; at-will) + Weapon
+12 vs. AC; 2d8 + 4 damage (crit +1d8).
Crossbow (standard; at-will) + Weapon
+12 vs. AC; 2d8 4 damage.
Double Attack (standard; at will) + Weapon
The bugbear assassinmakes twolongswordor two
crossbow attacks.
)1 - Acid Vial (standard; encounter) + Acid
Ranged5; +10 vs. Reflex; 2d6 + 4 aciddamage, andthe
target is blinded(save ends).
Combat Advantage
A bugbear assassin's attack deals ldl 0 extra damage to
any target granting combat advantage toit.
Assassin's Step (move; at-will)
The bugbear assassinshifts 2 squares.
Assassin's Rebuke (immediate reaction, whenhit by a melee
attack; at-will)
The bugbear assassinshifts 1 square andmakes an
attack against the triggering creature; +10 vs. Will; ona
hit, any marks placedonthe assassinby the triggering
creature are removedandthe triggering creature grants
combat advantage tothe assassin.
Poison Blade (minor; special) + Poison
As a minor action, the assassincanapply one of the
following three poisons toits weapons. Once it applies
the poison, it gains a secondary attack against the next
target it damages withthat weapon. The assassincan
use only one poisonona weaponat a time. If it applies
another poisonbefore damaging anenemy withits first
poison, the initial poisonis wasted.
Mindfire Poison
Secondary Attack: +10 vs. Will; the target is blinded(save
ends).
Ghoul Blood
Secondary Attack: +10 vs. Fortitude; the target is
immobilized(save ends).
Scorpion Venom
Secondary Attack: +10 vs. Fortitude; the target takes
ongoing 5 damage andis slowed(save ends both).
Predatory Eye (minor; encounter)
The assassindeals 1d6 extra damage against the next
target granting combat advantage toit.
Alignment Evil Languages Common, Giant
Skills Bluff +10. Stealth +12, Thievery +12
Str17 (+6)
flex 19 (+7)Wis 15 (+5)
Con20 (+8) int 12 (+4) Cha 14 (+5)
Equipment leather armor. longsword, crossbow, 10 bolts.
dagger
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BUGBEAR ASSASSIN TACTICS
The bugbear assassinapplies its zninclfire poison
before the fight begins. If it hits a foe, it thenuses a
minor actiontoapply its ghoul blood andthenuses
its actionpoint toattack again. It hopes tobothblind
andimmobilize its foe, setting the target up for a
swift death.
BugbearBloodghost HunterLevel 8 Skirmisher
Medium natural humanoid XP 350
Initiative 9 Senses Perception +6; low-light vision
HP 85; Bloodied 42
AC22; Fortitude 21. Reflex 20, Will 19
Speed 7
0 Greataxe (standard; at-will) + Weapon
+13 vs. AC; 1d12 + S damage (crit 1d12 + 17).
1. Slayer's Assault (standard; encounter) + Weapon
The bloodghost hunter moves 7 squares before the
attack anddoes not provoke opportunity attacks by
moving; ilS vs. AC; 1d12 + 5 damage (crit 1d12 + 17),
Effect: The bloodghost hunter shifts 3 squares after the
attack.
1 Blurof Movement (move; recharge ff.)
The bloodghost hunter shifts 3 squares.
Shadow Ghost (minor; encounter)
If the bloodghost hunter has cover or concealment, it can
make a Stealth check with a +2 bonus to become hidden.
Predatory Eye (minor; encounter)
The hunter deals 1 d6 extra damage against the next
target granting combat advantage to it.
Alignment Evil Languages Common
Skills Acrobatics +12, Athletics +12, Intimidate 46, Stealth
+14
Str16 (+7) Dex 17 (+7) Wis 14 (+6)
Con 13 (+5) int 10 (+4) Cha 11 (+4)
Equipment hide armor, greataxe
. BUGBEAR BLOODGHOST
HUNTER TACTICS
A bloodghost hunter relies on slayer's assault to begin
a battle, thenuses blur ofmovement to slip past its foes
andattack wizards, clerics, and others who are less
skilled at melee fighting.
Raiding Party (Level 5, XP 1,000): A Bloodg-
host raiding party gathers tosteal a valuable object
or tomake a quick strike toroughup troublesome
enemies andperhaps steal a few of their items.
+3 bugbear shadow walkers (level 5 hirker)
+ 2 bugbear warriors (level 5 brute, Monster
Manual, page 135)
The warriors serve as look-outs andmuscle if the
group requires a show of force. Otherwise, they stay
out of the way while the shadow walkers, adepts
skilledinspells drawnfrom the Shadowfell, sweep in
toattack or grab valuables. Withtheir superior speed
andability tobecome invisible, the shadow walkers
canstrike andflee without suffering any attacks.
BugbearShadow WalkerLevel 5 Lurker
Medium natural humanoid XP 20K
initiative +9 Senses Perception +3; low-light vision
HP 49; Bloodied 24
AC19; Fortitude 17, Reflex 17, Will 16
Speed 7
Action Points 1
OD Short Sword (standard; at-will) + Weapon
+10 vs. AC; 2d6 + 3 damage.
+Blur of Movement (standard; recharge 0 M)
The shadow walker shifts up to 8 squares. and can make
2 short sword attacks at any point during the move. The
shadow walker must attack two different targets. On a
hit, the shadow walker slides the target 3 squares.
Shadow Walk + Illusion
When a shadow walker moves 3 or more squares on its
turn, it becomes Invisible until the end of its next turn or
until it attacks.
Predatory Eye (minor; encounter)
The shadow walker deals 1d6 extra damage against the
next target granting combat advantage to it.
Alignment Evil Languages Common, Goblin
Skills Acrobatics +9, Athletics +9, Stealth 412, Thievery 410
Str14 (+4) Dex 17 (+5) Wis 12 (3)
Con 13 (+3) Int 13 (3) Cha 11 (+2)
Equipment leather armor, short sword
BUGBEAR SHADOW WALKER
TACTICS
The shadow walker uses its superior speedand
shadowwalk ability toevade detection. It strikes then
moves away toturn invisible andprepare for its next
attack. It uses its actionpoint if pressedtoattack,
shift, andmove far enoughtobecome invisible.
TOOLS OF THE TRADE
Withaccess toplenty of cashandspellcasters whoare
willing tolook the other way whendealing withcrimi-
nals, the Bloodghosts have commissioneda number of
unique magic items toaidintheir enterprises. Although
the typical goblinoidchieftainmight seek out magic
weapons andarmor, the Bloodghosts know that magic
objects that allow them towork inpeace are far more
valuable. The Bloodghosts custom-buildthese magic
devices, making their purchase almost impossible.
Mistweave Curtains: Althoughthese thick
drapes look like normal, worncurtains, they are
craftedwithillusionmagic toshieldthose behind
them from observation. Whenmistweave curtains are
closed, they produce twomagical effects. Creatures
onthe outside see a normal set of thick curtains.
Creatures onthe inside cansee throughthe curtains,
since they become transparent. In addition, the cur-
tains muffle soundthat originates from their interior
side. Creatures outside the curtains take a -10 pen-
alty toPerceptionchecks against creatures inside of
them. The curtains functiononly whenhung and
stretchedout totheir fullest extent.
The Bloodghost Syndicate
The Bloodghosts hang these curtaininseveral tav-
erns andinns intown. Their spies use them towatch
for potential victims insecrecy andtomeet withbusi-
ness partners. If necessary. a mistweave curtain can
muffle the sounds of anassassinationperformedin
the middle of a bustling tavern.
Thieves' Door: A thieves' door is enchantedto
create a portal toa distant spot whenit is opened
witha specific key. Otherwise, it opens tothe room
beyond.
Whenthe door is openedwithits key, the door
creates a portal toa spot up to100 miles away.
Anyone wholooks intothe door sees the distant loca-
tion, anda character using the door arrives at that
spot througha duplicate of the thieves' door at the des-
tination. The doors allow for two-way travel as long as
they remainopen, andthe same key opens the tele-
portationeffect at bothdoors. If it is closedandthen
openedwithout the proper key, the effect ends.
A thieves' door cannot functionif the door at its des-
tinationendis left open. Whenone door is opened
withits teleportationkey, bothdoors openandallow
teleportationineither direction.
The Bloodghosts use these doors toenter and
leave the city without fear of interference from the
guard. They alsotrap victims using them, withthe
target unwittingly going througha teleporting door
toa distant spot far from his bodyguards andother
allies. Withthe door dosedbehindhim, the victim is
strandedmiles away from aid.
BLOODGHOST HIDEOUT
The Bloodghosts have a number of hiddenlairs
secretedthroughout the city. One of their more
important ones rests withinthe city's graveyard, just
inside of a large crypt. The Bloodghosts bought the
crypt withthe help ofa bribedpriest of the Raven
Queen, allowing them toset up their lair without fear
of unwantedattention.
Crypts: The crypts inthis place holdthe remains
of several of the Bloodghosts' victims. The corpses rest
withinstone sarcophagi, andeachone is buriedwith
a few goldpieces andsilver trinkets. The Bloodghosts
hope that any thieves whounwittingly break intothis
place are happy tosteal a few pieces of cheap jewelry
before leaving. Anempty niche has a secret door (DC
25 Perception) while the secret door tothe south
requires a DC 30 Perceptioncheck tofind.
Trap Room: The Bloodghosts use this room to
capture anyone whoseeks them out. Aninformer
paidby the syndicate tips off troublemakers tothe
secret door hiddeninthe empty niche. The area
markedwitha Tis a trigger (DC 21 Perception, DC
22 Thievery disarms). Whena character steps onit,
the secret door tothe crypt closes andlocks, while
the cage inthe northwest corner opens tounleash
four gricks (level 7 brutes, Monster Man ual, page 145).
The bugbears inthe barracks rushfrom the secret
doors tothe southtofinishwhat the gricks start.
Barracks: This chamber serves as a place where
the syndicate's hit squads rest before andafter
assignments. Curtains divide the mainchamber
from the entrance from the crypt. A large fire pit
provides bothwarmthanda place for the bug-
bears tocook. Four bugbear warriors (level 5 brute,
Monster Manual, page 135) rest here.
Sergeant's Room: A bugbear strangler (level 6
lurker, Monster Manual, page 136) rests here. He is
responsible for organizing the guards andquestion-
ing anyone whocomes tothis place.
Dart Room: If someone avoids the trap room,
the bugbears use this chamber as a secondline of
defense. If anintruder's story proves suspicious, the
bugbears ask the persontoenter this room andwait
for anemissary of the syndicate toarrive. They then
close the door, trapping the person, andactivate six
poisondart wall traps (DungeonMaster's Guide, page
89). Whenthe traps activate, bothdoors tothis chant.
ber lock (DC 25 Strengthor Thievery check toopen).
The Pit: The bugbears keep four needlefang drake
swarms (level 2 soldier, Monster Manual, page 90) to
devour the remains of their victims. The drakes eat
every last scrap of a corpse, including its bones, to
thwart any attempts toinvestigate the gang's crimes.
Eveninthe worldof D&D, it is difficult toprove a
murder without having a body toshow.
Torturer: Sometimes the Bloodghosts have to
resort tomore direct methods tolearninformation,
or they needtoenforce a contract withanunwilling
business partner. The torturer is anoni night haunter
namedKralldar (level 8 elite controller, Monster
Manual, page 200). He relishes the opportunity to
attack any intruders toaddthem tohis current list of
"clients."
Cells: If the PCs runafoul of the syndicate, they
or their friends might endup here. Twobugbear war-
riors guardthe cells. The locks usedtosecure the cell
doors are of highquality (DC 25 Thievery topick).
The Bicatighast Syndicate
Meeting Room and Spy Room: The meeting
room foundhem serves as a convenient place for
Rathos tomeet withrepresentatives from humanoid
tribes andother gangs. The spy room has several
peepholes that allow Rathos's guards towatchany
meetings inprogress, bothtoensure they respond
quickly if their leader comes under attack andtorush
the room andattack visitors at Ratitos's command.
A DC 28 Perceptioncheck allows a character in
the meeting room tospot the peepholes that allow
guards inthe spy room towatchthe place.
Warehouse: The syndicate keeps stolengoods
here until it canfinda fence or other buyer for them.
Several suchchambers are scatteredinthe gang's
lairs across the city. The characters might finda
stolenitem they seek inthis place.
Bar: Rathos, as a lover of the finer things inlife,
keeps several of his largest hideouts well stockedwith
expensive wines andales. He relaxes here withhis
lieutenants, andhe sometimes hosts meetings with
trustedor high-ranking members of tribes or gangs in
this place. Aninvitationtodrink withRathos is per-
haps the highest signof respect that the Bloodghosts
canextendtobothoutsiders andrank-and-file gang
members.
Gameroom: Bathos loves gambling, andeachof
the hideouts (suchas this one) that have bars also
feature finely appointedrooms perfect for cardand
dice games. Rathos has beenknowntogamble w it
powerful individuals whoneedsomething from the
syndicate. The winner earns one favor from the loser.
Rathos's Room: Rathos maintains several
bedchambers inthe city. He moves aroundoften
bothtofoil attackers andtokeep a close eye onthe
syndicate's business. This place features a fine bed,
expensive furniture, andanarmoire well stocked
withclothing sizedfor a bugbear.
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The Bloodghost Syndicate
INTELLIGENT 'ITEMS:
SMART SWORDS

by Logan Bonner
A magic item witha will andpersonality of its own
is calledanintelligent item. Througha powerful,
unknownritual or a bizarre twist of fate, anitem
might trap a creature's mindor become sentient over
time. These items are scatteredthroughout the world.
still possessedby their creators or lost tohistory and
waiting tohe foundby intrepid(or lucky) explorers.
Introducing anintelligent item toyour game
is muchlike adding anNPC, andthey canserve
many of the same Functions (thoughthe item doesn't
provide another swordarna onthe battlefield). This
article will give you some ideas for ways tohelp out
your PCs withintelligent items, andhow todevelop
a personality for anintelligent item that is interesting
andunique.
Ifyou want your PCs tofindanintelligent item, you
cancreate it yourself or use one ofthe samples. It's very
difficult toimbue the spark of sentience inanintel-
ligent item, anda PC shouldmake one only at high
level, andthenonly withyour permission.

Intelligent Items:Stuart Swards
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WHY USE INTELLIGENT ITEMS?
There are tworeasons tointroduce intelligent items
intoyour game. One is touse them as plot devices
andhave them convey informationlike anNPC
would.
The other reasonis toengage a player wholikes
having a buddy. Players wholike filmiliars and
animal companions might like intelligent items, too.
Anobject canwork better for a martial character
or for anyone whomight feel silly having ananimal
following along during combat. The storyteller is
the ideal player type togive anintelligent item to.
If you've got one inyour group, consider dropping
anintelligent item of a type that the player wants to
carry.
CREATING AN
INTELLIGENT ITEM
There are five steps tocreate anintelligent item:
+ Choose a persona For the item,
+ Choose the base magic item.
+ Choose the senses that the item possesses.
+ Choose how the item communicates.
+ Addbonuses toskills (optional).
INTELLIGENT REM APPEARANCE/QUIRKS
d20 Detail
1old ownercut a notch afterkillinga monster.
2 Condensation forms when the item Is nervous.
3Repainted many times to conceal appearance.
4 Scorched afterencounterwith a fire monster.
5 Illusory rust forms when item is bored.
6 Image of a face engraved into it.
7Twitches when it wants you to do something.
8 Changes colorto blend with its environment.
9 An eye sometimes opens and looks around.
10 When set on ground, plants grow in its place.
11Pattern forms on wielder/wearer's skin.
12 Always looks like shadows are passingoverIt.
13 Shows illusory image of last person you killed.
14 When wieldermisses, item changes color.
15 Always stays the same temperature.
16 Adorned with bones of small animals.
17 Causes a brief prickly sensation when picked up.
18 Item's shadow is an odd color.
19 Is one colorat day and anotherat night.
20 Has an insignia that indicates its origin.
PERSONA
Start off by determining anitem's persona, since
that's what makes the item interesting. The person-
ality andmannerism guidelines from the Player's
Handbook (pages 23-24) andthe random N PC man-
nerisms andquirks from the Dungeon Master's Guide
(page 186) are goodtools for developing anintelligent
item's persona.
INTELLIGENTITEM OR
ARTIFACT?
Inmany ways, artifacts are similar tointelligent items.
They bothpossess a spark of sentience andhave their
ownpersonalities. Sohow doyou figure out whento
use anartifact andwhentouse anintelligent item?
Artifacts canbe incredibly important ina cam-
paign, andthey have strong desires andagendas. if
a player character has anartifact, that artifact isn't
really under the PC's controlit has a strong will of
its own. If you needa centerpiece towrap the events
of your campaignaround, use anartifact.
Intelligent items are less significant. They don't
have powers like artifacts do, soyou don't needto
closely monitor the power level of anintelligent item.
You canuse anintelligent item togive subtle hints
or toserve as a sort of mentor. Anintelligent item is
more like a character's sidekick thana powerful force
inIts ownright. If you just want togive a PC a sword
that talks, use anintelligent item.
Alignment: Anitem is usually alignedlike the
personwhocreatedit. It might have conflicts with
a wielder of a different alignment. Most items are
unaligned.
Deities: Unless createdby a divine crafter, items
don't usually worship deities. Items that decide on
their owntoworship deities gravitate towardCorel-
lon, Ioun, or Moradin. Items that carry the trapped
consciousness of a creature usually worship whoever
that creature worshipedinlife.
Personality: The questions inthe Player's Hand-
book canguide you increating a personality. You
might insteadchoose anarchetype. Anintelligent
item might be motherly, childlike, or sadistic. Keep
your players inmind, andmake the item's personal-
ity fit inwithsome of them andconflict a bit with
others, just like a party member's personality would.
Mannerisms: Choose a few quirky speech
patterns or phobias for the item. If the item has
a catchphrase or is scaredof goblins, it is more
memorable.
Appearance: The designandconditionof the
item cantell a lot about its history. Wear andtear
canshow that the item has beenusedheavily, andits
constructionandstyle canshow whether it's elven,
human, dwarven, andsoon. The table has random
quirks tohelp you.
Background: Decide whocreatedthe item,
where it was made, andwhen. It gives the item
a weightier history. The item canname-drop the
great heroes whoonce carriedit andthe Fantastic
places it has been. It canmake the wielder feel like
part of that great tradition... or berate him or her
for not living up toit.

Intelligent Items:Smart Swords
BEHIND THE CURTAIN:
REMOVING MECHANICS
As originally written, eachintelligent item hadan
extra power beyondthe item it was basedon, and
eachitem hadits ownability scores andtrainedskills.
This is one of the cases where. indevelopment, they
realizedthe system wouldwork better if the mechan-
ics were simpler. Removing that level of complication
made it easier (andquicker) for a DM tocreate an
intelligent item, andkept the focus ondeveloping the
item's personality.
Whenyou're designing a mechanic, there's always
the temptationtomake it as complex andunique as
possible. The trick is remembering how big a part of
a character's arsenal that mechanic shouldbe, and
not requiring more brainpower from the player or
DM thanthat item deserves.
LoganBonner
BASE MAGIC ITEM
Choose any magic item of a level appropriate toyour
PCs. It canbe anitem you think works well withthe
item's personality, or anitem you know a PC wants.
Try tomatchup the PCs anditem's personalities for a
goodfit or a funtension.
The magic item has all the normal properties and
powers of a magic item of that type.
SENSES
Items sense the environment aroundthem just like
characters do. However, they don't have Perception
bonuses. Usually, the item perceives whatever its
wielder does, but you canhave the item notice some-
thing if it's useful toyour story.
COMMUNICATION
Choose any number of communicat ionmodes (usu-
ally 2-3) that anintelligent item possesses.
Speech (Default): Most items canspeak aloud.
Assignone tothree languages. If the item has mul-
tiple languages, consider giving it languages noone in
the party has, soit cantranslate or communicate with
creatures the party can't.
Touch Telepathy: The wielder andthis item can
communicate mentally. The twodonot needtospeak
the same language tounderstandone another. This
canlet them communicate insecret. but the item
shouldprobably still have speech, too.
Full Telepathy: The item cancommunicate men-
tally withanyone nearby (usually within20 squares
of it). The beings donot have toshare a language. This
is a goodway tomake anitem seem powerful or to
allow secret communicationby anentire party. Use
this sparingly.
) intelligent Items:Smart Swords
Glyphic: Using symbols or images, this item can
relay messages. This is nice scenery for anitem, but
anitem withonly this mode isn't that useful as an
NPC. Like touchtelepathy, it canbe useful if the
item likes tospeak toits wielder insecret. Glyphic
communicationcomes inthe form of glowing
runes that appear across the surface of the item.
Some items use full, readable script, andothers use
cryptic symbols.
SKILL MODIFIERS
You canaddsome skill check bonuses tomake your
item useful, tohelp fleshout plot hooks, andtogive
the item more of a bac kstory. Anitem doesn't need
these; they're entirely optional. If you want touse skill
check bonuses, follow these steps.
Narrow Categories: Bonuses toskill checks
cover narrow fields of expertise, usually relatedto
the item's history or toa type of creature withwhich
the item is closely associated. For example, anitem
that was createdinthe empire of Bael Turathand
has a tiefling's personality might give bonuses to
skill checks relatedtothat empire andtothe Ceiling
race. Don't give out a flat bonus toa skill! Anitem
shouldn't give +2 bonus to Perception at all times,
for instance (unless that's part of the magic item the
intelligence is within, of course).
Not Tied to Specific Skills: You don't have to
say a bonus applies only toHistory checks. Inthe
example above, the item might give a bonus toNature
DRAWING INTEREST
One of the tricks to making anintelligent item
successful is by tying it toyour PC's story. Here are
some hooks that caninvolve PCs.
+The item holds the mindof someone close tothe
PC, suchas anancestor or a mentor.
+The item has a similar personality tothat of a PC. if
the PC is one who doesn't always get along with the
rest of the party, the item agrees with that PCand
thinks his or her plans are brilliant, even if every-
body else knows better. The item and PC finish
each others' sentences, have the same maniacal
laugh, and can't stand to be apart.
+The PCand the item share a similar goal. If the PC
vowed revenge onthe minions of Dernogorgon,
include anintelligent item witha similar hatred.
+The mechanical benefits appeal to the PC, or per-
haps the item is a higher level than the PC's other
items. This is perhaps the bluntest approach, but
If the item helps the PC achieve good results in
combat, the PCwill want to keep It around.This also
helps keep ''odd couple" pairings together, when the
PCand the item have personalities that clash.
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checks toforage near ruins of BadTurathor to
Perceptiontonotice architectural decorations made
during that empire's rule.
+2 Bonus: Limit the bonus to+2. Mechanically, act
like the item is using the aidanother action, giving a
+2 bonus tothe type of skill check you have selected.
If the skill check is relatedsomething the item knows
all about, like its previous owner, don't bother making
a check. The item just tells what it knows.
INTELLIGENT ITEMS IN PLAY
Once the players "meet" art intelligent item, they'll be
dealing withanother personality inthe party.
ASSISTING THE PCS
The effect the item has onplay canbe basedonthe
item's personality. Balance the different purposes of
items basedonhow you want the item tobehave and
the purpose it canserve for you inrunning the game.
Anintelligent item might have been"alive" longer
thanthe players. It couldhave beensitting ina trea-
sure hoardfOr centuries. There are many things it
knows more about thanthe PCs do.
Drop Plot Points: The item, especially when
its first introduced, canprovide adventure hooks. It
might talk about how its owner livedina townina
locationthe PCs believe is entirely barren, hinting at
a lost adventure site. The item might alsohave a right-
ful owner, andthe PCs canhave a quest toreturnthe
item.
Give Advice: You canuse the item tofeedthe
players informationor remindthem of details. Ifyour
players gloss over the name of anN PC they meet,
the item might say, "Barlon? Isn't that the guy the
king's guardwas looking for?" Whenthe fighter pulls
out a flaming axe, his intelligent amulet might say,
"Are you crazy? That's a reddragon! Put those damn
flames out!"
Give Skill Modifiers: The skill modifiers you
gave the intelligent items canassist the PCs incertain
circumstances.
Don't Overdo It: It's fine touse anintelligent item
toassist the PCs once ina while, but don't treat it like
it's your character, anddon't let it steal the spotlight,
Anintelligent magic item shouldonly help out once
or twice per game session, andPCs shouldn't come to
rely onits help.
ITEM ATTITUDE
Anintelligent item shouldbe helpful toPCs, but this
doesn't meanevery item has a goodattitude. One
might be like a happy dog, always willing toassist its
master, but another item couldassist only grudgingly
because what the PCs are doing helps it travel toa
place it needs togo.
Angry Items: Intelligent items shouldbe funfor
players, soonly rarely shouldanitem work against
them. If it does, it might make noise whenthe PCs
are trying tobe stealthy, or refuse tohelp withskill
checks. You canuse anitem's attitude toindicate
courses of actionthat are dangerous tothe PCs, but
let them decide for themselves whether totake that
course of actionor not. The item will get over it (or
be pickedup by whoever finds the bodies). Hanitem
causes toomuchgrief for the PCs, it's going toonce
againbe left ina dank dungeontosit until the next
fools whowander infindit.

Intelligent Items:Smart Swords
INTRODUCING ITEMS
Whenyou plantobring inanintelligent item, first
consider how you want the PCs tofindit. You could
place it ina treasure hoard(as part of the standard
treasureyou don't needtoadjust its gp value), have
it givenor lent tothe party by animportant NPC, or,
rarely, let a PC create it.
PCs canidentify anintelligent item quickly. Intel-
ligent items canrecognize powerful adventurers, and
communicate withthem.
Consider inadvance whichPC you expect tohave
the item most of the time. See the Drawing Interest
sidebar for advice onthis.
Decide whether you want this tobe anitem the
party has for a long time or one that lasts for just
one adventure. If it's the latter, give the item an
agenda that takes it away from the PCs. It should
be clear that the item is intent onthis task, sothe
PCs shouldonly accept the item if they're will-
ing totake onthe task. This is one instance where
the item might refuse toassist the PCs, solet your
players know that inadvance. Consider making the
item a little more powerful whenit's fully active,
since it's more temperamental. You can make the
item about as powerful as a similar item the PCs
receive permanently at the endof the adventure.
For example, if you give anintelligent 17th-level
item toa 12th-level party, that canbe exciting, but
they'll be highenoughinlevel by the endof the
adventure that they canfinda goodreplacement.
DISENCHANTING
Anintelligent item can't be disenchantedandturned
intoresiduum like other magic items can, but it canhe
transformedintoanother item inthe same category
using the Transfer Enchantment ritual (Adventurer's
Vault'', page 199).
The PCs normally can't change the type of item
anintelligence is appliedto(changing Sventhe
Boldfrom a thundering greatsword toa holy avenger
greatsword, for example). However, as DM it's your
call if you want tocreate anevent or a cheap ritual
that does sotomake your players happy.
A great way tokeep the intelligent item (or, really,
any item) aroundis by upgrading it tokeep up with
the PCs. Use the "Item Levels as Treasure" guidelines
from Adventurer's Vault (pages 197-198), or use the
"Level Scaling" rules from the same sectionandstart
witha high-level versionof your intelligent item and
reduce its power tolit your PCs.
SAMPLE INTELLIGENT ITEMS
These entries start withthe item's history andpro-
vide a hook touse inyour game. The rest of the
informationis appropriate togive toyour players and
includes the normal magic item descriptionanda
) Intelligent Items; Smart Swords
brief rundownof the item's personality. The descrip-
tionof the magic item is more specific sothat it can
indicate peculiarities of the unique intelligent item
described. Some items alsohave higher minimum
levels thanthe regular versionof the item, or more
restrictive requirements onthe type of item towhich
they canbe applied.
MRTOK, OGRE CHIEF
Once incommandof numerous ogre andarc tribes,
Mrtok felt strong. He hadconqueredthe goblins and
the ores withinmany miles. But thenhe decidedit
was time tobeat the puny wizardinhis fancy white
tower. Now, Mrtok is Imprisonedina pair of magic
gauntlets. He has hadplenty of time tothink, andhas
grownmore sensible.
Mrtok, Ogre Chief Level 5
(Gauntlets of Ogre Power) Player's Handbook 247
Crafted of thick plates of iron, these gauntlets are clearly very old
and more than a little rusted. Designs are painted on them:a
sadisticgrin on one and beady eyes on the other.
These gauntlets chuckle quietly to themselves.
Stem Slot: Hands
Property: Gain a +1 item bonus to Athletics checks and
Strength ability checks (but not Strength attacks).
Power (Daily): Free Action. Use this power when you hit
with a melee attack. Add a +5 power bonus to the dam-
age roll.
Communication Speech
Persona Mrtok is gruff and, while intelligent by ogre
standards, has a poor grasp of language. He loves battle
and chortles with glee when the person wearing him
scores a good hit.
Alignment Unaligned Languages Common, Giant
Skills Mrtok grants a +2 bonus to skill checks related to
ogres and arcs.
Adventure Hook
Mrtok was there whenthe wizardBellessus ran
from his white tower, disappearing intothe night
andleaving most of his magic books anditems
behind. Mrtok isn't sure what scaredBellessus so,
but it might still be guarding the place.
SHIVLI, WHITE WYRMLING
The spirit of a white dragonwyrmling resides inside
anancient spear. Long ago, a traveling warrior came
across a hurt baby dragonandtriedtonurse it back
tohealth. Nothing worked, andwhenthe dragonwas
close todeath, the warrior hada ritual cast tobind
the dragon's spirit intoher weapon. After the war-
rior's death. the spear traveledfrom persontoperson.
eventually ending up where the PCs foundit.
Shivli is a spear by default, but you canchange her
toany weaponyou choose.
1
ShIv11, White WyrndingLevel 134
(Frost Wea s on) Player's Handbook 234
This spear is coldtothetouch. Occasionally, blue lokharic nines
appear across its surface, but the composition is never thesame.
Weapon: Spear
Enhancement: Attack rolls anddamage rolls
Critical: +1d6 colddamage per plus
Power(At-Will + Cold): Free Action. All damage dealt by
this weaponIs colddamage. Another free actionreturns
the damage to normal.
Power (Daily + Cold): Free Action. Use this power
whenyou hit withthe weapon. The target takes 1d8
extra colddamage andis sloweduntil the endof your
next turn.
Level 13 or 18: 2d8 colddamage.
Level 23 or 28: 3d8 colddamage.
CommunicationGiyphic, speech
Persona Shivli diedwhenshe was young, andshe's still
naive. Most comments she makes are pretty obvious.
She's familiar withhow white dragons work, but
not withmuchelse, soshe oftencomments that the
temperature's toohot or asks a walking PC why he or
she doesn't Just fly tothe intendeddestination.
Her glyphic communicationuses lokharic runes.
Alignment UnalignedLa nguages
Skills Shivli grants a +2 bonus toskill checks related
todragons, andtochecks made totraverse cold
environments (including navigation, detecting ice
hazards, andenduring the cold).
Adventure Hook
+Shivli vaguely recalls the names of her parents.
Her father, Gramasha, is now anadult white
dragonliving inanundergroundvault, ruling
over the people of a small town, whobring him
foodandtreasure tokeep him appeased. A
powerful elder white dragonnamedAliarge is
mother, andshe has a citadel ina ruined
dwarvenstrongholdnear the summit of anicy
mountaintothe west. Great treasures lie within,
guardedjealously by this sinister beast.
KARRAK-DUR, THE OVER MIND
Once a master of psionics, the manknownas
Karrak-dur traveledthe land, engaging incontests
of will, oftenagainst unwitting opponents. His
bravadoandarrogance became well known. Even-
tually, he discovereda townunder the control of
a powerful mindflayer namedShankahram and
impetuously challengedthe creature. Their mental
duel was brief, andit endedinKarrak-dur's utter
defeat. After casually eating Karrak-dur's brains,
the mindflayer trappedthe man's mindina silver
circlet andset it ondisplay inhis trophy room.
lhat was many centuries ago, andinthat time the
circlet was stolen, lost, bought, andsoldmany times over.
Karrak-dur, the Overwind Level 11t.
(Circlet of Mental Onslaught) Adventuntr's Vouk 139
Your mental attacks strike moretrue whiieyou wear this slender
A thundering, haughty voice fills your head ac you approach this
item, calling itself Karrakdur, the Owrrnind.
Item Slot: Head9,000 gp
Property: Gaina +1 bonus toWill.
Power(Daily): Minor Action. Gaina +1 power bonus to
attack rolls anddamage rolls whenmaking Wisdom,
Intelligence. andCharisma attacks until the endof the
encounter.
Communication Speech, telepathy 20
Persona Anegomaniacal force, Kurrak-dur talks oftenabout
his mental prowess andmastery over other, smaller
minds. He laments the loss of his body andbelieves that
he couldhave ruledthe worldif it weren't for ill fate. He
likes using his skill modifiers toprove the power of his
mind. if a check fails, he's quick toblame anyone else.
Alignment UnalignedLanguages Common, Deep
Speech, Draconic, Elven
Skills Kurrok-dur grants a +2 bonus toskill checks relatedto
mindflayers.
Adventure Hook
+Karrak-dur is certainthat Shankahram is still
alive andclaims he recognizes many clues that
leadtothe illithid's lair. Shankahrarnruledover
many places, andhas vast hoards of goldand
gems protectedby his thralls.
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Intelligent Items:Smart Swords
STONESIGN, SHIELD OF ORTHORN
Createdby expert dwarf artisans inthe halls of IVIor-
rachKadem, Stonesign was carriedby Orthorn, a
legendary dwarf cleric of Moradin. It was craftedto
serve Orthornloyally andprovide him withprotec-
tionandguidance. The shieldwas lost ina great
battle, andOrthornwore noshieldfor the rest of his
days.
This shieldhas runes onits surface, andanyone
whocanreadDwarvenscript canunderstand
them. They read: "Loyalty," "Valor," "Protection,"
"Community," and"Worship."
Stonesign, Dwarf Guardian Lew] 14+
(Shield of Wardin: Player's Handbook 245
The ha/liner Its of dwarveir craftsmanship and style are all present
in this shield, and Dwurven runes decorate It.
When you're near this shield. you get afoiril inkling that it wants
you to pick it up.
Lvl 14 21,000 gp Lvi 24 525,000 gp
Item Slot: Arms
Power (Daily): Immediate Interrupt. You can use this power
when an adjacent ally is hit by an attack. That ally gains
resist 15 to any damage from the attack.
Level 24: Resist 20 to any damage from the attack.
Communication Speech, touch telepathy
Persona Stonesign is even-tempered and steadfast, with
a calm, deep voice. He is helpful and especially enjoys
using his skill modifiers to assist. Stonesign has a strong
affinity for divine characters. Stonesign worships Moradin.
Alignment Lawful good Languages Common, Dwarven
Skills Stonesign grants a +2 bonus to skill checks related
to dwarves, to the god Moradin, and to checks made to
traverse mountain environments (including climbing,
navigation, and detecting hazards).
Adventure Rook
Stonesign was createdinMorrachKadem, and
anyone he chooses tocarry him will be greeted
as a friendthere. The dwarves have fought a long
war against creatures from the Underdark there,
andpowerful creatures suchas ropers andmind
(layers sometimes come from below.
'REMOVING INTELLIGENT
ITEMS
You might introduce anitem, thenregret it later.
Maybe the personality that seemedfascinating toyou
never caught on. Perhaps the story that involvedit is
over andeverybody lost interest inthe item.
If you want toremove anintelligent item from your
game, here are some ways todoso. Only remove an
item if the PCs don't care about it or actively don't
want it. Don't pull anitem just because its usefulness
toyour story is done if the players still like it! If the
item Just isn't goodenoughmechanically anymore,
you canupgrade or otherwise change the item (see
"Disenchanting").
+ A villaindestroys the Item or the persona withinthe
item. This alsoshows that the villainis someone to
be reckonedwith.
+ The item achieves animportant goal andwants to
pass ontothe afterlife (if it was once alive), or sees
its purpose as finished.
+ The magical energy that sustains the intelligence
cannolonger holdit together, andits sentience
dissipates.
+The PCs come across a trap or danger that can
be circumventedif the intelligent item destroys
itself.
+The item grows tiredof mortal affairs andceases
tocommunicate. It still can't be disenchanted, but
it canbe sold.
MALAEL1RA, THE EMERALD-EYED
Living inanancient undergroundcrypt, the medusa
queenMalaeura discoveredancient tomes that held
the secrets of eternal life. She securedthis boonfor
herself, but got more thanshe bargainedfor. A rak-
shasa rival fashioneda bow inMalaeura's image,
duplicating her greeneyes withfine emeralds. He slew
her mate, Gormaugraj, andcoatedanarrow withhis
blood. This arrow slewMalaeura's body andtrapped
her soul inthe bow. She vowedrevenge onall rakshasa
for their cruelty.
Malaeura is a longbow by default, but canbe any
type of bow or crossbow instead.
Intelligent Items: Smart Swords
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Maiaeura, the Emerald-Eyed Level 15+
(Poisoned Weapon) Atfvemurer's Vault 75
This wooden Wow is awered with a pattern resembling a snake's
scales. Two starin,q eyes are carved near the hand grip. and the
pupils are set with emeralds. The emeraldsilash with a spark of
sentience.
Lvi 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Longbow
Enhancement: Attack rolls anddamage rolls
Critical: +1d6 poisondamage per plus
Power (Daily + Poison): Free Action. Use this power when
you hit withthe weapon. The target takes ongoing 10
poisondamage andis weakened(save ends both).
Level 25 or 30: Ongoing 15 poisondamage andis
weakened(save ends both).
CommunicationSpeech, touchtelepathy
Persona Malaeura loves battle and
bloodshed. She feels great pride whenan
arrow firedfrom her finds its mark. Her
speechis pepperedwithreferences to
eyes, sight, stone, andsnakes. She
harbors a burning hatredtoward
rakshasas.
Alignment Unaligned Languages
Common
Skills Malaeura grants a +2 bonus to
skill checks relatedtomedusas,
poisons, andrakshasas.
Adventure Hook
+Malaeura's oldresidence, a
crypt for medusas andother
monstrous races, lies deep
withina wildjungle. She knows
the way toreachit, but yuan-ti
andrakshasa alsomake the jungle
their home, andthey're swornenemies
of Malaeura andall trespassers.
EREMANN,
SPEAKER OF THE DEAD
These gloves are crafted
from the handbones of
a devotee of the Raven
QueennamedEremann,
whohad the ability to
peer beyondthe vale
of death. He diedan
elderly manandfoundhis
power workedinreverse:
He hadthe ability topeer
back intothe worldof the
living. Eremanti's apprentice
sewedthe oldman's bones
ontoa pair of gloves, thenbent
Erernartn's power for evil
means. Intime, Eremann
controlledhis powers,
enoughtofight back, and
the apprentice discardedthe gloves where he thought
they'dnever be found.
Eremann, Speakerof the Dead Level 16+
(Shadowfell Gloves) Player's Handbook 247
These supple black gloves, woven withShadosrfell thread, are
adorned with the bones ofa hionatioicts hand, wind] are stitched
onto the backs ofthe gloves with red thread.
When you look at tire gloves, they beckon you.
Lvl 16 45,000 gp Lvl 26 1,125,000 gp
Item Slot: Hands
Power (Daily + Necrotic): Minor Action. Change the dam-
age type dealt by the next arcane power you use to
necrotic damage. Add 2d6 to the damage dealt by that
power (if any).
Level 26: Add 3d6 to the damage dealt.
Communication Glyphic, speech
Persona Too much time spent speaking to the dead left
Eremann moody andgrim, thoughhe is still dedicated
todoing goodworks. His personality has anair of
melancholy, or occasionally anger whensomeone talks
about evil necromancers or disrespects the dead.
Eremannworships the RavenQueen.
His glyphic communicationuses lokharic runes.
Alignment Good Languages Common, Supernal
Skills Eremann grants a +2 bonus toskill checks relatedto
undeadandtothe RavenQueen, andtochecks made
totraverse the Shadowfell (including navigationand
detecting hazards).
Adventure Hook
+Erernann's former apprentice long agobecame a
Lich, andhe sends out dark minions toinfluence
the courts inmany of the goodsettlements
scatteredthroughout the world. His citadel is
inthe frozennorth_ Eremann remembers the
places his apprentice visitedandlovedwhile
alive, andsuspects the fich's phylactery is
hiddeninone of them.
MOONLIGHT, FIRST BLADE OF NIGHT
A thin, elegant dagger, Moonlight claims that she was
the original blade ofnight andall others are pale imita-
tions. She alsoclaims that she wasn't intelligent when
first created. She was ownedby rogues andassassins,
andwitheachkinshe gaineda fragment of the vic-
tim's mind. Givenher personality, this might be true.
Now, she's witha new owner andlooking forwardto
claiming a few more snippets of psyches.
Adventure Hook
+Moordisht once belongedtoFa nas, the master
of a thieves' guildthat grew insite andpower
tobecome the largest andmost dangerous in
the vvorld. But Moonlight knows the locationof
Fanas's stronghold. it won't be easy toget inthe
thieves have strong magic.
intelligent items: Smarr Swards
Moonlight, First Blade of Night Level 22+
(Blade of Night) Adventurer's Vault 65
Tiny bright lights shinewithinthis black metal blade.
The hilt Is coated hi black lacquer; witha round, perfect moon-
stone set where hilt meets blade.
Yoicjeel a sense of snritg superiority emanating from the weapon.
Lvi 22 1-5 325.000 gp Lvi 27 +6 1,625,000 gp
Weapon: tight blade
Enhancement: Attack rolls and damage rolls
Critical: The target is blindeduntil the endof your next turn
Power(Daily + Zone): Minor Action. Use this power tocre-
ate a zone ina close burst 2. The zone blocks line of sight
andlasts until the endof your next turn.
CommunicationSpeech
Persona Moonlight is smug anda little unpredictable. She's
ruledby her emotions, andthey're especially chaotic.
She gets boredeasily, soshe likes goading people
intocombat and tricking people ingeneral. Moonlight
worships Sehanine.
Alignment Unaligned Languages Common
Skills Moonlight grants a +2 bonus toskill checks relatedto
methods of assassination.dventurer's
'BEHINDTHE CURTAIN:
ITEM PECULIARITIES
I wrote Karrak-dur, the Overmind, tobe over the top,
soI askedfor the art tobe "ostentatious andoverdra-
matic," andincludeda photoof a wild- eyedSalvador
Dail for reference. DavidGriffithreally capturedthe
personality of the item.
Moonlight. First Blade of Night, reversedthe process
most items followed. First, I hadthe idea for a "first
of its kind" item, thencame up withthe mechanics
for the item itself. The intelligent items were origi-
nally designedfor Adventurer's Vault (we movedthem
because we wantedAdventurer's Vault tobe all player
content), sothe blade of night endedup appearing
first anyway!
The Scrolls of Ummanabora staff was createdtobe
animplement example (andanother epic item). The
scope of its backstory andits esoteric personality
bothreflect the way the game changes inepic play.
Ingeneral, the items' personalities get more sophis-
ticatedat higher levels. Just compare Mrtok tothe
Scrolls of Um ma nohow!
Logan Bonner
THE SCROLLS OF LIMMANABORA
Devotedtothe pursuit of knowledge, the city-state of
Ummanabora discoveredthe secrets of the worldand
time, idling thousands uponthousands of scrolls with
historical andmetaphysical lore. The city-state was
raidedby devils intent onstealing its knowledge, but
they foundall the scrolls blankmere parchment. The
Umannaborans hada Fail-safe toprotect their libraries.
A staff heldby the loremaster containedall the text of
the scrolls, andonly whenit was present couldthey
be read. The loremaster andher assistants haddisap-
pearedbefore the devils arrived. The devils razedthe
city out of spite andFlung it intothe far reaches of the
Astral Sea.
This staff holds the combinedknowledge of an
entire society of sages, andone whocarries it can
unlock small snippets of that knowledge.
Adventure Hook
+ One whofinds Untrnanabora andreturns the staff
unlocks one of the greatest stores of knowledge
across all the planes. A few devils were bound
toeternally guardthe ruins, andmany bizarre
creatures from the distant reaches of the Astral
Sea (andemigrants from the Far Realm) have
come tolive withinthe ruins.
PCs ona quest todestroy a powerful demon
lord, deity, or (especially) archdevil might find
secrets here that couldhelp withsucha mission.
The Scrolls of Llourtanabora Level 27
(Mnemonic Staff) Adventurer's Vault 104
Thousands of lines of runic text spiral around the entire length of
this Sraff
You feel the presence ofgreat knowledge when, ou are near the
object.
Lvl 27 +6 1,625,000 gp
Implement (Staff)
Enhancement: Attack rolls anddamage rolls
Critical: +1 d6 damage per plus
Property: Gaina +2 item bonus toany monster knowledge
skill check.
Power(Daily): Minor Action. Swap a power you've prepared
for another power inyour speilbook of equal or lower
level. Eachpower must alsobe of equal or lower level
thanthe level of the staff.
CommunicationSpeech, touchtelepathy
Persona The staff has little inthe way of a personality, and
they approacheverything analytically. The staff does not
offer informationthat is not requested. The intelligence
of the staff is essentially aninterface betweenthe
wielder andthe informationtherein, not anorganic
consciousness.
Alignment Unaligned Languages All
Skills The staff grants a +2 bonus tochecks made when
doing researchfrom books or other documents.
Intellinent Items:Smart Swords
FI GHT!
by Robert]. Schwalb
The shadows fled as Lorenstepped into the punishing light
to the mob's deafening roar. Screaming faces, thirsty for
blood, chanted his name. They loved him today. but they
were fickle, like the gods. One misstep, and favor wilts to
scorn. He would find no mercy ifhe disappointed them, but
Loren never failed. This was his house. He raised his spear
inone brutal acknowledgement oftheir favor, sending the
crowds howling louder.
It was time. Let them come. The gates before him
shrieked, spilling red dust as they climbed into the stands.
From the yawning black pit, he could hear a slobbering,
gasping, grunting noise. Thenit appeared all bulbous eyes
and teeth. The crowd gasped as one, but Loren just smiled.
All things die. Even monsters. He hurledhis spear at the
horror and swept his steel from the sheath on his back, and
the black blade glinted inthe unforgiving light. Withan
insane smile, he threwhimselffor ward to meet his destiny
andsendthis abominationback to hell...
The chanting of the crowds, the stenchof sweat,
blood, andfear, andthe howls of the dying fill the
arenas of the DUNGEONS & DRAGONS world. Those
withthe courage tostep onthe fieldcanfindfame
andfortune or brutal defeat. Deathlooks onin
hunger, waiting tosnatchanother soul from the
crimsonsands tofeedtoits dark mistress. Inthe face
13E.H1N'DTHE CURTAIN:
WHO'S WREN?
Game designers can't help slipping their favorite char-
acters intotheir work, andI'm just as guilty as anyone.
The character featuredinthe introductory story text
is none other thanmy oldDARK SUNK character. A
humangladiator, he not only managedtosurvive but
foundeda tribe, built a base near the Tablelands, and
recoveredthe Silencer of Bodach. Withtwogladiator-
fighting articles onmy desk, I just couldn't pass up
the chance tobring Lorenout of retirement, evenif
it was only for the opening paragraphs.
Roberti. Schwalb
of doom, the gladiators fight, time andagain, totest
their might against their rivals andagainst terrible
beasts thirsty for the spray of hot blood. Suchcontests
are the stuff of legend, worthy of boldadventurers
andfortune-seekers. This article explores the gladi-
atorial matchfrom behindthe screen, giving you
everything you needtosendyour player characters
intothe arena toclaim the prize of victory.
Fe8ht!
BEHINDTHE CURTAIN:
ROLES IN THE ARENA
Arena fighting is a challenging theme, since D&D
is a team-orientedgame inwhichplayer characters
combine their abilities toovercome the threats the
DM throws at them. As the duel is the most elemen-
tary arena match, pitting one character against one
enemy, I hadtoconsider how suchencounters would
change game play anddevise mechanics tocompen-
sate for these changes.
Character roles andmonster roles were a big part
of my thinking. Ina one-on-one fight, the defender's
mark is meaningless since the opponent's attention
is onthe character anyway. Some strikers become
toogood, focusing their attacks against one oppo-
nent without the threat of interference from other
enemies, while other strikers saw their effectiveness
diminishedas circumstances limit how andwhen
they deal striker damage.
Characters needappropriate opponents basedon
their capabilities. A defender caneliminate artillery or
a lurker withlittle trouble, but a controller may finda
high-defense soldier or brute withhighhit points too
toughtoface alone. Having appropriate foes keeps
the duel interesting without making it toodangerous
for the PC.
Victory conditions other thandeathare critical.
Slaughter is fine, but betweena PC anda monster,
it oftencomes downtodice rolling. Placing achiev-
able objectives inthe arena creates drama and
tensionbeyondpower selectionandencourages
players toseek different solutions toovercome their
opponents.
Finally, set dressing expands what's possible inthe
arena. Hiddentraps, cool terrainfeatures andthe like
canenable skill checks andprovide opportunities to
use utility powers ininteresting ways.
Roberti. Schwab
Whencreating a duel encounter, the foe is impor-
tant. Keep the dueling PC's capabilities inmindwhen
picking or creating this adversary. Alsobe aware of
the capabilities a monster's role offers. A rogue who
can't attaincombat advantage is underpowered,
anda leader relies oncompanions for optimum per-
forinance. Conversely, the higher AC a soldier has
couldmake it a tougher adversary thanyou might
expect for a single PC. A minionis not a goodfoe for
any duel.
The following table provides suggestedadversary
roles basedonthe PC's role. Anideal role for an
opponent normally produces the best challenge.
ARENA COMPETITIONS
A combat inanarena is still a combat. One or more
characters square off against a foe or foes. Bothsides
roll initiative. andbothsides take turns using good
tactics andspectacular powers todefeat the enemy.
Yet, important differences exist, too. Anarena
encounter is a controlledenvironment. It doesn't
(usually) spill beyondthe battlefield's parameters.
Since most characters fighting inanarena aren't
likely tohave more thanone matchina single
day. the arena combat cananddoes eat up more
resources thandoes a normal combat encounter.
Addtothis the presence of the crowd, the sheer
variety of opponents, andthe rewards of fame, gold,
andbaubles, andthe gladiatorial contest evolves into
something more thana simple fight betweengood
andbad. It becomes a contest of bloodandglory.
ARENA ENCOUNTERS
A matchinanarena might be nothing more thana
single encounter, or the fight couldrepresent a single
step towardthe story's conclusion. The matchmight
opena larger adventure by setting inmotiona chain
of events that spill beyondits contents. It couldbe
a single encounter site ina fantastic dungeon, or it
might standas the conclusiona breathtaking duel
betweenthe heroes andthe villain. Inany case, a
battle inanarena sets it apart from the rest of the
encounters inthe adventure, andwhenrunproperly,
the players aren't likely toforget the experience.
Anarena encounter falls intoone of three basic
arrangements, thoughyou couldcome up withdif
ferent sorts of set-ups for the combat. The following
encounter templates help set the stage for the combat,
soselect one that best fits your needs.
DUELS
A duel pits one opponent against another. It canoccur
inany venue, from fighting pits toa coliseum, and
any hazards or traps threatenbothfoes. The larger
the venue, the more important the duel needs tobe to
attract a crowd. Duels inlarge venues feature famous
gladiators, terrifying monsters, interesting gimmicks,
or a combinationof these.
Since only twocombatants are involved, only one
player gets toparticipate. Unless the other players
are patient, there's not muchfor them todowhile the
twofight. Guidelines presentedlater inthis article
discuss options for ways toentertainnonparticipants,
but characters couldbe engagedinjust about any
kindof skill challenge. The other PCs might use the
distractionof the fight toeliminate a dangerous foe,
foil another plot, gather information, engage ina
negotiationwitha powerful noble, or findthemselves
fighting for their lives somewhere close by.
A
R
E
N
A

C
O
M
P
E
T
I
T
I
O
N
S

Roles
PC ROLE

OPPONENT ROLE
Controller

Artillery', Controller, Skirmisher


Defender

Brute, Skirmisher', Soldier


Leader

Controller, Skirmisher`, Soldier


Striker

Brute, Skirmisher', Soldier


Ideal role
Equally important is the opponent's level. By using
the guidelines inthe Dungeon Master's Guide (page
56), we see aneasy encounter is a level or twounder
the party's level, a standardencounter is equal toor
one level above, anda hardencounter is twotofour
levels above that of the party. Since this encounter
takes place betweenone character andone oppo-
nent, the character doesn't have the benefit of allies
tobalance out the combat witha broadmix of roles.
A mismatchedfoe or anenemy of a higher level can
have disastrous consequences. The following table
presents suggestedlevels basedonthe Fight's desired
difficulty. The "n" equals the character's level.
Target Level
IDEAL FOE

NOT IDEAL FOE


Easy

n - 1
Average

n + 2

n + 1
Hard

n + 4

n + 3
Only if you have a specific purpose inmindshould
you use anelite opponent. The combinationof extra
actions anddouble normal hit points makes anelite
foe very dangerous for a single PC toface, if you do
employ anelite, use the level guidelines above, but
reduce the opponent's level by 2 or even3.
Finally, if this is the only encounter the PC expects
toface during the game day, you canincrease the
opponent's level by I. (Dosofor anelite only after
careful consideration.) This compensates for the PC's
use of daily powers andactionpoints during the fight.
Experience Awards: For most duels, a single
player resolves the conflict's outcome, sothe rest of
the player characters are not directly affecting or
evenparticipating inthe encounter. Furthermore, the
encounter features only a single opponent, andthus
its defeat grants only XP for its level.
The easiest way todeal withXP is totreat the due]
as the character's minor quest. This way, the other
characters have a chance toresolve their ownminor
quests, whichmakes the XP distributionbalanced.
The duel might be part of'a skill challenge (see
"Crowds"). A duel, inthis case, accounts for one-fifth(or
two-fifths for anelite foe) of anencounter, while the skill
challenge makes up the rest, being complexity 4- (or 3
for anelite opponent). Players whoaren't participating
inthe duel have something todo(the skill challenge),
and the entire event counts as one encounter.
Finally, the party might engage inmultiple duels,
witheachplayer character fighting inhis or her
ownmatch. If so, you shouldrunone matchfor each
player character, all at the same level. Regardless
of whether a character wins a matchor loses, all
participants earnXP for the encounter once all the
duels have beenresolved, as they wouldinany other
combat encounter.
Optional Rule: Toreflect the ebb andflow of the
gladiator duel, consider rolling for initiative at the
start of eachcombat round. This adds a layer of com-
plexity towhat might otherwise be a quick exchange
of blows.
TEAMS
Team contests feature groups of gladiators fighting
against eachother. These are the best solutions For
adventuring parties since the encounter allows the
group totake advantage of teamwork tactics, andit
allows for far more interesting encounters. Before
you set out tobuildthe encounter, consider how it
Fits intothe larger adventure. lithe encounter is the
only combat the characters are likely toface inthe
day, snake it hard. Or if this encounter is one of many
matches, you might make it average or eveneasy.
The battlefieldis usually a fixedenvironment
andconfinedtoa single area withthe same terrain
features andtraps for eachcontest. Magical arenas
might change the terraintoadapt tothe contest's
theme andopponents, but suchenvironments are
confinedtothe paragonandepic tiers.
Inmost competitions inthe same day, the charac-
ters shouldfindout most if not all of the battlefield's
tricks by the endof the first encounter, andbe able
toavoidthem or touse them against their foes. This
is okay, since for several encounters the characters
aren't likely going tohave the time for anextended
rest. Giving the PCs anedge against future encoun-
ters inthe arena helps improve their chances
tosurvive.
Use the standardrules for encounter building
as describedinthe Dungeon Master's Guide, placing
the easier encounters Lip front andgetting steadily
harder until the characters face their last match. The
Dragon's Den, Wolf Pack, andBattlefieldControl
templates work best.
GRANDMELEE
The grandmelee is a variationonthe team contest.
Inthis event, the PCs are part of a large number of
combatants, andeachcharacter fights against other
characters. Short-term alliances might form tobring
downthe bigger foes, but inthe end, it's everyone
against everyone. Considering that the player charac-
ters are onthe same side, these contests cansee the
PCs fighting against one another. However, since a
.
1

I
0
1
0

P
I
N

1
1

D
1

Pw-
Grand Melee Combatants
Easy 4 brutes of level n - 2

player canchoose toknock out anenemy reducedto
0 hit points insteadof killing it, PCs canparticipate
without players fearing the loss of their cherished
adventurers.
For a grandmelee towork, you needlots of
combatants. Use low-level minions tofill out the
encounter. Unless you want the battle toboil downto
a fight betweenthe PCs, you needtosprinkle ina few
nonminionadversaries as well. The opponents fight
eachother as muchas they fight the PCs, soeach
moves andattacks the closest creature eachround.
11minions of level n - 4
Standard 2 soldiers of level n - 1
4 brutes of level n - 2
12 minions of level n - 4
Hard 2 soldiers of level n
4 brutes of level n - 1
17 minions of level n - 2
VICTORY CONDITIONS
Arena competitions endafter one side is deador
dying, but this neednot always be the case. Arenas
feature all sorts of competitions, suchas races, fights
tothe first blood, andthe tried-and-true death
matches. The following victory conditions map out
the basic sorts of objec tives for commoncompetitions.
CAPTURE THE FLAG
Literally or figuratively, the capture the flag scenario
establishes anobjective other thanwantonslaugh-
ter. Inthese competitions. the participants work
against their adversaries toclaim a particular object,
bring downa nasty monster, or survive a gauntlet.
Combat still occurs, but usually along the way toward
the goal.
Inadditiontothe other competitors, these contests
have traps, hazards, andplenty of obstacles tomake
the event interesting. Matches canoccur inmassive
mazes, up mounds of earthfilledwithbiting insects.
throughgauntlets of traps, andsoon. The more
terrainfeatures andobstacles presented, the more
interesting the contest.
Certainobstacles might require skill checks (Acro-
batics, Athletics, Stealth, andThievery being the most
common), but some might require skill challenges,
whichsome characters candeal withwhile allies
keep the enemies at bay.
FIRST BLOOD
Thoughmany competitions endindeath, those found
in more civilizedlands endat first blood. Induels,
the first opponent tobecome bloodiedloses. Inteams,
eachcontestant becoming bloodiedis eliminated
until one side loses or yields. Sometimes first blood
contests spill intodeathmatches, andwhile exciting
for the spectators, it's generally deemeddishonorable.
The gladiator whobreaks the rules faces severe con-
sequences if he or she survives.
Death: Deathmatches are uncommonincivilized
lands, but they occur. Some deathmatches allow for
yielding, inwhichcase the opponent surrenders,
but not all matches have this happen. Inparticularly
bloodthirsty venues, it's goodform togainthe bless-
ing of the highest-ranking spectator (king, emperor,
warlord) todetermine the defeatedfoe's fate.
Restricted: A restrictedmatchis one inwhich
certainacts are forbidden. Examples include
restrictedweapons suchas only unarmedfighting,
nomagic items, spears only, limitedarmor (noheavy
armor, noshields), andrestrictions onpower sources
(noarcane, divine, or other more magical sources, for
example). Suchrestrictions cancreate gross imbal-
ances betweencompetitorsa wizardpreventedfrom
casting spells ina duel is as goodas dead, soif you
place restrictions ona match, make sure they are fair
andappropriate.
DEATH RACE
Like capture the flag, the deathrace has a victory
condition: Cross the finishline. The contestants ride
their horses (or other beasts), drive chariots, or runto
the end. Along the way, they smashtheir rivals with
weapons andcollide witheachother, all ina brutal
display tokedthe fans' bloodlust. Since everything
moves insquares, andoftenat the same or similar
rates, deciding whowins involves a bit more work
thancomparing speeds.
A deathrace canbe resolvedwitha skill challenge.
Races follow the standardrules for running skill chal-
lenges, but withone exception. Whenassembling the
skill check DCs, keep inmindthe stiffness ofthe com-
petition. If the PCs are the best competitors onthe field,
the DCs ought tobe easy. Onthe other hand, against a
toughandnotorious opponent, some of the DCs might
be hard. As well, the skill challenge's complexity should
reflect the number ofcontestants. A small andshort
race might be complexity 1. while a huge race withhun-
dreds might be complexity 4 or evenS.
The following skill challenge is designedfor a
chariot race, but you canadapt it easily toaccount for
horse races, footraces, andother races by swapping
out the skills as needed.
Level: Varies.
Complexity: Varies withcontest's size, though3 is
common(requires 8 successes before 3 failures).
Primary Skills: Athletics, Bluff, Endurance,
Insight, Intimidate, History, Nature, Perception. Any
of these skills canbe usedas oftenas desired, except
as otherwise notedbelow.
Athletics (DC moderate):The character hangs on
while the chariot speeds across the track. A character
cannot make this skill check twice ina row.
Bluff (DC moderate):The character feints tothe side
andcauses the enemy aheadtoveer. As the enemy
moves, the character shoots forward, slipping ahead.
A failedcheck indicates the stunt didn't work, and
the character either loses a healing surge or suffers
twofailures.
Endurance (DC moderate):The character shakes
off the effects of strenuous activity. A character must
make at least one Endurance check during the skill
challenge. A successful check means the PC soldiers
on, but a failedcheck means the PC takes a nasty hit
andloses a healing surge.
Insight (DC hard): The character watches oppo-
nents torindanopening. A successful check grants
the character 2 successes inthe skill challenge. A
failedcheck closes off further Insight checks for this
challenge.
Intimidate (DC moderate):The character barks a
terrible threat at a nearby opponent, causing the
opponent tofalter. A successful check indicates the
enemy drops back. A failedcheck closes off further
Intimidate checks for this challenge.
History (DC moderate):The character recalls a
useful fact about another competitor. A successful
check gives the character a -F2 bonus toBluff, Insight,
andIntimidate checks for the durationof the chal-
lenge. This skill canbe usedtogainonly 1 success in
this challenge.
Nature (DC moderate):The character expertly
guides the beast drawing the chariot aroundobsta-
cles andother riders. A character cannot make this
skill check twice ina row.
Nature (DC hard):The character coaxes the steedto
move faster. A successful check grants the character 2
successes inthe skill challenge. A failedcheck counts
as 2 failures inthe skill challenge.
Perception (DC moderate):The character notices an
obstacle inthe track andveers out of the way. This
skill canbe usedtogainonly I success inthis chal-
lenge, andthis check canbe attemptedonly once.
Special: For races featuring twoor more PCs
competing against one another, characters cantry
toremove successes from eachother during the race
by making Athletics checks against their opponent's
Reflex defense. A success indicates that the opponent
loses 1 success inthe skill challenge andone healing
Fisht!
surge. A character reducedto0 healing surges is
knockedout of the race.
Success: The character or characters winthe race.
Failure: The character or characters lose the race.
ARENA ADVENTURES
Arena encounters canbe exciting for standalone
events, but the arena canplay a bigger part inyour
games, becoming the centerpiece of anentire adven-
ture. Building anadventure aroundanarena involves
all the same sorts of tips andguidelines as described
under "Arena Encounters," but withmore flexibility
inencounter designandcomplexity. Whenbuilding
arena adventures, it's a goodidea tokeep some of the
following elements inmind.
VENUE
Smaller venues canbe interesting for a few encoun-
ters, but it's harder tostring several encounters
together inone small fighting ring. Larger locations,
though, canserve as microcosms withina larger corn-
munity, giving you a broadselectionof characters and
motivations toexplore. A coliseum is boundtohave
other gladiators, trainers, animal handlers, servants,
investors, bettors, criminals, andall the other people
witha stake inthe contests. You alsohave a larger
audience withanevenwider range of people: nobles,
commoners, priests. mages, thieves, killers, spies,
andmore.
The venue's size canalsoaffect the adventure's
tone. One set ina fighting ring means that most of
the adventure is likely totake place inthe ring or
outside inthe larger community. Larger venues can
containanentire adventure, since there are apart-
ments andcells for the warriors andservants, offices.
vendors andpeddlers, the stands, the nobles' box,
andother locations as needed. Using a larger arena
expands the types of environments for the encoun-
ters, helping tomix up the fights tokeep the players
engaged. Althoughfighting might be a centerpiece,
there's still room for investigation, intrigue, negotia-
tion, andcombats that take place beyondthe realm
of the crowds.
BUILDING THE ADVENTURE
Insteadof a dungeon, ruinedtemple, or castle, com-
bats likely occur inthe arena withthe adventurers
squaring offagainst all sorts of foes. Negotiations and
intrigues canoccur betweenmatches or after a long
day's fighting, withthe PCs collecting clues tounravel
a conspiracy, a threat, a danger, or a plot against
themselves or anally. The adventure flows more or
less like a standardadventure ina normal dungeon
environment, withjust a few exceptions.
r

Common Entrance
L

tSAMPLE
ARENA
0
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Li
Pillar
Statue
Noble Boxl
P
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Potential
Trap
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:

Encounters: Battles taking place inthe arena
are confinedtoone environment andlast until the
victory conditions are met. Shoulda fight gosouth,
there's nowhere for the characters torun, soan
overmatchedgroup is boundtomeet a messy end
ina deathmatch. Toavoida "TPK" (total party kill),
choose your encounters wisely, preserving the easy
fights for the ones inthe arena. Avoidloading up a
single game day withmore thana few fightsother-
wise the characters runout of resources tooquickly.
Finally, be sure tostock the battlefieldwithtraps and
hazards that are dangerous bothtothe PCs andtheir
opponents toeventhe odds.
Healing and Rest: Gladiators expectedtofight
inseveral matches take short rests betweenengage-
ments, but they don't have the luxury of extended
rests. Tokeep PCs fresh. you canhave priests armed
withcurative magic torepair their injuries without
the PCs having toblow throughtheir healing surges.
Gladiators rarely fight more thanone or twotimes
per day andthose forcedtofight more thanonce
don't fight twomatches ina row, sothere should
always be anopportunity for PCs toat least have their
encounter powers back.
Treasure: Defeatedfoes inthe arena don't cough
up treasure at the end. Spectators might throw coins
togladiators along withflowers andkeys tobedrooms,
but magic items don't arrive by way of a commoner's
hand. Toawardmagic items inthe adventure,
distribute them as gifts from sponsors or as item levels
as describedinthe Adventurer's Vault. Gifts cancome
at any time while the characters take anextended
rest, but usually not during a short rest between
matches.
Milestones: Ifyou're deadset onkeeping the char-
acters fighting throughout a game day. you cangive the
characters a slight edge by treating eachmatchas attain-
ing a milestone. This grants the characters anaction
point andanextra daily use ofa magic item, whichare
critical edges for surviving a chainof brutal combats.
QUESTS
As withany adventure, those centeredonarenas
shouldhave a quest toinvolve the entire party. Unless
you use a heavy handandforce the adventurers to
fight For their freedom, arena adventures have a hard
time keeping the characters involved. Thus, building
quests for your players requires finding ways tokeep
them investedinthe outcomes of particular duels
andmatches until the situationis resolved. What
follows are several quest seeds for use inbuilding an
adventure's plot.
Cheating: The characters might investigate a
particular venue tofollow tip onsuspicions of cheat-
ing. Gladiators might throw the fight or use poisoned
weapons or spoiledfoodtoweakentheir foes. The
adventurers might infiltrate the arena touncover
the culprits.
Fight/
Cover: The arena might conceal a sinister enter-
prise involving cultists, criminals, or possibly a
political uprising. The characters couldinvestigate
the arena tosort out the rumors andfindthe bad
guys before their plans reachfruition.
Missing: People are disappearing all over the
town, never tobe seenagain. Looking intothese
vanishings, the adventurers discover that a criminal
outfit snatches innocent people anddrags them to
a distant townwhere they fight indeathmatches.
WhenanalliedNPC goes missing, the characters set
out torescue their friend.
Murder: Eachday, for several days, gladiators turn
up deadandnot from fighting inthe pits. The spon-
sors fear their stables are going tohe wipedout, sothey
turntothe adventurers for help. The PCs must infil-
trate the organizationtocatchthe killer inthe act.
Subversives: The gladiators inthe arena are pris-
oners, criminals, or slaves, andthey've hadenough.
The PCs might be among them, helping tobreak
free or evenleading the uprising, or the adventurers
might he calledtoface the leaders in the ring and
silence them.
CAMPAIGN
You cantake the arena a step further anduse these
sorts of engagements as the basis of anentire cam-
paign. Rather thanthe characters descending into
dungeons tofight monsters andwickedcultists, the
characters might be professional gladiators, whoare
fighting for a living for goldandthe adorationof the
crowds. Witheachsuccess, the characters might
move tobigger venues, until wordof their exploits
reaches across the lands andpossibly toother planes.
Characters couldventure out of the worldtotest
their techniques against champions from the Shad-
owfell, the Abyss, or anywhere else you canimagine.
Eacharena comes withits owntroubles, whichthe
PCs must sort out before moving ontotheir next
venue, while contending withsponsors, oldenemies,
andsoon.
FAME
Not all the rewards characters earnby participating
inarena matches canbe countedincoinandmagic
items. Victories inthe arena grant titles, favors, spon-
sorship, andother rewards. The most precious award
for long-term competitors is fame.
Fame is an"intangible" rewardone that doesn't
count as treasure. Like other intangibles, it doesn't
provide combat bonuses, at least not directly, but it
does provide benefits whendealing withNPCs who
have heardof you.
Gaining Fame: Fame, for these purposes, comes
from participating ingladiatorial matches. The amount
of fame acquireddepends onhow you performed.
whether you wonor lost, andhow you dealt withthe
crowd. Your fame cannot exceedyour level, andfame
inexcess ofyour level is lost. Your fame increases or
decreases basedonthe following circumstances:
Fame
CIRCUMSTANCE FAME
The crowd is helpful at the end oldie match +2
The crowd is friendly at the end of the match +1
You win the match +1
You defeat a foe usinga daily attack
-I-1
You improve the crowd's disposition to helpful +1
You lose a match -1
You defeat a foe usinga basic attack -1
The crowd's disposition toward you is unfriendly
orworse -1
Permonth since the last bout - 1
The Fame Check: At the start of a match, make a
fame check for the character or party participating in
the match. The fame check is 1d20 + the character's
fame modifier (or the character inthe group withthe
greatest fame modifier) + any circumstantial modi-
fiers. If the check equals or beats a DC 25, the crowd
recognizes the gladiator, granting the character (or
characters) a +2 bonus toall Bluff, Diplomacy, and
Intimidate checks made tointeract withthe crowd
(see page 85).
THE BATTLEFIELD
Venues for gladiatorial contests come inmany sizes
andshapes. A venue needs tobe large enoughto
accommodate the contest, but small enoughtokeep
the combatants engaged. The following venues repre-
sent some of the most commonsorts one might find
inthe D&Dworld.
THE FIGHTING PIT
The lowliest of the fighting venues is the fighting pit.
Most are pits dug 10 or more feet intothe ground.
Gladiators descendby climbing downthe walls,
jumping. or being loweredby ropes. These are nasty
places tofight, andmost contests last until only
one creature stands. Typical contests include duels
betweentwogladiators, monstrous fights between
twobeasts. or gladiator andbeast fights. Specta-
tors crowdaroundthe top of the pit andscream
advice or insults while placing bets ontheir favored
champion.
Size: A fighting pit usually covers a 4-by-4 area.
Walls: Earthenwalls (DC IS Athletics) are
commontofighting pits, but some have brick walls
(DC 20 Athletics): insome pits, the walls are coated
withgrease toprevent contestants from climbing
out (DC +5). The typical fighting pit is 10 to20
feet deep.
SAMPLE FIGHTING PIT: THE HOLE
When Vadalis bannedpit fighting, the deathmatches
movedtothe underworld. One of the more notori-
ous sites is the Hole, a place whose existence is kept
secret. ArkedFastoudruns the show, recruiting street
toughs andbravos withthe promise of quick cashif
they fight. The Hole sits beneathanoldabandoned
temple of Erathis, whichwas shut downafter rats
settledin. The Hole is inthe center of the cellar. It's a
wide pit. about 4 squares by 4 squares, andabout 20
feet deep. Strong people lower the combatants inside
anddon't pull them up until there's only one gladia-
tor (or beast) standing. The Hole's walls are brick and
coveredinbloodandthick grease (DC 25 Athletics).
THE FIGHTING RING
A fighting ring is a small area usedfor twocombat-
ants. Crude fighting rings might use natural features
or stones tosketchout the boundaries, while superior
fighting rings cantake place onraisedplatforms,
magical surfaces hovering inthe air, or areas hedged
inwith invisible barriers. For simple rings, the com-
petitors access the ring by stepping inside. Fantastic
fighting might require leaping over a barrier or
performing another stunt (see "Acrobatics," Player's
Handbook, page 180) toget inside. Fighting rings rarely
see deathmatches; toendthe fight, a contestant has to
step outside the ring. Naturally, this is made more dif-
ficult whenthe crowddoesn't want the matchtoend,
since they canform a living wall andshove tokeep the
gladiator inuntil the end.
Size: A fighting pit usually covers a 6-by-6 area.
Walls: Most fighting rings don't have wails and
insteadmark out the parameters using stones, trees,
or other terrainfeatures. Rings suspendedinthe air
rely ongravity tokeep the combatants inside the area.
SAMPLE FIGHTING RING:
THE PEDESTAL
DestaedIrangrip learnedtofight inthe pits of Sul-
wardduring the tenlong years of his enslavement.
Whenhe escapedtoSunndi, he realizedhe had
noway toprovide for himself. He hadnotrade and
noskills. So, he turnedtowhat he didknow and
arrangeda ring of stones onthe edge of Pitchfield, his
new home, andbet young toughs totake him on.
After a few years, Destaedpickedup andmoved
northtoKalstrand. He hada raisedplatform built
withthe goldhe earnedinSunndi andcalledthe
fighting ring the Pedestal. There, he andother fight-
ers wouldclimb up the ropes andfight for gold, silver,
or whatever else was fbr the taking. The Pedestal is
fast becoming famous inA hlissa, andpeople from all
over the countryside come toseek fortune andfame
inthis bloodstainedring.
The Pedestal stands 15 feet above the street. A
creature that falls from the pedestal takes 1d10
damage uponlanding.
THE ARENA
The arena is the largest venue for gladiatorial con-
tests. Anarena is usually surroundedby a wall, above
whichrise the stands. Seats closest tothe fieldare the
most expensive, anda noble or animportant official
might have a coveredbox for a goodview. Arenas
are large enoughtoaccommodate contests of just
about any size andscale. Fights betweengladiators,
gladiators andbeasts, beasts andbeasts, andterrify-
ing creatures canall be foundhere. As well, unusual
types of contests might alsofinda place here. Exam-
ples include races, spell duels, magical andfantastic
terrain, reenactedwars, andnaval battles.
The arena andthe stands are but parts of the envi-
ronment. Below the arena, corridors allow engineers
toinstall traps, plus they containcages for beasts,
cells andapartments for the gladiators. offices for
organizers, armories, smithies, kitchens, andsoon.
Floor: Most arenas have stone or woodenfloors,
withpassages underneathtoinstall traps or release
unexpectedopponents. Sand, straw, or loose gravel
covers the floor toimprove the footing.
Size: Anarena has a fighting space of at least 10
squares by 10 squares, but many are far larger.
Walls: A steep wall piercedby gates surrounds the
fighting field. It stands at least 10 feet tall, but it might
be taller depending onthe size of the arena. The walls
are brick, sometimes greased(or trapped). Above
them rise the stands. These are made from woodor
stone andcanaccommodate hundreds of people.
SAMPLE ARENA:
THE GARDEN OF BLOOD
The bloodiest andmost startling arena inthe civi-
lizedworldis the Gardenof Blood, whichrises from
the center of Reen, a powerful port knownfor its
aggressive trade anddubious morality. The Gardenis
a massive coliseum, andeachweek thousands come
towatchthe bloodsports. Traps andhiddendangers
litter the field, perfect for shocking the audience and
taking the gladiators by surprise. Once a year, the
Gardenhosts a spectacular event tohonor Bane, the
port's patrondeity. These events vary a great deal, but
one of the more famous ones featureda water battle,
complete witha floodedfield, ships, andvicious
sharks. The Wizards' Guildsponsors the Gardens
andprovides security toensure that nothing tooter-
rible arises, but accidents happen.
Gladiators are a mix of slaves andprofessionals,
many of whom were once slaves but wontheir free-
dom throughtheir deeds onthe field. Inaddition,
professional warriors come toReentopit their fight-
ing skills against the port's famedwarriors togain
fortunes andfame.
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Fight!
Unfriendly: The crowdroots against the gladiator,
cheering for the opponent. PC gladiators fight-
ing against local heroes usually findthe crowds
unfriendly. The DCs tointeract withanindifferent
crowdare hard.
Hostile:The crowddespises the gladiator and
actively works against the character(s). Whena
crowd's dispositionreaches hostile, the crowd
becomes a hazard. The DCs tointeract witha hostile
crowdare hard.
WORKING THE CROWD
Once the matchbegins, the player characters, those
onthe fieldor those inthe stands, canwork tomodify
the crowd's disposition. Remember, once the crowd's
dispositionreaches helpful or hostile, it becomes a
hazardandcandirectly affect the match's outcome.
Tomodify a crowd's disposition, the PCs must suc-
ceedona skill challenge_ DCs dependonthe crowd's
disposition, described above.
Level: Equal toparty level (XP varies).
Complexity: 1 (4 successes before 3 failures).
1.arge crowds might increase the complexity.
CROWDS
Aside from the dangers gladiators face inthe ring,
there are dangers outside the ring, too. A crowdin
the throes of bloodlust canbe every bit as roughas
a wildbeast, and, if angered, they might fling rub-
bishontothe field, distract gladiators withinsults,
or pluck anunwary warrior off the fieldandrip him
apart inthe stands.
Gladiators learnthat appeasing the crowdis as
important as fighting well, because a crowdwon
over canbe a useful ally if things gobad. Gladiators
whomake their livings fighting inthe arenas need
tobecome famous andlovedby the people, because
by doing so, they receive better pay, better gear, and
better treatment whenthey're injured.
Any time a gladiatorial due] occurs infront of
a crowdof 50 or more people, the crowdhas the
potential tobecome a factor inthe match. Use the
following guidelines todetermine whether a crowd
becomes involvedandwhat happens whenthey do.
DISPOSITION
At the start of match, after you make the fame check
liar the character(s), determine how the crowdis dis-
posedtothe player characters. Five dispositions are
discussedbelow. A crowdthat's friendly tothe PCs
is consideredunfriendly totheir opponents andvice
versa. Likewise, a crowdhelpful tothe PCs is hostile
totheir opponents. The only time a crowd's disposi-
tionis the same for bothPCs andopponents is when
it's indifferent.
Use your best judgment whensetting the initial
disposition, keeping inmindwhether the adventurers
have fought inprevious matches, their achievements
inthe region, andany other factors that you findrel-
evant. Avoidsetting the starting dispositiontohelpful
or hostile, unless, of course, it's integral tothe adven-
ture's plot.
Helpful: A helpful crowdwants the gladiator to
winandtakes anactive roll inmaking this happen.
Whena crowd's dispositionreaches helpful, the
crowdbecomes a hazard. You can't improve a crowd's
dispositionabove helpful.
Friendly: A friendly crowdis positively disposed
towardthe gladiator andcheers for the character in
the match. Veterangladiators whohave fought inthe
same arena several times findthe crowds friendly,
The DCs tointeract withfriendly crowds are easy.
Indifferent: Anindifferent crowddoesn't care
whowins. Most crowds beginat this disposition.
The DCs tointeract withanindifferent crowdare
moderate.
Primary Skills: Acrobatics, Bluff, Diplomacy,
Insight, Intimidate. Any of these skills canbe usedas
oftenas desired, except as otherwise notedbelow.
Acrobatics (DC varies):The character performs
a stunt toimpress the crowd. This check canbe
attemptedonly by a gladiator. A failedcheck. hi addi-
tiontocounting as a failure inthe challenge, closes
off further Acrobatics checks for this skill challenge.
Blrff(DC varies):The character or his or her allies
mock the enemy, perhaps imitating a distinctive fea-
ture or mannerism ina way tomake the crowdlaugh.
A failedcheck, inadditiontocounting as a failure in
the challenge. closes off further 13/rift-checks for this
skill challenge_
Diplomacy (DC varies):The character's allies
sing the praises of the character, or the character
addresses the crowddirectly andasks for favors or
puts ona goodshow for the people. A Failedcheck,
inadditiontocounting as a failure inthe challenge,
imposes a -2 penalty toDiplomacy checks for 1
round.
Insight (DC varies): The character has aninstinctive
sense of what the crowdwants, gauging its disposi-
tionandthe general moodof the arena. This skill can
be usedtogainonly 1 success inthis challenge, and
this check canbe attemptedonly once. A successful
check alsogrants the PC a +2 bonus toDiplomacy
checks for the durationof the challenge. A failed
check, inadditiontocounting as a failure inthis chal-
lenge, alsoimposes a -2 penalty toBluff checks and
Diplomacy checks for the durationof the challenge.
Intimidate (DC varies): The character displays feroc-
ity witha roar, a weaponmaneuver, or another act to
strike fear inthe hearts of the crowd. A Failedcheck,
inadditiontocounting as a failure inthis challenge,
closes off Further Intimidate checks for this challenge
until the PC hits anopponent withanattack.
Success: The crowd's dispositionimproves by one
step. If this improvement changes the crowd's dispo-
sitionto helpful, the crowdbecomes a hazardagainst
the PCs' opponent.
Failure: The crowd's dispositionworsens by one
step. If this worsening changes the crowd's disposi-
tiontohostile, the crowdbecomes a hazardagainst
the PCs.
Angry CrowdLevel Party's Level)
HazardXP Varies
Tile crowdliernines seething mass ofrage.
Hazard: Each square occupiedby thecrowdbecomes difficult
terrain.
Perception
Nocheck is requiredtosee the crowd.
Initiative +0
Trigger
When the crowd's disposition becomes helpful or hostile
to the player characters, the crowdrolls for initiative and
attacks.
Attack
StandardAction
Target Helpful crowds target the enemy gladiator, while
hostile crowds target the PC or PCs.
Effect: Roll a d20 tosee what the crowddoes onits turn.
Anangry fanjumps out of the stands and
joins the fight, attacking the target: level vs.
AC; 3 damage, plus 1 damage per tier. The fan
occupies a space adjacent tothe target andis
slainwhenit takes at least 1 damage.
2-3 The crowdgrabs the target whenever the target
enters anadjacent space; level vs. Fortitude or
Reflex; thetarget is immobilized(saveends).
4-5 The crowdshoves the target back into the fight.
Any time the target enters a square adjacent to
the crowd, the crowd makes anattack: level vs.
Fortitude; the target is pushed1d4 squares.
6-7 The crowd reaches out and grabs at the target.
All squares adjacent to the crowd become
difficult terrain until the start of the crowd's
next turn.
8-9 Someone hurls a vicious insult at the target:
level vs. Will; the target takes a -2 penalty to
attacks until the end of its next turn.
10-11 The crowd's noise imposes a -5 penalty toall
Perceptionchecks.
12-13 The crowdcloses inor descends from the stands,
thus reducing the size of the battlefieldby 1
square on each side.
14-15 Someone from the crowd hurls an object at
the target: level vs. Reflex; the target loses one
healing surge.
16-17 When the target enters a space adjacent to the
crowd, the crowd attacks: level vs, Fortitude;
the crowd slides the target 1 d4 squares
(enemy's choice).
18-19 When the target enters a space adjacent to the
crowd, the crowd attacks: level vs. AC; 5 damage,
plus 5 damage per tier.
20 A mob descends from the stands bent on killing
the target. See page 86 for statistics for an angry
mob.
Countermeasures
A character can engage In a skill challenge to improve
the crowd's disposition as described above. Improving
the crowd's disposition above hostile ends the hazard.

Fight(
Angry Mob

Level 5 Brute
Car antuannatural humanoid(swarm)

XP 200
Initiative +3
Senses Perception+1
Swarm Attack aura 1; the angry mob makes a basic attack
as a free actionagainst eachenemy that begins its turn
withinthe aura.
HP 74; Bloodied 37
AC 17; Fortitude 19. Reflex 17, Will 16
Resist half damage from melee andrangedattacks;
Vulnerable 10 against close andarea attacks
Speeds
0 Savage Mob (standard; at-will)
+8 vs. AC; 2d6 + 4 damage, andthe target is knocked
prone.
CrushingPress
An angry mob deals 2d6 extra damage toprone
creatures.
Alignment Unaligned Languages
Str18 (+6) Dex 15 (+3) Wis 8 (+1)
Con 14(44) Int 8 (+1) Cha 12 (+3)
TRICKS AND TRAPS
The following traps andhazards supplement those in
the DungeonMaster's Guide.
Forest of Stone Level 7 Obstacle
Trap XP 1 00
A stone column rises from thegroundwithastonishing force.
Trap: Four squares scatteredacross the battlefieldconceal a
magic pressure plate.
Perception
+ DC 10: The character notices a pressure plate.
Additional Skill: Arcana
+ DC 15: The character senses the presence of magic.
Trigger
The trap attacks when a creature enters one of the trap's
4 squares.
Attack
Opportunity Action Melee
Target: The creature that triggered the trap
Attack: +4 vs. Reflex
Hit: 1 d6 + 3 damage, the trap slides the target 1 square, and
the target falls prone.
Miss: The target returns tothe last square it occupiedandits
move actionends immediately.
Effect: Eachtrappedsquare fills witha 20-foot tall columnof
stone. The columnblocks movement, but canbe climbed
witha DC15 Athletics check. The columns grant cover
andlast until the endof the triggering creature's next
turn, whenthe trap resets.
Countermeasures
+ Anadjacent character cantrigger the trap witha DC 10
Thievery check (standardaction). The columns appear in
eachtrappedsquare.
+ Anadjacent character candisable the trap witha DC 15
Thievery check (standardaction). The square nolonger
triggers or launches a stone column.
+ A character whomakes anAthletics check (DC 6, or DC 11
without a running start) canjump over a trappedsquare.
Upgrade to Elite (200 XP)

increase the PerceptionandThievery DCs by 2, double


the number of trapped squares, and a character who
triggers the trap takes 1d10 + 5 damage, slides 2
squares. and falls prone.
RazorSpores Level 1Lurker
Hazard XP 1 0o
A putrid green boulder shudders and explodes. spreading razor
shards across thebattlefield.
Hazard: A boulder filling 1 square makes a burst 3 attack
andcreates a zone of difficult terrain.
Perception
No check is required to see the stone.
Additional Skill: Arcana
+ DC15: The character recognizes the stone's nature.
Initiative +5
Trigger
When a creature moves adjacent tothe stone, it rolls
initiative and attacks.
Attack
Standard Action Close burst 3
Targets: All creatures inburst
Attack: +4 vs. Reflex
Hit: 1 d8 + 3 damage.
Effect: The burst creates a zone of difficult terrain that lasts
until the endof the encounter.
Countermeasures
+ A character can attack the stone (AC20, other defenses
15; hp 20; resist 5 all). Whenreducedto0 hit points, the
stone explodes ina close burst 3, as above.
Upgrade to Elite (200 XP)
+ Increase the burst to 5 andthe damage to1d12 + 3.
Glittermist

Level 2 Warder
Hazard

XP 1 25
A cloud of scintillating golden moles hovers inthe dir.flouring on
anintangiblecurrent toward the closest creature.
Hazard: A cloud of glittermist, filling"! square, drifts
towardcreatures, foiling concealment andmaking them
vulnerable to enemies' attacks.
Perception
No check is requiredtosee the glittermist.
Additional Skill: Arcana
+ DC15: The character recognizes the mist's nature.
Initiative +4
Trigger
The glittermist rolls initiative at the start of theencounter.
Attack
Standard Action Melee special
Special: Each round, on its turn, the glittermist moves up
to4 squares towardthe nearest creature, ending its
movement inthat closest creature's space if possible.
Target: One creature
Attack: +5 vs. Reflex
Hit: The target gains no benefit from being invisible or
having concealment and grants combat advantage to all
enemies until the start of its next turn.
Miss: The glittermist moves into the last square it occupied.
Countermeasures
+ A character can attack the mist withclose or area attacks
(AC 20, other defenses 15; hp 25). Whenreducedto0
hit points, the mist vanishes.
+ A character attackedby the mist canmake a DC 17
Acrobatics check as an immediate reaction to cause the
mist's attack to automatically miss.
is
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Vicious Animal Level 3 Warder
Hazard XP 1 50
A sumac, beast shnius against a chain, snapping at anyone that
draws near.
Hazard: A vicious animal is chainedtoanironspike. It can
move up to3 squares from the ironspike andmake an
attack.
Perception
Nocheck is requiredtosee the vicious animal.
Initiative 4-4
Trigger
A vicious animal rolls initiativewhenever a character comes
within3 squares of it. Henceforth, thevicious animal makes
anattack against any creatureit canreach.
Attack
StandardActionMelee
Special: The vicious animal canmove up to3 squares before
the attack.
Target One creature
Attack +8 vs. AC
Hit: 1d8 + 3 damage, andthe target is knockedprone.
Effect: Eachroundonits turn, the vicious animal attacks the
closest creature it canreach.
Countermeasures
+ A character canengage ina skill challenge tohandle the
vicious animal anddisable it. DC 15 Nature. Complexity
1 (4 successes before 3 failures). Success calms the
animal downsoit nolonger attacks. Failure causes the
-animal toattack, as above.
+ A character canattack the vicious animal (AC 15, other
defenses 11; hp 15). Whenreducedto0 hit points, the
vicious animal dies, ending the hazard.
+ A character canbreak or destroy the chainby moving to
the ironspike restricting the animal's movement (break
DC 30 Strength; AC 5, Fortitude 10; hp 60). Releasing
the animal from the chainallows it tomove freely. Each
roundthereafter, the animal canmove up to8 squares to
attack the closest creature, as above.
Upgrade to Elite (300 XP)
+ Adda secondvicious animal. Bothanimals attack when
one is triggered.
Pyrotechnics Trap Level 4 Lurker
Trap XP 1 75
Afouniainof blinding flames erupts from a cininingly concealed
nozzle set in the around.
Trap: Pressure onany of the 6 squares aroundthe nozzle
causes the contraptiontounleasha fountainof blinding
flames intothe air, attacking all creatures ina close burst
5.
Perception
+ DC 12: The character notices the nozzle.
+ DC 17: The character notices the pressure plates that
activate the trap.
Initiative +6
Trigger
Thetrap rolls initiativewhena creatureenters one of the
squares surrounding the square containing the nozzle.
Attack
Standard Action Close burst 3
Targets: All creatures inburst
Attack: +7 vs. Fortitude
Hit 1 d4 + 4 fire damage, andthe target is blindeduntil the
endof its next turn.
Miss: Half damage.
Countermeasures
+ A character adjacent toa pressure plate cantrigger the
trap witha DC 12 Thievery check (standardaction). The
trap attacks, as above.
+ A character adjacent toa pressure plate candisable the
trap witha DC 17 Thievery check (standardaction). The
trap does not activate whena creature enters a square
containing a pressure plate.
+ A character canattack thenozzle(AC 21, other defenses 19;
hp 10). Destroying thenozzledisables thetrap.
Upgrade to Elite orSolo (see the DungeonMaster's Guide,
page 56, for the new XP total)
+ increase the range toclose burst 5.
+ Increase the PerceptionandThievery OCs by 2.
LegBreakerTrap Level S Lurker
Trap XP 200
Steel jaws chimp shut on the victim's left, ripping thraughflesh
and mitring the bone.
Trap: A concealedanimal trap attacks whenever a creature
enters its square.
Perception
+ DC 17: The character notices the animal trap.
Trigger
The trap attacks the first creature that enters its space.
Attack
Immediate Reaction Melee
Target: The creature that triggeredthe trap
Attack: +8 vs. Reflex
Hit: 1 d1 0 + 4 damage, andongoing 5 damage andthe
target is slowed(save ends both).
Countermeasures
+ A character adjacent toa pressure plate can disable the
trap witha DC 17 Thievery check (standardaction). The
trap does not activate whena creatures enters its square.
Upgrade to Elite (400 XP)
+ Increase the area to2-by-2 squares.
+ Increase the PerceptionandThievery DCs by 2.


Fight!
Gravity Sphere Level 7 Obstacle
Trap XP 300
Sand and dust tumble across the groundtowarda pulsing Ara)/
Trap: The gravity sphere disrupts rangedattacks andpulls
creatures that come close toit.
Perception
Nocheck is necessary tonotice the gravity sphere.
Additional Skill: Arcana
+ DC 14: The character identifies the object as a gravity
sphere.
Initiative +5
Trigger
The trap rolls for initiative at the start of the encounter,
andattacks onits turn.
Attack
StandardActionClose burst 5
Targets: All creatures inburst
Attack: +10 vs. Fortitude
Hit:The target is pulled4 squares andslowed.
Effect: The burst creates a magical zone, imposing a -2
penalty torangedattacks made inside the area, until the
start of the trap's next turn.
Countermeasures
+ A character canreduce the distance pulledby 1 square
witha successful DC 19 Strengthcheck (immediate
reaction).
+ A character canattack the sphere (AC 23, other defenses
11; hp 50). Destroying the sphere causes it toexplode
ina close burst 5: +10 vs. Reflex; 2d10 + 5 damage. and
the target is pushed2 squares.
Upgrade to Elite (600 XP)
+ Increase the StrengthDC by 2. Ona hit, the sphere also
knocks the target prone. Worsenthe penalty toranged
attacks to-4.
Madness Gas Level 9 Lurker
HazardXP 400
Fumes fill theair.
Trap: Four nozzles concealedthroughout the area dispense a
noxious, madness-inducing poison. Eachnozzle creates a
cloudof gas ina 4-by-4 square area.
Perception
+
DC 14: Thecharacter notices theair is filledwithvapor.
+
DC 19: The character notices the four nozzles spewing
the gas intothe battlefield.
Additional Skill: Nature
+ DC 19:Thecharacter identifies thevapor as madness gas.
Initiative +5
Trigger
The trap rolls for initiative at the start of the encounter,
andattacks any creature ina cloudeachroundonits
turn.
Attack Poison
Standard Special
Targets: All creatures withina cloudof gas
Attack: +12 vs. Fortitude
Hit: 1d6 + 5 poisondamage, andthe target makes a melee
basic attack against a random adjacent creature as a free
action.
( 88 Fi ght!
Countermeasures
+ A character canholdhis or her breathtoavoidthe
attack, but if the character takes damage, the character
must succeedona DC 19 Endurance check or be unable
toholdhis or her breathuntil the start of his or her
next turn.
+ A character candisable a nozzle witha DC 19 Thievery
check. Once all four nozzles are disabled, the gas clears
after its next action.
Fighter-FlingerLevel 10 Lurker
Trap XP 500
ThcfnumidIurches.flingitiii the hapless victim through die air.
Trap: A spring-loadedplatform concealedunder the sand
explodes withviolent force, sending a creature sailing
throughthe air,
Perception
+ DC 21: The character notices the trap.
Trigger
The trap triggers whena creature enters its space.
Attack
Opportunity Action Melee
Target: The creature that triggeredthe trap
Attack: +13 vs. Reflex
Hit:The target flies 2d6 squares ina random direction. It
takes 2c18 + 5 damage, andlands prone at the endof its
movement.
Miss: Thetarget falls proneina spaceadjacent tothetrap.
Countermeasures
+ Anadjacent character cantrigger the trap witha DC 16
Thievery check (standardaction).
+ Anadjacent character candisable the trap witha DC 21
Thievery check (standardaction). The square becomes
safe.
+ A character whomakes anAthletics check (DC 5, or DC
11 without a running start) canjump over the trap.
Upgrade to Elite (1,000 XP)
+ Increase the PerceptionandThievery DCs by 2. When
triggered, the trap attacks the triggering creature andall
adjacent creatures.
SpinningColumn of Death Level 15 Elite Blaster
Trap XP 1,200
A 10-foot fall column spins inplace as jagged wheels spin, blades
lash out, andbludgeons smash Me gmand.
Trap: A columnfilling a 2-by-2 squarearea comes tolife
once activated, attacking all creatures withinits reach.
Perception
+
Nocheck is necessary tonotice the spinning columnof
death.
Initiative +5
Trigger
The trap rolls initiative at the start of the encounter. It
attacks onits turn.
Attack
Standard Action Close burst 2
Targets: All creatures inburst
Attack: +20 vs. AC
Hit: 2d8 + 8 damage (crit 1 d8 + 24), and pushthe target 1
square.
Miss: Half damage, andthe target is not pushed.
Countermeasures
+ A character canattack the trap (AC 29, other defenses
17; hp 100). Destroying the spinning columnof death
disables the trap.
Common GladiatorLevel 3 Skirmisher
Medium natural humanoid. human XP 1 50
Initiative +5 Senses Perception +1
HP 45; Bloodied 22
AC59; Fortitude 16, Reflex 15, Will 13
Speed6
(.1) Short Sword (standard; at-will) + Weapon
+8 vs. AC; 1 d6 + S damage, andthe gladiator shifts
1 square.
+ Deep Cut (standard; encounter) + Weapon
+8 vs. AC; 2d6 + 3 damage. ongoing 3 damage (save
ends), andthe gladiator shifts 1 square.
4- Double Slash (standard; requires twoweapons; at-will) +
Weapon
Twoattacks; +8 vs. AC; 1d6 + 1 damage per attack. If
bothattacks hit the same target, the gladiator pushes
the target 1 square.
Alignment Any Languages Common
Skills Intimidate +6
Str 17 ( Dex 14(+3) Wis 11 (+1)
Con 13 (+2) Int 11 (+1) Cha 10 (+1)
Equipment hide armor, 2 short swords
+ Anadjacent character canengage ina skill challenge
todisable the trap. DC 23 Thievery. Complexity 1 (4
successes before 3 failures). Success disables the trap.
Failure causes the trap tomake a close burst 2 attack as
animmediate reaction.
BouncingBarrage Level 20 Elite Blaster
Trap XP 5,600
Afist- sizedball leaps up intothe gar, unleashing a hail of poisoned
darts before landing and bouncing in a random direction.
Trap: Six pressure plates are hiddenthroughout the
battlefield. Whena creature steps ona pressure plate, a
hiddenmechanism fires a small ball intothe air. When
it reaches its maximum height, the ball fires a hail of
poisonedneedles. Uponlanding, it bounces, moving
ina random directionandfiring againeachround
until neutralized.
Perception
+ DC 22: The character notices the firing mechanism.
+ DC 27: The character notices a pressure plate.
Initiative +9
Trigger
The trap rolls initiative whena creature enters a square
containing a pressure plate.
Attack Poison
StandardActionClose burst 2
Targets: All creatures inburst
Attack: 1-23 vs. Reflex
Hit: 1d6 + 8 damage, andongoing 10 poisondamage
(save ends).
Effect: The trap moves 1d6 squares ina random direction.
Countermeasures
+ Anadjacent character cantrigger the trap witha DC 22
Thievery check (standardaction).
+ Anadjacent character candisable the trap witha DC 27
Thievery check (standardaction). The square containing
the pressure plate becomes safe, but the other squares
remainactive.
+ A character canattack the ball (AC 36, other defenses
32; hp 50). Destroying the ball disables the trap.
THE OPPOSITION
A gladiatorial matchcanfeature just about any
creature you like: natural beasts, undead, horrific
aberrant creatures, or deadly demons. Before build-
ing the encounter, think about what's appropriate for
the venue; the people running the show aren't likely
torisk their audience by dropping a beholder inthe
ring unless they have some safeguards inplace first.
Most combats, however, feature other gladiators.
These might be namedNPCs. maybe withclass
templates, or just built from scratch. The following
gladiators are stock creatures for matches of any level
of play. Most of these gladiators are human, but with
a little work, you canadjust their statistics toaccom-
modate gladiators of any race.
Grand Melee Gladiator

Level 2 Minion
Medium natural humanoid, human

XP 31
Initiative +5 Senses Perception 4- 1
HP 1; a missed attack neverdamages a minion.
AC 16; Fortitude 16, Reflex 15, Will 13
Speed 6
Short Sword(standard; at-will) + Weapon
7 vs. AC; 3 damage (5 damage withcombat advantage).
Dirty Tactics
A target that is adjacent toone or more creatures grants
combat advantage toa grandmelee gladiator.
Alignment Any Languages Common
Str16 (+4) Dex 14 (+3) Wis 9 (+1)
Con 12 (+2) int 10 (+2) Cha 8 (+1)
Equipment leatherarmor, light shield, short sword, javelin
GRAND MELEE GLADIATORS TACTICS
Swarming aroundtheir foes, these warriors fight a
desperate battle, knowing they are unlikely tosee
the day's end.
COMMON GLADIATOR TACTICS
Gladiators master commonfighting maneuvers to
help draw out the fight.
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Fight!
Arena Champion Level 11Elite Skirmisher
Medium natural humanoid. humanXP 1,200
Initiative +12 Senses Perception+11
HP 228; Bloodied114
AC 25; Fortitude 24, Reflex 23, Will 21
Saving Throws +2
Speed6
ActionPoints 1
()Scimitar (standard; at-will) + Weapon
1-16 vs. AC; 2d8 + 4 damage (crit 1d8 + 20).
4. ReapingBlades (standard; at-will)
The arena championmakes twoscimitar attacks.
+ Treacherous Move (minor: encounter) + Charm
+14 vs. Will; the target grants combat advantage tothe
arena championuntil the endof the champion's next
turn.
FinishingCut (standard; recharge A) + Weapon
Targets bloodiedcreatures: 1-16 vs. AC, twoattacks; 2d8
+ 4 damage (crit 1d8 + 20), and ongoing5 damage (save
ends).
Combat Advantage
The arena champion's scimitar attacks deal 3d6 extra
damage totargets granting combat advantage toit.
Deft Escape (move; at-will)
if the arena championIs marked, that conditionends. In
addition, the arena championshifts 3 squares.
Alignment Any Languages Common
Skills Acrobatics +14, Athletics +16, Bluff +13, Diplomacy
+13, Intimidate +13
Str23 (+11) Dex 20 (+10) Wis 12 (+6)
Con18 (+9) int 1S (+7) Cha '17 (+8)
Equipment hide armor, twoscimitars
ARENA CHAMPION TACTICS
The arena championuses treacherous move to deal
extra damage toanopponent, hoping tobloody it so
that the championcanmove infor finishing cut.
BEHINDTHE CURTAIN:
PLUNDERING THE ARENA
Although the article showcases a specific environ-
ment andprovides rules support for incorporating its
themes intogame play, there are a lot of ideas inthe
article that you cansteal for games outside the arena.
The "Working the Crowd" skill challenge canbe used
anywhere the PCs have anaudience. Ina fight unfold
ing ona city street, the characters couldget help
from onlookers andwhip up angry mobs toturnthe
tide. A "Vicious Animal" hazardmight guarda goblin
chieftain's throne room, while a "DeathRace" could
cover a cool chase scene across the countryside or
througha crowdedcity.
Robert1. Schwalb
Initiative +9 Senses Perception +10
HP 173; Bloodied 86
AC 26; Fortitude 27, Reflex 25, Will 24
Speed 8
Greataxe (standard; at-will) + Weapon
Reach2; +17 vs. AC; 4d6 + 5 damage.
Vorpal Sweep (standard; recharge11:1) + Weapon
Close burst 2; +17 vs. AC; 2d6 + 5 damage, andongoing
10 damage (save ends).
Alignment Chaotic evil Languages Common, Giant
Skills Intimidate +10
Dex 19 (+11)
Int 8 (+6)
Equipment hide armor, greataxe
Wis 17 (+10)
Cha 6 (+5)
Str23 (+13)
Con 23(+13)
.
Veteran GladiatorLevel 6 Soldier
Medium natural humanoid. humanXP sou
Initiative +7 Senses Perception4-9
HP 70; Bloodied35
AC 22; Fortitude 20, Reflex 18, Will 17
Speed s
G Trident (standard; at-will) + Weapon
+13 vs. AC; 1d8 + 5 damage, andthe target is marked
until the endof the veterangladiator's next turn.
EntanglingNet (standard; encounter) + Weapon
Reach2; +11 vs. Reflex; 1d6 + 2 damage, andthe target
is grabbed.
4- PinningStrike (standard; encounter) + Weapon
+13 vs. AC; 1d8 + 4 damage, andthe target is marked,
immobilized, andtakes ongoing 5 damage (save ends
all). The gladiator cannot make trident attacks while the
target remains immobilized_
Alignment Any Languages Common
Skills Bluff +8, Diplomacy -F8, intimidate +8
Str19 (+7) Dex 15 (+5) Wis 12 (+4)
Con 14 (+5) Int 11(+3) Cha 10 (+3)
Equipment scale armor, trident, net
VETERAN GLADIATOR TACTICS
The veterangladiator uses weapons tokeep enemies
pinneddownandpunishes them for trying toescape,
usually by opening withpinning strike andthenusing
entangling net on his or her next turn.
Arena-Trained Ogre Level 14 Brute
tare natural humanoid, ogreXP 1,000
ARENA TRAINED OGRE TACTICS
The arena-trainedogre wades intothe battle, lopping
the heads off t hose inits way.
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WE WHO ARE ABOUT TO DlE...
Ma) GLADIATORS
by Robert J. Schwalb
One of the most thrilling aspects of the DUNGEONS &
DRAGONS game is combat. Eachcharacter has a broad
range ofoptions tobest dispatchthe enemy. Whether
blasting foes withlightning bolt or sweeping through
them with,giant's wake, all PCs cancontribute toa
battle's outcome inexciting ways.
Inthe D&Dworld, finding foes tooppose is
rarely a problem. Whether indungeons or dark
forests, foul denizens are plentiful. Althoughtaking
the battle tosuchenemies is what the game is all
about, only rarely doyou have the opportunity to
unleashall your capabilities.
You have tocarefully husbandyour resources
soyou don't come up short at the wrong moment.
Managing those resources is part of what makes the
game challenging andfun. But, from time totime,
snore funtojust goall out. Going all out is where
gladiatorial contests come in.
We Who Are About to Die... D&D Gladiators
This article explores the gladiatorial realm
throughthe lens of the D&Dgame. Certainelements
here might derive from real-worldexamples, but
all are adaptedtofit withinthe game's high-fantasy
needs andmechanical expectations. The character
concepts, new feats, new paragonpath, new mult
class options, andnew gear hereinwill help you
bring the arena toyour character andgame table.
GLADIATOR CONCEPTS
From the grandcoliseums of respectable cities to
the claustrophobic deathrings of seedy settlements,
arenas present opportunities for warriors totest their
mettle andhone their talents. Some are cruel affairs,
designedtoput victims inimpossible situations from
whichthey have little hope of escape. Others are
centers of sport, where strengthandhonor are more
important thanbloodletting. Whatever the environ-
ment, the arena draws a variety of combatants to
delight andhorrify gatheredcrowds. This section
offers a range of motivations andbackgrounds tohelp
you visualize your unique gladiatorial champion.
CRIMINAL
"Fighting on the streets got me here. One day, a hardfight
in the arena will win me free."
Some cultures consigncriminals tothe fighting pits
as punishment. Inthe arena, a criminal canfight for
freedom andevenprove innocence witha trial by
combat. Sucha fate is rarely heroic, however. Most
convictedwarriors findtheir lives cut short inone-
sidedbouts against professional gladiators, where
the criminals wear decorative armor anduse dull
weapons. Others face hideous monsters or unspeak-
able traps. Those whosurvive lose their innocence, if
they ever hadit, andlearntodowhat they must tosee
another day.
ENTHUSIAST
"I thrive onit. Fighting andwinning inthere lets you know
you're alive."
Fool or would-be hero, the enthusiast is drawntothe
arena for the love of the sport, as a test of strength
or worth, or from the desire toachieve something
else by surviving a fight inthe ring. Enthusiasts can
be foundamong all sorts, from primitive warriors in
a right of passage toprofessional soldiers innonle-
thal tournaments. Some fight tosettle disputes with
rivals. Others engage inthe contests for the thrill of
legalizedkilling. Whatever the case might be, such
participants are not likely tomake a career out of this
sort of combat. Numerous warriors whoget a taste of
the fighting pits findthem difficult tosample again.
BEHIND THE CURTAIN:
ARENA FIGHTING FEATS
wishI couldtake sole credit for the arena fighting
style feats, but I can't. I couldnever have done it
without Peter Schaefer. I took a few stabs at design-
ing some way tocustomize gladiators basedontheir
styles, but none seemedquite right. The article
movedintodevelopment andintoSchaefer's hands,
andhe soonafter pingedme witha cool idea. Basi-
cally, we'dcreate feats that wouldmodify small sets
of powers from different classes. Since we didsome-
thing similar inDivine Power', we decidedtorestrict
the feats tomartial classes. A few hours later, the
arena fighting style feats were bornandwouldlater
serve as the foundationfor all sorts of power modifi-
cationfeats that have appearedinthe magazines and
inthe upcoming Martial Power-2.
Robert J. Schwa lb
INDEBTED
"They say you can't squeeze gold out ofempty pockets. I'm
proofyou canwring out some blood."
Debt is ugly. Owing anyone anything cancome back
tobite you, evenif you come by the debt honestly.
Anindebtedgladiator is one whois making amends.
working topay off obligations, or keeping anextor-
tionist at bay. Some might fight toremove a stain
ontheir reputationor to earnenoughcointofree
lovedones from captivity. Depending onthe circum-
stances, the gladiator might be reckless, having little
left tolive for, or careful, witheverything tolose.
Indebtedness rarely lasts forever, though, unless you
make another unwise bargainor you owe someone
dishonest whojust doesn't want tolose goodgladiator.
PROFESSIONAL
"It pays well, and it lets me give the bad guys a little taste
ofjustice."
Professional gladiators fight for the income, some-
times as part entertainer andpart executioner.
Practicedveterans of numerous engagements, these
warriors know their way aroundanarena. They know
just what maneuvers touse, what weapons toemploy,
andhow togainthe crowd's approval. The more the
audience likes a gladiator, the better the pay, sothe
professional works togive the masses a goodshow. A
goodstrategy is dragging out the fight a little longer
thannecessary, toying witha foe toheightenthe ten-
sion. Ending the fight ina brutal display of violence
is another, giving the people exactly the carnage they
came tosee.
) We IA ho Are About to Die. D&D Gladiators
REVENGE
"Blood is boundtallowthis day. I warrant it will be yours!"
A rare few gladiators enter the arena toright a wrong.
As unusual as it sounds, sometimes getting downand
dirty inthe fighting pits is just what's neededtoget
back at the people whohave crossedyou. Tosucha
gladiator, fighting inanarena is a means toanend.
The target of hatredmight be another pit fighter,
someone whoworks the games, a patronwhokeeps
a stable of gladiators, or a raving fanof the sport. A
gladiator drivenby vengeance might resolve a dispute
after a single bloody match. Another might ravage
the enemy financially or emotionally first, perhaps
defeating the target's personal champions one by one.
Sucha careful plotter only faces the real foe once
everything else has beentakenfrom that foe.
SLAVE
"I fight for freedom. I won't stop until all our chains are
broken."
Only a corrupt anddecadent society makes a sport
of pitting slaves against the odds of the arena. Savage
racesores, goblins, andtroglodytes for example
regularly have suchspectacles. A slave gladiator who
does well canbring fame andfortune tohis or her
master. As the master's lot improves somight the
slave's. Most slave gladiators are unwilling combat-
ants, but a few actually take pleasure inthe fight,
exulting inthe rewards of their successes. Those who
enjoy this sort of grisly work are likely tobecome pro-
fessional gladiators whengivena chance at freedom.
For the rest, eachbout is a dance withdeath. Such
warriors split their time betweenhoning their talents
incontests andsearching for a way toescape. Those
whofail eventually meet a bloody end, while those
whosucceedmight just get that chance at freedom,
vengeance, or both.
GLADIATOR OPTIONS
Any character whohas the courage cangointothe
arena andtest his or her mettle, but it takes training
andexperience tomake a real gladiator. The follow-
ing feats are for characters pursuing a gladiatorial
fighting style.
HEROIC TIER FEATS
Any feat inthe following sectionis available toa char-
acter of any level whomeets the prerequisites.
BLOODTHIRSTY MIEN
Prerequisite: Cha 15 or trainedinIntimidate
Benefit: Whenever you score a critical hit, you
gaina +5 bonus toIntimidate checks until the endof
the encounter.
DEFT FOOTWORK
Prerequisite: Dex 13, any martial class
Benefit: Whenever anopponent provokes an
opportunity attack from you, you canshift 1 square
as anopportunity actioninsteadof making a melee
basic attack.
DIVINE RAGE [DIVINITY]
Prerequisite: Channel Divinity class feature
Benefit: You caninvoke the power of your deity to
use divine rage.
Channel Divinity: Divine Rage Feat Power
You veleoine the wrath of the divine into your body. becoming a
vessel of spiritual power.
Encounter + Divine, Implement
Minor Action Close burst 1
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: You push the target 1 square, and the target takes a -2
penalty to attack rolls until the end of your next turn.
Miss: You push the target 1 square.
Special; You must take the Divine Rage feat to use this
power.
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DOUBLE TEAM
Prerequisite: Warlord
Benefit: Whenmaking a melee attack, you cantake
a -2 penalty tothe attack roll. If the attack hits, another
ally adjacent tothe target gains a +3 bonus todamage
rolls against the target until the endofyour next turn.
FEARLESS MIND
Prerequisite: Wis is, any martial class
Benefit: You gaina +2. feat bonus tosaving throws
against charm andfear effects, anda +1 feat bonus to
Will against charm andfear effects.

We Who Are About to Die... D&D Gladiators
Brutal Finish
Called Shot
Serpent Strike
Fighting
Two-Weapon Ambush
Cha 17 ortrained in Intimidate
Prime Shot class feature
Str17, Dex 17,
Two-Weapon Fighting
Dex 17, Two-Weapon Fighting
HEROICTIER FEATS
Name

Prerequisites

Benefit
Bloodthirsty Mien
Deft Footwork
Divine Rage
Double Team
Fearless Mind
Feign Injury
Grim Promise
Pin Down
Shield Fighting
SickeningFinish
Staff Fighting
Underhanded Tactics
PARAGON TIER FEATS
Cha 15 ortrained in Intimidate
Dex 13, any martial class
Channel Divinity class feature
Warlord
Wis 15, any martial class
Trained in Bluff
Trained in Intimidate
Str17, fighter
Dex 15, proficient with a shield
Trained in Intimidate
Wis 13, proficient
with a quarterstaff
Rogue, Sneak Attack
class feature
+5 to Intimidate forthe encounteron a crit
Shift 1instead of opportunity attack
Use Channel Divinity to invoke divine rage
-2 attack, grant ally +3 damage
+2 to savingthrows and +1to Will vs. charm and fear
Slide target 1with successful Bluff to gain combat advantage
Enemy you crit takes -2 to attack rolls
Prone, grabbed target can't stand until escape
Forgo shield bonus to gain +1damage
Drop foe to gain +1to defenses
Treat quarterstaff as double weapon
Foe takes -2 to attack instead of 1die of sneak
attack damage
Name

Prerequisites

Benefit
Drop foe to grant adjacent enemies -2 to Will
+5 damage against Prime Shot targets
Armed with spearand flail, opportunity attacks grant -2
penalty to AC
Wieldingtwo weapons against foe grantingcombat
advantage, primary weapon gains the brutal 1property
EPICTIER FEATS
Name Prerequisites
Crushing Grab

Str19, fighter
Tactical Action

Int 19, warlord, Tactical Presence


class feature
FEIGN IN1LIRY
Prerequisite: TrainedinBluff
Benefit: Whenever you make a successful Bluff
check incombat togaincombat advantage while you
are bloodied, you canalsoslide the target 1 square.
GRIM PROMISE
Prerequisite: TrainedinIntimidate
Benefit: Whenever you score a critical hit against
anenemy, that enemy takes a -2 penalty toattack
rolls until the endof your next turn.
PIN DOWN
Prerequisite: Str 17, fighter
Benefit: A prone target you are grabbing can't
standuntil you endthe grab or until it escapes.
SHIELD FIGHTING
Prerequisite: Dex 15, proficient witha shield
Benefit: Until the start of your next turn, you can
forgothe shieldbonus toAC andReflex grantedby
a shieldyou wield. If you do, you gaina +1 bonus to
damage rolls.
Sustain grab to damage target
Ally spends action point to attack and misses, makes basic
attack as free action
SICKENING FINISH
Prerequisite: TrainedinIntimidate
Benefit: Whenever you reduce anenemy to0 hit
points, you gaina +1 feat bonus toall defenses until
the endof your next turn.
STAFF FIGHTING
Prerequisite: Wis 13, proficient witha
quarterstaff
Benefit: You cantreat the quarterstaff as a
double weapon. As a double weapon, the staff deals
1d8/1d8 damage andgains the defensive andoff-
handproperties. For more ondouble weapons, see
Adventurer's Vault, pagelO.
UNDERHANDED TACTICS
Prerequisite: Rogue, Sneak Attack class feature
Benefit: Whenever you deal Sneak Attack
damage, you canforgorolling one die of that damage
toimpose a -2 penalty to the target's attack rolls until
the endof your next turn.
Benefit
) We Who Are About to Die_D&1) Gladiators
PARAGON TIER FEATS
Any feat inthe following sectionis available toa charac-
ter of 11thlevel or higher whomeets the prerequisites.
BRUTAL FINISH
Prerequisite: Cha 17 or trainedinIntimidate
Benefit: Whenever you reduce anenemy to0 hit
points by using anencounter or a daily attack power,
eachadjacent enemy takes a -2 penalty toWill until
the endof your next turn.
CALLED SHOT
Prerequisite: Prime Shot class feature
Benefit: Whenever you successfully hit a target
against whom you receivedyour Prime Shot bonus,
your attack deals 5 extra damage.
SERPENT STRIKE FIGHTING
Prerequisite: Str 17, Dex 17, Two-Weapon
Fighting
Benefit: While you holda spear inone handanda
flail inthe other, targets hit by your opportunity attacks
take a -2 penalty toAC until the endof your next turn.
TWO-WEAPON AMBUSH
Prerequisite: Dex 17, Two-WeaponFighting
Benefit: While you wieldtwoweapons and
attack foes that grant you combat advantage, your
primary weapongains the brutal 1 property (see
Adventurer's Vault, page 8).
Eric TIER FEATS
Any feat inthe following sectionis available to
a character of 21st level or higher whomeets
the prerequisites.
CRUSHING GRAB
Prerequisite: Str 19, fighter
Benefit: Eachroundyou sustaina grab onyour
turn, the target of the grab takes damage equal to5 +
your Strengthmodifier.
TACTICAL ACTION
Prerequisite: Int 19, warlord, Tactical Presence
class feature
Benefit: Whenever anally you cansee spends an
actionpoint tomake anextra attack andmisses on
that attack, that ally canmake a basic attack against
the same target as a free action.
ARENA FIGHTING FEATS
Competitive fighting inthe arena breeds a wide
range of fighting styles, combat techniques suited
for contests scrutinizedby countless bloodthirsty
spectators. Arena fighting feats help individualize the
different forms andtactics gladiators use. Eachfeat
is opentomartial characters andprovides modifica-
tions toat-will exploits. The exploits are associated
withthe page onwhichthey appear inthe Player's
Handbook (PH)or Martial PowerTM (MP).
ARENA SPECIALIST
[ARENA FIGHTING]
Prerequisites: Int 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Circling Strike (ranger, MP 43): Before andafter the
attack withthis exploit, your beast companioncan
shift I square.
Disheartening Strike (rogue, MP 73): If you hit with
this exploit andare trainedinIntimidate, one enemy
adjacent toyour target takes a -2 penalty toattack
rolls until the endof your next turn.
Opening Shove (warlord, MP 103): If the ally shifts
andends its movement ina space adjacent toyou or
your target, that ally gains a +1 power bonus toAC
until the endof your next turn.
Reaping Strike (fighter, PH 77): If you miss with
this exploit, you candeal damage tothe target or one
enemy adjacent tothe target.
ARKHOSIAN HIGH STYLE
[ARENA FIGHTING]
Prerequisites: Cha 13 or dragonborn, any mar-
tial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Commander's Strike (warlord, PH 145): Tithe ally
hits, you canshift 1 square.
Piercing Strike (rogue, PH 118): Ifyou score a criti-
cal hit withthis exploit, the target takes a -2 penalty
toAC until the endofyour next turn.
Reaping Strike (fighter, PH 7 7 ):If you are a drag-
onborn, inlieu of dealing damage ona miss, you can
insteaduse your dragon breathracial power, if avail-
able, as a free action.
We Who Are About to Die... D&D Gladiators
ARENA FIGHTING FEATS
Name

Prerequisites Benefit
Arena Specialist
Arkhosian High Style
Battle-Scarred Veteran
BindingStyle
Catspaw Style
DaringPerformer
Deft HurterStyle
Exotic FightingStyle
Expert Charioteer
FlutteringLeaf Style
Grudge Style
HuntingSpiderStyle
MenacingBrute Style
MockingKnave Style
Nerathi Vanguard Style
Spearand Shield Style
Spirited Rider
Starlight Duelist Style
Swift Blade Style
Trickster's Blade Style
True Arrow Style
Turathi Assault Style
Untamed BerserkerStyle
Warborn Fury Style
WardingShield Style
Int 13, any martial class
Cha 13 ordragonborn, any martial class
Con 13, any martial class
Dex 13, Two-Weapon Fighting, any martial class
Cha 13, any martial class
Cha 13, any martial class
Des 13 orhalfiing, any martial class
Any martial <lass, proficiency with a superiorweapon
Dex 13, any martial class
Wis 13 orelf, any martial class
Wis 13 ordwarf, any martial class
Des 13 ordrow, any martial class
Con 13 orCha 13, any martial class
Cha 13, any martial class
Con 13 orhuman, any martial class
Int 13, any martial class, proficiency with a shield
Wis 13, Mounted Combat, any martial class
Dex 13 oreladrin, any martial class
Des 13, Two-Weapon Fighting, any martial class
Cha 13, any martial class
Dex 13, any martial class
Int 13 ortiefling, any martial class
Con 13, any martial class
Con 13 orwarforged, any martial class
int 13, any martial class, proficient with a shield
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
Augment at-will exploits
BATTLE-SCARREDVETERAN
[ARENA FIGHTING]
Prerequisites: Con13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Crushing Surge (fighter, MP 7): If you have notem-
porary hit points whenyou use this exploit, you gaina
+1 bonus tothe attack roll.
Deft Strike (rogue, PH 118): If you take damage from
anopportunity attack provokedby the movement this
exploit grants, reduce that damage by your Constitu-
tionmodifier.
Nimble Strike (ranger, PH 105): If you shift before
the attack andyou hit, you canalsoshift 1 square
after the attack.
Viper's Strike (warlord, PH 145): If the target pro-
vokes anopportunity attack from your ally andthat
attack hits, it deals extra damage equal toyour Con-
stitutionmodifier.
BINDING STYLE [ARENA FIGHTING]
Prerequisites: Dex 13, Two-WeaponFighting,
any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Dual Strike (fighter, MP 7 ):While you wielda spear
anda flail, if bothattacks hit, you canimmobilize the
target until the endof your next turninsteadof deal-
ing damage toit.
TwinStrike (Ranger, PH 105): While you wielda
spear anda flail, ifyou hit one creature withboth
attacks, you canslide that target 1 square.
CATSPAW STYLE [ARENA FIGHTING]
Prerequisites: Cha 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Footwork Lure (fighter, MP 7): If you hit withthis
exploit, you call forgoshifting andinsteadslide the
target 1 square toany space adjacent toyou.
Predator Strike (ranger, MP 43): Ifyour beast com-
panionhas combat advantage against the target and
you hit withthis exploit, you knock the target prone.
Sly Flourish(rogue, PH 118): If you score a critical
hit withthis exploit, the next ally that hits the target
before the endofyour next. turndeals extra damage
equal toyour Charisma modifier.
WolfPack Tactics (warlord. PH 145): If you score a
critical hit withthis exploit, anally adjacent toyou or
tothe target canshift 1 square.
) We Who Are About to Die... D&D Gladiators
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DARING PERFORMER
[ARENA FIGHTING]
Prerequisites: Cha 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
BrashAssault (warlord, MI' 103): Whenever the
enemy's grantedattack is a critical hit, your ally's suc-
cessful grantedbasic attack is alsoa critical hit.
Deft Strike (rogue, PH 118): You canchoose not
tomove 2 squares before the attack toinsteadmake
a Bluff check togaincombat advantage against the
target as a free action. You canuse Bluff inthis way
only once per encounter.
DEFTHURLER STYLE
[ARENA FIGHTING]
Prerequisites: Dex 13 or halfling, any martial
class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Cleave (fighter, PH 7 7 ):You canforgodealing
damage tothe adjacent enemy toinsteadmake a
rangedbasic attack witha heavy thrownweapon.
This rangedbasic attack does not provoke opportu-
nity attacks.
Sly Flourish (rogue, PH 118): If you are a halfling
anduse second chance tochange anattack from a hit
toa miss, you canuse this exploit tomake a ranged
attack as a free action.
TwinStrike (ranger, PH 105): Ifyou are wielding
twolight thrownweapons andbothattacks miss, you
canshift 1 square after the attack.
EXOTIC FIGHTING STYLE
[ARENA FIGHTING]
Prerequisites: Any martial class, proficiency with
a superior weapon
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
BrashAssault (warlord, MP 103): Ifyou are wield-
ing a superior weaponandyou hit withthis exploit,
the target does not have combat advantage against
you if it makes the grantedbasic attack.
DishearteninD Strike (rogue, MI' 73): If you are
wielding a superior weaponandhit withthis exploit,
you canpushthe target 1 square.
Sure Strike (fighter, PH 77): If you are wielding a
superior weaponandhit withthis exploit, you canadd
the weapon's proficiency bonus tothe damage roll.
TwinStrike (ranger, PH 105): Ifyou are wielding a
double weapon, you canshift 1 square after the first
attack.
EXPERT CHARIOTEER
[ARENA FIGHTING]
Prerequisites: Dex 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Careful Attack (ranger, PH 105): If you are ina
moving vehicle andyou hit withthis exploit, you gain
cover against the next attack that targets you until the
endof your next turn.
Commander's Strike (warlord, PH 145): If you are in
a moving vehicle, the ally canshift 1 square after the
grantedattack as a free action.
Reaping Strike (fighter, PH 77): If you are ina
moving vehicle andyou hit withthis exploit, you gain
a bonus tothe damage roll equal toyour Dexterity
modifier.
FLUTTERING LEAF STYLE
[ARENA FIGHTING]
Prerequisites: Wis 13 or elf, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Deft Strike (rogue, PH 118): You canmove 3
squares before the attack insteadof 2.
Footwork Lure (fighter, MI' 7): You canshift 2
squares insteadof I , but you must endthe shift adja-
cent tothe target.
Hit andRun(ranger, PH 105): If you move after the
attack, you canmove up toyour speed- 4- 2.
Nimble Strike (ranger, PH 105): Ifyou are anelf and
you miss withthis attack, andyou use your elven accu-
racy racial power toreroll, you canadda +2 bonus to
the reroll.
Viper's Strike (warlord, PH 145): If the target shifts
before the endofyour next turn, you canalsoshift 1
square toa space adjacent tothe target.
GRUDGE STYLE [ARENA FIGHTING]
Prerequisites: Wis 13 or dwarf, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Careful Attack (ranger, PH 105): If the target dealt
you damage since the endof your last turn, you deal
extra damage withthis exploit equal toyour Wisdom
modifier.
Furious Smash(warlord, PH 145): If the target dealt
you damage since the endof your last turn, you gaina
+2 bonus tothe attack roll withthis exploit.
Riposte Strike (rogue, PH 118): If you hit withthe
immediate interrupt attack this exploit grants, the
target takes a -2 penalty toAC andReflex until the
endof your next turn.
Sure Strike (fighter, PH 77): If the target dealt you
damage since the endof your last turn, you deal
extra damage withthis exploit equal toyour Wisdom
modifier.

We Who Are About to Die... D&D Gladiators
HUNTING SPIDER STYLE
[ARENA FIGHTING]
Prerequisites: Dex 13 or drow, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Dual Strike (fighter, MP 7): Against a target that
cannot sec you, you canreroll one attack roll for this
exploit, but you must use the secondresult.
Predator Strike (ranger, MP 43): Tryonandyour
beast companionare flanking the target. you can
shift ] square after the attack.
Viper's Strike (warlord, PH 145): If the target shifts
before the endofyotir next turnandyour ally hits,
the target alsogrants combat advantage until the end
of your next turn.
MENACING BRUTE STYLE
[ARENA FIGHTING]
Prerequisites: Con13 or Cha 13, any martial
class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
BrashAssault (warlord, MP 103): if the target
makes a melee basic attack against you, it grants
combat advantage toone of your allies within5
squares of you until the endof your next turn.
BrashStrike (fighter, MP 7): Ifyou hit withthis
exploit, the target alsotakes a -1 penalty toWill until
the endof your next turn.
Circling Strike (ranger, MP 43): If you hit withthis
exploit andthe target moves or shifts before the end
of your next turn, your beast companioncanshift 1
square as a free action.
MOCKING KNAVE STYLE
[ARENA FIGHTING]
Prerequisites: Cha 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Opening Shove (warlord, MP 103): If your ally
scores a critical hit against the target withthe granted
melee basic attack, that ally canalsopushthe target 1
square.
Sly Flourish(rogue, PH 118): If you score a critical
hit withthis exploit, the target alsotakes a penalty to
attack rolls equal toone-half your Charisma modifier
(minimum 1) until the endof your next turn.
Tide ofiron(fighter, PH7 7 ):If you hit withthis
exploit, you canforgopushing the target toinstead
pull one ally you cansee 1 square andshift 1 square.
NERATHI VANGUARD STYLE
[ARENA FIGHTING]
Prerequisites: Con13 or human, any martial
class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Commander's Strike (warlord, PH 145): If you are
wielding a shieldwhenyou use this exploit. one ally
adjacent toyou gains a +1 shieldbonus toAC until
the endof your next turn.
Riposte Strike (rogue, PH 118): If the enemy attacks
you before the start of your next turn, you cangaina
+3 bonus toAC against that attack insteadof taking
the immediate interrupt attack this exploit grants.
Sure Strike (fighter, PH 77): Ifyou are wielding a
shieldandyou hit withthis exploit, you gaina +1 feat
bonus toAC until the endof your next turn.
TwinStrike (ranger, PH 105): If you're wielding two
melee weapons andbothattacks miss, you gaina +2
shieldbonus toAC against the target or targets of
your attacks until the endof your next turn.
SPEAR AND SHIELD STYLE
[ARENA FIGHTING]
Prerequisites: Int 13, any martial class, profi-
ciency witha shield
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Opening Shove (warlord, MP 103): While armed
witha spear anda shield, you canshift intothe space
the target vacatedafter your attack.
Tide ofIron (fighter, PH 77): While armedwitha
spear anda shield, your reachextends by 1 square for
using this exploit.
SPIRITED RIDER [ARENA FIGHTING]
Prerequisites: Wis 13, MountedCombat, any
martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Cleave (fighter, PH 77): Ifyou charge while
mounted, you canuse cleave inplace of a melee basic
attack.
Commander's Strike (warlord, PH 145): If you arc
mounted, your mount canmake the melee basic
attack this power grants. If that attack hits, the target
is pushed1 square.
We Who Are About to D&D Caadiaiors
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STARLIGHTDUELISTSTYLE
[ARENA FIGHTING]
Prerequisites: Dex 13 or eladrin, any martial
class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Dual Strike (fighter, MP 7): If bothattacks hit, you
canshift 1 square toa square adjacent tothe target.
Hit andRun(ranger, PH 105): If you are aneladrin,
you canuse yourfey step racial power, if it is available,
as a free actionafter this attack.
Riposte Strike (rogue, PH 118): If you are aneladrin,
rather thanmake anattack as animmediate inter-
rupt, you canuse yourfey step racial power, if it is
available, as animmediate reaction.
SWIFTBLADE STYLE
[ARENA FIGHTING]
Prerequisites: Dex 13, Two-WeaponFighting,
any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Dual Strike (fighter, MP 7 ):If bothattacks hit and
you are wielding a light blade ineachhand, you gain
a +2 feat bonus toattack rolls anddamage rolls with
opportunity attacks until the start of your next turn.
TwinStrike (ranger, PH 105): If bothattacks hit and
you are wielding a light blade ineachhand, you deal
extra damage equal toyour Dexterity modifier toone
of your targets.
TRICKSTER'S BLADE STYLE
[ARENA FIGHTING]
Prerequisites: Cha 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Deft Strike (rogue. PH 118): If you score a critical
hit withthis exploit, you canshift 1 square after the
attack.
Footwork Lure (fighter, MP 7): You canshift 1
square before the attack.
Nimble Strike (ranger, PH 105): If you shift after the
attack, one ally adjacent toyou canshift 1 square as a
free action. The ally's shift must endina square adja-
cent tothe target.
Viper's Strike (warlord, PH 145): If the target is
granting you combat advantage andyou hit withthis
exploit, one ally adjacent toyou canshift 1 square.
TRUE ARROW STYLE
[ARENA FIGHTING]
Prerequisites: Dex 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Careful Attack (ranger, PH 105): If you are wield-
ing a rangedweaponandthis attack misses, you
cangrant combat advantage toalI enemies until the
start of your next turntomake a rangedbasic attack
against the same target as a free action.
Sly Flourish(rogue. PH 118): Withthis exploit. you
take nopenalty toyour attack roll for attacking tar-
gets at long range.

We Who Are About to Die... D&D Gladiators
TURAT111 ASSAULTSTYLE
[ARENA FIGHTING]
Prerequisites: Int 13 or tiefling, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Crushing Surge (fighter, MP 7): If you hit withthis
exploit, you gaina +1 feat bonus toFortitude until the
start ofyour next turn.
Furious Smash(warlord, PH 145): If you score a
critical hit withthis exploit, the target takes extra
damage equal toyour Constitutionmodifier and
grants combat advantage tothe next one of your allies
toattack it.
TwinStrike (ranger, PH 105): If your first attack
withthis exploit hits, you gaina +1 feat bonus tothe
secondattack's attack mll.
UNTAMEDBERSERKER STYLE
[ARENA FIGHTING]
Prerequisites: Con13, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
BrashAssault (warlord, MP 103): Ifyour ally hits
the target withthe grantedbasic attack, you gaintem-
porary hit points equal toyour Constitutionmodifier.
Cleave (fighter, PH 77): You canforgodealing
damage toanadjacent enemy toinsteadgaintempo-
rary hit points equal toyour Constitutionmodifier.
Disheartening Attack (rogue, MP 73): Ifyou hit with
this exploit, you can addyour Strengthmodifier as a
feat bonus toIntimidate checks until the endof the
encounter.
Predator Strike (ranger, MP 43): Your beast com-
panioncanshift 1 square before the attack.
WARBORN FURY STYLE
[ARENA FIGHTING]
Prerequisites: Con13 or warforged, any martial
class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Commander's Strike (warlord, PH 145): Ifyour ally
hits withthe grantedmelee basic attack, one ally
adjacent tothe target canshift 1 square.
Nimble Strike (ranger, PH 105): If you forgoshifting
before or after the attack, thenif the target moves or
shifts before the endof your next turn, you canshift 1
square as a free action.
Reaping Strike (fighter, PH 77): Ifyou're wielding a
two-handedweaponandyou miss withthis exploit,
you deal damage equal toyour Strengthmodifier +2.
Riposte Strike (rogue, PH 118): If you hit withthe
grantedimmediate interrupt attack, the target takes a
-3 penalty toits attack roll withthe triggering attack.
WARDING SHIELDSTYLE
[ARENA FIGHTING]
Prerequisites: Int 13, any martial class, proficient
witha shield
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Opening Shove (warlord, MP 103): Ifyou arc wield-
ing a shield, you canaddyour shieldbonus as a feat
bonus toyour attack roll.
Tide ofIron (fighter, PH 7 7 ):Ifyou hit. withthis
exploit, anally adjacent tothe target gains a +1 shield
bonus toAC until the endofyour next turnor until
the target leaves its squarewhichever comes first.
ARENA CHAMPION
"One hundred battles have I fought, andeach timer have
emerged victorious. The crowds shall drown you with their
cries. Thirsty sands shall drink your blood. Make peace
with your gods, for I intend to speed you to them."
Prerequisites: Trained inIntimidate, at least one
Arena Fighting feat. any martial class
Forgedinbattle, temperedby cheers, andquenched
inthe bloodof countless foes, you are anarena cham-
pion. Your lot is tofight for the favor of the crowds,
toentertainthem withthe violence you know all too
well. You have facedvicious beasts andbattledscores
of savage brutes pluckedfrom the untamedfrontiers.
It makes nodifference toyou. Your job is todispatch
eachone withflair andskill, toplease onlookers with
your showmanship. You are their champion, andyou
aim tomake sure your name lives oninthe hearts
andminds of those whoadore you.
ARENA CHAMPION PATH
FEATURES
Awing Action (11th level): Whenyou spendan
actionpoint, eachenemy you hit this turntakes a -2
penalty toall defenses until the endof your next turn.
Study Foe (11th level): Whenever you take the
total defense action, you gaina bonus toyour next
attack roll equal tohalfyour Charisma modifier or
half your Wisdom modifier until the endof your
next turn.
Seize Opening (16th level):Whenever you
successfully use Bluff togaincombat advantage in
combat, you canmake a basic attack against that
target as a free action.
We Who Are About to Die... D&D Gladiators
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Piecemeal Armor

Level 5+
This armor, assembled from pieces of chain or scale, falsely seems
to emphasize sDfle over protection.
Lvi 5 +1 1 ,000 gp Lvl 20 +4 1 25,000 gp
Lvi 1 0 +2 5,000 gp Lvi 25 +5 625,000 gp
Lvi 1 5 +3 25,000 gp Lvl 30 +6 3,1 25,000 gp
Armor: Chain, scale
Enhancement: AC
Power(Encounter): Immediate Interrupt. You can use this
power whenanenemy hits you. You gain a +2 power
bonus to AC against the triggering attack,
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ARENA CHAMPION POWERS
Taxing Strike Arena Champion Attack 11
You know where to strikea foe to rob it of its strength.
Encounter+ Weapon
Standard Action Melee orRanged weapon
Effect: Make a basic attack withyour weapon. Ona hit, the
target is alsoweakeneduntil the endof your next turn.
Hidden Reserves Arena Champion Utility 12
Faced with defrat. you draw uponyour implacable endurance for
one last chance at victors:
Daily + Healing
No Action Personal
Trigger: You are reducedto0 or fewer hit points
Effect: Spend a healingsurge.
Bloodletting Strike Arena Champion Attack 20
You rsavaging I deashes dfou,rtairi of blood. putting your adver-
sar on the defensive.
Daily + Reliable, Weapon
Standard Action Melee orRanged weapon
Effect: Make a basic attack withyour weapon. Ona hit, the
attack deals 21W1 extra damage, andthe target takes on-
going 10 damage anda -2 penalty to all defenses against
you (save ends both).
GLADIATORS' ARSENAL
Equipment is everything toa warrior. Goodweapons
andarmor ensure you survive tofight another day.
The following items canbe useful toany gladiator.
ARMOR
Protectionis the name of the gladiatorial game. But a
gladiator has touse armor that is stylish, distinctive,
andmore effective thanit might look. Sucharmor is
the only way tokeep up appearances while hedging
against wounds.
11111212 1M
Attack first, have your weapons ready, keep your vitals safethis
armor does it all.
Lvi 4 +1 840 gp Lvi 1 9 +4 1 05,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21 ,000 gp Lvi 29 +6 2,625,000 gp
Armor: Cloth, leather, hide
Enhancement: AC
Property: Asa free action, you candraw a sheathedweapon
or retrieve a stowed item.
Property: You gaina power bonus toinitiative equal tothe
item's enhancement bonus.
Sava: e ArmorLevel 2+
Grotesque faces contort on this armor's surface. howling with glee
as the battlerages.
Lvi 2 +1 520 gp Lvl 1 7 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 1 2 +3 1 3,000 gp Lvl 27 +6 1 ,625,000 gp
Armor: Scale, plate
Enhancement: AC
Property: You gain an item bonus to Intimidate checks
equal tothe armor's enhancement bonus.
Power(Daily): MinorAction. You shriek and yourarmor
howls withyou, pushing all adjacent enemies 1 square.

We Who Are About to Die... D&D Gladiators
MELEE WEAPONS
SUPERIOR MELEE WEAPONS
One.Handed
Weapon Prof Damage Range Price Weight Group Properties
Net +2 d6 2/5 20 gp 6 lb. Flail Off-hand, heavy thrown
Whip +3
RANGEDWEAPONS
SUPERIOR RANGED WEAPONS
One-Handed
d4 1gp 2 lb. Flail Off-hand, reach
Weapon Prof Damage Range Price Weight Group Properties
Bola
+3 d4 4/8 S gp lib. Flail light'thrown
1 1 1 m41 1I 11EZIEIM
m f itting iirmar dings co you as if it were a second skin,
seating your wounds.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Cloth, leather
Enhancement: AC
Property: You gain an item bonus to saving throws
against ongoing untyped damage equal to the armor's
enhancement bonus.
Power(Daily + Healing): Minor Action. You spend a healing
surge and regain hit points equal to your surge value +
the armor's enhancement bonus.
When you take a serious wound while wearing this armor, It
_feeds you back a bit ofyour lost vigor.
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvi 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvi 17 +4 65,000 gp
Armor: Scale, plate
Enhancement: AC
Property: When an enemy scores a critical hit against you,
you gain temporary hit points equal to 5 + the armor's
enhancement bonus at the start of your next turn.
WEAPONS
Fighting inthe arena is more thansimply butchering
your opponent. Tohave success, at least inthe eyes
of the audience, a gladiator must draw out the fight
tomake the entertainment last. employ weapons
capable of producing spectacular results, andendthe
bout before interest wanes. Since battle is the means
throughwhichcontests are solved, your choice of
arms is integral tovictory.
Bola: Consisting of twoor three weightedspheres
connectedby cord, a bola tangles up opponents. but
its spheres are alsoheavy enoughtoinflict injuries.
We Who Are About to Die... D &D Gladiators
Net: This web of cords is fittedwithheavy
weights. A trailing cordenables the wielder tocontrol
entangledopponents.
Whip: Althoughit is animpractical weaponin
most hands, the whip cansting anopponent into
making mistakes.
MAGIC WEAPONS
Flensin: Weapon Level 5+
Nasty serrations extend from this weapon, perfect for tearing
flesh.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp I.v125 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Axe, light blade, heavy blade, spear
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus, or +1 d8 damage per plus
against bloodied targets
Power (Daily): Free Action. Use this power when you hit
with the weapon. The target takes ongoing 5 damage
and is considered bloodied even if it has more hit points
than its bloodied value (save ends both).
Level 15 or 20: Ongoing 10 damage.
Level 25 or 30: Ongoing 15 damage.
Savage Weapon Level 13+
Cruelly shaped. this weapoitfitels your courage and your alacrity.
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 1 8 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Weapon: Flail, hammer, mace
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: You gain an item bonus to saving throws against
fear effects equal to the weapon's enhancement bonus.
Power (Daily): Free Action. Use this power when you suc
cessfully hit with this weapon. You can shift 1 square and
make a melee basic attack with this weapon.
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Bola Novice
Bola Expert
Bola Specialist
Net Training
Net Novice
Net Expert
Net Specialist
Whip Training
Whip Novice
Whip Expert
Whip Specialist
Bola Training, 4th level
Bob Training, 8thlevel
Bola Training, 10th level
Str13
Net Training, 4thlevel
Net Training, 8thlevel
Net Training, 10thlevel
Dex 13
Whip Training, 4thlevel
Whip Training, 8th level
Whip Training, 10th level
Sin: ng Wea on Level 9+
As you goabout your Woody work, this elegant Weide sings your
praises.
Lvl 9 +2 4,200 gp Lvl 24 +5 525.000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Weapon: Heavy blade, light blade
Enhancement: Attack rolls anddamage rolls
Critical: +1d6 thunder damage per plus, andthe target is
deafeneduntil the endof your next turn
Property: You gainanitem bonus toDiplomacy checks
equal tothe weapon's enhancement bonus.
Power(Daily + Thunder): Free Action. Use this power
whenyou hit withthe weapon. Deal 1d6 extra thunder
damage. andthe target is dazeduntil the endof your
next turn.
Victory Flash Weapon Level 8+
You st rikeyour enemy down with duzzlingfiare. andthis weapon
responds inkind.
Lvl 8 +2 3,400 gp Lvi 23 +5 425,000 gp
Lvl 13 +3 17,000 gp LvI 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Power (Daily): Free Action. Use this power whenyou reduce
anenemy to0 hit points withthis weapon. Make a sec-
ondary attack. Secondary Attack: Close burst 1; targets
enemies; Strengthvs. Will; the target is blindeduntil the
end of your next turn.
WEAPON MASTERY FEATS
Anarena matchis a spectacle, sogladiators employ
unusual weapons toimpress spectators. Some gladia-
tors devote extra time andtraining tolearning exotic
maneuvers andtactics withthese weapons. Togain
suchspecializedproficiency inone of these weapons,
you must select the relevant weaponmastery feat (see
below). Althoughthe weaponmastery feats are not true
classes, eachinitial multiclass featsuchas Bola Train-
ingis consideredtobe a class-specific multiclass feat,
withthe namedweaponacting as the specific class.
These feats provide you withadvancedtactics and
expandyour capabilities withpower swap feats that
require the initial class-specific multiclass feat. As with
other class-specific multiclass feats, once you take one,
you can't take another class-specific multiclass feat for a
different "class" unless another rule allows you todoso.
READING A POWER
Level Swap: This entry tells you how a power
changes if you swap a power of the indicatedlevel or
higher for it. You cannot have a power of the same
name at twodifferent levels.
BOLA TRAINING
[MULT1CLASS BOLA]
Prerequisites: Dex 13
Benefit: You gainproficiency withthe bola,
Whenyou hit a target withyour bola, you canforgo
dealing damage inorder toimmobilize the target
until the endof your next turn. Ona critical hit, the
target is alsoknockedprone.
BOLA NOVICE
Prerequisites: 4thlevel, Bola Training
Benefit: You canswap one 3rd-level or higher
encounter attack power you know for the binding bola
power.
BindingBola Bob Attack 3
Theweights entwinethe cords around your target, wrapping it so
tigiirlr so that it cannot maintainits momentum.
Encounter+ Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bola.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 21W1 + Dexterity modifier damage, andthe target Is
immobilizeduntil the endof your next turn. Ona critical
hit, the target is alsoknockedprone.
Level 13 Swap: 41W] + Dexterity modifier damage.
Level 23 Swap: 6 [INJ + Dexterity modifier damage.
WEAPON MASTERY FEATS
Name Prerequisites Benefit
Improved proficiency witha bob Bola Training

Dex 13


Swap one encounter attack power for binding bola
Swap one utility power for bolorecovery
Swap one daily attack powerforfeitingbola
Improved proficiency with a net
Swap one encounter attack power for net sweep
Swap one utility power for net shield
Swap one daily attack powerfornet trap
Improvedproficiency witha whip
Swap one encounter attack power for whip snare
Swap one utility powerforwhip crack
Swap one daily attack power for entangling whip
We Who Are About to Die... D&D Gladiators
BOLA EXPERT
Prerequisites: 8thlevel, Bola Training
Benefit: You canswap one 6th-level or higher util-
ity power you know for the bola recovery power.
Bola Recovery Bola Utility 6
Withthe bola bock inhand, you ready it for another precise throw.
Encounter
MinorActionPersonal
Effect: Regainthe use of the binding bola power.
BOLA SPECIALIST
Prerequisites: 10thlevel, Bola Training
Benefit: You canswap one 9th-level or higher daily
attack power you know for the jelling bola power.
Felling Bola Bola Attack 9
Suchis the force of your throw that you tangle up the enemy and
knock it from its feet.
Daily + Weapon
StandardActionRangedweapon
Requirement: You must be wielding a bola.
Target: One creature
Attack: Dexterity vs. Reflex
Hit 21Wi + Dexterity modifier + Strengthmodifier damage,
andthe target is knockedprone andcannot stand
(saveends).
Level 19 Swap: 4i-]W] + Dexterity modifier + Strength
modifier damage.
Level 29 Swap: 6[W] + Dexterity modifier -- Strength
modifier damage.
Miss: Half damage, andthe target is knockedprone and
cannot standuntil the endof your next turn.
NET TRAINING
[MULTICLASS NET]
Prerequisites: Str 13
Benefit: You gainproficiency withthe net. When
you hit a target withyour net, the target is slowed
until the endof your next turn.
NET Nov ICE
Prerequisites: 4thlevel, Net Training
Benefit: You canswap one 3rd-level or higher
encounter attack power you know for the net sweep
power.
Net Sweep Net Attack 3
You sweep your net around, snuishing your foes and battering
dawn their Weil pails.
Encounter + Weapon
StandardActionClose burst 1
Requirement: You must be wielding a net.
Targets: Eachcreature inburst
Attack Strengthvs. Fortitude
Hit: 11W] + Strengthmodifier damage, andthe target is
slowedandtakes a -2 penalty toattack rolls until the
endof your next turn.
Level 13 Swap: 21WI + Strengthmodifier damage.
Level 23 Swap: 3[W] + Strengthmodifier damage.
NET EXPERT
Prerequisites: 8thlevel, Net Training
Benefit: You canswap one 6th-level or higher util-
ity power you know for the net shield power.
BEHINDTHE CURTAIN: NEW WEAPONS
The standardarsenal describedinPlayer's Handbook
and Adventurer's Vault provides plenty of options for
gladiator characters, but some classic weapons are
missing, withthe net being the most conspicuous
absence where gladiators are concerned. From the
start, I wantedtobring the net, the whip, andthe bolas
intothe game tosupport the idea that not all duels
neededtobe lethal matches, However, these weapons
didn't fit withthe rest: They just didn't deal damage as
other weapons do. Instead, they are all about interfer-
ing withenemies' movements. If the weapons dealt
nodamage, how wouldthey work withother powers?
What categories wouldthey fit into? Andshouldwe let
characters immobilize enemies withbasic attacks?
Again, Peter Schaefer andI concocteda cool scheme
that wouldavoidintroducing new weaponqualities
while at the same time capturing what's cool about
these weapons inthe first place. Sodistinctive are these
weapons andsounique are their capabilities, spend-
ing a single feat toaccess their full assets seemeda bit
toogood. Multiclass feats provideda goodframework,
since they are, basically, the inheritors of the feat tree
concept from 3rdEdition. Taking the root feat, Net
Training, gives you proficiency withthe weaponandthe
ability toemulate the weapon's mainfunction, which
inthis case slows the opponent. The power-swap feats
reflect intensifiedtraining, offering new methods and
improvedbenefits for using the weapons inbattle. I
felt, however, that it was important for these powers to
retaintheir usefulness throughout a character's life, and
thus their damage andeffects scaledup as the character
gainedlevels. Inthe end, 1 think weaponmastery feats
provide anattractive way tohelp characters distinguish
themselves From others by offering ways tomaster
unique andflavorful fighting techniques.
Robert]. Schwalb
We Who Are About toDie... D&D Gladiators
Net Shield Net Utility 6
You spin the net in front of plc tofoil your enemies' attacks.
Encounter + Weapon
Minor Action Personal
Requirement: You must be wielding a net
Effect: Until the start of your next turn, you gain a +2 power
bonus to ACand Reflex,
NET SPECIALIST
Prerequisites: 10th level. Net Training
Benefit: You canswap one 9th-level or higher
daily attack power you know for the net trap power.
Net Trap Net Attack 9
You fling the net so that it ftzlls over your enemy. The snore the foe
struggles. the tighter the net's grasp becomes.
Daily + Weapon
Standard Action Melee 5
Requirement: You must be wielding a net.
Special: This attack has a reach of 5 regardless of the
weapon's actual reach.
Target: One creature
Attack: Strength vs. Reflex
Hit: 1IWI - Strength modifier damage, and the target is
grabbed. While you have the target grabbed this way,
it takes a -5 penalty to attack rolls and rolls made to
escape this grab. Until this grab ends, you cannot make
attacks with the net you are using to grab the target. You
can sustain this grab only as long as the target remains
within 5 squares of you. When the target escapes, it is
slowed until the end of your next turn.
Level 19 Swap: 31W1+ Strength modifier damage.
Level 29 Swop: 51W1 -L Strength modifier damage.
Miss: Half damage, and the target is immobilized until the
end of your next turn.
Aftereffect The target is slowed until the end of your
next turn,
WHIP TRAINING
[MULTICLASS WHIP]
Prerequisites: Dex 13
Benefit: You gainproficiency withthe whip. Once
per roundwhenyou hit a target withyour whip, the
power you use imposes a -2 penalty tothe target's
attack rolls against a target of your choice until the
endofyour next turn.
WHIP NOVICE
Prerequisites: 4thlevel. Whip Training
Benefit: You canswap one 3rd-level or higher
encounter attack power you know for the whip snare
power.
With a rieftflirk of the wrist. you colipra whip enturndyour foe's
limb, giving ivu some control of where that enemy goesdown or
toward you.
Encounter + Weapon
Standard Action Melee weapon
Requirement: You must be wielding a whip.
Target One creature
Attack: Dexterity vs. Reflex
Hit 31W1 + Dexterity modifier damage. and you pull the
target 1 square or knock it prone.
Level 73 Swap: 41W1+ Dexterity modifier damage.
Level 23 Swap: 6fW1+ Dexterity modifier damage.
WHIP EXPERT
Prerequisites: 8thlevel, Whip Training
Benefit: You canswap one 6th-level or higher util-
ity power you know for the whip crack power.
Whip Crack Whip Utility 6
You snap your whip. warning your enemy not to move carelessly.
Encounter + Weapon
Minor Action Personal
Requirement: You must be wielding a whip.
Effect: Until the start of your next turn, you gain threatening
reach (2 squares) with the whip.
WHIP SPECIALIST
Prerequisites: 10thlevel, Whip Training,
Benefit: You canswap one 9th-level or higher
daily attack power you know for the entanglingwhip
power.
Entangling Whip Whip Attack 9
Your whip is like an extension ofyou, roiling around your enemy
so you can drag that for wherever you like.
Daily + Weapon
Standard Action Melee weapon
Requirement: You must be wielding a whip.
Target: One creature
Attack: Dexterity vs. Reflex
Hit 2[VV1-L Dexterity modifier damage.
Level 1 9 Swap: 41W] + Dexterity modifier damage.
Level 29 Swop: 6[W1-- Dexterity modifier damage.
Effect: The target is grabbed (the target takes a -5 penalty
to escape if the attack hits) and is knocked prone. While
you have the target grabbed this way, you can pull it 1
square as a minor action. Until this grab ends, you can-
not make attacks with the whip you are using to grab the
target. You can sustain this grab only as long as the target
remains within 2 squares of you.
Whip Snare Whip Attack 3

We Who Are About to Die... D&D Gladiators
THE LONGEST
NIGHT
by Chris Sims
Red dragons are the most powerful of the
chromaticdragons, and they know this.
Such is their strength that they seemborn to
arrogance, belligerence, fearlessness, greed,
and cruelty. Most red dragons believe that a
creature's right to wealthis equal to its abil-
ity to defend and keep those riches. Further,
feware brave enoughto face a dragon.
Fewer still are willing to matchwit, sword,
and spell against a dragon that is burning
wrath incarnate. Lackof opposition leaves
a red dragon able to exploit weaker
creatures.
For most red dragons, this freedom means the
ability to act without regard for others. It means
the power to take what is wanted, and even destroy
the rest. Few red dragons go beyond raiding for food,
slaves, sport, and treasure.
But what if a red dragon did go beyond this simple
rogue lifestyle? Flow about if it required regular trib-
ute, which it collected in an organized and consistent
manner? If it terrorized a small, poorly defended
community or set of communities, it could be very
successful. Only the bold and mighty would dare to
oppose the beast. Even so, such stalwarts would
have to be careful. Simply injuring or offending
the dragon is the surest way to horrific suffering
among its "subjects."
This scenario is intended for 11th-level PCs. It
should give the PCs a chance to rid Nentir Vale
(Dungeon Master's Guide, page 206; setting of
the Hseries of D&D adventures) of a significant
threat. The heroes might also gain an artifact and
a base of operations to call their own.
FIARK.ENWOLD
The Barony of Harkenwold, in southeastern Nentir
Vale, is a set of villages situated near the White River
along a little-used branch of the Kings Road from the
days of Nerath. The elderly Baron Stockmer Harken
rules this realm, which is nestled on rich farmland
between the Harken Forest and the Dawnforge
Mountains. Although Baron Stockmer is a just ruler
and was a decent warrior in his day, he has no heir.
His lands are in decline, because Harkenwold has a
dragon problem.

The Longest Night
HARKENWOLD VILLAGE
A wilderness of rolling plains surrounds this rugged
settlement.
Population: Approximately 700; another 1,500 live infive
smaller villages situatedabout a day's travel onfoot
from HarkenwoldVillage. Humans, hafflings, dwarves,
andelves are commoninthe area.
Government: BaronStockmer Harkencut Harkenwold
from the wilderness inhis youth. Althoughhe's elderly.
he still runs the government andthe court from his seat
inCastle Harken.
Defense: The baronkeeps twenty-five warriors as an
active guard, andeachsmaller village has about ten
guards. He canmuster 200 militia for war.
Commerce: Farming, woodcutting, woodgoods.
BoardingHouse: Nanse's House.
Supplies: HarkenGoods.
Temple: NoneCazakk killedthe priests andburnedthe
temple, whichwas a shrine toPelor, Erathis, andKord.
He forces Harkenwoldtomaintaina shrine toTiamat.
CAZAKK THE BLESSED
Bornina faraway land, Cazakk came tothe Nentir
Vale only a few years ago. Raisedamong dragons that
venerate Tiamat, the reddragonbrought withhim
a piety anda drive unusual among dragons. He sees
himself as a crusader for Tiamat, andhe enforces
conversionwithfire, fang, andclaw.
Considering all he cansurvey from his mountain
home, including the lowlands of Harkenwold, tobe
his demesne, Cazakk acts as a tyrant. He demands
tribute, andhe tolerates nopublic religionother than
the venerationof Tiamat. His faithworsens his inborn
greed, viciousness, andarrogance.
Among the citizens of Harkenwold, as well as the
elves andgoblins of HarkenForest, the dragontakes
the title "the Blessed." He requires this honorific
basedonhis piety andservice toTiamat, whichhe
forces alI his subjects toshare.
Cazakk flies over HarkenwoldandHarkenForest
at irregular intervals. He keeps aneye out for any
signof rebellion. If he finds any suchindications,
he makes severe examples of anyone involved. He
rewards informers, but few are willing togive their
fellow citizens over tothe merciless dragon. Even
thoughCazakk has severely punishedthose who
saidaninformer "simply died" one season, would-be
informers fear reprisal from other people.
Having placedHarkenwoldunder his influence,
Cazakk has now set his sights onthe wider valley.
SOLSTICE IN HARKENWOLD
AlthoughCazakk canappear at any time tocollect trib-
ute or food, his cruelest custom is toflyover Harkenwold
andHarkenForest onthe eve of the winter solstice.
During the darkness ofthis longest night of the year, he
soars from village tovillage, collecting all the tribute he
cancarry. Anyone whooffends or fails tooffer something
up toTiamat's blessedrepresentative dies. Cazakk often
includes whole families accountable for the transgres-
sions of one member. Whenmorning conies, at least a
few homes are reducedtoashes, along withtheir inhab-
itants. The folk of Harkenwoldare left tosuffer for the
rest of the winter, oftenshort onsupplies. Rather thana
celebrationof the ascent tospring, the traditional Winter
Festival is a bitter time for all the citizens of Harkenwold.
FELLING CAZAKK
Having heardof the PCs' great deeds, BaronHarken
sends for them before the winter solstice. Together
withLady Jelennof the Woodsinger Clan, Baron
Harkenbegs the PCs toput Cazakk the Blessedtothe
sword. As a reward, the baronoffers noless thanto
make the PCs his heirs. (If that's toomuchor undesir-
able, he canoffer money equal toa parcel you assign.)
Lady Jelennoffers the lasting military support of her
clantoHarkenwold, as well as a treaty tohelp the folk
of Harkenwoldutilize the HarkenForestwhichthe
elves call the Windsong Forestina balancedway.
Throughcapturedgoblins, Jelennalsoknows
where the dragonlairs. If the PCs surprise Cazakk
onthe solstice, but the dragonflees, Jelenncanhelp
them track Cazakk back tohis abode. Doing sois
a must, because Cazakk's revenge will be terrible
indeedif he is allowedtorecover andreturn. Jelenn
canalsotell the PCs where tofindthe lair sosuccess-
ful dragonslayers canrecover the beast's hoard_ She
warns that the dragonsometimes flies with"Tiamat's
fiends"--abishai---at its side. Cazakk's lair is not unin-
habitedevenif the dragonis dead.
Major Quest: Removing the dragonas a threat and
clearing his lair, as well as returning stolengoods to
Harkenwold, are a major quest for the party.
DAGGERBURG GOBLINS
The Daggerburg goblins (see Dungeon Master's Guide,
page 207) are enemies of the Woodsinger Clan, as
well as a threat toHarkenwoldand other parts of
the Nentir Vale. They are, however, of little danger
tothe PCs. Cazakk visitedthem a year agoandallied
withthem, becoming their de factochief. He takes
tribute from the goblins eachyear, but his pres-
ence has emboldenedthe goblins toact against the
Woodsinger Clan. You might use this fact as fodder
for lower-level adventures inthe Harkenwoldarea.
When the dragon is dead, the goblins are diminished
considerably, andthe Woodsinger elves canfocus on
driving the foul creatures westward.
e Longest Night
L
e
1
3
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1
1
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M
I

Cazakk the BlessedLevel 11 SoloSoldier
Largenatural magical beast ktragoni. reddragonXP 3,000
lnidative +11 Senses Perception+12; darkvision
HP 464; Bloodied232
AC 27; Fortitude 25, Reflex 23, Will 22; see alsoglacial
armor
Resist 10 fire, 5 cold
Saving Throws +5
Speed6, fly 8 (hover), overlandflight 12
ActionPoints 2
CDBite (standard; at-will) + Fire
Reach2; +18 vs. AC; 2d6 + 6 plus 3d6 fire damage.
Claw (standard; at-will)
Reach2; +18 vs. AC; 2d6 + 6 damage.
4. Double Attack (standard; at-will)
The dragonmakes twoclaw attacks.
Snatch(immediate interrupt; usable whenanenemy
moves intoa square adjacent toCazakk; at-will)
+16 vs. Reflex; 2d6 + 6 damage, andthe target
is grabbed. First Failed EscapeAttempt: Cazakk
automatically hits the target withhis bite attack.
. BreathWeapon(standard; recharge Xif ) + Fire
Close blast 5; +16 vs. Reflex; 2d10 + 5 fire damage. Miss:
Half damage.
Glory of Tiamat (standard; while bloodied: encounter)
Close burst 5; +16 vs. Will: Cazakk pushes the target 3
squares andthe target is knockedprone anddazed(save
ends).
Glacial Armor (minor; encounter) + Cold
Cazakk gains 33 temporary hit points anda +2 bonus to
AC, but his fire resistance goes downto0. These effects
last until the temporary hit points this power grants are
gone.
Alignment Evil Languages Common, Draconic
Skills Arcana +12, Bluff +13, Insight +12, Intimidate +18
Str 23 (+11) Dex 18 (+9) Wis 15 (+7)
Con20 (+10) Int 15 (+7) Cha 17 (+8)
ENCOUNTERING CAZAKK
Cazakk flies out of the mountains early inthe day
tostart collecting tribute early, timing his arrival in
IarkenwoldVillage for midnight as always. Villagers
are supposedtobe collecting inthe townsquare for
the tribute gathering. If they're not present, Cazakk
starts toburnthe settlement. Onthe other hand, the
PCs cansurprise Cazakk by hiding among the gath-
eredpeasants andrevealing themselves at the last
minute. If the PCs gather withthe peasants, they can
alsotalk toCazakk if they wish.
Finding armedstrangers inHarkenwoldVillage
gives Cazakk pause. He'll listentotalk for a moment
or two. After that, un3ess the characters convince
him otherwise, he's likely todemandthey toogive
him tribute. Unless the PCs plantopay the dragon,
the best they canhope for thenis tostall Cazakk
long enoughfor the villagers tomove away from the
dragonsothey canflee whenthe battle begins.
ROLEPLAYING CAZAKK
Cazakk is talkative, but he's rude andprovocative.
He thinks humanoids suchas the PCs are beneath
him andare destinedtoserve him. Whenspeaking.
he indicates he is Tiamat's consort andsings his god-
dess's praises. If he is somehow impressedwiththe
PCs before a battle occurs, he might offer them posi-
tions as his heralds tothe Nentir Vale.
Inbattle, he mocks the PCs, andhe laughs at their
pain. He is especially amusedat any deathhe causes.
The dragonprays toTiamat, andhe speaks of the hor-
rors he will visit uponHarkenwoldonce the PCs are
slain. He swears tofindeveryone andeverything the
PCs care about and"put it tothe flame." The thing
is, he isn't kidding. Those whoallow anoffended
Cazakk tosurvive gaina lifelong enemy.
CAZAKICS TACTICS
Cazakk is a typical reddragoninmany respects (see
Monster Manual, page 82), but his claims of Tiamat's
blessing aren't exaggerated. He does snatchsomeone
withhis quick claws if he canbefore his turn. Know-
ing full well that his foes are likely tothink him fire
resistant, he uses glacial armor right away. (A suc-
cessful DC 25 Nature or Arcana check identifies the
unusual power, its effects, andthat Cazakk has no
Fire resistance while it's active. A subsequent success-
ful DC 30 check tells the PCs that Cazakk is likely
tohave inborncoldresistance.) Thenhe bites (at the
snatchtarget, preferably). Counting onglacia !armor
toprotect him from marks andopportunity attacks,
he flies aloft andspends anactionpoint tocatch
as many enemies as possible inhis breathweapon.
Cazakk prefers toremaininthe air during the fight,
but he doesn't let that stop him from making melee
attacks. lie saves his last actionpoint for whenhe is
bloodiedandhas his breathweaponcharged. At that
point. he makes anarray of melee attacks anduses
his breathweaponduring the same turn.
While facedwithveteranadventurers, the dragon
isn't foolishenoughtowaste attacks by directing
them at villagers. However, Cazakk creates as much
havoc andcollateral damage as he canduring the
fight. If he cancatchvillagers or buildings inhis
breathweapon, he does so.
Whenreducedto70 or fewer hit points. Cazakk
rears back witha roar andunleashessIory of:Nan-tat
tocow his foes sohe canmake one last attack and
thenflee. If he escapes, he flies tohis lair tonurse his
wounds. If the PCs encounter him againduring the
same day, he has usedhis twohealing surges, regain-
ing 145 hp for eachone. Otherwise, Cazakk returns
toHarkenwoldfully healedonthe next day, andhe
does his best toraze all the villages inhis path. He
alsohunts the PCs during this time.
in Cazakk's Lain Inhis lair, Cazakk first attacks
the PCs ina 5-foot-wide passage treatedwiththe
Easy Passage ritual. Due tothe ritual, Cazakk can
move andfight inthis corridor without squeezing.
The passage is 8 squares long andhas a platinum
) The Longest Night
hand(100 gp) embeddedinthe floor. The hand
(defenses 5; 75 hp) is a focus for the ritual, and
destroying it ends the effect (andreduces its value to
25 gp). Doing soforces Cazakk toflee tohis gallery
(see "Cazakk's Lair").
Inhis wide gallery, Cazakk fights muchas
describedabove, but he has help. See "Encounters"
under "Cazakk's Lair" below.
CAZAKICS LAM
Anancient dwarf watchpost inthe southernDawn-
forge Mountains serves as Cazakk's lair, andit's left
for you todesignthe details. Withinare chambers
For Cazakk's servants, as well as a large, two-tiered
room designedtoserve as a festival hall as well as a
crossbow gallery. Whenthe place was a dwarf strong-
hold, dwarves coulddrive invaders tothe room and
enter, throughhiddentunnels, the upper tier toshoot
intothe room below. Cazakk uses this room as his
personal chamber because it affords him space tofly.
The tunnels that leadtothe tipper tier are guarded
andtrapped.
ENCOUNTERS
The lair has at least three other encounters. The fol-
lowing encounters are designedtowork withthe
assumptionthat Cazakk is not present inthe lair. If
he is, the abishai from the Cazakk's Hoardencounter
is part of the Infernal Advisors encounter. Cazakk is
part of the Cazakk's Hoardencounter.
IN THE FORGOTTEN
REALMS SETTING
Inthe FORGOTTEN REALMS* setting, Cazakk could
emerge from the Graypeak Mountains tothreaten
Loudwater andSecomber. This couldbring the heroes
back totheir roots tosave a belovedarea before going
ontobigger tasks.
SCALES OF WAR
You canaddCazakk toyour Scales of War adventure
pathcampaign. Insteadof the Harkenwoldarea,
Cazakk threatens the dwarves of the Hammerfist
Holds. The heroes candeal withthe dragonand
thereby gainthe dwarves of these holds as allies
inthe war. Previous dealings withthe Hammerfist
dwarves in"The Lost Mines of Karate adventure
might complicate this scenario. Thenagain, the
dwarves inthat adventure might have beenrogue
members of the Hammerfist clans.
INFERNAL ADVISORS
Level 11 Encounter (XP 3,000)
+3 infernoabishais (advancedtolevel 10 elite
soldier, Draconomicoe. page 211)
CHAMBERLAIN
Level 11 Encounter (XP 3,300)
+ 1 dragonbornfire adept (reducedtolevel 12
controller, Draconomicon, page 215)
+2 firelashers (level 11 skirmisher, Monster
Manual, page 104)
+2 redspawnfirebelchers (level 12 artillery,
Monster Manual. page 88)
CAZAKKS HOARD
Level 10 Encounter (XP 2,700)
+ 1 infernoabishai (advancedtolevel 11 elite
soldier, Draconornicon. page 211)
+ 1 dragonborngladiator (level 10 soldier. Monster
Manual, page 86)
+2 hoardscarab swarms (level 10 skirmisher,
see below)
Hoard Scarab Swarm Level 10 Lurker
Lar le natural beast (swarms XP 500
Initiative +14 Senses Perception +15: tremorsense 4
Swarm Attack aura 1; the hoardscarab swarm makes
a grasping swarm attack as a free action against each
enemy that starts its turnwithinthe aura. This aura
deactivates while the hoardscarab swarm is hidden.
HP 85; Bloodied 42
AC22; Fortitude 21. Reflex 23, Will 22
Resist half damage from melee andrangedattacks;
Vulnerable 5 against close andarea attacks
Speed8, burrow 4, fly 6 (maximum altitude 3)
Grasping Swarm (standard: at-will)
+14 vs. Reflex; 1d8 + 1 damage, andthe target takes
ongoing 5 damage andis grabbed.
Coin Meld (standard; at-will)
Canbe usedonly while at least 1 square inthe
hoardscarab swarm's space contains goldcoins or
similar material. The hoardscarab swarm gains total
concealment from all enemies as long as it remains
within the same space as gold coins or similar material,
and it can make animmediate Stealthcheck tohide.
Combat Advantage
A hoardscarab swarm's attack deals 2d8 extra damage
toany target granting combat advantage toit.
Alignment UnalignedLanguages
Skills Stealth +15 (+20 amid goldcoins or similar material)
Str 12 (+6) Dex 21 (+10) Wis 20 (+10)
Con 19 (+9) Int 1 (+0) Cha 9 (+4)

The Longest Night
TACTICS
A hoardscarab swarm emerges from a dragon's coins
toambushthose whodisturb the constituent scarabs.
Withmany grasping pincers, the swarm holds its
prey immobile andtears the unfortunate creature
apart. Whennot grabbing prey, the swarm some-
times reenters a treasure pile togainprotectionand
a sneaky advantage from blending inwiththe coins.
These scarabs learntoidentify certaincreatures as
"allies," andthey become agitatedwhensuchallies
are angeredor under attack.
TREASURE
The hoardwithinCazakk's lair contains parcels 2,
3, 5, 9, and10 from level 11 (Dungeon Master's Guide.
page 127), as well as anartifact. It contains a little
extra money (149 gp). This list includes only the valu-
able elements of the hoardCazakk has collecteda
lot of oddjunk throughhis extortion. Addsome cus-
tomizedtreasure tothe hoardsothe PCs canreturn
some of this wealthtoHarkenwold, especially the
trade goods.
+ One paragonartifact of your choice (its magic
aura is hidden; see below). This is likely tobe an
item that is a threat todragons, suchas the Spear
ofUrrokthe Brave or a similar item.
+ One level 14 magic item of your choice.
One level 13 magic item of your choice.
+ 1,103 gp, 10,228 sp, and28,401 cp.
+ A shrine toTiamat witha stone statue of the
Queenof Evil Dragons. The statue has 10 garnet
eyes (100 gp each). Heapedaroundits base are
the blackenedbones of Cazakk's numerous
victims.
A fire opal (1,000 gp) knownas the Eye of
Pelor sits onthe shrine before the Tia mat
statue. It might belong tothe burnedtemple in
HarkenwoldVillage, andits returntoPelor's
faithful might garner the PCs another reward.
+ A brass urn(20 gp) depicting humans ina
wedding celebrationalsosits onthe shrine. It
contains 10 ornate silver rings of various sizes
(50 gp each).
+ A bejeweledgoldeye wrappedinredsilk (100
gp). This is a focus for the Aura Mask ritual
protecting the artifact. While it is within20
squares of the artifact, a DC 27 Arcana check is
requiredtosee throughthe Aura Mask totell the
artifact is magical at all.
+ Bookcase withvarious books andscrolls. It
holds a ritual book containing Aura Mask (250
gp, Draconomicon, page 83) andEasy Passage
(360 gp. Draconomicon, page 85).
+ A darkwoodbox (30 gp) containing residuum
(500 gp).
+ Trade goods worth2,000 gp. This includes a lot
of fine foodanddrink, as well as other goods the
greedy dragontook todeprive his victims.
AFTERMATH
Successful PCs probably endup as successful drag-
onslayers. BaronHarkenandLady Jelenngive the
rewards they offered. The PCs are hailedas great
heroes of the vale, having quelleda great threat toits
long-term safety.
RUNNING HARKENWOLD
If the PCs ever inherit Harkenwold, they canuse it as
a base of operations. Occasionally DMs canset up a
skill challenge tosee if the PCs successfully rule the
realm. A monetary rewardcanbe assignedtothe chal-
lenge torepresent tax income for successfully running
the barony. As they move ontogreater challenges, the
characters canhave a stewardrule andface the skill
challenge intheir stead. If the PCs or their steward
ever fail a challenge, something badmight happenin
the area. Regardless, ruling Harkenwoldshouldbe
interesting for a while.
BEHINDTHE CURTAIN:
YES, WE HAVE A SENSE
OF HUMOR
I know, it's hardtobelieve. Maybe less sonow that
we've done those cartoons. (Whoamong you hasn't
beltedout "Rawr, I'm a monster!" at a game table in
the past year? That's right, you know whoyou are.)
Chris came tome wanting towrite this article late
inthe process for the December 2008 issue. I was
skeptical because I wasn't sure how fans wouldreact
toa Santa Dragon, and, like I say, it was late inthe
process. Sowe kickedthe idea arounda bit at a team
meeting, andeveryone, myself included, got psyched
by the idea.
This isn't the type of article we'll doall the time,
but there's a place for themedcontent. We'll domore
stuff like this onD&DInsider when the time and the
idea are right.
Chris Youngs
)The Longest Night
Chronicler unknown
Playing Dharnpyr
PLAYING DVIAMPYR
by Brian R. James
Decades before, a conflagration left the Abbey ofTury in
ruins. Only the hiddencatacombs remained, buriedand
forgotten beneath charred timber and smoldering ash. Yet
even when bloodied and lost in the labyrinthine corridors
beneaththe monastery, the Order ofthe Dawn Covenant
held strong to their faithin the Risen Sun.
Grim determination etched on their faces, the warrior-
priests formed a tight phalanx and pressed through the
throng ofvampire spawn, their shields repelling wicked
claws and poisoned daggers. First to fall was pious young
Dianne. Even Master Leonwas cut down, and his signature
rnorningstar clanged against the stone floor before coming
to rest near the corpse ofElder Coley.
Withnary a hint ofdesperation, two remaining clerics
fought on, with maces held highand deft prayers on their
lips.Just as endurance threatened to fail them where their
zeal hadnot, Brother Barnes and Sister Fillenia burst into
a damp natural chamber flooded with sunlightthe lowest
reaches ofa well shaft tapping a long forgotten cistern.
Welcoming the sanctuary from the pursuing vampires,
the young priests were startledto discover they were riot
alone. Gazing at the twoofthem with piercing green eyes
was a young woman who rested at the pool's edge. Mesmer-
ized, Sister Fillenia never sawthe first woman's twinenter
the chamber. The young priest was dead before she felt the
fatal thrust ofthe other woman's serrated dagger.
Only then did a cry ofanguish escape the Ups ofthe last
priest standing. Brother Barnes knewonly doom stood
before him, yet he quickly composed himself:Drawing ina
steadying breath and raising his mace insalute, he dared
the dharnpyrs to approach.
DHAMPYR.
A creature between the worlds ofthe living andthe dead,
the dhampyr is shrouded in secrecy andharbors a fierce
bloodlust.
A rare crossbreedwithseveral of the powers of a
vampire andnone of the weaknesses, a dhampyr is
thought tobe bornof the unionof a vampire male
anda mortal female. The truthis that suchhybrids
are far more commonthanmany folk think. A
dhampyr canresult from a vampire biting a preg-
nant female, as well as throughmore mundane
means. Some offspring carry the spark of immortal-
ity intheir veins for years, until the kindling of fate
gives the spark a place tocatch.
Play a dhampyr if you want .. .
+ a character of a usual race but witha secret twist.
+ toplay a heroa lot like a vampire.
+ tohave access tosupernatural powers like those
of a vampire.
PHYSICAL QUALITIES
A dhampyr, whatever his or her base race, canbe
mistakenfor some sort of fey creature due topale
skin, willowy features, unnatural charisma, and
slightly pointedears. Closer inspection, however,
reveals subtle traits inheritedfrom the vampire
parent. A dhampyr has pronouncedcanines that
extendwhenthe dhampyr is enduring stress, feeding
onblood, or experiencing other sorts of excitement.
However, a cl ha mpyr's eyespale orbs withsplashes
of redaroundpiercing black pupilsoftengive away
the creature's true heritage.
Despite these characteristics, a dhampyr fre-
quently adopts the culture inwhichhe or she is
raised. From this culture, or inrebellionagainst it,
the dhampyr takes habits of personal decorationand
manner. For instance, a dwarf dhampyr looks and
acts muchlike normal dwarves.
immortal heritage greatly extends a dhampyr's life
expectancy. Barring inadvertent death, a dhampyr
canexpect tolive anadditional century without expe-
riencing the serious infirmities of oldage.
Male vampires dofather a few dhampyrs, but this
occurrence is rare. Others are the offspring of one or
twodhampyr parents, since the supernatural force
of the vampire bloodis strong enoughtoinfluence
new generations. Dhampyrs canalsohave normal off-
spring. The age at whichdhampyr abilities manifest
varies witheachdhampyr.
Playing Dhampyr
PLAYING A DHAMPYR
The image of the dhampyr is that of a mysterious
outsider swathedinshadowa lonesome antihero
seldom at peace withsociety or self. Dhampyrs
are mortal. They have noexceptional vulnerabil-
ity tosunlight or radiant damage. Because of this,
true vampires sometimes refer todhampyrs as
"daywalkers."
Life for a dhampyr might be more difficult or
easier thanit is for another child. The difficulty
depends entirely onhow others inthe child's sur-
roundings view dhampyr heritage. A dhampyr raised
among accepting (or merely unknowing) people
couldhave a normal childhood. Another might face
severe prejudice, while yet another might be raised
tobelieve inhis or her natural superiority. A few
dhampyrs are raisedamong vampires, whotreat
them as special but lesser creatures.
As might be expected, dhampyrs aware of their
true heritage sometimes develop a morbidfascination
withdeath, shadow, andundead. This leads toquirks
other living mortals finddisconcerting, including
blooddrinking, macabre fashionsense, gallows
humor, extreme bloodlust, andother dark behaviors.
Dhampyr villains canhave habits that are much
more disturbing.
Some dhampyrs have a preternatural resistance
toa vampire's signature attack: blood drain. Coupled
withthe ability torecognize those of vampire blood,
dhampyr make effective vampire slayers. These
avenging heroes, however, seldom limit themselves
tohunting solely vampires. They are equally adept at
tracking andslaying several forms of undead, as well
as demons andother infernal beings.
Dhampyr Characteristics: Attractive, guarded,
methodical, nimble, obsessive, patient, reticent,
somber, vengeful, vigilant
Dhampyr Names: A dhampyr is namedinaccor-
dance withthe culture inwhichhe or she is bornand
raised. Notable exceptions include the rare dhampyr
childrenraisedby vampiressee the ClanVampires
sidebar.
HALF-BLOOD
A dhampyr is not a true race like those presented in
the Player's Handbook. if you wishtoplay a dhampyr,
choose another race as normal, andthenselect the
Vampiric Heritage feat to gain dhampyr abilities. If
you do not select the Vampiric Heritage feat at '1st
level, your Dungeon Master might require you to
explainhow your character manifested dhampyr
powers. Likewise, your Dungeon Master can rule you
cannot retrain bloodline feats without an explana-
tion of how your character loses suchheritage when
retraining.
DHAMPYR ADVENTURERS
Three sample dhampyr adventurers are described
below.
Lucia is a humandhampyr ranger. Like most
daywalkers raisedina vampire clan, Lucia is the
product of purposeful breeding betweenvampires
andhumans. Since a young age, she has traineddili-
gently, honing herself intoanunparalleledtracker
anda deadly killer. At seventeen, Lucia completedher
training andfledintothe worldtoescape the oppres-
sive society of the undead. Withclanloyalists hunting
her, Lucia has joinedwithother adventurers for pro-
tection. She uses her skills toprotect her new "clan."
Jufrum is a half-orc barbarianwhose latent Vam-
piric heritage has surfacedonly recently, after a trip
tothe Shadowfell. Secretly, he has focusedonhis
taintedbloodtoincrease his strengthandferocity. As
his power grows, he plans totap his undeadnature to
surprise his enemies and, for a time, his companions.
Jufrum has noemotional or societal connectiontothe
undead, andhe sees his dark bloodline as a blessing.
Nedda is a half] ing dhampyr rogue withven-
geance seething inher heart. Althoughher baffling
clanacceptedher, Nedda was never allowedtoforget
that her huffing father andseveral others died
defending her mother from the vampire whomade
Nedda what she is. Nedda has fully committedher
life tothe eradicationofvampires. After discovering
her vampire forebear was a member of anextended
bloodsucking family, the halfling dhampyr has
decidedtohunt andslay them all. She has gathered
a group of likemindedslayers, andthey wander from
towntotownferreting out the undead.
CLAN VAMPIRES
Vampires sometimes form extendedalliances that
include several vampires, whoare sometimes related
by blood. They call these families "clans." Suchclans
develop networks of servants, mortal andotherwise.
Clanvampires especially prize dhampyr servants,
whom they exalt as beings favoredover normal
mortals. The dhampyrs are affordedspecial privileges
invampire society, andthey are givennames honoring
ancient or legendary vampires.
Male Clan Names: Aponan, Ctenmiir, Drakuul,
Emerus, Gulthias, Kas, Israfel, Lasudael, Marius,
Orbak, Radu, Strand, Viktor, Zandriel
Female Clan Names: Akasha, Bathori, Carmilla,
Celene, Eshar, Kalaes, Lucia, Mariam, Nemeh, Oph-
elia, Ruthven, Sibella, Tanith, Vestra, Zeleska
FEATS
Being a dhampyr means having the Vampiric Heri-
tage feat. Dhampyrs alsohave racial feats that expand
ontheir vampire nature. A number of these feats are
power-swap feats. If you use retraining toreplace
a power-swap feat withanother feat, you lose any
power gainedfrom the power-swap feat andregaina
power of the same level from your primary class.
The Vampiric Heritage andother dhampyr feats
are part of a new classificationof feat knownas
bloodline feats. All bloodline feats are notedas such
inthe feat's name. You canhave bloodline feats of
only one type; thus, if you choose the Vampiric Heri-
tage feat, you canhave only Vampire Bloodline feats.
VAMPIRIC HERITAGE
[VAMPIRE BLOODLINE]
Prerequisite: Living humanoidrace
Benefit: You gain blood drainas anencounter
power. Additionally, you gaina +2 bonus toPer-
ceptionandInsight checks tosense andrecognize
dhampyrs andundead.
Special: You are considereda vampire for the
purpose of effects that relate tovampires.
BloodDrainFeat Power
Vigor rushes through your body as you drain lift envy/ from
your victim.
Encounter+ Healing
Standard Action Melee touch
Target: One living creature you have grabbed
Attack: Strength +2 vs. Fortitude, Constitution +2 vs.
Fortitude, or Dexterity +2 vs. Fortitude
Hit 1d4 + Constitution modifier damage, and you can
spend a healing surge.
Level 1 1: +4 bonus and 2d4 + Constitution modifier
damage.
Level 21: +6 bonus and 3d4 + Constitution modifier
damage.
Special: When you select the Vampiric Heritage feat, you
determine whether you use Strength, Constitution, or
Dexterity to attack with this power.
HEROIC TIER FEATS
Any feat inthe following sectionis available to
any dhampyr character of any level whomeets the
prerequisites.
VAMPIRE ALACRITY
[VAMPIRE BLOODLINE]
Prerequisite: Vampiric Heritage feat
Benefit: You gaina +1 feat bonus toyour speed.
MIST FORM [VAMPIRE BLOODLINE]
Prerequisites: 10thlevel, Vampiric Heritage feat
Benefit: You canswap one 10th-level or higher
utility power you know for mist form.
Playino Dhampyr
Mist Form Feat Power
Your forrn dissolves into an eerie, billowing mist.
Daily + Polymorph
Standard Action Personal
Effect: You become insubstantial and gain a fly speed of 8
(hover), but you cannot make any attacks. This lasts until
the end of yournext turn.
Sustain Minor: Yourmist form persists.
NIGHT'S SIGHT
[VAMPIRE BLOODLINE]
Prerequisite: Vampiric Heritage feat
Benefit: You gainlow-light vision.
BEHINDTHE CURTAIN:
BLOODLINE FEATS
Coming off my assignment onOpenGraven', I was
eager todesignanundead-themedrace for player
characters. Of all the undeadpresentedinthe D&D
universe, few are more sympathetic or alluring than
the vampire. With their inherit mystique, vampires
are at once savage andchivalrous. Playing a character
whostruggles daily tocontrol his or her bloodthirsty
urges is chock full of roleplaying potential.
It was decidedearly onthat allowing PCs toruna
half-vampire, or dhampyr, wouldminimize the social
stigma and mechanical drawbacks of playing a true
undeadcharacter. Yet, I didn't want dhampyr tobe
a race of its own. I felt the game hadroom for a half-
breedrace that wasn't half humanthat wouldwork,
infact, withany base race you wanted.
I neededa designframework that wouldallow an
eladrindhampyr coercer toexist alongside a blood-
crazeddwarvendhampyr. The 4thEditionrules didn't
yet provide a mechanism for this, but multiclass feats
were anintriguing possibility. What I neededwas a
"multi-race" featsomething toallow a primary race
todabble inthe traits andabilities of another. This
ultimately ledtothe bloodline feats presentedinthis
article.
This mechanic was fantastic not only because it
alloweddhampyr tohave many variedpowers, but
because it alsoreintroducedracial templates toplayer
characters that couldbe built uponinfuture articles
andsourcebooks. We now hada simple mechanic for
other fan-favorite concepts.
BrianJames
PARAGON TIER FEATS
Any feat inthe following sectionis available toa
dhampyr character of 11thlevel or higher whomeets
the prerequisites.
BLOODIED REGENERATION
[VAMPIRE BLOODLINE]
Prerequisites: 11thlevel. Vampiric Heritage feat
Benefit: You canswap one 10th-level or higher
utility power you know for bloodied regeneration.
Bloodied Regeneration Feat Power
Your wounds call to your immortal blood. which surges to repair
your body.
Daily Healing
MinorAction Personal
Requirement: You must be bloodied.
Effect: You gainregeneration5 until the endof the encoun-
ter or until you are no longerbloodied. whichevercomes
first.
DOMINATING GAZE
[VAMPIRE BLOODLINE]
Prerequisites: 15thlevel, Vampiric Heritage feat
Benefit: You canswap one 15th-level or higher
daily attack power you know for dominating gaze.
) Playing Dhampyr
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Dominating Gaze Feat Power
The it tithoriTlit yoirr piercing gaze' demands litter submission.
Daily Charm
Minor Action

Ranged 5
Target: One creature
Attack: Intelligence +4 vs. Will, Wisdom +4 vs. Will, or
Charisma +4 vs. Will
Level 27: +6 bonus.
Hit: The target is dominated (save ends). Aftereffect: The
target is dazed (save ends).
Miss: The target is dazed (save ends).
Special: When you select the Dominating Gaze feat, you
determine whether you use Intelligence, Wisdom, or
Charisma to attack with this power.
SAVAGE BITE [VAMPIRE BLOODLINE]
Prerequisites: 11th level, Vampiric Heritage Feat
Benefit: You canuse your blooddrainpower ona
target granting you combat advantage without having
that target grabbed.
EPIC TIER FEAT
The feat inthe following section is available to a
dhampyr character of 21st level or higher who meets
the prerequisites.
SCENT OF BLOOD
[VAMPIRE BLOODLINE]
Prerequisites: 21st level, Vampire Bloodline Feat
Benefit: Living, bloodiedenemies grant you
combat advantage.
PARAGON PATHS
The Following paragonpaths work well withdhampyr
characters.
BLOODKNIGHT
"Despite the depravity ofmyupbrinain9, I have become a
hero to people .1 was raised to viewas mere cattle."
Prerequisites: Defender role, Vampiric Heritage
feat
Your vampire heritage has servedonly tomake you
a stronger warrior. It couldbe that you grew up ina
vampire clanandwere shapedandhonedintoa per-
fect weaponfor their aims. Several like you have such
a history. Or maybe you've listened toyour blood's
whispers, gaining supernatural talents as a rewardfor
your efforts. The bloodof your enemies cries out to
your own. You sense those you have markedfor death
like a wolf smells fear inthe hunted. Your adversaries
are your prey, tobe drivenwhere you wishandulti-
mately struck downtosupplement your strength.
BLOODKNIGHT FEATURES
Blood-Calling Action (11th level): Whenyou
spendanactionpoint tomake anextra attack, you
alsomark all enemies withinclose burst 2 until the
endof your next turn.
Taste for Blood (11th level): Whenever you
reduce a bloodiedenemy you have markedtoC hit
points, you recharge your blood drainpower andcan
use it againduring this encounter.
Marked Blood (16th level): Whenever you grab
a target you have marked, you canuse your blood drain
power onthat target immediately as a free action.
BLOODKNIGHT POWERS
Bloodseeking Strike Ennodkni gili k 11
You strike hard enough to crumple armor arid hew the toughest
hide, ienvinoyour enemy open to further attack.
Encounter Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 21W1 + Strength modifier damage, and you grab the
target. Until the end of your next turn, you gain a +2
power bonus to Fortitude and Reflex against attempts to
break your grab.
Mistblood Form Elloodknight Utility 12
You draw upon you I . vampire nature so that you cart step between
and death to slay body and spirit.
Daily + Stance
MinorAction Personal
Effect: You gain phasingand deal full damage to
insubstantial creatures.
Dance of Blood Bloodknight Attack 20
Your enemies stagger under your imposing gaze and fine up for
slaughter.
Daily + Stance
MinorAction Personal
Effect: At the start of your turn, you can slide one adjacent
enemy 1 square. You can then make a melee basic attack
against that enemy as a free action provided that enemy
is within your reach.
DEADSTALKER
"Immortality is at an end, parasite."
Prerequisite: Vampiric Heritage feat
Withthe innate ability tosniff out the undead, you
have dedicatedyour life tothe stalking andslaying of
suchabominations. Perhaps the calling of this voca-
tionwas passeddownfrom your parents as a macabre
tradition. Maybe vengeance has motivatedyou toslay
the unliving. Perhaps you've turnedyour birthright
intoanasset that allows you toprotect those weaker
thanyou. You have channeledyour sharp perception
intodeadly accuracy andslippery maneuverability
bothof whichalsoserve you against the living.
PlayingDliampyr
DEADSTALKER PATH FEATURES
Deadstalkees Action (11th level): Whenyou
spendanactionpoint totake anextra action, you
donot grant combat advantage toany enemy for any
reasonandcannot be grabbeduntil the endof your
next turn.
Indomitable Blood (11th level): You gaina
+2 bonus tosaving throws against charm andfear
effects.
Deadeye (16th level): Once per roundyou gain
a +5 bonus todamage rolls against a single undead
target you hit withanattack.
DEADSTALKER POWERS
For your attack powers, you choose Strengthor Dex-
terity for the attack, as appropriate for your class.
fighting style, andweapon. You use the chosenability
todetermine your attack roll bonus anddamage roll
bonus.
ImpalingBlow Deadstalker Attack 11
Your precise blow mansfixes your enemy.
Encounter + Weapon
Standard Action Melee or Ranged weapon
Special: You canshift 2 squares before making this attack.
Target: One creature
Attack: Strength vs. ACor Dexterity vs. AC
Hit: 31W] + Strength or Dexterity modifier damage, and the
target is immobilized until the end of your next turn.
Instant Escape Deadstalker Utility 12
You know how to slip out of an unwanted embrace.
Encounter
Immediate I nterrupt Personal
Trigger: You are grabbed
Effect You escape the grab and shift 2 squares.
Deadeye Strike Deadstalker Attack 20
With careful oim, you strike a decisiveblow at your enemy's
'cakes[ spot.
Daily + Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. ACor Dexterity vs. AC
Special: When using this power, you score a critical hit on a
natural attack roll of 18 or higher.
Hit: 4[W] 4- Strength or Dexterity modifier damage.
Miss: Half damage.
NEW MONSTERS
Seemingly ordinary humanoids, dhampyrs have ter-
rifying powers gainedfrom their relationtovampires.
This combinationof normalcy andhiddenpower
makes a dhainpyr a formidable predator.
Bloodcrazed DuergarDhampyrLevel 8 Elite Brute
Medium natural humanoid(devil, yam )ire) XP 700
Initiative +7 Senses Perception +11; darkvision
HP 214; Bloodied 107
AC20; Fortitude 21, Reflex 19, Will 18
Resist 5 fire, 5 poison
Saving Throws +2
Speed 6
Action Points 1
fQ Claw (standard; at-will)
+10 vs. AC; 1d12 4- 5 damage, andongoing 5 damage
(save ends).
+Blood Frenzy (standard; at-will)
The bloodcrazed duergar dhampyr makes twoclaw
attacks. If the first claw attack hits a target, the dhampyr
canattempt tograb that target insteadof making the
second claw attack.
Blood Letting (standard; requires a grabbed target;
encounter) + Healing
+9 vs. Fortitude; 1d8 + 5 damage, andongoing
damage (save ends), and the btoodcrazedduergar
dhampyr regains 25 hit points.
Quills (minor; encounter) + Poison
Ranged3; +10 vs. AC: 2d8 + 8 damage, andthe target
takes ongoing 5 poisondamage anda -2 penalty to
attack rolls (save ends both).
Alignment Evil Languages Common, Deep
Speech, Dwarven
Skills Dungeoneering +11, Stealth +12
Str20 (+9) Dex 17 (+7) Wis 15 (6)
Con 17 (4 7) Int 9 13) Cha 10 (+4)
BLOODCRA2ED DUERGAR
DHAMPYR TACTICS
A cunning hunter, a bloodcrazedduergar dhampyr
stalks its prey toattack at anopportune moment. If
doing sois tactically sound, the dhampyr picks its
target anduses quills onthat foe first. It thenthrows
itself among its prey, scything away withits claws.
Once bloodied, the dhampyr uses blood letting to
draina victim of bloodandheal itself.
DHAMPYR ASSASSIN TACTICS
A dhampyr assassininitiates combat from hiding
withstrike from the shadows. It thenemploys blood TLII1
with an eye towardcombat advantage.
DHAMPYR COERCER TACTICS
A dhampyr coercer opens combat with/wing gaze.
If the coercer has multiple enemies nearby. it uses
repelling gaze to drive them away. The coercer employs
blood dance to further isolate one foe or totake ontwo
enemies at once. If surroundedby foes, the dhampyr
might spendanactionpoint touse repelling gaze.
116 )
Playins Dhampyy
DharnpyrAssassin Level 13 Elite Lurker
Medium natural humanoid, human(cam ire) XP 1,600
Initiative +16 Senses Perception+12; low-light vision
HP 198; Bloodied99
AC 27; Fortitude 26, Reflex 28, Will 26
Saving Throws +2
Speed6
ActionPoints 1
Kukri (standard; at-will) + Weapon
+18 vs. AC; 1 d6 + 8 damage (remit any damage die result
of 1).
4 BloodRun(standard; at-will) + Weapon
The dhampyr assassinmoves 6 squares andmakes two
melee basic attacks at any point during that movement.
It does not provoke opportunity attacks whenmoving
away from the targets of these attacks.
4 Tearthe Vein (standard; requires combat advantage;
encounter) + Healing
+16 vs. Fortitude; 2d8 + 6 damage, andthe dhampyr
assassinregains 25 hit points.
Misty Step (standard; at-will)
The dhampyr assassingains insubstantial, phasing, and
concealment until the endof its next turnor until it
attacks, whichever comes first.
Combat Advantage
A dhampyr assassin's attack deals 3d6 extra damage to
any target granting combat advantage toit.
Strike from the Shadows
If the dhampyr assassinmisses withanattack while
hidden, it remains hidden.
Alignment Evil Languages Common
Skills Acrobatics +17, Athletics +15, Stealth+17
Str18 (+1O) Dex 22 (+12)

Wis 12 (+7)
Con15 (113) Int 15 (+8)

Cha 19 (+10)
Equipment leather armor, 2 kukris
Playing Dhampyr
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DhampyrCoercerLevel 17 Elite Controller
Medium natural humanoid. eladrin(yam .irei XP 3.200
Initiative +13 Senses Perception+15; low-light vision
HP 324; Bloodied152
AC 31; Fortitude 29, Reflex 30, Will 32
Saving Throws +2
Speed6
ActionPoints 1
Katar(standard; at-will) + Weapon
+22 vs. AC; 2d6 + 7 damage (crit 4d6 + 19 damage).
Blood Dance (standard; at-will) + Weapon
The dhampyr coercer makes twomelee basic attacks.
Eachhit alsoslides the target 1 square.
Tearthe Vein (standard; requires combat advantage;
encounter) + Healing
+19 vs. Fortitude; 2d8 + 6 damage, andthe dhampyr
coercer regains 40 hit points.
LuringGaze (minor 1/round; at-will) + Charm, Gaze
Ranged5; +20 vs. Will; the coercer pulls the target 3
squares andthe target is dazed(save ends). This attack
does not provoke opportunity attacks.
0E- RepellingGaze (standard; at-will) + Fear, Gaze
Close burst 3; targets enemies; +19 vs. Will; 1d8 + 7
psychic damage, andthe coercer pushes the target 3
squares.
Bloody Fey Step (move; encounter)
The dhampyr coercer teleports 5 squares. Any target
that the coercer ends its teleport adjacent togrants
combat advantage toit.
Alignment Unaligned Languages Common, Elven
Skills Bluff +20, Stealth+15
Str12 (+9) Dex 21 (+13) Wis 15 (+10)
Con18 (+12) Int 16 (+11) Cha 24 (+15)
Equipment leather armor, katar
DHAMPYR LORE
Nature or Religion DC 15: A dhampyr is a
humanoidwithbloodtaintedby vampire forebears.
Sucha creature is typically the result of a union
betweena normal mortal anda dhampyr,
Nature or Religion DC 20: Despite the powers
they canshare incommonwithvampires, dhampyrs
are not undead. As such, they possess novulnerability
tosunlight andradiant attacks. Vampires sometimes
employ dhampyrs as mortal assassins, guardians, and
soldiers.
dm.
MASTERS OF THE PLANES
The planes are home tostaggering vistas, astonishing
beauty, andunhinging hideousness. Liquidlight-
ning geysers erupt inthe shifting fields of elemental
earth. Brilliant radiance bathes Mount Celestia and
its immortal inhabitants. Sigil is a labyrinthof twist-
ing streets andcountless doorways. A stinking bog
surrounds Gloomwrought inthe Shadowfell, Most
mortals findthe planes beyondtheir reach, places
of legendor myth, but for adventurers, a journey
intothe Feywildor the Shadowfell is just a portal
trip away. Those withthe courage tostep beyond
the bounds of their reality findwonders aplenty, evil
beyonddescription, andadventure enoughtocon-
sume a lifetime.
)Masters of the Planes
by Robert]. Schwaib
Providedthey have the means, nothing prevents
adventurers of any tier from exploring the planes'
many wonders, but some regions are toodanger-
ous andtooawful for any but the greatest heroes to
brave. Epic adventurers have little tofear from the
Nine Neils or Celestia. andthey canprowl the Dark-
lands of the Shadowfell withimpunity, attendthe
archfey's courts inthe Feywild, andevendescend
intothe Abyss todobattle withdemonprinces and
thwart their hideous machinations. Many epic heroes
regardsuchventures as steps onthe way toa destiny
unrelatedtothe planes. A few see the planes as ends
intheir ownright andone day hope toclaim a place
among their most powerful denizens.
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Tothis end, this article presents a selectionof epic
destinies relatedtothe planes, sothat epic heroes
withaninterest inplanar explorationhave new
fates from whichtochoose. Withthese destinies, a
heromight forge anAstral dominion, serve as the
gods' handof vengeance. rule the Shadowfell as a
Darklord, or transcendhis or her mortal roots and
transform intoa terrible primordial entity. As with
other epic destinies, the fulfillment of the final quest
acts as the necessary catalyst totransitionthe char-
acter from being a mortal herotosomething more.
Althoughmany epic destinies move characters into
the realm ollegend, their names whisperedforever
after for their accomplishmerits andadventures,
planar epic destinies preserve these characters and
their place inthe campaignsetting, sothey cancon-
tinue tointeract withthe larger cosmos, becoming
terrible nemeses or great allies tothe next generation
of planar travelers.
DARKLORD
The Shadowfell wraps you in its chilling embrace, welcom-
ing you as a lordandmaster ofany realm you choose.
Prerequisite: 21st level
Some say that the Shadowfell reflects darkly the
mortal worldandis animperfect echoof that realm,
suspendedinreality's heart. Where others fear the
unexpectedtwists, the deep shadows, andthe scut-
tling creatures that emerge from hiding only inthe
darkest of nights, you embrace it all, feeling at home
inthe plane's pervasive chill andgloomy ambience.
Perhaps your comfort grows from familiarity; you
might have beenborninthe Shadow fell, perhaps
as a shadar-kai or as a member of another race who
settledhere, and, as a result, you come tosee other
worlds as being toobright andtoogarishtotrust com-
pletely. Or, you might findthe Shadow fell mirroring
your owndark andbrooding nature, especially if you
are obsessedwithdeathanddark magic. Regard-
less of the reasons for your unhealthy obsessionwith
shadow, the kinship you experience blossoms into
something more as the Shadowlell reciprocates your
affectionandblesses you withits power.
The Shadow fell isn't free withits gifts andonly
gradually infuses you basedonyour achievements
andsuccesses. As you prove your worth, you find
yourself changing, embracing the cool darkness and
rejecting the bright radiance of t he sun. You become
withdrawnandcold. eventoyour closest comrades,
while your connections tothe Shadowfell strengthen.
Dark impulses might breeddarker acts, but there is
nothing toFear: The Shadowfell chose you tobecome
its steward, andshouldyou accept, your immortality
is ensured.
Althoughthe Darklordis available tocharacters of
any class, strikers andcontrollers are best suitedtoits
features andpower.
IMMORTALITY
You claim your place as master of the Shadowfell,
a dark andmysterious figure of uncertainloyalties
commanding a regioninthe Shadowfell as absolute
ruler, monarchof night, andprince of darkness.
Shadow's Price: Your interests inthe Shadowfell
have only grownover your long career andinreturn,
you learntotap intoits grim power toaugment your
other capabilities. Dabbling indark forces exacts a
dreadprice from you, for you have paledandgrown
thinthe cost of embracing the darkness.
During the last conflict withyour enemy, you
pulledout all the stops, using every tool at your dis-
posal towinthe day, but indoing so, you cemented
the Shadowlell's holdover your soul. Whenthe
battle ends, as your achievements begin to sink in,
mist wells up from the groundaroundyou insilvery
tendrils, wrapping chill fingers aroundyour legs,
crawling up your torsountil it shrouds you com-
pletely. As quickly as the mists appeared. though. so
dothey vanishandwhenthey do, they take you with
them.
The Shadow fell's price is tostake a claim onyour
soul andtodemandyou spendeternity as a Darklord,
a ruler of the gloomy plane. The plane manifests a
realm suitedtoyour accomplishments andfailures,
producing a darkly twistedrealm that For you is both
frightening andcomforting, andthat reflects all that
you have done as a mortal andlaying the foundation
for what you will doas animmortal. Thus you spend
the remainder of your days as anarchitect of goodor
evil, as you decide.
DARKLORD FEATURES
Stand in Two Worlds (21st level): Once per
day, you canuse either the Planar Portal ritual or the
Shadow Walk ritual without expending components,
evenif you donot have the Ritual Caster feat. If you
use the Planar Portal ritual, you must travel tothe
Shadow fell, or back tothe natural worldif you are
already inthe Shadowfell.
Return from the Shadowfell (24th level):
Once per day, whenyou die. your spirit canfreely
cross the veil from the Shadowfell andreturntolife
withthe blessings ofthe RavenQueen. At the start
of your next turn, you manifest a new body (destroy-
ing your corpse, if it is still present) withall the items
that were onyour corpse, andappear standing inthe
space where you died. You immediately heal tofull
hit points andcancontinue fighting as normal.

Masters of the Planes
The Shadowfell clings toyour new body for a
short while as well. You gainconcealment from
all targets andgainthe phasing quality. At the end
of the encounter, you lose the last remnants of the
Shadowfell clinging toyour body, nolonger gaining
concealment or phasing as a result of this ability.
Thrall in Death (30th level): Suchis your mas-
tery over the Shadowfell that whenever you kill a foe
you cancause that enemy torise from death. When-
ever you reduce a target to0 or fewer hit points. at
the start of your next turn, the enemy automatically
stands inthe square inwhichit diedwith1 hit point.
The target is dominatedby you until the endof the
encounter, at whichpoint it is destroyed.
DARKLORD POWER
Shadow Stride D arklord Utility 26
Shadows envelopyou, spiriting you off to another location.
Daily + Illusion, Shadow, Teleportation
Move ActionPersonal
Effect: You canteleport 20 squares. Whenyou appear in
your destinationsquare, you are invisible until the endof
the encounter or until you are hit by anattack.
K.EYBEARER
You hold the keys to reality, and with them, you can go any-
where you desire.
Prerequisite: 21st level
The universe is yours toexplore. You are a master
of travel whocanslip throughthe planes andcross
throughtime andspace totraverse vast distances in
the blink of aneye. Nolocks canstop you andnobar-
rier canblock you for you have reality's keys. With
them, you cangoanywhere you like as oftenas you
wish.
The keys are a metaphor for your unique insight
intoreality's architecture. Your keeninsight allows
you toidentify holes inthe fabric of the cosmos and
withslight concentration, you canstep throughthem
tobypass obstacles, appear miles away. or emerge in
anentirely different plane. Your first breakthrough
might have come early inyour career, whenyou first
useda LinkedPortal ritual or another travel ritual.
Or it couldhave arisenfrom your experimenta-
tionwithspells, prayers, or other powers you have
mastered. These revelations laidthe foundationfor
the evolving abilities you come tomaster, but also
instilleda powerful urge totravel andexplore, tovisit
new realms, toexplore distant planes, andtomeet
peoples andsocieties alienfrom your own.
IMMORTALITY
The cosmos opens its doors toyou, inviting you into
the remotest corners of reality. It's not a questionof
how or whenyou travel, but where doyou want toga?
Master of Time and Space: Yours has beena
life of exploration, traveling tothe farthest reaches
of reality andback again. You've beheldwondrous
vistas, watchedresiduum storms raging across the
Feywild, exploredthe gleaming streets of the City
of Brass, andwanderedthroughSigil's innumerable
portals. Eachtime you embarkedona new jour-
ney, you begantorealize that the mechanisms and
arcane formulae usedintravel rituals were imperfect
methods for movement, overly complex systems that
exactedanunnecessary price. These potent rituals
only touchedthe possibilities for travel, providing
the crudest andmost direct means toreachyour
destination. Throughrefinement andexploiting the
pathways worming throughreality. you couldspeed
up the process andmake it more elegant sothat you
couldgoanywhere you liked.
This understanding provedinstrumental inyour
victory over your final adversary. Withthe enemy
brought low andyour quest completed, you are free
todevote your full time andattentiontoexploring the
planes, andnot long after, you say your goodbyes and
put your knowledge tothe test. As you refine your
techniques, you findyou nolonger needthe com-
plexities of ritual magic tofacilitate your exploration;
you cansimply gowhere you want, whenyou want.
Eventually, you discover the very threads of time, and
this knowledge allows you tomove intothe future
andintothe past.
Being able totraverse the currents of time means
you caneffectively live forever, journeying toall times
andplaces. You might race backwardintohistory to
witness the rise andfall of Bael Turath, or gofurther to
beholdthe horrors of creation's war betweenthe gods
andprimordials. Or, you might move ahead, stepping
intothe uncertainfuture tosee the repercussions of
your mortal actions, the ascent of'new champions, new
wars, new innovations, andmore until the world you
left behind becomes a dim memory. Ifyou drift into
the past, will you seek tochange it or topreserve it
from other Keybearers? If you gointothe future, will
you returntothe present tochange it? As master of
time andspace. only you candecide.
)Masters of the Planes
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KEYBEARER FEATURES
Portal Mastery (21st level): Once per day, you
canuse either the LinkedPortal ritual or the Planar
Portal ritual without expending components, evenif
you donot have the Ritual Caster feat.
Additionally, once per day, whenyou die, you
immediately regainhalf of your hit points anddisap-
pear; you immediately reappear onany plane inany
permanent teleportationcircle whose sighsequence
you have memorized.
Traveler's Tricks (24th level): Anytime you roll
an18 or higher whenmaking anattack roll, you can
teleport 5 squares as a free actionafter the attack.
Unfettered Passage (30th level): You gain
phasing. You ignore difficult terrainandcanmove
throughobstacles andother creatures, but you must
endyour movement inanunoccupiedspace.
KEYBEARER POWER
Reality Distortion Keybearer Utility 26
By folding timeand space, you create a rippling area of distortion
with unpredictableeffects.
Daily + Zone
Standard Action Close burst 3
Target: Eachenemy inburst
Effect; The burst creates a zone of bent space that lasts until
the endof your next turn. While you remainwithinthe
zone, eachturn, you gainanextra move action.
Whenever a creature other thanyou starts its turn
withinthe zone. roll a d6 todetermine what happens,
1. The target blinks out of existence until the start of its
next turn. Whenit reappears, it returns tothe space it
left or tothe closest available space.
2. The target is dazedandimmobilizeduntil the start of its
next turn.
3. The target is slowedandweakeneduntil the start of its
next turn.
4. The target gains vulnerable 15 toall attacks until the
start of its next turn.
5. The target grants combat advantage andtakes a -5
penalty toall saving throws until the start of its next turn.
6, The target blinks out of existence until the start of its
next turn. Whenit reappears, it returns tothe space it
left or tothe closest available space.
Sustain Standard: The zone persists. Whenyou move, the
zone moves withyou, keeping you at its center,
PLANESHAPER
From nothing comes something, a dominion shaped by
your mindandwill.
Prerequisite: 21st level
The dominions are stars inthe firmament of the
Astral Sea andeachhouses a fantastic worldthat
evolvedfirst from a seedof a concept andeventually
blossomedintoa unique worldreflecting the vision
andimaginationfrom whichit was spawned. Though
many dominions are inthe Astral Sea, others wait to
take shape andjointhose already drifting through
the silvery void. You have discoveredone of these
unformedrealms andit's up toyou todecide what
form it will take.
The astral seed's evolutionis slow, gradually
expanding andtransforming inresponse toyour
guidance. You cannot rushits formationor it will rip
apart and dissolve intothe silvery mists. You must
alsolearntohone your craft soyou candevelop
the precisionneededtosculpt the realm properly.
Having the ability tocreate andalter the nature of
this dominioninthe making breeds other talents
that transcendyour mastery over the Astral Sea, and
you bring these abilities tobear nomatter where you
go. You, however, apprehendthese forces of creation,
at first throughsubtle manipulation, but eventually
throughanunnerving mastery andease foreshadow-
ing your coming greatness.
Masters of the Planes
IMMORTALITY
Thoughmalleable inyour hands, the worldproves
toolimiting toone of your stature andtalent, andso
you transcendyour origins toembrace your destiny.
Master of Reality: From the moment you discov-
eredthe astral seed, you have spent a measure of your
time andenergy crafting this realm. Althoughyou
anda few allies eventually became able toexplore the
product of your work, it isn't until you complete your
final quest that the growing realm awakens intoa
full-blowndominionanAstral realm andhavenfor
you andany you permit towalk its lands. Withyour
refuge ready, you gather your things andslip through
the planes tobring about its final form, raising moun-
tains, forming seas, andwelcoming those creatures
you choose toshare inits splendor for as long as they
wishtoremain.
Being the master of your ownrealm andhaving
complete control over its nature finds you distanc-
ing yourself from your roots. The squabbles between
kingdoms, the rise andfall of empires, andthe
drama of ordinary people are insignificant next to
the power you wield. Moreover, maintaining your
dominionconsumes muchof your attention, until
your forays outside your realm become fewer and
fewer andyou findyourself unwilling toleave the
paradise you are creating. inyour final days. you
bindyour soul tothe realm topreserve it forever
after andthus your immortality is ensured.
PLANESHAPER FEATURES
Ultimate Adaptation (21st level): You increase
your Intelligence by 2, andafter anextendedrest you
canchoose one encounter power. You canuse that
encounter power twice per encounter. Whenyou
take another extendedrest, you canchoose a differ-
ent encounter power.
Astral Critical (24th level): Whenever you score
a critical hit against anenemy, you canchoose toalso
remove the enemy from play by sending it toyour
astral seed. The target vanishes from its space and
reappears at the start ofyour next turn.
Shape Reality (30th level): Your transcendent
understanding of the universe empowers you with
the ability tobendandwarp your environment. You
gainanaura 10 that allows you toreshape reality as
you see fit. Once during eachofyour turns, you can
alter the environment inany of the following ways by
spending a minor action:
Masters oft he Planes
+ Change the temperature. Creatures that start
their turns withinyour aura automatically take
15 colddamage or 15 fire damage (your choice).
You canspendanother minor actiontoreturn
the temperature tonormal, eliminating this
damaging effect.
Permanently transform any squares of difficult
terrainwithinyour aura intonormal terrain.
Permanently transform any squares of normal
terrainwithinyour aura intodifficult terrain.
Create breathable air inany or all squares
withinyour aura.
Fill 9 unoccupiedsquares withinyour aura
witha solidsurface, suchas stone or wood. If
you fill a square witha solidsurface that is not
attachedtoanother surface (inother words, if
you create a stone slab 5 squares up inthe air),
the surface hovers inplace.
PLANESHAPER POWER
PlanarRefuge Planeshaper Utility 26
You whiskyourself unit all your ,dlies tothe astral seed Oka will
oneday become your dominion.
Daily + Teleportation
Standard Action Close burst S
Target: You andeach willing ally in burst
Effect: You and any targets teleport from your current space
and appear in your astral seed. You and your allies can
eachspenda healing surge andrecharge one encounter
power. At the start of your next turn, you andall allies
reappear inthe spaces you vacatedor Inthe closest
unoccupiedspaces.
PRINCE OF HELL
Better torule inhell, thanto serve in heaven,
Prerequisite: 21st level
One way or another, you're going toHell. The reasons
are many. You might have drawnthe fell attentionof
anarchdevil whoseeks toname you as its heir. You
might have made anunwise bargain. selling your
soul inexchange for temporal power. Or you couldbe
a devil's lost scion, only now realizing your heritage's
full potential. It might not be fair andcouldbe a gross
injustice, but you can't change fate. Your place lies
withinthe fiery dominionandonly by accepting your
destiny canyou use it toyour advantage.
Undoubtedly, your curse (or blessing) has mani-
festeditself inomens andthe behavior of those you
meet. Babies cry. animals grow uneasy, andyour eyes
have a tendency toflashredwhenyou're angry, all
pointing towarddarkness inyour blood. Consulta-
tions withseers andsoothsayers offer glimpses of
what's instore for you, including grim warnings of
plots andtreacheries fomentedby hiddenrivals and
enemy archdevils whofear your ascent. Indeed,
the emergence of a new archdevil comes at a price
tothose whoholdtheir ownkingdoms inthe Nine
Hells, andnone are willing tosurrender their might
toanupstart mortal. As a result, enemies lay inwait
onall sides, plotting andconniving tobring about
your downfall.
Contrary towhat you might expect, you don't have
tobe evil torule inthe Nine Hells, thoughbeing all
dark andnasty goes far tomaking sure you holdonto
what you take. Anyone witha firm handcanclaim a
place inthe infernal realms, andmaybe, just maybe,
change the dominionina small way, at least until the
Lordof Nessus smacks you down.
IMMORTALITY
There are many paths tojoining the archdevils'
ranks, andthey include murder, betrayal, treachery,
andeverything inbetween. The following describes
one possible route toa palace overlooking a sea of
fire.
Infernal Apotheosis: Knowing what's instore
for you, you spent your career working tosecure
a place of power withinthe Nine Hells' hierarchy.
You might take a handin infernal politics, moving
throughmortal spheres topit the arc hdevils and
their dukes against one another, or you might wage
war against a particular arc hdevil, vowing toendthe
dark lord's evil regime. Regardless of the method,
withyour final enemy's defeat, your time inthe
mortal worldis at anend.
For your efforts. Asmodeus summons you tohis
grim palace ina puff of brimstone smoke. The Lordof
Nessus demands your fealty, compelling you tointone
the blasphemous oaths of service whether you want
toor not. Inrecognitionofyour mortal deeds, you are
awardeda domainwithinthe Nine Hells, perhaps
as a vassal toanother archdevil or replacing anarch-
devil as a lordof Hell, gaining its lands, vassals, and
armies touse as you wish.
Your ascent is not without its peril. Hiddenene-
mies plot against you, while you might findit hardto
stomp out oldloyalties tothe one you supplanted. As
well, the devils are ever working against one another,
eachcasting hungry eyes at its peer's lands. Intheory,
you will live forever as animmortal stewardof a
brooding land, but some are ready toslip a knife in
your back or sendarmies toshatter your legions. At
any time, another ambitious fool withdesigns onyour
demesne might be preparedtouse the luck andfavor
grantedby the same dreadforces that raisedyou up.
PRINCE OF HELL FEATURES
Infernal Form (21st level): Destiny's weight
presses uponyou andyou beginthe subtle transfor-
mationintoa devil. Apply the following changes:
+You increase your Charisma by 2.
+ If you donot already have darkvision, you gainit.
+Your originchanges toimmortal if it isn't
immortal already.
+Gainresist fire 20 + one-halfyour level.
Hellfire Master (24th level): Your attack powers
withthe fire keywordignore resist fire, Additionally.
you canchoose one encounter power; if that power
does not already have the fire keyword, it gains it.
If that power deals damage of a certaintype (cold,
lightning, necrotic, andsoon) thenthe power instead
deals fire andthat type of damage (fire andcold, fire
andlightning, fire andnecrotic, andsoon). After
a short rest, you canchoose a different encounter
power togainthis benefit.
Brimstone Step (30th level): You gaina teleport
speedof 5. All creatures adjacent toyou whenyou
teleport away take 10 fire damage.
PRINCE OF HELL POWER
Infernal Allies

Prince of Hell Utility 26


Whenthebrimstone smoke dears, a unit ofdevils awaits your
command.
Daily
StandardActionClose burst 3
Effect You call forthfour legiondevil legionnaires (MM 64),
eachappearing inanunoccupiedspace you choose with-
inthe burst. These devils act according toyour orders as
a free actiononyour initiative count, andthey gaina +2
bonus toattack rolls as long as you arc conscious. Each
devil remains until it is killed, until you dismiss it as a free
action, or until the endof the encounter.
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Masters of the Planes
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PUNISHER OF THE GODS
You are a vessel ofendings, a bringer ofdooms, and an
eraser offates.
Prerequisite: 21st level
Destructionswirls aroundyou, anddeathdogs your
steps. You are a harbinger of endings, a bringer of
doom, the breaker of bonds, the destroyer, the killer,
the divine handof death, andthe ultimate slayer.
Bloodfills your footsteps, anda thousandscreaming
souls rage inyour wake. It is almost anunbearable
burden, this task set before you: Your duty is toseek
out anddestroy those whowouldoppose the gods
andtheir will.
The choice tobecome a Punisher of the Gods was
never yours tomake. The gods themselves chose you
for this task, naming you enemy of their enemies
andtheir dealer of death. You are not sworntoany
one god. but rather you serve them all, goodand
evil, as well as those whochoose not totake a stand
one way or the other. You were chosenbecause you
have anunshakeable resolve anda drive that helps
you see more victories thandefeats, andthrough
your achievements, you now have the chance for
immortality.
IMMORTALITY
You drew the attentionof not just one god, but all of
them. Perhaps they fear you or seek tocontrol you.
Maybe they hope tochannel your destructive energy
for another purpose, but whatever their motives,
shouldyou accept the burdenthey lay onyou, your
immortality is assured.
Hand of Vengeance: You're not the forgiving
type; you don't let affronts gounpunished. When
someone crosses you, you carry a grudge until you
give them what they gave, sevenfold. Inyour line of
work, this frequently means your hands are bloody
from the merciless slaughter of those whostood
against you. The killing doesn't bother you inthe
slightest, because it's what you doandwhoyou are.
Long success inthe killing business earneda few
nods of approval from the movers andshakers of the
universe, andprobably a Few nasty encounters with
a god, a primordial, ana rc hfey. or another power
withanaxe togrind. By the time you grab the gods'
attention, you've accumulatedsomany enemies that
you have a hardtune going anywhere without facing
another fight.
Throughall your adventures, you've hadthe feel-
ing you've beendoing work for a greater purpose and
fulfilling a granddesignas laidout by a higher power
or powers. What at first seemedlike dishing out
payback became something moresomething almost
holy. The revelationcrystallizes whenyou dispatch
the last villain, a horrible wretchwhose deathwas
long overdue, because the gods sendtheir aspects to
congratulate you onyour accomplishment. Suchis
your success, they bequeathontoyou the punisher's
mantle, naming you their handof vengeance and
dispenser of divine justice. Toyou it falls toseek out
anddestroy those whowouldthreatenthe gods and
their creation, whether it be a primordial. a demon
prince, or evenanother god. Inexchange For your
service, you will a place among the gods, free tomove
throughthe cosmos andtoattendthe divine courts of
your masters as a favoredservant, and, perhaps even-
tually, as a valuedpeer.
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PUNISHER OF THE GODS
FEATURES
Immortal Curse (21st level): You gainthe
immortal curse power.
Immortal Curse Punisher of the Gods Feature
You placea curse of death upon your eneinva sign that immor-
tality is at anend.
Encounter
Free ActionClose burst 10
Target: One nonminioncreature you just damaged
Effect; Once per round, whenyou score a critical hit against
the target of your immortal curse, you canmake anat-will
attack against the target during your turnas a free action.
You must make this attack before the endof your next
turn. This effect lasts until the endof the encounter or
until the target drops to0 hit points, at whichpoint you
regainthe use of immortal curse.
Devourer of Fate (24th level): You gaina +5
bonus tosaving throws against effects that a save can
endthat are causedby the target of your immortal
curse. Additionally, whenthe target of your immortal
curse makes anattack that couldreduce you to0 hit
points or fewer, you canmake a saving throw. If this
saving throw succeeds, you reduce the damage from
that attack to0 points of damage andcanspenda
healing surge.
Bringer of Dooms (30th level): You deal
maximum damage whenyou hit the target of your
immortal curse.
PUNISHER OF THE GODS
POWER
Repel Legions Punisher of the Cods Utility 26
You force back the legions or your enemy which allows you to
focus your ire on the one you came to slay.
Daily + Necrotic, Radiant, Zone
Standard Action Close burst 3
Target: Eachenemy inburst
Effect: The burst creates a zone of destructionandrepulsion
that lasts until the endof your next turn. Eachenemy
that starts its turnwithinthe zone takes 15 radiant and
necrotic damage andis pushed3 squares away from you.
Ilanenemy starts its turnwithinthe zone andends its
turnadjacent toyou, you canpushthat enemy 5 squares
as a free action.
Sustain Minor: The zone persists. Whenyou move, the zone
moves withyou, keeping you at its center.
STORM SOVEREIGN
You are the storm ofvengea nce the manifestation ofthe
rawdestructive potential ofthe Elemental Chaos.
Prerequisite: 21st level
You are the scionof storms, the master of thunder
andlightning, anda prince of the Elemental Chaos.
Others are like youothers whofeel anuncommon
bondwiththe elemental forces whospawnedthe
worldandwhoharbor a measure of elemental power
withinthem. Some don't yet realize the fate in store
for them, while others might never attaintheir poten-
tial, but you are different, because your eyes crackle
withlightning, your hair stirs as if ina breeze, and
your voice thunders. The primordial heirs, as some
might call you andthose like you, might findcomfort
inthe mountainheights or inthe ocean's deeps, but
your connectionis withinthe savage storm andthose
blistering explosions of windandrain, of blinding
lightning anddeafening thunderstorms inwhich
you feel truly free andyour purpose never more clear.
As you come toknow your place inthe wider
world, you connections tomortal creatures strains.
Your home is not among the civilizedcities or inthe
darkenedwilds, but it is inthe sea of possibility that
is the Elemental Chaos. You seek todance through
drifting motes of boiling earth, tolashseas of fire
withyour rains, andtodestroy any whodonot kneel
before you. Only your purpose canholdback these
wildimpulses, andonly your sense of duty andthe
burdenof responsibility cangroundyou. One day,
though, you'll escape andembrace the nature you
have long suppressed.
IMMORTALITY
The primordial spirit withinyou rages against your
self-imposedbonds. It will be free andwhenit does
escape, you hadbetter put distance betweenyourself
andthe world.
Primordial Power: Long have you endured
the suffering causedby the angry presence inside
you. You have fought back the unnatural urgings
todestroy andrage, testing the limits of your self-
control. Inthe final battle against your last foe, you
nearly slippedandunleashedthe primordial entity
ontothe worldandonly througha supreme act of dis-
cipline didyou retaincontrol of yourself.
Whenthe dust settled, you knew you couldconfine
the monster nolonger andthat it wouldsoonbreak
throughyour fleshandawaken, bringing utter ruinto
everything aroundyou. Knowing the only place you
couldloose the spirit without fear of the consequences,
you quit the mortal worldtoseek out the Elemental
Chaos. Far from any living creature, you relaxedyour-
self, surrendering your body andsoul tothe primordial
power, allowing it tounleashthe storm's fury.
Masters of the Planes
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You thought this wouldmeanyour annihilation,
andina way, the freeing didendyour life, but your
consciousness lives onby merging withthe elemental
entity, togive a mindtothe mindless storm andlife to
the personificationof violence. Thus doyou become
a new primordiala master of the elements andan
agent of creationanddestructionandthus doyou
fade from the worldtoemerge as a great power inthe
Elemental Chaos.
STORM SOVEREIGN
FEATURES
Stormborn (21st level): You increase your
Constitutionscore by 2 andyour originchanges to
elemental. Additionally, you gainresist lightning and
thunder equal to15 + one-half your level.
Thunder and Lightning (24th level): Once
per day, whenyou die, your body discorporates into
a storm of elemental fury. You heal toone-half hit
points andgainthe insubstantial andphasing quali-
ties. You gainanaura 5; whenany enemy begins
its turninside that aura, it automatically takes 15
lightning andthunder damage, andyou canslide that
enemy 3 squares. You canuse encounter andat-will
powers, but you cannot use daily powers, activate
magic items, or perform rituals. lfyou die inelemen-
tal storm form, you are dead.
At the endof the encounter, after a short rest,
you reconstitute yourself from the base elements.
Your current hit point total is unchanged, but you no
longer experience the other benefits anddrawbacks
from being inelemental storm form.
Cyclone's Master (30th level): You gaina fly
speedequal toyour speed+ 2 andcanhover. You do
not needtolandat the endof your movement. Addi-
tionally, you gainanaura 5; any creature that enters or
begins its turnwithinyour aura loses any resistance to
lightning or thunder. Whenever you deal damage with
anattack, you canchoose tohave the attack deal light-
ning or thunder damage insteadof its normal damage.
STORM SOVEREIGN POWER
Scion of Chaos Storm Sovereign Utility 26
You twist fine as the storms of disjunctioncoil tinruiiii the El-
emental Chaos.
Daily
Immediate Interrupt Close burst 5
Trigger: An enemy makes anattack against you
Effect You choose a new target for the attack, which must
be within the burst and within the reach or range of the
attack. Additionally, the attack roll for that attack is now
considered to be a natural 20, regardless of what the
original roll was.
WINTER SOVER.E1G1
Snow and ire are your servants, for you are Winter's ruler.
Prerequisites: 21st level, fey origin
The greatest forces inthe Feywildare the arc hfey,
whoare powerful andwise custodians of the bright
echoandsovereigns over the wildandfree spirits
dwelling inthese lands. Eacharchfey governs an
aspect of the Feywild, laying claim tothe moun-
tains, the forests, the Feydark, or eventhe seasons
themselves. Your life's work places you onthe path
tojointhis august society by transcending mortality
andbecoming animmortal guardianof the Feywild.
Your future role couldbe anything, but your fate is to
become the Winter Sovereign.
The moment you realizedthe life you wouldone
day lead, you have bent your efforts tounderstand-
ing the Feywildandits denizens, while alsoworking
tomaster the elements you will have towield. You
might study under the current Winter Sovereign, or
you might secretly work tousurp the role, leaching
power from your rival for the fateful moment when
you supplant the monarchandstake your claim to
the dark season. However you goabout learning your
role, your mastery over winter's power only grows.
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IMMORTALITY
Althoughwinter dies andgives way tospring, one
knows spring surrenders tosummer, whichitself
must bow before autumn. Inthe end, winter always
returns.
Passage of the Seasons: The final test comes
whenyou confront your nemesis. Indefeating the
foe, you earnyour right tobecome the next Winter
Sovereign, andyour court awaits you inthe Fey-
wild. You abandonthe mortal worldsoonafter your
victory. plunging intothe Feywildjust as autumn
dies andwinter's chill comes onthe northernwinds.
Instinctively, you know where your ice palace waits.
You cross throughthe Feywildas autumn's servants
bow toyour newfoundauthority, andwhenyou find
the grandcitadel, you accept winter's coronet and
beginyour reignas winter's ruler,
As anarchfey, you commandthose loyal towinter,
governing andsheltering them frothyour enemies.
Your strengthwaxes andwanes withthe seasons' pas-
sage, growing stronger as summer turns toautumn,
andcoming intoyour full potential whenwinter
takes hold, only towane as the days lengthen, the ice
recedes, andthe snows melt. This cycle grants you
immortality, erasing the effects of time eachyear
whenWinter's touchfalls across the lands. Andthus
you rule for as long as you want until you are ready to
pass the crowntoyour heir andleave all worlds for
all time.
WINTER SOVEREIGN
FEATURES
Lingering Cold (21st level): When you hit a
target witha coldattack, the target loses its resis-
tance tocold(if any) until the endofyour next turn.
Inaddition, enemies you hit withattack powers that
have the coldkeywordtake a -5 penalty tosaving
throws made toendany effects these powers create.
Eachtime anenemy fails a saving throw toendone
of these effects, that enemy gains vulnerable cold15
until the endarm- next turn.
Winter's Bite (24th level): You choose one daily
power; if that power does not already have the cold
keyword, it gains it. If that power deals damage of a
certaintype (fire, lightning, necrotic, andsoon)then
the power insteaddeals coldandthat type of damage
(coldandfire, coldandlightning, coldanti necrotic,
andsoon). After a short rest, you canchoose a dif-
ferent daily power togainthis benefit. Furthermore,
whenever you hit at least one target witha power that
has the coldkeyword, you canteleport 5 squares as a
minor actionuntil the endof your next turn.
Frozen inIce (30th level): Once per day, when
a creature fails a saving throw against aneffect you
causedwitha power withthe coldkeyword, as a free
actionyou make the target restrained(save ends). If
that target thenfails tosave against the restrained
condition, it is insteadpetrified(the target is frozenin
ice insteadof turnedtostone, but all other effects of
the petrifiedconditionremain).
WINTER SOVEREIGN
Pow ER
Rime ArmorWinter SovereignUtility 26
Icecrystals spreadacross your body, embracing you in their cold
caress.
Daily + Arcane, Cold
StandardActionPersonal
Effect: You gainimmune coldanda +10 power bonus to
AC. Eachtime anenemy attacks you, reduce the power
bonus by 1 (by 2 if the attack has the fire keyword). Any
time anenemy hits you witha melee attack, the enemy
takes 20 colddamage andis sloweduntil the endof your
next turn. This effect lasts until the power bonus falls to
+0 or until the endof the encounter.

Masters of the Planes
dos
P L AY ING SHADAR-K Al
by Chris Sims
RACIAL TRAITS
Average Height: 57"-6'0'
Average Weight: 11 0-1 70 lb.
Ability Scores: +2 Dexterity, +2 intelligence
Size: Medium
Speed: 6 squares
Vision: Law-light
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Stealth
Shadow Origin: Your ancestors were native to the
Shadovvfell, so you are considered a shadow creature for
the purpose of effects that relate to creature origin.
Winterkin: Due to your connection to the Raven Queen,
you gain a +1 racial bonus to Fortitude. You also gain a
+2 racial bonus to death saving throws and saving throws
against the unconscious condition.
Shadow Jaunt: You can use shadowjaun t as an encounter
power.
Shadow Jaunt Shadar-kai Racial Power
You move like a ii,raith between two points, your bodyremateria/-
izino slowly after you arrive at your destination.
Encounter+ Teleportation
Move Action Personal
Effect: You teleport 3 squares and become insubstantial
until the start of your next turn.
/Playing Shadar-Kai
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Playina Shaciar-Koi
Long eons inthe Shadowfell have shapedthe shadar-
kai intoa fiery and, some say, cruel people. Fighting
the apathy pervasive intheir home plane, shadar-kai
live passionately andfearlessly, if grimly. They see
themselves as instruments of deathanddissolution,
the bringers of the righteous endtocomplacency,
stagnation, andlife itself. Theirs is a harshsociety of
self-interest. Among shadar-kai, the strong of body
andmindexcel andcreate legends. The weak molder
todust, passing intoeternity unremembered.
Play a shadar-kai if you want ...
+ touse your shadow origins toenhance your
abilities withdark powers.
+ tobe part of a culture that values great deeds
andgreat power.
+ tobe a member of a race that favors the avenger,
bard, fighter, invoker, ranger, rogue. sorcerer,
warlord, andwizardclasses.
PHYSICAL QUALITIES
Shadar-kai arc humanlike, but the weight of exis-
tence inthe Shadowfell has shapedthem tobe
slightly shorter andmuchthinner thantheir human
counterparts. A shadar-kai has a colorless complexion
that varies from alabaster todark gray. Shadar-kai
hair is similarly drab or ravenblack_ Pale hair might
have a hint of color withinthe range of human
norms. The eyes are lustrous andblack, lacking any
white or obvious pupil. Shadows near a shadar-kai
sometimes seem toreachout or deepen, especially
whenthe shadar-kai is angry.
Althoughdrab innatural appearance, shadar-kai
are quite elaborate andidiosyncratic inpersonal
adornment. They like dark andexotic clothing, jew-
elry, andweapons, oftendecoratedwithswatches of
bright color. Hair is similarly ornate andoftendyed.
All shadar-kai embellishtheir skinwithtattoos, scars,
andpiercings.
A shadar-kai couldlive longer thanany eladrin.
Few do, however; the consequences of extreme living
keep them from seeing oldage. Some simply fade
away, disappearing intoshadow anddeath, perhaps
leaving behinda wraithas the soul passes intothe
RavenQueen's care.
PLAYING A SHADAR-KAI
The Shadow fell saps living creatures of creativity
andthe will tolive. Whenshadar-kai movedtothe
Shadowfell ages ago, they were not immune tothis
depression. Numerous members of their early society
gave intoennui andsimply slippedout of existence,
driving the shadar-kai tochange their lifestyle,
embracing strong emotions andpeak experiences.
These practices, bornout of necessity, became tradi-
tions over countless generations.
The current culture of the shadar-kai is a study in
pushing boundaries. Shadar-kai welcome difficult
tasks, as well as physical andemotional extremes, as
a way of life. They learntochannel the darkness of
the Shadowfell rather thanallowing that darkness to
consume them. Andthey accept deathas the inevi-
table endfor those whofail toattainthe right amount
of power or fame,
Shadar-kai embrace living withgusto. The limits
of pleasure andpaindistract them from the weary-
ing melancholy of the Shadow fell. They alsostrive
for personal greatness, sothat if they fail togainthe
actual ability tolive forever, stories of their great
deeds will grant a sort of immortality. Inthis search
for personal glory, most shadar-kai ignore banalities
suchas comfort, morality, andsafety.
The tattoos, scars, andpiercings a shadar-kai
wears have more thanone purpose. They are a testa-
ment tothe wearer's ability towithstandpainas well
as a means of personal expressionanddecoration.
Eachdecorationcanalsobe a recordof a deeddone.
anhonor gained, or a misdeeddeclared.
These records are important, because personal
merit is all a shadar-kai really has. Other signs of
personal worth, suchas wealth, are but manifesta-
tions of successside effects. Money, for example, can
be gainedby chance. What matters is anaffluent
shadar-kai's ability toprotect his or her holdings and
the ability togainmore.
Althoughshadar-kai leave the Shadowfell toseek
fortune inthe worldandamong the planes, a few
needs andwants drive a shadar-kai toreturnhome
from time totime. Most shadar-kai feel a basic need
tovisit the enveloping dimness of the Shadowfell
at least intermittently. The plane is unlike eventhe
darkest reaches of other planes. Obtaining new
adornments andequipment inthe proper style often
requires a returntothe Shadowfell. Shadar-kai also
returntotheir gloomy settlements tospendtime
among those whosee extreme, weird, or evendeviant
behavior as normal. Andthey come home tobrag.
As a rule, shadar-kai are far from humble about
their abilities andaccomplishments. Boasting and
bravado, called"crowing" among shadar-kai, are
commoninshadar-kai gathering places. Shadar-kai
crow inbattle, talking up their successes andspeak-
ing doom totheir enemies. During birthdays and
other celebrations, shadar-kai have what they cal)
"crowing moots," where boasting is takentothe level
of artistic andpoetic ritual. Inadditiontothe verbal
jousting, moots ofteninclude, or degenerate into,
physical competitions andduels among the partici-
pants. As withother deeds among shadar-kai, the
greatest "crower" of a moot gains a tokena physical
representationsuchas a tattootocommemorate
his or her vic tory. A few shadar-kai, knownas
doomspeakers, take this "crowing" custom toa super-
natural level, becoming soadept at maledictionthat
they candemoralize andsting their foes withdark
threats andbloody predictions.
Truthbe known, shadar-kai don't care if their bra-
vadoultimately proves false. Despite their origin. they
have nofear of defeat or agonizing death. What they
truly dreadis tolive without having experiencedlife,
fading intonothingness andbeing forgotten. Deathin
battle or evenexecutionfor a crime is a statement of a
life lived. After all, shadar-kai are death's children.
The RavenQueenis a fair mother, if not a loving
one. Whenthe shadar-kai calleduponher inancient
times, she answered. She still does. While she spares
little love, she alsonever demands the love of her chil-
dren. Almost all shadar-kai revere the RavenQueen,
but eachshadar-kai is free tochoose his or her des-
tiny andway of life, including religion.
Shadar-kai Characteristics: Ambitious, blood-
thirsty, detached. excessive, grim, intrepid, rash,
ruthless, sinister, thrill-seeking, unconventional, vio-
lent, zealous
Male Names: Albrek, Baden, Codren, Emul.
Horiam, Hutahn, loan, Lucyan, Mahalm, Niku, Ovid,
Petru, Razvahn, Serbahn, Shathys, Teodahr, Vasylay,
Zahar
Female Names: Afyn, Anka, l3ahnka, Codruta,
Doru, Dyon, Floahr, Ghita, Helayna. loana, Jenit,
Ka tryn, Lucya, Markella, Nadya, Roduka, Sallyeh,
Tabita Yalda , Zy na
ADA'R-1( Al RELIGION
Shadar-kai revere the commandments of the Raven
Queenas societal traditions, andthey have great places
of worship for their favoreddeity. However, 5 hadar-kai
are far from monotheistic. They worship andrespect
numerous deities, usually among the unalignedgods.
Warriors revere Kord, whose edicts of bravery and
strengthare wholly compatible withthose of the Raven
Queen. Magicians pay homage toCorellon, seeking
macabre beauty andperfectioninmagic, andloon,
for a philosophy of mental excellence. Sehanine has a
special place inshadar-kai hearts for her teachings of
following one's owndestiny, keeping tothe shadows,
and seeking new experiences. The shadar-kai have a
thriving if anarchic civilization, andits rulers, plan-
ners, andcitizens pay homage toErathis. Shadar-kai
propitiate Melora for protectioninthe wilderness and
success inthe hunt.
Few shadar-kai openly worship extreme deities,
goodor evil. That said, far more evil gods appeal tothe
typical shadar-kai mindset thangoodones. Authority
figures among the shadar-kai rarely outlaw any form of
deity worship. For that reason, shadar-kai society might
be one of the few that actually allows true religious
freedom withregardto the gods. Those whoworship
evil gods must still dosowithcare, lest their shrines
fall toaudacious shadar-kai hoping toprove their
mettle. Demonworship, especially that of Orcus and
his ilk, finds little tolerance evenamong the permissive
shadar-kai.
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SHADAR-KA1 ADVENTURERS
Twosample shadar-kai adventurers are described
below.
Boyahnis a shadar-kai avenger trainedinPelor's
ways ina secret shrine inthe city of Gloomwrought.
Following Pelor is a form of rebellionagainst the
traditions of his people. The sunis dim inthe Shad-
ow fell, andeventhe nonjudgmental shadar-kai
find"sunworship" weird. But Boyahnembraces
his "deviance" from shadar-kai norms as an ulti-
mate expressionof his individuality. Extreme in
his asceticism, he eschews muchof the negative
sensuality that is part of his culture. He has not lost
the ambitionmost shadar-kai carry intheir hearts,
however. Althoughhe respects the RavenQueen,
andhis worship of Pelor is toleratedamong shadar-
kai , Boyahnplans toleadmany of his people toPelor
andtobroader connections withthe world. His first
goal is tobecome recognizedas a capable heroby
excising evil where he finds it. particularly evils even
shadar-kai despise. Todoso, he knows he must go
intothe worldandfindlikemindedcompanions.
Once he has secureda solidreputation, his example
shouldbe enoughtomake other shadar-kai turnto
Pelor. Boyahnintends toencourage this andform a
movement of light among his people. Whether the
authorities that favor the RavenQueenwill oppose
his goals remains tobe seen. They might prove less
aloof thantheir goddessunless Boyahncanprove
himself a fitting agent of deathdespite his service
toPelor.
Myruna is a shadar-kai warlordwhose home
regionborders the worldly Underdark throughthin
Shadowfell barriers innearby canyons. Dwarf settle-
ments beyondthose barriers are accustomedto
shadar-kai traders andtravelers, soMyruna decided
tobroadenher horizons inthe world. She wonsome
acclaim andwealthby protecting dwarf miners inthe
deeps, where she learnedquickly how doughty the
dwarves are as warriors. While celebrating victory
among her new friends, Myruna foundherself con-
versing withHrunik, a dwarf mercenary fighter. His
stories of the wealthandglory tobe wonby axe, spell,
andcourage stirredMyruna's typical shadar-kai drive
toacquire power andglory. Hrunik, inturn, was
impressedwithher tactical knowledge andbrash-
ness. He invitedher tojoinhis bandof mercenary
comrades as their tactical leader. Her willingness to
leadfrom the front andput herself at great risk for
the success of the group has wonrespect. Withher
allies, she hopes toaccomplishdeeds worthcrowing
about whenshe returns home.
PlayingShadar-Kai
RACIAL FEATS
Shadar-kai have a number of feats all their own, as
well as access tothose tiedtotheir Shadowiell origin.
HEROIC TIER FEATS
These Feats are available toany shadar-kai character
whomeets the prerequisites.
BENIGHTED BIRTHRIGHT
Prerequisite: Shadar-kai
Benefit: You gainresist 5 necrotic anda +2 Feat
bonus tosaving throws against ongoing necrotic
damage.
BLIGHTING POWER
Prerequisite: Shadar-kai: bard, sorcerer,
swordmage, warlock, or wizardclass
Benefit: You gaina benefit withany of the Follow-
ing attack powers you know.
Booming Blade (swordmage. FORGOTTEN REALMS
Player's Guide, page 27): If the target starts its turn
adjacent toyou andmoves away, the damage dealt is
necrotic andthunder damage. This power gains the
necrotic keyword.
Dra8onfrost (sorcerer, Player's Handbook "2, page 139):
Ifyou hit withthis power, the damage dealt is coldand
necrotic. This power gains the necrotic keyword.
Hellish Rebuke (warlock, Player's Handbook, page
132): Ifyou hit withthis power, the damage dealt
is fire andnecrotic. This power gains the necrotic
keyword.
Ray ofFrost (wizard, Player's Handbook, page 159): If
you hit withthis power, the damage dealt is coldand
necrotic. This power gains the necrotic keyword.
Vicious Mockery (bard. Player's Handbook 2, page
69): Ifyou hit withthis power. the damage dealt is
psychic andnecrotic. This power gains the 1Incrotic
keyword.
BLOODTHIRSTY HUNTER
Prerequisite: Shadar-kai, ranger class, Hunter's
Quarry class feature
Benefit: Ifyou reduce your quarry to0 hit points,
you canimmediately choose a new quarry as a free
action. If you hit the new quarry before the start of
your next turn, you canapply your Hunter's Quarry
damage evenif you already usedit this round.
DARKWINTER WILD SOUL
Prerequisites: Shadar-kai, sorcerer class, Wild
Magic spell source
Benefit: You canchoose toresist coldor necrotic
damage insteadof rolling a d10 for your WildSoul
class feature.
DEATHWARD AEGIS
Prerequisite: Shadar-kai, swordmage, Aegis of
Shielding class Feature
Benefit: Whenyou reduce damage withyour
Aegis of Shielding class Feature, the same target also
gains resist necrotic 5 until the endof its next turn.
Increase this resistance toresist necrotic 10 at 11th
level, andagaintoresist necrotic 15 at 21st level.
DEATHLY DISRUPTION
Prerequisite: Shadar-kai
Benefit: Your attacks ignore the first 5 points of
necrotic resistance. This increases to10 points at
11thlevel, andto15 points at 21st level.
DEVIOUS JAUNT
Prerequisites: nt 13, shadar-kai, shadowjaunt
racial power
Benefit: You canaddyour Intelligence modifier
tothe distance you teleport withshadow jaunt.
EXPERT CHAINFIGHTER
Prerequisite: Proficient inspikedchain, shadar-
kai, any martial class
Benefit: You gaina benefit withany of the follow-
ing exploits you possess.
Deft Strike (rogue, Player's Handbook, page 118):
You canuse a spikedchainwiththis power. Ifyou
are wielding a spikedchain, you canmove 2 squares
before or after making the attack, andyou cantreat
your Sneak Attack damage as necrotic damage For
this attack.
Dual Strike (fighter, Martial Power, page 7): If you
are wielding a spikedchain, you cantreat it as though
you are wielding twomelee weapons (the spiked
chainis consideredbothyour mainhandandyour
off-handweapon). You canshift 1 square before,
between, or after the twoattacks.
BrashAssault (warlord. Martial Power, page 103): IF
your target hits you withthe attack grantedby this
power andyou arc wielding a spikedchain, the target
takes necrotic damage equal toyour Strengthmodifier.
Twin Strike (ranger, Player's Handbook, page 105):
I fyou are wielding a spikedchain, you cantreat it
as thoughyou are wielding twomelee weapons (the
spikedchainis consideredbothyour mainhandand
your off-handweapon). You canshift 1 square before,
between, or after the twoattacks.
LIFE ON THE EDGE
Prerequisites: Shadar-kai
Benefit: Whenever you spendanactionpoint
while you are bloodied. you gaina +2 bonus toall
rolls you make during the grantedextra action.
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REAPER'S TOUCH
Prerequisites: Shadar-Kai; invoker, sorcerer. war-
lock, or wizardclass
Benefit: You gaina benefit withany of the follow-
ing attack powers you know.
Avenging Light (invoker, Player's Handbook 2, page 103):
This power gains a range of Melee touchinadditiontoits
normal range. You canuse it as a melee basic attack.
AcidOrb (sorcerer. Player's Handbook 2, page 138):
This power gains a range of Melee touchinaddition
toits normal range. You canuse it as a melee basic
attack.
Drasonfrost (sorcerer, Player's Handbook 2, page
139): This power gains a range of Melee touchin
additiontoits normal range. You canuse it as a melee
basic attack.
Eldritch Blast (warlock, Player's Handbook, page
132): This power gains a range of Melee touchin
additiontoits normal range. You canuse it as a melee
basic attack.
MagicMissile (wizard, Player's Handbook. page 132):
This power gains a range of Melee touchinaddition
toits normal range. You canuse it as a melee basic
attack.
SHADAR-KAI BEAST
Prerequisites: Shadar-kai, shadow jaunt racial
power, ranger, Beast Mastery class feature
Benefit: Your beast companiongains the shadow
origininsteadof the natural origin. It gains +2 to
deathsaving throws andtosaving throws against the
unconscious condition, as well as a +2 racial bonus to
Stealth.
Whenyou use your shadow:mu la racial power. you
canteleport your beast companionthe same distance
that you teleport. You choose whichone of you is
insubstantial at the endof the teleport.
WINTER FAVORED
Prerequisite: Shadar-kai
Benefit: You gainresist 5 coldanda +2 feat bonus
tosaving throws against ongoing colddamage.
PARAGON TIER FEATS
These feats are available toany shadar-kai character
of 11thlevel or higher whomeets the prerequisites.
BRAVURA SHROUD
Prerequisites: 11th level, shadar-kai, warlord
class, Bravura Presence class feature
Benefit: Whenever anally chooses tobenefit
from your Bravura Presence class feature, that ally
gains concealment until the endof his or her next
turn.
GHOSTLY REJUVENATION
Prerequisites: 11th level, shadar-kai
Benefit: Whenyou use a power withthe healing
keywordonanally, one target of that power canalso
become insubstantial until the endof his or her next
turn.
MARKED JAUNT
Prerequisites: 11thlevel, shadar-kai, fighter,
Combat Challenge class feature
Benefit: If anenemy you have markedmakes an
attack that doesn't include you, you canuse shadow
jaunt as animmediate interrupt toteleport adjacent
tothat enemy andthenmake your Combat Chal-
lenge attack, as long as that enemy is withinrange of
shadowjaunt.
PlayingShadar-Kai

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REACTIVE JAUNT
Prerequisites: 11thlevel, shadar-kai, shadowjaunt
racial power
Benefit: You canuse shadowjaunt as animmedi-
ate reaction, triggeredwhenanenemy damages you.
SEQUESTERING JAUNT
Prerequisites: 11th level, shadar-kai, avenger
Benefit: Whenyou are adjacent tothe target of
your oath ofenmity andyou use your shadowjaunt
power, you alsoteleport your oath ofenmity target the
same number of squares. Your oath ofenmity target
must endthe teleport adjacent toyou.
SHADOWED AEGIS
Prerequisite: Shadar-kai, swordmage, Aegis of
Assault class feature
Benefit: Whenyou teleport due toyour Aegis of
Assault class feature, you alsobecome insubstantial
until the endof your next turn.
EPIC TIER FEATS
These feats are available toany shadar-kai character
of 2 1 s t level or higher whomeets the prerequisites.
BLADE OF THE RAVEN QUEEN
Prerequisites: 21st level, shadar-kai, swordmage
Benefit: Your spells that deal colddamage instead
deal coldandnecrotic damage andgainthe necrotic
keyword.
DEATHLESS WARRIOR
Prerequisites: 21st level, Con13, shadar-kai
Benefit: If a melee or a close attack wouldreduce
you to0 or fewer hit points, reduce the damage taken
by S + your Constitutionmodifier.
ENMITY'S DARK VIGOR
Prerequisites: 21st level. shadar-kai, avenger
Benefit: Whenyour oath ofenmity target hits you,
you gaintemporary hit points equal toyour Wisdom
modifier.
SPIRIT JAUNT
Prerequisites: 21st level, shadar-kai, shadowjaunt
racial power
Benefit: Whenyou use shadowjaunt, you alsogain
phasing until the endof your next turn.
S'HA'DAR-1(A1 IN TOUR CAMPAIGN
Any campaignthat has a place for death, shadow, and/
or the Shadow-Fell alsohas a place for the shadar-kai. In
the fantastic worldof the DUNGEONS &DRAGONS game,
grim agents of deathas a neutral force give players a
lot toexplore. The iconic shadar-kai chainfighter or
dual-katar-wielding warriorperhaps a ranger, rogue,
or fighteris just the beginning of the possibilities.
Shadar-kai embrace deathanda warrior lifestyle, but
they alsorespect individual expressionandcapabilities.
As a people, they respect magic andits ability toaugur
where the threads of fate lead. Eachshadar-kai is tied
tothe RavenQueenandher philosophies but is free to
choose a paththat might leadaway from the gloom of
the 5hadowfell. As death-bringers andglory-seekers,
shadar-kai are borntoadventure.
If the shadar-kai presentedhere, as they are inthe
core D&Dgame, don't fit your world, numerous pos-
sibilities exist toallow players access tothis fascinating
race. One suchalternative is that the shadar-kai are
strange fey inservice tothe Winter Court of the Fey-
wild. This angle takes the shadar-kai back totheir roots
in3rdEdition's FiendFolio". It alsoleaves the shadar-
kai largely intact mechanically, witha connectionto
winter, death, andmercilessness. Instead, perhaps the
shadar-ka i are mortal folk whofought onthe side of the
Prirnordials inthe DawnWar. Withthe defeat of the
ancient elementals, the gods cursedthe shadar-kai or
the shadar-kai exiledthemselves toshadow. Maybe the
shadar-kai are simply natives of the Shadowfell, like the
eladrinare tothe Feywild. Evenif noplane of shadow
exists inyour campaign, shadar-kai couldarise from
mortals wholive near areas taintedby deathenergy.
They couldbe cursedby some ill deedinthe past and
striving toundotheir Fate. A unique individual that
is like a shadar-kai couldarise from suchsituations,
taintedby deathor bearing a family curse relatedto
darkness.
PlayingSharlar-Kai
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SPIKED CHAIN 'MASTERY
Shadar-kai have anaffinity for wickedweapons such
as the spikedchain, andsome of their warriors gain
extreme proficiency withthe spikedchain. Todoso,
you must select the SpikedChainTraining weapon
mastery feat (see below). This feat is a class-specific
multiclass feat that treats the spikedchainas a spe-
cific class. Inadditiontospecializedproficiency, this
feat grants you access topower-swap feats. As with
other class-specific multiclass feats, once you take
one. you can't take another classspecific multiclass
feat for a different "class" unless another rule allows
you todoso.
READING A POWER
Level Swap: This entry tells you how a power
changes if you swap a power of the indicatedlevel or
higher for it. You cannot have a power of the same
name at twodifferent levels.
SPIKED CHAIN TRAINING
[MULTICLASS SPIKED CHAIN]
Prerequisites: Dex 13
Benefit: You gainproficiency withthe spiked
chain. You cantreat the spikedchainas a double
weaponandas a light blade. As a double weapon, the
spikedchaindeals 2d4 damage oneachend, andit
gains the off-handproperty.
SPIKED CHAIN NOVICE
Prerequisites: 4th level, Spiked ChainTraining
Benefit: You canswap one 3rd-level or higher
encounter attack power you know for the chaintrip
power.
Chain Trip SpikedChainAttack 3
You lash our with your chain atiiijerk your foe to the ground.
Encounter + Weapon
Requirement: You must be wielding a spikedchain.
StandardActionMelee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. andyou slide the
target 2 squares or knock it prone.
Level '13 Swap: NW] + Dexterity modifier damage.
Level 23 Swap: 3I WI + Dexterity modifier damage.
SPIKED CHAIN EXPERT
Prerequisites: 8thlevel, SpikedChainTraining
Benefit: You canswap one 6th-level or higher util-
ity power you know for the chainwardpower.
Chain Ward Spiked Chain Utility 6
You take a sidelong stance. whirling your chainabove your head
andwinchingyouriiies with sharp, opportunistic menace.
Daily + Stance, Weapon
Requirement You must be wielding a spikedchain.
Minor ActionPersonal
Effect: Until the stance ends, you gainthreatening reach
(2 squares) withthe spikedchain.
SPIKED CHAIN SPECIALIST
Prerequisites: 10thlevel, SpikedChainTraining
Benefit: You canswap one 9th-level or higher
daily attack power you know for the spikedshackles
power.
Spiked Shackles Spiked Chain Attack 9
Withremnrkable deftness. you wrap your foe in your chain, al
lowOw you to squeeze the spikes home and control your enemy's
movement.
Daily + Weapon
Requirement: You must be wielding a spikedchain.
StandardActionMelee weapon
Target: One creature
Attack: Dexterity vs_ Reflex
Hit 1[Wi + Dexterity modifier damage.
Level 19 Swop: 4W] + Dexterity modifier damage.
Level 2 9 Swop: 31W1 + Dexterity modifier damage.
Miss: Half damage.
Effect The target is grabbed(the target takes a -2 penalty
toescape If the attack hits). While you have the target
grabbedthis way, you canslide it 1 square as a minor ac-
tion, Until this grab ends, you cannot make attacks with
the spikedchainyou are using tograb the target. You can
sustainthis grab only as long as the target remains within
2 squares of you; whenyou sustainthe grab, you deal the
target 1 [W] damage.
SHADAR-ItAl ORIGIN
Shadar-kai were once humans, native tothe world.
They were all members of anextendedtribe who
calledthemselves Shadar-Kai. These early humans had
seenthe abuses Nerull, once godof death, perpetrated
onthe souls whopassedintohis power. They also
fearedthe unknowable reaches of deathintowhich
most souls pass evennow. Whenthe RavenQueen
slew Nerull andascendedtogodhood, inanage now
largely forgotten, the Shadar-Kai struck a deal withher.
They promisedtoserve as her mortal agents, andin
exchange. she gave them incredibly long life andfree-
dom from frailty. The shadar-kai believe that, through
their pact, they became the chosenpeople of death
andwinter.
The Shadar-Kai movedtothe Shadowfell, setting
up their communities onthe borders of Letherna, the
RavenQueen's domain. Life inshadow changedthe
humans, reshaping them andaltering their appear-
ance. Eventually, they were sodifferent from humans
that they became a distinct species. As they expanded
Playing Shadar-Kai
their territory inthe Shadowfell andbeganinteract-
ing againwiththe mortal world, the tribal name
became the name for their race.
Throughtheir pact withthe RavenQueen, each
shadar-kai is aninstrument of deathandfate. The
RavenQueendoesn't demandworship from the
shadar-kai, althoughshe receives it inabundance.
She demands only that they observe the pact by keep-
ing her commandments regardless of other beliefs.
Somost shadar-kai holdnopity for the dying andtry
topunishthose whodefy fate. But shadar-kai also
believe that nobody truly knows what fate holds.
Individual shadar-kai, therefore, seek tomake
the best of all possible fates. A shadar-kai lives in
extreme ways not only tothrow off the apathy of the
Shadowfell but alsototest fate andensure that he or
she has a great destiny. All shadar-kai hope for some
sort of immortality, whether as a lasting legend, a sor-
rowswornservant of the RavenQueen, or something
else entirely. These beliefs leadshadar-kai togreat
deeds andtoweedout the unfit. As a result, the sha-
dar-kai people are very active andsuccessful across
all of creation, expanding their influence onthe fate
of all.
PARAGON PATHS
The following paragonpaths play onshadar-kai tradi-
tionandculture.
ABIDING REAPER
"You've evaded death long enough. Nowit has found you."
Prerequisites: Shadar-kai
Regardless of your religious bent, the traditions of
your people runstrong inyour veins. Those veins
have spilledyour owndark bloodfor fateddeeds:
andthose deeds have, inturn, movedyou along the
roadtofulfilling the dream almost every shadar-kai
holds inmindandheart. The natural course ofyour
fife seems tobe tofulfill your people's ancient pact
against all those whostandinoppositiontodeparting
creation. Whether throughyour intentional strength-
ening of your shadar-kai nature or by happy chance,
your body has grownstrong inthe delivery of death.
You are drawntothose whodefy deathandfate,
especially creatures that have immortalitynatural
or otherwise. Tosuchones you deliver the sweet
freedom of death, sending them intothe arms they
sought toavoid. Their resistance is for naught. You are
a representative of the inevitable. Inyour terrifying
strengthyou abideperhaps one day inimmortality
justly granted, but certainly inlegend.
ABIDING REAPER PATH FEATURES
Deathly Action(11th level): Whenyou spend
anactionpoint tomake anattack, that attack ignores
all resistances andinsubstantial andshuts downthe
target's regeneration(if any) until the endof your next
turn.
Blood Calling (11th level): Whenever you
bloody a target, that target grants you combat advan-
tage until it is nolonger bloodied.
Hardened Spirit (16th level): Whenever a crea-
ture makes anattack against your Fortitude or Will
andmisses, you gaintemporary hit points equal to
one-half your level + your Constitutionmodifier.
ABIDING REAPER POWERS
Whenyou choose the Abiding Reaper paragonpath,
you choose the ability score onwhichyou base your
melee attack anddamage rolls. The chosenability
score shouldmatchthat of your primary class, such
as Strengthfor a fighter. WhenanAbiding Reaper
power refers toa "chosenability," use the ability score
you chose andits modifier.
Reaping Disruption Abiding Reaper Attack 11
Throughyour strike, you disrupt the flow of your foe's life force.
shattering its natural resilience.
Encounter + Weapon
Standard Action Melee weapon
Ta rget: One creature
Attack: Chosenability vs. Fortitude
Hit: 31W) + chosen ability modifier damage, and the target
gains vulnerable 5 to all damage (save ends).
Fearsome Revival Abiding Reaper Utility 12
just as your injuries ovenvhelm roll, you !rear the voice of the
Raven Queen. and it vitalizes your soul. " lo the shock of your ad-
versaries. you stand instantly, unleashing a vigorous shout.
Encounter
No Action Personal
Trigger: You fail a deathsave
Effect: You reroll your death save with a +5 bonus. If this
roll's result is 20 or higher, inadditiontobeing able to
spenda healing surge, you canalsoimmediately stand
(noaction).
Reaper's Repast Abiding Reaper Attack 20
Your devastating strikechannels some of pm enemy's vitality
into you.
Daily + Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chosenability vs. Fortitude
Hit: 41W) + chosen ability modifier damage.
Miss: Half damage.
Effect: You can spend a healing surge.
)Playing SlicidarKai
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DOOMSPEAKER
"The end ofyour days is here, for the stromest enemy you
have ever faced stands before you. Your doom lives within
me."
Prerequisites: Shadar-kai
The crowing moot of the shadar-kai is your play-
ground, where your mythis inthe making. Your
accomplishments are knownamong your peers and
writtenindelibly onyour body. Words have you
wovenbefore your equals andlessers, telling the story
of what you have done andwhere you have gone. Ever
have you emergedundefeated. Doubt you've rebuffed
withproof, perhaps evena gory show of strength.
In the face of your enemies, you speak of their last
moments andyour inevitable victory. Maybe you
evenlearnall you canabout your greatest foes, telling
them how the twistedpathof history has ledthem
intoyour reachand, ultimately, todoom. You have
masteredthe art of crowing tothe level of the mysti-
cal. Oaths andboasts you make carry withthem the
fearsome shadow of fate. Adversaries quail before
your boldspeech, andyour allies know what you say
is a promise, not a hope. You're proof that bragging
isn't really bragging if what you say is true.
DOOMSPEAKER PATH FEATURES
Rattling Action (11th level): Whenever you
spendanactionpoint tomake anextra attack, the
attack power you use is consideredtohave the rat-
tling keyword(see Doomspeaker Powers).
Fearmonger (11th level): Whenever you make
anattack witha power that has the rattling keyword,
the target still suffers the rattling effect evenif your
attack misses.
Thrive on Fear (16th level): Whenyou use a
power that has the rattling keywordandreduce the
target to0 hit points, you canimmediately spenda
healing surge as a free action.
DOOMSPEAKER POWERS
The doomspeaker's powers make use of the following
keyword, whichappears inMartial Power andPlayer's
Handbook 2.
Rattling: If you are trainedinIntimidate andyou
deal damage withanattack that has this keyword,
the target takes a -2 penalty toattack rolls until the
endof your next turn. A creature immune tofear is
not subject tothis penalty.
UnnervingBoast D oomspeaker Attack 1 1
Your terrifriiwavowal echoes inthe hollowand short future your
enemies nowexpect as you come for them.
Encounter + Psychic, Rattling
Free ActionClose burst 3
Trigger: You bloody anenemy or reduce anenemy to0 hit
points
Target: Eachenemy inburst
Attack Charisma 4 vs. Will.
Level 21: Charisma -I- 6 vs. Will.
Hit: 2d10 + Charisma modifier psychic damage.
Quickened Coercion D oomspeaker Utility 1 2
With hatefid nlares, birin,g words, and bloody evidence, you
quickly cowyour foes andprove their inferiority.
Encounter + Fear
Minor Action
Effect: You canmake anIntimidate check against anen-
emy's Will defense. If you succeed, that enemy grants
combat advantage toyou until the endof your next turn.
Special: If you score a critical hit withany attack, you regain
the use of this power.
Doomcalier's Promise D oomspeaker Attack 20
You briikg your enemies to a standstill with your ritual boasting.
giving you and your allies a windowofopportunity.
Daily + Psychic, Rattling
Free ActionClose burst 5
Trigger: You bloody anenemy or reduce anenemy to0 hit
points
Target: Eachenemy inburst
Attack: Charisma 1-6 vs. Will.
Hit: 2d10 + Charisma modifier psychic damage, andthe
target is dazedandslowed(save ends both).
Miss: Half damage.
SHAD AR. KA1 l'NFORGOTTENREALMS
Inthe FORGOTTEN REALMS Campaign Setting, shadar-kai
beganappearing inlarge numbers, bornamong human
citizens of Shade a generation after the Netherese city
returnedfrom shadow tothe world. They alsoexist
as former humans from Shade whomade their own
way inshadow, independent of Netheril. Inthe wilds
of Faerun's Shadowfell andthe worldly Underdark,
shadar-kai have enclaves witha unique society unlike
that of Netheril andmore like that describedhere.
Netherese shadar-kai tendtobe muchmore sinister_
Eachof these instances serves as anexample of the
potential for the inclusionof shadar-kai inother cam-
paignworlds.

Playing Shadar-Kai
PlayingShador-koi
EPIC DESTINY
The following epic destiny is the ultimate fate for
whichcountless shadar-kai vie.
RAVEN CONSORT
All your oaths are Milled, and your destiny is sealed with
your legendary deeds. Deathnowloves you more than any
other.
Prerequisites: 21st-level, shadar-kai, must worship
the RavenQueen
Your journeys have seenyou conquer uncountable
dangers as a paragonof the shadar-kai people. You
have traveledthe planes as a committedrepresenta-
tive of the pact that shapes shadar-kai traditions. In
your way, you've showndeaththe respect it deserves
andyour deific matrontrue devotion, never shrink-
ing from your duty. Throughobedience toshadar-kai
'convention." you've brought downfoes few could
imagine, muchless Face. Still you stand. Beings across
the cosmos know andfear you as anenvoy of fickle
fortune. Eventhose whodon't know you sense that
you are belovedby deathherself. now onthe brink of
the greatest rewardall shadar-kai couldhope for.
IMMORTALITY
Unwavering inyour fidelity toyour goddess andthe
creedshe set before your people. you have become
the greatest among your kind. Your name shall be a
dark reminder for ages tocome toall shadar-kai who
aspire togreatness. Perhaps you have evenwarmed
the bleak heart of winter andrisenabove those who
must merely jointhe ranks of the sorrowsworn.
The Queen's Right Hand: Your final doom
is done, andyou have emergedwhole andglori-
ously alive. Deathhas not fledfrom you, but she
has insteadpulledyou close under her black wings.
Althoughevengods candie, you are all but eternal in
body andinFable.
Now is the time togobefore your belovedqueen
andreceive your greatest rewards. To you might be
granteddominionover the borders of Letherna and
commandover the RavenKnights, sorrowsworn
nobles whowatchthose lands. If this is the preor-
dainedtime, exarchof Letherna, perhaps you'll
marshal the RavenQueen's forces tobring deathto
all of her remaining enemies.
Whatever the case, you standproudly beside the
deity of your people as aniconof what others can
achieve. You serve her as advisor, confidant, and
perhaps evenlover. What will you donow that you
alone have the most influence withyour goddess?
Might you intercede for your people? the dead?
those great ones, heroes andvillains whostride the
cosmos still ... inyour shadow?
Does the thirst for power still burnwithinyou,
overriding your ardor inthe end? You know as well
as the RavenQueen, whoherself slew anelder godof
the dead, that deathcandie. Couldthe very throne of
your goddess one day be yours?
RAVEN CONSORT FEATURES
QuickenedCorpus (21st level): You gaina +2
bonus toConstitutionandgaina number of addi-
tional hit points equal toyour new Constitution
modifier. You don't take the deathpenalty whenthe
Raise Deadritual is usedtoreturnyou tolife.
Cycle of Life (24thlevel): Whenever you make a
deathsaving throw, you gaina cumulative +2 bonus
tosaving throws andall defenses until the endof the
SHA'DAR-KA1 1N EBERRON
Inthe EBERFt00 campaignsetting, shadar-kai are much
the same as presentedinthis article. They were once
human, andintheir fear of deaththey made a ritual
pact withthe Traveler andmovedtoDolurrh. Now
they are grim inhabitants of the Shadowfell whofight
against the apathy andgloom of that place by living
frenzied, unpredictable lives. Most shadar-kai revere
the Dark Six, favoring the Traveler andhis doctrine
of cunning, change, anddeception. Althoughshadar-
kai tendtobe unaligned, many of them alsovenerate
the Shadow, the Fury, andthe Mockerythe latter of
whichgives shadar-kai their traditionof ritual tattoo-
ing, scarification, andbody piercing as a way tocombat
fading intoDolurrh's shadows. A few shadar-kai also
worship Balinor, for the hunt, andDoi Dorn, for prow-
ess inwar. From their settlements inthe Shadowfell,
shadar-kai venture toall corners of Eberroninsearchof
experiences, wealth, andpower. They prefer the cities
of Khorvaire, suchas Sham, where they canmix into
the chaos of urbanlife.
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encounter. Eachtime you make a deathsaving throw,
the bonus stacks withany existing bonus from previ-
ous deathsaving throws.
Additionally, if you get a result of 20 or higher ona
deathsaving throw, you donot spenda healing surge
but still regainhit points equal toyour surge value.
Death's Companions (30th level): Whenever
you kill a creature, a lichvestige (see Monster Manual,
page 176) forms from that creature's corpse. Until the
endof the encounter, you treat the lichvestige as if
you have it dominated. At the endof the encounter,
any lichvestiges that rose toserve you during the
encounter are immediately destroyed.
RAVEN CONSORT POWER
Vitality Eternal RavenConsort Utility 26
Your body mind. and spirit are connected perfectly shaking off
the most debilitating effects.
Daily
NoAction

Personal
Effect: If you are subject toone or more effects that a save
canend, you immediately save against all those effects.
'BEHIND THE CURTAIN:
DON'TLETTHE GLOOM
OVERWHELM YOU
Shadar-kai were reconceptedin4thEditionas a race
of ancient humans who, intheir fear of death, made
a deal withthe RavenQueen. We intendedshadar-
kai tobe edgy anddark. What we didn't intendwas
for the shadar-kai tobe watereddownintosadomas-
ochistic deviants whoremainina perpetual, affected
state of melancholy. What I hopedthis article would
get across is that shadar-kai are experience junkies
for a goodreason.
Adrenaline, extreme emotion(including joy and
love), mastery of difficult arts, andpeak experiences
(painamong them) are what shadar-kai are after.
Shadar-kai challenge themselves, eachother, and
their companions totruly live. Shadar-kai not only
want genuine experiences, they needsuchexperi-
ences. They face andexpress their true emotions,
rather thanpretending not tofeel something the way
other people might. That means shadar-kai are open
ina way unusual among humanoids.
What excites me about this fact is the roleplaying
opportunities it opens up for players andDMs. Of
course shadar-kai make fantastic villains, antiheroes,
anddark heroes, grim andfull of bloodlust. But a
shadar-kai character canexpress all sorts of emotions
andany sort of extreme behavior.
Whenyou play a shadar-kai, don't allow yourself
tobe pigeonholed. If you like the dark flavor, that's
perfectly fine. Play it tothe hilt. But you canenjoy
a shadar-kai character that plays against the false
assumptions. If anything, shadar-kai defy stereo-
typesespecially PC shadar-kai.
Chris Sims
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Playing Shadar-Kai
ART OF THE KILL
by Robert J. Schwan)
Oblivious tothe fact he was dead, the noble sucked grapes
from the stern and rested his feet on the back ofa slave. His
killer, Rook, stood unseen in shadows cast by anoverhang-
ing balcony. The bolt that would soon nest in the noble's
neck sat in the hand crossbowheld inRook's firm grip, its
black shaft green withvenom.
Rook didn't move, andhis target remained blissfully
unaware that ina moment Rook wouldquenchhis life's
flame with all the concern ofa lamplighter snuffing
a streetlight at dawn. The noble laughed at ajest. The
paintedcourtesans tittered. Rook's finger kissed the trigger.
The crossbowmade only the faintest soundas it released
the holt. A dark streak, a surprised grunt, a clattering
goblet, a sharp intake ofbreath, and screams. ft was over.
Rook vanished into a black pall. slipping throughhis
drew-born supernatural gloom to make good in his escape.
Another offering to the RavenQueen another wretch
silenced andspedto whatever lay beyond.
Free from the noble's manor, Rook slipped between
two rowhouses. The streets came alive with shouts and
the whistle blows ofthe watch. Rook randown a crooked
avenue. He remembered his companions, good and noble
souls all, awaited him at the Salty Mug. Their employer
was to meet with them at dawnto discuss their next expe-
dition. It wouldn't do for his comrades to knowabout his
nocturnal adventures. They wouldn't understandthe price
exacted by his cold mistress and the penance he must still
pay for betraying her so long ago.
/' Art ofshe Kill


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For four editions of the D UNGEONS & D RAGONS game,
assassins lurkedinone form or another, sometimes
as heroes of sinister means or as heartless murderers,
slaying For fortune. They have alsobeenpresented
as dreadvillains andrelentless antagonists whowait
For the moment tostrike andwrite the final chapter
inthe heroes' lives. Killing is part of anadventuring
career for most, but others shape this necessary skill
intoart andevenintodestiny.
This article offers a look intothe bloody trade, and
it presents new techniques for those whodesire to
employ tactics that couldone day place them among
the world's most infamous killers. Withthe new rules
andbackgroundmaterial presentedhere, just about
any character candevelop talents tobecome deadlier.
The D&Dgame has plenty of suchkillers already.
The shadow assassin(Player's Handbook, page 128),
cloakedsniper (Martial Power. page 88). deathdealer
(Martial Power, page 90), andzealous assassin(Player's
Handbook 2, page 47) paragonpaths combine with
the Perfect Assassinepic destiny (Martial Power, page
156) tooffer ways totheme your character as a lethal
slayer. This article doesn't undermine existing and
future options. Insteadit takes expert killing out of
the rogue's domainandbrings it intothe wider realm
of PC options by offering new avenues todevelop
deadly andsubtle talents todispatchenemies.
KILLING FOR A LIVING
Deathis a grim trade for those not above using
treachery andsubterfuge toeliminate their prey.
A dubious art tobe sure, murder is efficacious in
silencing the enemy, andthus it finds its masters in
assassins, thieves, enforcers, and, of course, adventur-
ers. Those whostudy the art are among the greatest
killers inthe world, secondonly tothe shadowy true
assassins.
For all its sinister overtones, the art of murder is
more thana methodfor quick kills. The noble mur-
deress withpoisonhiddeninher ring might dabble
inits forms, as couldthe callous street thug armed
witha club andterrible temper. Aristocratic spies,
religious zealots, dark wizards, hoodedexecution-
ers, andothers canall finduse inthese murderous
methods. Many whopractice this art are soulless vil-
lains whokill guilty andinnocent alike providedthe
pay is highenough. But killers canenter the trade for
many reasonstogainjustice deniedthem, for self-
preservation, or tohone talents tofight back against
other dangers. Establishing the reasons for your trade
canhelp shape how your character functions inthe
worldandinyour group, provide justifications for
your alignment choices, andgives you objectives and
quests as the campaignunfolds.
BEHIND THE CURTAIN:
ASSASSINS VS. ASSASSINS
D&Dhas plenty of assassins. We have paragonpaths
for the avenger, rogue, andranger, andevenanepic
destiny or twothat take these concepts totheir
natural. conclusions. Furthermore, the assassinclass
for Dragon Magazine provides a full-fledgedkiller you
canplay out of the gate at 1st level, althoughthis idea
wasn't fully formedwhenI starteddesign. Didwe
needyet another assassininthe game?
I think so, andhere's why: As awesome at the
assassinis, the class has a strong magical side inkeep-
ing withthe flavor of the shadow power source. This
certainly follows the model of 3rdEdition's assassin
prestige class, but the 4thEditionclass gives you
more thanthe cold-bloodedkiller one might expect
tofindlurking inthe shadows of your average city.
What about the folks whoare just goodat sneaking
aroundandsliding a knife intotheir enemies' backs?
Some paragonpaths definitely demonstrate what an
assassincando, but you can't explore these themes
until your character gets to11thlevel.
Sothis article's mainpurpose was toprovide a
template for martial andother classes tolet them
behave like assassins, but innon-magical ways. Tech-
nique feats help PCs modify their at-will powers to
matchtheir alteredfighting styles. while multiclass
andweapontraining feats offer new mechanisms
for specializing inparticular categories, all togive
non-shadow adventurers the tools they needtobe
effective andlethal killers.
Robert J. Schwalb
MURDEROUS BACKGROUNDS
The easiest way tobuildyour character's history and
lay the groundwork for motivations andbehavior in
the game is toselect anappropriate background. The
Player's Handbook 2, FORGOTTENREnukts Player's Guide,
andseveral Dragon articles offer a wide range of
backgroundoptions, many of whichare suitable for
characters whostudy the slayer's art. The following
backgroundsa mix of occupations andeventshelp
justify your place injust about any adventuring group.
Whenchoosing your background, you canaddone
of the associatedskills toyour list of class skills, gain
a +2 bonus tochecks involving one of the associated
skills, or gainfluency inthe suggestedlanguage.
Art of the kill
BOUNTY HUNTER
You hunteddownfugitives from justice, tracking
them downandbringing them infor the rewards
ontheir heads. What drew you tothis trade? Didit
matter toyou lithe fugitive was guilty or innocent?
Didanyone ever escape your clutches? Whowas your
most notorious captive?
Associated Skills: Perception. Stealth
Suggested Language: Any one other thanAbyssal or
Supernal
EXECUTIONER
You were the handof justiceanexecutioner charged
withdispatching the guilty. Didyou enjoy this
work or didit sickenyou? What was your preferred
method, pulling a lever, swinging anaxe, or another
way? Didyou execute any famous personages?
AssociatedSkills: Bluff, Intimidate
FOE KILLER
You fought andkilledyour people's enemies. What
sorts of creatures doyou define as enemies of your
people? Doyou target members of a humanoidrace.
suchas goblins? Or doyou hunt monstrous threats
suchas aberrant horrors or undead? How does your
long experience fighting these creatures shape your
personality? How doyou react whenyou encounter
this enemy?
Associated Skills: Insight, Perception, or the knowl-
edge skill that best relates toyour enemy
Suggested Language:The language commonly
spokenby your enemy
GUERRILLA
You fought for your oppressedpeople, working inthe
shadows tofree them from their oppressors. Were
your people conquered? by whom? What sorts of tac-
tics didyou employ? Didyou succeedinfreeing your
people or are they still enslaved?
Associated Skills: Perception. Stealth
HIREDKILLER
You killedpeople for a living. Were there jobs you
wouldn't take? What ledyou tothis line of work?
How didit affect you? What made you change your
life? Didyou ever kil! aninnocent? How doyou dea!
withthe memories from this time inyour life and
how dothey shape your decisions now? What sorts of
techniques didyou use? Were you a sniper or didyou
close onyour target?
Associated Skills: Athletics, Stealth
Suggested Language: Secret language
SECRETLANGUAGES
If you're a DM, Thieves' Cant, Druidic, Draw Sign
Language, andother secret languages might exist in
your game world. Some organizations develop such
secret languages tofacilitate the safe exchange of
information, whether it serves towarn, topass along
a potential job, or toreveal animportant detail about
a place, person, or threat. The lexiconvaries withthe
organization. Some secret languages are full-fledged
tongues, while others are codedwithdouble-talk,
jargon, or a jumbling of other languages.
Secret languages sometimes use secret signs for
writtenandvisual communication. Most signs are
innocuous, easily overlooked, andcapable of blending
intotheir environment. A traveler versedinBeggar's
Cant might leave anarrangement of stones infront
of a farmstead's Fence todescribe the farmer, either
warning off other travelers or toname the farmer a
friend, witha guarantee of a warm meal and bed to
those in need.
If you use secret languages, player characters can
gain them only from a background benefit or from the
Linguist feat or any other Feat that grants fluency in a
language. The characters might also learn such a lan-
guage as a form of reward in an ongoing campaign.
T
I.rt of the Kill
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TRUE ASSASSINS
Those whostudy the art of murder invariably hear
rumors about other killers whom some regardas
true assassins. Noone knows withcertainty if these
people or creatures exist, sothey relegate them to
legendandmyth. Where the tales agree, they paint
these mysterious figures as creatures of the night,
having noneedfor the tricks andtools usedby their
lesser ilk. Some say they canstep throughwalls, blend
intothe stuff of shadows, alter their appearance at
will, andcommandthe gloaming todotheir bidding.
If these true assassins exist, they have left behindno
witnessesonly questions andchilling fear.
HUNTER
You are a skilledhunter. Didyou hunt animals or
monsters? Didyou hunt tosupport a family or were
you a loner? What sorts of weapons didyou use?
What brought you out from the wilderness? How do
you use your hunting techniques as anadventurer?
Associated Skills: Nature, Perception, Stealth
INFI LTRATOR
You infiltratedenemy ranks, working from withinto
ferret out secrets or disrupt plans. Whodidyou work
for? Didyou operate withina noble's court, for an
army, or for a secretive organization? Was it anindi-
vidual, anorganization, or a nation? What identities
didyou assume? Were you ever discovered? If so, how
didyou escape?
Associated Skills: Bluff, Stealth
Suggested Language:Any one other thanAbyssal or
Supernal
MYSTIC SLAYER
You were a trainedkiller whofocusedoneliminating
magical or magic-using targets. For whom didyou
work? How didyou trainfor this occupation? What
lessons didyou learnfrom your experiences? How
does your past affect your relationship withother
player characters whouse magic?
Associated Skills: Arcana, Stealth
Suggested Language:Draconic
POISON MASTER
You were a master of poisons. How didyou learn
this trade? What sorts of enemies didyou use poison
against? Why are poisons your preferredtools? Did
you use these concoctions yourself or didyou sell
them? If you soldthem, what made you stop?
Associated Skills: Nature, Thievery
PUNISHER
You were wrongedat a point inthe past andyou
workedfor revenge, perhaps turning toa life of pun-
ishing similar wrongdoers. Whowrongedyou? Did
they harm you directly or hurt someone you loved?
Didyou achieve the revenge you sought? Whenyou
got it, what didyou donext? If you're still working
towardrevenge, how doyou plantoget it?
Associated Skills: Intimidate, Streetwise
REVOLUTIONARY
You fomentedrebellioninyour homeland. What sort
of government didyou fight? What sorts of crimes
andinjustices didit commit? Were you successful?
What happenedtothe people you helped? Or didyou
fail? Are the people worse off? What sorts of tactics
didyou use?
Associated Skills: History. Streetwise
THIEF
You were a thief. Were you a cutpurse, a burglar,
a grifter, or something else? Were you drivento
thievery by necessity? Were you part of a guildor
syndicate, or harassedby one as anindependent
operator? Are you still a member or still hunted? If so,
where is the guildbased? If not, why didyou leaveor
why didthe guildlet you be? Was the parting ami-
cable or are there people ont there looking tosettle a
score withyou?
Associated Skills: Stealth, Thievery
Suggested Language: Secret language
THUG
You were a thug, suchas anenforcer, a tough, or a
bodyguard. Didyou work for anyone? if so, who?
What sorts of missions didyou undertake? Were you
fearedinyour community? Or didyou standup for
those whowere tooweak toprotect themselves? Why
didyou leave? Didyou leave behindany enemies?
Associated Skills: Athletics, Intimidation
Suggested Language: Secret language
ZEALOUS SLAYER
You hada revelationfrom the gods, or you think
you did, andsaw it as your life's work todestroy the
enemies of your faith. Whoor what appearedto
you? Was it a person, or did the idea come toyou ina
dream? Whodoyou define as anenemy of your faith?
How does your visionfit withother representatives
of your faith? Are you a rogue element or anaccepted
member of a religious organization?
Associated Skills: Endurance, Religion
Art of the Kill

KILLER ALIGNMENT


Under most definitions, a personwhokills for money
is evil. Shouldnot the practitioners of the stayer's art
be evil? Throughout the game's long history, assassins
have beendescribedas such. Inthe AD&D' Player's
Handbook andin2ndEdition's Scarlet Brotherhood,
only evil characters couldbecome assassins. Inboth
versions of 3rdEdition, only evil characters could
advance intothe assassinprestige class. Withsuch
a legacy, it might be tempting tocontinue as before
andrestrict the options presentedinthis article tothe
rare groups of evil adventurers, but doing socloses the
door oninteresting andexciting character concepts.
Actual murder for profit can't be conceivedas any-
thing but evil, thoughnot all whowork inthe blood
trade murder for profit. Infact, the first assassins
were militants whospecializedinmurder as a politi-
cal too] todefeat figures responsible for persecution
or tyranny. killers chose their targets carefully, relied
onblades toensure a swift andpublic death, and
plannedtheir strikes toavoidunnecessary casualties
andprotect innocents from harm during the attack.
Other similar killers workedfor religious purposes,
refusing eventospill bloodintheir work.
From a certainpoint of view, a killer might save
lives, since the murder of a highly placedfigure
enables political, social, or ideological change with-
out the necessity of war. A pragmatist might gosofar
as tosay sucha murder is a blessing, since the ends
justify the means. Murder is murder, andfrom the
act comes the ethical quandary as towhether a killer,
evenone whoserves a goodcause, canbe anything
but evil.
Withinthe context of the Du NGEONS & DR AG ONS
game, alignments provide the basic architecture for
character morality, or the framework aroundwhicha
player might construct a character's ethical views and
what a character is willing todoandtolerate. Align-
ments, though, are not roleplaying straightjackets.
They don't restrict behavior anddon't dictate action,
but rather help define your character's values.
A good-alignedcharacter values protecting the
weak andopposing anyone whowouldexploit or
harm those whocannot protect themselves. Murder
might be anacceptable methodfor combating those
forces whowouldconquer andkill, andit might be
a vital tool infighting tyranny. Certainly, those who
slay villains andmonsters are oftengoodandare also
typical D&Dheroes.
The lawful goodalignment canalsopermit slayers,
thoughof a specific kind. These characters embrace
order as the ultimate means for combating evil. A
slayer whooperates inthe interest of maintaining
order andgoodby targeting those whowoulddis-
mantle justice andsubvert or corrupt the goodis
not at all outside the context of what a lawful good
character might do.

Unalignedkillers alsowork. Characters whouse
assassinationtechniques toattaina greater objective
independent of moral concerns might be effective
assassins. It is alsonot a stretchtothink that assassins
are among the RavenQueen's followers. These killers
destroy those whowouldthwart or avoiddeath. Such
characters canbe heroes of a sort, as well, slaying
undeadwhoprey onthe living andoutlive their allot-
tedtime inthe world.
Evil andchaotic evil slayers are villains. They kill
for money, making nodistinctionbetweeninnocent
or guilty andsnuffing out the lives of anyone they
were hiredtokill. Chaotic evil slayers might murder
towreak havoc or tooppose the goodby silencing its
greatest. voices. Suchcharacters might alsowork to
dismantle civilization, striking totopple just govern-
ments tocreate unrest, fear, andturmoil.
Soeventhoughthe techniques that killers use
might be similar, the agendas they serve might be
every bit as principledandvirtuous as those held
by noble paladins andidealist clerics. Where most
people have trouble whenit comes tothe practiced
killer is withthe tactics sucha character uses. Such
slayers rarely accept a fight onfair terms. Insteadthey
use every tactic at their disposal toeliminate a foe
quickly. Althoughsuchtactics dolittle toendear the
assassintothose whoprefer direct and"honorable"
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Epic TierFeats

Prerequisites

Benefit
Heroic TierFeats

Prerequisites

Benefit
Alchemical Opportunist
Bloodied Fleetness
Connected
Fey Escape
Poison Inured
Slow Fall

Use alchemical item with opportunity attack
+1speed while bloodied
Roil Streetwise checks twice
Fey step when grabbed, immobilized, orrestrained
Add Con modifierto savingthrows against poison
Reduce fallingdamage by Acrobatics check result

Trained in Streetwise
Eladrin
Con 13
Trained in Acrobatics

Paragon TierFeats

Prerequisites

Benefit
Eyedark Strike
Fey Death
Persistent Poison
Prime Punisher
Unexpected Escape
11th level, drow
11th level, eladrin
11th level
11th level, Prime Shot
11th level
Expend cloud of darkness to blind damaged enemy
Kill enemy to use fey step
Enemies take -2 savingthrows to end yourpoison effects
Use Prime Shot with melee attacks
4-4 to escape grab, shift 2 with an escape
Art of the Kill
confrontation, whenresults matter more thanmeth-
ods, a slayer canbe a welcome additiontoeventhe
most virtuous of groups.
FEATS
Althoughparagonpaths inthe Player's Handbook,
Player's Handbook 2, andMartial Power grant oppor-
tunities tobecome a variety of assassins, through
careful feat selection, any character canhone the art
of killing. The following feats capture andexpand
options for suchslayers.
HEROIC TIER FEATS
Any feat inthe following sectionis available toa char-
acter of any level whomeets the prerequisites.
ALCHEMICAL OPPORTUNIST
Benefit: lfyou have analchemical item inhand
whenanenemy provokes anopportunity attack
from you, you canuse the alchemical item insteadof
making a melee basic attack.
BLOODIED FLEETNESS
Benefit: While bloodied, you gaina +1 bonus to
speed.
CONNECTED
Prerequisite: TrainedinStreetwise
Benefit: You canreroll any Streetwise check,
taking the higher result.
FEY ESCAPE
Prerequisite: Eladrin
Benefit: You canuse your fey step racial power as
animmediate reactionwhengrabbed. immobilized,
or restrained.
POISON INURED
Prerequisite: Con13
Benefit: You gaina feat bonus equal toyour Con-
stitutionmodifier tosaving throws against poison
effects.
SLOW FALL
Prerequisite: TrainedinAcrobatics
Benefit: Whenyou fall, you reduce the falling
damage you take by your Acrobatics check result
insteadof one-half your check result.
PARAGON TIER FEATS
Any feat in the following sectionis available toany
character of 11thlevel or higher whomeets the
prerequisites.
EYEDARK STRIKE
Prerequisites: 11th level, drow
Benefit: Whenyou deal damage toa target, you
canexpendyour cloud ofdarkness racial power as a
free actiontoblindthe target until the endof your
next turn.
FEATS
Critical Ambush
Poison's Partner
Untraceable

21st level, rogue, Sneak Attack
list level
list level, trained in Stealth
Deal Sneak Attack damage with a critical hit
Poison effects grant combat advantage to you
4-5 to Stealth while unseen, immune to 5cryingrituals


FEY DEATH
Prerequisites: 11th level, eladrin
Benefit: When you reduce an enemy to 0 hit
points, you can use your fey step racial power as an
free action.
PERSISTENT POISON
Prerequisite: 11th level
Benefit: Your targets take a -2 penalty to saving
throws made to end your poison effects.
PRIME PUNISHER
Prerequisites: 11th level, Prime Shot class feature
Benefit: If no other ally is adjacent to an enemy
you are adjacent to, for melee attacks against that
enemy, you receive any bonuses you gain while using
your Prime Shot class feature.
UNEXPECTED ESCAPE
Prerequisite: 11th level
Benefit: You gain a +4 bonus to Acrobatics or
Athletics checks made to escape a grab and any other
effect that allows you to escape. Whenever you suc-
cessfully escape, you can shift 2 squares.
EPIC TIER FEATS
Any feat in the following section is available to any
character of 21st level or higher who meets the
prerequisites.
CRITICAL AMBUSH
Prerequisites: 21st level, rogue, Sneak Attack
class feature
Benefit: If you score a critical hit with a weapon
that you can Sneak Attack with, you can apply your
Sneak Attack damage if you have it available.
POISON'S PARTNER
Prerequisite: 21st level
Benefit: An enemy suffering from a poison effect
grants combat advantage to you.
UNTRACEABLE
Prerequisites: 21st level, trained in Stealth
Benefit: You gain a +5 bonus to Stealth checks
against creatures that cannot see you, such as while
you are invisible or in a totally obscured space, or if
the creature is blind. You don't receive this bonus
against creatures that do not rely on sight to detect
enemies. Additionally, Scrying rituals cannot detect
you unless you want them to.
GUILD FEATS
Members of business organizations form close bonds
that make them work better as a team. It's no differ-
ent for those who practice darker forms of business,
such as thievery or assassination. Guild feats repre -
sent the sort of training that allows a unit of guild
members to work together with solid and deadly
efficiency. These feats are designed to promote team-
work by granting a basic benefit that improves while
other allies with the same feat are nearby.
However, just using these feats as expanding
bonuses misses the roleplaying opportunity they
present. An adventuring party that takes these feats
might be part of an organization they have created,
or part of a larger guild. They might carry symbols in
some form, which identify them as guild members. A
secret language might be theirs for communicating
simple information on and off the battlefield. When
you take these feats, look beyond their mechani-
cal benefits and use them to build your party into a
cohesive group.
Art ofthe Kill
Guild Feats Prerequisites Benefit
+1to Bluff, communicate silently, use Bluff to gain combat advantage Furtive Signals
GraspingMagpie

+2 to Thievery, +4 with ally's aid


Roof Runners

+2 to Acrobatics, +4 with ally's aid


Silent Shadows

+2 to Stealth, rem!' Stealth checks with bonus from allies


Street Eyes

+2 to Streetwise, +4 with ally's aid, improved check time


Wall Crawlers

+2 to Athletics, +4 with ally's aid


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FURTIVE SIGNALS [GUILD]
Benefit: You gaina +2 feat bonus toBluff checks.
You cancommunicate simple informationsilently
withany ally whohas this feat andhas line of sight
toyour position. You canuse Blufftogaincombat
advantage or tocreate a diversiontohide for one
ally whohas this feat andis within5 squares of you,
insteadof for yourself. Your allies whohave this feat
candothe same for you.
GRASPING MAGPIES [GUILD]
Benefit: You gaina +2 feat bonus to Thievery
checks. Whenever an ally withthis feat successfully
aids you onyour Thievery check, you gaina +4 bonus
insteadof the normal +2 bonus.
RoorRUNNERS [GUILD]
Benefit: You gaina +2 feat bonus toAcrobatics
checks. Whenever anally withthis feat successfully
aids you onyour Acrobatics check, you gaina +4
bonus insteadof the normal +2 bonus. Anally with
this feat canaidyou by taking the same type of action
you are taking touse Acrobatics, whichcouldmean
that using the aidanother actioninthis manner is
not automatically a standardaction.
BEHINDTHE CUR.TAIN:
GUILDFEATS
Not long before I beganwork on"Art of the Kill,"
1 workedonPrimal Power . ' withMike Mearls. In
this book, Mike experimentedwithtribal feats to
strengthenconnections withinthe party. The idea
stuck withme, soI incorporatedit here as guildfeats.
These feats help bindadventuring groups together,
encouraging players tothink about how their charac-
ters fit withthe rest of their group, but they alsoecho
the classic assassins' guildfrom 1st Edition, giving
assassin-themedparties a foundationonwhichthey
might construct their ownorganizations.
Roberti. Schwa lb
SILENT SHADOWS [GUILD]
Benefit: You gaina +2 feat bonus to Stealth
checks. Whenever you roll a result you dislike ona
Stealthcheck andyou are within5 squares of anally
that alsohas this feat, you canreroll the Stealthcheck
witha +1 bonus for eachsuchally, toa maximum of
+5. You canthenuse the best result.
STREET EYES [GUILD]
Benefit: You gaina +2 feat bonus toStreetwise
checks. Whenever anally withthis feat successfully
aids you onyour Streetwise check, you gaina +4
bonus insteadof the normal +2 bonus. Anally can
insteadaidyou, reducing the time it takes you tofind
informationby half.
WALL CRAWLERS [GUILD]
Benefit: You gaina +2 feat bonus toAthletics
checks. Whenever anally withthis feat successfully
aids you onyour Athletics check, you gaina +4 bonus
insteadof the normal +2 bonus. Anally withthis feat
canaidyou by taking the same type of actionyou are
taking touse Athletics, whichcouldmeanthat using
the aidanother actioninthis manner is not automati-
cally a standardaction.
MULTICLASS FEATS
For further emphasis onthe art of death, you might
invest feats to"multiclass" intointensive fighting
styles. Althoughthese style andweaponmastery feats
are not true classes, eachinitial multiclass featsuch
as Bravoor BlowgunTrainingis consideredtobe
a class-specific feat, withthe namedfighting style
or weaponacting as the specific class. These feats
provide you withadvancedtactics andexpandyour
capabilities withpower swap feats that require the
initial class-specific multiclass feat. As withother
class-specific multiclass feats, once you take one, you
can't take another class-specific multiclass feat for a
different class unless another rule allows you todoso.

Art of the Kill
Multklass Feats Prerequisites Benefit
Improved proficiency with a blowgun Blowgun Training

Dex 13


Blowgun Novice
Blowgun Expert
Blowgun Specialist
Bravo
Bravo Novice
Bravo Expert
Bravo Specialist
Cutthroat
Cutthroat Novice
Cutthroat Expert
Cutthroat Specialist
Garrote Training
Garrote Novice
Garrote Expert
Garrote Specialist
4th level, Blowgun Training
8th level, Blowgun Training
10th level, Blowgun Training
4th level, Bravo
8th level, Bravo
10th level, Bravo
Trainingin Bluff
4th level, Cutthroat
8th level, Cutthroat
10th level, Cutthroat
SO 13, Dex 13
4th level, Garrote Training
8th level, Garrote Training
10th level, Garrote Training
Swap encounterattack powerforstinging shot
Swap utility powerforuncanny aim
Swap daily attack powerforcrippling needle
Trainingin Intimidate. designate a creature as prey
Swap encounterattack powerfordeath's messenger
Swap utility powerforbrutal instinct
Swap daily attack powerforbravo's finish
Trainingin Stealth, minoraction to create diversion to hide
Swap encounterpowerforsuddenretaliation
Swap utility powerforcutthroat's scrutiny
Swap daily attack powerforquick kill
Improved proficiency with a garrote
Swap encounterattack powerforchoking grab
Swap utility powerforbody shield
Swap daily attack power for strangler's hold
Poisoner

Trainingin DungeoneeringorNature

Trainingin Thievery, reduce resistance and immunity to


poison
PoisonerNovice
PoisonerExpert
PoisonerSpecialist
4th level, Poisoner
8th level, Poisoner
10th level, Poisoner
Swap encounter attack power for improvisedpoison
Swap utility powerforpotent poison
Swap daily attack powerforprogressivetoxin
READING A POWER
Level Swap: This entry tells you how a power
changes if you swap a power of the indicatedlevel or
higher for it. You cannot have a power of the same
name at twodifferent levels.
BLOWGUN TRAINING
[MULTICLASS BLOWGUN]
Prerequisite: Dex 13
Benefit: You gainproficiency withthe blow-
gun. You canreloada blowgunas a free action, you
increase a blowgun's range to10/20, andyou treat a
blowgunas a highcritical weapon, Iiyou are a rogue,
you canuse the blowgunwiththe Sneak Attack class
feature andwithany rogue rangedattack power that
canbe usedwitha crossbow or a sling.
WEAPONMASTERY FEATS
A slayer eschews larger weapons for smaller, con-
cealable ones that allow a warrior tostrike when
and where least expected. Weapon mastery feats
are based around a single weapon. They reflect a
higher degree of training andexpertise, allowing a
trainedkiller tomaximize the benefit of a preferred
weapon. Weaponmastery feats require focused
training, whichis why they act as class-specific multi-
class feats.
BLOWGUN NOVICE
Prerequisite: 4thlevel, BlowgunTraining
Benefit: You canswap one 3rd-level or higher
encounter attack power you know for the stinging that
power.
Stinging Shot Blowgun Attack 3
Theneedle lodges in a sensitiveurea, jolting your prey with pain.
Encounter+ Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a blowgun.
Target: One creature
Attack: Dexterity vs. Reflex
Hit 21WI 4 Dexterity modifierdamage, andthe target is
dazeduntil the end of your next turn.
Level 13 Swap: 41W14 Dexterity modifier damage.
Level 23 Swap: 61W1
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Dexterity modifier damage.
Special: If you miss withthis attack andyou are hidden from
your target, you remain hidden.
BLOWGUN EXPERT
Prerequisite: 8thlevel, BlowgunTraining
Benefit: You canswap one 6th-level or higher util-
ity power you know for the uncanny aim power.
Uncanny Aim Blowgun Utility 6
You breathe precisely. taking inyour target and carefully lining
up theneedle's (injectors:
Encounter
MinorAction Personal
Requirement: You must be wieldinga blowgun.
Effect: Yournext attack made witha blowgun andbefore
the endof your next turngains a +2 bonus tothe attack
roll anddeals 111N1 extra damage.
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BLOWGUN SPECIALIST
Prerequisite: 10thlevel, BlowgunTraining
Benefit: You canswap one 9th-level or higher
daily attack power you know for the crippling needle
power.
CripplingNeedle Blowgun Attack 9
Your needle lodges in a key pressure point. causintlyour target to
stiffen and I nornentarily fait to act.
Daily + Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a blowgun.
Target: One creature
Attack: Dexterity vs. AC
Hit: 21W1 + Dexterity modifier damage. and the target is
stunned until the end of your next turn_
Aftereffect: The target is dazed (save ends).
Level 19 Swap: 41WI + Dexterity modifier damage.
Level 29 Swap: 611NI + Dexterity modifier damage.
Miss: Half damage, and the target is dazed (save ends).
BRAVO [MULTICLASS BRAVO]
You are a grim andrelentless killera bloodthirsty
combatant whopursues your enemies tothe bitter end.
Benefit: You gaintraining inthe Intimidate skill.
Once per encounter, as a minor action, you can
designate one creature you cansee as your prey, gain-
ing +2 toattack rolls anddamage rolls against that
creature until the endof your next turn. The creature
remains your prey until it drops to0 hit points, until
you endthe effect as a free action, or until the endof
the encounterwhichever comes first.
BRAVO NOVICE
Prerequisite: 4thlevel, Bravo
Benefit: You canswap one 3rd-level or higher
encounter attack power you know for the death's mes-
senger power.
Death's MessengerBravo Attack 3
You prey has an appointment with death. and your strike lets it
know that fact.
Encounter + Rattling
Standard Action
Special: in addition to the keyword above, this power is
considered to have the same keywords and range as the
at-wilt power you use with it.
Target: One creature that is your prey
Effect: Use a melee or ranged at-will attack power on the
target. If the attack hits, you deal 1IW) extra damage, or
+1 die of damage if it is a nonweapon attack.
Level 13 Swap: 2[Wlextra damage, or +2 dice of damage.
Level 23 Swap: 2IWI extra damage, or +2 dice of damage,
and the target is slowed until the end of your next turn.
BRAVO EXPERT
Prerequisite: 8th level, Bravo
Benefit: You canswap one 6th-level or higher util-
ity power you know for the brutal instinct power.
Brutal Instinct Bravo Utility 6
With your defiant snarl. the advantage your foes hadpained
evaporates, giving trcni an opening.
Encounter
Free Action

Personal
Trigger: You are flanked by an enemy, or you grant combat
advantage to your prey
Effect: You do not grant combat advantage to the trigger-
ing creature or creatures until the end of your next turn.
If your prey is among the creatures that triggered this
power, your prey grants combat advantage to you until
the end of your next turn.
BRAVO SPECIALIST
Prerequisite: 10thlevel, Bravo
Benefit: You canswap one 9th-level or higher daily
attack power you know for the bravo's finish power.
Bravo's Finish Bravo Attack 9
If your vicious assault doesn't brim your prey down, it surely
shows that enemy what the near future holds,
Daily + Reliable
Standard Action
Special: In addition to the keyword above, this power is
considered to have the same keywords and range as the
at-will power you use with it.
Target: One creature that is your prey
Effect: Use an at-will attack power on the target. If the at-
tack hits, you deaf 2[W] extra damage. or +2 dice of dam-
age tf it is a nonweapon attack, and the target is dazed
(save ends).
Level 19 Swap: 3[W] extra damage, or + dice of damage.
Level 29 Swap: 31W1 extra damage, or +3 dice of damage,
and the target is stunned until the end of your next turn.
Aftereffect! The target is dazed (save ends).
CUTTHROAT
[MULTICLASS CUTTHROAT]
You are a cautious slayer whostudies foes andthen
maneuvers tobring them down.
Prerequisite: TrainedinBluff
Benefit: You gaintraining inthe Stealthskill.
Whenever you make a Blu ff c heck tocreate a
diversiontohide, you candosoas a minor action.
Art of the Kin
CUTTHROAT NOVICE
Prerequisite: 4th level, Cutthroat
Benefit: You can swap one 3rd-level or higher
encounter attack power you know for the sudden
retaliation power.
Sudden Retaliation Cutthroat Attack 3
Faster than the eye can follow.you retaliate against those attack-
ingyou or your allies.
Encounter + Rattling
Immediate Interrupt
Special: In addition to the keyword above, this power is
considered to have the same keywords and range as the
at-will power you use with it.
Trigger. You or an ally is attacked by a creature
Target: The attacking creature
Effect: Use a melee or ranged at-will attack power on the
target.
Level 13 Swap: The at-will power you use deals 11W] extra
damage, or +1 die of damage if it is a nonweapon attack.
Level 23 Swap: 1IW] extra damage, or +1 die of damage,
and the target grants you combat advantage until the
end of your next turn.
CUTTHROAT EXPERT
Prerequisite: 8th level, Cutthroat
Benefit: You can swap one 6th-level or higher util-
ity power you know for the cutthroat's scrutiny power.
Cutthroat's Scrutiny Cutthroat Utility 6
Studyingyour opponent.you searchfor a weakness you can take
advantage of
Encounter
Minor Action Ranged sight
Target: One creature you can see
Effect: The target grants combat advantage to you until the
end of your next turn. During this time, you score a criti-
cal hit against the target on a roll of 19-20.
CUTTHROAT SPECIALIST
Prerequisite: 10th level, Cutthroat
Benefit: You can swap one 9th-level or higher daily
attack power you know for the quickkill power.
Quick Kill Cutthroat Attack 9
You slip fromthe shadows unseen. strikingbefore the enemy
knows what happened.
Daily + Reliable
Standard Action
Special: In addition to the keyword above. this power is
considered to have the same keywords and range as the
at-will power you use with it.
Target: One creature from which you are hidden
Effect: Use a melee or ranged at-will attack power on the
target. If the attack hits, you deal 21W] extra damage, or
+2 dice of damage if it is a nonweapon attack, and the
target is dazed (save ends).
Level 19 Swap: 4[W] extra damage, or +3 dice of damage.
Level 29 Swop: 5 IWI extra damage, or +5 dice of damage.
GARROTE TRAINING
[MULTICLASS GARROTE]
Prerequisite: Str 13, Dex 13
Benefit: You gain proficiency with the garrote.
When you use a garrote to successfully grab a
target, the target takes a -2 penalty to escape the
grab. Each turn you successfully maintain a grab with
a garrote used with two hands, the target you're grab-
bing grants you combat advantage for the purpose of
attacking again with the garrote.
If you are a rogue, you can use the garrote with
the Sneak Attack class feature and any rogue melee
attack power that can be used with a light blade.
GARROTE NOVICE
Prerequisite: 4th level, Garrote Training
Benefit: You can swap one 3rd-level or higher
encounter attack power you know for the chokinggrab
power.
Choking Grab Garrote Attack 3
Youslip your garrote over your enemy's neckanddrawthe cord
tight.
Encounter + Weapon
Standard Action Melee weapon
Requirement: You must be wielding a garrote.
Target: One creature granting combat advantage to you
Attack: Strength vs. Reflex or Dexterity vs. Reflex
Hit: 2IWI + Strength modifier damage, and the target is
grabbed and dazed until the end of your next turn.
Level 13 Swap: 41W1+ Strength modifier damage.
Level 23 Swap: WV] + Strength modifier damage.
Special: When you choose this power, choose whether you
use Strength or Dexterity to make the attack roll.
GARROTE EXPERT
Prerequisite: 8th level, Garrote Training
Benefit: You can swap one 6th-level or higher util-
ity power you know for the body shield power.
Body Shield Garrote Utility 6
Your chokingholdwiththe garrote allows you to numipulate your
adversary into harm's way.
Encounter + Weapon
Immediate Interrupt Personal
Requirement: You must be wielding a garrote and grabbing
a creature with the weapon.
Trigger: You are the target of a melee or ranged attack made
by an enemy other than the creature you are grabbing.
Effect: The creature you are grabbing with your garrote
becomes the attack's target.
Art of the Kill
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GARROTE SPECIALIST
Prerequisite: 10thlevel, Garrote Training
Benefit: You canswap one 9th-level or higher
daily attack power you know for the strangler's hold
power.
Strangler's Hold Garrote Attack 9
With expert skill, you loop the garrote around your victim
anddraw tofu. closing nffair and5enidirktiyour enemy Into
unc-onscioustess.
Daily + Reliable, Weapon
StandardActionMelee weapon
Requirement: You must be wielding a garrote.
Target: One creature granting combat advantage toyou
Attack: Strengthvs. Reflex or Dexterity vs. Reflex
Hit:
21W1
+ Strengthmodifier damage, andthe target is
dazed(save ends)
First Failed SavingThrow: The target Is stunnedinstead
of dazed(save ends).
SecondFailedSaving Throw: The target is unconscious
insteadof stunned(save ends).
Level 19 Swap: 41W] + Strengthmodifier damage.
Level 29 Swap: 6[W] + Strengthmodifier damage.
Miss: Half damage, andthe target is dazeduntil the endof
your next turn.
Effect: The target is grabbed. Eachturnyou successfully
sustainthe grab withyour garrote, you deal the target
damage equal toyour Strengthmodifier.
Special: Whenyou choose this power, choose whether you
use Strengthor Dexterity tomake the attack roll.
ALCHEMY ANDTHE
POISONER
A master poisoner, suchas the one presentedhere.
shouldbe skilledat making poisons toachieve full
mastery over poisons. Nature andDungeoneering
might allow a character toharvest poisons, andeven
prepare some of them. That's why one of these skills
is requiredof the would-be poisoner. As DM, how-
ever, you are withinyour rights torequire a PC who
takes the Poisoner feat toalsohave the Alchemist feat
(Adventurer's Vault page 21). This canwork tomake
the "poisoner" character theme evenmore prominent
for the character, since he or she couldmake some
poisons that others canuse.
Taking this thinking a step further, you cancon-
trol poisons a little more tightly inyour game. Todo
so, make preparedpoisons hardtopurchase. Then
require the poisoner tofindanduse alchemical for-
mulas tocreate poisons like those inthe Dungeon
Master's Guide (page 51). This way, you canmore
easily decide what poisons the PCs have access to.
POISONER
[MULTICLASS POISONER]
Prerequisite: Training inDungeoneering or
Nature
Benefit: You gaintraining inthe Thievery skill.
Your attacks that deal poisondamage ignore the
first S points of poisonresistance. This increases to10
points at llthlevel, andto1S points at 21st level. You
treat a creature that is immune topoisonas if it had
resist poison20.
POISONER NOVICE
Prerequisite: 4thlevel, Poisoner
Benefit: You canswap one 3rd-level or higher
encounter attack power you know for the improvised
poisonpower.
Improvised Poison Poisoner Attack 3
Inyour experiencewith toxins. you always have a little something
onhandto make your attack venomous.
Encounter+ Poison
Standard Action
Special: Inadditiontothe keywordabove, this power is
consideredtohave the same keywords andrange as the
at-will power you use withit.
Target One creature
Effect: Use a melee or rangedat-will attack power onthe
target. If you deal typeddamage, you canchange that
damage type topoison. If the attack hits, you alsodeal
ongoing S poisondamage (save ends).
Level 13 Swap: If the attack hits, you alsodeal ongoing 10
poisondamage (save ends).
Level 23 Swap: If the attack hits. you alsodeal ongoing 15
poisondamage (save ends).
POISONER EXPERT
Prerequisite: 8thlevel, Poisoner
Benefit: You canswap one 6th-level or higher util-
ity power you know for the potent poison power.
Potent Poison Poisoner Utility 6
Your poisons have an insidious effectiveness.
Encounter
Free Action Personal
Trigger: You miss withanattack that has the poison
keywordor a poisoneffect
Effect: Reroll the attack roll, taking the highest result.

Art of the Kill
Art ofthe Kill
POISONER SPECIALIST
Prerequisite: lOth level, Poisoner
Benefit: You can swap one 9th-level or higher
daily attack power you know for the progressive toxin
power.
Progressive Toxin Poisoner Attack 9
You imbue your attack with a withering poison that diminishes
aw-Pemorethelonger the poisonacts.
Daily + Poison
Standard Action
Special: In addition to the keywordabove, this power is
consideredtohave the same keywords andrange as the
at-will power you use withit.
Target: One creature
Effect: Use a melee or rangedat-will attack power onthe
target. If you deal typeddamage, you canchange that
damage type topoison. If the attack hits, the target takes
a -2 penalty toattack rolls andongoing 70 poisondam-
age (save ends both).
First Failed Saving Throw: The target is blinded instead
of taking the -2 penalty to attack rolls (save ends).
SecondFailedSaving Throw: The target is blinded and
weakened instead of taking the -2 penalty to attack rolls
(save ends both).
Level 79 Swap: Ongoing poisondamage increases to15.
Level 29 Swap:The at-will power you use deals 7 [IN] extra
damage, or +1 die of damage if it is a nonweapon attack,
and ongoing poison damage increases to 20.
Miss: Half damage, and half ongoing damage and the target
takes a -2 penalty to attack rolls (save ends both).
TECHNIQUE FEATS
Technique feats offer further ways tomaster the slay-
er's art by granting enhancements toskill checks and
at-will exploits for martial characters.
BLACK ARROW STYLE
Prerequisites: Any martial class, trainedin
Stealth
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Deft Strike (rogue, Player's Handbook, page 118):
If you move intoanobscuredspace or gaincover
before making a rangedattack withthis exploit, you
canmake a Stealthcheck against your target's passive
Perceptionas a free actiontogaincombat advantage
against your target until the start of your next turn.
TwinStrike (ranger, Player's Handbook, page 105):
While you are hidden, you canuse this exploit to
make a rangedattack, andif you miss withthe first
rangedattack, you canchoose tocancel the second
attack toremainhiddenfrom your target. You can
alsoremainhiddenif you are hiddenbut miss with
bothrangedattacks this exploit allows.
BLOODHOUND STYLE
Prerequisite: Any martial class
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Careful Attack (ranger, Player's Handbook, page
105): If you hit withthe melee versionof this exploit
against a creature granting combat advantage toyou,
the target is alsosloweduntil the endofyour next
turn.
Disheartening Strike (rogue, Martial Power, page
73): If you hit withthe melee versionof this exploit
against a creature granting combat advantage toyou,
you canalsoslide the target 1 square.
Predator's Strike (ranger, Martial Power, page 43): If
you have combat advantage against your target when
you use this exploit, your beast companioncanshirt 1
square before the attack.
Tide ofIron (fighter, Player's Handbook, page 77): If
you hit withthis exploit, you canslow the target until
the endof your next turninsteadof pushing it.
CORELLON'S WRATH STYLE
Prerequisites: Int 13, any martial class
Benefit: You gaina benefit withany of the Follow-
ing powers you possess.
Commander's Strike (warlord, Player's Handbook,
page 145): If the target of this exploit is a demon,
drow, ore. or spider, your ally canaddhalf your Intel-
ligence modifier (roundedup) tothe attack roll.
Crushing Surge (tighter, Martial Power, page 7 ):if
you hit a demon, drow, orc, or spider withthis exploit,
you gaina number of extra temporary hit points
equal toyour Intelligence modifier.
Riposte Strike (rogue, Player's Handbook, page 118):
If you hit a demon. drow, orc, or spider withthis
exploit, you canaddyour Intelligence modifier tothe
attack roll anddamage roll of your riposte.
TwinStrike (ranger, Player's Handbook, page 105): If
you hit a demon, drew, orc, or spider withthis exploit,
you deal extra damage equal toyour intelligence
modifier.
CRUEL CUT STYLE
Prerequisites: Wks 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Cleave (fighter, Player's Handbook, page 77): If no
other enemies are adjacent tothe target whenyou hit
the target withthis exploit, the target takes ongoing
damage equal toyour Wisdom modifier (save ends).
Furious Smash (warlord, Player's Handbook, page
145): if your ally hits withthe attack this exploit mod-
ifies, the target takes ongoing damage equal toyour
Wisdom modifier (save ends).
Any martial class, trained Stealth
Any martial class
Int 13, any martial class
Wis 13, any martial class
Con 13, any martial class
Any martial class, trained in Stealth
Cha 13, any martial class
Any martial class
Any martial class, trained in Intimidate
Draw, any martial class
Any martial class
Any martial class, trained in Thievery
Any martial class
Augment
Augme nt
Augment
Augment
Augment
Augment
Augment
Augment
Augment
Augment
Augment
Augment
Augment
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
at-will exploits
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Black Arrow Style
Bloodhound Style
Corellon's Wrath Style
Cruel Cut Style
Executioner's Style
GhostwalkerStyle
Harlequin Style
HuntingWolf Style
ImpendingDoom Style
Lolthdark Style
Precision Ambush Style
Serpent FangStyle
Vigilante Justice Style
Predator's Strike (ranger, Martial Power, page 43): 11
your beast companionhits withthis exploit against
a creature granting combat advantage toit, instead
of adding your Wisdom modifier tothe damage roll,
you canhave the target take ongoing damage equal to
your Wisdom modifier (save ends).
Riposte Strike (rogue, Martial Power, page 118): If
you hit withthe riposte this exploit grants. the target
takes ongoing damage equal toyour Wisdom modi-
fier (save ends).
BEHINDTHE CURTAIN:
PRESTIGE INIULTICLASSING
Eachtime I doone of these articles, I accidentally
discover some new area for explorationinthe game.
Inthe gladiator article, we came up withat-will power
modificationfeats andweaponmastery feats, while in
this article we (1 hate tosay it) stum hiedinto"prestige
classes." These aren't really classes, but these multi-
class sets functionina way similar tothose foundin
3rdEdition. Whenyou entereda prestige class, you
forfeitedthe abilities andbenefits you wouldordinar-
ily gainfrom advancing ina level of your class togain
access toa specializedset of abilities available only
tothose whoqualifiedfor the prestige class. By using
feats tocover specific concepts, we allowplayers to
swap out class powers for special powers associated
withthe concept. This isn't newcharacters could
already dothis via multiclassing, or throughweapon
mastery featsbut what it diddowas allow players
totailor a class androle tofit a particular character
concept andplay style. What I'm most excitedabout
is that it allows for customizationearlier thana para-
gonpathoffers, andprovides new power groupings
organizedarounda particular theme without having
tointroduce a full-blownbuild.
Robert J. Schwalb
EXECUTIONER'S STYLE
Prerequisites: Con13, any martial class
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Careful Attack (ranger, Player's Handbook. page 10S):
If your target is immobilized, restrained, stunned, or
unconscious whenyou hit withthis exploit, you deal
extra damage equal toyour Constitutionmodifier.
Commander's Strike (warlord, Player's Handbook,
page 145): If your target is immobilized, restrained.
stunned, or unconscious, your ally canaddyour Con-
stitutionmodifier tothe attack roll.
Piercing Strike (rogue, Player's Handbook, page 118):
If your target is immobilized, restrained, stunned, or
unconscious whenyou hit withthis exploit, you deal
extra damage equal toyour Constitutionmodifier.
Reaping Strike (fighter, Player's Handbook, page 77):
If your target is immobilized, restrained, stunned, or
unconscious andyou miss withthis exploit, you deal
extra damage equal toyour Constitutionmodifier.
GHOSTWALKER STYLE
Prerequisites: Any martial class, trainedin
Stealth
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Deft Strike (rogue. Player's Handbook, page 118):
If you didn't move before the attack, you canshift I
square as a free actionafter the attack.
Nimble Strike (ranger, Player's Handbook, page 105):
While using this exploit, you canmove 2 squares
before or after the attack, insteadof shifting 1 square.
HARLEQUIN STYLE
Prerequisites: Cha 13, any martial class
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
BrashAssault (warlord, Martial Power. page 103):
Against the target of this exploit, you gaina bonus to
defenses equal toyour Charisma modifier until the
start of your next turn.
Technique Feats Prerequisites

Benefit
Art of the Kill
Brash Strike (fighter, Player's Handbook, page 77):
Against the target of this exploit, you gaina bonus to
defenses equal toyour Charisma modifier -until the
start of your next turn.
Deft Strike (rogue, Player's Handbook, page 118): You
canmove 3 squares before this attack, insteadof 2.
Addyour Charisma modifier toyour defenses against
opportunity attacks provokedby this movement.
Hit and Run(ranger, Player's Handbook, page 105):
If you move after the using this exploit, addyour Cha-
risma modifier toyour defenses against opportunity
attacks provokedby this movement.
HUNTING WOLF STYLE
Prerequisite: Any martial class
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Crushing Surge (fighter, Martial Power, page 7):
While charging, you canuse this exploit inplace of a
melee basic attack.
Deft Strike (rogue, Player's Handbook, page 118): If
you chose not tomove before the attack while using
this exploit, you canmove after the attack.
Hit andRun(ranger, Player's Handbook, page 105):
Ifyou move onthe same turnafter using this exploit,
you donot provoke opportunity attacks from any
enemy whenyou leave the first square adjacent tothe
target.
WolfPack Tactics (warlord, Player's Handbook,
page 145): The ally you allow toshift canbe within
2 squares of you, insteadof adjacent toyou or the
target.
IMPENDING DOOM STYLE
Prerequisites: Any martial class, trainedin
Intimidate
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
BrashAssault (warlord, Player's Handbook, page
145): If your ally gains a basic attack due tothis
exploit andhits the target, the target takes a -2 pen-
alty toattack rolls until the endof your next turn.
Cleave (fighter, Player's Handbook, page 7 7 ):You
mark any target you damage withthis exploit.
Riposte Strike (rogue, Player's Handbook. page 118):
Ifyou hit withthe riposte this exploit grants, the
target takes a -2 penalty toattack rolls until the end
ofyou r next turn.
TwinStrike (ranger, Player's Handbook, page 105):
Ifyou hit withbothattacks this exploit grants, one
target takes a -2 penalty toattack rolls until the end
of your next turn.
LOLTHDARK STYLE
Prerequisites: Drow, any martial class
Benefit: You gaina benefit withany of the follow.
ing powers you possess.
Cleave (fighter, Player's Handbook, page 7 7 ):If you
hit a target withinthe area of your cloud ofdarkness
racial power withthis exploit, all other enemies
withinthe area of the cloud ofdarkness alsotake
damage equal toyour Strengthmodifier.
Disheartening Strike (rogue. Martial Power, page 73):
Ifyou hit a target withinthe area ofyour cloud ofdark-
ness racial power withthis exploit, all other enemies
withinthe area of the cloud ofdarkness alsosuffer the
effect of the rattling keyword.
TwinStrike (ranger, Player's Handbook, page 105): If
you are withinthe area of your cloud ofdarkness racial
power andyou move after using this exploit, the cloud
ofdarkness moves withyou.
WolfPack Tactics (warlord, Player's Handbook, page
145): If you use this exploit while you andthe target
are withinthe area of your cloud ofdarkness racial
power. the ally you designate is immune tothe effect
of your cloud ofdarkness for its duration.
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"My master congratulates you onyour success," said
the valet. He pusheda black purse across the table.
Rook left it onthe table. The valet's eyes flickedto
Rook's violet eyes, thendartedtothe table.
"Something is wrong," saidRook.
"Well, ah, yes. My master is pleasedwithyour suc-
cesses andhas enjoyedthe business arrangement,
but, withsome regret, he is nolonger inneedof your
services." The valet clearedhis throat. "Apologies."
Rook leanedback inhis chair. He didn't needthe
work, but it paidwell. "I see," he said.
"Truly, my master has benefitedfrom your unique
talents, andit is withgreat reluctance that he must
cease his dealings withyou."
"Is he foundout? Have we beencompromised?"
Rook asked.
"No, noone knows about us , you."
"Thenwhat is it?" Rook leanedforward, his finger
tracing the trigger onhis handcrossbow underneath
the table.
"You must have heard," saidthe valet. Inresponse to
Rook's blank stare, he added, "The baron's murder?"
Rook showednothing, He knew that, while he and
his allies were out of the area, someone hadkilledthe
baron. That he knew, andlittle else.
"Yes, well, you see, the baron's people capturedthe
HoodedMan."
The HoodedManwas, inthis trade, perhaps Rook's
better. But he was expensive andhardtofind.
"They foundhim at the Salty Mug. Wordhas it they
were ready for a fight, but the HoodedManwent with-
out complaint. He evenlet them shackle him. They
PRECISION AMBUSH STYLE
Prerequisite: Any martial class
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Disheartening Strike (rogue, Martial Power, page 73):
If you hit withthis exploit during a surprise round,
the target grants combat advantage toyou until the
endof your next turn.
Footwork Lure (fighter. Martial Power, page 7):
While you charge during a surprise round, you can
use this exploit inplace of a melee basic attack.
Opening Shove (warlord, Martial Power, page 103):
While you charge during a surprise round, you can
use this exploit inplace of a melee basic attack.
TwinStrike (ranger, Player's Handbook, page 105): If
you hit withthis exploit during a surprise round, you
deal extra damage equal toyour Strengthmodifier
if you are making melee attacks. or your Dexterity
modifier if you are making rangedattacks.
took him tothe baron's dungeons where he was to
await trial.
"The next morning, servants foundthe barondead
inhis room. His neck hadbeencrushed. The guards
scouredthe palace, andwhenthey reachedthe dun-
geons, they foundthe HoodedManmissing. His cell
door was closedandlocked, andall his gear, his weap-
ons, armor, andtools, were untouchedinthe vault
where the guards hadleft them. The only witness was
the baron's mistress. She spoke nonsense, saying the
darkness came tolife, coiledaroundthe baron, and
squeezedhim todeath."
Rook still saidnothing.
"The HoodedManwas responsible. He hadtobe.
He plannedeverything all along. My master decided
the HoodedManwouldbe his agent infurther endeav-
ors. You are good, sir, but not as goodas the Hooded
Man. Noone needs twoassassins, so... well, you
understand."
"1 do. Does this meanyour master has foundthe
HoodedMan?" Rook asked.
"l'm not at liberty tosay
"That is a shame. Farewell, friend," saidRook. He
pulledthe trigger, sending the bolt intothe valet's
abdomen. As Rook headedfor the tavern's front door,
he scoopedup the purse andleft the gasping manina
spreading pool of blood.
A moment later, the shadows partednear the table.
From them steppedanother figure, features hiddenby
a black hood. Without evena glance at the dying valet,
the HoodedManfollowedRook, setting out toclaim
his next commission.
SERPENT FANG STYLE
Prerequisites: Any martial class, trainedin
Thievery
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
Careful Attack (ranger, Player's Handbook, page 105):
If you hit withthis exploit, you alsogaina +2 bonus to
the attack roll for any secondary poisonattack.
Deft Strike (rogue, Player's Handbook, page 118):
Rather thanmoving 2 squares before the attack, you
canapply a poisonyou possess tothe weaponas a
free action.
Sure Strike (fighter, Player's Handbook, page 77): If
you hit withthis exploit, you alsogaina +2 bonus to
the attack roll for any secondary poisonattack.
Viper's Strike (warlord, Player's Handbook, page 145):
If the target of your attack suffers from a poisoneffect
andit shifts before the start of your next turn, the
target alsogrants combat advantage toyou andyour
allies until the start of your next turn.
Art of the Kill
VIGILANTE JUSTICE STYLE
Prerequisite: Any martial class
Benefit: You gaina benefit withany of the follow-
ing powers you possess.
BrashStrike (fighter, Martial Power, page 7): ffan
adjacent enemy markedby you makes anattack
that doesn't include you as a target, you canuse this
exploit inplace of the melee basic attack that Combat
Challenge allows.
CirclinoStrike (ranger, Martial Power, page 43): If an
enemy hits you or your beast companionduring that
enemy's turn. you deal extra damage equal toyour
Wisdom modifier if you hit withthis exploit during
your next turn.
Commander's Strike (warlord, Player's Handbook,
page 145): lf, onits last turn, the target hit the ally
you choose tobenefit from this exploit, that ally has
combat advantage against that target for the melee
basic attack this exploit allows.
Riposte Strike (rogue, Player's Handbook, page 118):
If you hit withthis exploit, you canriposte if the
target attacks you or any ally adjacent toyou before
the start ofyour next turn.
PARAGON PATHS
BLIGHTBEAST
"You must die so that others might live."
Prerequisite: Druid
Deathanddecay are as mucha part of nature as are
birthandfife. For the new toawakeninthe world,
the oldmust pass away. Althoughmany druids cham-
pionlife anda healthy wild, a few darkenedsouls
embrace nature's darker side, immersing themselves
inthe grim necessity that plays just as important a
part inthe natural cycle as does birth. Like other
druids, they fiercely protect the spirits andthe wild
from harm, but they use nature's darkest elements as
weapons against their enemies.
Inbecoming a blightbeast, you identify withthese
sinister elements andcome toembody death. The
power you use might manifest inyour humanoid
appearance. Or you might hide your kinship todeath
until you assume your beast form., at whichpoint
your true nature is revealed.
You might be a coldheartedkiller. Instead, you
coulduse your newfoundpower tomake room for
new life. You canuse your evocations todestroy those
whothreatennature's splendor. or commit yourself
towiping out the enemies of the natural order. Your
powers are as useful against unnatural andnatural
creatures alike.
BLIGHTBEAST PATH FEATURES
Blight Action (11th level): Whenever you spend
anactionpoint tosnake anattack, all enemies adja-
cent toyou must move 1 square away from you or
take ongoing necrotic damage equal toyour Constitu-
tionmodifier (save ends).
Blighted Wild Shape (11th level): Whenever
you use your wildshape class feature, the animal
form you assume has a deathlike aspectperhaps
evenappearing undead. While inyour beast form,
you gainresist 5 necrotic, andyour attack evocations
that have the beast form keyworddeal extra necrotic
damage equal toyour Constitutionmodifier. At 21st
level, you gainresist 10 necrotic while inyour beast
form.
Blightborn (16th level): While inbeast form, you
ignore any resist necrotic your target has. Whenyou
hit witha beast form attack evocation. a creature that
doesn't normally have resist necrotic damage gains
vulnerable 5 necrotic until the endofyour next turn.
BLIGHTBEAST EVOCATIONS
Blighted Agony Blightbeast Attack 11
Rot spreads its black tendrils from the wound you delivered. dou-
bling your adversary over withpain.
Encounter + Beast Form, Implement, Necrotic, Primal
StandardActionMelee touch
Target: One creature
Attack: Wisdom vs. Fortitude
2d8 f Wisdom modifier necrotic damage. you slide the
target 1 square, andthe target is dazeduntil the endof
your next turn.
Maggot Form Blightbeast Utility 12
You become a 'nabs of maggots. spiliimiy across theground to I c-
onstitute your forum ina place nearby.
Encounter + Beast Form, Primal
Move ActionPersonal
Effect: Move a number of squares equal toyour speed
your Constitutionmodifier. Withthis movement, you
canmove throughenemy spaces, you ignore difficult
terrain, andwithout squeezing, you canmove through
spaces a single maggot couldmove through. You take
half damage from any melee attack that hits you during
this movement.
Blight Locus Blightbeast Attack 20
Corruption spills front the wounds you tear intoyour foe. stagger-
ing it so it can blight ifs allies.
Daily + Beast Form, Implement, Necrotic, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. AC
3d8 Wisdom modifier necrotic damage, ongoing 10
necrotic damage (save ends), andyou slide the target 2
squares.
Miss: Half damage, andyou slide the target 1 square.
Effect: Until the endof the encounter, any enemy that starts
its turnadjacent tothe target takes 5 necrotic damage.
156
)) Art ofthe Kill
NIGHTMARE WEAVER
" 1 am the chill inyour blood, the raised hairs on your neck,
the thudding heartbeat brought on by your worst dreams. I
am death, and I come for you."
Prerequisites: Warlock, trainedinIntimidate
You use power drawnfrom your pact toexpose your
enemies' doubts andfears, using these terrors as your
weapons. You might visit retributiononthose who
serve evil anddestruction, or you might he a ruthless
killer, hunting downthose whooffendyou. Regard-
less, you are a creature of nightmarea thing of the
shadowsandthose whoearnyour ire canknow only
a terrifying end.
NIGHTMARE WEAVER PATH
FEATURES
Nightmarish Action (11th level): Whenever
you spendanactionpoint tomake anattack, you can
slide creatures affectedby your Warlock's Curse I
square. Those you slide take a -2 penalty toattack
rolls until the endof your next turn.
Insidious Curse (11th level): Whenanenemy
under your Warlock's Curse drops to0 hit points, you
canplace a Warlock's Curse onthe enemy nearest to
you as animmediate reaction. If the nearest enemy
is already affectedby your Warlock's Curse, you can
slide it 2 squares, andit takes a -2 penalty toattack
rolls until the endof your next turn.
Shaking Displays (16th level): All your warlock
encounter attack spells, along withpainful delusion
below, gainthe rattling keyword.
NIGHTMARE WEAVER SPELLS
Dread

Nightmare Weaver Utility 1 2


Disappearance
To those you have cursed, you seem to disappear ina cloud of
swirling darkness.
Encounter + Arcane, Illusion
Free ActionPersonal
Trigger: You gainconcealment from Shadow Walk
Effect Until the end of your next turn, you are invisible to
any creature affectedby your Warlock's Curse,
Painful Delusion Nightmare Weaver Attack 1 1
You sink a psychicclawinto lutr opponent's mind. awakening its
worsrlears.
Encounter + Arcane, Implement, Psychic
StandardActionRanged10
Target: One creature
Attack: Charisma vs. Will
Hit: 1 d10 -hCharisma modifier psychic damage, and the
target is dazeduntil the endof your next turn. Eachat-
tack that hits the target until the start of your next turn
deals 5 extra psychic damage.
Nightmare Stalker Nightmare Weaver Attack 20
Usillij theenemy's worst fears as a weapon, you conjure a shad-
m cum), to drive your foemad withterror.
Daily + Arcane, Conjuration, Illusion, Implement, Psychic
StandardActionRanged10
Target: One creature
Effect: You conjure a Medium illusory creature that lasts until
the endof your next turn. It appears Ina square adjacent
tothe target. While adjacent tothe creature, the target
takes a - 2 penalty toattack rolls unless it is immune to
fear. The target cannot move throughthe conjuration's
space, but others can. If the target misses you or one of
your allies, you canuse animmediate reactiontohave
the creature make the following melee attack against the
target.
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, andthe
target is dazeduntil the endof your next turn.
SustainMinor: The conjurationpersists, andyou canmove
it 7 squares.

Art of the Kill
gp
30 gp
2 gp
30 gp
5 gp
25 gp
41b.
41b.
5 lb.
5 lb.
SUPERIOR MELEE WEAPON
Two-Handed
Weapon Prof Damage Range Price Weight Group Properties
Garrote
+3
SUPERIOR RANGED WEAPON
1 d4 1 gp 1 lb. Garrote High crit, small
Two-Handed
Weapon Prof Damage Range Price Weight Group Properties
Blowgun
+3 1 d4 5/10 5 gp 2 lb. Blowgun Load minor, small
KILLER'S ARSENAL
Tobe aneffective killer, you must be preparedfor
everything. Other thanplanning, nothing gives better
assurances of a successful missionthanproper equip-
ment. The following mundane, alchemical, andmagic
items represent only a few tools of the bloody trade.
WEAPONS
Blowgun: This long, tubular weaponis used, by
blowing onone end, tolaunchdarts andother agents.
Garrote: This strangling tool is a lengthof wire
or knottedrope withhandles at either end. If you're
proficient withthe garrote, you canuse it todeal the
garrote's weapondamage as part of a grab attack.
MUNDANE EQUIPMENT
Camouflaged Clothing: This clothing is pat-
ternedsoyou blendintoshadows. While wearing it,
you gaina +1 item bonus toStealthchecks tohide.
Crowbar: Whena lock is tootricky tocircumvent,
brute strengthcansometimes dothe trick. A crowbar
grants a +2 item bonus toAthletics checks made to
openlockeddoors or containers.
Disguise Kit: A disguise kit includes everything
from cosmetics toprostheticsall that you might need
toconceal your identity. While using a disguise kit,
you gaina +2 item bonus toBluff checks made topass
offyour disguises.
Footpads: These felt soles fit over shoes or boots
andhelp dampenthe noise you create while walking.
The footpads grant you a +1 item bonus toStealth
checks made tomove quietly.
Glass Cutter: Whenbreaking a window is not an
option, you canuse a glass cutter tocreate the open-
ing you need. Using a glass cutter takes I minute and
it opens a hole large enoughtofit your arm through.
MUNDANE EQUIPMENT
Item Price

Weight
Ammunition
Blowgunneedles (10)
Camouflagedclothing
Crowbar
Disguisekit
Footpads
Glass cutter
ALCHEMICAL ITEMS
Some of the best tools ina slayer's arsenal are
alchemical items. Inexpensive toproduce. designed
withshort-term benefits, anduseful for dispatching
a mark quickly andefficiently, alchemical items pro-
vide just the edge a killer needs tocomplete his or her
mission. Inadditiontothese new alchemical items,
you canbenefit from those presentedinAdventurer's
Vault andthe EarnRON Player's Guide.
DROWSY DUST
Level: 4
Category: Poison
Time: 30 minutes
Component Cost: See below
Market Price: 160 gp
Wheninhaled, the powder overwhelms a target,
causing it tobecome sleepy andcareless.
Drowsy Dust Level 3+
You blow the dust from the palm of yom hand so it spreads
throughtheair and cloinisymir opperieiit's senses.
Lvl 4 80 gp Lvl 1 9 8,400 gp
Lvl 9 320 gp Lvl 24 21 ,000 gp
Lvl 1 4 1 ,600 gp Lvl 29 21 0,000 gp
Alchemical Item
Power(Consumable + Poison): StandardAction. Make an
attack: Ranged2/5; +7 vs. Fortitude; the target takes a
-2 penalty todefenses anda -5 penalty toPerception
checks (save ends both).
Level 9: +12 vs. Fortitude.
Level 7 4:-F17 vs. Fortitude.
Level 19: +22 vs. Fortitude.
Level 24: +27 vs. Fortitude.
Level 29: +32 vs. Fortitude.
EYESTING
Level: 4
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 240 gp
Whenblownintoanenemy's face, the fine particles burn
the eyes, nose, andskin, effectively blinding the target.
7
Art ofthe Kill
k
X
O
N

:
D
I
M

3

E
s
3
:
1

he fine black powder has a bitter smell and burns theskin.
Lvl 4 80 gp Lvl 1 9 8,400 gp
Lvi9 320 gp Lvi 24 21 ,000 gp
Lvl 1 4 1 ,600 gp Lvi 29 21 0,000 gp
Alchemical Item
Power Consumable + Poison): StandardAction. Make an
attack: Ranged2/5; +7 vs. Fortitude; the target is blinded
until the endof your next turn. Aftereffect: The target
takes a -2 penalty toattack rolls (save ends). Creatures
that donot rely onsight todetect other creatures are
immune tothe blinding effect. andinsteadsuffer the
aftereffect immediately.
Level 9: +12 vs. Fortitude.
Level 14: =17 vs. Fortitude.
Level 19: +22 vs. Fortitude.
Level 24: +27 vs. Fortitude.
Level 29: +32 vs. Fortitude.
FLASHBANG POWDER
Level: 8
Category: Volatile
Time: 1 hour
Component Cost: See below
Market Price: 500 gp
When.thrownagainst a hardsurface, this paper
packet rips openandexposes the reagents toair,
causing them toexplode andsmoke.
The packei explodes withti lirightfiasli arida sharp report, filling
the aredwithsmoke turddefying multiple senses.
L v18 250 gp Lvl 23 34,000 gp
Lvl 13 1,300 gp Lvl 28 170,000 gp
1.v118 6,800 gp
Alchemical Item
Power (Consumable + Zone): StandardAction. Make an
attack: Close burst 1; +10 vs. Fortitude: as a free action,
you canmake a Stealthcheck against the target with
a +4 bonus. If you succeed, you are hiddenfrom that
enemy until the endof your turnor until you attack.
Creatures that donot rely onsight todetect other crea-
tures are immune tothis effect. Effect: The burst creates
a zone, whichcontains smoke that lasts until the endof
your next turn. The smoke lightly obscures the area.
Level 13: +15 vs. Fortitude.
Level 18: +20 vs. Fortitude.
Level 23: +25 vs. Fortitude.
Level 28: +30 vs. Fortitude.
AUTHOR 1310S
LOGAN BONNER tradedthe Great Plains of Kansas for
Seattle whenhe landeda job at Wizards of the Coast.
As a mechanical designer, he has workedonD&D
Dungeon Tiles, D&D" Miniatures, theFORGOTTEN REALMS
Player's Guide, andAdventurer's Vault.
BRUCE R. CoRDELL is anOrigins andENnie award-
winning game designer whose long list of professional
credits includes the FoRuni I N REArnis Campaign Guide,
Keep on the Shadowfell'm ,Draconornicon, andOpenGrave:
Secrets ofthe Undead. Bruce is alsoanauthor ofseveral
FORGOTTEN REALMS novels, including Plague ofSpells,
the first book inthe Abolethic Sovereignty series.
BRIAN R. JAMES has enjoyedexploring the fantastic
worlds of DUNGEONS &DRAGONS since 1987 and
has inrecent years passedalong his joy of gaining to
his wife, Toni, andtheir four children. His freelance
designcredits include GrandHistory ofthe Realmslm
andtheFORGOTTEN REALMS Campaign Guide.
Aea MAnmr.i.i. has beenshirking homework infavor
of playing D&Dsince he was nine years old_ Now a
freelance writer. Ari has contributedtomany D&D
books, including Forge ofWarr'', Complete Magi'',
Tome ofMagic", andFortress ofthe Yuan-Ti' 'r.
MIXE MEARLS is the leaddesigner for the DUNGEONS
&DRAGONS roleplaying game. His recent credits
include Keep on the Shadowfell andPlayer's Handbook 2.
STEPHEN SCHUBERTworks for Wizards of the Coast
as the leaddeveloper for the DUNGEONS &DRAGONS
roleplaying game. He has provideddevelopment and
designwork for many 4thEditionD&Dproducts,
including the Monster Manual, Player's Handbook 2,
andMonster Manual 2.
ROBERTI. SCHWA LBworks as a freelance designer
for Wizards of the Coast; his recent credits include
Martial Power, Draconomicon, andthe FoRGorruf
REALMS Player's Guide. Robert lives inTennessee with
his incredibly patient wife, Stacee, andhis pride of
fiendishwerecats, but is happiest whenchainedtohis
desk, toiling for his dark masters inSeattle.
Curtis Sims works as a game designer andweb spe-
cialist for Wizards ofthe Coast. His recent credits
include the 4thEditionMonster Manual andDungeon
Master's Guide, as well as the FOliG01TEN Rliants Cam-
paign Guide.
RODNEY THOMPSON is a game designer at Wizards of
the Coast. His previous designcredits include the
Star Wars"' Roleplaying Game Saga Edition. The Clone
Ware' Campaign Guide supplement, andthe Scum and
Villainy supplement.
FROM THE
WEBS1TE
To Yo u R
BOOKSHELF
Every week, Dragon" magazine presents new online rules content
for your 4thEditionD UNGEONS & D RAGONS game onD&D
Insider'. Whether you want toenhance your character or
explore new races andcampaignhorizons. Dragon has something
for you!
The Dragon" MagazineAnnuat collects the best material published
by Dragonmagazinesincethelau nchof 4ithEdition. Withinthese
pages, you'll findmore thana dozenupdatedarticles presenting
new feats, powers, monsters, paragonpaths, andgame advice.
This supplement alsofeatures official niles for the D&D game,
including rules for gladiatorial combat, intelligent magic items,
andmore.
To use this book, you need the Fallowing 4th Edition
DUNGEONS & DRAGONS' products:.
Player's Handbook' core rulebooks
Dungeon Master's Guide core rulebooks
Monster Manuor core rulebooks
D&D" Miniatures D&D"" Dungeon Tiles
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