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SECRETS OF XEN’DRIK™

DESIGN

ART DIRECTOR

Keith Baker, Jason M. Bulmahn,

Ryan Sansaver

Amber E. Scott

COVER ARTIST

Wayne Reynolds

DEVELOPMENT

Andy Collins

INTERIOR ARTISTS

Andy Brase, Mitch Cotie, Eric Deschamps,

EDITOR

Scott Fitzgerald Gray

Steve Ellis, Wayne England, Jason Engle,

John Hodgson, Ron Lemen, Lucio Parrillo,

EDITING MANAGER

Mark Tedin, Franz Vohwinkel

Kim Mohan

GRAPHIC DESIGNER

DESIGN MANAGER

Lisa Hanson

Christopher Perkins

CARTOGRAPHERS

DEVELOPMENT MANAGER

Todd Gamble, Brian Hagan,

Jesse Decker

Robert Lazzaretti

DIRECTOR OF RPG R&D

GRAPHIC PRODUCTION SPECIALIST

Bill Slavicsek

Erin Dorries

PRODUCTION MANAGERS

IMAGE TECHNICIAN

Joshua C.J. Fischer

Sven Bolen

Randall Crews

U.S., CANADA, ASIA,

PACIFIC, & LATIN AMERICA

Based on the original D

®

UNGEONS & DR AGONS rules created by E. Gary Gygax and Dave A rneson, and Wizards of the Coast, Inc.

the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard P.O. Box 707

Renton WA 98057–0707

Baker, and Peter Adkison.

+1–800–324–6496

This product uses updated material from the v.3.5 revision.

This W

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Manual, Secrets of Xen’drik, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.

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620-95372720-001-EN 9 8 7 6 5 4 3 2 1 First Printing: July 2006 ISBN-10: 0-7869-3916-8 ISBN-13: 978-0-7869-3916-9

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Contents

Lightning Revelations ....... 105

Major Sidebars

Lost .............................. 107

Using This Book .................... 7

Introduction...........................7

Lost Soul ....................... 108

Why Go to Xen’drik? .............. 8

Maul of the

The Sahuagin of the

T

Chapter 1:

Glacial Heights ............ 110

Thunder

Sea

.....................12

A

BL

Welcome to Xen’drik .............. 11

Missing Missionaries ........ 111

Sahuagin Encounters .............13

E OF C

Crossing the Thunder Sea ......11

Reforging ....................... 114

Stormreach Names ................18

The Dangers of Travel .........13

Snake Hunt .................... 115

Buying and Selling

Stormreach .........................14

Spear of the Desert Winds ... 118

in

Stormreach

...................19

Dar Qat ............................. 20

Staff of the Magma Falls .... 120

Other Settlements ................ 22

O

N

The Lands of Xen’drik .......... 22

Trade Goods of Xen’drik ....... 23

T

Chapter 5:

The Traveler’s Curse ............. 25

EN

Chapter 2: Adventure Sites ......27

Xen’drik Unveiled ............... 123

Other Sites ......................... 28

T

Ancient Harbor ................... 27

Prestige Classes .................. 123

Old-Growth Forests ............ 42

S

Colossal Monument .............. 29

Landforged Walker ........... 123

Jungle Hazards .................... 43

Desert Canyons ....................31

Primal Scholar ................ 127

Thirty Ancient Ruins ........... 48

Dreary Marsh ...................... 33

Scorpion Wraith .............. 130

A Sulatar Speaks .................. 52

Fog Lake ............................ 34

Feats ................................ 133

Strange Flora and Fauna

Forsaken City ...................... 36

Racial Feats .................... 133

of

Xen’drik

..................... 54

Honeycomb Caverns ............. 38

Tactical Feats .................. 133

High-Level Adventurers

Mountain Glacier ................ 39

Equipment ........................ 135

in

Xen’drik

..................... 56

Old-Growth Ruins ................41

Armor ........................... 135

Adventuring Group ELs ........ 58

Primitive Camp ................... 43

Weapons ........................ 136

Adapting Animals

Quori Outpost .................... 44

Gear ............................. 138

to

Other

Climates

............. 59

Volcanic Fields .................... 46

Magical and Psionic

Giant Factions of Xen’drik ..... 60

Ziggurat Ruins .................... 48

Locations

....................... 139

Abeil Commanders ...............61

Cavern of Peerless Form .... 139

Mutated Monsters in Xen’drik ...62

Chapter 3: Encounters ........... 51

The Claw of Vulkoor ......... 140

Lizardfolk in Xen’drik .......... 63

Drow: Beyond the Scorpion .....51

Memorial Marker

Monstrous Trade Goods ........ 64

The Sulatar ......................51

of the Elven Dead .......... 141

Yuan-Ti in Xen’drik ............. 67

The Umbragen ................. 52

Pillar of the Titans ........... 142

Shulassakar:

Forgotten Civilizations ......... 52

Shattered Dreamwar Gate ...142

The Feathered Servants ...... 68

The Qabalrin ................... 52

Timeless Fountain ........... 143

Vulkoor ............................. 72

The Sul’at League ............. 53

Artifact Spells .................... 143

Drow Crests ........................ 73

The Gyrderi .................... 53

New Magic Items ................. 145

New Monsters Outside

A Legacy of Doom ................ 53

Arquis Tellora ................. 145

Xen’dri k

..........................74

The Curse of the Titans ...... 53

Bracers of the Hunter ....... 145

Alchemy Beetle Lore ............. 75

The Du’rashka Tul ............ 53

Siberys Compass .............. 146

Dream Serpent Lore ............. 77

Xen’drik Encounters ............ 54

Sulatar Items .................. 146

Jungle Giant Lore ................ 78

New Monsters ......................74

Vulkoor’s Headdress ......... 147

Giants of Xen’drik ............... 80

Alchemy Beetle ..................74

Warforged Components ........ 148

Scorrow Lore ...................... 82

Dream Serpent ................. 76

Behemoth Belt ................ 148

Tentacle Spider Lore ............ 83

Giant, Jungle ................... 77

Belt of Fortification .......... 148

Warforged Scorpion Lore ...... 86

Giant, Primordial ............. 79

Claw Gauntlet ................. 148

Yuan-Ti Wretchling Lore ...... 87

Scorrow ...........................81

Elemental Axe ................. 148

Location, Location, Location ... 94

Tentacle Spider ................ 83

Essence of the Jungle ........ 149

Curses of Xen’drik ............... 96

Warforged, Quorcraft ........ 84

Spinning Flail ................. 149

The Shard of Arcane

Warforged Scorpion .......... 85

New Artifacts ..................... 149

Endow ment

.................... 100

Yuan-Ti Wretchling........... 86

Blade of the Burning

Destiny Arms ..................... 101

Encounter Traps .................. 88

Promise

...................... 149

The Marsh of Desolation ...... 108

Destiny Arms .................. 150

Prokres as a Patron .............. 110

Chapter 4:

Dream Prison ................. 152

Missionaries Timeline ......... 112

Adventures in Xen’drik ..........93

Elixirs of Antiquity .......... 152

Lycanthropy in Eberron ....... 113

Using Adventure Frameworks ... 93

Ingots Arcanum ............... 152

100 Adventure Ideas ............ 116

Academic Errand .............. 93

Sanguineous Tome ........... 153

Giant Ruins ....................... 121

City of Gold ..................... 94

Shard of Arcane

Sulatar Materials ................ 147

The Creation Forge ........... 96

Endow ment

................. 154

Art of Xen’drik .................. 153

Dream Prison .................. 97

Shira (docent component) ... 154

The Docent Shira ............... 154

Glaive of the

Artifact Components ........... 156

Dealing with Docents ........... 155

Darkest Depths ............. 100

Defense of the Makers ....... 156

Destroying Artifacts ............ 156

Hunting Party ................. 102

Scorpion Belt .................. 156

Magic Item Effects .............. 157

Illicit Shipment ............... 104

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The dark elf warlord

whispered a word in an

ancient tongue, and

flames engulfed her blade.

Thousands of years ago, that

blade killed his ancestor.

Tonight he would take his

vengeance and reclaim his honor.

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IN

T

INTRODUCTION

RO

D

U

C

TIO

N

n the ruins of Ker Marquan, a titan king sits savages are determined to shatter any signs of civilization atop his throne on the path to the timeless

they can fi nd, and now their army bears down on the city I fountain, dreaming of the empire he once of Stormreach. . . .

ruled. This last king of Xen’drik possesses

Riedran psions fi ght their way through the Crystal dreadful secrets, but remains bound to

Labyrinth in search of the fabled destiny arms. If these the fountain of immortality. So he waits for someone to weapons fall into their hands, the Dreaming Dark might come, to ask the question he needs to answer. . . .

once again open the gates to Dal Quor, drowning Khor-Fire and magic are bound together in the forges of lost vaire in a sea of living nightmares. . . .

Gundrak’ul. In ancient times, the dark elves served the An ancient stone gateway stands alone in the jungle.

mighty giants. Now the drow are the masters of their own No physical force can shatter it, and the swirling colors destiny, and the days to come might see their blades turned within the gate and the twisted landscape surrounding against those who have come to desecrate their land. . . .

it speak of mystery and power. W ho built this strange A massive monster slumbers beneath the Icef low artifact, and what terrors lie on the other side? There’s Sea. For over forty thousand years, it has lain in torpor, only one way to fi nd out. . . .

imprisoned by the giant wizards of the Sul’at League.

The mysterious continent of Xen’drik is home to One careless word is all it would take for an adventurer a thousand deadly secrets. The mighty civilization that to shatter the wards and release the tarrasque upon an once covered this land was laid low even before the lesser unsuspecting world. . . .

races had climbed out of barbarism. Relics of these forA tribe of barbaric giants thunders across Xen’drik’s gotten empires remain, however, and in the wrong hands war-haunted plains. Driven by memories of the past, these could reshape the modern age. Legends speak of ruined USING THIS BOOK

Secrets of Xen’drik presents a wealth of information about port city of Stormreach, which serves as a gateway to the the mysterious continent that has long served as a land of adventure.

beacon for adventurers. The shattered land offers a Chapter Two: Adventure Sites provides fourteen host of treasures: In addition to gold and powerful fully detailed sites (and suggestions for many more) that artifacts, Xen’drik holds new spells, feats, and other can provide a starting point for Xen’drik adventures. These character options. A character who studies the secrets universal locations can be placed anywhere in the conti-of the storm giants of the City of Indigo Shadows can nent, and can be easily adapted to fi t any campaign.

learn to forge the ingots arcanum, while an adventurer who Chapter Three: Encounters provides a range of seeks out the claw of Vulkoor can learn the secrets of the interesting antagonists and NPCs for explorers to deal scorpion wraiths. Tremendous power lies hidden in the with, along with new monsters and templates for crea-ruins of the past—but all too often, that power carries tures native to Xen’drik.

a terrible price.

Chapter Four: Adventures in Xen’drik uses the For Dungeon Masters, Secrets of Xen’drik provides a vast location and encounter information presented in Chap-array of tools for crafting adventures and entire cam-ters 2 and 3 to create dynamic adventure scenarios. Each paigns set in the lands of the giants and their successor seed presents details on specifi c treasures or locations in races. Xen’drik is a fl exible setting, designed to work with the shattered land, as well as campaign hooks to draw PCs the Dungeon Master. Secrets of Xen’drik provides hundreds onto the path of adventure.

of options while still leaving room for individual DMs to Chapter Five: Xen’drik Unveiled presents the make the continent their own.

treasures and lore of the mysterious continent. Whether Chapter One: Welcome to Xen’drik is an over-prestige classes, feats, armor, weapons, magic items, magical view of the shattered land. This chapter examines the locations, new spells, or artifacts, the secrets of Xen’drik history and layout of both Xen’drik as a whole and the can bring power and glory to any character.

7

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cities of gold and of sentient constructs that predate the Though Xen’drik has likely always been a danger-warforged by tens of thousands of years. The continent ous land, over the course of twenty thousand years, the is home to terrible monsters and bizarre landmarks, giants rose from savagery to create a stable and advanced relics of extraplanar incursions and the dreadful power civilization. The lesser races and creatures of Xen’drik N

of draconic magic. Xen’drik is a land of mystery, where were all brought under giant dominion in time. Among IO

adventure and treasure can be found in every shadow.

the giants’ slaves were the elves, who became common T

throughout their masters’ cities and settlements.

C

U

T

Sixty thousand years ago, something happened that D

he Shattered Land

would change the giants and the fate of Xen’drik forever.

O

Some eighty thousand years ago, Xen’drik was home to Giant explorers made contact with the dragons of Argon-RT

Eberron’s fi rst civilized race—the giants, towering beings nessen, and a group of dragons took a great interest in IN

possessing tremendous strength and intellect. By study-the fledgling kingdoms. Flights of dragons migrated to ing the continent’s ruins, sages have been able to develop Xen’drik to take up residence among the giants, sharing a general sense of the lives and history of this lost age, but their knowledge of magic with the younger race. The the precise nature of its people remains a mystery. Schol-giants quickly mastered these mystical arts, creating arti-ars believe that the fi rst giants were of a type unknown in facts and wondrous locations still beyond the knowledge the modern age, both wiser and more powerful than the of modern civilization. The giant nations even taught giants of the present day. Some who study them refer to their elf slaves to use magic, with the elves’ talent for the these mighty founders as “titans.”

arcane arts allowing them to overcome the limitations of WHY GO TO XEN’DRIK?

Whether you’re a player or a Dungeon Master, what does the Twelve. The titans of Xen’drik could forge artifacts and Xen’drik have to offer? Why make the trek across the even shift the orbits of the planes. Expeditions to Xen’drik Thunder Sea? Consider the following.

provide a chance to seek treasures far beyond the capa-

The Undiscovered Country: Khorvaire holds bilities of the wizards and artifi cers of Khorvaire—artifacts its share of dark places (including the Demon Wastes, that could alter the course of history.

the jungles of Q’barra, and the Shadow Marches), but The Evil Mastermind: A journey to Xen’drik Xen’drik is almost completely unexplored. Anything might not be a matter of choice. The lich-queen Vol, could be hidden in its interior: a lost city of gold, a the Dreaming Dark, the Lords of Dust—all the forces dragonshard the size of a mountain, or a fountain of of darkness on Khorvaire hunger for the power hidden youth. Xen’drik is an unknown land that offers PCs the within the mysterious continent. PCs bound for Xen’drik chance to be explorers as well as adventurers.

might not be doing so for themselves, but to keep some Pursuit of Legends: An ancient elf war prince, said artifact or secret out of the hands of those who would turn to be the forebear of Vadallia of Valenar, once turned whole its power to evil ends.

lakes red with the blood of giants—or so the stories say. It is War and Peace: Danger can arise from mundane rumored that the secretive elven sect of the Qabalrin gave sources as easily as dark cults and conspiracies. The birth to the fi rst vampires, and that these undead lords still Treaty of Thronehold is an uneasy truce, and many sleep in hidden vaults. Some say that the titans shattered the believe that it is only a matter of time before war begins lost thirteenth moon on a vast altar of obsidian and brass.

again. Every nation in Khorvaire is preparing for the Xen’drik is a land of legends, allowing characters to take possibility of violence—and what better way to prepare on challenges that are larger than life.

than by laying claim to the mighty artifacts of the ancient An Untamed Land: Travel within the Five Nations giants? Adventurers might be hired by kings and queens is relatively safe. Characters wandering the trade roads of or dispatched by agents of the Chamber to stop others Breland are unlikely to encounter hydras or manticores.

from claiming weapons too dangerous to be wielded by Xen’drik, on the other hand, is completely wild. Anything mortal hands.

could be lurking in the shadows: feral drow, ancient con-Neutral Ground: Stormreach stands outside the structs, rogue dragons, or worse. Xen’drik is the place for any authority of any of the Five Nations, and the wilds of hero in search of a challenge, or for a Dungeon Master who Xen’drik are governed by no one. The free city can be an wants to test a party with some new and fearsome beast.

excellent place to wait for trouble with the law in Khor-Forgotten Lore: From the fallen empires of the vaire to blow over, and it offers the opportunity to deal giants to the nomadic drow, each of the cultures of with traditional enemies more openly.

Xen’drik has its own martial and magical traditions.

Anything Goes: Any element in the DUNGEONS & Whether a party seeks to wrest long-lost secrets from the DRAGONS game can be found in the EBERRON setting, and ruins of Bazek Mohl or to master the arcane Ritual of more than any other location, Xen’drik shows the truth Binding, Xen’drik provides explorers with opportunities of that statement. Between the strange magical forces that they could never fi nd in Khorvaire.

have warped the continent and the vast arcane power of its Untold Power: The lost magic of the Age of Giants fallen civilizations, almost any spell, object, or creature exceeds even the wildest dreams of the Arcane Congress or could be hidden in the depths of the shattered land.

8

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One of the many cyclopean ruins

on the continent of Xen’drik

their size. For a time, dragon and giant lived in harmony, but confl ict in Argonnessen eventually drew the dragons away from Xen’drik. In centuries to come, the dragons became insular and broke off contact with the giants; they would not return for thousands of years.

The civilization of the giants prospered for another twenty thousand years, and its empires spread across the continent. Then, forty thousand years ago, the collapse of Xen’drik was set in motion by an extraplanar invasion from Dal Quor, the Region of Dreams. Living nightmares tore into the nations of the giants, and reality itself was scarred by their battles. In the end, an alliance of giant arcanists drew on cataclysmic powers to sever the connection between Dal Quor and Eberron—an action that unleashed destruction nearly as disastrous as the war it sought to end.

For almost a thousand years, magical curses and plagues swept through the land, civil war raging even as the giants’ elf and drow slaves seized the opportunity to throw off their chains. Desperately weakened, the giants prepared to call again on the powerful magic that had banished the quori—magic that might have destroyed Eberron if not for the intervention of the dragons. No one knows the full extent of the power the lords of Argonnessen brought to bear, but in the aftermath, the Xen’drik of old was no more. Eldritch energy spread across the land, leaving a twisted environment and bizarre monsters in its wake. The giants were reduced to savagery and have never MT

recovered, their cities falling to ruin.

For almost forty thousand years, Xen’drik has been a land of mystery, but in recent times the people of Khorvaire and Sarlona have begun to probe its depths. Many of the creatures in the Monster Manual and other monster fantastic treasures have been recovered from its ruins, collections can make an appearance in Xen’drik, from but its greatest secrets remain hidden still, waiting for araneas in some lost, cobwebbed city to the sleeping tar-bold adventurers to unearth them.

rasque. A nation of thri-kreen located in the midst of the Five Nations would have had an enormous impact on the STORMREACH

history of the region around it. However, the thri-kreen Though a number of daring settlers have attempted to might have been flourishing in Xen’drik for thousands establish colonies in the interior of Xen’drik over the last of years, just waiting for the day when interlopers stumble two centuries, all such settlements have met with disaster.

into their hidden kingdom. Will this fi rst contact provide Only two coastal cities have managed to survive the pas-adventurers with access to strange knowledge or fabulous sage of time: the Riedran colony of Dar Qat and the city treasures? Or will they enrage the thri-kreen, causing of Stormreach. As with Riedra itself, foreigners are not the mantisfolk to declare war on the outside world?

welcome in Dar Qat. So, adventures in Xen’drik typically For players and Dungeon Masters alike, Xen’drik begin with a journey to Stormreach (described in detail is a playground. This is your chance to make your mark in Chapter 1).

on the world, and to place your favorite creatures or Stormreach itself offers plenty of opportunities for ideas of your own devising. This supplement has been adventure. Though founded by Galifar, the settlement designed with creative freedom in mind. While the map is a free city existing outside the authority of any nation.

of Xen’drik has a few critical locations, much has been This allows many of the underground movements and left uncharted and unknown.

conspiracies active in Khorvaire to operate in the open.

The adventure sites in Chapter 2, the encounters Step into any Stormreach tavern, and you might run into in Chapter 3, and the adventure frameworks in Chapter a knight of the Emerald Claw, a trade lord of the Aurum, 4 are not tied to any single point on the map. Instead, or a priest of the Mockery or the Blood of Vol. Storm-they are designed to help you as you shape your vision reach is neutral ground—at least until someone throws of Xen’drik. A campaign turns around the party find-the fi rst punch.

ing the lost land of the thri-kreen? The Forsaken City (page 36) makes a fine thri-kreen fortress. This book MAKING YOUR MARK

is a toolbox—use it to make the lands of the mysterious One of the critical features of Xen’drik is that its lands continent your own.

remain largely unexplored. Literally anything might be Anything can happen in Xen’drik. So read on, and found over the next hill or in the next jungle grove. Any let your imagination run wild.

9

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The wererat laughed. “I thought you would

be more of a challenge. I didn’t expect

you to fall into my trap so easily.”

“Strange,” Dulan said with a

grin. “I was just thinking

the same thing.”

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CHAPTER ONE

W

ELC

O

WELCOME

M

E T

O

XE

TO XEN’DRIK

N

'D

RIK

dventurers dream of the wonders of Xen’drik.

Travelers on cargo runs are expected to help out with ship-Who doesn’t yearn to fi nd a lost city with

board duties and chores, and if the ship comes under attack, Awalls of gold, to learn long-forgotten magi- they are expected to fi ght alongside the crew.

cal secrets, or to unearth artifacts with the Aerenal, Zilargo, and House Lyrandar often make power to shape the future? In Xen’drik, all

use of soarwood sailing ships. Light and swift, these ves-these experiences are possible. First, though, explorers sels move at twice the speed of a mundane ship.

must make their way to the shattered land—a perilous task The top of the line in sea travel are those vessels in its own right. This chapter examines the challenges crewed by heirs of House Lyrandar. A mundane ship involved in reaching Xen’drik, the dangers of traveling outfi tted with a wheel of wind and water can sail at three times through the hostile continent, and the opportunities and the speed of a normal vessel, while an elemental wind gal-perils to be found in the port city of Stormreach.

leon can cover up to 480 miles in a day. Such vessels are usually designed with paying passengers in mind, with a C

few small cabins for travelers.

rossing the Thunder Sea

Travel by Air: The Skyfall Peninsula is well named.

Whether by sea or air, a journey to Xen’drik is typically The high degree of storm activity makes travel across the risky. Ships heading to Stormreach must brave the sahuagin-Thunder Sea dangerous even for heirs of House Lyrandar.

infested waters of the Shargon’s Teeth island chain and the Airship captains have encountered unbound elementals, frequent storms (including the occasional hurricane) that yrthaks, insect swarms, and more dangerous threats in batter the Skyfall Peninsula. The Getting to Xen’drik table the Xen’drik skies. As a result, House Lyrandar typically provides information on the journey from Khorvaire to deploys airships to Stormreach only on urgent business of Stormreach, including duration, the cost per traveler, and the house or when a vessel is chartered by a favored client.

how frequently vessels of any given type depart.

Travel is fast, and airships are designed for comfort, but the cost can be prohibitive.

MEANS OF TRAVEL

Teleportation: The safest way to cross the Thunder A trip aboard a Lyrandar wind galleon is quite different Sea is also the fastest way: teleportation. Characters who from a journey in steerage on a Zil merchant vessel, and cannot teleport themselves can hire House Orien, but for those who can afford it, even faster and more reliable the distance from Khorvaire to Stormreach requires the methods of travel can be found. Sea travel, fl ight, and rare greater teleport ability of an heir of Siberys. Below is the teleportation are the three primary means of reaching list of cities in which such an heir might commonly be Xen’drik. See the EBERRON Campaign Setting and Explorer’s found, along with the cost of the trip and the percentage Handbook for more information on any of the methods and chance that the heir is available on any given day.

vessels presented below.

Travel by Sea: The Windwrights Guild of House City

Cost

Available?

Lyrandar dominates the sea trade, and traveling under Flamekeep 6,000

gp

10%

the Windwright fl ag provides an assurance of quality Kort h

6,000

gp

10%

and competence. Every nation has its independent mer-Passage

4,000

gp

40%

chants, though, and Zilargo and Riedra in particular Sharn

5,000

gp

20%

have sizable fleets in the Thunder Sea. Cargo ships travel to Stormreach from all the Khorvaire ports mentioned A maximum of fi ve Medium or smaller creatures can be on the accompanying table.

transported in this manner, along with whatever equip-Without the benefi t of magic, it takes a ship just over ment they can carry. Prices assume that the caster is making a month to complete the journey from Sharn to Storm-a return trip over the course of two consecutive days. The reach, assuming it survives the dangers of the Thunder Sea.

PCs can piggyback on the return trip at no additional cost, The mundane vessels that make these journeys are mostly though any delay must be negotiated with the heir (at rates cargo ships, built to hold a maximum volume of trade goods.

ranging from 10% to 50% of the above cost per day).

As a result, creature comforts are at a minimum, and pas-Chartered Ships: For characters with plenty of gold sengers are lucky to find suffi cient space to hang hammocks.

but no time to wait for the next departing vessel, chartering 11

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a ship is a good (if expensive) option. Chartering a sailing Passengers never have to work aboard a luxury ship, ship costs 100 gp per day of travel (200 gp per day for a soar-and in case of combat, are not expected to help—although IK

wood sailing ship, or 300 gp per day for a Lyrandar sailing a Lyrandar captain might reward PCs who leap to the R

ship). Wind galleons can occasionally be chartered for 750

defense of the crew. The adventure Voyage of the Golden

'D

gp per day, while chartering an airship costs 1,000 gp per Dragon presents a series of linked scenarios built around N

day if a captain willing to risk the crossing can be found.

the Sharn-to-Xen’drik maiden voyage of Khorvaire’s XE

Consult the Getting to Xen’drik table for the newest luxury airship—and the threats, intrigue, and O

number of days required for a charter journey. Charac-murder that go with it.

E T

ters chartering a ship pay the daily rate for travel to and PORTS OF CALL

M

from their destination, plus each day that the ship must O

wait for the party to complete its mission. Characters Passage to Xen’drik can be booked only in the major CL

chartering a ship must pay for the return trip even if they southern ports of Khorvaire. Each city is slightly dif-E

are not on board. Charter rates include hazard pay for ferent, and the tone of the port can add to the fl avor of W

the ship’s crew, but the chartering characters are respon-the journey.

sible for hiring guides and making bribes as required (see Sharn: The largest of the southern ports and the the Sahuagin of the Thunder Sea sidebar, below).

city physically closest to Stormreach, Sharn is known as Luxury Ships: Xen’drik is not the ideal destination the Gateway to Xen’drik for a reason. It is a major center for a pleasure cruise, but some people only travel in style.

of trade for the Windwrights Guild, but all manner of Luxury travel increases the cost of a journey by at least private ships also make their way to Sharn. This is the 50% and might be available only on a charter basis (at the best place to fi nd passage to Xen’drik on short notice.

DM’s discretion). While on such a journey, characters have The prices given here supersede the general information access to fi ne food and entertainment, along with a House provided in the Sharn: City of Towers supplement.

Jorasco healer. Between the comfortable furnishings and Pylas Talaear: For the long-lived elves, the slow the ministrations of the healer, characters can regain journey to Xen’drik is a chance to refl ect on the trials and up to 4 hp per character level per day while traveling. In exodus of their ancestors. The vast majority of the ships addition, the luxury vessels of House Lyrandar carry a that sail from this port to Stormreach are elven vessels.

complement of sentries from House Deneith—passengers Trolanport: The gnomes were exploring the seas don’t pay justfor comfort, but also for peace of mind.

long before the first dragonmarks appeared, although a THE SAHUAGIN OF THE THUNDER SEA

Look beneath the waves, and you’ll fi nd a vast and ancient In the Cliffside district of Sharn, sahuagin curses have world, filled with secrets unknown to those who can even found their way into everyday speech.

breathe only air. Thousands of years of history are buried Due to the confl icts between clans, having a sahua-beneath the Thunder Sea. Kingdoms have risen and gin guide is not a foolproof shield against attack. A vessel fallen there. Great wars have been fought between the must adhere to the territory of its guide’s clan, and even sahuagin and aboleth slavers, between merfolk nomads then it might run afoul of a raiding party from a neigh-and the Lords of Dust. Pirates and merchants battle boring clan. Defeating such raiders won’t invite retalia-sahuagin at the frontier between air and water, never tion, but fi ghting a clan in its own waters usually results dreaming of the mysteries that lie below.

in redoubled attacks as the sea devils seek to bring down The sahuagin are a powerful and sophisticated race.

their prey. Old sailors tell tales of legions of sharks led They are stronger, faster, and smarter than humans, by sahuagin priestesses riding dragon eels. If caught up with armored skin and a deadly bite. The sahuagin have in such an action, a ship’s only hope is to cross into the a clan-based society, and they fight one another with territory of an opposing clan.

the same zeal they devote to raiding surface vessels and Adventurers in an appropriate port city can locate a fishing villages. So far, these internal struggles have kept sahuagin guide with a successful DC 15 Profession (sailor) the sahuagin from mounting a unified assault on the check, DC 20 Knowledge (local) check, or DC 20 Gather surface world.

Information check. It is also possible to negotiate with the Sahuagin can be found in all ten seas of Eberron, sea devils on the open water. The Windwrights Guild has a but they are most common in the Thunder Sea and the few established points where a captain can drop anchor and Barren Sea. For centuries, they were implacably hostile, drop a carved signal stone overboard to call a guide from but over time the scholars and sages of Galifar and Zilargo the depths. In either case, the standard price for hiring a were able to establish diplomatic contact with a number guide is 1% of the value of the ship itself (100 gp for a stan-of sahuagin nobles. For the last two centuries, captains dard sailing ship). Many captains offer greater rewards in planning to travel across the Thunder Sea have made the hope of buying greater loyalty. On occasion, sahuagin arrangements with the sahuagin, paying for peaceful have helped sailors battle threats from the deep.

passage and for aquatic guides to help ships navigate the The prices for individual transport noted on the dangers of Shargon’s Teeth. Today, sahuagin guides can be facing page already include the cost for a vessel’s captain found in all the great port cities of southern Khorvaire.

to deal with the sahuagin.

12

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GETTING TO XEN’DRIK

number of Zil merchants have joined the Windwrights Guild. The gnomes have a proud seafaring tradition: W

Sharn to Stormreach

Nearly half of the mundane and soarwood vessels leaving E

Transport

Travel Time Cost

Next Ship

this port have gnome crews. Medium creatures fi nd the LC

Airship

3 days

1,440 gp 4d4 days

accommodations aboard such ships to be quite snug.

O

Sailing ship

31 days

45 gp

1d3 days

Zarash’ak: Prospectors of the Finders Guild can M

Sailing ship, Lyrandar

11 days

792 gp

1d6 days

always fi nd work in Xen’drik, and House Tharashk has E T

Sailing ship, soarwood

16 days

77 gp

1d4 days

forged ties with House Lyrandar to facilitate travel to O

Wind galleon

3 days

432 gp

2d4 days

Stormreach. While technically part of the Windwrights XE

Guild, many of the sailors who run the Zarash’ak route N

Pylas Talaear to Stormreach

are actually half-orcs who have come to love the sea.

'D

Transport

Travel Time Cost

Next Ship

R

THE DANGERS OF TRAVEL

Airship

6 days

2,880 gp 4d12 days

IK

Sailing ship

59 days

85 gp

3d4 days

The Thunder Sea draws its name from the violent storms Sailing ship, Lyrandar

20 days

1,440 gp 4d4 days

that surge across its waters. The path between Stormreach Sailing ship, soarwood

29 days

144 gp

2d4 days

and Sharn is blocked by Shargon’s Teeth, a series of Wind galleon

6 days

864 gp

4d4 days

islands choked with sharp reefs and hidden shoals, and inhabited by militant sahuagin clans. Pirates roam the Trolanport to Stormreach

calmer waters beyond the Teeth, searching for prey. The Transport

Travel Time Cost

Next Ship

Stormwrack supplement provides detailed rules for naval Airship

3 days

1,440 gp 4d8 days

combat and the hazards of sea travel. Any of the options Sailing ship

32 days

45 gp

1d6 days

presented in that book can be used to liven up an adven-Sailing ship, Lyrandar

11 days

792 gp

2d6 days

turing party’s Thunder Sea journey.

Sailing ship, soarwood

16 days

77 gp

2d4 days

While a vessel is traveling through Shargon’s Teeth, Wind galleon

3 days

432 gp

2d6 days

the DM should make an encounter check once per day. If the crew includes a sahuagin guide, add 2d20 to the d%

Zarash’ak to Stormreach

roll. Encounters are not always hostile. For example, a Transport

Travel Time Cost

Next Ship

school of sharks poses little threat to a wind galleon, and Airship

4.5 days 2,160 gp 4d8 days

if a sailing ship has a sahuagin guide, a sahuagin patrol Sailing ship

57 days

82 gp

1d8 days

might leave it alone. On the other hand, the guide might Sailing ship, Lyrandar

19 days

1,368 gp 2d6 days

be intent on betraying his patrons, or a group of sahuagin Sailing ship, soarwood

28 days

124 gp

2d6 days

raiders might be members of a rival clan.

Wind galleon

6 days

648 gp

4d4 days

SAHUAGIN ENCOUNTERS

The sea devils are fearsome predators, able to bring mar-has a long-standing pact with the villagers concerning tial prowess and magical might to bear on their enemies.

fishing rights and the worship of the Devourer, and this However, not every encounter with the sahuagin has to delegation has arrived for the annual rituals. Will the PCs be a battle.

seek to defend the village before learning the truth? How Unsavory Appetites: One of the rituals of the will clerics react to humans who follow the Devourer?

sahuagin religion involves consuming a fallen foe to The Words of the Devourer: The deep water of the gain his strength and power. Some sages claim that this Thunder Sea holds uncounted secrets. As the party’s ship process is more than just ceremony, however, and that approaches Shargon’s Teeth, a sahuagin ranger clambers creatures such as the four-armed mutant sahuagin and up the hull and onto the deck. He holds a sphere of stone the malenti are the result of this rite.

engraved with intricate writing, which he hands to the Either while at sea or in Stormreach, the party is party. A successful DC 25 Decipher Script check reveals approached by a sahuagin priestess. She wants the PCs that it is a prophecy—an ancient inscription that clearly to go inland and capture an exotic monster that can be indicates the date, the ship, and one of the PCs. The found only in Xen’drik—a creature that lives too far ranger insists that the chosen PC accompany him to a inland for her warriors to hunt. She pays handsomely temple deep beneath the waves. A struggle lies ahead, and for a live specimen and might hire the party to hunt the character must receive the blessing of the elders if any additional beasts. But what horrors might these creatures of the party are to survive.

produce when consumed by sahuagin warriors?

Is it a hoax, or is danger truly coming? Has a rak-The Festival: The party is approaching a small port shasa rajah been released from bondage, or does the village by boat when someone catches a fl ash of motion prophecy foretell an alliance of aboleths or some dark in the water. A dozen sahuagin rangers rise from the sea, plan of the daelkyr? And what wonders will the characters along with a priestess and a four-armed wizard. This clan see in the city beneath the waves?

13

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d%

Encounter

Average EL

Stormreach sits on the eastern coast of the Skyfall Penin-01–02 1

siege

crab1 14

sula, Xen’drik’s northernmost extension into the Thunder IK

03–04

1d3 greater storm elementals1 12

Sea. Along a coastline of towering cliffs, the city is one of R

05–06 1

kraken

12

the few points where ships can easily dock. Stormreach also

'D

07–11 Sahuagin

patrol2 12

marks the delta of the River Koronoo, a broad, slow ribbon N

12–14

1d3 greater water elementals

11

of water that fl ows from deep in the heart of Xen’drik.

XE

15–17

1 dragon eel1 11

On the ruined site of a giant metropolis, the city was O

18–21

1 dragon turtle

9

established centuries ago by pirates and smugglers as a E T

22–25

1 giant octopus

8

place to rest and resupply while preying on Riedran ship-M

26–30

1d4 +1 Huge sharks

7

ping or expeditions from Khorvaire. Over time, those O

31–40 1d4 +4

sahuagin

7

expeditions became more frequent. Scholars sought to CL

41–45

Large storm elemental1

6

delve deeper into the history of the shattered land, while E

46–55 Sa huagin

raiders3

6

the dragonmarked houses realized the tremendous profits W

56–65

1d4+1 Large sharks

5

that could be recovered there. In 800 YK, the houses 66–80 Ship4 varies

petitioned the King of Galifar to end pirate activity in the 81+

No encounter

—

region, and by 802 YK, naval action had shut the smug-1 See Monster Manual III.

glers’ operations down. Ironically, however, it was the pirate 2 Includes 1d10+10 sahuagin, one 3rd-level sahuagin ranger, chieftains who wound up retaining power as the area’s new and 1d2 Large sharks.

rulers. The chief smugglers became the fi rst Coin Lords, 3 See page 64.

and the city of Stormreach was born.

4 The precise nature of the encounter is up to the DM.

While the city’s core is clustered around the harbor, It could be a ghost ship whose crew was killed or vanished its outlying districts spread far throughout the ruins.

mysteriously, a pirate vessel in search of prey, or a merchant The remains of the ancient city mark off these neigh-trader returning home with a full hold.

borhoods, and numerous wonders (and dangers) can be found within. Functioning constructs still protect broken The presence of free-roaming elementals is one of the doors, obelisks radiate magic whose function has never mysteries of the Thunder Sea. Some sages claim that the been determined, and drow and other predators stalk the Xen’drik cataclysm spread manifest zones far beyond the shadows. Some call Stormreach the City of Dungeons, continent, drawing water, air, and storm elementals ( MM

and those who live here know that the city’s foundation III 48) from Lammania and Kythri. Whatever the reason, of ruins holds uncounted secrets.

elementals are angry and aggressive when encountered Leadership: Stormreach is governed by five hereditary in the region, and they are especially hostile toward any nobles: the Harbor Lord and four Coin Lords, collectively bound-elemental vessels.

known as the Storm Lords. The Harbor Lord maintains the docks and oversees the flow of traffic, while the Coin S

Lords are responsible for the general maintenance of the tormreach

city, including the Stormreach Guard.

Small City, Population 11,650

Stormreach is a chaotic place at best—a frontier enclave, It’s a ruin.

acknowledged by the Five Nations but beholden to no king.

This is your first thought as Stormreach comes into view: The city has The lords of the city hold their positions through wealth, been destroyed by some terrible disaster. You see crumbling walls and squat, power, and tradition, but law is a secondary concern to trade.

shattered towers. Then a moment later, you realize how far you still are from Should anyone become a serious threat to business (includ-the city, and you notice the smaller structures clustered around those broken ing adventurers whose goals interfere with the smooth flow foundations. These ruins must be the work of the giants, buildings that fell of commerce in the city), the Stormreach Guard responds long before humans came to this land.

with mercenaries or assassins as necessary. Brawls, duels,

It might not be a ruin, but Stormreach is a ramshackle city. As you draw arguments between individuals, and petty theft rarely con-closer, you see that the buildings are an astonishing assortment of architectural cern the Guard, however. Stormreach is a dangerous town styles and materials. Some of the inhabitants have constructed their homes using for people handicapped by morality and an excellent place stone quarried from the ruins themselves; others are partially built from drift-for criminals to hide from the justice of the Five Nations.

wood or the hulls of broken ships. The Flamic architecture of Thrane stands next Although the Storm Lords are the nominal governors of to a thatched hut that would seem more at home in the Shadow Marches. The the city, the dragonmarked barons wield considerable power.

city is a tapestry, hinting at the diverse range of people that have settled here.

All the dragonmarked houses have agents and enclaves in

From what you can see, Stormreach is spread over a wide area, flow-Stormreach, but House Lyrandar, House Kundarak, House ing down along a river valley. Barges and passenger skiffs drift between the Deneith, and House Tharashk have deep roots in the city, harbor and the depths of the city. Vegetation-covered cliffs surround the valley and the Storm Lords go to great lengths to accommodate with a curtain of lush green.

them. An outpost of the Twelve stands at the edge of the city,

As a boomtown devoted to extracting Xen’drik’s riches, Stormreach and the emissaries of the houses often meet in this neutral will never be mistaken for a capital city or a paragon of architectural splen-citadel to discuss business and settle disputes.

dor. The climate seems agreeable, though (at least between storms), and the Riedra, Aundair, Breland, Karrnath, Thrane, and place holds an air of ancient mystery. You can see why so many choose to stay Aerenal all maintain consulates in Stormreach, but their in Stormreach long after their expeditions have staggered out of Xen’drik’s relationship with the Storm Lords is based purely on profit.

interior and returned to civilization.

Stormreach remained neutral throughout the Last War, 14

620_95372 Xendrik_Ch1.indd 14

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Ruined buildings dominate

SE

the skyline in Stormreach

and the city extends only the most basic courtesies to The Chapterhouse (Area 10): A joint venture of representatives of the Five Nations.

House Phiarlan and House Ghallanda, this squat structure Demographics: Humans 43%, gnomes 9%, half-elves serves as tavern, hostel, and performance space. It provides 9%, dwarves 8%, orcs and half-orcs 8%, halfl ings 7%, elves inexpensive accommodations and some of the best enter-6%, warforged 2%, shifters 2%, changelings 1%, other tainment the city has to offer. Of course, information (drow, goblinoids, giants, kalashtar, monstrous races) 5%.

can also be bought and sold at the Chapterhouse. With a Economics: 20,000 gp purchase limit (in one of the successful DC 15 Knowledge (local) check, a character can more prosperous neighborhoods); 8,737,500 gp asset limit.

find someone willing to talk about the latest expeditions into the interior, which ships are carrying the most myste-NOTABLE FEATURES

rious cargo, or who among the locals has suddenly struck it Stormreach is fi lled with businesses catering to the needs rich (and how). The hostel almost always has rooms avail-of explorers and adventurers. An overview of shops and able at a decent price, the only drawback being that if you’re services is provided later in this chapter, but a few locations staying at the Chapterhouse, you can be certain someone are especially noteworthy. The map of Stormreach on page knows exactly what you’re up to.

17 notes the locations of most of the following features.

Circle of Visions (Area 9): Shattered statues and Black Iron (Area 11): Primarily a smithy, Black monoliths are spread throughout Stormreach, their Iron also deals in a variety of goods designed for Large symbolic meaning lost on contemporary viewers. One and Huge creatures. It is a center for trade with the statue might show a humanoid fi gure holding a knife in giants living in the outlying tent city of Rushemé, and it one hand and a snake in the other. Another monolith is provides adventurers with a place to unload treasures of simply a massive arm reaching toward the skies.

unusual size found in the ruins of Xen’drik.

Among the strangest of the giant ruins are the twelve A family of half-giants runs Black Iron. The venerable rings of standing stones scattered about the fringes of patriarch Hular (N male half-giant magewright 6/com-Stormreach. Their function and operation is unknown, moner 6) is a master smith, but age is taking its toll on although each radiates an aura of faint illusion magic.

him. His youngest daughter Solarca (CG female half-giant About once a month, a programmed image appears at night in fighter 4/psychic warrior 2) has the spirit of an adventurer.

the center of one of the circles. Sometimes the image is a She might seek to join parties investigating the ruins of the simple one (a fl uttering dove, a crashing wave, a flowering giants or strike out on her own in a quest to steal a husband fruit tree, and so on). Other times, the images are more from the half-giants of Dar Qat (see page 20).

disturbing—a menacing quori or a sinister ziggurat deep 15

620_95372 Xendrik_Ch1.indd 15

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within the jungle. So far, no one has been able to deter-hospital a short distance from the harbor. Jorasco adepts mine the pattern or purpose of the mysterious images. Are provide healing at the standard rates ( ECS 121).

IK

they simply works of public art left over from the Age of Alhaura d’Jorasco (LN female halfl ing cleric 9) is R

Giants, or are they relaying some ongoing communication the highest-level spellcaster in the enclave. In addition

'D

or prophecy?

to Alhaura’s ability to cast raise dead, the house possesses N

Citadel of the Twelve (Area 8): All the dragon-an altar of resurrection ( ECS 261) for use on behalf of favored XE

marked houses have an interest in the magical secrets clients. However, strange events sometimes accompany O

hidden in Xen’drik. This outpost of the Twelve is located the use of powerful necromancy in Stormreach. In a E T

on the edge of the city. In addition to serving as a resource handful of cases, foreign spirits have seized the bodies M

for explorers, the citadel is the best place to seek magic of those being raised. When Jorasco sought to resurrect O

items and spellcasting services. Visitors can purchase the Storm Lord Delera Omaren, the risen warrior cried CL

arcane spells of 5th level or lower, as well as magic items out in the tongue of the giants and killed dozens with E

with a 20,000 gp purchase limit. Services and goods are lightning before she was returned to the grave. Another W

always top quality, but this comes at a cost: prices for time, a pack of marut inevitables appeared after a Way-spellcasting and magic items are priced 5% above normal.

finder was raised. The outsiders slew the adventurer and This premium is waived for high-ranking members of a devastated the enclave before vanishing. Today, Jorasco dragonmarked house (including dragonmark heirs) or healers use augury before performing major necromancy.

for PCs in the active service of a house.

Divinations can fail, though, and at the DM’s discretion, Delera’s Watch (Area 7): Crypts and catacombs are resurrection in Stormreach might bring surprises.

hidden throughout Stormreach, but most of the ruined The local baron is Iriakan d’Jorasco (NG male half-city’s notables are buried in the district of Delera’s Watch, ling barbarian 1/expert 6), who is trying to improve the named for one of the fi rst Storm Lords. Aside from the house’s standing in Stormreach by making the enclave tomb of Delera Omaren, this neighborhood includes the more and more indispensable.

crypts of a number of famous smugglers of old Stormreach.

Molou’s Distillery (Area 6): A smelly distillery Naturally, tales abound of how these legendary pirates were with cracked cisterns and patchwork metal tanks, Molou’s buried with treasure maps, powerful magic items, or jour-makes kuryeva, a potent gin made from the berries of nals detailing the location of sunken merchant ships. Even Xen’drik’s kuryeva bush. Kuryeva is popular both in the on their deathbeds, the pirate captains were suspicious coastal cities of southern Khorvaire and with sailors at and paranoid, and their crypts remain guarded by traps, sea, making the distillery one of the city’s largest employ-magical wards, and (it is whispered) undead guardians.

ers. Less reputable captains promise their otherwise surly Stories abound of a subterranean necropolis of the crews a tot of kuryeva every day, because kuryeva drinkers giants beneath Stormreach, where mummified corpses are a docile lot.

have lain undisturbed for more than forty thousand years.

Molou’s has a taproom where drinkers can have their Whether these tales hold any truth remains to be seen, for kuryeva straight from the tanks. Only those with debilitat-any entrance to these catacombs is well hidden.

ing cravings for the drink spend much time here, though; House Jorasco Enclave (Area 14): House Jorasco’s the sickly-sweet odor of the fermenting liquor drives most Healers Guild maintains what is essentially an urban patrons away. Molou’s regulars include a number of failed HALF-GIANTS AS CHARACTERS

For more information about half-giants, see Expanded

Power ful Build (Ex): The physical stature of Psionics Handbook. Half-giant characters possess the fol-half-giants lets them function in many ways as if they lowing racial traits.

were one size category larger. Whenever a half-giant is

— +2 Constitution, +2 Strength, –2 Dexterity.

subject to a size modifi er or special size modifier for an

—Giant

type.

opposed check (such as during grapple checks, bull rush

—Medium

size.

attempts, and trip attempts), the half-giant is treated

—Ha lf-giant base land speed is 30 feet.

as one size larger if doing so is advantageous to him. A

—Low-light

vision.

half-giant is also considered to be one size larger when

—Fire Acclimated: Half-giants have a +2 racial bonus determining whether a creature’s special attacks based on saving throws against all fi re spells and effects.

on size (such as improved grab or swallow whole) can

—Powerf ul build (see below).

affect him. A half-giant can use weapons designed for

—Natura lly Psionic: Half-giants gain 2 bonus power a creature one size larger without penalty. However, points at 1st level, regardless of whether they choose a his space and reach remain those of a creature of his psionic class.

actual size. The benefits of this racial trait stack with

—Psi-like ability (see below).

the effects of powers, abilities, and spells that change the

—Automatic Language: Common. Bonus Languages: subject’s size category.

Draconic, Giant, Gnoll, Ignan.

Psi-Like

Ability: 1/day— stomp (DC 10). Manifester

—Favored Class: Psychic warrior ( EPH 24).

level equal to 1/2 HD (minimum 1st). The save DC is

—Level adjustment: +1.

Charisma-based.

16

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620_95372 Xendrik_Ch1.indd 17

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prospectors and adventurers, many of whom saw things in (such as where to shop for weapons, which city guard ser-the jungle that only kuryeva can help them forget.

geant can be trusted, what time of day the elemental gal-IK

The Red Ring (Area 5): The civilized nations of leons unload passengers, and so on). If the PCs improve a R

Khorvaire might frown on blood sport, but the Storm captain’s attitude to helpful, the captain acts as a full-fledged

'D

Lords have no such scruples. An astonishing array of events informant, providing rumors about events in the city. A N

occurs in this arena of crimson stone, as gladiators do battle friendly riverboat captain is also willing to spend at least XE

with savage giants, fantastic beasts, and each other. Not part of each day on standby, waiting to serve the PCs.

O

every battle is fought to the death, but in combat with the Temples: The largest houses of worship in Storm-E T

creatures of Xen’drik, anything can happen.

reach can be found in the Church Ward, a plateau to the M

Adventurers can try to make their fortunes in the southwest of the main city. This is dominated by the keep O

Red Ring or by gambling on the outcome of matches.

of the Silver Flame, established a little over a century ago CL

Alternatively, they could be hired to capture beasts to as an outpost for the missionaries the church sends into E

fight in the ring, or they might be drawn into corruption the depths of Xen’drik (a program that, to date, has met W

that threatens the life of a friend.

with little success). A host of smaller temples, churches, The Ship’s Cat (Area 4): Densewood twigs have been and shrines are scattered across the ward and the city.

thatched together to create a building that looks like a An explorer who looks hard enough can fi nd shrines pile of sticks but has all the strength of stone. The Ship’s dedicated to numerous deities—some using the familiar Cat is an inn run by a shifter named Harysh (NG female names of the Sovereign Host or the Dark Six, others shifter ranger 1/expert 5), and while the neighborhood cloaked behind strange shapes or titles.

is questionable, Harysh has a reputation for fair dealing The draconist sect reveres the Sovereign Host but and discretion. The inn takes its name from Harysh’s worships them as ascended dragons. In addition, a small dozen cats, which share the place with guests. Familiars but thriving local cult follows the traditions of the sahua-and animal companions receive excellent care at the Ship’s gin. Just beyond the city walls are stone altars where the Cat, and as long as they leave the resident cats alone, they giants come to venerate Rowa of the Jungle Leaves, Banor are always welcome in the inn.

the Bloody Spear, Ouralon Lawbringer, and Karrak the Stormreach Recruiters (Area 12): Characters handy Final Guardian. Human priests of the Sovereign Host with a sword and willing to follow the Storm Lords’ orders claim that these deities are variations of Arawai, Balinor, without question can easily fi nd a place in the Stormreach Aureon, and the Keeper. The giants of Rushemé retort Guard. The pay is 3 sp per day (6 sp for offi cers), but many that they have worshiped their pantheon since before guards supplement their income through graft and bribery.

human history began and that the humans have misnamed Anyone who joins the Guard and completes the three-month the gods and wrongfully fear Karrak.

training camp has all past crimes wiped away; most change Most of the numerous shrines and sects in Stormreach their names to reflect this new beginning. The Storm Lords are managed by experts and adepts—characters skilled in have extradited criminals before, but they stand by the diplomacy, oratory, and theology, but not necessarily pow-Stormreach Guard. As long as members of the Guard serve erful spellcasters. Characters seeking to purchase healing the lords faithfully, they can leave their pasts behind.

are best served by the House Jorasco enclave.

Surrinek Riverboats: A shifter named Surrinek The Tents of Rushemé (Area 2): Named for one of the runs a passenger riverboat service, with skiffs crisscrossing first giants to peacefully deal with the Stormreach pirates, Stormreach’s numerous canals and branches of the River the Tents of Rushemé are home to a shifting assortment of Koronoo. A typical riverboat holds eight Medium passengers nomadic giants who come to trade with the settlers of the (or equivalent cargo). Hiring a riverboat costs 5 cp regardless modern city. The giants are generally peaceful, and their of the number of passengers. Surrinek runs a skiff herself, tents are outside the city grounds, so the Stormreach Guard so she is at the offi ce only in the early morning.

does not interfere in anything that transpires there. While The riverboat captains are taciturn toward longtime it is imperative to keep a civil tongue while in Rushemé, Stormreach residents (a starting attitude of indifferent) those willing to deal with the giants can acquire inexpensive but sarcastically contemptuous of newcomers (a starting trade goods, strange relics, and useful information.

attitude of unfriendly). However, if PCs can improve a

Von Ruthvek’s Splendors of the South (Area 1): Valexa captain’s attitude to friendly, that captain serves as a guide Von Ruthvek (N female gnome magewright 8/loremaster to Stormreach, answering questions and offering advice 5) is one of Stormreach’s best-known antiquities dealers, STORMREACH NAMES

The settlers of Stormreach came in search of new oppor-Many residents choose not to share their surnames with tunities and the chance to leave the past behind. The city strangers, instead relying on titles or descriptive nick-is thus a melting pot of cultures and races from across names: Gurlav the Smith, Three-Fingered Ro, Patch-Eberron, and Stormreach characters can draw their cloak, and so on. Under most circumstances, prying for names from any culture on Khorvaire (dwarves with more information about someone’s name is considered kalashtar names, elves with goblin names, and more).

to be extremely rude.

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able to identify even the most puzzling items uncovered be seen. The Bilge Rats have an understanding with the among the giant ruins. She keeps a wide array of magic items Stormreach Guard, but the thieves know better than to W

and other curiosities in her store, all under lock, bar, and draw down the wrath of the Silver Flame.

E

magical ward to deter thieves. Von Ruthvek offers magic item The Bilge Rats are led by Cartha (NE male human LC

identifi cation services for the usual rates, but she often pays wererat rogue 5/assassin 3). Other critical members include O

PCs for a full expedition report if she is interested in finding Hes (NE male changeling wererat adept 7), a priest of the M

out more about a particular relic the party has found.

Traveler, and Little Del (NE female halfl ing wererat illu-E T

sionist 7), who uses her spells to hide the gang’s activities.

O

NOTABLE NPCS

The other members of the gang are low-level rogues or XE

The Bilge Rats: Stormreach has more than its share experts, with a few warriors and barbarians mixed in.

N

of criminal guilds and gangs, the most dangerous of which Ereg (NE male human expert 5/ranger 3): A retired

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is the Bilge Rats. This group has loose connections to the hunter, Ereg has tracked many of the strange creatures of R

Boromar Clan, one of the more notorious criminal guilds Xen’drik—the wilder the better. On one of his forays into the IK

in Sharn. The Bilge Rats enrich themselves by mugging jungle, the hunter uncovered a book describing the founda-passersby, running protection rackets on local businesses, tions of the necromantic tradition that has since evolved into and stealing goods out of ships and warehouses.

the Blood of Vol. Ereg is fascinated by the book and spends Five years ago, one of the Bilge Rats was infected with his days studying its tattered pages. See the Hunting Party lycanthropy. Since then, the disease has spread through adventure framework (page 102) for more information.

the upper ranks of the organization, and nearly all the Gaulronak (N male hill giant druid 6): The oldest accomplished burglars and thieves in the guild are now inhabitant of the Tents of Rushemé, Gaulronak is a wizened, wererats. The Bilge Rats are reluctant to spread the disease elderly giant who scours the nearby jungle for rare herbs and too rapidly, and they infect only those they are willing to fruit. He sells his gleanings to herbalists and cooks from let into the guild’s inner circle. They are also very care-a tent near the city gates, and he also serves as the primary ful about using their hybrid forms anywhere they might liaison between the Storm Lords and the giants of Rushemé.

BUYING AND SELLING IN STORMREACH

The people of Stormreach love to barter. A merchant The Chapterhouse: a wide range of entertainment provided with an indifferent attitude usually charges 5–10% over by House Phiarlan.

market rates for his goods. This price can be lowered by The Red Ring: arena combat.

modifying his attitude to friendly or better (or, at the Shadows: a brothel backed by House Thuranni.

DM’s discretion, by good roleplaying). The following are Expedition Gear

a selection of some of the city’s better-known vendors.

Forgotten Places: maps and cartography; due to the Traveler’s Curse (see page 25), maps are of limited Alchemical Supplies

value in Xen’drik.

The Pestle: run by a family of expatriate Zil gnomes.

Havulak Prospecting: reputable source for basic goods.

Antiquities

The Thrifty Traveler: offers a 5% discount on goods, but Black Iron: specializes in giant-sized goods.

doesn’t provide as broad a selection as Havulak (25%

Von Ruthvek’s Splendors of the South: oddities from chance of being out of stock of any desired item).

across Xen’drik.

Food and Shelter

Arcane Spellcasting and Magic Items

The Black Wrack: a rowdy tavern catering to a dangerous The Citadel of the Twelve: up to 5th-level spells, 16,000

crowd.

gp limit on items; prices adjusted 5% in favor of the The Chapterhouse: standard services of House

citadel, dropped only for high-ranking members of a Ghallanda.

dragonmarked house or PCs in house service.

The Ship’s Cat: small inn providing excellent services for Von Ruthvek’s Splendors of the South: limited selection travelers with familiars or animal companions.

of magic goods, 12,000 gp limit.

Inquisitives

Clothing

House Tharashk Enclave: this large outpost provides a Far Davandi: owned by a famous gnome designer from host of marked and unmarked services.

Sharn, sells traveling clothes “with flair.”

Weapons and Armor

Divine Spellcasting and Healing

Black Iron: buys and sells weapons and armor of all sizes; House Jorasco Enclave: up to 5th-level cleric spells, goods with up to a +2 enhancement bonus are usually primarily healing.

available.

Exotic Beasts

Stormreach Forge: large smithy tied to House Cannith, Tooth and Nail: a House Vadalis-owned business specializing produces goods for the Stormreach guard; focuses in the wild beasts of the land.

on quantity as opposed to quality, but +1 goods are Entertainment

generally available; higher-value weapons could be Big Bronau’s Boat: a riverboat casino at permanent crafted by making necessary arrangements with the anchor.

Citadel of the Twelve.

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Gaulronak has come to understand the people of Storm-in the eyes of the house (NG artifi cer 6), one is a rakshasa reach, and the giants respect his age and wisdom.

agent of the Lords of Dust (LE sorcerer 5), one has sym-IK

Hassalac Chaar: This self-styled “Prince of Dragons”

pathies with the Blood of Vol (LE expert 5/adept 2), and R

might well be the most powerful spellcaster in Stormreach, one is a mind seeded agent of the Dreaming Dark (LE expert

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but his reclusive nature makes it impossible to know for 2/psion 8). It’s up to the DM to decide which is which (and N

certain. Hassalac Chaar is a kobold who lives in a hidden which of the fi ve options isn’t used).

XE

complex deep beneath the city. The precise location of The Storm Lords can call as needed on the Stormreach O

his lair is a mystery, since the only known entrance is an Guard, the Iron Watch, or the dragonmarked houses (for a E T

extradimensional portal that the kobold controls. Hassalac is price). Each also has his or her own agenda and maintains M

fascinated with dragons and has amassed a vast assortment of a secret network of operatives to accomplish tasks related to O

maps, magic items, and even artifacts dating back beyond the these goals. A new party of adventurers settling in Storm-CL

dragon–giant confl ict to the dragons’ war against the fiends.

reach could easily fi nd patronage with one of the Storm E

Hassalac’s vaults might contain wealth beyond measure, but Lords. Good-hearted PCs could be employed to interfere W

they are also fi lled with deadly traps and lizardfolk guards.

with the more sinister plans of the other lords.

A kobold of neutral alignment, Hassalac is a sorcerer Stormreach Guard: A typical member of the city or warlock of at least 12th level. He claims to have the militia (N human warrior 2) has chainmail armor, a heavy blood of dragons in his veins, and he might actually be a crossbow, a halberd, and a sap. Two to six members of the half-dragon or even a dragon who has chosen the form Guard comprise a typical patrol, depending on the neigh-of a kobold to conceal his identity.

borhood. If faced with overwhelming odds, guards retreat Hassa lac jealously guards his hoard and rarely leaves and report the incident. The Storm Lords might choose his lair, but he sometimes employs adventurers to retrieve to leave well enough alone, to dispatch the Iron Watch, or relics from the interior of Xen’drik. Alternatively, Has-to contract with agents of House Deneith or the Twelve to salac might already possess an artifact the party desper-handle the situation.

ately needs, forcing them to bargain with the kobold—or to risk their lives trying to rob him.

D

The Iron Watch: These warforged form an elite squad ar Qat

of enforcers within the Stormreach Guard. Highly skilled Small City, Population 6,430

veterans from across the Five Nations, members of the The city is beautiful—more a work of art than a place of habitation. The wall Iron Watch reject the teachings of the Lord of Blades but surrounding the city is four times the height of a human, formed of blue crysteel have turned their backs on the people of Khorvaire just the that glitters in the light of the sun. It seems to have been carved from a single slab of same. The warforged have served the Storm Lords faith-crystal, though surely that can’t be possible. Safely behind the wall, a dozen towers fully for years, but many in Stormreach still fear them.

of glass and stone rise up, studded with crystal spheres that pulse with all the colors Some even say that the Storm Lords stockpile wands of infl ict of the rainbow. The buildings are smooth and rounded, with curved walls that damage in case the Iron Watch ever turns against them.

create an aesthetic quite unlike the towers of Sharn or the ruins of Stormreach.

The Iron Watch is led by Steeljack (N male personality

As impressive as the city is, it is dwarfed by the massive monolith that warforged bard 1/fi ghter 8), a charismatic speaker with a stands to the south. The ovoid monument is at least 800 feet tall and covered special gift for inspiring his warforged followers.

with a tracery of glowing lines.

The typical Iron Watch guard (N warforged fi ghter 4) has the Adamantine Body feat, a heav y crossbow, a Stormreach might be the largest human city in Xen’drik, masterwork greatsword, a sap, two potions of repair moderate but few people know that it was not the fi rst settlement.

damage, and one potion of haste. If dispatched against a known That honor goes to Dar Qat, the outpost of the distant threat (such as a PC wizard with a reputation for specific empire of Riedra. The Inspired lords who dominate Riedra spells), guards are equipped with appropriate defensive have long been interested in the resources and secrets potions and similar tools.

hidden in Xen’drik, and they established their city a full The Iron Watch could oppose PCs who threaten the century before the pirates of Khorvaire set the fi rst stones city, but they can also make an interesting encounter for of Stormreach. In fact, Riedran merchant vessels have long warforged characters. The members of the watch want been the favored prey of the northern pirates; were it not to start a new life for warforged on a continent where for the steady stream of Riedran shipping, Stormreach their people have never been slaves. Of course, this could might never have been established to begin with.

simply be a front, with the watch secretly acting as agents Though many Sarlonan expeditions set out from for the Lord of Blades . . .

Stormreach, Dar Qat is where all Xen’drik trade goods The Storm Lords: The current Harbor Lord is Jonas bound for Sarlona are refi ned and processed. The city Wylkes (CN male half-elf aristocrat 3/sorcerer 3), a young also provides a base for more clandestine Riedran explo-noble more interested in enjoying his wealth than main-ration of the continent. Though the city exports dragon-taining a tight leash on the affairs of the harbor wards.

shards, the resonant stone of the crystal wastes, long corn, The Coin Lords are Varen Lassite (male human), Yorrick gurk’ash, and dream serpents, the quori’s primary inter-Amanatu (male dwarf), Kirris Sel Shadra (female gnome), est in Xen’drik is the discovery of artifacts related to the and Paulo Omaren (female human).

planar invasion of ages past.

Of the four Coin Lords, one is a brilliant administra-Few

people know that Dal Quor, the Region of Dreams, tor wanted for murder in Sharn (LN expert 8), one is an undergoes a cyclical process of implosion and rebirth, and outcast member of House Cannith seeking redemption that the present age of the Dreaming Dark is thought to be 20

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the third age of the Quor Tarai—the heart of Dal Quor, or criminals whose very presence disrupts the spiritual evolu-

“the Dream of the Age.” However, fewer still understand tion of the Riedran people. The pirates of the Thunder Sea W

the full implications of this cycle of destruction.

have long helped to reinforce these stereotypes, and as a E

The quori who presently occupy Dal Quor are not the result, all Xen’drik business involving the empire must LC

same quori who invaded Xen’drik forty thousand years ago.

be conducted in the Riedran embassy in Stormreach.

O

Those ancient quori (along with their knowledge and his-Although a majority of Dar Qat’s inhabitants are M

tory) were destroyed during the last turn of the age, and it human, the city has a signifi cant population of dromite and E T

is the next turn of the age over which the Inspired and the half-giant slaves. These psionic half-giants share a connec-O

kalashtar now wage war. The Inspired seek to prevent Dal tion to both the land of their masters and the continent on XE

Quor’s destruction, hoping to maintain the present age which they now toil—native to Sarlona but descended from N

of the Dreaming Dark for all time. The kalashtar seek to giant explorers who fled to that land after Xen’drik’s fall.

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advance the schedule of the plane’s rebirth, believing that For the most part, these slaves are kept passive by constant R

a coming age of light will replace the present darkness.

indoctrination and the effects of the hanbalani monolith.

IK

The turn of the age means that the quori of the present However, some develop the strength of will to rebel against day have no firsthand knowledge of the society that pre-their overlords, and escaped slaves might assist PCs against ceded them. The relics and lore of the war that destroyed the plans of the Dreaming Dark.

Xen’drik are literally priceless to the quori and their Infi ltrating Dar Qat is no small task, since the city’s Inspired servants—especially any power that promises to human guards are supplemented by empty vessel psychic bring Dal Quor and Eberron coterminous once again.

warriors, soulknives, and psions. Seers use remote viewing The Inspired of Dar Qat have recently completed to watch the gates, and kineticists can bring considerable the construction of one of the hanbalani altas—the towering firepower to bear against foes who think to take the city by monoliths that rise across Riedra. Where it towers over force. Though the Inspired seem to have little interest in the city, the monolith acts as a psychic battery, drawing confl ict with Stormreach, they maintain a considerable on the mental energy of the city’s inhabitants to aid the garrison in Dar Qat—both in expectation of hostilities Inspired’s control. The Inspired will undoubtedly start from Khorvaire and against the dangers their expedi-constructing new monoliths in the future, to further spread tions face exploring the wilds.

their power across the shattered land.

Where there’s a will, there’s typically a way, how-Strangers are not welcome in Dar Qat, and the Rie-ever—especially if a party intent on entering the city has a drans are noted for their xenophobia. Foreigners are sympathetic ally behind the walls. Perhaps a dromite eloca-barbarians and

ter is hidden among the slaves—a gifted teleporter who has concealed her talents from her masters, and who is waiting for an opportunity to release her comrades from bondage.

The spires of Dar Qat

Leadership: Dar Qat is governed by Lord Rala-

tower over the landscape

star (LE male tsucora Inspired telepath 5/thrallherd SE

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7 [ EPH 153]). He is supported by eleven Inspired aides and A tropical river passing through such an area might freeze over seven hundred empty vessels, who perform the impor-solid one day, then transform into molten lava or a sheet IK

tant and administrative tasks in the city. Although only of glass the next. Travelers in such areas are generally R

twelve Inspired currently reside in Dar Qat, the presence of unaffected, but flora and fauna native to a shifting zone

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the empty vessels allows other quori to easily manifest within often become transformed with the environment. When a N

the city. Thus, agents of the Dreaming Dark can appear at jungle becomes an ice plain, a tiger might transform into XE

any time, posing a threat to characters of any level. The a smilodon without even noticing the change.

O

commander of the guards is Harulkek (LE male tsucora The existence of these shifting zones is one of the E T

Inspired psychic warrior 9), but if the Dreaming Dark or main reasons explorers hire native Xen’drik guides. Iden-M

the Thousand Eyes suspects great danger, far more capable tifying a shifting zone requires a successful DC 30 Survival O

agents can be dispatched to protect the city.

check, with characters who have served at least fi ve years as CL

Demographics: Humans 95%, dromites 2%, other a Xen’drik guide receiving a +5 bonus. Of course, simply E

(empty vessels, giants, half-giants, Inspired) 3%.

knowing the location of a shifting zone might not allow a W

Economics: 2,000 gp purchase limit; no asset limit.

party to avoid it; some zones are dozens or even hundreds Dar Qat is focused on processing trade goods and ship-of miles across. Ultimately, Xen’drik’s shifting zones are ping to Sarlona, not trade within the city.

a tool for DMs seeking to challenge players with unusual and deadly environments.

The Lands of Xen’drik

The Hostile Land

Xen’drik is a vast land of harshly contrasting environments, Different wilderness environments can prove as great a from the burning wastes of the Menechtarun Desert to the challenge as any dungeon, and this is especially true in a deep jungles of the west. However, nature is not the only land where adventurers are typically far from the safety of force that has shaped the continent. The arcane forces used civilization. Individual DMs can decide how much of a role to sever the ties between Eberron and Dal Quor created they want the environment to play in a Xen’drik adven-mystical shockwaves that rippled out from manifest zones ture. Calculating the effects of hypothermia adds a level of and quori beachheads, causing reality itself to buckle in complexity to a game, but also creates a sense of realism in their wake. In many ways, Xen’drik is a land drawn from the challenge of venturing deep into uncharted territory.

dreams, and the laws of nature bend and break across the By the same token, characters who insist on wearing +2 full continent. Adventurers might crest a desert dune to find a plate of heavy fortifi cation in the desert should run the risk of vast expanse of arctic tundra stretching out before them. For heatstroke. If the DM and the players prefer to keep things the most part these regions are fi xed, but in areas where the moving, though, these rules can be easily ignored.

magical effects of the forty-thousand-year-old war between The wild and uncivilized nature of Xen’drik also makes giant and quori still linger, reality is never entirely stable.

food and water a signifi cant concern. With so few villages or OTHER SETTLEMENTS

Stormreach and Dar Qat are the only cities in Xen’drik, in need. Quite a few dying explorers have stumbled into but a number of smaller outposts of civilization can be Last Chance in their moment of greatest need; Alask found: mining towns, farming communities whose inhab-believes that the Traveler’s Curse guides the needy to itants raise gurk’ash and long corn, and trading posts that his door. On the other hand, some adventurers never cater to explorer and giant alike. These are most often manage to locate the inn. The curse works both ways.

thorps and hamlets, and few have a long history. Between Tal Esk (Hamlet, Population 120): This is a large deadly monsters, drow warbands, giant raiders, and the Riedran settlement on the edge of one of the crystal other dangers of Xen’drik, such sites have a tendency to wastes. The people of Tal Esk quarry and prepare blocks vanish without warning. Optimism and opportunism are of crystal for travel, gathering dragonshards uncovered powerful forces, however, and sooner or later new settle-in the process. They are unfriendly to strangers and ments arise in place of the old.

actively hostile to kalashtar. However, a skilled diplomat Here are a few of the communities that can be found who speaks the Riedran tongue might be able to fi nd in Xen’drik.

shelter at Tal Esk.

Last Chance (Thorp, Population 45): This is Zantashk (Thorp, Population 60): This is a far a self-sustaining farming community built around a outpost of House Tharashk, placed to provide shelter and large inn. It is a joint venture of House Ghallanda and supplies for house prospectors traveling out in search of House Jorasco, providing a last night of comfort and a dragonshards and other riches. Though a farming com-final chance for healing to explorers heading into the munity, Zantashk isn’t far from a rich dragonshard field.

southern wilds. Magical services are provided by Alask The local reeve is Duuth Velderan (NE human expert 4/

d’Jorasco (NG male halfl ing adept 8/dragonmark heir 1), fighter 2), a cunning opportunist who won’t help anyone and the outpost also possesses a small supply of potions.

unless he sees gold in it. Adventurers not belonging to Alask could likely make more gold in Stormreach, but he House Tharashk would be wise to sleep with one eye open is determined to spread the reach of the house to those if they take shelter in Zantashk.

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outposts in the south, a party that loses its supplies to raid-Breland: Wroat and Sharn are not so far away, and the worst ers, monsters, or ration rot moss (page 43) has to rely on the horrors of the woods were defeated long ago by the ancient W

Survival skill or divine magic to ensure their safe return to knights of Galifar. However, no one truly knows what lurks E

Stormreach. The hliska (page 54) pose no physical threat in Xen’drik, and even the trees themselves are twisted and LC

to adventurers, but they have doomed many an expedition angry. The ruins of the giants are scattered everywhere, and O

by stealing into a party’s saddlebags at night.

explorers never know when they might stumble over a mas-M

In a realistic game, the outfitters of Stormreach sive stone face staring up out of the dirt—a fallen monument E T

can be an adventurer’s best friends. Dalun Havulak can of an empire long forgotten.

O

recommend cold-weather or warm-weather clothing, Any or all of the following environments might XE

educate parties on the threats posed by the environment, challenge a party seeking the secrets of Xen’drik.

N

and provide substances such as vermin ointment (page Jungle: While Xen’drik is home to glaciers and

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139). If your game makes use of the Frostburn or Sandstorm deserts, the majority of those who return from it speak R

supplements, Havulak Prospecting is an excellent source of its vast jungles and rain forests. Dark elves lurk in the IK

for the new equipment presented in those books.

boughs of enormous trees, and ancient ruins are hidden The primary resource for environmental hazards is beneath shrouds of choking vines. Forests can encom-the Dungeon Master’s Guide. Pages 302–304 discuss general pass a vast range of environments, from chill woodlands environmental dangers, including the effects of starvation where every tree seems to have a twisted human shape, to and thirst. Pages 86–98 provide extensive information dense rain forests where the heat can be a threat as deadly about adventuring in different wilderness environments, as the creatures that hide in the shadows.

and any DM running adventures in Xen’drik should review Forest environments are described on page 87 of the this material when preparing for a game. Chapter 2 of this Dungeon Master’s Guide. Sidebars discussing jungle environ-book provides detailed information on a number of specific ments can be found on pages 43 and 54 of this book.

environments and sites, which can be used as guidelines Desert: The eastern desert of Menechtarun is over when conducting adventures in similar areas.

a thousand miles in length, and its deadly heat has long One key factor to bear in mind while creating adven-hindered adventurers seeking to claim its secrets. Smaller tures in Xen’drik is the wondrous and often primeval nature deserts and burning wastes can be found across the con-of the land itself. Terrible magic and extraplanar forces tinent. The Desert Canyons site (page 31) can be used to were once unleashed here, and the shattered continent has represent any of Xen’drik’s desert regions.

passed through tens of thousands of years of savagery. The The

Sandstorm supplement can be used to add addi-King’s Forest in Breland is wilderness, but it remains part of tional levels of detail to adventures in Menechtarun.

TRADE GOODS OF XEN’DRIK

Khorvairian adventurers come to Xen’drik in search Kuryeva: The berries of the kuryeva bush can be of ancient treasures and fantastic wealth, but a much used to produce a wide variety of alcoholic beverages, wider range of commodities drives a healthy merchant most notably the gin typically called kuryeva. This drink trade between the continents. Precious mineral wealth is popular with sailors across Eberron, and it is in great flows north from its mines and dragonshard fields, and demand in the taverns of Sharn and Zarash’ak.

a variety of animals and plants are hunted and harvested Dream Serpents: These rare magical beasts (see in Xen’drik. Here are a few of the more notable trade page 76) have many fantastic properties. Nonnative goods of the mysterious continent.

hunters typically take only the skin and teeth of the Eternal Rations: Xen’drik is home to many serpent. The drow, who have hunted dream serpents for exotic forms of flora and fauna, two of which share the thousands of years, have also learned to extract the venom same unnatural trait. Both the long corn plant and glands from the creature and to detoxify its meat. They the gurk’ash beast possess a supernatural quality that remove the eyes and grind the serpent’s bones to powder, slows their initial decomposition after death or harvest, using both components in tribal rituals.

allowing them to be processed into rations that never Tilxin Blood: The tilxin bird feeds on the nectar spoil. Farming and herding in Xen’drik can be a dan-of magical plants, and its blood has potent properties.

gerous way to make a living, but such crops can earn a It is a useful component for the creation of any magic healthy price abroad.

item, but it is particularly useful for haste spells. The Dragonshards: Xen’drik possesses the richest blood of an adult tilxin can allow a character to create a fields of Siberys dragonshards anywhere on Eberron, potion of haste without expending experience points, or it along with deep deposits of Khyber shards.

can take the place of the haste spell (allowing a creator to Crysteel: The key material in crysteel—a psionically make the potion without casting or emulating the spell).

resonant substance that the Riedrans use both as a build-If it is used as an additional material component for haste, ing material and to create tools—is found in the crystal tilxin blood grants a +3 bonus to the user’s effective caster wastes of Xen’drik. To date, the people of Khorvaire have level. House Cannith pays 100 gp for live tilxin birds; as found little use for this crystal, but the Riedrans devote a result, the creatures have been hunted ruthlessly and much effort to quarrying it.

are hard to fi nd around Stormreach.

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This vast desert is home to the bhuka and asherati races wastes, where workers quarry blocks out of the plains and from that book, in addition to the thri-kreen of the prepare the material for transport to Dar Qat.

W

Expanded Psionics Handbook.

The smoothness of a crystal waste makes it treachE

Volcanic Fields: Ties to Fernia, tectonic instability, erous terrain. Each square counts as 2 squares of move-LC

and the work of ancient magic create regions where lava ment, and the DC of Balance and Tumble checks in the O

flows like water and scalding heat can kill the unwary.

area increases by 5. A successful DC 10 Balance check is M

Xen’drik also includes a number of active volcanoes, one required to run or charge through a crystal waste.

E T

of which might tempt a party of adventurers with rumors A crystal waste shares many of the features of a desert. If O

of ancient treasure hidden in its depths. The Volcanic you are using the Sandstorm supplement, the information on XE

Fields map (page 47) details one example of such an glass seas provides additional details. The most dangerous N

adventure site; see page 303 of the Dungeon Master’s Guide for places in a crystal waste are the fi elds where Siberys shards

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the dangers of extreme heat .

have struck the glass, shattering the crystal and creating R

Marsh: From humid coastal regions to murky inland fields of razor shards that can be whipped up to create a IK

fens, marshland is common in Xen’drik. Much of the deadly fl aywind. Such a storm deals 1d4 points of damage ancient continent was f looded in the fall of the giants, each round to those caught within it ( Sandstorm 22).

leaving fantastic ruins and countless bodies half-buried Arctic Environs: Xen’drik stretches to the southern in silt and soil. Other swamps have existed since the dawn pole of Eberron, and these far reaches are lands of end-of time, home to all manner of monstrous vermin and less ice and snow. At the same time, glaciers can be found terrible creatures.

in high mountains throughout the continent, and a The Dreary Marsh site (page 33) is one example of a shifting zone could bring an ice fl at into existence in the Xen’drik swamp. Additional information on marsh ter-center of Menechtarun itself. Perhaps a city of ancient rain can be found on page 88 of the Dungeon Master’s Guide.

giants remains perfectly preserved within the heart of a Crystal Waste: At fi rst glance, a crystal waste appears to glacier, the result of a desperate attempt at mystical self-be a plain of smooth, glittering ice except for its coloration, preservation in the last days of the empire.

often a deep red or pale purple. Closer examination reveals Arctic environments are harsh and deadly. The such plains to be massive sheets of solid crystal. Crystal wastes Mountain Glacier site (page 39) offers a general setting are inhospitable environments, even more unforgiving than for arctic encounters in Xen’drik, while page 302 of the deserts. They hold no oases, no place for vegetation to flour-Dungeon Master’s Guide provides information on the dangers ish, and no shelter for animal life. However, the Riedrans of extreme cold. The Frostburn supplement contains a host prize the crystal of the plains for its psionic resonance, and of resources for arctic adventures, and the numerous the slabs they mine there form the base of Riedran crysteel hazards and creatures presented in that book make excel-

( ECS 127). Riedran mining camps dot the edges of crystal lent additions to Xen’drik’s frozen wastes.

THE TRAVELER’S CURSE

The shifting zones make Xen’drik a wildly unpredictable lead explorers into unexpected danger or cause them to realm, but they are not the only challenge facing trav-arrive at a different destination than the one they sought.

elers and cartographers. A force is at work in Xen’drik This phenomenon is one reason why no reliable maps of that defies even magical explanation—an effect that Xen’drik exist, and why it is always possible to stumble into seems to encompass the entire continent and yet does new ruins within striking distance of a settlement or in not behave in any predictable fashion. The consensus of areas the party has explored before.

the Morgrave scholars is that this is a lingering effect of The Traveler’s Curse ebbs and flows, but it seems to the ancient cataclysm that ended the quori invasion, but have the strongest effect on those not native to the land.

the fi rst human explorers of this land had a different Parties led by a drow or giant guide are more likely to reach explanation. They called it the Traveler’s Curse, blaming their intended destinations. Scholars have also noticed the capricious deity of the Dark Six for the unpredictable that the effects are weaker on the few established roads in nature of exploration in Xen’drik.

Xen’drik—the paths connecting Stormreach to the closest The Traveler’s Curse twists time and distance, both trading outposts. Some believe that aspects of intent are at in perception and reality. Two parties of explorers set out work: Knowledge of a destination holds back the effect, and from Stormreach in search of a specifi c ruin, but though a strong-willed individual might resist or even control it.

both follow the same path, it might take the fi rst group one The curse has no specific game mechanics associated week and the second group three weeks to make the jour-with it. It is an optional effect left entirely to the DM’s dis-ney. No logical explanation exists. The fi rst group might cretion and could change from adventure to adventure.

find that it has covered the distance in an impossibly short If the PCs know their exact destination, perhaps they’ll time. The second might perceive a reasonable length for the make it there without diffi culty. Simply remember that journey, only to find on their return to Stormreach that Xen’drik is a land of mystery—and that when explorers far more time has passed. Under some circumstances, this stumble onto a hidden city that has remained undiscov-effect can be a blessing, speeding a party through danger-ered only miles from Stormreach itself, the Traveler’s ous terrain. However, the Traveler’s Curse can just as easily Curse is what makes it possible.

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“I told you we could

find it, Oryan.”

“And it does not even

appear to be guarded.”

“Do not be so certain.

Those who linger long

in these forgotten

places have a way of turning up.”

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CHAPTER TWO

AD

VE

ADVENTURE

NT

U

RE S

SITES

ITE

S

ew places in Eberron hold more secrets than

USING THE SITES

the unknown reaches of Xen’drik. Its vast

Each of the following adventure sites includes a number F jungles, unforgiving mountain ranges, and of components to help a DM run encounters or design blistering deserts might seem like familiar

entire adventures.

environs to many explorers, but lost history

Map: Each site includes an overview map of the site and strange magics flow through every part

detailing a number of keyed areas, as well as any smaller of the mysterious continent.

linked maps.

The dawn of the Age of Giants laid the foundations Approach: This component describes the site from for a mighty civilization. As centuries passed, the giant a distance, providing descriptive text (in italics) that can culture reached its zenith, and it constructed wonders as be read aloud to the players as their characters approach.

yet unsurpassed by any modern race. Built from the labor It might also describe the most common ways of arriving of elf slaves, the cunning of the eldest giant architects, at the site, including any challenges.

and arcane secrets taught by the dragons themselves, Terrain Features: Any features common to the site these sites and monuments defi ned the environment and are described here. This might include information on forever marked the continent.

prevailing weather patterns, hazardous circumstances, Then came the quori. The denizens of Dal Quor, the common plants, magical auras, and so on.

Region of Dreams, fl ooded into Eberron through planar Keyed Areas: Areas keyed on the map are generally gateways in Xen’drik, bent on utilizing Dal Quor’s con-not specifi c encounters, but rather points of interest for nection to Eberron to prevent the cyclical destruction those exploring the site. These descriptions might include and rebirth of their plane. What fi rst began as a clash magical effects, terrain hazards, ancient relics, or count-of cultures soon became outright warfare. The giants less other secrets waiting to be discovered.

were forced to fi ght on the defensive against the quori’s superior numbers, yielding ground across Xen’drik even A

as they began to fall to the quori’s mind control. In the ncient Harbor

end, mighty magic was unleashed against the invaders.

The giants of Xen’drik were not known for their skill The quori were pressed back, and Dal Quor’s link to with ships, but their explorers traveled to Khorvaire, Eberron was severed.

Sarlona, and Argonnessen. This ancient harbor is one of Victory did not come without a price, however.

the few that remain on the continent, after the cataclys-The giant civilization was devastated, with whole cities mic events that ended the giant empire sent most larger disappearing beneath the waves or swallowed up by the seaports into the depths.

earth gone mad. In the aftermath of the invasion and a subsequent rebellion by the elves, the dragons laid waste APPROACH

to the scattered remnants of the giant empire before it Located along the coast, this site is most easily reached could use its terrible magic again. Under wave after wave by air or ocean. The route overland is significantly more of dragons, Xen’drik fi nally fell.

treacherous, passing through a perilous tract of jungle Much of the glory that was Xen’drik was wiped from teeming with drow, yuan-ti, giants, and more dangerous existence nearly forty thousand years ago, but its sites and creatures. Closer to the port, the ground in the lowlands cities survive as fallen monuments to a civilization long becomes swampy, with large pools of standing water and forgotten. The giants devolved, forgetting their glorious thick mud.

past as they fell into a legacy of ruin.

A party close by the ruined harbor might see the faint The adventure sites in this chapter represent only purple glow of its lighthouse (see area 9).

a small sample of the diverse environments open to the

Nes tled in the crook of a natural bay stands a mass of huge explorers of Xen’drik—ruins of the continent’s distant crumbling buildings and a shattered dock. A wooden mast stands above past, untamed wilderness areas, and new sites created by choppy water, betraying the location of a sunken vessel. A rocky island those who have since claimed this land. When paired with at the edge of the bay supports a slender stone lighthouse, weathered encounters and adventures from Chapters 3 and 4 of this and cracked.

book, these sites might form the basis of a campaign.

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TERRAIN FEATURES

stones are visible here and there through the muck, covered The lowland ground near the ruins is a swampy morass of in slime and moss where they stick up at odd angles.

mud and stagnant pools (terrain that slows movement), and 2. Storage Building: Still mostly intact, this 30-foot-severe thunderstorms are frequent in the area ( DMG 94–95).

tall building is covered in thick vines and other plants that These storms last 2d4 hours and strike every 1d6 days.

thrive on its walls and across its broad, fl at roof. The stone door to the building is not locked, but it cannot be opened KEYED AREAS

until the foliage covering it is cut away (10 minutes work 1. Swampy Ground: This area was once the main thor-for four people). Once clear, the door can be opened with oughfare for the small harbor community. Large paving a successful DC 20 Strength check.

OTHER SITES

Although this chapter lays out a number of Xen’drik sites

• A fast-running river flowing in a circle is dotted by full of adventure possibilities, countless others exist.

laughing idols.

Below are a sampling of further ideas that might become

• A valley is so full of spiders and their webs that it your campaign’s next adventure site.

appears shrouded in fog at a distance.

• A giant necropolis is full of stone cairns, mausoleums,

• A gigantic crater has winding caves at its bottom and and monuments to those long dead.

alien creatures roaming its upper edges.

• An island fortress lies just off the coast, half submerged

• A series of hills is topped with monoliths that together in the roiling waves.

point the way to a barren mountain.

• An abandoned yuan-ti fortress has been overrun by

• A maze of natural rock walls leads to a smooth stone carnivorous plants and angry snake spirits.

tower with no entrance.

• A chunk of molten rock fl oats through the skies with a

• A village of crude wooden dwellings high atop the trees ruined tower on top.

is inhabited by a large drow clan.

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Inside

are

a number of stone containers holding thick

nonlethal damage for each previous check made. Anyone hempen rope coils, musty leather sails, and petrified wood climbing the stairs beneath a falling character must succeed planks. All have survived the long centuries as a result of on a DC 15 Refl ex save or tumble to the bottom, with the AD

lingering magic in the area. What other items of interest same effects. At night, the lighthouse beacon activates 50%

might remain here is left for the DM to determine.

of the time, bathing the entire harbor in a faint purple light.

VE

3. Ruined Structure: This enormous structure was If removed, the quartz can be sold (value determined by NT

a lodge hall for giant sailors. A large pile of rubble takes the DM), but its magic no longer functions.

U

up the southwest corner, where the walls and a portion of R

the roof have collapsed. Inside, shattered stone benches E S

C

are strewn about the room. A large hole in the center olossal Monument

ITE

of the floor is full of water and connects to the harbor A gigantic statue towering over the surrounding jungle outside. Numerous gouges and cracks leading to the hole stands partially in ruin. Whether a monument to some giant S

suggest some sort of struggle here—almost as if creatures king, or one of a series of statues marking a great domain, its in the room fought being dragged into the water.

original purpose is now lost to time. Locals visit the monu-4. Giant Statue: Not far from the water’s edge is ment, some even worshiping it as a sort of god—praying for the statue of a giant sailor, completely covered in vines its favor, offering it sacrifi ces, and fearing its wrath.

and mossy growth. Though pocked and cracked beneath the vegetation, the statue is relatively intact. The giant APPROACH

sailor bears a shield and cutlass (both either decayed or A slow-moving river runs close by the great statue, allow-magically intact, at the DM’s discretion).

ing access by shallow-bottomed boat. From the river, a 5. Shattered Dock: A shattered stone dock lies par-path winds its way to the statue, connecting to any number tially tipped into the water, still attached to one piling.

of communities or other locations within the larger area.

Corroded mooring points can still be seen on some of Clearly visible above the trees, the monument can also be the other pilings, but they are of crude design.

easily spotted by airship.

6. Lookout: A path leads away from the muck and the

As the jungle canopy clears to reveal a cloudy sky, the first sign of it beach, climbing 30 feet to a simple stone platform. The comes into view—a towering colossus rising hundreds of feet above the trees.

giants used this area as a lookout because of its clear view of Made of smoothly joined stone blocks, the statue is covered in moss and the open waters beyond the harbor. Two stone pillars appear marred by the ravages of time. Fashioned in the image of a mighty giant, to have once held a covering to protect lookouts from the sun the figure is carved to appear armored in stone plates. Its head and one and rain. One of these pillars has a rune on it that radiates upraised arm are missing, lost to the jungle below.

faint divination magic (Spellcraft DC 18), although its precise effect is not obvious. Anyone tracing a fi nger along TERRAIN FEATURES

the rune gains the ability to closely view any location in The jungle in this area is fantastically thick and unnatu-sight (an effect otherwise similar to the clairaudience/clairvoyance rally verdant. Dense vines and underbrush fi ll the area, spell). The rune’s magic has decayed over centuries, and it slowing any movement to one-quarter normal speed. Any can now be activated only once. The effect lasts for 1 minute path cut through this brush disappears under new growth and must be used within 1 hour of tracing the rune.

in one day, though any natural clearings are carpeted in 7. Tidal Wall: To prevent serious damage during plush grass that seems to hold the jungle back.

heavy storms, the giants constructed a wall to seal off the Light rain is falling at this site 50% of the time, and northern end of the harbor and block most tides. Since heavy clouds seem drawn to this area. This rain does not its construction, the tidal wall has decayed and fallen in hamper vision but imposes a –2 penalty on Search and places. This wall also served as a walkway to the light-Spot checks.

house, but it is no longer passable.

8. Bay: Only 15 feet from shore, this bay’s depth plunges KEYED AREAS

to almost 80 feet. The waters are choppy, requiring a DC 15

1. Observatory: Built as a place of refl ection, this area Swim check to move at one-quarter speed as a move action.

consists of a stone disk raised 5 feet above the ground. A Just off the end of the ruined dock is the mast of a sunken ring of tall stone columns, some shattered and broken, sur-ship, the recent wreck of an explorer’s vessel. While not a round a pool of fresh water fed by an underground spring.

danger to swimmers, the wreck makes the area dangerous The water burbles softly and is cool and refreshing. Arcane for other boats that might enter the harbor. Craft that get symbols around the pool have a faint aura of divination too close risk damaging their hulls. DMs can use the wreck magic, which can be identified by detect magic (Spellcraft DC

as a site for further exploration as they see fit.

20). Any augury spell cast while standing next to the pool has 9. Lighthouse: This tall stone tower rises almost 80 feet an effective caster level of 20th (90% chance of success).

above the water, and like many of the other structures in the 2.

Broken

Bridge: A broken bridge standing here

harbor, it is covered in vines and moss. The door is stuck once crossed the slow-moving river. The river is 15 feet fast, requiring a successful DC 25 Strength check to open.

deep at its center and easy to cross (Swim DC 10). Tumbled Inside, crumbling stairs lead up to a small deck high above, stone blocks that once made up the bridge now prevent where a weathered piece of quartz sits on a rusting iron stand.

any boat from passing. Small turtles call this area home Climbing the stairs is dangerous, requiring a DC 15 Climb but pose no threat to those swimming across. (These check to ascend at one-quarter speed. A character who fails turtles are actually drow locals who had the misfortune this check by 5 or more tumbles down, taking 1d6 points of of sitting on the throne in area 11.)

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3. Shattered Sword: Long ago, the sword arm of the the sword. Each night, the head can answer a single question gigantic statue crumbled and fell to the ground below.

pertaining to the giant civilization of forty thousand years Although much of the arm tumbled down the hill on which ago (as the commune spell). Such a fi nd would be an invaluable the statue stands, the sword and hand fell close to the base.

resource to any researcher attempting to uncover the lost The long stone blade was once held up to the sky, lit with history of Xen’drik.

pale blue fi re each night. The pieces of the blade still do 6. Stairs: These giant-sized stairs rise up to a long this, but with a fl ickering, failing magic. Each piece radi-porch at the base of the statue, which stands atop a stone ates faint illusion magic (Spellcraft DC 16) if detect magic dais above. From the top of the stairs, another staircase is used. Ancient runes run along the length of the blade, descends into the earth beneath the colossus. The stairs but these are worn and diffi cult to make out (those on the are completely crumbled and choked with vegetation underside are much clearer). Where a gloved hand grips it, (Climb DC 5).

the pommel of the blade is made of tarnished and corroded 7. Colossus: The statue towers some 350 feet above the silver, and it rings hollow if struck.

ground and is covered with vines and moss (Climb DC 15).

4. Colonnade: The path leading to the statue runs 8. Entry Hall: This long hall is dominated by a uphill between two rows of tall stone columns, many of pair of tall statues of giants to either side. Although they which have crumbled and fallen. Those few that are still were once guardians, they no longer function and fall intact end in a stone cap carved to look like a burning apart when anyone approaches. The end of the hall has flame. As with the shattered sword, these glow with a a large relief carving of the colossus marching through flickering blue fi re each night. One of the fallen columns the jungle, lording over the giants beneath it.

has been adopted as a sacrifi cial altar, with crude bind-9. Hall of Records: The iron door to this chamber ings and a large bloodstain hinting at recent use. Three is rusted shut, requiring a DC 25 Strength check to open.

wooden stakes are driven into the ground around the The chamber beyond is full of thick cobwebs, and its walls makeshift altar, each with a crude torch at its top.

contain faded frescos of the colossus under construction.

5. Giant Head: Resting on its side is the missing head Using massive wooden towers and pulleys, elf slaves are of the colossal statue, its eyes closed as if in a pleasant dream.

shown lifting huge stone blocks while giants oversee their Although time has taken its toll on the moss-covered head efforts. Some of the panels contain arcane formulas related and its spiked helm, a good deal of detail is still visible. The to making the colossus move. A successful DC 25 Knowl-eyes open at night and glow with the same strange blue fire as edge (arcana) check reveals the basics of this process, but 30

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not enough information to complete the task. The hall-contain the ancient remnants of giant tombs, as well as way leading out of this chamber is partially collapsed.

unusual crystal formations protruding from the rock 10. Collapsed Hall: The iron door to this chamber walls. Today, the nomadic desert drow, cruel sun giants, AD

is closed but not stuck (Strength DC 10 to open). This and other natives of the area use the canyons as an oasis, vast hall contains a large fountain that once held exotic resting and restocking their supplies of water here.

VE

fish. In countless ages past, half the chamber collapsed, NT

burying part of the fountain and covering the room with APPROACH

U

dirt and tumbled stones. Bones of the huge fi sh that once Getting here could be as dangerous as the site itself.

R

lived here rest at the fountain’s bottom. A corridor once Located in a great desert, reaching the canyons is hazard-E S

led from this chamber to parts unknown, but it is now ous by land, impossible by water, and diffi cult by the air. A ITE

completely sealed off.

series of weathered stone markers leads through the desert 11. Giant Throne: At one end of this ruined chamber to this site, but many have been swallowed by the sands or S

is a tall stone throne encrusted with jewels and coated in worn away to nothing.

flaking gold leaf. If detect magic is used on the throne, it radi-

A labyrinth of canyons opens up in the desert as the ground rises ates moderate transmutation and faint divination magic to a jagged plateau. A wind-blown haze of dusty sand covers the canyon (Spellcraft DCs 20 and 18 respectively). Any creature not floors, while razor-sharp black crystals protrude from its walls, forming of the giant type that sits in the throne must succeed on a a maze of knives.

DC 17 Fortitude save or be transformed into a turtle by a baleful polymorph effect. Giants and those who succeed on the TERRAIN FEATURES

save can instead see through the statue’s eyes (see area 5) as Once inside the twisting canyons, explorers are less at risk if under the effect of clairaudience/clairvoyance, but only as long from the blasting desert heat and oppressive sun. However, as they sit on the throne. The throne might have once had the walls of the canyon are razor sharp, making climbing other uses, but these no longer appear to function.

dangerous (if not outright deadly). Climbing the walls requires a successful DC 15 Climb check, but unless this D

DC is exceeded by 5 or more, a climber takes 1d6 points of esert Canyons

damage. The canyon walls are 50 feet high in most places, Where a vast waste pushes up against rising mountains, a and the plateau they cut through is rough, uneven ground.

series of canyons is etched into the desert floor. Littered There is a 25% chance each hour that a windstorm ( DMG

with ruins scoured smooth by the desert winds, the canyons 95) blows through the canyons for 1d4 rounds. Aside from 620_95372 Xendrik_Ch2.indd 31

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possibly blowing Small or smaller creatures into the walls, scouring wind shatters a number of these crystals when-the wind also kicks up clouds of fi ne sand. This sand acts ever it blasts through, they are replenished as fast as they like an inhaled poison (DC 14, 1 Con/1 Con). A single are destroyed. Anyone present in this chamber when a round of echoing howls always precedes the winds. A creature windstorm passes through takes 4d6 points of slashing accustomed to this phenomenon can take precautions (such damage from the shattered crystals each round the storm ITES

as holding its breath or covering its mouth with a damp persists (Refl ex DC 15 half).

E S

cloth) to avoid the effects of the poisonous sand cloud.

8. Campsite: This area is not affected by the wind-R

storm, and shows heavy signs of use as a camp. Numerous U

KEYED AREAS

fire pits have been dug into the fl oor, and a successful DC

NT

1. Twin Pillars: Two pillars of faceted black glass rise 20 Survival check reveals that both Medium and Large crea-VE

some 70 feet above the desert fl oor. At the base of these tures have camped here (not necessarily at the same time).

pillars are a series of Drow glyphs, informing travelers 9. Oasis: A large pool of cool, clean water dominates AD

what they can expect to fi nd beyond. A successful DC 20

one side of this chamber. Four stone pillars with faded Decipher Script check reveals that the symbols represent glyphs stand just beside the pool. A successful DC 28

“water,” “forbidden place,” and “poison wind.”

Spellcraft check (DC 19 if read magic is used) reveals these Approximately 20 feet above the ground is another to be symbols that once guarded the pool with potent death symbol, nearly scoured from the glass by fierce desert magic, but they have since faded and hold no power.

storms. This is an ancient Giant glyph meaning “sacred 10. Tomb Entrance: A grand staircase rises up to burial.” It can be noticed from the ground with a success-sandstone double doors (hardness 8, 60 hp each) that lead ful DC 20 Spot check and understood with a successful into the sacred tomb of a giant chief. A stone bar holds the DC 25 Decipher Script check.

doors closed from the inside (Strength DC 28 to break).

2. Boneyard: A field of bleached hill giant bones The doors are also trapped with a falling block trap ( DMG

spreads across this broad chamber, open to the scorching 72) that targets anyone standing in front of them, then sun above. Months ago, a host of giants camping here was resets itself automatically. A pair of enormous heads, like slain in a drow ambush. The drow were careful to remove those of giants, fl ank the doorway, their mouths open.

all traces of their presence, collecting their dead and gath-These stylized heads are the source of the windstorms that ering any expended arrows or boomerangs. The wind has plague this place, and they radiate moderate transmuta-scoured away any sign of what killed the giants.

tion magic if detect magic is used on them.

3. Ambush Chamber: This area can be reached only 11. Grand Tomb: Huge stone pillars run the length through a dangerously narrow stairway that rises to a height of this room, leading up to a stone dais on which rests a of 30 feet above the canyon fl oor. Anyone moving up this large sarcophagus. Light fi lters into this chamber from stairway faster than half speed must succeed on a DC 15

thin slits high on the walls. Inside the sarcophagus are Refl ex save or take 1d6 points of damage from the sharp crys-the remains of a giant chieftain who was buried here in tals. This area overlooks area 2 and was the staging ground honor. Giant glyphs on the walls speak of a terrible curse for the drow attack. The other side of the chamber gives a that will befall any who disturb this grave. Those who view of the passageway leading into area 5. Creatures that violate the tomb are affected by a bestow curse spell (DC 20).

know of this place often use it to camp in relative safety.

The curse is automatically lifted if the tomb is put right 4. Narrow Passage: Hidden behind a jagged pillar and sanctified. Disturbing this tomb causes the stone of rock, this narrow passageway leads to area 10. The blocks outside the doors to permanently close, sealing off passage slopes down slightly, but it still ends 20 feet above the main exit forever. Only minor treasure was buried the floor of that chamber.

with the chieftain’s body.

5. Sand Trap: This large area is just like the others 12. Servants’ Tomb: The main chamber of this area in the canyon complex except for its floor. A large, hidden contains dozen of niches in the walls. Intended as the sinkhole makes it treacherous to traverse, causing those resting place of the dozens of drow thralls who built the who go too far to begin sinking as if in quicksand ( DMG

tomb and were interred with their master, the niches are 88). The only sign of this danger is a severed rope, tied all empty. The side chamber in this room contains the around a massive stone column but not long enough to smaller, less grand sarcophagus of the chieftain’s wife.

allow trapped creatures to pull themselves out.

Opening her coffin carries the same curse as detailed Ankhegs, bulettes, and other burrowing creatures in room 11. Locating the secret door in this chamber take up residence here from time to time, unaffected by requires a successful DC 20 Search check.

the treacherous sand.

13. Treasure Vault: The chieftain’s wealth (includ-6. Canyon of Voices: Strange echoing voices can con-ing numerous magic items as determined by the DM) stantly be heard in this chamber. They are unintelligible, has been sealed into this hidden chamber. Without the but are reminiscent of the Giant language to those who giants’ knowledge, the drow slaves built a secret passage-understand it. During a windstorm, these voices rise to a way out of the tomb, not wanting to die with their master.

scream that threatens to deafen anyone in the area for 1d6

A successful DC 25 Search check locates the passageway, hours (Fortitude DC 20 negates). The secret door in the back but a heavy stone block seals it. A hidden trigger raises of the canyon wall is well hidden (Search DC 35). Even if the block for 3 rounds and opens the secret door leading discovered, it is very diffi cult to open, as noted in area 13.

to area 6. Finding this trigger requires a successful DC

7. Crystal Cathedral: The walls of this chamber are 25 Search check, while activating it requires a successful covered in massive, black faceted crystals. Although the DC 20 Disable Device check.

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D

last an additional 24 hours before requiring a save. A reary Marsh

mending spell or similar effect cast on an item adds 8 hours An enormous swamp stretches for miles, its murky waters to the length of time before it requires a save.

ready to swallow unwary travelers. In the center of the At the same time, living things gain 1d6 temporary hit marsh, a massive fortress of vines rises up.

points upon entering the marsh. These hit points refresh every 24 hours but are lost when creatures leave the area.

APPROACH

As partially metallic living creatures, warforged react The marshy landscape makes an approach by air risky. It is unusually to the marsh’s environment. They gain tempo-impossible to tell whether a party descending by ladder will rary hit points as other living creatures do but also lose 1

touch down on solid ground or not. Waterways quickly silt point from their armor bonus for every 24 hours spent in up, making travel by boat impractical. On foot is the safest the marsh. (This loss can be negated by a successful DC 17

way to travel the swamp, preferably with a guide rope to Fortitude save.) This penalty accumulates until it cancels snatch fallen comrades out of pits and quicksand.

the armor bonus from the warforged character’s composite

Vast expanses of muck stretch for miles. Hillocks covered with plating. Since warforged don’t heal naturally, 8 hours and a vegetation dot the marshy landscape, no doubt hiding snakes and other successful DC 15 Craft (armorsmithing) check are required swamp-dwelling predators. In the distance, arching vine bridges seem to to restore 1 point of lost armor bonus. For every multiple lead to a massive fortress squatting in the marsh.

of 5 by which the result exceeds 15, the warforged regains an additional point of armor bonus from that check. War-TERRAIN FEATURES

forged that have the Ironwood Body or Unarmored Body Shallow bogs make up most of the Dreary Marsh site, feat from Races of Eberron are not subject to this penalty.

becoming deep bogs ( DMG 88) in some areas. Hillocks and vegetation bridges offer PCs a drier way to travel, but KEYED AREAS

inevitably give way to more bogs before long.

1. North Copse: A large cluster of cypress trees This marsh possesses an unusual and perilous prop-stands draped in moss curtains. The copse grows atop a erty. Refi ned materials decay at an accelerated pace while hillock surrounded by deep bogs and vegetation arches in the bog. Metal items grow brittle within an hour of (area 3). Clusters of green berries grow around the base entering the marsh, permanently reducing their hard-of the trees. A successful DC 20 Knowledge (nature) ness by 2. Every 24 hours, each such item must succeed on check identifies them as scumberries, so named for their a DC 17 Fortitude save or crumble into dust. Magic items moist surface. Scumberries are not particularly tasty but 33

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neither are they poisonous. A successful DC 25 Survival Characters possessing the woodland stride ability check reveals that crushed scumberries applied to the skin find that the walls of the plant fortress open automati-

(a full-round action) negates the phosphorescent effect cally when they try to step through. PCs can burn or of the lagoon in area 4 for 1 hour. The copse contains force their way through the walls, but doing so earns the enough scumberries to prepare fi ve applications, and new enmity of the plant fortress. The fortress walls are 1 foot ITES

berries grow back in two weeks.

thick and have 24 + 1d6 hit points per 5-foot square. The E S

2.

Swamp

Ruins: Cracked gray pillars rise up from walls take double damage from fi re.

R

the swamp like giant bones. The vine-covered columns Once per day, the plant fortress can create an entangle U

provide shelter for indigenous creatures, and yuan-ti and effect as the spell (DC 11) that targets any or all creatures NT

lizardfolk regularly fi ght over this area.

inside the fortress. The effect lasts for 5 minutes.

VE

3. Vegetation Arches: Woven vine and moss arches The plant fortress shapes its interior to suit it by form-seem to rise naturally out of the swamp, crisscrossing to ing and removing walls at will. Unless directed by inhabit-AD

form a network of bridges. These arches never grow wider ants, the plant fortress usually leaves its central chamber than 5 feet, so PCs must walk single fi le along them.

open. Two hollow vines fi lled with a gooey substance lead The vegetation arches leading to the plant fortress down into a subterranean grotto (area 7). The vines are (area 6) are not exactly sentient but have developed a rudi-large enough to admit only Medium or smaller creatures.

mentary awareness. The fortress is the heart of the swamp, 7. Grotto: The hollow vine tubes act as slippery slides.

and the arches around it wish to protect it from intruders.

Characters sliding down the tubes can attempt DC 15 Reflex Arches leading to area 6 support travelers halfway to the saves to catch themselves, followed by DC 10 Strength fortress and then collapse, dumping characters into the checks to halt their fall. Climbing up the 30 feet of twisted lagoon (area 4). Flying PCs can attempt DC 20 Reflex tubing requires a successful DC 25 Climb check.

saves to take to the air before landing in the water.

With walls formed of compressed plant matter, the A character with a slashing weapon can try to chop grotto sheds green light. The magical qualities of the marsh through a vegetation arch, provided the weapon is sized originate in this area, so the decay effect operates quicker for Medium or larger creatures and can be wielded two-here. Metal items must save every 6 hours, and mending has handed. Each arch (AC 20, hardness 0, 30 hit points) no effect. Living creatures (including plants) gain 2d6

takes double damage from fi re-based attacks. A vegeta-temporary hit points while in this area. Warforged gain the tion arch rebuilds itself over a period of 24 hours after temporary hit points, but they must save against the decay its collapse or destruction.

effect every 6 hours if they are vulnerable to it. Spells of the 4. Phosphorescent Lagoon: A 15-foot-deep lagoon Plant domain are cast at +1 caster level in the grotto.

surrounds the plant fortress (area 6). It can be crossed only by swimming, using magical means, or traversing the F

vegetation arches (area 3) or stepping stones (area 5).

og Lake

An unusual type of algae in the water sheds radiance Numerous streams and rivers crisscross Xen’drik, making equal to a candle fl ame. The phosphorescent algae cause much of the interior accessible by boat. Deep in the jungle, all creatures living in the water to glow with a bright lumi-these small waterways sometimes form large lakes full of nescence, as if affected by a faerie fi re spell. This is a natural, strange fi sh and other aquatic life. A perpetual fog, caused extraordinary effect, and as such it cannot be dispelled.

in part by a nearby waterfall, shrouds one such lake, which is Characters who enter the water take on the same lumines-dominated by a slender silver tower that rises from the water’s cent quality. When they leave the water, they can spend a surface. Even the local tribes avoid this unexplored place.

full minute cleaning themselves to end the luminescent Strange whispers can be heard across the lake’s surface, and effect, or apply scumberries to their exposed skin (see area odd forms seem to dance through the ever-present mist.

1). Otherwise, it takes 1 hour for the effect to wear off.

If a jar of water is taken from the lagoon, it continues APPROACH

to glow for two days before the algae die.

This site can easily be reached by riverboat or on foot.

5. Stepping Stones: A string of six large boulders set The heav y fog cloaks the lake and the surrounding 10 feet apart leads up to the plant fortress. Moving from one jungle, making it diffi cult to approach by airship. Those slippery stone to the next requires a successful DC 15 Jump traveling by boat might face numerous obstacles, includ-check. Upon landing on a stone, a character must succeed on ing waterfalls and river predators.

a DC 15 Balance check or lose her footing and tumble off.

As the dense jungle begins to thin, a silver mist snakes through the 6. Plant Fortress: A wooden framework supports trees. The mist quickly obscures your sight, limiting vision to no more than a strange, fortresslike structure. Vines as thick as tree 50 feet. Brief gaps in the fog and trees reveal a large lake ahead with a calm trunks intertwine with marsh grasses, giant flowers, and gray surface. Strange echoes reach your ears—voices heard only faintly over moss to form the fortress walls.

a watery roar far in the distance.

No windows or doors offer entry into this structure.

The fortress, though not a plant creature, possesses a TERRAIN FEATURES

vague intelligence. Anyone casting a speak with plants spell Aside from traditional jungle terrain, the dense mist is this can coax it into opening, but this requires assurances site’s primary feature, extending 200 feet in every direction that the travelers will not harm any of the plants within.

from the shore. The fog grants concealment (20% miss The fortress begins with an indifferent attitude but chance) to targets more than 20 feet away, while targets refuses to speak to anyone carrying an open fl ame.

beyond 50 feet gain total concealment (50% miss chance) 34

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and do not have line of sight. The roar of the waterfall and are subject to the effects of a nightmare spell each night (caster the strange echoing voices make it diffi cult to pick out closer level 9th). A successful DC 15 Will save each night tem-sounds, imposing a –2 penalty on Listen checks.

porarily negates this effect, but lifting the curse requires AD

Strange spirits lurk in this place, although they do that the affected creature remove one of the dead from not act directly upon creatures in the area. However, any the lake and give the body a proper burial or cremation.

VE

creatures sleeping within a mile of the lake are plagued by At the end of the ceremony, a remove curse or similar effect NT

terrible dreams in which ghostly giants sacrifi ce elf slaves ends the malady.

U

to the lake in grisly rituals. These disturbing visions act The lake is always unnaturally calm (Swim DC 10), R

like a nightmare spell (caster level 9th, Will DC 17 negates).

and reaches a depth of 30 feet some 20 feet from shore.

E S

These whispers seem to only affect humanoids, leaving 5. Tower of Making: This tall silver tower rises from the ITE

other creatures and the local wildlife undisturbed.

lake to a height of nearly 100 feet, growing slimmer before flaring out to four points at the top. The tower has no win-S

KEYED AREAS

dows and only one apparent entrance. The raft from area 3

1. Standing Stone: This carved stone marking the docks at a small shelf resting on the surface of the water.

fork in the path is over 10 feet tall and roughly 2 feet wide.

The door to the tower is sealed. How to open it (and It was once graven with Giant runes, but most of these what lies within) is left to the DM to determine, but it have worn away with the passage of time. A successful DC

should be relatively challenging for the characters.

20 Decipher Script check or a comprehend languages effect 6. Crude Suspension Bridge: Where the land rises determines that the runes read “spirit falls,” “lake,” and to the east, the water of the lake has carved a deep chan-

“tower of making.” These are not clustered together, nel. Crossing over the chasm is a crude suspension bridge although a rune near “spirit falls” seems to indicate the made of vines and thin wood planks, anchored on both direction of the waterfall, while the others are near a sides by wooden pilings. The pilings bear numerous carv-rune that points in the opposite direction.

ings of scorpions and are obviously of drow make (as is the

2. Slippery Ford: The path that leads through the bridge). Crossing the wobbly bridge (which lacks handrails jungle crosses a shallow river at this location. The murky of any sort) requires a DC 5 Balance check. Those who fail water is only 4 feet deep, but it flows quickly across slick this check by 5 or more fall 40 feet into the frothing waters stones, making for a treacherous crossing. Wading below, taking 2d3 points of nonlethal damage before being through the river requires a DC 15 Balance check; fail-swept into the accursed lake. The bridge can support no ure by 5 or more causes a character to fall into the water more than 500 pounds of weight at one time. Severing and be swept over the short falls nearby, then deposited one of the ropes (hardness 0, 4 hp) causes the bridge to in the lake (area 4). This bumpy ride deals 2d6 points of tilt wildly to one side, increasing the Balance DC to 20.

nonlethal damage.

Any creature touching the water of the lake contracts a terrible curse. See area 4 for details.

3. Spectral Pier: The path meets up with a sandy beach, in the center of which stands a 10-foot-tall silver monolith. A successful DC 20 Decipher Script check or comprehend languages spell makes out weathered runes on the monolith, though only the phrase “blood sacrifi ce calls the maker” is still legible. In the water adjacent to the monolith stand four stone pilings whose worn markings can be identifi ed as arcane runes of conjuration (Knowledge

[arcana] DC 20). These sigils are no longer magical.

Should the blood of any living creature touch the monolith, the PCs hear a strange horn call in the distance. As the echo of the single note fades away, a spectral raft sails out of the mist from the direction of the Tower of Making (area 5) and docks between the four pilings.

The raft is 20 feet wide and 30 feet long, and it can hold six Large creatures or twenty-four Medium or smaller creatures. After roughly 5 minutes, the raft sails back through the mist, crossing to the tower in the middle of the lake.

There, it stops for 1 minute before fading away.

4. Lake of Sacrifices: The builders of the silver tower used the energy of thousands of souls to power their arcane forges, instilling them into the lake through a series of elaborate sacrifi ces. The magically preserved bodies of thousands of creatures still lie at the bottom of the lake, and anyone unfortunate enough to come into contact with its waters contracts a vengeful curse unless he succeeds on a DC 20 Will save. Those who fail this save 620_95372 Xendrik_Ch2.indd 35

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Severing two ropes causes the bridge to collapse, deposit-canals divides the area into square sections. Rotating green orbs shed an ing everyone on it into the water below.

eerie light over the desolation.

7. Waterfall: The rushing river cascades 60 feet over dangerous rocks. Anyone unfortunate enough to go over TERRAIN FEATURES

the falls takes 6d6 points of damage before being swept Debris covers most of the ancient streets. Treat all outside ITES

out into the cursed lake.

areas as light rubble, and interiors or ruined buildings as E S

8. W hispering Idols: Along the beach on the north dense rubble ( DMG 91). The canals remain clear and easy to R

side of the lake are a number of wooden idols standing traverse. Permanent magical effects of the forsaken city (such U

in the water. These idols have been carved in the forms as the water globes in area 3) have a caster level of 20th.

NT

of jungle animals, including monkeys, alligators, scor-KEYED AREAS

VE

pions, and snakes. As the water passes through these idols, small channels and holes in the base create the 1. Abandoned Buildings: Slave dwellings once AD

strange whispering sound that can be heard through-circled the forsaken city. Most of these buildings were out the area. These idols run along the lakeshore and hybrids of stone and wood, living trees shaped to support riverbank for miles.

stone walls. The forest has grown, died, and grown again a hundred times over what is now a fi eld of shattered stone.

F

Giant dwellings surround the Azure Tower, shaped of orsaken City

obsidian, opaque crystal, steel, and basalt bricks. Some The remains of a giant city cover several miles of wild are still in good condition, though many roofs have col-terrain, hiding lost secrets and dangerous creatures.

lapsed. Scavengers have made off with some of the precious building materials, leaving gaping holes in the walls.

APPROACH

2. Canals: These concrete canals measure 15 feet Guard posts scattered around the perimeter of the across and twice as deep. The canals served as a sewer system forsaken city might conceal the sentries of the ruins’

in the forsaken city’s heyday. Specially bred gelatinous modern inhabitants. The ruins rise high enough in sev-cubes ( MM 201) ate up the waste in the canals, and their eral places to allow an airship to dock, making the Azure descendants have multiplied. The cubes stick to the canals, Tower an eye-catching landmark for navigation.

venturing out only if they get particularly hungry.

A rectangular tower of blue glass rises hundreds of feet in the air, 3. Water Orbs: Enormous orbs of green water hover the ruined shells of buildings sprawling around its base. A series of stone on street corners throughout the city. While the glowing 620_95372 Xendrik_Ch2.indd 36

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green orbs have a somewhat brackish appearance, they are actually fresh, drinkable water. No matter how much water is scooped from the orbs, they always remain full.

4. The Coliseum of Dreams: Rose-colored marble pillars resembling sleeping giants ring this massive stone coliseum, and at least a hundred stone pallets line the floor.

The giants constructed the coliseum as a place to protect their spirits during the war with the quori, and it remains undiscovered to this day. The spirits of dreaming giants would travel to a special, sealed portion of Dal Quor while their bodies slept in the Coliseum of Dreams. Anyone who falls asleep in the coliseum always has the same dream—that of reclining in a luxurious, adamantine-walled chamber.

5. The Obser vator y of Nymm: This enormous stone platform f loats 300 feet off the ground, but the effect keeping it aloft has degraded. It slants at a 45-degree angle now, with a bronze railing 10 feet high running around its edge.

Three 20-foot diameter bronze disks floating a foot off the ground are designed to carry viewers up to the observatory. When 500 or more pounds settle on a disk, it rises to the observatory level, floating back to the ground when the weight leaves it. The command to summon the disks back to the observatory is long lost, so characters have to make their own way back to the ground.

Coin-sized crystals stud the observatory floor, forming patterns that mirror the constellations. During its ascendant phase, the golden moon Nymm seems to trace

The Azure Tower looms over the Forsaken City

RL

a path directly over the observatory, shining down on the center of the platform at midnight.

6. Azure Tower—Ground Floor: The Azure Tower of all types. Now it is an overgrown jungle full of hostile forms the central point of the city. This rectangular tower vines, brilliant tropical f lowers, and thorny bushes.

rises over a thousand feet in the air, its opaque, blue crystal Some of the plants can move and have staked out ter-windows seeming almost mirrorlike in direct sunlight.

ritories. Clouds of insects buzz as they move through Gia nt doors lead into the tower from the ground the area, entering and exiting from a large crack in floor. A fl eet of magic lifts once carried giants to the upper one window.

floors, but all except one now lie smashed in their shafts.

9. Azure Tower—38th Floor Research Lab: The The remaining lift, through some mutation of its magic steel door to this floor is sealed with both an enormous over forty millennia, is sentient. It remembers the glory mechanical lock (Open Lock DC 30; characters using days when the giants occupied it, and if the PCs can fi nd a normal tools take a –2 penalty for its size) and an arcane lock way to communicate with it (the lift speaks only Giant), it (caster level 9th). The arcane lock has a password (“quick-regales them with stories of the past. The lift has no prob-silver,” spoken in Giant).

lem with dropping free-fall for several stories to punish Beyond the door stretches a steel-f loored room those who malign the forsaken city (and the Azure Tower ringed with lab tables. Potion racks, copper vats, and giant in particular). Characters in a falling lift take normal inkpots rest on the tabletops. Arcane runes etched into damage for the distance fallen when the lift stops.

the walls by researchers over the years remain visible.

Most of the giant-sized interior fl oors of the Azure At the DM’s discretion, a giant artifact (or half-Tower are now empty shells, stripped by looters and completed artifact) might be found in this room, possibly ravaged by time. Four intact areas remain.

with a guardian such as a golem.

7. A zure Tower—Ventilation Sublevel: None of 10. Azure Tower—50th Floor Dining Hall: The the Azure Tower’s windows open. In this vast basement, top fl oor of the Azure Tower once held an elegant dining a feathery white elemental ring surrounds what appears hall for its residents. An enormous kitchen stands tidy to be an enormous copper engine. Dozens of thick pipes but abandoned in the center of the room. Tables sur-sprout from the engine and disappear into the walls.

round the central chamber, arranged so that their occu-Within the engine are a pair of bound air elementals pants can gaze out over the landscape. The giant linen that generate fresh, breathable air for the entire tower. If tablecloths bear magic effects that keep them perpetually the engine were destroyed, the Azure Tower would quickly clean and wrinkle-free. A spherical silver everbright lantern become suffocatingly hot and unfi t for habitation.

lies unnoticed beneath a table, hidden from view by the 8. Azure Tower—22nd Floor Conservatory: The tablecloth (Search DC 10). Such lanterns once hovered giants used this entire level to develop and grow plants over each table, but scavengers have stolen the rest.

37

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H

of pure elemental force hang suspended in midair. They oneycomb Caverns

form a cylinder of crackling fi re, a pillar of swirling storm A network of ancient tunnels and honeycombed caverns clouds, a twisting ribbon of green water, and a column of surrounds four elemental pillars.

glittering gemstones. The pillars each measure 10 feet in diameter and 30 feet high.

ITES

APPROACH

Anyone touching a pillar takes 5d6 points of fire E S

A yawning chasm splits the ground, dropping 50 feet damage (f lame pillar), electricity damage (storm cloud R

before revealing a chamber beyond.

pillar), cold damage (water pillar), or slashing damage U

The chamber at the base of the chasm extends a dozen yards to the (gemstone pillar). A successful DC 14 Reflex save halves NT

east, narrowing slightly before widening again into an immense cavern. A this damage.

VE

multicolored glow seeps from the stone, and dark shadows on the walls and Treat the pillars as magical effects having a caster level floor hint at further passages beyond.

of 20th. If a pillar’s magic is successfully dispelled, it is AD

destroyed and explodes in a 40-foot radius, dealing 20d6

TERRAIN FEATURES

points of damage to anyone in the area (damage type as The elemental pillars provide shadowy illumination in above, Refl ex DC 14 half). The elemental pillars disappear area 2. During the day, sunlight also penetrates into area in an antimagic fi eld and reappear once the effect ends.

1, fi lling it with shadowy illumination. All other areas Certain spells, spell-like abilities, and psionic powers are in darkness unless otherwise noted.

have their effects modified if cast or manifested within The rough rock walls provide numerous handholds 10 feet of a pillar. Likewise, the effects of certain magic for climbing (Climb DC 10), and the tunnels are wide items are modifi ed within 10 feet of a pillar.

and easy to travel. Due to the honeycomb cells below, the Flame Pillar: Spells and powers with the fi re descriptor deal floor in area 2 slows movement.

+1 point of damage per die. Magic items with fire-related abilities glow as if white-hot and trail smoke, though they KEYED AREAS

do not actually heat up or gain any additional powers.

1. Entrance Chamber: The walls of this oblong Storm Cloud Pillar: Damage-dealing spells and psionic chamber are rough and dry. The floor bears numerous powers with the electricity descriptor require targets to jagged cracks and one or two bleached animal bones.

make an additional Fortitude save at the spell’s regular 2. Elemental Pillars: In the center of this enor-DC. On a failed save, the target is also dazed for 1 round.

mous cavern, four immobile pillars seemingly composed Magic items with electricity or wind-related abilities generate tiny twisters and thunderclouds that dissipate and reform continually around the item.

Water Pillar: Spells with the cold or water descriptors that

Abeil soldiers gather

require Refl ex saves might instead require Fortitude saves

in defense of the

at the discretion of the caster. Psionic powers with the cold

Honeycomb Caverns

or water descriptors are cast at +1 manifester level. Magic items with water or cold-related abilities generate rippling waves of green light and a strong scent of sea air.

Gemstone Pillar: Spells and psionic powers that have the earth descriptor or that deal slashing or piercing damage require targets to make an additional Fortitude save at the spell’s regular DC. On a failed save, the target takes 1 point of Constitution damage from bleeding wounds. Magic items that incorporate gems into their construction (such as a gem of brightness, a helm of brilliance, or any dragonshard item) or that have special abilities related to slashing or piercing damage (such as a keen weapon) glitter as if coated in multicolored gem dust. Such items radiate light as a torch.

3. Honeycomb Cells: Dozens of narrow openings riddle the floor and ceiling of the main chamber. Each opening, just wide enough for a Medium character to slip through, leads to a stone cell approximately 6 feet in diameter. The hexagonal cells usually connect to more cells underneath. Creatures use some cells as nests, others for food storage, and others as guard posts. In some cases, interior walls have been knocked out to form larger chambers.

Two Small or Medium creatures must squeeze in order to occupy the same cell ( PH 148).

4. The Hive: An enormous hexagonal construct dominates this room. Made of wood, wax, and organic matter, this hive holds smaller chambers within. Smaller honeycomb cells surround the hive.

MC

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5. Giant Door: An enormous iron door fills the tunnel, have been sent to the high mountain passes in search of the blocking off the chamber beyond. The door has a large area’s secrets and any wonders it might hold.

keyhole in its center, circled by runes in the Giant language that warn off trespassers with promises of a dire fate.

APPROACH

The door is 3 inches thick and solid iron (hardness Traveling to this site requires a lengthy trek through the 10, 90 hp). The massive lock requires a successful DC

jungles and a hazardous climb up jagged mountains, as 25 Open Lock check to get through (characters using the climate changes from sweltering heat to freezing cold.

normal tools take a –2 penalty for its size).

Characters must prepare for this shift in temperature, 6. Domed Chamber: Uniformly sized rectangular bringing heavy cold-weather outfi ts with them. Traveling bricks form this chamber’s walls, and a domed ceiling to the glacier by elemental airship is significantly safer supported by four granite pillars arches 40 feet above and takes a fraction of the time.

the floor. At the height of the dome floats a crystal orb

Leaving the sweltering jungle behind, the trail rises to a freezing within which burns a bright blue continual fl ame. The orb mountain pass with stinging wind and treacherous slopes. Ahead, the path fills the room with shadowy illumination. Touching or continues between tall peaks, a gigantic sheet of glacial ice visible between otherwise disturbing the orb causes it to fall and smash them. In the middle of the ice, a black stone tower stands.

on the fl oor below. The orb measures 2 feet in diameter, weighs 50 pounds, and has hardness 1 and 5 hit points.

TERRAIN FEATURES

While the pass is not actually coterminous to Risia, a secret M

buried somewhere in these mountains makes it seem that ountain Glacier

way. The temperature here is always below freezing, drop-While many of the mountain passes in the northern reaches ping even lower at night. Cold dangers: DMG 302.

of Xen’drik are dry and rugged, one chain is dominated Many of the ravines in this area are over 50 feet deep.

by a large glacier high above the jungle floor. Creatures Characters falling into one take 1d6 points of damage per native to arctic climes dwell in this high mountain pass, 10 feet fallen plus 2d6 points of damage from impact with including frost giants, ice trolls, and frost worms. The jagged rocks at the bottom. Added challenges might include cause of this unnatural cold is not known, although many rockslides and avalanches, as determined by the DM.

in Stormreach speak of the presence of an ancient white Most of the areas in this site are icy and slippery, adding dragon, a powerful frost giant lich, or even a link to Risia, 2 to the DC of any Balance, Climb, or Tumble checks.

the Plain of Ice. Whatever the case, numerous expeditions (Check DCs given in keyed areas include this increase.) 39

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KEYED AREAS

to move at half speed. Failure by 4 or less means that the 1. Mountain Trail: By the time the PCs reach this character cannot move for the round. Failure by 5 or point, the climate has already grown quite cold. The more means that the character falls prone. If adjacent to remaining trail that leads into the mountains climbs at the edge, the DC for this check increases to 22 and failure a sharp angle up an icy path. Fortunately, broad stairs by 5 or more means that the PC falls off the bridge.

ITES

carved into the rock ease the ascent.

5. Ice Curtain: The path leads again through a spur E S

2. Way Marker: Cut from the same stone as the of rock from the larger peak nearby, but a curtain of ice R

mountain, these 4-foot pillars are placed throughout this blocks the way. This wall of ice is 5 feet thick and has 180

U

site, but any markings on them have been worn away by hit points. It takes double damage from fi re.

NT

the ravages of time. A single Giant rune remains on the 6. Ambush Cave: The frost giants and other intel-VE

face of one pillar. A successful DC 20 Decipher Script ligent creatures in the area use this cave to ambush those check reveals its meaning as “frozen death.”

crossing the ice bridges. A high-ceilinged tunnel leads to AD

3. Ice Caverns: The path leads inside the moun-a ledge with an ample view of both bridges. Giants often tain for a brief distance before forking in two. Encased keep a large pile of rocks here so they can throw them in ice on floor of the chamber is a human explorer, his while protected by the ledge’s cover.

corpse pierced by numerous large icicles and so frozen 7. Ice Ramp: Unlike the other ice bridges, this one as to be brittle. The man’s expression is one of sheer is a ramp, sloping down 50 feet from the large plateau to terror, and his arms are outstretched as if warding off an the winding stone path below. Though it has numerous unseen enemy.

handholds (natural and otherwise), the treacherous ice These caverns are especially dangerous due to the ramp requires a DC 20 Climb check to move at one-quarter large spears of ice clinging precariously to the ceiling.

speed. Those failing this check by 5 or more risk falling Any sudden force or extremely loud noise (such as that into the ravine on either side of the ramp. A successful caused by shatter, sound burst, or a thunderstone) dislodges DC 20 Refl ex save allows a character to instead land on the a number of these icy stalactites, dealing 4d6 points of stone path (taking half the normal falling damage, due to piercing damage to those below (Refl ex DC 15 half).

the slope). The ramp can also be used as a quick way to safely 4. Ice Bridges: A tongue of ice slants out from descend to the path below. If intentionally used in this way, the mountain, forming a bridge to a nearby peak. This a successful DC 10 Refl ex save ensures a safe landing.

ice bridge is relatively smooth and extremely slippery.

8. Large Ice Bridge: This wide bridge of ice spans the Moving across the ice requires a DC 10 Balance check gap between the large stone shelf and an isolated mountain 620_95372 Xendrik_Ch2.indd 40

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cave. Crossing this bridge does not require a Balance Unless otherwise noted, the trails in this area are 5

check, since its surface is rough and well traveled.

feet wide. Areas of light and heav y undergrowth ( DMG

9. Mountain Cave: A large natural hollow in the side of 87) are marked on the map.

AD

the mountain has hosted a number of camps over the years, including those of frost giants, ice trolls, and humanoid KEYED AREAS

VE

explorers. A large fi re pit has been dug in the center of the 1.

Central

Clearing:

An enormous black monolith

NT

area (though many of those who camp here have no need stands in the center of this clearing, a jagged shard of crys-U

of it). A natural chimney above vents any smoke. If they tal 12 feet tall. The monolith’s slick surface takes on green R

can build a suffi ciently large fire (diffi cult unless wood is and crimson shades in direct light. A nearby hollow appears E S

brought), characters can rest without fear of the cold.

to have served as a fi re pit for previous explorers.

ITE

The rest of the chamber is full of debris and refuse In the Age of Giants, this area contained a portal to from previous visitors, including the bones of large Dal Quor. The monolith was a beacon for the quori, a S

mountain yak, a broken short sword, and an abandoned place to gather before engaging the giants in battle. Dal giant’s bag (see Xen’drik Giant Bags on page 80).

Quor is now permanently remote, but lingering traces A 30% chance exists that this cave is occupied at any of the Region of Dreams remain.

given time.

Any travelers resting in this area experience intensely 10. Glacier Flow: A gigantic sheet of solid ice has vivid dreams while they sleep. Dreamers live through advanced from the glacial plateau covering much of this scenes of Xen’drik’s past, experiencing battles between high mountain area. The ice has a slightly red hue and giants and quori or taking the roles of elf slaves or heroes.

flickers in the light, as if hiding a slow-burning fi re Such dreams are not just vivid imaginings but are drawn underneath. This ice is perfectly smooth in most places, from real history.

requiring a DC 15 Balance check to move at half speed.

Dream and nightmare spells are cast at +1 caster level in Blackened giant bones can be seen beneath the ice, but this clearing. Anyone sleeping in the clearing for 4 hours no matter how far down characters might dig, the bones or more gains a +1 insight bonus on all Knowledge (his-are always out of reach.

tory) and bardic knowledge checks for the next 24 hours.

11. Ancient Watchtower: An ancient watchtower Elves, kalashtar, warforged, and other creatures that built by giant hands is surrounded by the glacial flow. The do not sleep or dream are immune to these effects.

tower is 60 feet high, but the bottom half (including the 2.

Sinkholes: The forest f loor forms dangerous only door into the structure) is buried by ice. Using simple 20-foot-diameter sinkholes in places (treat as quicksand; tools, it would take almost a week of work for four charac-DMG 88). Anyone alert for natural hazards can attempt a ters to dig down to the door. Inside stands a 5-foot wide DC 8 Survival check to recognize a sinkhole. Otherwise, orb of crystal that functions as a limited-use crystal ball. The it appears no different from the rest of the trail.

orb can view only two areas: the exterior of the tower (to

3. Tree House Clearing: In this clearing, criss-normal visual range) and a strange, fl ame-bathed cham-crossing branches grow into houses. Woven mats and ber where a large sarcophagus fl oats in a pool of lava.

moss curtains once formed walls and floors, but these have long since rotted away. The giants once kept elf O

slaves in places such as these. A group of drow built these ld-Growth Ruins

contemporary tree houses but abandoned the clearing Hundreds of miles of thick forest cover Xen’drik like a when their tribe grew too large.

carpet. In this area, trails and clearings form a network A wall of thorny vines bounds the northern edge of of passable areas.

the clearing. A creature moving through a vine-covered square takes 1d6 points of piercing damage.

APPROACH

4. Statue Clearing: A large boulder sits in this The thick forest canopy deters airship mooring, though clearing. Whether eroded by nature or carved by mortal lowered rope ladders can drop explorers. The paths and hands, it now resembles a coiled serpent 10 feet tall.

clearings are well suited for foot travel and most beasts Earth and moss fi ll the cracks between its coils. Giant of burden. DMs wishing to allow water access can place yellow flowers, formed of fl at petals topped with a spray a river in area 7.

of thin stamens, grow around its base.

Tree trunks here measure up to a dozen feet across, some obviously If disturbed, the yellow flowers release their stamens centuries old. White fungus shelves grow from thick bark, some sprouting like dandelion fluff. Anyone within 5 feet of a flower when tiny forests of mushrooms. Curtains of moss hang from tall branches, while it bursts must succeed on a DC 12 Fortitude save or suffer leaves as wide as a giant’s hand tremble in the breeze.

the effects of a mild hallucinogenic pollen released by the stamens, taking a –2 penalty on any saving throw made to TERRAIN FEATURES

detect illusions for 1 hour. This is a mind-affecting ability.

Old-growth forest fi lls this area (see the Old-Growth

5. Cathedral Path: Straight trees with silvery bark Forests sidebar). Heavy mist hangs in the trees for a few line this 10-foot path, their interlaced branches forming hours after dawn, imposing a –2 penalty on Spot checks.

an archway reminiscent of a cathedral. Even on hot days, Due to the overhanging canopy, the effects of precipita-this area always feels cool and damp.

tion ( DMG 94) are less severe than normal. Reduce rain-6.

Generation

Tree:

A jumble of stone blocks here

related penalties on skill checks and ranged weapon suggests a timeworn altar. Nearby, an enormous tree lies attacks by half (minimum –1).

fallen on its side, cradled in the earth. Feathery green 41

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moss and huge mushrooms cover it. Two new trees have that giant-crafted buildings once occupied the top of this taken root here, sprouted atop the corpse of the old tree.

rocky ridge. All that remains now are foundation blocks Though not as grand as their predecessor, the two new that blend into the landscape and a set of stairs extending trees already rise some 50 feet into the air.

in two graceful, skyward curves. The enormous steps are 7.

Depressed

Clearing:

The site of pitched battles

clearly sized for giants, but what seem at fi rst to be ornate forty thousand years ago, this area still bears deep scars.

balustrades are actually stairs sized for elf slaves.

Soaked with blood and scorched by magic, these wounds The massive staircases rise up 50 feet before ending in the earth remain as visible symbols of the quori–giant in jagged stone stumps. A successful DC 25 Knowledge confl ict. The far end of the clearing slopes down into a (architecture and engineering) check indicates that these multilayered depression, crisscrossed by fallen trees.

steps might once have led to a floating city long since 8. Overlook: Stone blocks wedged into the earth and destroyed. Though cracked and choked with vines, the almost entirely covered with lichen and moss indicate steps remain stable and safe to climb.

OLD-GROWTH FORESTS

These ancient rain forests grow so dense as to be nearly and crevices offset this penalty, for a net +2 bonus on impassable. Vines as thick as a human arm weave webs Climb checks.

around massive tree trunks, and tangled undergrowth The rainy conditions that allow old-growth forests to fills in the gaps.

prosper make them almost impossible to burn. Treat damp Characters with slashing weapons can make slow trees and underbrush as having resistance to fi re 10.

progress by hacking their way through the underbrush.

In an old-growth forest, the maximum distance at A character moving in this manner progresses 5 feet as a which a Spot check for detecting the presence of others full-round action that provokes attacks of opportunity.

can succeed is 2d6×10 feet. The thick vegetation also Old-growth trees possess thick, scaly bark that makes Listen checks more difficult, increasing the DC

offers numerous handholds. Although moss and damp-by 2 per 10 feet instead of 1. Move Silently checks receive ness make the trunks slippery, the abundance of branches penalties in areas of undergrowth ( DMG 87).

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The blocks at the top of the ridge provide cover. Slip-Three small branches flow from the north, forming one pery moss coats the open ground, and moving up the slope larger river that continues south. Characters who fall without a rope or other way of remaining stable requires a into the river move downstream 10 feet each round; a AD

DC 5 Climb check. Running or charging on this surface successful DC 15 Swim check is required to make any requires a successful DC 14 Balance check; failure by 4 or headway while in the water.

VE

less indicates that the character cannot run or charge. A NT

character who fails either of these checks by 5 or more falls KEYED AREAS

U

prone and must succeed on a DC 10 Refl ex save or roll back 1. Campsite: A frequently used campsite is set just off R

to the base of the ridge, taking 2d6 points of bludgeoning the main path here, with a large fi re pit dug into the forest E S

damage from the fall along the rocky surface.

floor. The pit is lined with the shattered remains of ancient, ITE

gigantic paving stones that bear intricate geometric patterns.

Blackened humanoid bones scattered among the ashes can S

Primitive Camp

be identifi ed as elven remains with a successful DC 15 Heal In the middle of the jungle, an abandoned camp sits atop a check (although the exact type of elf cannot be determined).

hill, overlooking the fork in a small river. This site can serve One tree at the side of the camp, clearly used for target prac-a number of purposes: It can be a small drow settlement, a tice, has numerous notches and punctures in its bark.

yuan-ti outpost on the edge of their territory, or even a base 2. Wooden Bridges: Spanning the river at two points camp used by explorers who frequent the region. Alterna-are two wooden bridges. They are quite sturdy, anchored tively, this campsite could be abandoned and overgrown, on both sides by solid wooden posts sunk deep into the perhaps the scene of a massacre that occurred years ago.

ground. Hanging from these posts are a number of tokens.

Without the fort, the branching river and the crude If the owners of the fort are drow or yuan-ti, these are the wooden bridges can serve as any generic crossing place skulls of various humanoids (elves and humans for the in the depths of the jungle.

most part), in addition to the scattered pieces of a demol-ished warforged. If the owners of the fort are explorers, the APPROACH

tokens are aimed at heading off hostilities with whatever Virtually invisible among the trees, this site is best local threat the DM wishes to put into play (giant skulls as a reached by land or by riverboat. The paths leading to the peace offering to the drow, a display of arms to intimidate site become clear at a distance of 10 miles, but the various the yuan-ti, and so forth).

inhabitants of the region are prone to setting up traps or 3. Sloping Path: This path is clearly visible from the ambushes along the trail.

fort’s southernmost guard tower. Anyone approaching by

Along a clear trail, a structure can be seen on a small hill in the dis-this route is easily spotted under normal circumstances.

tance. Made of upturned logs sharpened to a point, the walls of the primitive 4. Wooden Fort: This triangular fort sits atop a 30-foot hilltop fort connect a number of short watchtowers.

hill. The walls of the fort are made of 20-foot-tall wooden poles sharpened at the top, interspersed with exceptionally TERRAIN FEATURES

large tree trunks (Climb DC 20 to scale). A heavy wooden Aside from the typical hazards of traveling through the gate stands in the center of the west wall (Strength DC 15

jungles of Xen’drik, this site features a fast-moving river.

to open or close; DC 30 to break when barred).

JUNGLE HAZARDS

The jungles of Xen’drik are teeming with hazards—some jungle’s ever-present dampness, only magical fire, burning stalking the shadows to strike with claw or blade, others oil, and the like can destroy the bushes. Blood thorns can seemingly innocuous. Even the very plants and vines can be identifi ed as a hazard with a successful DC 15 Survival harm an unwary explorer.

check. Explorers can attempt to hack through blood thorn Blood Thorns (CR 3): Blood thorn bushes com-bushes that block their path, making 5 feet of progress as a monly grow along well-traveled trails and hunting paths, full-round action that provokes attacks of opportunity.

feeding off the blood of creatures that wander through Ration Rot Moss (CR 1): This fragrant moss them. These green shrubs hide long and wicked thorns posses no direct health threat to explorers, but it can under their leaves, and they react violently when disturbed.

cause serious problems for those who camp near it. The The round after a creature enters it, a blood thorn bush spores from this moss grow rapidly in food, including begins to thrash about, infl icting dozens of small cuts and trail rations, and can spoil water and other liquids. The leaving behind numerous shining black thorns. Those rations and water of anyone who rests within 20 feet of caught in these bushes take 2d6 points of damage per a patch of ration rot moss has a 50% chance of spoiling round (Refl ex DC 15 half). Once agitated, blood thorn after 24 hours. Ale, wine, and other liquids have a 25%

bushes thrash for 1 minute, although further movement chance of spoiling. The moss has no effect on potions, through them extends this time. Cold damage causes the magic food (including eternal rations; see page 138), or bushes to go dormant for a number of rounds equal to the salves. Anyone who eats food or drinks water spoiled by damage done, while 8 or more points of fi re or acid damage ration rot moss must succeed on a DC 18 Fortitude save destroys all the bushes in a 5-foot square. Because of the or take 1d3 points of Constitution damage.

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5. Guard Towers: Of similar construction to the 9. Crumbling Monolith: A tall monolith of green-walls, these three towers reach a height of 25 feet and veined marble stands askew in a small clearing. Crum-provide cover against creatures below. Simple wooden bling paving stones surround it, overgrown with plant ladders located inside the perimeter of the fort grant life. Though the pillar’s original purpose is long lost, access to the towers. Towers are also used for storage, and vague fi gures can be seen carved along its length, most ITES

each has an unlocked door next to its ladder.

of which appear to be asleep or resting. Characters who E S

6. Leader’s Hut: This one-story building has a thatch camp within 30 feet of the pillar sleep soundly and gain R

roof, a set of wooden walls, a pair of shuttered windows, and the benefits of a full night’s rest after only 6 hours.

U

a single wooden door. Inside, a large hammock hangs from NT

the ceiling, and an intricate grass rug covers the floor. On Quori Outpost

VE

one side of the room rest a richly carved table made from exotic woods and a chair of similar make. If used by explor-During their invasion of Xen’drik, the quori set up bases AD

ers, this hut also has a locked strongbox containing papers to marshal their forces and conduct complex magical and maps detailing their exploits, as well as what few relics research. Few such outposts survived the war, but both the they have in their possession. If used by drow, yuan-ti, or giants and House Cannith have uncovered and claimed the other natives, this hut smells strongly of incense and has arcane secrets locked in such places in the long centuries the trophies of the group’s leaders adorning the walls.

since. Though rumors abound, few know that House Can-7. Barracks: This long, squat building has a thatch nith’s discovery of such an outpost led to the creation of roof that slopes toward the back. Next to the large double the modern warforged soldiers used in the last war. Fewer doors, numerous shuttered windows face the yard. Inside, still suspect that the original design of the warforged did regularly spaced poles support twenty hammocks strung up not originate with the giants, but with the quori.

between them. Small grass baskets sit along the far wall, used for storage by those who maintain the fort.

APPROACH

8. Primeval Glade: This small area seems unnaturally Strange arcane defenses protect this place, making it dif-verdant and peaceful, and the plants that grow here are flaw-ficult to discover. Those who consciously seek out this site less and always in bloom. The air seems cooler, and the stars begin to receive vivid dreams (as the dream spell) showing and the Ring of Siberys glow brightly at night. Ages ago, them the way. These directions are a ruse, however, and a giant sorcerer and sage of the forest tended these lands, actually lead explorers away from the outpost unless they and this glade retains some small aspect of her power.

succeed on a DC 20 Will save.

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If they can overcome this initial protection, char-feet of its edge is unstable. Anyone in a square adjacent to the acters seeking this site can reach it by land or by airship.

edge must succeed on a DC 15 Refl ex save or risk falling as the The tower is clearly visible above the forest canopy.

ground gives way. The bottom of the chasm might open up

The dense jungle gives way to a large clearing full of rubble and ruin.

to a subterranean quori complex, at the DM’s discretion.

To one side, a vast rift opens up, as if titanic hands have torn the earth in 3. Dream Well: This wide, shallow well is encased in two. In the center of the clearing is a tall tower spiraling high into the sky.

vines and fi ne moss, but the water is crystal clear and cool.

Made of white marble, the structure looks completely intact—immune to The quori used this well to communicate with their fellows the ravages of time that have savaged all the other ruins here.

on Dal Quor. Although it no longer serves that purpose, characters who drink from the well immediately fall into TERRAIN FEATURES

a trance and can send a message to any sleeping individual Although the jungle has claimed the paved plaza that sur-they can name. This effect functions as a dream spell with a rounded this quori creation forge, the remaining areas caster level equal to the drinker’s character level. The well of uneven pavement are easy to move across.

can be used three times per day in this manner.

This place has a strong connection to the minds of 4. Weathered Wall: A 40-foot-tall wall once circled those nearby. Within 1 mile of the central spire (area 6), this entire compound, but most of it has long since col-all creatures with an Intelligence greater than 3 take a –2

lapsed. W here one section still stands, large dragon-penalty on saves against mind-affecting spells and abili-shards fused to its top glow a fi erce red if any creature of ties. Creatures using telepathy to communicate within the giant type comes within 500 feet. If removed from the this same area can do so at twice the normal range.

wall, the shards shatter and lose all magical power.

5. Gateway: Dal Quor was coterminous to Eberron KEYED AREAS

during the Age of Giants, and the quori of this settlement 1. Colonnade: Running up the plaza are two rows of built a permanent gateway to the plane at this spot. Should smooth marble columns capped by large blue crystals. Many Dal Quor ever become coterminous again, this gate would columns have fallen over the years, but those that still stand resume functioning. In its current state, the gate radiates shed a faint blue light. As a result, the entire area is bathed strong conjuration magic but does little else. Should the in shadowy illumination even on the darkest nights.

quori or their agents discover this relic, they would be 2.

Chasm: The magic brought to bear against the quori very interested in fi nding a way to reactivate it.

shook this region, causing a large chasm to open up. The 6. Spire of Creation: This white tower rises from the chasm is 80 feet deep in most areas, and the ground within 10

center of the ruins, its smooth marble walls untouched by 45

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time. The only entrance is high up, reached by a ramp that of heat. In the distance stands a blackened tower, intact despite obvious signs spirals along the outside of the ever-narrowing tower. The of damage from the great heat.

spire walls have hardness 40 and gradually repair any damage taken (although this phenomenon is too slow to be observed).

TERRAIN FEATURES

Characters touching the tower hear a strange buzzing, as if This area is a manifest zone of Fernia, the Sea of Fire, ITES

the voices of the past are trying to speak to them. The buzz-increasing the hazards of the already dangerous terrain.

E S

ing imposes a –2 penalty on Concentration checks but can Any contact with the magma deals 4d6 points of fire damage R

be overcome by protection from evil or similar effects.

per round, plus 2d6 points of fi re damage for 1d4 rounds U

7. Sealed Door: The only entrance into the tower after exposure. Any creature completely immersed in the NT

is well over 100 feet above the forest floor. The lock on molten rock takes 20d6 points of fi re damage per round and VE

this door opens only to the touch of a quori or with a has a 30% chance of being transported to Fernia.

successful DC 35 Open Lock check. In addition, the last Breat hing the searing air here deals 1d8 points of AD

visitors to this site (explorers from House Cannith) left fire damage per minute, while the heat deals 1d6 points of additional wards to keep intruders out ( arcane lock, explosive nonlethal damage every 5 minutes (Fortitude DC 20 + 1 per runes, fi re trap, or any of the symbol spells, at the DM’s discre-previous check negates). Lingering magic in the Ivory Tower tion). A permanent magic mouth placed on the door warns and on the walkways protects creatures in those areas (an all those who approach that the tower is the property of ancient courtesy to visitors without fi re protection).

House Cannith and is not to be disturbed.

8. The Drop: There is no ledge inside the door, only KEYED AREAS

a deep pit that leads down to the creation forge itself. The 1. Basalt Obelisks: Two 40-foot-tall square pillars drop is 330 feet—most likely fatal to those who acciden-of smooth black basalt stand on either side of a decaying tally stumble into it. From the doorway, a strange blue stone staircase leading out over a vast pool of lava. On the glow can be seen from the forge below.

face of each pillar is an inscription in Ignan. The pillar 9. Creation Forge: Made of pure white marble and on the left reads “Gate to Fernia,” while the right pillar streaked with veins of glowing blue, the creation forge pulses reads “Tower of Sharatazz.”

with magical energy. Floating above the large marble base 2.

Crumbling

Walkways: Stone walkways some 20

is a column of silver nearly 200 feet tall, covered in arcane feet above the lava once bridged solid ground and the runes that pulse in time with the rest of the forge. The quori tower in the distance. Now their ancient surfaces are used forges such as this to create the original warforged (see cracked and split by large gaps. Lingering magic woven the quorcraft warforged template on page 84), warforged into the stone protects creatures on the bridges from components, and minor artifacts. Though it still pulses with the extreme heat of the lava below. Some sections are so arcane power, this forge’s inner workings were destroyed littered with rubble as to slow movement, and the entire by the cataclysm that ended the quori invasion.

surface is uneven enough to increase by 2 the DCs of any Hou se Cannith explored this place but found

Tumble checks made on the walkways.

nothing of use, sealing it more as a matter of course than 3. Observatory: At the end of the walkways, a steel to protect any great secrets. However, at the DM’s discre-ladder sized for Large creatures rises to an observatory tion, the Cannith expedition might have left guardians 20 feet above. The observatory is actually a large pillar behind in addition to magical wards and locks. Undead, of stone rising out of the lava. As with the walkways, this warforged, and golems all make suitable choices.

platform shields those on it from the extreme heat. The observatory overlooks the lava fountain (area 4). It was V

designed to funnel the intense heat into specially prepared olcanic Fields

rubies for later use. Although no rubies are here at pres-High in the mountains of Xen’drik, magma boils to the ent, the collection receptacle is easy to see. The depression surface and toxic gases hang in the searing air. Fire giants is clearly gem-shaped, although any normal gemstone and other creatures native to such hostile environments placed in the receptacle turns to ash within seconds.

once made their homes here. Today, ancient ruins lie scat-4. Lava Fountain: A fountain of magma erupts to a tered across the fi eld of magma on islands of solid rock, height of 40 feet before pooling and cascading down a 30-some connected by bridges, others isolated and crumbling.

foot cliff to form the lava fl ow below. Anyone within 40 feet Creatures of fi re and magma roost in this forgotten place, of this fountain takes 8d6 points of fi re damage from the squatting in what was once a palace.

heat (Refl ex DC 20 half). A constant cloud of poisonous gas surrounds the fountain. Treat this gas as a burnt othur APPROACH

vapor trap ( DMG 72) that activates each round.

Traveling to this mountainous site requires a lengthy 5. Pillars of Fernia: Three pillars of white-hot flame and dangerous overland journey through inhospitable shoot up into the sky from a small island of volcanic rock.

environments—an adventure in itself. The mountains Each pillar is a one-way gate from Fernia, but they function and surrounding environs are not safe, with rockslides, only intermittently (30% chance per day that a creature giants, and other predators all threatening explorers.

from that plane makes its way through). Although likely Travel by airship is far safer and takes much less time.

not an immediate threat to explorers, this connection

A searing breeze parts the veil of steaming vapors to reveal a plain of repopulates the area with fi ery creatures over time. Anyone roiling magma. Slim fingers of solid ground rise from the molten rock—some in contact with the fl ames of the pillars takes 10d6 points connected by large stone bridges, others isolated behind shimmering curtains of fi re damage per round.

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6. Basalt Flats: Many of the creatures native to a permanent arcane lock (CL 15th) requiring knock, dispel magic, this area make their homes on these more stable fl ats, or a DC 38 Strength check to open. The interior of the using hardened lava to form crude walls or defensible tower is clean white ivory, decorated with rusted tapestries AD

structures. The landscape of this large plain of basalt of fi ne metal links that form geometric patterns. Torches changes frequently, with old structures constantly being burning with pale red continual fl ame are mounted through-VE

torn down and rebuilt. A sloping path leads down to the out, but the magic has failed in many of them.

NT

lava pool at the base of the ivory tower.

10. Transport Chamber: On the f loor of this U

7. Shattered Walkways: The stone walkways in this smaller chamber is a complex geometric pattern, with R

area are so weak that they have a 50% chance of collaps-spaces to hold a number of gemstones. This mechanism E S

ing under the weight of any Medium or larger creature, once teleported the occupants of the tower from one floor ITE

dumping unfortunate explorers into the lava below. A to another, but the gemstones that power the effect are successful DC 20 Reflex save allows a creature to cling missing. A successful DC 20 Spellcraft check reveals that S

to an adjacent section of walkway; Tiny or smaller crea-recovering and placing the gems activates the pattern and tures gain a +4 bonus on this save, while Huge or larger allows access to sealed areas of the tower.

creatures take a –4 penalty. Particularly heavy creatures 11. Reception Hall: This chamber is full of chairs might cause entire sections of the bridge to collapse.

and tables sized for giants, along with a few sized for elf 8. Lava Falls: The lava fl ow that starts in area 4 falls slaves along the back wall. The room contains few things down 30-foot cliffs to form the pool at the base of the ivory of value other than a pair of fragile crystal decanters. The tower. In addition to taking damage as normal, a creature doors leading into area 12 are closed and very heavy (DC

that enters the lava within 30 feet of these falls must suc-20 Strength check to open) but not locked.

ceed on a DC 15 Swim check or be pulled 10 feet closer to 12. Gallery: In the age of Sharatazz, the fi re giant the falls. A creature can move 5 feet away from the falls for who dwelt here, this chamber was a gallery that displayed every 5 points by which the Swim check DC is exceeded.

his fi nest work. Though most of those pieces are long 9. Ivory Tower: Although the bridge leading to this gone, a few priceless treasures might remain, among blackened tower has long since crumbled, the structure them four large rubies that rest on a molded pillow.

itself is weathered but whole. A section of the bridge is still These rubies fit into the collection receptacle in area intact directly in front of the doors, whose dense black metal 3. If allowed to sit in the receptacle for a day, the rubies bears glyphs in Ignan that read “Sharatazz.” The doors have become charged with fiery energy. Each acts as a sling remained closed for countless centuries and are sealed with stone that explodes into a fireball on impact, dealing 10d6

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points of fi re damage (Refl ex DC 14 half). If very care-The villagers who once lived here might be human, fully ground up, the rubies can offset 2,000 gp worth of drow, lizardfolk, yuan-ti, or any other race the DM chooses.

the cost to create any weapon with the fl aming or fl aming Adjust the description of the encounter areas accordingly burst special ability. These gems might have other uses, as (in particular, the pictograms in area 10).

determined by the DM. Sharatazz laid a number of dan-ITES

gerous traps in this room to protect his valuables, some of KEYED AREAS

E S

which might still function despite their age.

1. Dinosaur Stables: Two intact stone walls remain R

here, and stone posts hold up the rotted remains of a wooden U

fence. A fence and a wooden roof once spanned the north-NT

Ziggurat Ruins

western corner of the stable yard, but they have long since VE

The remains of a once-vast settlement now lie in overgrown fallen into ruin. The skeleton of a fastieth dinosaur can ruins. Stone faces stare sightlessly up from the ground, while be found beneath the boards. A successful DC 15 Survival AD

wind whistles through a jagged chasm. In the midst of the check reveals the presence of nesting termites.

desolation, a multitiered ziggurat juts up from the trees.

Disturbing any of the boards causes a swarm of termites to boil up from the rotten wood. Treat this as a locust swarm APPROACH

( MM 239), except that the termites deal only 1d2 points of Two jungle paths lead into the clearing. The ziggurat’s damage. The swarm remains for 1d4+1 rounds.

tip stands out from its surroundings, making a good 2. Dwellings: Except for the remains of rotting landmark to navigate by. Several sites within the ruins are furniture, these small buildings stand empty.

high enough to dock an airship, or explorers approach-3. Statue: Standing here is the fi gure of a male ing from above can drop a ladder to the ziggurat’s tip.

humanoid with crocodilelike features and feathered Crumbling

piles of stone overgrown with moss and vines encircle wings instead of arms, but no inscription remains to this long-abandoned compound. Where the jungle has consumed walls indicate who or what the statue represents.

and buildings, the hollow remains of several clay structures surround a A successful DC 20 Search check reveals a hidden panel looming ziggurat.

in the statue’s chest covering a bloodstained niche. Warriors once placed the hearts of their enemies in the statue’s chest, TERRAIN FEATURES

believing this ritual would grant them strength in battle.

Explorers can press through the thick jungle in this area Anyone placing a creature’s heart in the statue’s at one-quarter speed. Any new path cut through the chest receives a blessing of sorts. For the next 24 hours, a jungle overgrows again in 24 hours. The paths leading to character who makes the offering seems to gain a second the clearing were laid down with magic long ago and do heartbeat, slightly out of synch with her own. During that not disappear.

time, she gains a +2 morale bonus on Strength checks and The ziggurat acts as a lightning conductor. Anytime a Strength-based skill checks, but she also radiates faint storm develops, a 10% chance exists each round that a bolt evil for the purpose of detection by divination.

of lightning strikes the tip of the ziggurat, sending out a 4. Plaza: Villagers once carved elegant designs into shower of yellow sparks. A PC standing atop the ziggurat the clay fl agstones of this plaza, almost all of which lie when lightning strikes takes 5d8 points of electricity damage shattered now. A successful DC 25 Search check reveals (Refl ex DC 18 half). Any spell with the electricity descriptor three intact fl agstones, each worth 25 gp to a collector.

cast by a character standing atop the ziggurat (whether in 5. West Guard Post: The south and east walls of this a storm or not) sends out a shower of red, blue, and yellow building have almost completely fallen, and anyone enter-sparks. Such spells are treated as if affected by the Empower ing must make a DC 10 Balance check to avoid disturbing Spell feat, but with no increase in casting time or level.

the rubble. Failure results in the building’s total collapse, THIRTY ANCIENT RUINS

Part of the fun of Xen’drik is the chance to discover ancient sites during their stay on the mysterious continent. All ruins. Between exploration, research, bardic knowledge, these ruins need impressive names; below are thirty for and divination spells, PCs might learn about dozens of quick use or inspiration.

1. Pata Anka

11. Xatepec Ridge

21. Yaoteco

2. Dal Olam

12. Hakeb Eza

22. Kalnak

3. Tlelbek

13. Fifteen Blunted Spearpoints

23. Say-bekna

4. Stone Wing Cliffs

14. Palen dal Caten

24. Quor’tan

5. Mesa Utanda

15. Ammultun

25. Gallina dal Sop

6. Canyon of Razor Rain

16. Sentan Falt

26. Caern of Stone Hearts

7. Nerepan

17. Queltatir

27. Maan Ulta

8. Scora Bael

18. Ek Lamyl

28. Zenzzir

9. Burnt Flower Plateau

19. Caverns of Coatlapec

29. Floating Leaf Lake

10. Illandyano

20. Crystal Tree Plaza

30. Xalxen Xuna

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with anyone inside taking 5d6 points of bludgeoning scenes of everyday life—villagers hunting in the jungle, damage (Reflex DC 20 half).

riding dinosaurs, and raising families. Several pictures 6. East Guard Post: The east guard post remains show the villagers worshiping in the ziggurat, led by a the most intact building in the compound, and its adobe male fi gure wearing an elaborate feathered headdress.

walls absorb much of the sun’s heat. A hatch in the ceiling A successful DC 25 Spot check reveals an image of the leads to the roof, although no ladder remains.

figure in the headdress standing on a pedestal before an 7. Rift: Some seismic disaster split the earth here, arched door.

creating a huge rift that descends into blackness. The rift is An arched door identical to the one in the pictogram nearly 200 feet deep, and its jagged sides narrow until they stands on the eastern side of the north wall, with a stone meet at the bottom. Small ledges and fi ssures in the walls platform 1 foot high sitting before it. The door has no make excellent lairs for creatures that despise the sun.

visible handles or hinges, but a successful DC 30 Search 8.

Well:

A square stone block 3 inches thick covers

check reveals a hidden button set in the ceiling above the this well. The well descends 15 feet and joins an under-platform. Anyone wearing the priest’s headdress from ground stream, which runs through a 2-foot-wide chan-area 11 can stand on the platform and depress the button nel for several miles before emptying into a larger river.

with the tip of the headdress.

No bucket remains, but the water is good to drink.

Opening the door without finding the button

9. Stone Faces: From the ground, these blocks of stone involves manipulating the mechanism recessed above the seem nothing more than piles of rock. A more detailed doorframe (Open Lock DC 30). The 2-inch-thick stone investigation (Search DC 20) reveals that someone placed door has hardness 8 and 30 hit points.

the stones deliberately. Each boulder weighs 200 pounds.

11. Priest’s Chamber: A recessed niche in this oth-Seen from the air, the rock piles form giant oval faces.

erwise empty chamber contains the decayed remains of Each possesses a wide, fl at nose, a straight mouth, and blank an elaborate headdress. Though only a few tattered feath-eyes that stare up at the sky. Why the inhabitants of this ruin ers remain, the wooden frame of the headdress (treated built such strange formations remains a mystery.

with some resinous glaze) remains solid and untouched 10.

Ziggurat:

Large granite blocks form the exterior of

by time. A prominent wooden spike tops the frame.

the ziggurat, and its stepped construction (sized for Medium 12. Treasure Chamber: A complex door bars entry creatures) allows adventurers to climb to the top.

to this room (see area 10). Within lies the collected trea-The large interior room served as a temple in sure of the now-ruined compound. DMs can fi ll this room bygone days, and pictograms engraved on the walls show with treasures appropriate to their campaign.

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“The ruins of Sirris Loft have

been abandoned for centuries,”

Wissin had said back in

Stormreach as they examined his map.

“The storm giants have been

dead for years and years,”

Wissin had added. “No one’s

around to stop us from just walking

in and taking that treasure!”

Wissin was wrong.

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CHAPTER THREE

ENC

ENCOUNTERS

O

U

N

TER

S

n Xen’drik, even ordinary encounters can

THE SULATAR

take on an air of mystery. On constant guard

Not all drow are tribal savages. The Sulatar have clung I against giants and drow, explorers still eye to traditions of magic dating back to the Age of Giants—

every mundane creature warily, wondering

specifi cally, an ancient form of elemental binding. The what bizarre abilities might differentiate

Sulatar (“fi rebinders” in the Giant language) are mas-a Xen’drik leopard or lizard from its counterpart on ters of fi re in all forms. Their champions wear burning Khorvaire. The disparate environments coexisting on armor and bind elementals to their blades, while Sulatar the continent produce creatures that exist in unfamiliar master crafters create magic items that even the gnomes climes. Beasts native to the ever-present jungle might of Zilargo have yet to perfect (see page 146).

also lope across an arctic plain or skulk through sand The

fi rebinders remained loyal to the giants

dunes in the burning desert.

throughout the elf uprising and, even after forty thou-Beyond the mundane, the lands of Xen’drik hold sand years, have held to the teachings of their ancient uncountable bizarre creatures born of the magical masters. The Sulatar believe that their devotion will cataclysm that destroyed the continent. Wary adventur-eventually grant them access to a promised land of fi re, ers should always wonder what bestial horror might be where they will gain immortality and power and lead an lurking in the shadows cloaking the path ahead.

army that will sweep across the world. Scholars speculate This chapter details a variety of creatures that a party that the promised land is the plane of Fernia, but so far in Xen’drik might face, including existing monsters, the legends remain just that.

templates, and components with which a DM can cus-Few explorers have encountered the Sulatar, for tomize encounters for parties of different levels. This the fi rebinders have little interest in other cultures. To chapter also introduces several new creatures found only the Sulatar, all will fall when the Gates of the Promise in Xen’drik, as well as two new templates unique to the open; until then, they have no need to deal with inferior mysterious continent.

creatures. In addition to this isolationist attitude, the Sulatar have long fought the followers of Vulkoor, and D

this has kept their population in check. The fi rebinders row:

consider the scorpion tribes to be savages and traitors, B

while the children of Vulkoor hate the Sulatar for their EYOND THE SCORPION

continuing loyalty to the giants.

Members of the Wayfi nder Foundation and others who In the end, the DM must decide on how many Sulatar have explored Xen’drik have had considerable experilive in Xen’drik and the significance of their presence with the dark elves who worship the scorpion-god ence. It might be that only a single enclave of Sulatar Vulkoor. The followers of the scorpion are spread far exists—the legendar y Obsidian City, deep in the and wide across Xen’drik, but numerous other sects and Xen’drik jungles. A lternatively, hundreds of thou-tribes are also hidden in the shattered land.

sands of firebinders might inhabit the south of the continent—an army that could pose a deadly threat to Stormreach and to K horvaire if the Sulatar chose to emerge from hiding.

OTHER CULTURES

Xen’drik is larger than Khorvaire, and any number tribes who fi ght with swords of ice might live in the cav-of drow nations could be scattered across its surface.

erns of the south, or clans who ride the wind on the backs Though the Sulatar, the Umbragen, and the followers of wyverns could dwell in the high peaks. Above all else, of Vulkoor are the only drow to have been found so far, Xen’drik is full of surprises.

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The Sulatar have a strong martial tradition, with all manner of monsters. Then in 997 Y K, the balance more fighters than rangers. A ll Sulatar are proficient of power changed. A daelkyr stirred in the dark, and an with the short sword and hand crossbow, and they treat army of beholders, mind fl ayers, and other aberrations the two-bladed sword as a martial weapon instead of an rose from the shadows. The doom of the Umbragen was S

exotic weapon. These replace the standard drow weapon at hand.

profi ciencies. Sulatar forge their armor and weapons Today the citadels of the Umbragen remain under ERT

from an unusual form of mithral that has the appearance siege, and the dark elves are losing the battle. They N

of bronze, and they typically incorporate fiery patterns have dispatched forces to the surface in search of any-U

and designs into their equipment.

thing that could be used as a weapon against the armies O

Sulatar clerics and adepts are devoted to an abstract of Khyber.

force called the Promise of Fire. This power is neutral The abilities and culture of the Umbragen are ENC

evil, and its worshipers can choose from among the described in issue 330 of Dragon magazine.

Destruction, Evil, and Fire domains. Its favored weapon is the two-bladed sword. Sulatar wizards focus on evoca-F

tion, conjuration, and abjuration, and no tradition of orgotten Civilizations

necromancy or enchantment exists among them.

Not all the elves of Xen’drik were slave races, and while The firebinders tattoo patterns of f lames across the giants certainly united against common enemies, sages their skin, believing that these grant mystical protection.

disagree on whether they were all part of a monolithic Although the tattoos do not actually confer any benefit, nation. When adventurers fi nd ruins, do they belong to a combination of mystical heritage and long training elves, giants, or some other group entirely? Were these allows the Sulatar to exercise great control over bound giants a warrior culture or an alliance of wizards? A few fire elementals. When dealing with an elemental item of the known cultures of ancient Xen’drik are presented that normally responds only to characters possessing a here, but countless more await discovery.

dragonmark, a Sulatar can control the item as if she had the required mark.

THE QABALRIN

In all other ways, the Sulatar are identical to the The Qabalrin were a reclusive sect of elves whose arcane drow presented in the Monster Manual and Races of Eberron.

might even the giants feared. Stories tell of how the titans learned their magic from the god Ouralon, bringer of THE UMBRAGEN

light and law, even as the Qabalrin drew on the power of W hen doom fell upon Xen’drik, the ancestors of the Ouralon’s terrible Shadow. Whatever the truth behind Umbragen fl ed into the depths of the earth. The under-the legends, these elves were the mightiest conjurers world was filled with its own terrors, but nothing so and necromancers Xen’drik had ever seen, pioneering deadly as the confl ict between dragons and giants. After a much of the necromantic techniques used in the pres-long and dangerous journey, these drow refugees settled ent day—along with many of the fundamental principles deep below the region known as the Ring of Storms, the of the religion that would one day become the Blood of legendary home of the Qabalrin (see below). In their Vol. According to legend, the Qabalrin created the fi rst struggle for survival, the dark elves uncovered ancient vampires, some of which might still lie entombed in lore of the Qabalrin and the path to a dark well of mystical ancient ruins.

energy—a force they named the Umbra. Over the course The Qabalrin lived in a single massive city-state, a of generations, the elves performed terrible arcane ritu-fortress in the legendary region known as the Ring of als that bound body and soul to the Umbra, blending this Storms. Left unchecked, the Qabalrin might have one shadowy force with elven flesh.

day dominated the land, but fate—or divine providence—

For thousands of years the Umbragen held their own intervened. Over forty thousand years ago, a massive in the depths of Khyber, defending their realm against dragon shard plummeted from the sky, smashing into A SULATAR SPEAKS

This world was born in fi re, and in fi re it shall end. Our the Promise. They bound the fire to our blood, where future lies in the Land of the Promise, from whence all it burned our skin as black as basalt. They taught us the fire flows.

ways of the fire and the secret knowledge of the PromIn the first days, the mighty learned to bind the ise. A nd when they fell to the madness, we laid claim f lames of the far lands, drawing fire from the air and to the cities of glass. Many of our kindred fell to the blending it with blood and iron. But the clumsy hands madness and now roam the wilds, worshiping vermin of the giants could not weave the fine threads of true and picking at ruins. But we hold destiny in our hands.

fire, and the deepest secrets seared their minds and We hold the secrets of the fire. One day we shall open left them mad. A nd so the wisest among them sought the Gates of the Promise and spread our f lames across our ancestors, seeking those with the power to truly all lands. For this world was born in fire, and in fire embody the f lame and to find the path to the Land of it shall end.

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the city of the Qabalrin. The impact and the resulting the course of generations, the Gyrderi animals the Tair-devastation (both magical and natural) destroyed the nadal brought out of Valenar lost the full intelligence of elves. Remarkably, though, the damage did not extend their ancestors. However, some believe that true Gyrderi beyond the mountain ring. The giants called it a miracle, still exist in the depths of Xen’drik as awakened animals ENC

citing the harsh justice of Ouralon and a divine warning possessing powerful druidic magic. Perhaps adventurers to those who would traffi c with the Shadow.

can fi nd the truth of these legends.

O

Following the disaster, a shield of storm clouds U

rose over the ring, creating a fi erce tempest that conN

A

tinues to this day. Faced with quori invasions and elf Legacy of Doom

TER

rebellions, the giants turned their eyes from the cursed Forty thousand years have passed since the cataclysm that land of the Qabalrin, and the Ring of Storms was lost destroyed the civilization of the giants. Scholars have S

from history.

long wondered why greater civilizations have failed to emerge in Xen’drik and why the giants have never risen THE SUL’AT LEAGUE

above their savagery to reclaim the glory of the past. Many Legends tell of the first fire giant, a prince named giant factions seek this power in the present day. What Adaxus, who gained terrible powers and permanently has held them back?

twisted his bloodline through a fiendish alliance.

The following ideas are based on conjecture and Adaxus was defeated and bound by his enemies, but he legend, not fact. They could be true—or they might be left the line of the fire giants and the mystical tradi-nothing more than fanciful stories.

tion of the Sul’at League as his legacy. By the time the quori came to Xen’drik, the league was a powerful alli-THE CURSE OF THE TITANS

ance of fire giant city-states. Sul’at wizards were best It is said that the fi rst giants of Xen’drik were titans, known for conjuration, transmutation, and elemental immortal creatures of almost godlike power. W hen binding. According to one legend, the Sul’at giants one looks at the modern hill giant, it is clear how far created the drow by binding dark forces to normal the mighty have fallen. The proponents of this theory elves; another states that the Sul’at were developing claim that the giants of Xen’drik’s past suffered a magi-dimensional portals to take their battle with the quori cal deterioration that continues to this day, with each to Dal Quor itself.

new generation of giants inferior to the last. These sages The knowledge and wisdom of the Sul’at League was claim that the giants will never match the deeds of the lost in the cataclysm that destroyed Xen’drik, and the past, because they can never attain the intellectual or fire giants fell into barbarism with their kin. One legacy mystical capacity of their ancestors.

of this civilization remains, however—the Sulatar drow, who still live in the ruined fi reglass fortresses of their THE DU’RASHKA TUL

former masters.

One belief found among both giants and drow is the The Battalion of the Basalt Towers (see page 60) legend of the Du’rashka Tul—“the madness of crowds.”

might some day seek to regain the knowledge of the Sul’at According to this tale, the forces that destroyed the League. At the moment, however, these giants exploit ancient civilizations laid a curse on the land to pre-their physical might rather than arcane knowledge.

vent any nation in Xen’drik from rising to a position where it could once again threaten the world. The THE GYRDERI

legend states that as soon as any Xen’drik civilization The Gyrderi are a legend of the Tairnadal elves. The reaches a certain size and sophistication, its people are Keepers of the Past say that when the giants enslaved gripped by a homicidal rage. They spread out, killing the ancestors of the Tairnadal, a few wise and stealthy every creature they encounter until they themselves elves escaped by making powerful alliances with the are slain. Fear of the Du’rashka Tul has kept the follow-forces of nature. Over the course of centuries these ers of Vulkoor and the giant tribes small and nomadic.

elves, now called Gyrderi, developed a druidic tra-They believe that settling and allowing their numbers to dition, becoming direct vessels of the power of the increase might lead to madness. In support of the truth wild. W hen the elf uprising began, the Gyrderi aided of the Du’rashka Tul, Xen’drik explorers have discov-the first of the Tairnadal and were instrumental in ered lost civilizations that are clearly quite recent—ruins their earliest victories. However, the giants of the only a few thousand years old whose builders vanished Sul’at League studied the Gyrderi and found a way to without a trace.

counter the druids—the giants enacted a terrible curse If the legends are true, some fear that any of the giant that forever bound them in the wild shapes they were factions spread across the shattered land could suddenly wearing, trapping them and their descendants in the succumb to this bloody rage. Likewise, the Sulatar drow forms of animals.

might fall to madness should their numbers increase, According to the tales, the Gyrderi continued to bringing a burning army out of the wilds to strike at fight alongside the Tairnadal, and the first ancestors Stormreach. As more and more people come to Xen’drik, of the famed Valenar warhorses were in fact Gyrderi some fear that even Stormreach might be gripped by the druids. These mystical creatures are also the source of Du’rashka Tul—its residents transformed into blood-the Tairnadal tradition of natural magic, especially the thirsty, savage beasts.

strong ranger tradition found within the culture. Over 53

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M

X

ID-LEVEL ENFORCER CR

6

en’drik Encounters

Warforged fi ghter 5/warforged juggernaut 1

Adventurers brave enough to face the trials of Xen’drik N Medium construct (living construct)

will fi nd no end of creatures to challenge them—some Init +0; Senses Listen –1, Spot –1

Languages Common

S

native to the mysterious continent, others there to seek the same treasures the PCs seek.

AC 21, touch 10, fl at-footed 21

ERT

(+8 armor, +3 shield)

N

ADVENTURING GROUPS

hp 50 (6 HD); DR 2/adamantine

U

Beyond the shadows of Khorvaire, the Order of the Immune warforged immunities

O

Emerald Claw seeks to extend its influence to Xen’drik’s Resist healing at half effect

shores. The mysterious Cults of the Dragon Below scour Fort +8, Ref +1, Will +0

ENC

ancient ruins for perverted secrets to further their evil Weakness unusual physical construction ( ECS 23), cannot goals. Morgrave University sends teams of fortune hunt-heal lethal damage naturally

ers to Xen’drik, and all the dragonmarked houses have Speed 20 ft. (4 squares)

agents (some overt, some not) in the shattered land.

Melee +1 battlefi st +11 (1d8+7) DMs should design individual personalities and Ranged mwk light crossbow +6 (1d8/19–20) motivations for these NPCs to fi t their campaigns. Rival Base Atk +5; Grp +9

adventuring parties usually contain at least one example Atk Options Improved Bull Rush, Improved Overrun, of each of the following archetypes.

Power Attack, Powerful Charge, armor spikes 1d6, expert bull rush +1 ( ECS 84)

Enforcers

Combat Gear potion of bull’s strength These warriors are the muscle of a party. Often merce-Abilities Str 18, Dex 10, Con 14, Int 10, Wis 8, Cha 9

naries or former soldiers, enforcers might willingly work SQ reserved (ECS 84), warforged traits for a group or (in the case of those hired by more shad-Feat s A d a m a nt i ne B ody, I mproved Bu l l Ru s h B, owy organizations) remain unaware of their employers’

Improved Overrun, Power Attack, Powerful ChargeB, true natures. Even high-level enforcers sometimes work Weapon Focus (battlefist)B, Weapon Specialization strictly for money or other material rewards, knowing (battlefist)B

and caring nothing of their group’s true goals. Others are Skills Bluff –2, Climb +3, Diplomacy –2, Gather Information –2, Intimidate +4, Jump +4, Listen –1, Sense Motive full-fledged members of their party, consciously working

–2, Spot –1, Survival +1

toward some higher goal. Enforcers are usually weaker Possessions combat gear plus +1 heavy steel shield, +1 battlefi st, than their employers and thus seldom travel alone.

masterwork light crossbow with 20 bolts, pouch with 2d10 gp and 1d6 pp

LOW-LEVEL ENFORCER CR

1

Typical Emerald Claw soldier ( ECS 245) STRANGE FLORA AND FAUNA OF XEN’DRIK

Xen’drik is home to a wide assortment of strange plants with supernatural qualities that slow its natural decom-and creatures shaped by the powerful forces that have position. A long with gurk’ash meat, it is the primary twisted this land. While adventurers are likely to come component of eternal rations, a boon for long voyages.

into confl ict with the scorrow and the dream serpents, Hliska: These tiny scavengers are much like the they must be just as familiar with Xen’drik’s other flora rats they resemble. However, the fur of a hliska shifts and fauna. The properties of these plants and animals in color to match its surroundings, a supernatural appear connected to the lingering magic of the land, effect that grants the creature a +5 circumstance bonus since they fl ourish only in Xen’drik. Explorers and aca-on Hide checks. Hliska are pests infamous for eating demics have tried to import gurk’ash and long corn to adventurers’ rations.

farms on Khorvaire, but these crops do not live for long Gurk’ash: A thick-skinned beast that resembles a in other lands.

bison with the hide of a rhinoceros, the gurk’ash is used Tilxin Bird: This small, colorful hummingbird as a beast of burden and raised as livestock. Like long is astonishingly swift and capable of amazing feats of corn, it is imbued with a supernatural quality that slows aerial acrobatics. It feeds on the nectar of various magi-the decomposition of its meat and milk. A gurk’ash has cal plants, which give it an unnatural metabolism. Its the statistics of a bison, increasing the natural armor statistics are similar to those of a bat, but instead of bonus by 2.

blindsense it possesses a permanent supernatural haste Firepeppers: These rare plants grow only on the effect, as the spell. Its modified fl y speed is 70 feet, with burning plains tied to Fernia, but gourmands across perfect maneuverability.

Khorvaire covet them for their exquisite f lavor and Long Corn: This magical plant is one of the pri-strength. A single fi repepper can command up to 10 gp mary crops cultivated by settlers. Long corn is imbued in the markets of Sharn.

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HIGH-LEVEL ENFORCER CR

13

Fort +4 Ref +3 Will +6; +2 against enchantments Warforged fi ghter 8/warforged juggernaut 5

Speed 30 ft. (6 squares); woodland stride N Medium construct (living construct)

Melee scimitar +2 (1d6/18–20)

Init +0; Senses Listen –1, Spot –1

Ranged mwk dart +5 (1d4)

Languages Common

ENC

Base Atk +2; Grp +2

AC 22, touch 10, fl at-footed 22

Atk Options Point Blank Shot, Quick Draw O

(+8 armor, +4 shield)

Druid Spells Prepared (CL 3rd):

U

hp 107 (13 HD); DR 4/adamantine 2nd— barkskin, fl ame blade (+2 melee touch) N

Immune warforged immunities, construct immunities 1st— cure light wounds, entangle (DC 14) , speak with animals TER

( ECS 84)

0— create water, detect magic, detect poison, know direction Fort +12, Ref +3, Will +2

S

Abilities Str 10, Dex 14, Con 12, Int 9, Wis 16, Cha 10

Weakness unusual physical construction ( ECS 23), cannot SQ animal companion, link with companion, share spells, heal lethal damage naturally

trackless step, wild empathy +5 (+1 magical beasts) Speed 20 ft. (4 squares)

Feats Point Blank Shot, Quick Draw

Melee +1 battlefi st +20/+15/+10 (1d8+9) Skills Concentration +4, Diplomacy +5, Gather Informa-Ranged mwk light crossbow +12 (1d8/19–20) tion +2, Handle Animal +5 (+9 with animal companion), Base Atk +11; Grp +17

Listen +4, Knowledge (nature) +1, Listen +4, Search +0, Atk Options Cleave, Greater Powerful Charge, Improved Speak Language (Elven), Spot +5, Survival +9

Bull Rush, Improved Overrun, Power Attack, Power-Possessions leather armor, scimitar, 5 masterwork darts, ful Charge, armor spikes 1d8, charge bonus +2, expert holly and mistletoe, explorer’s outfit

bull rush +5, extended charge +5 ft., superior bull rush ( ECS 84)

BADGER ANIMAL COMPANION (RAGING)

CR —

Combat Gear potion of haste

N Small animal

Abilities Str 22, Dex 10, Con 14, Int 10, Wis 8, Cha 9

Init +4; Senses low-light vision, scent; Listen +4, Spot +4

SQ construct traits ( ECS 84), reserved ( ECS 84), warforged AC 16, touch 13, fl at-footed 12

traits

(+1 size, +4 Dex, +3 natural, –2 raging)

Feat s A damantine Body, CleaveB, Greater Power-hp 25 (3 HD)

ful ChargeB, Greater Weapon Focus (battlefist)B, Resist evasion

Improved Bull RushB, Improved Damage Reduction Fort +9, Ref +7, Will +2

(2), Improved Overrun, Power Attack, Powerful Speed 30 ft. (6 squares), burrow 10 ft.

ChargeB, Weapon Focus (battlefi st)B, Weapon Special-Melee 2 claws +7 each (1d2+1) and

ization (battlefi st)B

bite

+2

(1d3)

Skills Bluff –6, Climb +10, Diplomacy –6, Gather Infor-Base Attack +2; Grp –1

mation –6, Intimidate +6, Jump +6, Listen –1, Sense Atk Options rage (whenever damage is taken) Motive –6, Spot –1, Survival +8

Possessions combat gear plus +2 heavy steel shield, +1 battlefi st, Abilities Str 13, Dex 18, Con 19, Int 2, Wis 12, Cha 6

masterwork light crossbow with 20 bolts, belt of giant strength SQ 2 bonus tricks

+2, pouch with 3d10 gp and 3d6 pp

Feats Agile, Great Fortitude, TrackB, Weapon FinesseB

Skills Balance +6, Escape Artist +10, Listen +4, Spot +4

Spellcasters

Every adventuring party, whether an evil organization or W hen not raging, the badger has the following changed a free-spirited band of treasure hunters, needs magical statistics:

firepower at its disposal. In the rugged wilds of Xen’drik, AC 18, touch 15, fl at-footed 14

druids are especially useful. The healing power of a cleric, hp decrease by 6

adept, or druid often means the difference between life Fort +7

and death, while wizards and sorcerers wield powerful Melee 2 claws +7 each (1d2–1) and

bite

+2

(1d3–1)

forces of destruction and defense. In addition to their Grp –3

useful spells, bards possess a wealth of knowledge about Abilities Str 9, Con 15

the ruins and ancient civilizations of Xen’drik. Artificers, while not technically spellcasters, can be versatile and useful in an adventuring party, especially one seeking the MID-LEVEL CASTER CR

8

magic relics of a bygone age.

Typical artifi cer of the Twelve ( ECS 246) LOW-LEVEL CASTER CR

3

HIGH-LEVEL CASTER CR

15

Half-elf druid 3

Half-elf druid 15

N Medium humanoid (elf)

N Medium humanoid (elf)

Init +2; Senses Listen +4, Spot +5

Init +2; Senses Listen +7, Spot +8

Languages Common, Druidic, Elven

Languages Common, Druidic, Elven

AC 14, touch 12, fl at-footed 12

AC 18, touch 14, fl at-footed 16

(+2 Dex, +2 armor)

(+2 Dex, +4 armor, +2 deflection)

hp 20 (3 HD)

hp 86 (15 HD)

Immune sleep effects

Immune poison, sleep effects

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Fort +10 Ref +7 Will +15; +2 against enchantments, +4

ELEPHANT ANIMAL COMPANION CR

—

against spell-like abilities of fey

N Huge animal

Speed 30 ft. (6 squares); woodland stride Init + 0; Senses low-light vision, scent; Listen +13, Melee +1 flaming scimitar +12/+7/+2 (1d6+1/18–20 plus 1d6

Spot +11

AC 17, touch 8, fl at-footed 17

S

fire)

Ranged +2 dart +15 (1d4+2) or

(–2 size, +9 natural)

ER

hp 123 (13 HD)

T

Ranged +2 dart +13/+13 (1d4+2) with Rapid Shot N

Base Atk +11; Grp +11

Resist evasion

U

Atk Options Point Blank Shot, Quick Draw Fort +13, Ref +8, Will +7

O

Special Actions wild shape 5/day (15 hours, Tiny, Huge, Melee gore +17 (2d8+15) or

Large, plant, up to 15 HD)

Melee slam +17 (2d6+10) and

ENC

Druid Spells Prepared (CL 15th):

2 stamps +15 (2d6+5)

8th—quickened fl ame strike (DC 20)

Base Atk +9; Grp +27

7th— mass cure moderate wounds, fi re storm (DC 23) , wind walk Space/Reach 15 ft./10 ft.

6th—quickened bear’s endurance, greater dispel magic, stone tell, Atk Options trample 2d8+15 (DC 25)

summon nature’s ally VI

Abilities Str 31, Dex 11, Con 21, Int 2, Wis 13, Cha 7

5th— commune with nature, cure critical wounds (2) , insect plague, SQ 2 bonus tricks

tree stride

Feats Alertness, Endurance, Iron Will, Multiattack, Skill 4th— dispel magic, extended protection from energ y, flame strike Focus (Listen)

(DC 20), freedom of movement, ice storm

Skills Listen +13, Spot +11

3rd—extended barkskin (2) , call lightning (DC 19) , greater magic fang (2), remove disease, wind wall 2nd— bear’s endurance, bull’s strength, flame blade (+11 melee Leader

touch), fog cloud, hold animal (DC 18), lesser restoration, Not all adventuring parties have obvious leaders, but spider climb

most have one character who uncovers quests, talks to 1st— charm animal (DC 17), cure light wounds (2) , entangle (DC

sources, and acts as the group’s public face. In hierarchal 17) , longstrider, obscuring mist, produce fl ame (+11 melee touch, organizations such as the Order of the Emerald Claw,

+13 ranged touch)

one powerful individual commands a group of lesser 0 —create water, detect magic, detect poison, know direction, light, purify characters. In Xen’drik, a party member with skills food and drink

geared to surviving in the wild often assumes control Abilities Str 10, Dex 14, Con 12, Int 9, Wis 22, Cha 10

of an adventuring team, but any charismatic or skilled SQ animal companion, link with companion, share spells, character will do.

a thousand faces (as alter self, at will), timeless body, trackless step, wild empathy +17 (+13 magical beasts) LOW-LEVEL LEADER CR

4

Feats Extend Spell, Natural Spell, Point Blank Shot, Quick Typical House Tharashk bounty hunter ( ECS 238) Draw, Quicken Spell, Rapid Shot

Skills Concentration +15, Diplomacy +11, Gather Informa-MID-LEVEL LEADER CR

8

tion +2, Handle Animal +10, Knowledge (nature) +12, Shifter ranger 5/horizon walker 3

Listen +7, Search +0, Speak Language (Elven), Spot +8, N Medium humanoid (shapechanger)

Survival +15 (+17 aboveground natural)

Init +5; Senses low-light vision; Listen +10, Spot +8

Possessions +2 leather armor, +1 fl aming scimitar, 5 +2 darts, periapt Languages Common

of Wisdom +4, ring of protection +2, 2 scrolls of reincarnate, holly AC 16, touch 11, fl at-footed 15

and mistletoe, explorer’s outfit, pouch with three 150

(+1 Dex, +5 armor)

gp diamonds

hp 47 (8 HD)

Immune fatigue (exhausting effects cause fatigue) HIGH-LEVEL ADVENTURERS IN XEN’DRIK

In Eberron, PCs are assumed to be some of the most NPCs should be recurring characters the PCs deal remarkable individuals around. Ordinary folk almost with at different stages of the campaign (see Recur-never advance in core classes, taking a few levels in ring Villains, ECS 252–254, for more information).

an NPC class at most. However, extraordinary char-This way, player characters can see the NPCs develop acters do exist to challenge the PCs and pursue their alongside them, gaining experience and prestige just own goals.

as the PCs do.

W hen introducing a high-level character, either At the very least, DMs should have a firm grasp as an opponent or an ally, think ver y carefully of a high-level NPC’s background and motivations.

about the NPC’s background. The PCs should never R andom high-level N PCs do not simply wander encounter high-level NPCs just because the NPC was around Eberron attacking anyone they meet. Every-of the appropriate CR. If at all possible, high-level one has a goal.

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Your team isn’t the only one exploring Xen’drik

Fort +8, Ref +8, Will +4

HAWK ANIMAL COMPANION CR

—

Speed 30 ft. (6 squares)

N Tiny animal

Melee +1 short sword +14/+9 (1d6+5/19–20) or Init +3; Senses low-light vision; Listen +4, Spot +16

Melee +1 short sword +12/+7 (1d6+5/19–20) and AC 17, touch 15, fl at-footed 14

+1 short sword +12 (1d6+3/19–20) or

(+2 size, +3 Dex, +2 natural)

Ranged mwk composite longbow +10/+5 (1d8+4/×3) hp 4 (1 HD)

Base Atk +8; Grp +12

Fort +2, Ref +5, Will +2

Atk Options favored enemy aberrations +4, favored enemy Speed 10 ft. (2 squares), fl y 60 ft. (average) giants +2, shifting (wildhunt) 1/day, terrain mastery Melee talons +5 (1d4–2)

(desert, forest, mountain)

Space 2-1/2 ft.; Reach 0 ft.

Combat Gear potion of cat’s grace, potion of cure moderate wounds, 2

Base Atk +0; Grp –10

tanglefoot bags, 2 fl asks of alchemist’s fi re Ranger Spell Prepared (CL 2nd):

Abilities Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6

1st —entangle (DC 13)

SQ 1 bonus trick

Feats Alertness, Weapon FinesseB

Abilities Str 18, Dex 12, Con 12, Int 10, Wis 14, Cha 9

Skills Listen +4, Spot +16

SQ animal companion, link with companion, share spells, wild empathy +4 (+0 magical beasts)

Feat s EnduranceB, Improved Initiative, L ightning HIGH-LEVEL LEADER CR

15

Ref lexes, TrackB, Two-Weapon FightingB, Weapon Shifter ranger 5/horizon walker 10

Focus (short sword)

N Medium humanoid (shapechanger)

Skills Balance +3, Climb +18, Heal +6, Hide +5, Jump +14, Init +5; Senses darkvision 60 ft., low-light vision, trem-Knowledge (geography) +8, Listen +10, Move Silently orsense 30 ft., Listen +15, Spot +13

+4, Spot +8, Survival +12

Languages Common

Possessions combat gear plus +2 studded leather armor, 2 +1 short AC 18, touch 11, fl at-footed 17

swords, masterwork composite longbow (+4 Str bonus) (+1 Dex, +5 armor, +2 natural)

with 20 arrows, explorer’s outfit

hp 86 (15 HD); fi ght without penalty if disabled or dying Shifting (Su) 5 rounds. While shifted, a wildhunt shifter while shifting

gains +2 to Constitution and the scent ability.

Immune fatigue (exhausting effects cause fatigue) Terrain Mastery (Ex) +1 on attack rolls and damage rolls Resist fi re 20, cold 20

against desert, forest, or mountain creatures.

Fort +14, Ref +10, Will +8

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Speed 30 ft. (6 squares); fl y +30 ft. on planes with no gravity Bulette Rampage (EL 7 or 9)

or subjective gravity

Few predators that dwell in Xen’drik are fi ercer than bulettes Melee +2 keen short sword +24/+19/+14 (1d6+8/17–20) or ( MM 30). Surrounded by a veritable banquet of prey, they rarely Melee +2 keen short sword +22/+17/+12 (1d6+8/17–20) and go hungry, rampaging through the jungle as they hunt.

+1 short sword +21 (1d6+4/19–20) or

S

Many bulettes in Xen’drik have grown so accustomed Ranged mwk composite longbow +17/+12/+7 (1d8+4/×3) to hunting through dense jungle undergrowth that they ER

Base Atk +15; Grp +21

T

no longer lurk underground. These bulettes lose their N

Atk Options favored enemy aberrations +4, favored enemy burrow speed and instead gain the following ability.

U

giants +2, shifting (wildhunt) 1/day, terrain mastery Woodland Stride (Ex): A Xen’drik bulette can O

(aquatic, desert, forest, mountains, underground, cold move through any sort of undergrowth (such as natural

[planar], cavernous [planar], fiery [planar], shifting thorns, briars, overgrown areas, and similar terrain) at ENC

[planar], weightless [planar])

its normal speed and without taking damage or suffer-Combat Gear potion of cat’s grace, potion of cure critical wounds, 2

tanglefoot bags, 2 fl asks of alchemist’s fi re ing any other impairment. However, thorns, briars, and Ranger Spell Prepared (CL 2nd):

overgrown areas that have been magically manipulated 1st— entangle (DC 13)

to impede motion still affect it.

Spell-Like Abilities (CL 15th):

At

will— dimension door (once every 1d4 rounds) Carnivorous Plants (EL 9)

As dangerous as any creature of Xen’drik but far more Abilities Str 22, Dex 12, Con 12, Int 10, Wis 14, Cha 9

SQ animal companion, link with companion, share spells subtle, the plants of the mysterious continent have been wild empathy +4 (+0 magical beasts)

known to attack and even kill those who wander into their Feats EnduranceB, Great Fortitude, Improved Initia-domain, adding their fl esh to the compost heap.

tive, Iron Will, Lightning Ref lexes, Shifter Feroc-One particular group of plants has become very adept ity, TrackB, Two-Weapon FightingB, Weapon Focus at killing trespassers. Where they root along a heavily (short sword)

traveled path, they have littered the area around them Skills Balance +3, Climb +20, Diplomacy +9, Heal +6, Hide with bones and scraps of armor from drow and explor-

+12, Jump +16, Knowledge (geography) +8, Listen +15, ers alike. The drow have learned to avoid this area, but Move Silently +4, Spot +13, Survival +18, Swim +10

inexperienced explorers might not notice the signs of Possessions combat gear plus +2 studded leather armor, +2 keen danger. These plants are a trio of assassin vines ( MM 20) short sword, +1 short sword, masterwork composite longbow growing in the trees around a pair of tendriculoses ( MM

(+4 Str bonus) with 20 arrows, amulet of natural armor +2, 241). Although they often fi ght over food, their combined explorer’s outfit

strength allows them to take down nearly any prey.

Shifting (Su) 6 rounds. While shifted, a wildhunt shifter gains +2 to Constitution and the scent ability.

Displaced Animal (EL varies)

Terrain Master y (Ex) +1 on attack rolls and damage Xen’drik’s magical nature and its wide range of terrain rolls against the following kinds of creatures: aquatic, and climate have resulted in animals spreading far out-desert, forest, mountain, and underground creatures; side their natural environments. Dire apes lope along the air elementals; outsiders or elementals with the fire dunes of the Menechtarun Desert. Giant pythons with or cold subtype; outsiders or elementals native to a stony hides slither among the rock-strewn trails of the shifting plane; creatures native to the Astral Plane or Skyraker Claws. Green-striped gray tigers with webbed the Ethereal Plane.

paws prowl through the Marsh of Desolation.

H

In a Xen’drik campaign, DMs should feel free to AWK ANIMAL COMPANION CR

—

ignore the environment line in an animal’s stat block. A See mid-level leader, above.

few minor cosmetic changes (as suggested in the sidebar CREATURE ENCOUNTERS

on the facing page) can produce a creature that is both The range of creatures found in the wilds of Xen’drik familiar and disturbingly different. A few specific disis limited only by a DM’s imagination. This section placed animals are well known to Xen’drik explorers.

presents a number of creature encounters to challenge Dune Ape (CR 3): Use the statistics for the dire ape explorers of any level.

( MM 62), but replace its climb speed with a burrow speed of 10 feet.

ADVENTURING GROUP ELS

EL 5: Low-level caster, two low-level enforcers EL 14: High-level enforcer, two mid-level enforcers, two EL 7: Low-level leader, low-level caster, three low-level mid-level casters

enforcers

EL 16: High-level leader, high-level enforcer, two mid-EL 9: Mid-level caster, mid-level enforcer level casters

EL 11: Mid-level leader, mid-level caster, two mid-level EL 18: High-level leader, high-level caster, two high-enforcers

level enforcers

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Iceberg Shark (CR 4 or 9): Use the statistics for a Belerica x, an old green dragon, surrounds himself Huge shark ( MM 279) or a dire shark ( MM 64). Give the with terrified servants and accumulated wealth. Though shark two stunted forelimbs, a land speed of 10 feet, he places little value on money, Belericax likes the sight of and the ability to hold its breath while on land for a his amassed treasure, which he thinks makes him appear ENC

number of rounds equal to four times its Constitu-powerful. The great dragon enjoys sampling the flesh of tion score.

different sentient races, and he takes great pleasure in O

Mountain Python (CR 2 or 5): Use the statistics torturing those who enter his territory.

U

for the constrictor snake or giant constrictor snake ( MM

Individuals captured by Belericax can attempt to N

279–280), but increase their natural armor bonus by 1.

talk their way out of danger by heaping praise on the TER

Muck Tiger (CR 8): Use the statistics for the dire dragon and offering him adequate tribute (which is to tiger ( MM 65), but add a swim speed of 15 feet.

say, everything they own). Surviving relatives of those S

Pit Rhino (CR 9): Use the statistics for the dire murdered by Belericax long for the dragon’s death, as do rhinoceros ( FF 61). Replace its low-light vision with dark-a number of good-hearted but weaker dragons. In par-vision out to 60 feet.

ticular, a young white dragon named Dyn’ceila grieves over Belericax’s evil ways and is constantly searching for Dinosaur,

a way to destroy him.

Two-Headed Tyrannosaurus (EL 9)

Belericax counts four dracotaur fi ghters ( MM III 42; The fearsome two-headed tyrannosaurus, based on the 12 levels of warrior each) as his personal guards. In lieu original tyrannosaurus ( MM 61), is a vicious and blood-of dracotaurs, substitute six troll hunters ( MM 247).

thirsty predator native only to Xen’drik. Few of these mutated specimens exist, to the great relief of explorers.

BELERICAX CR

18

Their twin heads, rather than increasing their intelli-Male old green dragon

gence, seem to make them twice as stupid.

CE Huge dragon (air)

A two-headed tyrannosaurus possesses an extra Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen bite attack at its normal attack bonus. If a two-headed senses ( MM 69), Listen +33, Spot +33

tyrannosaurus hits a single opponent with both its Aura frightful presence (240-ft. radius, DC 27; MM 69) bite attacks, it automatically rends for 3d6+13 points Languages Auran, Common, Drow, Elven, Giant of damage.

AC 33, touch 8, fl at-footed 33

(–2 size, +25 natural)

Dragon (EL 20)

hp 325 (26 HD); DR 10/magic

Immune acid, paralysis, sleep effects

Not all dragons act like the reclusive members of the SR 24

Chamber. Many care nothing for the vaunted Prophecy, Fort +21, Ref +15, Will +19

preferring the traditional pastimes of dining on humanoid flesh and amassing treasure. One such barbaric dragon Speed 40 ft. (8 squares), fl y 150 ft. (poor), swim 40 ft.; lives in the dark heart of Xen’drik.

Flyby Attack

ADAPTING ANIMALS TO OTHER CLIMATES

One or two small mechanical changes can make an ani-

• The animal’s fur grows in clumps that resemble leaves.

mal’s statistics better suited for a new climate, but physi-

(Forest)

cal changes should always accompany these mechanical

• A glistening oil coats the animal’s body. The oil acts tweaks. A number of sample changes are presented here as a water repellant, keeping the animal dry even for DMs to use or gain inspiration from.

during rainstorms or when it swims. (Aquatic, forest, swamp)

• The animal possesses camouflaging hide—white in the

• The animal is completely bald, and its tough, brown arctic, blue or green underwater, brown or tan in the skin resembles tree bark. (Forest)

desert, green or brown in forest and swamp, yellow or

• Long tufts of hair sprout from behind the animal’s green in hills and plains, dark gray in the mountains ears, giving the impression of reeds or seaweed.

or underground. (All terrain types)

(Aquatic, swamp)

• The animal possesses an unusually thick pelt even if it

• Striped patterns on the animal’s hide allow it to blend is not normally furred. (Arctic)

into areas of tall grass. (Hills, plains)

• The animal possesses webbed membranes on its feet.

• The animal rolls in mud and clay daily, masking its The animal’s feet are twice as large as normal to help true color. (Forest, swamp, underground)

distribute its weight over treacherous terrain or to

• A second, transparent set of eyelids prevents the help it swim. (Aquatic, arctic, desert, swamp) animal’s eyes from gleaming when they catch the

• The animal is completely bald, its bare skin deeply light. (Underground)

tanned and wrinkled. (Desert)

• Retractable claws or pads on the bottom of its hooves

• Humps on the animal’s back allow it to store fat and go keep the animal from making noise when walking on for days without food and water. (Desert)

stone. (Mountains, underground)

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Melee bite +35 (3d8+10) and

Crush (Ex) Standard action, 15 ft. by 15 ft.; Small or 2 claws +32 (2d6+5) and

smaller opponents, 2d8+15 bludgeoning, Reflex DC 29

2 wings +32 (1d8+5) and

or be pinned (MM 69)

tai l slap +32 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite) Giant Tribe, Advanced (EL 19)

S

Base Atk +26; Grp +44

Not all Xen’drik’s giants declined into savagery and bru-ER

Atk Options Blind-Fight, Cleave, Power Attack T

tality when their empires fell. Such advanced tribes can N

Special Actions breath weapon, crush

still be found scattered across the continent, cogitating, U

Sorcerer Spells Known (CL 9th):

inventing, researching, and trying to recapture some part O

4th

(5/day)— greater invisibility, mass reduce person (DC 18) of their former glory.

3rd (7/day)— haste, protection from energ y, stinking cloud (DC 17) Advanced giant tribes are likely to be even more ENC

2nd (7/day)— eagle’s splendor, fog cloud, Melf ’s acid arrow (+24

suspicious of trespassers than their primitive kin, for ranged touch), mirror image

1st (7/day)— color spray (DC 15), mage armor, magic missile, pro-these intelligent giants guard their secrets closely.

tection from good, ray of enfeeblement (+24 ranged touch) Some advanced giant tribes simply subdue intruders 0 (6/day)— acid splash (+24 ranged touch), daze (DC 14), and abandon them miles from their territory; others detect magic, fl are (DC 14), mage hand, open/close, prestidigitation, kill interlopers outright. Still others might guardedly touch of fatigue (+34 melee touch, DC 14) welcome explorers, since advanced giants often require Spell-Like Abilities (CL 9th):

smaller workers to investigate underground ruins for 1/day— plant growth

them. Advanced tribes might also wish to trade for 3/day— suggestion (DC 17)

construction materials, dragonshards, rare metals, Abilities Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18

and the like.

SQ water breathing ( MM 75)

For desert, volcanic, and other hot environments, Feats A lertness, Blind-Fight, Cleave, Flyby Attack, use the following tribe of advanced giants for an EL 19

Improved Initiative, Improved Natural Attack (bite), challenge: a primordial sun giant warlock leader (page Multiattack, Power Attack, Weapon Focus (bite) 79), fi ve sun giants ( MM II 110), and one of the follow-Skills Bluff +33, Concentration +35, Hide +21, Intimi-ing: three rocs ( MM 215), four behirs ( MM 25), or four date +33, Knowledge (local) +33, Listen +33, Move zezirs advanced to 12 HD each ( MM III 205). A lterna-Silently +21, Sense Motive +33, Spot +33, Use Magic tively, support the primordial sun giant warlock leader Device +33

with a sand giant champion and three sand giants ( MM

Possessions Besides gold, jewels, and standard magic items, III 58–59) or with a 5th-level fi re giant fi ghter and three Belericax’s hoard could contain any of the giant artifacts fire giants ( MM 121).

described in Chapter Five, arquis tellora (page 145) or a map to a magical or psionic location.

Giant Tribe, Orphan (EL 15)

Frightful Presence (Su) Creatures with 4 or fewer HD

Whether formed for companionship or protection, giant must succeed on a Will save or become panicked for 4d6

tribes can be found across Xen’drik. Usually these tribes rounds; those with 5 or more HD are shaken instead on contain a single giant race (hill giants, stone giants, and a failed save. A creature that successfully saves against so forth), with information on the tribe’s organization the frightful presence cannot be affected by the same found in each giant’s entry in the Monster Manual, Monster dragon’s frightful presence for 24 hours. The save DC

Manual II, or Monster Manual III.

is Charisma-based.

From time to time, a mixed tribe of giants comes Breath Weapon (Su) 50-ft. cone, once every 1d4 rounds, together. Typically outcasts or orphans, these giants dis-16d6 acid, Refl ex DC 29 half.

card any racial prejudices against other kinds of giants GIANT FACTIONS OF XEN’DRIK

The giants of Xen’drik form factions based not only Dominion of Purity: Giants of all races support on racial lines, but also on ideologies. Sometimes the Dominion of Purity, an organization bent on regain-these distinctions match up, but groups of giants ing the former glory of the giant race. The Dominion from disparate tribes occasionally band together for of Purity aggressively recruits new members. The group specific purposes. Three of the largest factions are has many goals, the most pressing being to reacquire the described below.

giants’ escaped drow slaves.

Battalion of the Basalt Towers: This organiza-Scriveners of the Sk y: This alliance of cloud tion of fi re giants seeks to dominate Xen’drik by forging giants and storm giants seeks the lost lore of the alliances with fiends. The fi re giants revere an ancient giant empire. Unlike the Dominion of Purity, these hero named Adaxus who supposedly used a demonic giants do not wish to reclaim their history but only alliance to crown himself the so-called Fire Prince.

to preserve it. Scriveners of the Sk y explore ancient Members of the Battalion of the Basalt Towers consider ruins in search of old documents and relics to add to it a great honor to be possessed by a fiend.

their archives.

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in their search for companionship. Some such tribes quori–giant wars. W hile the truth might never be guard their territory fiercely, attacking all intruders.

known, these hulking monstrosities can be found all Others seek dialogue and trade with the outside world.

across Xen’drik.

Many orphan giants are the last members of a dead tribe Gray renders often develop a protective affinity ENC

and spend their time recounting tales of their former for particular creatures. This gray render ( MM 138) greatness to anyone who will listen.

has taken to guarding a group of four dream serpents O

For any temperate or jungle environment, use the (see page 76) that dwell in a small gully. Over the U

following tribe of giants for an EL 15 challenge: two years, it has developed an immunity to the serpents’

N

forest giants ( MM II 110) or cloud giants ( MM 120), a hill sleep gaze and can live among them with little worry.

TER

giant ( MM 123), a jungle giant (page 77), a stone giant The serpents have become accustomed to the render ( MM 124), and either a gray render ( MM 138), a dire bear and do not bother attacking it. However, those who S

( MM 63), or an indricothere ( FF 100).

come hunting the valuable creatures might face an unexpected threat.

Giant Tribe, Savage (EL 14)

Tribes of primitive giants are common across Xen’drik.

Hive Court (EL 15 or 19)

These shattered creatures are a mere shadow of their Xen’drik is home to hives of insectile creatures such as illustrious ancestors. They are dirty savages who live abeils ( MM II 22) and formians ( MM 108). The center of by hunting and foraging, always on the move to more such hives is the court. PCs must be exceptionally diplo-fertile territory.

matic to gain entry to a hive court. Those who enter by A savage giant band might attack PCs on sight, but force of arms must contend with angry guards willing to even these primitives rarely sink low enough to eat other fight to the death.

sentient creatures. Their nomadic lifestyle means they Abeil courts (EL 15) form around a queen. Four have no strictly defi ned territory to defend, but savage abeil soldiers and two elite soldiers (abeil soldiers with giants who see a party hunting in their area might well two levels of fi ghter) surround the queen, aided by four attack to keep the PCs from depleting local resources.

specially bred guardian wasps (giant wasps advanced to Savage giants might offer to trade with explor-13 HD; MM 285).

ers and other wanderers, though an average Xen’drik Formian courts (EL 19) form around a queen. Her adventurer is unlikely to have anything large enough to ranks of guardians include four myrmarchs ( MM 110), interest a giant.

each commanding eight formian warriors.

In mountain, arctic, and other cold environments, In Xen’drik, formian queens often make deals with use the following for an EL 14 challenge: four frost giants powers from Dolurrh. Maruts ( MM 159) possess a love ( MM 122), two winter wolves ( MM 256), and a trained of law equal to that of the formians and are known to remorhaz ( MM 214). A lternatively, consider replacing frequent Xen’drik in search of oathbreakers and other the winter wolves with avalanchers ( MM III 13) or the criminals fleeing the law of Khorvaire. A single marut remorhaz with a dire rhinoceros ( FF 61).

often serves as a guardian to a formian queen.

Goliath Hunting Team (EL 5 or 11)

Hive Guards (EL 8)

A few small tribes of these powerful mountain-dwelling Guard parties routinely circle hives. They attempt to nomads (described in Races of Stone) still eke out a meager drive trespassers away unless the explorers have a very existence in Xen’drik. A typical hunting team includes good reason for being in the area. Hive guards begin three 1st-level goliath barbarians (see the goliath hunter, encounters with a hostile attitude.

Races of Stone 181), while an elite hunting team has six 1st-Abeil hive guards travel in packs of two soldiers level barbarians plus a cragtop archer ( RoS 102). These ( MM II 22). Formian hive guards travel in packs of goliaths are suspicious of anything unfamiliar and are three warriors ( MM 109) and two soldier giant ants well aware of their dwindling numbers in Xen’drik.

( MM 284).

Though not cowardly, they prefer retreat to a fight against unknown enemies.

Hive Task Force (EL 10)

W hen serious repairs or complex projects require Gray Render Guardian (EL 11)

completion, hives deploy task forces. A hive task force Some believe that gray renders are giants transformed consists of dozens of workers, guards, and an overseer.

by the magic maelstrom that marked the end of the The overseer dislikes interruptions, deploying guards to ABEIL COMMANDERS

Some abeil soldiers are specially bred to command spell-like abilities, each once per day. Other statistics combat groups. In place of the soldier’s normal storm-are unchanged.

wing supernatural attack, these abeil commanders A ny group of three or more abeil soldiers in can use mass bull’s strength and mass cure light wounds as Xen’drik is 50% likely to include an abeil commander.

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deal with any threats. If the guards appear to be losing, heavy foliage combined with their natural stealth allows the overseer withdraws the workers deeper into the hive them to remain well hidden. Treat a panther hidden in and seeks reinforcements.

treetops as having concealment (20% miss chance).

An abeil task force is composed of two abeil soldiers The displacer beast hopes that frightened victims S

( MM II 22), two giant bees ( MM 284), and four abeil vassals mistake the panthers for more displacer beasts, so that ( MM II 22).

they either f lee or forgo ranged attacks. The pack’s ERT

A formian task force is composed of one taskmaster preferred tactic is to creep up on a party. The dis-N

( MM 109), two soldier giant ants ( MM 284), four formian placer beast attacks first and draws the party into the U

warriors, and a dozen formian workers ( MM 109).

trees, where the panthers then pounce. Each panther O

targets a different individual when possible, attempt-Hive Workers (EL 4)

ing to grapple and rake. Killing the displacer beast ENC

PCs investigating abeil or formian hives might encounter causes the pack to f lee.

packs of hive workers. Hive workers fl ee when threatened For a higher-level threat, use the tactics above but and attempt to alert hive guards. If trapped, hive workers replace the displacer beast with a displacer beast pack lord either fi ght back or bargain with aggressors.

( MM 66) and replace the pack with dire panthers ( MM 65, Abeil hive workers operate in cells of four abeil vas-use dire tiger statistics).

sals ( MM II 22). Formian hive workers operate in cells of six to eight workers ( MM 109).

Lizardfolk Band, Blackscale (EL 9)

The discovery of lizardfolk tribes with advanced naval Hydra Hunting Grounds (EL 11)

capability in Xen’drik has caused some scholars to specu-The Marsh of Desolation is home to uncountable swamp late that Khorvaire’s Q’barran lizardfolk might have predators that hunt and feed on each other. Of these, few originated on the mysterious continent. Found mainly in are higher on the food chain than the hydra.

Xen’drik’s humid jungles and swamps, lizardfolk guard One crafty nine-headed pyrohydra ( MM 156) uses their territory viciously and look on trespassers with the swamp environment to its advantage. The territory disfavor. Blackscale lizardfolk are not evil, bloodthirsty around its lair is riddled with pockets of fl ammable savages, but they can be dangerous if provoked.

gas. The hydra has learned the location of these pockets A Xen’drik lizardfolk band consists of four black-and uses its breath to ignite them, creating a fi restorm scale lizardfolk ( MM III 95) and a 5th-level barbarian and roasting potential meals. Whenever the pyrohydra leader. Such bands serve as hunting parties, scouts, and breathes a jet of fi re, it has a 25% chance to ignite one guards of the small territories the lizardfolk have carved of these gas pockets, creating an explosion of fl ame in a out. They are usually hostile toward trespassers, but if a 10-foot-radius burst centered on one of the targets of the group of creatures begs forgiveness and grovels appro-jet. The target creature and all others in the area take 8d6

priately, the blackscales might demand tribute in lieu points of fi re damage (Refl ex DC 15 half).

of bloodshed.

In combat, the blackscale leader issues orders, com-Jungle Cat Hunting Pack (EL 7 or 14)

manding the lizardfolk to team up against particularly Led by a clever displacer beast, this pack of four panthers dangerous opponents. If the leader dies, the lizardfolk’s roams the jungles of Xen’drik at night in search of prey.

tactics dissolve into disorganized attacks. They are fierce The displacer beast ( MM 66) evaluates potential targets, fighters who care greatly for personal honor, and thus preferring to attack only when the pack outnumbers rarely run away.

its intended victims. The displacer beast prowls on the If you do not use Monster Manual III in your game, ground, while the panthers ( MM 274, use leopard sta-replace the blackscale lizardfolk with regular lizardfolk tistics) follow in the trees. A thick canopy of branches ( MM 169). Give these Xen’drik lizardfolk two levels of provides plenty of footholds for the agile panthers, while barbarian and resistance to acid 5.

MUTATED MONSTERS IN XEN’DRIK

The great cataclysm that altered the face of Xen’drik forty For every 5 HD the creature has, give it one 0-level or thousand years ago had lasting effects on the continent’s 1st-level spell-like or psi-like ability. Treat the creature’s creatures. Sites steeped in magic and psionic power Hit Dice as its caster level. Save DCs are Charisma-based.

remain to this day, and creatures that live in or near For every 4 HD the creature has, increase its Intel-those areas sometimes mutate. Monsters can spon-ligence by 1.

taneously develop magic or psionic powers in these Psionica lly mutated creatures sometimes possess mutation zones.

crystalline eyes or ooze ectoplasm from their jaws. Magi-The phrenic template ( EPH 205) works well for cally mutated creatures sometimes shed a faint glow or giving creatures psionic powers, but if you do not have display unusual coloration. Mutated creatures often grow access to that book (or wish to give a creature a magical to extreme sizes, easily represented by advancing their mutation), use the following guidelines.

Hit Dice.

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BLACKSCALE LIZARDFOLK LEADER (RAGING) CR 8

cunning and stealth more than make up for their small Blackscale lizardfolk barbarian 5

stature. Poison dusk lizardfolk stick mostly to the hot N Large monstrous humanoid (reptilian)

jungles or dank marshes of Xen’drik, where roaming Init +0; Senses darkvision 60 ft.; Listen +5, Spot +4

bands are continually on the hunt. If possible, poison Languages Draconic

ENC

dusk lizardfolk steer or drive trespassers from the fringes AC 17, touch 7, fl at-footed 17; improved uncanny dodge, of their territory without revealing their presence.

O

uncanny dodge

However, if intruders pass too close to a poison dusk U

(–1 size, +3 armor, +7 natural, –2 rage)

settlement, its scouts attack without hesitation. Such a N

hp 104 (9 HD)

band consists of two poison dusk lizardfolk, one poison TER

Resist acid 5

dusk lizardfolk lieutenant ( MM III 96), and one monitor Fort +11, Ref +5, Will +7

lizard ( MM 275).

S

Speed 50 ft. (10 squares)

If you do not use Monster Manual III in your game, rep-Melee 2 claws +17 each (1d8+8) and

resent the poison dusk lizardfolk with kobolds ( MM 161).

bite +14 (1d6+4) or

Replace the kobolds’ racial skill bonuses with a +5 racial Melee mwk greatclub +17 (2d8+12) and bonus on Hide checks and a +4 racial bonus on Jump, bite +14 (1d6+4) or

Swim, and Balance checks. These semiaquatic kobolds Ranged javelin +8 (1d8+8)

have no light sensitivity and can hold their breath just as Base Atk +9; Grp +19

lizardfolk do. They have the same Armor Class as normal Atk Options Power Attack, rage 2/day (9 rounds) kobolds, replacing leather armor and the normal kobold Abilities Str 27, Dex 10, Con 22, Int 8, Wis 11, Cha 7

natural armor bonus with a +3 natural armor bonus.

SQ fast movement, trap sense +1

Use a 4th-level goblin rogue ( DMG 123) to represent the Feats Improved Natural Attack (claw), Multiattack, Power poison dusk lizardfolk lieutenant, replacing its goblin Attack, Weapon Focus (claw)

traits as above.

Skills Balance +6, Intimidate +3, Jump +12, Listen +5, Spot

+4, Survival +5, Swim +8

Monkey Court (EL 10)

Possessions masterwork hide armor, masterwork greatclub, Deep in the Xen’drik jungles, a girallon ( MM 126) rules 3 javelins, engraved brass bracers worth 125 gp over its monkey court. The powerful girallon drank from a pool of water tainted with giant magic and was blessed When not raging, the blackscale lizardfolk leader has the with a modestly increased Intelligence of 4. Over the last following changed statistics:

few years, the creature has drawn retainers to itself and AC 19, touch 9, fl at-footed 19

formed a primate society. It wears gold and jewelry taken hp decrease by 18

Fort +9, Will +5

from moldering chests in the ruins the court inhabits.

Melee 2 claws +15 each (1d8+6) and

The girallon is served by four dire apes ( MM 62), four bite +12 (1d6+3) or

apes ( MM 268), six baboons ( MM 268) and six monkeys Melee mwk greatclub +15 (2d8+9) and

( MM 276).

bite +12 (1d6+3) or

The monkey court is vicious but mischievous. Its Ranged javelin +8 (1d8+6)

members are just as likely to throw rotten fruit at adven-Grp +17

turers as they are to attack, and the monkeys love fi lching Abilities Str 23, Con 18

shiny items from trespassers to bring to their girallon Skills Jump +10, Swim +6

king. The monkey court favors quick, coordinated attacks and sudden retreat, leading travelers farther into the Lizardfolk Band, Poison Dusk (EL 6)

ruins until they stand before the girallon king.

The poison dusk lizardfolk ( MM III 96) are smaller than Explorers set upon by the monkey court can be their blackscale cousins but no less dangerous. Their overwhelmed by the deafening din as monkeys chatter, LIZARDFOLK IN XEN’DRIK

Xen’drik lizardfolk follow the same rough tribal struc-Alternatively, they might display brightly colored crests ture as their kin in Khorvaire—the blackscales are running from skull to tail, with their eyes glowing arrogant and posturing guardians of ancient sites, violet, swamp green, or gold. Tribal leaders can be giant while the poison dusks are quick and clever assassins.

mutated creatures with mirrorlike scales, enormous The Cold Sun Tribes, being native to Q’barra, are not fangs, barbed claws, and sometimes even wings (easily found in Xen’drik.

represented with the half-dragon template). Even lizard-Like all creatures on the mysterious continent, folk PCs of Khorvaire might be wary of dealing with these lizardfolk are sometimes subtly changed by the magic bizarre Xen’drik cousins.

that permeates the land. Xen’drik lizardfolk might be More information on the tribal structure of lizard-larger or smaller than the norm, their scales bearing a folk can be found on pages 194–197 of the EBERRON Campaign slick sheen like oil on water or a thick coating of warts.

Setting and pages 95–97 of Monster Manual III.

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baboons bellow, apes screech, and the girallon king roars Local adventurers have not yet been able to catch and beats its chest.

the Raiders of the Gray Pearl, and their hidden lair Screech (Ex): The monkey court can screech as a undoubtedly holds a great deal of treasure by now.

full-round action once every 1d4 rounds. At least six Sahuagin Spy (EL 4)

S

members of the monkey court must be within 60 feet of each other to use this special ability. A nyone within Though no one in Stormreach yet suspects it, the Raid-ERT

10 feet of one such screeching creature becomes deaf-ers of the Gray Pearl are minions of a malenti spy. The N

ened and shaken for 1d4 rounds. A successful Forti-malenti, who looks exactly like a female aquatic elf, uses U

tude save (DC 6 + 1 per screeching creature) negates the sahuagin’s attacks as a diversion. W hile Stormreach O

the shaken effect and leaves an affected creature deaf-stays on alert for the raiding band, the Guard takes no ened for 1 round.

notice of the pale elf who slips into town at night and ENC

disappears before daybreak.

Raptoran Hunting Party (EL 6)

Korel, the malenti spy, breaks into the homes and The cliff-dwelling raptorans (detailed in Races of the Wild) offices of shippers, smugglers, and members of House live in scattered pockets throughout Xen’drik. A hunting Lyrandar. She learns all she can about planned shipping party includes four raptoran youth pilgrims (1st-level routes and cargo so that she can coordinate her peoples’

barbarians on the Walk of the Four Winds) and a single attacks on those who sail through Shargon’s Teeth.

raptoran sentry (a 5th-level ranger). These NPCs are detailed on pages 183–184 of Races of the Wild. They are KOREL CR

4

not initially hostile unless the PCs have intruded upon Female malenti (sahuagin) expert 1/rogue 2

their territory.

NE Medium monstrous humanoid (aquatic)

Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Listen Sahuagin Raiders (EL 6)

+9, Spot +9

A band of daring sahuagin ( MM 217) routinely makes raids Languages Aquan, Common, Elven, Sahuagin against coastal travelers and groups leaving or entering AC 20, touch 13, fl at-footed 17

Stormreach. A four-armed mutant leader and his three (+3 Dex, +2 armor, +5 natural)

underlings each wear a heavy silver collar studded with a hp 25 (5 HD)

large silver-gray pearl, and victims of their attacks have Resist evasion

dubbed this group the Raiders of the Gray Pearl.

Fort +3, Ref +9, Will +6

These sahuagin use surprisingly cunning tactics.

Weakness freshwater sensitivity, light sensitivity Other sahuagin typically wade into melee, but the Raid-Speed 30 ft. (6 squares), swim 40 ft.

ers attack by throwing nets from hiding. Once a target Melee mwk short sword +7 (1d6+1/19–20) is entangled, the four-armed leader controls the net’s Ranged light crossbow +6 (1d6/19–20)

trailing rope while his three raiders surround the victim.

Base Atk +3; Grp +4

Two fl ank and attack, while the third uses the aid another Atk Options blood frenzy ( MM 217), sneak attack +1d6

action to assist his comrades. The raiders focus on killing Abilities Str 12, Dex 17, Con 12, Int 16, Wis 13, Cha 9

or disabling a single target before turning their attention SQ speak with sharks, trapfi nding, water dependent ( MM 217) to another.

Feats Great Fortitude, Weapon Finesse

MONSTROUS TRADE GOODS

Artificers and wizards always seek rare monster parts to Fey:

Used in enchantment items and items that

use as optional material components for their magical grant bonuses to Charisma. Examples: pixie pipes, satyr formulations. What creatures are they looking for, and horns, a lock of nymph hair.

why? Some suggestions follow.

Giant:

Used in items that bolster physical statistics Aberrations:

Used in transmutation items. Exam-

or that increase size. Examples: a lock of frost giant hair, ples: beholder eyestalk, chuul claw, mind flayer tentacle.

a cloud giant’s fi ngernail.

Animals:

Used in items that bolster physical statis-

Magical

Beast:

Used in items that mimic the

tics. Examples: bear paw, tiger whiskers, snake venom.

creature’s abilities or reverse its special attacks. Exam-Constructs:

Used in creating other constructs,

ples: a displacer beast tentacle for a cloak of displacement, items that provide damage reduction or spell resistance, cockatrice feathers for stone salve, stirge beaks for a potion and mechanical items (such as an apparatus of Kwalish).

of lesser restoration.

Examples: iron golem arm, retriever eye.

Outsider:

Used in items that mimic a particular

Dragon:

Used in artifacts and evocation items.

alignment. Examples: angel feathers for a holy avenger, Examples: dragon scales, dragon claw.

devil horns for an axiomatic longsword. Components for Elementals:

Used in evocation items, items that

good-aligned items generally must be given freely.

summon creatures, and items that produce weather Undead:

Used in necromantic items. Examples:

effects. Examples: earth elemental hide, thoqqua tail.

skeleton knucklebones, mummy bandages.

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Skills Disable Device +9, Handle Animal +4*, Hide +11*, Listen +9*, Move Silently +11,

Open Lock +10, Profession (hunter) +1*,

Ride +8, Search +8, Spot +9*, Survival +1*

* Underwater, Korel has a +4 racial bonus

on Hide, Listen, and Spot checks.

Korel has a +4 racial bonus on Sur-

vival and Profession (hunter) checks

within 50 miles of her home. She has

a +4 racial bonus on Handle A nimal

checks when working with sharks.

Possessions leather armor, masterwork

short sword, light crossbow with 20

bolts, masterwork thieves’ tools

Scorpion March (EL 6)

Monstrous scorpions can be found in nearly

any environment. Desert, jungle, moun-

tains, forests, and even near-arctic climes

are home to these versatile predators.

These monstrous scorpions ( MM

287) respond to the call of Vulkoor’s

clerics. W hen summoned, they march

toward a signal only they can sense. A

group of explorers might stumble across

a scorpion march and be forced to deal

with these deadly pilgrims.

This group consists of four Small

monstrous scorpions, two Medium mon-

WE

strous scorpions, and a single Large

monstrous scorpion skittering through

the jungle.

Shocker Lizard Colony (EL 8)

Centipede swarms are really the pits

Explorers traveling the waterways of Xen’drik have reason to fear the strange blue glow that rises from the Table 3–1, DMG 49). PCs who fall into a swarm pit are riverbanks at night. Shocker lizards are not uncommon treated as being in the swarm’s space until they leave the across the vast continent, lurking in marshes and along pit. The swarm’s presence imposes a –2 penalty on Climb rivers and streams.

checks to escape the pit.

A group of eight shocker lizards ( MM 224) has taken to hunting along the riverbanks, using their powerful Thelanis Court (EL 11)

lethal shock to bring down mighty prey (including the The last time Thelanis was coterminous to the Material occasional giant). The bones of one such unfortunate Plane, a faerie queen and her retinue passed through a hill giant have created a home for this colony. Its rusting portal to Xen’drik. Transfi xed by the wild beauty of the patchwork armor provides cover (+4 AC) to any shocker mysterious continent, the queen chose to stay for a time lizard hiding inside it, but it does not prevent the crea-and enjoy this new place.

tures from sending shock attacks through it.

Ellida the nymph queen ( MM 197) is an achingly lovely woman with silver hair like moonlight on water, Swarm Pit (EL varies)

eyes the color of violets, and lips the shade of ripe cher-Though falling into a pit might be little more than ries. She cherishes beauty above all else, and handsome embarrassing for a seasoned explorer, Xen’drik veter-mortal men especially fascinate her. Those who wish to ans know that swarm pits are the most repulsive traps in gain her favor present her with pretty baubles and elegant existence. Any animal or vermin capable of forming a trinkets. Ellida is fl ighty and selfi sh in the manner of swarm can fi ll a swarm pit. Hundreds or thousands of all fey, but she has a sweet disposition, and her court is these creatures (most commonly centipedes, spiders, or infatuated with her.

vipers) fi ll the bottom third of a pit. Creatures with a fl y Tioboid the satyr ( MM 219) is Ellida’s champion.

speed never fi ll a pit, for obvious reasons.

Sick with love for his queen, he bears a scarred face from Different types of swarms appear in the Monster Manual a confrontation with a rude mortal warrior. Ellida never (pages 237–240) and in Fiend Folio (pages 166–173). For looks at Tioboid as a romantic prospect, but Tioboid still information on pits, see Traps, DMG 67–76.

devotes himself to his queen’s defense. She allows him The Encounter Level of a swarm pit is the CR of the to serve her because he is clever and charming and pipes pit combined with the CR of the swarm within it (see divinely, even if he is less than handsome. Two satyrs, six 65

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Base Atk +6; Grp +22

Atk Options poison (DC 18, 1d6 Dex/1d6 Dex) Abilities Str 26, Dex 10, Con 18, Int —, Wis 14, Cha 11

Feats —

Skills Listen +2, Spot +10, Survival +2*

* +4 racial bonus on Survival checks to orient themselves Skills Giant wasps have a +8 racial bonus on Spot checks.

Water Naga and Servants (EL 9)

A violent storm coinciding with a fading manifest zone once opened a small gate in the Thunder Sea to Lammania. Before the gate could close, a gang of water mephits ( MM 185) swam through and became trapped in Eberron. The mephits soon came to the attention of a local water naga ( MM 193), who amused herself by convincing the creatures that she had summoned them to serve her.

The naga always keeps one or two mephits patrolling her territory. The mephits spy on any intruders, using their excellent Hide and Move Silently skills to follow them. Should trespassers appear to merely be passing through, the mephits let them go. However, should any creatures seem hostile or head for the naga’s lair, the mephit scouts attempt to slow them down with their stinking cloud ability. They then return to the naga and report.

If the naga knows that enemies are coming, she

Queen Ellida

protects herself with invisibility, shield, and protection from energ y

holds court

RL

(fi re). If she has time, she makes one or two of the mephits invisible. Invisible creatures underwater create a body-shaped bubble that grants them concealment instead of true invisibility. Underwater combat: DMG 92.

grigs ( MM 235), and three pixies ( MM 236; one can cast PCs aware of the naga’s presence might be able to Otto’s irresistible dance) make up the rest of the court.

approach her diplomatically. Although vain and proud, the water naga is not evil, and the PCs should be able to Wasps’ Nest (EL 11)

flatter her into negotiations.

Giant insects are common across Xen’drik, and the continent’s giant wasps ( MM 285) are particularly tenacious.

Yak Folk Puppeteer (EL 10)

A typical nest occupies the tops of two or three large trees A race of sinister yak folk ( MM II 200) inhabits the snowy and is fi lled with winding passageways large enough for peaks of the Fangs of Argarak. While most keep to their adult wasps to crawl through with ease. A normal nest mountain homes, enslaving only travelers or explor-holds up to twenty adults and a large number of young, ers who pass too close, several yak folk sorcerers have while some nests feature advanced wasps of unusual infi ltrated giant tribes in the area. A yak folk puppeteer size and ferocity. Such monsters often guard the nest’s chooses a target who holds some power in the tribe but entrance or hunt large prey.

has a lower profi le than the tribal leaders, then uses body This encounter features twelve adult giant wasps and meld to assume the target’s place in the tribe.

a trio of advanced giant wasps (described below). Treat Short of using a true seeing spell, PCs who encounter the young as 2 HD Medium giant wasps with no sting or such a tribe have no way of seeing through the puppeteer’s other form of attack. They wander the nest blindly in subterfuge. The puppeteer attempts to steer PCs toward search of food.

the yak folk tribes (if the PCs would make good slaves) or away from the mountain (if the PCs seem too powerful ADVANCED GIANT WASP CR

5

for the yak folk to handle).

N Huge vermin

Init +0; Senses darkvision 60 ft.; Listen +2, Spot +10

YAK FOLK PUPPETEER CR

10

AC 15, touch 8, fl at-footed 15

Male yak folk sorcerer 2/stone giant vessel

(–2 size, +7 natural)

NE Large giant (earth)

hp 76 (9 HD)

Init +6; Senses darkvision 60 ft., low-light vision; Listen immune mind-affecting spells and abilities

+2, Spot +2

Fort +10, Ref +3, Will +4

Languages Common, Giant

Speed 20 ft. (4 squares), fl y 60 ft. (good) AC 25, touch 11, fl at-footed 23

Melee sting +12 (1d4+12 plus poison)

(–1 size, +2 Dex, +3 armor, +11 natural)

hp 119 (14 HD)

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Fort +13, Ref +6 (+10 rock catching), Will +8

Languages Common, Giant

Speed 30 ft.

AC 16, touch 9, fl at-footed 16

Melee greatclub +17/+12 (2d8+12) or

(–1 size, +7 natural)

Melee 2 slams +17 each (1d4+8)

hp 42 (7 HD)

ENC

Ranged rock +11 (2d8+12)

Fort +3, Ref +4, Will +11

Space 10 ft.; Reach 10 ft.

Melee quarterstaff +10/+5 (1d8+4) or

O

Base Atk +10; Grp +22

Melee falchion +9/+4 (2d6+4/18–20)

U

Atk Options Point Blank Shot, Power Attack, Precise Shot Space 5 ft.; Reach 10 ft.

N

Sorcerer Spells Known (CL 2nd):

Base Atk +6; Grp +14

TER

1st

(5/day)— charm person (DC 13), mage armor Atk Options Power Attack

0 (6/day)— daze (DC 12) , detect magic, detect poison, mage hand, S

Sorcerer Spells Known (CL 2nd):

message, prestidigitation

1st

(5/day)— charm person (DC 13), mage armor Abilities Str 27, Dex 15, Con 19, Int 14, Wis 15, Cha 14

0

(6/day)— daze (DC 12) , detect magic, detect poison, mage hand, SA rock throwing ( MM 124)

message, prestidigitation

SQ body meld ( MM II 201), command genie ( MM II 201), rock Abilities Str 18, Dex 11, Con 15, Int 14, Wis 15, Cha 14

catching ( MM 124), use staff ( MM II 201) SQ body meld ( MM II 201), command genie ( MM II 201), use Feats Combat Reflexes, Improved InitiativeB, Iron Will, staff ( MM II 201)

Point Blank Shot, Power Attack, Precise Shot, Weapon Feats Improved InitiativeB, Power Attack, Weapon Focus Focus (quarterstaff)

(quarterstaff)

Skills Concentration +8, Disguise +10, Heal +10, Hide –2

Skills Concentration +8, Disguise +10, Heal +10, Knowl-

(+6 in rocky terrain), Knowledge (arcana) +10, Listen edge (arcana) +10, Listen +2, Spellcraft + 8 (+10 scrolls),

+2, Spellcraft + 8 (+10 scrolls), Spot +2, Use Magic Spot +2, Use Magic Device +10

Device +10

Possessions falchion, quarterstaff

Possessions greatclub, pouch with 6 rocks Skills The puppeteer’s Disguise bonus refl ects its ability to Yuan-Ti Cult (EL 11)

impersonate its host.

The cults of the yuan-ti ( MM 262–265, EPH 217–218) form around a charismatic leader, usually a yuan-ti abomina-This puppeteer (male yak folk sorcerer 2) inhabits the tion. Two purebloods serve the abomination, assisted body of a stone giant. The stone giant originally served as by four yuan-ti wretchlings (see page 86). In a recent second-in-command to his tribe’s elder. Now the yak folk disturbing trend, a spirit naga ( MM 192) leads the cult uses the giant’s form to manipulate the tribe. He leads the alongside the abomination, reinforcing the rumored link giants into areas where they unwittingly drive explorers between the yuan-ti and the Cults of the Dragon Below.

closer to yak folk territory, or convinces them to scare away powerful creatures that might threaten the yak folk.

Yuan-Ti Scouting Party (EL 4)

The yak folk puppeteer does all it can to protect its Some years ago, a tribe of yuan-ti captured a team of host—if the stone giant dies, the yak folk dies as well. If explorers seeking rare Xen’drik animal specimens.

seriously threatened, the puppeteer tries to escape so that Among the explorers was an agent of House Vadalis. The it can leave the giant’s body.

yuan-ti’s torture tactics and psionic powers allowed them to manipulate the explorer into revealing the secrets of REVEALED YAK FOLK

CR 6

creating magebred animals. Now, the techniques for Male yak folk sorcerer 2

producing magebred snakes are common among the NE Large monstrous humanoid

yuan-ti, while the Vadalis agent serves the tribe as a Init +4; Senses darkvision 60 ft.; Listen +2, Spot +2

hideous wretchling.

YUAN-TI IN XEN’DRIK

When the yuan-ti fled their native Sarlona to avoid The yuan-ti of Xen’drik inhabit ancient ruins in extermination at the hands of the Inspired, many found jungles and swamps. Disparate tribes often fight, but sanctuary in Argonnessen. In time, though, the dragons they put aside internal differences to defend them-forced these exiles into fl ight once more, bound for the selves against mutual threats. Yuan-ti worship the shores of Khorvaire and Xen’drik.

Devourer, whom they view as a giant serpent that will Today, the evil yuan-ti cults of the mysterious con-one day consume the world. They regard the dream tinent ambush travelers to use as experimental subjects.

serpents of Xen’drik (see page 76) as aspects of the Yuan-ti leaders seek to transform all sentient races into Devourer, slaughtering any who hunt those creatures.

snakelike servants, but their efforts thus far have resulted The yuan-ti have a grudging truce with the drow in only in twisted horrors. Some suspect a link between the this regard, because the dark elves make full use of the yuan-ti and the daelkyr or the Cults of the Dragon Below, dream serpents they hunt—something the Devourer but this has yet to be proven.

would respect.

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Yuan-ti tribes send a pureblood ( MM 263) out in its Sentries wander in no particular pattern. They space alternate viper form to scout the area around the temple.

themselves apart so as to avoid being hit by area effects Two magebred vipers accompany the pureblood. By the and to cover wider ground. Occasionally, they send one time travelers realize that the scouting party is anything or more of their number up a tree to watch for climbing S

more than a cluster of ordinary snakes, it is usually far or fl ying intruders. Such groups can be almost anywhere too late.

in the vicinity of a drow camp.

ERT

Aside from standard equipment, each member of N

MAGEBRED VIPER CR

1

a sentry group carries a whistle that trills like a bird. In U

N Medium animal

the daylight hours, sentries might also carry mirrors to O

Init +5; Senses scent; Listen +7, Spot +7

signal others silently.

Drow sentry groups consist of three warrior lookouts ENC

AC 20, touch 15, fl at-footed 15

(+5 Dex, +5 natural)

and an adept, who both leads the group and provides hp 11 (2 HD)

magical support.

Fort +4, Ref +8, Will +1

D

Speed 30 ft. (6 squares), climb 20 ft., swim 20 ft.

ROW LOOKOUT CR

1

Melee bite +6 (1d4 plus poison)

Drow warrior 1

Base Atk +1; Grp +1

NE Medium humanoid (elf)

Atk Options poison (DC 12, 1d6 Con/1d6 Con) Init +2; Senses darkvision 120 ft.; Listen +2, Spot +2

Abilities Str 10, Dex 21, Con 13, Int 2, Wis 12, Cha 2

Languages Common, Drow, Drow Sign Language, Giant SQ excellent learner (tracking breed; ECS 295) AC 14, touch 12, fl at-footed 12

Feats AlertnessB, Weapon Finesse

(+2 Dex, +2 armor)

Skills Balance +13, Climb +12, Hide +14, Listen +7, Spot hp 8 (1 HD)

+7, Swim +8, Survival +1 (+5 to follow tracks) Immune sleep

SR 12

DROW ENCOUNTERS

Fort +2, Ref +2, Will +0 (+2 against spells and spell-like The jungles, deserts, mountains, and plains of Xen’drik abilities)

are all home to the drow, who view themselves as the Weakness light blindness

masters of the shattered land. From lone explorers cut-Speed 30 ft. (6 squares)

ting deep into the continent’s remote southern recesses Melee drow scorpion chain +2 (1d6+1/19–20) to war clans bent on the destruction of the Khorvairian Ranged Xen’drik boomerang +3 (1d6+1)

intruders to the north, drow can provide a challenge for Base Atk +1; Grp +2

an adventuring group of any level.

Atk Options Drow Skirmisher

The groups and individuals described below can Combat Gear smokestick, thunderstone

be found among virtually any drow clan or tribe in Spell-Like Abilities (CL 1st):

Xen’drik. Each description details the group’s composi-1/day— dancing lights, darkness, faerie fi re tion, purpose, and combat tactics. A DM can change a Abilities Str 13, Dex 14, Con 10, Int 13, Wis 10, Cha 11

group’s composition, or the statistics for individual drow, SQ able to notice secret or concealed doors to more closely match the strengths of the PCs.

Feats Drow Skirmisher*

*New feat described in Chapter 5

Drow Sentries (EL 5)

Skills Climb +4, Jump +4, Listen +2, Search +2, Spot +2, The drow always post sentries to prowl the perimeter of Swim +3

their camps and clanholds on the lookout for intruders.

Possessions combat gear plus chitin armor*, drow scorpion chain*, 4 Xen’drik boomerangs

These small groups, consisting of novice warriors and a

*New armor and weapons described in Chapter 5

single leader, rouse the camp should an enemy approach.

SHULASSAKAR: THE FEATHERED SERVANTS

The shulassakar, who resemble feathered yuan-ti, always lawful good. They embrace the cause of righteous-claim to be the spiritual descendants of the couatls. In ness with fervor, willing to sacrifi ce everything to destroy the aftermath of the terrible war that ended the Age of the forces of evil.

Demons, the few remaining couatls could not guard the Shulassakar live mostly in the fortress-citadel of world their race had perished to protect. According to Krezent on the Talenta Plains, but at least one transcen-legend, Sarlonan humans loyal to the couatls took up the dent (the shulassakar equivalent of a yuan-ti abomina-task, and over the course of thousands of years, took on tion) lives in Xen’drik. Sesstaria (female transcendent the outward forms of their masters.

shulassakar paladin 3) considers it her holy mission Shulassakar use the same statistics as yuan-ti and to hunt the yuan-ti of Xen’drik. She avoids the loss of are identical to them, except that their scales are hidden innocent life whenever necessary, but she believes that under brightly colored plumage. Shulassakar are almost some casualties are inevitable in the fi ght against evil.

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DROW DISCIPLE CR

2

Drow Scouting Party (EL 7)

Drow adept 2

A PC group’s fi rst encounter with the nomadic drow is CE Medium humanoid (elf)

often a scouting party, hunting game or on the lookout Init +1; Senses darkvision 120 ft., Listen +2, Spot +2

for threats in the area around a clan’s current camp.

Languages Common, Drow, Drow Sign Language, Giant, ENC

Scouting parties attack only if they feel confident empathic link

of victory, reporting back to the clan if outnumbered or O

AC 11, touch 11, fl at-footed 10

outmatched. They prefer to attack from ambush and use U

(+1

Dex)

the terrain to their advantage, hiding in trees, crouching N

hp 9 (2 HD)

in tall grass, or perching on rocky outcroppings above an TER

Immune sleep

approaching group. Once combat begins, the scouting SR 13

party attacks with boomerangs before closing. Should S

Fort +0, Ref +1, Will +4 (+6 against spells and spell-like the battle go poorly, the drow always have an escape plan, abilities)

including an established rallying point and favorable Weakness light blindness

routes to get there.

Speed 30 ft. (6 squares)

Scouting parties consist of four warrior lookouts Melee mwk shortspear +1 (1d6–1)

(page 68) and two ranger hunters. One hunter acts as Ranged mwk shortspear +3 (1d6–1)

squad leader, directing the group in combat, while the Base Atk +1; Grp +0

other is a sergeant who takes over in the event of the Combat Gear 2 scrolls of cure light wounds, wand of burning hands leader’s death or capture.

(DC 11, CL 1st, 25 charges)

Adept Spells Prepared (CL 2nd):

DROW HUNTER CR

3

1st— bless, cause fear (DC 12)

Drow ranger 2

0— cure minor wounds, ghost sound (DC 11) , touch of fatigue (+0

NE Medium humanoid (elf)

melee touch, DC 11)

Init +3; Senses darkvision 120 ft.; Listen +8, Spot +8

Spell-Like Abilities (CL 2nd):

Languages Common, Drow, Drow Sign Language, Giant 1/day— acid splash (+2 ranged touch, CL 1st), dancing lights, darkness, detect poison (CL 1st), faerie fi re, pass without trace AC 15, touch 13, fl at-footed 12

(CL 1st)

(+3 Dex, +2 armor)

hp 14 (2 HD)

Abilities Str 9, Dex 12, Con 10, Int 13, Wis 13, Cha 10

Immune sleep

SQ able to notice secret or concealed doors, familiar, share SR 13

spells

Fort +4, Ref +6, Will +1 (+3 against spells and spell-like Feats A lertnessB (if familiar within 5 ft.), Blessed of abilities)

Vulkoor*

Weakness light blindness

*New feat described in Chapter 5

Skills Concentration +5, Heal +6, Knowledge (religion) Speed 30 ft. (6 squares)

+6, Listen +2, Search +2, Spot +2

Melee mwk drow long knife +4 (1d6+1/19–20) or Possessions combat gear plus 2 masterwork shortspears Melee mwk drow long knife +2 (1d6+1/19–20) and mwk drow long knife +2 (1d6/19–20) or

MONSTROUS SCORPION FAMILIAR CR

—

Ranged Xen’drik boomerang +5 (1d6+1)

N Tiny magical beast (augmented vermin)

Base Atk +2; Grp +3

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen Atk Options Drow Skirmisher, favored enemy giants +2

+0, Spot +4

Combat Gear potion of cure light wounds Languages empathic link

Spell-Like Abilities (CL 2nd):

1/day— dancing lights, darkness, faerie fi re AC 15, touch 12, fl at-footed 15

(+2 size, +3 natural)

Abilities Str 13, Dex 17, Con 12, Int 12, Wis 12, Cha 10

hp 4 (2 HD)

SQ able to notice secret or concealed doors, wild empathy Immune mind-affecting spells and abilities

+2 (–2 magical beasts)

Resist improved evasion

Feats Drow Skirmisher*, TrackB, Two-Weapon FightingB

Fort +4, Ref +0, Will +2

*New feat described in Chapter 5

Skills Climb +6, Hide +8, Knowledge (geography) +6, Speed 20 ft. (4 squares)

Listen +8, Move Silently +8, Search +3, Spot +8, Survival Melee 2 claws +3 each (1d2–4) and

+6 (+8 to avoid getting lost, avoid hazards)

sting –2 (1d2–4 plus poison)

Possessions combat gear plus masterwork chitin armor*, 2

Space 2-1/2 ft.; Reach 0 ft.

masterwork drow long knives*, 3 Xen’drik boomerangs Base Atk +1; Grp –7

*New armor and weapons described in Chapter 5.

Atk Options constrict 1d2–4 (Diminutive or Fine only), improved grab (claws, Diminutive or Fine only), poison Drow Explorers (EL 11)

(DC 12, 1 Con/1 Con)

These elite groups of drow seek out new lands for their Abilities Str 3, Dex 10, Con 14, Int 6, Wis 10, Cha 2

clans, make contact (peaceful or otherwise) with other Feats Weapon FinesseB

humanoids, and roam across Xen’drik in search of the Skills Climb +0, Hide +12, Listen +0, Spot +4

unknown. Drow consider it an honor to be chosen as a member of an explorer group, for such parties include some of the best hunters on the continent.

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The attitude of drow explorers depends entirely upon Fort +7, Ref +7, Will +1 (+3 against spells and spell-like their current objective. Rarely are they friendly with abilities)

strangers, but they sometimes meet with other explorers Weakness light blindness

to gather information and assess intent before deciding Speed 30 ft. (6 squares)

S

what to do. If claiming territory, the drow actively defend Melee mwk drow long knife +10 (1d6+1/19–20) or it from others. If outnumbered, a group of drow explorers Melee mwk drow long knife +8 (1d6+1/19–20) and ERT

employs hit-and-run tactics, hoping to wear down oppo-mwk drow long knife +8 (1d6/19–20)

N

nents’ resolve while avoiding direct confrontation.

Ranged mwk Xen’drik boomerang +9 (1d6+1) U

Explorer parties usually consist of two ranger/fi ghter Base Atk +4; Grp +5

O

raiders for scouting and melee prowess, a skilled firebringer Atk Options Drow Skirmisher*, favored enemy giants +2

sorcerer, and a specialist. This is often a drow poisoner, adept Combat Gear potion of bull’s strength, 2 potions of cure light wounds ENC

at killing quietly and moving stealthily, or a powerful shaman Spell-Like Abilities (CL 4th):

capable of bringing the blessings of Vulkoor to the band.

1/day— acid splash (+8 ranged touch, CL 1st), dancing lights, darkness, detect poison (CL 1st), faerie fi re, pass without trace (CL 1st) DROW RAIDER CR

5

Abilities Str 13, Dex 18, Con 12, Int 12, Wis 12, Cha 10

Drow ranger 2/fi ghter 2

SQ wild empathy +2 (–2 magical beasts) NE Medium humanoid (elf)

Feats Blessed of Vulkoor*, Drow SkirmisherB*, TrackB, Init +4; Senses darkvision 120 ft.; Listen +8, Spot +8

Two-Weapon FightingB, Weapon Finesse, Weapon Focus Languages Common, Drow, Drow Sign Language, Giant (drow long knife)B

*New feat described in Chapter 5

AC 17, touch 14, fl at-footed 13

Skills Climb +8, Hide +10, Knowledge (geography) +6, (+4 Dex, +3 armor)

Listen +8, Move Silently +11, Search +3, Spot +8, Sur-hp 27 (4 HD)

vival +7 (+9 to avoid getting lost, avoid hazards) Immune sleep

Possessions combat gear plus +1 chitin armor*, 2 masterwork SR 15

drow long knives*, 3 masterwork Xen’drik boomerangs

* New armor and weapons described in Chapter 5

A group of drow prepare

to strike from hiding

JH

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DROW FIREBRINGER CR

8

Atk Options constrict 1d2–4 (claws, Diminutive or Fine Drow sorcerer 7

only), deliver touch spells, improved grab (claws, Dimin-NE Medium humanoid (elf)

utive or Fine only), poison (DC 12, 1 Con/1 Con) Init +3; Senses darkvision 120 ft.; Listen +4, Spot +5

Abilities Str 3, Dex 10, Con 14, Int 9, Wis 10, Cha 2

Languages Common, Draconic, Drow, Drow Sign Lan-ENC

Feats Weapon FinesseB

guage, Giant, empathic link

Skills Climb +0, Hide +12, Listen +0, Spot +4

O

AC 19, touch 14, fl at-footed 16

U

(+3 Dex, +4 armor, +1 deflection, +1 natural) DROW POISONER CR

7

N

hp 19 (7 HD)

Drow rogue 5/assassin 1

TER

Immune sleep

CE Medium humanoid (elf)

SR 18

Init + 4; Senses darkvision 120 ft.; Listen +10, Spot +10

S

Fort +2, Ref +5, Will +8 (+10 against spells and spell-like Languages Common, Draconic, Drow, Drow Sign Lan-abilities)

guage, Giant

Weakness light blindness

AC 17, touch 14, fl at-footed 13; Dodge, Mobility, uncanny Speed 30 ft. (6 squares)

dodge

Melee mwk dagger +3 (1d4–1/19–20)

(+ 4 Dex, +3 armor)

Ranged mwk dagger +7 (1d4–1/19–20)

hp 23 (6 HD)

Base Atk +3; Grp +2

Immune sleep

Combat Gear 2 potions of cure light wounds, scroll of wall of fi re Resist evasion; SR 17

(CL 7th, DC 16), wand of scorching ray (+6 ranged touch, CL

Fort +1, Ref +10, Will +1 (+3 against spells and spell-like 3rd, 20 charges)

abilities)

Sorcerer Spells Known (CL 7th):

Weakness light blindness

3rd

(5/day)— fireball (DC 17), haste

Speed 30 ft. (6 squares)

2nd (7/day)— bear’s endurance, invisibility, scorching ray (+6

Melee +1 drow scorpion chain +6 (1d6+3/19–20 plus poison) ranged touch)

Ranged mwk composite shortbow +8 (1d6+2/×3) 1st (7/day)— burning hands (DC 15), expeditious retreat, mage Base Atk +3; Grp +5

armor† , magic weapon, ray of enfeeblement (+6 ranged touch) Atk Options Drow Skirmisher, poison (Large monstrous 0 (6/day)— acid splash (+6 ranged touch), daze (DC 14) , detect scorpion venom, DC 14, 1d4 Con/1d4 Con), sneak magic, ghost sound (DC 14) , mage hand, message, read magic attack +4d6

† Already cast

Special Actions death attack (DC 13)

Spell-Like Abilities (CL 7th):

Combat Gear oil of magic weapon, potion of cat’s grace, 2 scrolls 1/day— acid splash (+6 ranged touch, CL 1st), dancing lights, of invisibility, 4 doses of Large monstrous scorpion venom darkness, detect poison (CL 1st), faerie fi re, pass without trace Assassin Spells Known (CL 1st):

(CL 1st)

1st (1/day)— disguise self, obscuring mist Abilities Str 8, Dex 16, Con 11, Int 12, Wis 12, Cha 18

Spell-Like Abilities (CL 6th):

SQ able to notice secret or concealed doors, familiar, 1/day— dancing lights, darkness, faerie fi re share spells

Abilities Str 14, Dex 18, Con 10, Int 15, Wis 10, Cha 10

Feats A lertnessB (if familiar within 5 ft.), Blessed of SQ poison use, trap sense +1, trapfi nding Vulkoor*, Combat Casting, Silent Spell

Feats Dodge, Drow Skirmisher*, Mobility

* New feat described in Chapter 5

* New feat described in Chapter 5

Skills Concentration +10, Knowledge (arcana) +8, Listen Skills Balance +14, Bluff +8, Climb +10, Concentration

+4, Spellcraft +11, Search +3, Spot +5

+4, Disguise +8 (+10 acting), Hide +13, Jump +12, Possessions combat gear plus 2 masterwork daggers, amulet Listen +10, Move Silently +13, Search +2, Spot +10, of natural armor +1, ring of protection +1

Tumble +14

Possessions combat gear plus +1 chitin armor*, +1 drow scorpion MONSTROUS SCORPION FAMILIAR CR

—

chain*, masterwork composite shortbow (+2 Str bonus) N Tiny magical beast (augmented vermin)

with 20 arrows

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen

*New armor and weapons described in Chapter 5

+0, Spot +4

Languages empathic link, speak with master, speak with DROW SHAMAN CR

8

scorpions

Drow cleric 7

AC 18, touch 12, fl at-footed 18

CE Medium humanoid (elf)

(+2 size, +6 natural)

Init +2; Senses darkvision 120 ft.; Listen +5, Spot +5

hp 9 (7 HD)

Languages Common, Drow, Drow Sign Language, Giant Immune mind-affecting spells and abilities AC 17, touch 12, fl at-footed 15

Resist improved evasion

(+2 Dex, +5 armor)

Fort +4, Ref +2, Will +5

hp 42 (7 HD)

Speed 20 ft. (4 squares)

Immune sleep

Melee 2 claws +5 each (1d2–4) and

SR 18

sting +0 (1d2–4 plus poison)

Fort +7, Ref +5, Will +9 (+11 against spells and spell-like Space 2-1/2 ft.; Reach 0 ft.

abilities)

Base Atk +3; Grp –5

Weakness light blindness

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Speed 20 ft. in scorpion breastplate (4 squares); base speed Drow War Party (EL 12)

30 ft.

When warned of a dangerous threat in the area or seek-Melee +1 drow scorpion chain +8 (1d6+2/19–20) ing to eliminate a specifi c target, the drow organize into Ranged dart +8 (1d4+1)

war parties. Assembled to stand against the toughest foes Base Atk +5; Grp +6

S

(including giants and groups of well-armed explorers), Atk Options Drow Skirmisher, smite 1/day (+4 attack, +7

a drow war party consists of only the strongest and most ER

damage)

T

skilled warriors.

N

Special Actions rebuke undead 4/day (+3, 2d6+8, 7th) Under the leadership of a kaxat (war chief), these U

Combat Gear scroll of deeper darkness (CL 5th) , scroll of

bands show no hesitation in taking on the most for-O

poison (CL 7th, DC 16) , wand of cure light wounds (CL 1st, midable foes. Like the scorpion, a war party waits for 50 charges)

the optimal moment to strike. A lso like the scorpion, ENC

Cleric Spells Prepared (CL 7th):

a war band contains a powerful sting in the form of 4th— divine power D , poison (+6 melee touch, DC 17) 3rd— cure serious wounds, dispel magic, magic vestment D, prayer a sorcerer or cleric of Vulkoor. The kaxat typically 2nd— bear’s strength, cure moderate wounds, shatter D (DC 15) , sound leads the attack with half the drow force, driving into burst (DC 15), spiritual weapon

an enemy with sheer ferocity. The others hang back, 1st— bless, cure light wounds (2), magic weapon D , obscuring mist, ambushing foes who disengage from melee to cast spells shield of faith

or use ranged weapons.

0— create water, cure minor wounds (2), detect magic, purify food and A drow war party consists of a high-level kaxat war drink, read magic

chief leading six skilled raiders (page 70) and a fireD: Domain spell. Deity: Vulkoor. Domains: Destruc-bringer (page 71) or shaman (page 71).

tion, War.

Spell-Like Abilities (CL 7th):

DROW KAXAT CR

10

1/day— dancing lights, darkness, faerie fi re Drow fi ghter 6/ranger 3

Abilities Str 13, Dex 14, Con 12, Int 10, Wis 16, Cha 12

NE Medium humanoid (elf)

Feats Combat Casting, Drow Skirmisher*, Weapon Focus Action Points 3

(dart), Weapon Focus (drow scorpion chain)B

Init +3; Senses darkvision 120 ft.; Listen +8, Spot +8

*New feat described in Chapter 5

Languages Common, Drow, Drow Sign Language, Giant Skills Concentration +11, Heal +8, Knowledge (religion) AC 17, touch 13, fl at-footed 14; Two-Weapon Defense

+5, Listen +5, Search +5, Spot +5

(+3 Dex, +3 armor, +1 shield)

Possessions combat gear plus +1 scorpion breastplate*, +1 drow hp 68 (9 HD)

scorpion chain*, 8 darts, cloak of resistance +1, pearl of power (1st-Immune sleep

level spell), silver holy symbol of Vulkoor

SR 20

*New armor and weapons described in Chapter 5

Fort +11, Ref +9, Will +4 (+6 against spells and spell-like abilities)

VULKOOR

A majority of the drow in Xen’drik pay homage to as well as through lengthy recitations of the deeds of the Vulkoor, believed by some scholars to be an aspect of the god and the heroes who follow him.

Mockery. Pictured as a massive scorpion or as a hand-Vulkoor the Wrathful: A lthough their numbers some, well-toned male scorrow (see page 81), Vulkoor are fewer than those who worship Vulkoor the hunter, is often shown hunting, fighting against giants, or those who revere the deity’s wrath are far more dan-bearing an entire drow village on his back as a scorpion gerous to any explorers who cross their path. These carries its young. The faith of Vulkoor takes on many drow are fearful of their god and seek constantly to forms, varying from tribe to tribe. Three common appease him. They attribute the fall of the giants to types of worship exist in Xen’drik, although others are his actions and wish to avoid similar retribution.

certainly practiced.

Their prayers to Vulkoor are often accompanied by Regard less of how Vulkoor is viewed or worshiped, living sacrifice—ideally of those explorers who dare clerics of the scorpion god have access to the same trespass in the god’s holy lands. Thankfully, these drow domains as those granted by the Mockery. Unlike clerics are less nomadic than most, and their territories can of the Mockery, drow who worship Vulkoor treat the drow be avoided.

scorpion chain as their favored weapon.

Vulkoor the Cunning: Some drow view the entire Vulkoor the Hunter: The most common form of continent of Xen’drik as their inheritance, believing worship presents Vulkoor as the drow ideal—a skilled and that Vulkoor guides their endeavors to reclaim its glory.

crafty hunter, fearless in the face of any challenge, and These drow are universally xenophobic, since Vulkoor’s protective of the drow people. Like their deity, tribes worship teaches that all foreigners enter Xen’drik to rob who revere the hunter are self-suffi cient. They are often the drow of their destiny. Unlike other tribes, these drow nomadic, relying on their hunting skills to keep them do not shy away from the wonders of the past but uncover fed. These drow pay homage to Vulkoor by their actions, and learn to use ancient magic and relics.

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Weakness light blindness

battlefield in darkness, these merciless hunters go to work, Speed 30 ft. (6 squares)

concentrating on one foe at a time as they break an enemy Melee +1 frost drow long knife +14/+9 (1d6+6/17–20 plus 1d6

force apart.

cold) or

A drow clan is fronted by two kaxats (page 72), a ENC

Melee +1 frost drow long knife +12/+7 (1d6+6/17–20 plus 1d6

shaman (page 71), a poisoner (page 71), and two fire-cold) and

bringers (page 71), all under the leadership of a single O

mwk drow long knife +12 (1d6+3/17–20) aquasa. Below these leaders are six lookouts (page 68), U

Ranged mwk composite longbow +13/+8 (1d8+3/×3) four hunters (page 69), eight raiders (page 70), and three N

Base Atk +9; Grp +12

disciples (page 69).

TER

Atk Options Drow Scorpion Warrior, Drow Skirmisher, Power Attack, favored enemy giants +2

DROW AQUASA

S

CR

14

Combat Gear potion of cure serious wounds, potion of haste, potion Drow fi ghter 8/ranger 5

of rage

NE Medium humanoid (elf)

Spell-Like Abilities (CL 9th):

Action Points 3

1/day— dancing lights, darkness, faerie fi re Init +3; Senses darkvision 120 ft.; Listen +9, Spot +9

Abilities Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 14

Languages Common, Drow, Drow Sign Language, Giant SQ wild empathy +5 (+1 magical beasts) AC 21, touch 13, fl at-footed 18; Two-Weapon Defense Feats Drow Scorpion Warrior*, Drow SkirmisherB*, (+3 Dex, +6 armor, +1 shield, +1 deflection)

EnduranceB, Heroic Spirit, Improved Critical (drow hp 109 (13 HD); Diehard

long knife)B, Power Attack B, TrackB, Two-Weapon Immune sleep

DefenseB, Two-Weapon FightingB, Weapon Focus

SR 24

(drow long k nife), Weapon Specialization (drow Fort +15, Ref +11, Will +6 (+8 against spells and spell-like long knife)

abilities)

*New feat described in Chapter 5

Weakness light blindness

Skills Climb +9, Hide +9, Jump +9, Listen +8, Move Silently Speed 30 ft. (6 squares)

+9, Search +2, Spot +8, Survival +6, Swim +9

Melee +2 fl aming drow long knife +20/+15/+10 (1d6+7/17–20 plus Possessions combat gear plus +1 chitin armor*, +1 frost drow long 1d6 fi re) or

knife*, masterwork drow long knife*, masterwork compos-Melee +2 flaming drow long knife +18/+13/+8 (1d6+7/17–20 plus ite longbow (+3 Str bonus) with 20 arrows , gauntlets of ogre 1d6 fi re) and

power, cloak of resistance +1, hunter’s kit*

+1 drow long knife +17 (1d6+4/17–20)

*New armor, weapons, and equipment described in Ranged +1 composite longbow +17/+12/+7 (1d8+4/×3) Chapter 5

Base Atk +13; Grp +16

Drow Clan (EL 16)

Atk Options Drow Scorpion Warrior, Drow Skirmisher, Power Attack, favored enemy giants +4, favored enemy Drow clans are often small, gathering with others to form elves +2

a larger tribe only when necessary. A clan is rarely fought Combat Gear 2 applications of blackroot oil*, 2 potions of cure as a single encounter.

serious wounds, 2 potions of haste W hen forced to action, the young and other non-Ranger Spell Prepared (CL 2nd):

combatants stay out of sight in a safe place, ready to flee 1st— resist energ y

should the battle go poorly. Meanwhile, the kaxat and Spell-Like Abilities (CL 13th):

aquasa (chieftain) plan out a strateg y to combat their 1/day— dancing lights, darkness, faerie fi re foes, using all the forces at their disposal. The less Abilities Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 13

experienced members of the clan keep to the back, where SQ animal companion, link with companion, share spells, they provide support with ranged weapons and cover for wild empathy +6 (+2 magical beasts)

spellcasters. The more skilled combatants lead the charge Feats Diehard, Drow Scorpion Warrior*, Drow Skir-after the fi rst spells have been fi red. After cloaking the misherB*, EnduranceB, Heroic Spirit, Improved Critical DROW CRESTS

Each drow clan has a crest or symbol that its members

• A severed fi nger atop a long, bloody blade inscribe on their armor, weave into their clothing, or

• Scorpion claw rising out of the water

tattoo on their flesh. Presented here are a few examples

• Scorpion tail spiraling around itself

of symbols used by the Xen’drik drow.

• Locusts swarming from a cracked giant skull

• Two ferns cut by a crude stone axe

• Scorpion stinger dripping blood

• Faceted gemstone grasped by a scorpion claw

• Drow long knife splitting the sun

• Severed hand grasping a black-tipped arrow

• Xen’drik boomerang lodged in a skull

• Volcano erupting with its smoke plume split in two

• Two black arrows crossed over a third that is broken

• Cracked marble pillar with its top broken off

• Drow hand, missing its ring finger

• Fissure in the earth with small fi gures falling in 73

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(drow long knife)B, Greater Weapon Focus (drow long A

knife)B, Power Attack, TrackB, Two-Weapon DefenseB, lchemy Beetle

Two-Weapon FightingB, Weapon Focus (drow long What at first glance appeared to be an enormous insect is actually some sort knife), Weapon Specialization (drow long knife)B

of construct. A black iron exoskeleton holds a glass hemisphere churning with

*New feat described in Chapter 5

S

a molten green liquid. Smoke rises where the construct’s mandibles drip this Skills Climb +10, Hide +12, Jump +10, Listen +9, Move liquid to the ground.

ER

Silently +17, Search +3, Spot +9, Survival +11, Swim +7

T

N

Possessions combat gear plus +2 dreamhide*, +2 f laming ALCHEMY BEETLE CR

2

U

drow long knife*, +1 drow long knife*, +1 composite longbow (+3

Always N Small construct

O

Str bonus) with 20 arrows , gauntlets of ogre power, amulet Init +0; Senses darkvision 60 ft., low-light vision; Listen of health +2, boots of elvenkind, cloak of resistance +2, ring of

+0, Spot +0

ENC

protection +1

*New equipment, armor, and weapons described in AC 15, touch 11, fl at-footed 15

Chapter 5

(+1 size, +4 natural)

hp 21 (2 HD)

WOLF ANIMAL COMPANION CR

—

Immune construct immunities

N Medium animal

Fort +0, Ref +0, Will +2

Init +2; Senses low-light vision, scent, Listen +3, Spot +3

Speed 40 ft. (8 squares)

AC 14, touch 12, fl at-footed 12

Melee bite +4 (1d3+1 plus 1d6 energy damage) and (+2 Dex, +2 natural)

2 claws –2 each (1d4)

hp 13 (2 HD)

Space 5 ft.; Reach 5 ft.

Fort +5, Ref +5, Will +1

Base Atk +1; Grp –2

Atk Options alchemical bite

Speed 50 ft. (10 squares)

Special Actions alchemical blast

Melee bite +3 (1d6+1)

Base Atk +1; Grp +2

Abilities Str 13, Dex 10, Con —, Int —, Wis 14, Cha 8

Special Actions trip ( MM 283)

SQ construct traits

Feats Weapon Focus (bite)B

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills Hide +4, Jump +5, Listen +0, Spot +0

SQ 1 bonus trick

Advancement 3–6 HD (Medium); 7–12 HD (Large) Feats TrackB, Weapon Focus (bite)

Skills Hide +2, Listen +3, Move Silently +3, Spot +3, SurA lchemical Bite (Ex) A n alchemy beetle’s bite deals an vival +1 (+5 when tracking by scent)

extra 1d6 points of damage of a type determined by the alchemical f luid it holds (acid, cold, electricity, or fire).

NEW MONSTERS

A lchemy beetles can deliver roughly 100 bites before running out of fl uid. The giants knew the secret Lumbering giants and the nomadic drow are the most of refi lling the beetles, but no record of the process commonly known denizens of Xen’drik, but countless currently exists.

other creatures call the vast continent home. Lizard-Alchemical Blast (Ex) When an alchemy beetle is reduced folk, nagas, abeils, hydras, grimlocks, yuan-ti, and even to 0 hit points, it explodes in a 10-foot-radius burst. Any lone dragons might be challenges (or allies) to a band of creature in the area must succeed on a DC 11 Reflex save Xen’drik explorers. Alongside these familiar monsters, a or take 3d6 points of damage of a type determined by the host of creatures not seen anywhere else dwell in the deep fluid the beetle holds. A successful save results in half damage. The save DC is Constitution-based.

jungles, the blasted desert wastes, and the other forgotten An alchemy beetle whose fluid supply has been corners of this vast land.

exhausted deals no damage when it explodes.

NEW MONSTERS OUTSIDE XEN’DRIK

The new monsters presented in this section can be Tentacle Spiders: Druids have spotted ten-equally challenging to adventurers outside Xen’drik. To tacle spiders in the Gloaming of the Eldeen Reaches.

transplant these creatures to other areas, consider the Tentacle spiders also live in the Khraal rainforest in following options.

Darguun.

Alchemy Beetles: Created by House Cannith Yuan-Ti Wretchling: The yuan-ti of the Talenta during the fi nal days of the Last War, groups of alchemy Plains are horrified by the experiments carried out by beetles still roam the Mournland. Wealthy nobles in large their cousins in Xen’drik. A few escaped wretchlings now cities sometimes use alchemy beetles as guards.

live with the Talenta yuan-ti, who struggle to fi nd a way Jungle Giants: Giants are uncommon on Khor-to reverse their mutation.

vaire, but a few jungle giants might live in the deep forests of the Eldeen Reaches.

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The giants of ancient Xen’drik created countless magical and alchemical innovations. One of these creations, the alchemy beetle, still wanders the continent.

STRATEGIES AND TACTICS

Alchemy beetles are mindless constructs programmed with insectile cunning. They attack primarily with their bite but sometimes use their hooked forelimbs for secondary attacks. They automatically spread out as much as possible to minimize damage from exploding allies.

SAMPLE ENCOUNTERS

Alchemy beetles can be found anywhere in Xen’drik, either alone or in clusters of up to ten individuals. They are common in the ruins of giant settlements or near the sites of ancient battles between the giants and quori.

Guardian (EL 2): An alchemy beetle has been programmed to guard a particular area of a giant ruin.

It attacks any Medium or smaller creature that moves within 30 feet.

Cluster (EL 4–9): On one of the ancient battle-grounds of the quori–giant conf lict, alchemy beetles ceaselessly patrol. Still following their millennia-old orders, they attack any creatures not wearing the insignia of the giant clan that once controlled them.

ECOLOGY

Alchemy beetles are mindless constructs that do not eat,

Alchemy beetle

ED

sleep, or breathe. Created as guardians, they cannot speak or comprehend languages. They follow their original programming until destroyed.

Environment: Though originally constructed for behind the skull reminiscent of that of a triceratops. Six guard duty in giant settlements, alchemy beetles have jointed black iron legs, the front two tipped with hooks, wandered into every corner of Xen’drik.

support a metal framework. A glass hemisphere sits in Typical Physical Characteristics: A n alchemy the framework, fused to the beetle by what look like black beetle is 4 feet long and 2 feet wide. It has a black iron metal veins.

head similar to a stag beetle’s, but with a f lared ridge The glass hemisphere is fi lled with an alchemical mixture such as alchemist’s fi re, alchemist’s frost, alchemist’s spark, or acid. When the alchemy beetle attacks, this liquid drips from its mandibles.

ALCHEMY BEETLE LORE

Alignment: As mindless automatons, alchemy beetles are always neutral.

Characters with ranks in Knowledge (arcana) can learn more about alchemy beetles. When a character makes TYPICAL TREASURE

a skill check, the following lore is revealed, including information from lower DCs.

Alchemy beetles do not carry or store treasure of any kind.

Knowledge (Arcana)

FOR PLAYER CHARACTERS:

DC Result

ALCHEMY BEETLE CONSTRUCTION

12

This creature is an alchemy beetle, a mindless construct incapable of independent thought. This result A black iron framework and thick glass carapace make up reveals all construct traits.

an alchemy beetle’s body. The carapace holds 4 gallons of 17

Alchemy beetles were constructed by the giants of alchemical liquid. 1,000 gp of raw materials is required, Xen’drik to act as guardians but now wander the con-along with successful DC 15 Craft (blacksmithing) and tinent unguided. They are so named because each has DC 15 Craft (glassblowing) checks. The alchemy beetle’s an alchemical bite fueled by liquid stored in a glass creator can give the construct a simple command to govern bubble on its back.

its actions, such as “Remain in an area and attack all crea-22

Any combat against an alchemy beetle is a losing tures that enter.” The creator can give the construct a new proposition. If destroyed, the construct explodes, command at any time the construct is within 30 feet.

dealing damage to all adjacent creatures.

CL 5th; Craft Construct ( MM 303), fireball, caster must be at least 5th level; Price 7,000 gp; Cost 4,000 gp

+ 240 XP.

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D

Feats Alertness, Skill Focus (Move Silently), Toughness (2) ream Serpent

Skills Climb +14, Hide +3, Listen +2, Move Silently +10, This great green serpent bears a strange pattern of glistening silver scales Spot +6, Swim +14

down the length of its back. Its eyes shine even brighter—two great pools of Advancement 10–14 HD (Large); 15–26 HD (Huge) S

silver peering out above a gaping, fanged maw.

Poison (Ex) Creatures that fall asleep after taking Wisdom damage from a dream serpent’s poison have vivid ER

D

T

REAM SERPENT CR

6

dreams of exotic vibrant jungles and thousands of N

Often N Large magical beast

angry serpents. The dreams are disturbing but cause U

Init +3; Senses scent; Listen +2, Spot +6

no ill effects.

O

AC 16, touch 12, fl at-footed 13

Sleep Gaze (Su) As the sleep spell, duration 1d6 minutes, 30 feet, Fortitude DC 15 negates. The save DC is Cha-ENC

(–1 size, +3 Dex, +4 natural)

hp 64 (9 HD)

risma-based.

Fort +7, Ref +9, Will +3

Skills A dream serpent has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb Speed 30 ft. (6 squares), climb 20 ft., swim 20 ft.

check, even if rushed or threatened. It has a +8 racial Melee bite +14 (1d8+9 plus poison)

bonus on Swim checks to perform some special action or Space 10 ft.; Reach 5 ft.

avoid a hazard. A dream snake can always choose to take Base Atk +9; Grp +19

10 on Swim checks, even if distracted or endangered.

Atk Options poison (DC 15, 1d6 Wis/1d6 Wis plus It can use the run action while swimming, provided it dreams)

swims in a straight line.

Special Actions sleep gaze

Abilities Str 23, Dex 16, Con 13,

Int 4, Wis 11, Cha 12

The jungles of Xen’drik teem with exotic life, but none are more sought after than the dream serpent.

STRATEGIES AND TACTICS

Dream serpents hunt throughout Xen’drik’s jungles. In combat, a dream serpent uses its sleep gaze to best advantage, reserving its bite for creatures that are resistant or immune to its gaze. It lurks in high trees, typically descending only to attack sleeping prey. A dream serpent can easily catch an entire group unaware by putting a sentry to sleep. It then snatches a target of its choice, dragging the hapless creature off into the jungle and leaving its companions unaware until morning.

Dream serpents fi ght as a group when their nesting grounds are threatened. A single serpent protects each nest at any cost, while the others in the group attempt to drive off intruders.

SAMPLE ENCOUNTERS

Dream serpents are intelligent enough to leave clearly superior foes alone, but they fi ght fiercely when threatened. The drow and yuan-ti of Xen’drik revere the dream serpents, and careless hunters might run afoul of such guardians.

Individual (EL 6): A lone dream serpent could be encountered in any part of Xen’drik’s endless jungle. If a passing party takes care not to disturb a resting dream serpent, it might ignore the travelers’ presence. However, a serpent that has recently been the target of hunters might attack without provocation.

Nesting Ground (EL 8–12): A dream serpent nesting ground can contain up to nine mated pairs. The suggested Encounter Levels assume that half the serpents remain at their nests, while their mates engage the party.

They first attempt to use their sleep gaze on creatures entering the clearing, but they move to attack if necessary. Dream serpents defending their nesting grounds typically fi ght until slain.

Dream serpent

WE

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ECOLOGY

G

Renowned for their shimmering scales, pearly fangs, iant, Jungle

and hallucinogenic venom, dream serpents are hunted This lean, humanlike being stands at least 12 feet tall. Its light brown skin by explorers throughout Xen’drik. Boats leaving for resembles bark, and pale green hair grows in short tufts over its scalp and ENC

Khorvaire often carry the dried leather and carved fangs down its back and arms.

of these mysterious jungle predators.

JUNGLE GIANT

O

The drow, who call the dream serpents qulashtaq, view CR

8

U

these creatures as a vital part of their lives and culture. They Often N Large giant

N

use the skin for armor, the fangs for weapons, the bones Init +9; Senses low-light vision; Listen +7, Spot +8

TER

and eyes in rituals, the flesh for food, and the venom as a Languages Drow, Giant

deadly weapon. The venom, when diluted, also serves in S

AC 25, touch 18, fl at-footed 16

their religious ceremonies. Both the drow and the yuan-ti (–1 size, +9 Dex, +2 armor, +5 natural)

(who venerate dream serpents as aspects of the Devourer) hp 82 (11 HD)

indiscriminately attack explorers who indulge in what they Fort +10, Ref +14, Will +4

see as wasteful slaughter of these noble creatures.

Speed 40 ft. (8 squares); woodland stride Normally solitary, dream serpents gather in commu-Melee longspear +12/+7 (2d6+7/×3)

nal nesting grounds to incubate and hatch their eggs.

Ranged mwk javelin +17 (1d8+5) or

Environment: Dream serpents inhabit Xen’drik’s Ranged mwk javelin +15/+15 (1d8+5) with Rapid Shot warm forests, particularly areas of tall trees and sheltered Space 10 ft.; Reach 10 ft.

clearings.

Base Atk +8; Grp +17

Typical Physical Characteristics: A dream ser-Atk Options Point Blank Shot, Quick Draw pent grows to a length of 15 feet and can weigh up to Spell-Like Abilities (CL 11th):

200 pounds.

1/day— entangle (DC 9), snare

Alignment: As jungle predators, dream serpents 3/day— pass without trace, wood shape

are almost always neutral. However, with their relatively Abilities Str 21, Dex 28, Con 16, Int 12, Wis 13, Cha 7

high Intelligence, individual serpents sometimes take on Feats Lightning Reflexes, Point Blank Shot, Quick Draw, kindly or malevolent bents.

Rapid Shot

Skills Craft (leatherworking) +5, Craft (woodworking) TYPICAL TREASURE

+5, Hide +12*, Listen +7, Move Silently +16, Spot +8, Dream serpents do not carry or store treasure of any Survival +8*

kind. However, the hide and fangs of a dream serpent

* Jungle giants have a +4 racial bonus on Hide and Survival are valuable commodities, worth up to 200 gp total in checks made in jungle terrain.

Xen’drik or Sharn.

Advancement by character class; Favored Class ranger Possessions masterwork leather armor, masterwork longspear, 6 masterwork javelins, giant bag

Woodland Stride (Ex) Jungle giants can move through nat-DREAM SERPENT LORE

ural overgrown areas at normal speed without damage.

See the druid class feature, PH 36 .

Characters with ranks in Knowledge (nature) can learn more about dream serpents. When a character makes a skill check, the following lore is revealed, including Jungle giants are the gentle descendants of the powerful information from lower DCs.

titans who once ruled Xen’drik. They live throughout the humid jungles that give them their name.

Knowledge (Nature)

STRATEGIES AND TACTICS

DC Result

16

Dream serpents are magical beasts named for the hal-Jungle giants have little of the thirst for combat shared lucinatory effects of their venom. This result reveals by others of their kind, preferring to stay at range and all magical beast traits.

pepper their enemies with javelins. They are more than 21

A dream serpent has a potent poisonous bite that capable of defending themselves, however, and carry numbs its victims’ instincts. However, it prefers to use elegant longspears to use in melee.

its sleep gaze before resorting to melee.

They

fl ank with their allies whenever possible and 26

The drow hunted dream serpents long before explor-use entangle to keep more powerful foes at bay. When faced ers came to Xen’drik. Now, competition for the serpents with an enemy they cannot defeat, jungle giants use their means that hunters must be wary of drow retaliation, woodland stride and pass without trace abilities to slip away as well as the threat from the serpents themselves.

safely, with snare traps left against those who might track 31

The drow and yuan-ti of Xen’drik both revere the them with magic.

dream serpent, but the yuan-ti present the greater SAMPLE ENCOUNTERS

threat to hunters. They worship the serpents as an aspect of the Devourer and consider killing one to be an act of Jungle giants care deeply for their jungle habitat and the deepest sacrilege.

wild animals that live there. They are typically encountered singly, in pairs, or in a tribe of three to ten giants caring for up to three young or infi rm noncombatants.

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Typical Physical Characteristics: Jungle giants stand from 9 to 12 feet tall at maturity and can weigh as much as 1,100 pounds.

Alignment: Their essential connection to nature means that most jungle giants maintain a strictly neutral philosophy. However, where they have come into contact with other races or dark magic, individual jungle giants demonstrate a moral or ethical bent.

SOCIETY

Jungle giants live in campsites. They construct collapsible tents out of animal hides and strap long tent poles to their backs when on the move. Though omnivorous, jungle giants have great respect for animal and plant life, and they take pains not to kill more than they need to survive.

Jungle giant tribes often do not have a leader. The giants make decisions by consensus, though tribes with an even number of giants sometimes grant the most powerful member two votes.

Jungle giants sometimes train wild animals, such as dire tigers, to serve as companions and guardians.

TYPICAL TREASURE

Excellent woodworkers and leatherworkers, jungle giants craft elegant weapons, armor, and personal adorn-ments, decorating their bodies and hair with wooden

Jungle giant

ED

beads and jewelry. Such items often make up the bulk of their treasure, in addition to whatever relics of ancient Xen’drik they have turned up on their travels. A jungle giant has standard treasure for its Challenge Rating, A jungle giant tribe often has two to four trained dire about 3,400 gp.

tigers serving as guard animals.

Jungle giants are nomadic, moving from campsite to JUNGLE GIANTS AS CHARACTERS

campsite, and sometimes act in seemingly unpredictable Jungle giant characters possess the following racial traits.

ways. They live long lives and make plans that can unfold

—+10 Strength, +18 Dexterity, +3 Constitution, +2

over decades. Though they might attack or aid travelers Intelligence, +2 Wisdom, –4 Charisma.

for no apparent reason, their actions (whether helpful or hostile) often tie to experiences or recollections of years before.

Individual (EL 8): A single jungle giant wanders an JUNGLE GIANT LORE

area frequently traveled by explorers. Many report being Characters with ranks in Knowledge (nature) can learn observed by the creature from a distance, but the giant more about jungle giants. When a character makes a skill has attacked at least one party for reasons unknown.

check, the following lore is revealed, including informa-Tribe (EL 16): This group of giants has made a tem-tion from lower DCs.

porary home in the overgrown shelter of a cyclopean ruin.

The tribe is six strong, led by a 7th-level ranger.

Knowledge (Nature)

DC Result

ECOLOGY

18

Jungle giants are nomadic wanderers that live deep Jungle giants are shy and reclusive, keeping to themselves in the uncharted Xen’drik wilderness. This result whenever possible. On occasion they emerge from their reveals all giant traits.

jungles to trade, then quickly melt into the trees once 23

Though hardly friendly, jungle giants have less of a their business is complete.

reputation for savagery than many of their Xen’drik The skin of a jungle giant ranges from near-black to cousins. A jungle giant’s more refined manner also pale tan, with a barklike texture. Instead of hair, jungle extends to combat.

giants have short fur of yellow, green, or brown covering 28

Their nature-driven detachment aside, jungle giants their heads, shoulders, and upper arms. They are quick can hold grudges. A jungle giant might attack a party and nimble, the most dexterous of all the giants.

just because it bears a resemblance to a group that Environment: Though they can be encountered in insulted the giant fi fty years before.

any of Xen’drik’s warm forests, jungle giants seek out the deepest unexplored reaches of the mysterious continent.

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—Large size: –1 penalty to Armor Class, –1 penalty on Base Atk +12; Grp +31

attack rolls, –4 penalty on Hide checks, +4 bonus on Atk Options Mounted Combat, Point Blank Shot, Precise grapple checks, lifting and carrying limits double those Shot

of Medium creatures.

Combat Gear wand of cure moderate wounds (17 charges), scroll of ray of exhaustion, scroll of phantasmal killer, scroll of ENC

—Space/Reach: 10 feet/10 feet.

—A jungle giant’s base land speed is 40 feet.

chain lightning

Warlock Invocations Known (CL 5th):

O

—Low-light

vision.

Least (at will)— eldritch blast (+14 ranged touch, 3d6), eldritch U

—Racial Hit Dice: A jungle giant begins with eleven N

levels of giant, which provide 11d8 Hit Dice, a base attack spear* ( eldritch blast, range 250 ft.) , frightful blast** (creaT

tures struck by eldritch blast must succeed on a DC 16

ER

bonus of +8, and base saving throws of Fort +7, Ref +3, Will save or be frightened for 1 minute), sickening blast**

and Will +3.

S

(creatures struck by eldritch blast must succeed on a

—Racial Skills: A jungle giant’s giant levels give it DC 16 Fortitude save or be sickened for 1 minute) skill points equal to 14 × (2 + Int modifier). Its class

* Blast shape invocation ( Complete Arcane 9) skills are Craft, Hide, Listen, Move Silently, Spot, and

** Eldritch essence invocation ( Complete Arcane 9) Survival. A jungle giant has a +4 racial bonus on Hide Spell-Like Abilities (CL 14th):

and Survival checks in jungle terrain.

At will— detect magic (CL 6th), levitate, spike stones (DC 18), stone

—Racial Feats: A jungle giant’s giant levels give it shape, wall of stone (DC 19)

four feats.

Abilities Str 33, Dex 14, Con 23, Int 19, Wis 18, Cha 18

—+5 natural armor bonus.

SA rock throwing ( MM 124)

—Special Qualities: Woodland stride ( PH 36).

SQ deceive item, rock catching ( MM 124)

—Weapon and A rmor Proficiency: A jungle giant Feats A lertness, Combat Casting, Extra Invocation*, is automatically proficient with simple weapons and Magical Aptitude, Mounted Combat, Point Blank Shot, light armor.

Precise Shot

—Automatic

Languages:

Giant. Bonus Languages:

*Feat described in Complete Arcane

Common, Drow, Sylvan.

Skills Concentration +16, Handle Animal +17, Hide +11*,

—Spell-Like Abilities: 1/day— entangle, snare. 3/day—

Jump +15, Knowledge (history) +20, Knowledge (the pass without trace, wood shape. Caster level 11th; save DC 10 +

planes) +20, Listen +19, Ride +16, Spellcraft +16 (+18

jungle giant’s Cha modifi er + spell level.

scrolls), Spot +19, Use Magic Device +16 (+18 scrolls)

—Favored

Class:

Ranger.

*In desert areas, this rises to +15.

—Level Adjustment: +5.

JUNGLE GIANTS WITH CLASS LEVELS

One in ten jungle giants is a ranger or druid. Such individuals rarely leave their tribes and migratory lands, but they might do so to complete important quests or see a plan through to fruition.

Level Adjustment: +5.

Giant, Primordial

This enormous humanoid seems to crackle with magical energ y. Glowing tattoos cover his wrinkled bronze skin, each one flaring with dim green light.

Vivid blue eyes shine like sapphires under his ash-gray brows. A nimbus of blue power surrounds the giant’s hands, trailing after him as he moves.

PRIMORDIAL SUN GIANT WARLOCK CR

17

Male sun giant warlock* 5

* Class described in Complete Arcane

NE Huge giant (fi re)

Init +2; Senses darkvision 60 ft.; Listen +19, Spot +19

Languages Common, Draconic, Drow, Giant, Ignan AC 20, touch 10, fl at-footed 18

(–2 size, +2 Dex, +10 natural)

hp 183 (18 HD); DR 1/cold iron

Immune fi re

Fort +15, Ref +7, Will +12

Weakness vulnerability to cold

Speed 40 ft. (8 squares)

Melee +2 longspear +23/+18/+13 (3d6+18/×3) Ranged rock +12 (2d8+11)

Space 15 ft.; Reach 15 ft.

Primordial sun giant warlock

RL

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Possessions combat gear plus +2 longspear SOCIETY

Eldritch Blast (Sp) Standard action; range 60 feet; +12

Primordial giants embrace enlightened civilization.

ranged touch; 3d6 damage. Complete Arcane 7.

They study constantly, struggling to recapture the lost Deceive Item When making a Use Magic Device check, a knowledge of their race as they experiment with one S

primordial sun giant warlock can take 10 even if dis-invention after another. Primordial giants place a high tracted or threatened. Complete Arcane 8.

priority on exploring Xen’drik’s ancient ruins in search ERT

Skills A primordial sun giant has a +2 racial bonus on of their former glory. They neglect their physical attri-N

Spellcraft and Use Magic Device checks, and a +4 racial butes in their quest to improve their minds.

U

bonus on Hide checks.

The cultured nature of primordial giants does not O

translate into pacifi sm, however. Some primordial giant In most cases, “primordial” indicates a throwback to a tribes consider themselves so highly advanced that they ENC

cruder, more savage state. Among the giants of Xen’drik, think nothing of killing other sentient creatures to however, it means a return to the grand, enlightened further their goals, viewing such acts as little different Age of Giants.

from slaughtering cattle. More refi ned tribes sometimes This sample primordial giant uses a 5th-level sun make deals with “lesser” creatures to explore dangerous giant warlock as the base creature.

ruins and retrieve lost artifacts. Primordial giants are fascinated with magic and often seek to trade knowledge STRATEGIES AND TACTICS

with spellcasting adventurers—though unscrupulous Primordial sun giants prefer to strike only after thought-tribes typically kill the generous spellcaster afterward, fully constructing a plan, and they attempt diplomacy shamed that they had to rely on an inferior being to gain first when encountering an unexpected enemy. They arcane knowledge.

prefer to remain at distance if combat erupts, raining Some primordial giants learn to harness the innate spells and invocations down on their enemies, or hurling power their ancestors learned from the dragons, mani-rocks as a last resort.

festing this power as blasts of pure arcane energy. Such abilities can be represented with levels of the warlock class from Complete Arcane.

GIANTS OF XEN’DRIK

Even in an age of exploration, the giants of Xen’drik d% Item

remain a mystery. Eighty thousand years ago, they built 16–19

Worn ceramic idol of a giant deity

an empire the like of which has not been seen since, 20–21

Ceramic pot full of colored dye

but a magical cataclysm plunged them into a dark age.

22–24

1d4 pieces of coal

Now their descendants live among the broken ruins of 25–26 Ornate

copper

bauble

a once-great civilization.

27–28

1d4 ancient giant copper coins

The giant entries in the Monster Manual, as well as several 29–32

Crude leather sandals

in Monster Manual II (the forest, sand, and sun giants), Fiend Folio (the bog and shadow giants), Monster Manual III (the 33–35

Crude stone platter

death, eldritch and sand giants), and Monster Manual IV

36–37

Crystal fragments in a smaller sack

(the craa’ghoran giant) represent the vast racial range of 38–42

2d4 dried fi sh

the giants of Xen’drik. The primordial template represents 43–46

Trio of drow skulls made into a bracelet

a variation on the average Xen’drik giant.

47–50

Exotic berries or fruit

51–53 Fire-starting

stick

XEN’DRIK GIANT BAGS

54–56

Flint and leg bone axe

57–59

Gear taken from explorers (DM’s choice)

The giants of Xen’drik often carry bags with them, holding what few personal belongings they possess. Made of 60–62

Giant tooth inscribed with runes

roughly stitched hide or crude cloth, these bags contain 63–68 Haunch

of

meat

a variety of items, depending upon the giant ( MM 120).

69–73

Large gourd full of water

The following list presents a number of variant items 74–76 Obsidian

knife

to reflect the nature of the giants of Xen’drik and the 77–79

Relic from ancient times

environments they inhabit.

80–82

Scrap of crumbling parchment

83–84 Small

Siberys

dragonshard

d% Item

85–86 Si lver-streaked

geode

01–05

Aromatic roots wrapped in large leaves

87–88

Small stone idol of a kneeling elf

06–08

2d8 beetle shells

89–92

Small stone tablet with worn pictograms

09–11

Broken piece of giant bee honeycomb

93–94

Two halves of a broken ceramic mask

12–13

Broken stone key

95–97

100–200 feet of vine rope

14–15

Ceramic beads and tokens

98–100 Wood carving and crude tools

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CREATING A PRIMORDIAL GIANT

Atk Options poison (DC 18, 1d6 Con/1d6 Con), favored

“Primordial” is an inherited template that can be added enemy animals +2, favored enemy giants +2, favored to any giant (referred to hereafter as the base creature).

enemy magical beasts +2

A primordial giant uses all the base creature’s sta-Abilities Str 21, Dex 16, Con 16, Int 13, Wis 13, Cha 12

ENC

tistics and special abilities except as noted here.

SQ scorpion empathy +11

Languages:

Their increase in Intelligence might

Feats Improved Initiative, TrackB, Two-Weapon Fighting, O

allow primordial giants to select additional languages Weapon Focus (drow long knife), Weapon Focus (sting) U

from those available to the base creature.

Skills Hide +11, Jump +13, Listen +9, Move Silently +15, N

Spell-Like Ability: Primordial giants retain some Spot +9, Survival +12

TER

of the arcane power of their ancestors. A primordial giant Advancement by character class; Favored Class ranger can choose one of the following spell-like abilities, which Possessions 2 drow long knives*, 6 Xen’drik boomerangs

S

it can thereafter manifest at will: invisibility, invisibility purge, or

*New weapon described in Chapter 5

levitate. Caster level equals the giant’s racial Hit Dice.

Favored Enemies (Ex) A scorrow has animals, giants, and Abilities: Adjust from the base creature as follows: magical beasts as favored enemies, each at a +2 bonus.

Str –4, Con –2, Int +4, Cha +4.

See the ranger class feature, PH 47.

Special Qualities: Primordial giants retain the Scorpion Empathy (Ex) A scorrow can improve the attitude special qualities of the base creature and gain the fol-of scorpions. This ability functions just like the druid’s lowing special quality.

wild empathy class feature ( PH 37), using the scorrow’s Magical Knack (Ex): Primordial giants use all spell-like Hit Dice in place of druid levels.

abilities at +1 caster level.

Skills A scorrow has a +4 racial bonus on Hide, Move Skills: Their increase in Intelligence awards pri-Silently, and Survival checks.

mordial giants 8 extra skill points for their fi rst racial Hit Die, 2 extra skill points per racial Hit Die beyond Scorrow are possibly the deadliest hunters in Xen’drik.

the fi rst, and 2 extra skill points per class level (if any).

They are found in nearly any environment, lurking in the Primordial giants gain any one Knowledge skill as a shadows as they search for prey worthy of their venom.

class skill.

Primordia l giants receive a +2 racial bonus on Spell-STRATEGIES AND TACTICS

craft and Use Magic Device checks.

For scorrow, the hunt is everything. They pursue a target Environment: Usually same as base creature.

by fi rst locating the creature’s trail, then stalking it with Favored Class: Primordial giants gain warlock as a tireless effi ciency. Scorrow frequently let lesser prey pass, favored class, in addition to the favored class of the base searching instead for a more challenging target. When creature.

attacking as a group, some scorrow stay at a distance, Level Adjustment: Same as base creature.

using their boomerangs before closing to melee.

Challenge Rating: Same as base creature.

SAMPLE ENCOUNTERS

S

Scorrow range across Xen’drik but are seldom found corrow

among other sentient creatures. They typically travel alone Eight segmented legs support the long body of a black scorpion. Where its or in pairs, but they sometimes establish small colonies.

head should be, the smooth torso of a dark-skinned elf rises up, its arms Hunters

(EL

7–9): A lone scorrow or a pair might

wielding silvered blades. The eyes of a hunter scan the area, while a long be hunting the rare creature that a band of adventurers tail ending in a deadly stinger dances overhead.

seeks—or might decide that the adventurers themselves are better game.

SCORROW CR

7

Scorrow Colony (EL 9–12): A colony contains up Usually CE Large aberration

to fi ve scorrow accompanied by one to four Large mon-Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Listen strous scorpions.

+9, Spot +9

EL 11: A group of four scorrow and two monstrous Languages Common, Drow, Giant

scorpion guardians have been spotted within a day’s AC 21, touch 12, fl at-footed 18

march of Stormreach. Two human adventuring bands (–1 size, +3 Dex, +9 natural)

who inadvertently entered their territory were lucky to hp 75 (10 HD)

escape unscathed, but a group of Khorvairian elves and SR 21

half-elves were savagely cut down.

Fort +6, Ref +6, Will +8

Speed 50 ft. (10 squares)

ECOLOGY

Melee drow long knife +12/+7 (1d8+5/19–20) or The scorrow’s physical kinship to the drow is obvious, Melee sting +12 (1d6+2 plus poison) or but they are not simply transformed drow. Rather, they Melee drow long knife +10/+5 (1d8+5/19–20) and are a race that breeds true. Scorrow live long lives and drow long knife +10 (1d8+5/19–20) and

reproduce infrequently. Their young hatch fully formed sting +7 (1d6+2 plus poison)

and are expected to travel with the colony from birth.

Ranged Xen’drik boomerang +9 (1d8+5)

Those who are unable to keep up with their elders are Space 10 ft.; Reach 5 ft.

left to fend for themselves, for the scorrow abhor weak-Base Atk +7; Grp +16

ness in any form.

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Scorrow

village and stung every member of the tribe. Although the poison brought great pain, it also brought about a transformation, changing these drow into the fi rst scorrow. The scorrow speak of the great scorpion with reverence and say that it lurks in the jungle still, appearing only to those worthy of its gifts.

The scorrow’s predatory and migratory nature

means that they have no central leadership or culture.

Each individual or small clan lives according to its own whims, though scorrow’s mutual disdain for other races mean that they rarely come into conf lict with each other.

The drow of Xen’drik respect the scorrow and treat them as divinely favored, but no great alliance exists between the two races. They sometimes work together, but only if the scorrow view the drow as being deserving of their company.

TYPICAL TREASURE

Scorrow covet the wealth of the sentient creatures they hunt, especially the armor and weapons of those who fall to their superior skill (whether the scorrow can use those items or not). A scorrow has double standard treasure for its Challenge Rating, about 5,200 gp.

SCORROW WITH CLASS LEVELS

Scorrow are generally not suitable as player characters, but some advance in character classes consistent with their lives as elite hunters. The leaders of scorrow clans often have levels in ranger or rogue.

A scorrow with class levels has spell resistance equal Clawborn Scorrow: Occasionally a scorrow is born to 21 + its class levels.

with the claws of a scorpion where its hands should be.

Level Adjustment: +5.

Such a creature has Weapon Focus (claw) and Multiattack in place of Weapon Focus (drow long knife) and Two-Weapon Fighting.

A clawborn scorrow is incapable of wielding weapons. Change its attack line to the following: SCORROW LORE

Characters with ranks in Knowledge (dungeoneering) Melee 2 claws +12 each (1d6+5) and

can learn more about scorrow. When a character makes sting +10 melee (1d6+2 plus poison)

a skill check, the following lore is revealed, including information from lower DCs.

Clawborn scorrow are otherwise identical to normal scorrow. They are treated no differently by their fellows Knowledge (Dungeoneering)

and often rise to power within their clans.

DC Result

Environment: The migratory scorrow can be found 17

Scorrow aren’t drow at all but a race unto themselves, in any part of Xen’drik, always in pursuit of prey.

though they clearly have some connection to the dark Typical Physical Characteristics: An adult scorrow elves. This result reveals all aberration traits.

stands some 7 feet tall and weighs about 2,300 pounds.

22

Scorrow are deadly two-weapon fi ghters and can Alignment: Their predatory nature and contempt weaken prey with their poisonous stings. A band of for weaker races give a majority of scorrow a chaotic evil scorrow uses boomerangs to soften up foes before outlook. However, rare individuals adopt other worldviews, finishing them off.

most often lone scorrow whose hunting instincts have 27

Some scorrow are born with scorpion claws instead evolved into the urge to explore Xen’drik’s mysteries.

of hands, but this makes them no less efficient in combat. However, though all scorrow are predatory, SOCIETY

not all are impulsive killers. Adventurers who meet a A lthough their true origins are lost to time and the scorrow without getting killed outright might have a depths of the jungle, the scorrow claim that they were chance of convincing the creature that they are worthy once the most skilled tribe of drow hunters in all of being allowed to live.

Xen’drik. Their god Vulkoor admired their skill and sent to them a great gift. A colossal scorpion came to the 82

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T

An entangled creature can escape with a DC

Entacle SPider

15 Escape Artist check or burst the web with a DC 19

The creature scuttling toward you seems to be a giant spider, but where its Strength check. The check DCs are Constitution-based, fangs should be are four long, writhing tentacles. Eight red eyes gleam above and the Strength check DC includes a +4 racial bonus.

Both DCs also include a +2 bonus for the writhing nature ENC

the squirming mass in the midst of its face.

of the web. The web has 12 hit points, hardness 0, and TENTACLE SPIDER CR

2

takes double damage from fi re.

O

Writhing webs are named for their disturbing ten-U

Always CE Medium aberration

N

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen dency to act like tentacles themselves. Exposure to air causes T

the sticky strands to coil and twist, writhing around an ER

+0, Spot +2

Languages none

enemy as if they were alive. This has caused heart-stopping S

panic in any number of Xen’drik explorers, as the writhing AC 16, touch 13, fl at-footed 13

webs seem to grow tighter and tighter around them.

(+3 Dex, +3 natural)

A tentacle spider’s writhing webs are not strong hp 13 (2 HD)

enough to function as a sheet web.

Fort +2, Ref +3, Will +3

Skills Tentacle spiders have a +4 racial bonus on Hide and Speed 30 ft. (6 squares), climb 20 ft.

Move Silently checks and a +8 racial bonus on Climb Melee 4 tentacles each +4 touch (poison) and checks. A tentacle spider can always choose to take 10 on bite

–1

(1d6)

Climb checks even when rushed or threatened. It uses Ranged writhing web +4 ranged touch (entangle) either its Strength or its Dexterity modifier for Climb Space 5 ft.; Reach 5 ft.

checks, whichever is higher.

Base Atk +1; Grp +1

Atk Options poison (DC 13, 1d3 Dex/1d3 Dex) Special Actions writhing web

The earliest Xen’drik explorers brought back tales of Abilities Str 11, Dex 17, Con 14, Int 3, Wis 10, Cha 2

these terrifying creatures. Scholars

Feats Weapon Finesse

have since determined the true

Skills Climb +12, Hide +8, Listen +0, Move Silently +8, nature of t hese

Spot +2

aberrations, but

Advancement 3 HD (Medium); 4–7 HD (Large) the initial mon-Writhing Web (Ex) A tentacle spider can throw a writh-iker of “ten-

ing web up to eight times per day. This is similar to an tacle spider”

attack with a net but has a maximum range of 50 feet, has stuck.

with a range increment of 10 feet, and is effective against targets up to one size category larger than the tentacle spider. The web anchors the target in place, allowing no movement.

TENTACLE SPIDER LORE

Characters with ranks in Knowledge (dungeoneering) can learn more about tentacle spiders. W hen a character makes a skill check, the following lore is revealed, including information from lower DCs.

Knowledge (Dungeoneering)

DC Result

12

The so-called tentacle spider isn’t a spider at all, but a monstrous aberration that makes its home in the forests of Xen’drik. This result reveals all aberration traits.

17

Tentacle spiders were so named by the earliest Xen’drik explorers because of the writhing webs they cast. A writhing web holds its targets fast, seeming almost alive as it clutches at them.

22

The touch of the creature’s tentacles incapacitates its victims.

27

Tentacle spiders try to immobilize one foe before moving on to the next. A lone tentacle spider is fearsome enough, but these horrid creatures sometimes travel in masses a dozen strong.

WE

Tentacle

spider

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STRATEGIES AND TACTICS

covered with thin chitinous plating and wiry gray hair, and Tentacle spiders prefer to stay at range, hindering it is segmented in the middle. The creature has eight red, enemies with their writhing webs before striking. Once bulbous eyes and six many-jointed legs. Instead of fangs, in melee, they attack fiercely with their tentacles, trying the creature has four tentacles as long as a human forearm S

to render one enemy immobile before moving on to surrounding its mouth. Each slimy, pink tentacle secretes a the next.

contact poison that renders foes clumsy and helpless.

ERT

Tentacle spiders possess a rudimentary intelligence N

SAMPLE ENCOUNTERS

but cannot speak.

U

Tentacle spiders hunt alone and in packs.

Environment: Tentacle spiders favor both warm O

Lone Hunter (EL 2): A lone tentacle spider lies in and temperate forests, gathering in sheltered trees. The wait for prey, throwing a writhing web to immobilize a remnants of their writhing webs in an area hint at the ENC

target before attacking. Whenever possible, it attempts presence of a colony, but lone tentacle spiders typically to pick off lone creatures or those bringing up the rear nest away from their hunting grounds.

of a group.

Typical Physical Characteristics: Tentacle spiders Hidden Colony (EL 4–7): Tentacle spiders gather are about 5 feet long and 3 feet tall. They weigh approxi-in groups of three to fi ve, living in the upper boughs of mately 150 pounds.

close-growing trees. They are always on the lookout for Alignment: Tentacle spiders are always chaotic evil.

prey, with a single scout attacking fi rst to gauge a foe’s They are rapacious and vicious creatures that kill without strength or draw a party into an ambush.

provocation.

Tentacle Mass (EL 7–9): Where the territories of tentacle spider colonies converge, the creatures sometimes mass TYPICAL TREASURE

against powerful enemies. Between six and eleven tentacle Tentacle spiders carry no treasure of their own, but the spiders make up a tentacle mass, using their writhing webs equipment and wealth of their former victims can some-to both immobilize foes and cut off escape.

times be found within their hunting grounds. A tentacle spider has a 50% chance of having goods or magic items, ECOLOGY

and 1/10 standard treasure in coins.

Despite its name, this aber-

ration is not truly a spider.

W

Its long, black

arforged, Quorcraft

tor so i s

Cold, lifeless eyes peer out beneath a metal brow. Made of roughly formed pieces of mithral and crudely carved wood, the construct raises its fists to strike.

QUORCRAFT WARFORGED BARBARIAN CR

4

(RAGING)

Male personality warforged barbarian 4

CN Medium construct

Init +1; Senses Listen +0, Spot +0

Languages none

AC 16, touch 9, fl at-footed 15; uncanny dodge (+1 Dex, +7 armor, –2 raging)

hp 51 (4 HD)

Immune construct immunities ( MM 307) Fort +4, Ref +2, Will +3

Speed 40 ft. (8 squares)

Melee 2 slams +9 each (1d8+5)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +9

Atk Options rage 2/day (3 rounds)

Abilities Str 20, Dex 13, Con —, Int —, Wis 11, Cha 1

SQ construct traits, fast movement, trap sense +1

Feats Mithral BodyB

Quorcraft

Skills Jump +7, Listen +0, Spot +0

warforged

Advancement by character class

barbarian

When not raging, the quorcraft warforged barbarian has the following changed statistics:

FW

AC 18, touch 11, fl at-footed 17

SV Will +1

Melee 2 slams +7 each (1d8+3)

Grp +7

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Abilities Str 16

W

Skills Jump +5

arforged Scorpion

Eight metal legs move with timed precision, supporting a segmented body The secrets behind the creation of the warforged go back made to look like a scorpion. Two long arms end in razor-sharp pincers, ENC

nearly forty thousand years to the war between the giants while a barbed tail waves overhead, dripping a caustic slime.

and the quori. During that confl ict, the quori created WARFORGED SCORPION

O

prototypical warforged, crafting a host of constructs CR

6

U

that bear a resemblance to modern warforged but are Usually NE Large construct

N

distinctly different.

Init +3; Senses darkvision 60 ft., low-light vision; Listen TER

Some of these quorcraft warforged still lurk today in

+0, Spot +0

the deepest recesses of the continent. Left to guard some Languages Common, Drow, Giant (can’t speak) S

forgotten outpost or wandering without purpose, these AC 22, touch 12, fl at-footed 19

constructs are a danger to those who encounter them. All (–1 size, +3 Dex, +10 natural)

who are not quori are enemies to the quorcraft, and they hp 85 (10 HD); DR 5/adamantine

attack without mercy or compassion.

Immune construct immunities ( MM 307) This example uses a 4th-level warforged barbarian Resist acid 10, cold 10, electricity 10, fi re 10, sonic 10

as the base creature.

Fort +3, Ref +6, Will +5

Speed 40 ft. (8 squares)

CREATING A

Melee 2 claws +12 each (1d8+6) and

QUORCRAFT WARFORGED

sting +7 (1d6+3 plus 1d6 acid)

“Quorcraft” is an inherited template that can be added Space 10 ft.; Reach 5 ft.

to any warforged (referred to hereafter as the base Base Atk +7; Grp +17

creature). The quorcraft template can be applied only Atk Options Improved Bull Rush, Improved Overrun, during creation.

Improved Sunder, Power Attack

A quorcraft warforged uses all the base creature’s Special Actions acid spray

statistics and special abilities except as noted here.

Abilities Str 22, Dex 17, Con —, Int 4, Wis 14, Cha 1

Alignment: As the base creature, but any good or SQ construct traits

evil component changes to neutral.

Feats Improved Bull Rush, Improved Overrun, Improved Size and Type: The base creature’s size does not change.

Sunder, Power Attack

It gains the construct type. The traits of the construct type Skills Climb +10, Hide +4, Listen +0, Move Silently +7, override the base creature’s living construct traits.

Spot +0

Armor Class: The armor bonus granted by the base Advancement 11–18 HD (Large); 19–30 HD (Huge) creature’s composite plating (or by a feat or ability that Acid Spray (Su) 30-foot cone from the tip of the warforged improves or replaces its composite plating) improves scorpion’s stinger, 1/day, damage 8d6 acid, Reflex DC

by 2.

15 half.

Hit Dice: The base creature’s Hit Dice do not

Warforged

change, but it loses any Constitution modifier to its hit

scorpion

points and gains bonus hit points dependent upon its size ( MM 307).

Full Attack: As a full attack, a quorcraft warforged can make two slam attacks at the base creature’s full base attack bonus.

Damage: Increase the damage dealt by the base creature’s slam attack as if the creature were two sizes larger ( MM 291).

Abilities: A quorcraft warforged has Wisdom 11

and Charisma 1. As a construct, a quorcraft warforged has no Intelligence or Constitution score.

Feats: A quorcraft warforged loses all the base FW

creature’s feats, including weapon and armor pro-ficiencies. Any warforged racial feats possessed by the base creature become bonus feats.

Skills: A quorcraft warforged loses all the base creature’s skills and gains no new skills.

Organization: Solitary or team (2–5).

Env ironment: Usua l ly same as

base creature.

Advancement: By character class.

Level Adjustment: —

Challenge Rating: Same as base

creature.

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A warforged scorpion that uses its acid spray Today, a small group of drow maintains the secret of cannot deal acid damage with its sting until its acid spray creating these powerful constructs and have a number ability is usable again.

of warforged scorpions in their service. However, the majority of warforged scorpions are now free-willed, S

Before the fall of the giants, clans of renegade drow learned wandering the jungles since the demise of their original the secrets of creating constructs in the ruined creation masters in ages past. These construct predators hunt the ERT

forges the quori left behind. In these forges they built the unwary, sometimes responding to the remnants of their N

first warforged scorpions in homage to their god Vulkoor.

original instructions in unexpected ways.

U

Warforged scorpions understand Common, Drow, O

STRATEGIES AND TACTICS

and Giant but cannot speak. They communicate with their With programmed cunning, warforged scorpions always masters through crude gestures and tail motions.

ENC

attempt to sneak up on their prey. Once combat begins, they Environment: Warforged scorpions can be found methodically attack any creatures within reach, trusting in in any part of Xen’drik. Their construct immunities their armor and damage reduction to carry them through allow them to travel through the most inhospitable and even the toughest encounters. They are intelligent enough to unlikely terrain.

use their sting attack against lightly armored foes, and avoid

Typical Physical Characteristics: A warforged scor-using their acid spray unless the situation grows desperate.

pion is approximately 10 feet long, with a tail that curves Under most circumstances, they fi ght until destroyed.

some 6 feet overhead. It stands 4 feet above the ground and weighs 4,000 pounds. From a distance or in shadow, a war-SAMPLE ENCOUNTERS

forged scorpion resembles a Large monstrous scorpion.

More recently created warforged scorpions might be Alignment: Though a construct, a warforged scor-found in proximity to the drow masters they serve. How-pion has a rudimentary intelligence. Most warforged ever, their programmed role as lone hunters means that scorpions reflect the neutral evil ethos of their hunter-these constructs are almost always encountered alone.

killer origin, but a few that have wandered Xen’drik for Guardian (EL 6): A warforged scorpion prowls the millennia have adopted a more lawful or chaotic bent.

ancient frontier of a drow clanhold, a thousand years after the enclave of its creators was swallowed by the jungle.

TYPICAL TREASURE

Warforged scorpions carry and collect no treasure, though ECOLOGY

they sometimes protect sites and relics of the ancient drow.

As the civilization of the giants collapsed in the aftermath of the war against the quori, the drow deployed warforged Y

scorpions against their renegade elf kin and their giant uan-Ti Wretchling

masters alike. Sent into battle as fast as they could be This creature might have once been human, but leathery green scales now constructed, the warforged scorpions were instrumental mark its exposed skin. Its hair is falling out in clumps, and its eyes bear in allowing the drow to establish a foothold of control in slitted yellow irises. As it opens its mouth, the creature reveals an uneven Xen’drik as the empire of the giants fell.

row of misshapen yellow fangs.

YUAN-TI WRETCHLING CR

1

Usually CE Medium aberration

WARFORGED SCORPION LORE

Init +3; Senses darkvision 60 ft., scent; Listen +3, Spot +3

Languages Draconic

Characters with ranks in Knowledge (arcana) can learn more about warforged scorpions. W hen a charAC 14, touch 13, fl at-footed 11

acter makes a skill check, the following lore is revealed, (+3 Dex, +1 natural)

including information from lower DCs.

hp 5 (1 HD)

Fort +1, Ref +3, Will +2; +4 against poison Knowledge (Arcana)

Speed 30 ft. (6 squares)

DC Result

Melee bite +3 (1d6+3 plus poison)

16

Warforged scorpions are predatory constructs that wander Space 5 ft.; Reach 5 ft.

Xen’drik. This result reveals all construct traits.

Base Atk +0; Grp +2

21

Warforged scorpions are millennia-old survivors of Atk Options poison 1/day (DC 11, 1d4 Con/1d4 Con) Xen’drik’s ancient wars. Their original instructions Abilities Str 14, Dex 17, Con 12, Int 4, Wis 11, Cha 10

forgotten, they now hunt and destroy any creatures SQ poison resistance

they meet.

Feats Alertness, Weapon FinesseB

26

Though most warforged scorpions date from the quori–

Skills Listen +3, Spot +3

giant confl ict, these constructs were created by the drow Advancement 2–4 HD (Medium); 5–6 HD (Large) as a weapon against the giants and the elves. The drow of Poison (Ex) A yuan-ti wretchling can deliver a poisonour Xen’drik create new warforged scorpions even today.

bite once per day.

31

The warforged scorpions that have wandered Xen’drik Poison Resistance (Ex) Constant exposure to its poisonous since ancient times actually have a degree of free will.

saliva grants a yuan-ti wretchling a +4 racial bonus on saving throws against poison.

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In their desire to transform the creatures around them into snakelike servitors, the yuan-ti of Xen’drik have long captured explorers and drow to experiment on. Most experiments to date have resulted either in death or in the creation of a yuan-ti wretchling.

STRATEGIES AND TACTICS

Wretchlings are the expendable shock troops of the yuan-ti. They are not smart enough to use tactics, following their masters’ orders until dead. Left to its own devices, a wretchling simply attacks the creature closest to it, using its poison bite at the fi rst opportunity.

SAMPLE ENCOUNTERS

Because of their relative weakness in combat, yuan-ti wretchlings are almost always deployed in groups of two or more.

Clutch

(EL

2–5): A small squad of two to fi ve

wretchlings is often sent against a single target, typically an enemy party’s combat leader or spellcaster.

Even if they are overpowered, the wretchlings’

assault disrupts the foe’s actions for a few rounds, allowing the yuan-ti who ordered the attack to prepare a strategy or escape.

Mass (EL 6–15): This larger unit might contain six to twenty wretchlings. It typically defends a strategic position or gauges an enemy’s defensive strength by making a direct frontal assault.

ECOLOGY

Wretchlings have a long and terrible history. The evil yuan-ti of Xen’drik have sought for ages to perfect their

Yuan-ti wretchling

techniques of transformation. Once they accomplish this goal, they intend to conquer all Eberron. For now, the growing legions of wretchlings stand as sorrowful testa-ment to the madness of their masters.

For the most part, the lives of wretchlings are merci-fully short. Their deaths simply provide incentive for con-YUAN-TI WRETCHLING LORE

tinued experimentation. Wretchlings possess only limited intelligence and are completely devoted to their yuan-ti Characters with ranks in Knowledge (dungeoneering) can learn more about yuan-ti wretchlings. When a char-masters. They speak a guttural pidgin version of Draconic acter makes a skill check, the following lore is revealed, that few creatures other than yuan-ti can understand.

including information from lower DCs.

Environment:

Like their yuan-ti masters, wretch-

lings haunt Xen’drik’s warm forests. They are often Knowledge (Dungeoneering)

found in or around areas where dream serpents are DC Result

plentiful, under orders to turn any would-be hunters 11

This pathetic creature is a wretchling, an aberration into the hunted.

native to Xen’drik’s warm forests. This result reveals

Typical Physical Characteristics: Though humanoid all aberration traits.

in general appearance, a wretchling’s aberrant nature is 16

The wretchlings are the servants and expendable shock apparent even at a distance. The creatures’ pathetic troops of the yuan-ti, but they are not born of that appearance inspires as much pity as disgust, and explor-loathsome race. Rather, they are the result of hideous ers who understand the true nature of their origins have experiments by which the yuan-ti seek to turn humanoid little compunction against ending their lives.

creatures into snakelike servants. This result reveals Alignment: The uncontrolled urge to kill marks basic information about the yuan-ti.

most wretchlings as chaotic evil. However, the process of 21

Yuan-ti wretchlings obey the orders of their masters transformation is far from perfect, and individual wretch-without question. When ordered to attack, they fi ght lings might lack the bloodlust of their kin.

to the death. A wretchling has a poison bite that TYPICAL TREASURE

weakens its victim, but it can use its poison only once per day.

Wretchlings do not carry or store treasure of any kind.

Their yuan-ti masters know that they are too ineffective to guard anything of value.

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Some traps are automatically reset, while others must be ENCOUNTER TRAPS reset manually.

Destruction: This provides statistics for physical The ancient traps of Xen’drik are far more diabolical than attacks against an area of the trap. Each area has an Armor S

those presented in the Dungeon Master’s Guide. Such traps behave Class, hit points, and in some cases a hardness. If one attack more like encounters with monsters, acting in initiative area is destroyed, that area becomes safe from attack, but ERT

order as they attempt to incapacitate or destroy the intruders the remainder of the trap continues to function normally.

N

who trigger them. Some contain large moving parts (such as An individual attack area can be targeted from within the U

crushing blocks, rolling boulders, or spinning blades), while area or from an adjacent square. Some traps have a central O

others rely on spells or hazardous substances (including location that disables the entire trap if destroyed.

burning jets of oil, bolts of lightning, or acidic gases).

Disarm: This section of the trap’s description pro-ENC

vides a DC or DCs for disabling part of the trap. Each USING ENCOUNTER TRAPS

Disable Device check disables only a single attack area, Like normal traps, encounter traps have a trigger that allowing the others to continue to function normally causes the trap to activate. Once set in motion, these (although some traps have a central location that disarms traps run for a set time (usually a few minutes) or until the entire trap on a successful check). Unlike standard defeated. The trap activates on its initiative count, allow-Disable Device checks, which take 2d4 rounds to complete, ing the PCs to act while it resets.

using Disable Device on an individual attack area takes For more information about the elements of a trap, only a single round per attempt. A Disable Device check see DMG 68–70.

against a central disarm location takes 1d4 rounds.

Each encounter trap entry contains a number of Dispel: Magic traps can be dispelled through use of components.

dispel magic or similar effects. This part of the trap’s descrip-Description: This describes how the trap functions, tion gives the DC for any caster level checks (typically 11 +

including what area it effects and how it deals damage.

the caster level of the spellcaster who placed the spell). Typi-This section also describes the specific trigger and gen-cally a single casting of dispel magic affects only a single attack eral layout of the room containing the trap. These room area, but some traps have a central location that shuts down and trigger descriptions can be easily changed to suit a the entire trap if successfully dispelled. An area dispel magic specific encounter.

affects only one attack area, but its caster can make caster Search: This gives the Search DC to locate the level checks against each area until the spell succeeds.

trap. Such a check can locate the trigger and (if the DC

is exceeded by 10 or more) the specifi c area from which SAMPLE ENCOUNTER TRAPS

one of the attacks might originate, allowing the trap to The following encounter traps are typical of those still be disarmed before it is sprung.

operating in the ruins of Xen’drik.

Type: A mechanical trap uses objects or hazardous substances to attack those who enter its area. A magic trap SPEAR GAUNTLET TRAP CR

2

creates its effects using a spell or magic item.

Description A 40-foot-by-40-foot room with two entrances.

Trigger: The means by which the trap is activated is usu-Just inside one entrance is a pressure plate that activates ally a location or touch trigger (a pressure plate to be stepped the trap. Once the trap is activated, a spear shoots up from on, a specifi c object to be touched, and so on). Magic traps each 5-foot square of the fl oor every round. (Each spear often have detection triggers, activating when an intruder is emerges from a slightly different spot each round, so that detected through such spells as alarm or true seeing. Some traps creatures cannot simply stand between the spears.) trigger only after a preset time has expired, such as a trap that Search DC 17; Type mechanical

activates 1 minute after the door to the room is opened.

Trigger location; Init +1

Initiative: This modifi er functions as a character’s Effect Melee +4 spear (1d8+1/×3) (each square each round) initiative modifi er does. When a trap is sprung, the PCs, (includes +2 Atk upgrade)

the trap, and any creatures that happen to be in the area Duration 5 rounds

all roll for initiative, with the trap’s effects acting in Destruction AC 12, hardness 5, 10 hp (each square) order in the combat round. Traps that trigger especially Disarm Disable Device DC 17 (each square); Disable Device quickly can get a surprise round. PCs can detect the trig-DC 19 (disadvantage: central disarm, located on the wall gering of such traps with a Spot or Listen check.

opposite the pressure plate)

Effect: This section describes the specifics of the trap’s attack, including bonus on attack rolls, damage, IDIOCY TRAP CR

4

save DC and type, and the area affected by each indi-Description A 20-foot-radius round room with an entrance vidual attack. Encounter traps make a number of attacks on one side and a secret door on the other (Search DC

each round, usually one per 5-foot square. Each attack 20). In the center of the room is a smooth black pillar should be rolled separately unless the area affected by an on which rests a glass brain. When anyone approaches individual attack affects multiple targets. Traps that use within 10 feet of the pillar or the secret door, black ten-spells function in much the same way, with each square drils rise from each 5-foot square of the floor and grope affected by the spell each round.

blindly at creatures in the room. Anyone touched by a Duration: This portion of the description notes how tendril is affected by a touch of idiocy spell.

long the trap functions before it must be triggered again.

Search DC 19; Type magic

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Trigger proximity ( alarm); Init +2

PETRIFICATION TRAP CR

12

Effect Touch of idiocy ( PH 294) against each target in the room Description A 40-foot-by-40-foot room with one entrance on each round (+6 melee touch; includes +2 Atk upgrade).

each side. The fl oor of this room is a checkerboard of 5-foot While the effects of subsequent attacks do not stack, white and black squares containing a number of lifelike higher penalties replace existing penalties. The penal-statues (all drow). Stepping into this room activates the trap, ENC

ties last for 30 minutes. Duration 7 rounds causing a spellcasting glyph in each square without a statue to cast flesh to stone against a single target in that square.

O

Destruction each tendril AC 14, 10 hp; glass brain AC 16, 18

Search DC 27; Type magic

U

hp (disadvantage: destroying this disarms the entire trap) N

Disarm Disable Device DC 27 (per tendril) Trigger spell ( alarm); Init +6

TER

Dispel DC 14 (per tendril)

Effect flesh to stone (DC 19; PH 232), one target per square Duration 15 rounds

S

FLAME JET TRAP CR

8

Destruction AC 22, 30 hp (per glyph)

Description A 30-foot-wide, 60-foot-long room with one Disarm Disable Device DC 31 (per glyph) entrance in a short side. Touching a golden idol on the Dispel DC 22 (per glyph)

wall opposite the door causes the door to slam and lock (Open Lock DC 25). Two jets of fl ame issue from the side DESIGNING ENCOUNTER TRAPS

walls 1 round later, repeating each round on the trap’s Designing an encounter trap is much like creating a mon-initiative. Each jet is 5 feet wide and 30 feet long. Each ster. This section provides general guidelines, but the side wall has twelve nozzles, one per 5-foot section. One designer must carefully judge the effect of an encounter nozzle on each side activates each round (roll 1d12 for trap and compare it to others to ensure that it is appropri-each wall, rerolling duplicate results).

ate for the assigned Challenge Rating.

Search DC 23; Type mechanical

After visualizing the trap’s effect and drawing a Trigger touch; Init +4

simple map of the area, the fi rst task is to decide the target Effect Alchemical fl ame (8d6 fi re), Refl ex DC 18 half (each Challenge Rating for the trap. The CR dictates many of affected section)

the values in the trap’s stat block, including Search and Duration 11 rounds

Disable Device DCs, the trap’s initiative modifier, the Destruction AC 18, hardness 5, 10 hp (each nozzle) duration of the effect, and how the trap attacks.

Disarm Disable Device DC 23 (each nozzle)

A spear gauntlet trap in action

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ENCOUNTER TR APS

Base

Upgrades (pick one)

Type

S

Mechanical or magic

Detection

ERT

Search DC

15 + CR

20 + CR

N

Trigger

U

Location, detection, proximity, touch, or timed O

Initiative modifier

+ 1/2 CR

+CR

ENC

Effect

Melee attacks

Atk +CR, average damage CR

2×.5

+2 Atk or +CR average damage

Elemental effects

Average damage CR

3×.5, save DC 10 + CR

+2 save DC or +CR average damage

Spell attack

Average damage CR

3×.5,

+2 save DC or +CR average damage

save DC 10 + (spell level ×1.5)

Spell effect

Spell level = CR/2,

+2 save DC or cumulative spell effect

save DC 10 + (spell level ×1.5)

Duration

Typical time

3 rounds + 1 round per CR

+4 rounds

Disarm

Destruction (location)

AC 10 + CR; hp CR ×2.5 or item stats

+2 AC, +CR avg hp, or +CR hardness

Destruction (whole trap)

AC 10 + (CR ×1.5); hp CR ×4.5 —

Disarming (location)

Mechanical DC 15 + CR;

+2 DC

Magic DC 25 + spell level

Disarming (whole trap)

Mechanical DC 15 + (CR ×2);

—

Magic DC 25 + spell level

Dispelling

Spell DC 11 + CL

+2 DC

Disadvantages (pick one):

1. One central disarm location shuts down the trap 4. Each attack targets an area greater than 5 ft. by 5 ft.

2. One central destruction location shuts down the trap 5. Search and Disarm DCs are lower by 5;

save DC is lower by 2

6. Trap does not attack every space in room each round 3. One central dispel attempt can shut down the trap 7. Trap does not reset

Advantages (pick one instead of an upgrade): 1. Trap springs quickly granting a surprise round attack; Spot or Listen check (DC 15 + CR) allows action 2. When dispelled, the trap shuts down for only 1d4 rounds (magic traps only) 3. Each Disable Device check takes twice as long as normal For traps that rely on a spell effect that does not disarm values. Magic traps also have a dispel value for deal damage (or where damage is a secondary effect), the each individual attack area.

Challenge Rating is generally double the spell’s level.

After determining all the base values for the trap, After deciding the basics of the trap, determine the decide whether to give it an upgrade (as listed on the table) type of attack it makes. For most traps, this is some sort or advantage. For each upgrade or advantage chosen, of melee attack. Traps that rely on hazardous substances the trap must have an equal number of disadvantages.

(such as burning oil or freezing liquid) use the elemental Advantages and disadvantages are described in the table.

effects entry on the following table.

Upgrades and advantages make the trap more deadly or Determine the trap’s specific attack statistics using more diffi cult to detect, disable, or destroy. Disadvan-the formulas presented on the table. After fi nding the tages give the trap a central disarm, destruction, or dispel average damage for the trap, assign appropriate dice to location, or make it attack a larger area from a single the effect. To determine the average damage of any given source (allowing a larger area to be protected by an attack die, divide the die’s maximum roll by 2 and add 1/2. For or Disable Device check).

example, a CR 2 melee attack trap deals average damage of 5 points (CR × 2.5), so it should use a d8 (average damage CLASSIC TRAP:

4.5). These values apply to the individual attacks made THE ALPHABET TRAP (CR 5)

to every square in the trap’s attack area (which should The f loor of a 5-foot-wide corridor is divided into encompass the entire room).

1-foot tiles, each marked with a letter of the alphabet.

Each encounter trap also has destruction and disarm A string of tiles, usually spelling out a word, forms values for each square in the trap’s attack area. Only traps a solid pathway that easily supports the weight of an with certain disadvantages have central destruction and adventurer. The others, however, collapse under heav y 90

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weight, revealing nasty spikes, scorpions, snakes, or merely a long fall.

Each incorrect tile collapses under 100 pounds of weight, making it safe for many Small or smaller characters to cross. The weight limit also renders most methods of testing (such as poking tiles with a staff) useless. In the classic version of this trap, stepping on an incorrect tile triggers the collapse of that tile and the tiles around it, dumping the unfortunate adventurer down a deep hole. With a successful DC 20 Reflex save, a falling character can catch himself on the edge of a solid tile. He can hang there until rescued by his companions or pull himself up with a successful DC

20 Strength check. On a failed save, he falls 50 feet into a rocky pit, taking 5d6 points of damage. Scaling the pit walls requires a successful DC 25 Climb check.

Sometimes trap designers add colonies of vermin or small animals to the pit. See the Swarm Pit entry (page 65) for more information. A variation on this trap instead places poisoned spikes under each collapsing tile. Spikes make a single melee attack.

Safe tiles are usually staggered so that adventurers must jump from tile to tile. A jumper must succeed on a DC 10 Balance check upon landing on a safe tile to avoid skidding forward onto the next (possibly unsafe) tile.

In some instances, giants constructed alphabet traps to thwart giant intruders. These traps are much wider (at least 10 feet across, and sometimes 20 feet or more), and

Explorers work desperately to free themselves

have tiles 5 feet on a side. Each incorrect tile still col-

from a crusher trap

lapses under 100 or more pounds of pressure. Medium or smaller creatures that leap from tile to tile need not make Balance checks to avoid skidding off.

This trap can be circumvented but not disabled. A on a single wall can use the aid another action; a suc-clue to the proper way to proceed is usually somewhere cessful DC 10 Strength check grants the character being nearby, in an inscription or engraving. In a former aided a +2 bonus. A successful check keeps the wall from throne room, this might read, “Only those who know to advancing that round.

whom they pay their respects may proceed.” For a tomb, Alternatively, a thin object (such as a dagger) jammed the correct tiles might spell out the name of the interred.

into the crevice between a moving wall and the adjacent In a temple, the correct sequence would likely spell out stationary wall grants a +2 bonus on Strength checks the name of a deity.

made to hold that wall back. (Multiple objects don’t grant This trap does not reset.

a higher bonus.)

Search DC 20; Type mechanical

Usua lly a crusher trap room is at least 40 feet across, Trigger touch (false tile)

giving the characters a few rounds to react. Smaller Effect 5d6 falling or melee attack +5 (spikes, 1d4 piercing rooms are deadlier (PCs have less time to deal with the plus poison [Medium monstrous spider venom, DC 12, trap), while larger rooms allow more leeway. Consider 1d4 Str/1d4 Str]).

adjusting the Challenge Rating up or down by 1 for signifi cantly smaller or larger rooms.

CLASSIC TRAP:

Characters caught between the meeting walls are THE CRUSHER (CR 8)

pinned and take 8d6 points of bludgeoning damage per Two opposite walls of a room inexorably slide toward each round they remain pinned. Trapped PCs can still attempt other, pinning and crushing any occupants. A cleverly Open Lock checks on the doors, albeit at a –4 penalty.

hidden pressure plate in the center of the room triggers Once the trap has been triggered, the pressure plate the trap. PCs can attempt to disarm the pressure plate if on the fl oor does nothing to halt it. PCs wishing to disable they spot it, or they can simply step around it.

the trap must fi nd a hidden shut-off switch, one of which Once the trap activates, both doors leading out of the is hidden at the base of each door (Search DC 30).

room slam shut and lock. Three complicated locks (each Search DC 30; Type mechanical

requiring a separate DC 30 Open Lock check) seal each Trigger touch (pressure plate); Init +5

door. Each round on their initiative count, the walls slide Effect 8d6 bludgeoning damage to pinned creatures 5 feet closer to each other.

Duration 10 minutes

Characters can try to hold the walls back; doing Destruction AC 10, hardness 5, 20 hp (each door); break so requires a standard action and a successful DC 25

DC 23

Strength check. Multiple PCs who combine their efforts Disarm DC 35 (pressure plate)

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Corrash stared in horror. By the

Host! He had arrived just in the

nick of time. Perhaps he could

yet save the adept from a grisly fate.

But just then, the clouds parted

before Olarune, and the

screaming started. . . .

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CHAPTER FOUR

AD

VE

NT

ADVENTURES

U

RES IN

X

IN XEN’DRIK

EN'

D

RIK

layer characters represent the bravest and most treasure hunter, part scholar. One such explorer is Ulina dogged explorers, willing to go to extreme

Pyranim, a Morgrave University researcher who has spent Plengths to reach their goals. Such explorers much of her young life studying the lost giant civilization seek fantastic sites such as those described

and its wonders.

in Chapter 2, but those sites must provide

Recently, Ulina learned of the location of a titanic adventure worthy of a party’s mettle.

statue deep in the southern jungles of Xen’drik. Despite Xen’drik is a continent of mystery. Its secrets are the distance, she hopes to visit the site and discover its well hidden, its ruins towering, and its treasures rare secrets. A lthough the university sees little chance of and astounding. Although the adventures in this chap-turning a profit on this expedition, Ulina has wangled ter cover a range of plots and settings, all contain some enough funding to get herself to Stormreach. She now element of the wonder Xen’drik inspires. When design-seeks an escort.

ing adventures, always keep the lure of the unknown in mind. PCs should experience adventures on the mysteri-Hooks

ous continent unlike any they have had before.

The simplest way to involve the PCs is to have Ulina approach them about the expedition, offering them U

equal shares of any antiquities recovered and a stipend to sing Adventure

cover their basic expenses. Other ideas include rumors F

of greater treasure hidden in the area, or a reward for RAMEWORKS

the fi rst group to reach the fabled monument. In such Each of the outlines presented in this chapter provides a cases, Ulina makes herself known to the party, offering framework that a DM can adapt to craft a complete adven-to throw in with the expedition.

ture for his or her game. Each entry contains a number of components that fl esh out the scenario.

Sites

Each entry also includes a suggested level band. Low-The Colossal Monument site (page 29) is the prime level adventures are best for characters up to 6th level.

choice for this adventure, but another could be adapted Mid-level adventures are intended for characters of 7th to fi t by simply adding a large monument or its remains to 12th level. Characters of 13th to 20th level can take on to an appropriate area of the map.

high-level adventures, while epic-level adventures challenge those rare PCs above 20th level.

Adventure

Hooks: This component suggests ways to draw PCs After a long journey during which Ulina constantly into the adventure, then presents a number of plot points badgers the PCs with scholarly chat, the group fi nally that connect to one of the adventure sites in Chapter 2: arrives at the gigantic statue. On investigating the site, Adventure Sites.

the PCs learn that a small group of relatively civilized Sites: This component suggests appropriate sites for giants calls the place home. Ulina engages the giants in each adventure.

conversation and learns that the PCs will not be allowed Adventure: This outlines the action of the adven-to approach the statue without fi rst proving their worth.

ture. It contains several scenes, which offer suggestions This leads the party to perform various small tasks or side for encounters of varying levels. DMs can select the best adventures in the area, after which PCs can explore the encounters for their individual games.

statue and return to the safety of Stormreach.

Rewards: This component appropriate rewards for 1. Long Journey: After preparing for the journey, successfully completing the adventure.

the party departs by House Lyrandar airship. The jour-Development: Suggestions for follow-up adventures ney takes almost a week, during which time the PCs must or further encounters with key NPCs are presented here.

endure Ulina’s scholarly discourses.

Suggested Encounters: The journey involves little peril ACADEMIC ERRAND

aside from a few fl ying menaces—stirges ( MM 236), giant Low-Level to Mid-Level

bees ( MM 284), or perhaps a chimera or two ( MM 34) for Many of the explorers who venture to Xen’drik are part a mid-level group.

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2. The Statue and the Giants: When the airship have conducted themselves appropriately, the giants give finally arrives at the site, its crew sets the party down them golden amulets as tokens of their noble spirit; the IKR

some distance away, the captain fearful of any linger-party can then enter the base of the statue and learn its D

ing power the titanic statue might possess. A s they secrets. If the PCs commit violence when completing the N'

approach, the PCs fi nd the site relatively free of danger tasks, the giants demand that they leave and attack if the E

aside from a group of stone giants encamped nearby.

PCs refuse.

X

N

The giants present a combat challenge well beyond Suggested Encounters: For the second task, a brown or black I

the party’s level, so the PCs must deal with them in bear ( MM 269) is appropriate for low-level PCs, while a SE

some another way. Observation reveals the giants to be dire bear ( MM 63) might be needed to challenge a mid-R

civilized to an extent and relatively nonviolent. Ulina level party.

U

recommends talking with them but defers to the PCs if NT

they insist otherwise.

Rewards

VE

Suggested Encounters: The stone giants ( MM 124) are Any number of secrets could be hidden in the base of peaceful, spending their days paying homage to their the gigantic statue, including maps to other giant sites, AD

monumental deity, but they will fi ght back if attacked.

ancient arcane formulas or artifact spells (see page 143), If the party discovers them during their exploration, and rare treasures. The stone giants let the PCs leave with the giants call on the PCs to halt so that they might talk.

such relics only if they have proven their worth.

They do not attack, but neither do they allow the party to approach the statue without fi rst proving its worth.

Development

The only tactic that spells certain doom for the PCs is Ancient lore found at the site could easily lead the party an assault–the giants far outmatch their capabilities.

to new sites worthy of exploration. The stone giants 3. The Giants’ Test: The stone giants set a number themselves might become a source of future adventures, of tasks by which the PCs can prove their peaceful inten-sending word to the PCs if in need of help, or providing tions. Ulina takes extensive notes and offers suggestions further information and Xen’drik lore.

throughout these trials, but does not otherwise assist (other than speaking Giant if a translator is needed).

CITY OF GOLD

The

fi rst trial is to collect a day’s worth of suitable Any Level

food. The giants do not eat meat, so this must consist of Whispered rumors in dark taverns and the ranting of fruits, nuts, and other edible plants. This assignment fevered fortune-hunters speak of a fabled city of gold tests the PCs’ survival skills and knowledge of the flora hidden deep in the jungle. Charlatans and confidence of Xen’drik.

tricksters in Stormreach and beyond sell maps that sup-The second task is to drive off a bear that has been posedly lead to the city, but explorers who claim to have harassing the giants, whose peaceful ways prevent them found it typically have little to show for their journey and from killing it.

refuse to talk about their experiences.

Finally, the PCs must retrieve a single leaf from the The city does exist, but it is a dangerous place, haunted top of the tallest nearby tree without the use of magic. Cut-by the spirits of the giants who died there centuries ago in ting the tree down would be abhorrent to the giants.

a storm of dragonfi re. They linger on, made powerful Once these tasks have been completed, the giants by dark magic and hateful of trespassers. Explorers who meet in council and discuss the group’s merit. If the PCs find the city fi nd wealth beyond compare, but they cannot LOCATION, LOCATION, LOCATION

Each of these adventure frameworks suggests one or more enormous statue or a sealed tomb. Simply add these sites that make the best setting for the action. A DM can features to an appropriate area of the chosen site.

easily adapt another site to fit better or to replace a site

• Merge sites. Many of the adventure sites presented in that has already been used. Here are some tips.

Chapter 2 are parts of larger settlements for the DM

to flesh out. To save time, simply combine sites into

• Change the environment. By making all the trees one larger area. The waterways near the Primitive coniferous and moving the site to a mountainside, a Camp site might flow only a short distance to the steaming jungle can easily become the edge of a vast frozen banks of the Fog Lake site. The Forsaken City site tundra or a mountain retreat. Replacing trees and water might be above the Honeycomb Caverns, opening up with rifts or plateaus can turn a jungle site into a desert additional opportunities for adventure.

setting with little change to its effect on the scenario.

• Change the scale. Some adventure sites are designed

• Add new features or alter existing ones. Adding a with Medium creatures in mind, while others are laid beach or water’s edge to any site instantly makes it a out for giants or larger creatures. Altering the scale coastal area. Add structures to a map to turn a site of a site (for example, changing the Primitive Camp into a drow camp, a giant enclave, or a monster den.

site into one sized for giants) makes it suitable for use Some adventures call for specifi c features, such as an with different scenarios.

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Giant-size wraiths guard

the City of Gold

MC

bring back much of that wealth in their frantic fl ight Locating the city requires the PCs to fi nd a number from the dangerous ruins.

of way markers. Each hidden marker points to the next, with the last one leading to the city itself. Once there, Hooks

the PCs face further challenges, including an unnatural Few adventurers can resist rumors of a city made entirely shroud of shadow that has hidden the city’s location and of gold. Perhaps the PCs fi nd clues leading to the location the undead that linger within it.

of the city, or a wealthy sponsor might fund a race to the 1. Markers and Marauders: Hidden way markers site, with a reward for the fi rst group to return with proof point to the lost city. Finding the fi rst marker could be and a reliable map.

a small side trek, or a previous adventure might have put Other motivations for the party might include res-the location into the PCs’ hands.

cuing a failed expedition from the ruins, returning a Finding the city requires the group to locate two cursed artifact to the lost city, or venturing there to learn more markers, but even following the trail is a dangerous the cause of a malady that affl icts a friend.

undertaking.

Suggested Encounters: Depending on the PCs’ level, a Sites

number of dire animals ( MM 62), monstrous vermin ( MM

This adventure can occur in a number of different sites 284), or dream serpents (page 76) make their lairs in the with only simple modifications. The Forsaken City (page area of the fi rst marker. The second marker is in drow 36) and Ziggurat Ruins (page 48) sites both make fi ne territory, and the dark elves do not tolerate intruders. See choices for this adventure. Simply alter the structures page 68 of this book for suggested drow encounters.

in those areas (walls, floors, doors, and ceilings) to be The

fi nal marker is the campsite of another group covered with easy-to-loot gold.

of adventurers bent on plundering the city of gold. This group (see page 54 for suggested members) is in the employ Adventure

of a rich Stormreach merchant who seeks to enhance his A lthough their reasons for making the journey vary, fortune. Although they make friendly overtures, the trea-adventurers traveling to the city of gold face similar chal-sure hunters are under orders to attack any rival explorers lenges. Aside from the traditional dangers of the jungle, at the fi rst convenient moment.

the group faces the threat of other explorers who seek the 2. The Empty City: Following the last marker city. Unscrupulous NPCs take extreme measures to be brings the PCs to the outskirts of the famed city of the fi rst (or only) group to fi nd it.

gold. A lthough the city’s buildings are indeed covered 95

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with gold plating, much of the precious metal has the party must flee the city. They might be able to keep melted and warped as though subjected to great heat.

some treasure but must abandon anything that slows IKR

A n unnatural shadow shrouds the city and seems to their escape.

D

amplify its dreadful silence, though it does not hinder N'

vision or exploration.

Rewards

E

The city’s riches seem completely unguarded.

Any treasure the party claims should be valuable enough X

N

During their exploration, the PCs uncover crude murals to make up for the risk entailed in fi nding the cursed city I

that depict the city’s history, including the dragon fire and the narrow escape from it.

SE

that destroyed it. Strangely, the story does not end R

with that cataclysmic event; the murals show the ages Development

U

of the ruined city beyond that point. With a success-Finding the city could lead to future adventures, perhaps NT

ful DC 20 Spot check, characters notice odd, ghostly as simple as going back for more treasure. The party VE

images within the murals. Moments after this discov-might have to deal again with the rival explorers and their ery, a strange blue glow begins to fill the site, f licker-merchant employer, who seeks revenge. Other adventur-AD

ing like ref lected f lames, and the unnatural shadow ers might seek the PCs out to learn the location of the city grows darker.

(extracting the information by force if necessary).

3. Dead Guardians: The shroud of the city deepens If the party has been resourceful enough to claim a to full darkness (treat as night no matter what the time signifi cant amount of treasure from the city, items taken of day). The spirits of the giants who died here emerge to from the it might carry a powerful curse (see the Curses hunt any who dare trespass on their eternal home. Undead of Xen’drik sidebar below). The group must undergo a horrors drag themselves out of the ground, emerge from challenging quest to undo the effects of the curse.

sealed buildings, or coalesce from the air.

Suggested Encounters: Depending on the party’s level, THE CREATION FORGE

the city’s undead guardians could take on many forms, Mid-Level to High-Level

from simple skeletons and zombies at low levels ( MM 225

The perpetual destruction and re-forming of Dal Quor, and 265), to spectres ( MM 232), mummies ( MM 190), and the Region of Dreams, means that the quori who infest wraiths ( MM 258) for high-level PCs. Many elf slaves also present-day Eberron know nothing of the history of their died in this place, and their restless spirits present just forebears who invaded Xen’drik forty thousand years ago.

as potent a threat as the undead giants.

Nonetheless, the Dreaming Dark discovered long ago The PCs should be able to fi ght off the fi rst few that the quori in Xen’drik built the fi rst creation forges, attacks, but each challenge is harder than the last, with and it has sent a number of expeditions into the interior the undead showing no sign of relenting. In the end, in search of such sites over the years. Many factions do CURSES OF XEN’DRIK

Old magic and angry spirits suffuse Xen’drik, hidden in its animals toward this PC by one step. If a creature is unexplored reaches and waiting for unfortunates to stumble already hostile, it attacks this character in preference across them. Characters who meddle with such forces might to any others.

end up with a taint or curse that sticks with them until they

• The

character’s belongings begin to disappear, one can set matters straight. Here are some examples of the types by one: small things at first, but eventually major of curses faced by unwary Xen’drik explorers. The means to pieces of equipment. No one witnesses these odd remove a curse might be an adventure in itself.

disappearances. Only when the curse is removed do the items return.

• A ghostly choir constantly follows the character,

• Bad weather follows the character everywhere. Within imposing a –10 penalty on Move Silently checks and a 1 mile of the character, increase the severity of the

–5 penalty on Listen checks.

weather ( DMG 94) by one step.

• The character’s size fl uctuates slightly. As a result, no

• The

character’s health becomes fragile. Any non-

piece of equipment quite fi ts. Increase all armor check lethal damage becomes lethal damage, and the cursed penalties by 2. Any weapon the character wields is treated character cannot stabilize without assistance if below 0

as being one size category too large or too small.

hit points. A cursed character who contracts a disease

• Anything the affl icted character carries seems to cannot heal it naturally.

weigh more than it should. Decrease the character’s

•

For every week that passes, the character ages one year.

carrying capacity by half.

This supernatural aging does not grant any bonuses

• The character is suddenly allergic to either metal to mental attributes for reaching a new age category, or wood, and becomes fatigued while carrying items but the penalties to physical attributes still apply.

made of that material. A critical hit from such a

• The character is an icon of bad luck. Three times per weapon causes the character to become exhausted.

day, the cursed character must reroll any check or

• The character is surrounded by an unnerving aura attack roll and take the worse result. The DM decides of menace. Lower the starting attitude of NPCs and when these additional rolls must be made.

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not want the quori to succeed in their quest, chief among blocking the way to the site. PCs with the means to f ly AD

them the leaders of House Cannith, who discovered or travel through the treetops can make up time lost in such forges before the Last War and wish to maintain a earlier encounters. Water hazards: DMG 304.

VE

monopoly on their secrets.

The outpost itself poses the fi nal obstacle. As noted NT

Recent ly Vaslo d’Cannith, a high-level artificer of in that site’s entry, the strange magic surrounding it send U

the Fabricators Guild, came under a psionic dominate effect false dreams of the outposts’s position. These dreams R

by a member of the Dreaming Dark. Vaslo has since suggest shortcuts that turn out to be dead ends, confusing ES

revealed the location of a ruined quori creation forge the party’s sense of direction. As an added threat, warI

and is leading a group of Inspired to the site. House forged scorpions (see page 85) prowl this area, looking N

X

Cannith has learned of this treachery and hopes to stop for prey.

E

the group before the forge is breached.

2. The Inspired: Assuming the characters do not N'

lose too much time, they catch up before the Inspired D

R

Hooks

enter the creation forge. On reaching the quori outpost, IK

If any PCs belong to House Cannith or owe the house a the PCs must cross a large rift separating them from the favor, they are assigned to track down the Inspired and forge. Inspired guards on the other side use powerful prevent them from gaining access to the ancient quori psionics to assault characters attempting to close the gap.

site. The PCs are told the location of the forge but not The rest of the Inspired group is positioned about the what they will fi nd there—only that stopping the Inspired tower while the leader of the group and Vaslo attempt to is important to House Cannith.

open the main door high above.

Alternatively, the PCs might have had dealings with Suggested Encounters: Once the PCs reach the tower, they the Inspired before, perhaps in the course of searching have only a few rounds before the door is breached. The for the destiny arms (see the Destiny Arms sidebar on page Inspired group should present an appropriate challenge 101). Another explorer might approach the PCs with for the party. Use the Inspired telepath ( ECS 290) as a news that the Inspired have set out into the jungle again.

starting point, adding levels of other psionic classes from He informs them that the group wanted to hire him as a Expanded Psionics Handbook and Complete Psionic as needed.

guide to a dangerous site, and that the Inspired appear If the fi ght begins to turn against the Inspired, their to have a House Cannith slave with them. Although he leader orders Vaslo to attack the PCs (using infusions and turned down their offer, he did get a look at their map magic items appropriate to his level) while the rest flee.

and saw where they were heading.

If the PCs are successful, they now have an unsealed (though nonfunctional) creation forge to deal with, includ-Sites

ing the guardians left behind by House Cannith years The Quori Outpost site (page 44) is the only one suitable before. The party can choose to enter or reseal the door, for this adventure, though other sites can be combined leaving behind the dangers and the wonders within.

with it.

Rewards

Adventure

Knowledge of this place’s mere existence could be worth The PCs must race to catch the Inspired, who have a few a fortune to those interested in the history of Xen’drik or days’ head start. The party must get past a number of obsta-factions opposing the quori’s activities in Eberron. The cles, including a drow camp, a river that has overflowed its House Cannith expedition that originally discovered banks, and odd dreams that give false directions.

the site might well have ignored any treasure or lore not Once they arrive at the quori ruins, the PCs must pertaining to the mission’s goals.

deal with sentries left to guard the perimeter before fighting their way to the Spire of Creation, where they Development

face the Inspired. After defeating their enemies, the PCs If any of the Inspired survive, the PCs will have made overlook the creation forge itself. Will they enter, or will powerful enemies and might become targets for assas-they reseal the site without fi rst learning of the wonders sination. Exploring the creation forge earns the ire of and dangers that lurk within?

House Cannith. To return to its good graces, characters 1. Obstacles: Chasing another party through the might have to perform further services and swear to keep jungle is no easy task. If they do not fi nd ways to catch up, the forge’s location a secret.

the PCs might arrive too late to stop the Inspired from entering the creation forge.

DREAM PRISON

Suggested Encounters: On the third day of their jour-Mid-Level

ney, the PCs run into a drow scouting party (page 69) During their war against the quori, the giants hid away or a group of drow explorers (page 69). W hile not a many of their secrets in lairs guarded by devious traps.

terrific challenge, this encounter suggests that other Many quori died seeking these lairs, and even to this day, drow are likely nearby. Do the PCs continue onward many secrets remain undiscovered and undisturbed.

and risk facing an entire drow clan, or do they divert Several months ago, a neutral tsucora quori left their course to avoid the clan’s most likely location and its body in a secure location on Dal Quor and traveled thereby lose time?

ethereally to Xen’drik. The tsucora had a partnership After dealing with the drow, the party comes upon a with another of its kind, and the two took turns visiting swollen river that has flooded an entire section of jungle, Eberron in ethereal form. The tsucora was searching 97

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Vicious yuan-ti execute their fallen foes

for adventurers it could manipulate to its own ends.

Sites

W hat it found instead was a cache of undiscovered Any remote location works for this adventure, although giant treasures.

the Mountain Glacier (page 39) and the Forsaken City Elated, the tsucora was seeking a way to recover the (page 36) sites are particularly suitable.

treasure when it blundered into a forty-thousand-year-old trap. It struggled to escape, but to no avail. After Adventure

weeks of waiting, the second tsucora left its body to travel An explorer named Sela and her party recently entered to Xen’drik. Eventually it located its lost partner trapped the jungles of Xen’drik in search of fame and fortune.

in the giants’ dream prison.

A week ago, they camped for a night at the base of an The tsucora has learned that only a willing creature ugly stone statue. Since that time, strange dreams have can free its partner, and now it thinks it has found the plagued Sela, in which an angelic-looking human begs perfect “volunteers” to assist it.

her to return to the statue and free him.

Before Sela could decide her course of action, yuan-ti Hooks

ambushed her party, cutting down her companions and On their way to another location, or during a ramble fatally wounding her. She lies dying when the PCs arrive through Xen’drik, the PCs encounter the dead and dying on the scene but imparts a cryptic clue.

survivors of an adventuring group, who tell them of their The free tsucora quori seeks aid from Sela (if she discovery. The PCs could also pass by the statue holding lives) or one of the PCs. The PCs might help the quori’s the imprisoned quori at some point during their travels trapped partner and gain valuable assistance in plunder-and investigate it out of curiosity. Alternatively, the free ing the treasure trove, or they might leave the prisoner tsucora could simply run into the PCs and decide they to its fate.

would make excellent rescuers.

1. Yuan-Ti Assault: When the PCs arrive, the yuan-If the PCs previously undertook the Lost Soul ti have just fi nished slaughtering the remains of Sela’s adventure (see page 108) and parted from Prokres on band. The PCs probably hear the battle well before they amicable terms, the death giant could contact them again stumble into it.

and ask them to seek out the clouded shard, which lies in If the PCs approach the scene, they see the corpses the giants’ cache. See The Shard of Arcane Endowment of three humanoids—a male dwarf, a female shifter, sidebar on page 100 for more information on running and a male human—as well as two dead yuan-ti. Three that campaign arc.

remaining yuan-ti chop the heads off the adventurers’

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corpses while a fourth prepares to deliver a coup de party might fi nd a conveniently placed potion of eagle’s splendor AD

grace against a woman lying prone on the ground. The near the ruins or among Sela’s belongings.

woman, Sela (N female human expert 2/fighter 2) is The tsucora knows that the chances of its partner VE

currently at –7 hit points and has taken 6 points of Con-being freed are slim should the PCs discover its true NT

stitution damage from the yuan-ti’s poisoned weapon.

nature (especially if the party contains kalashtar), and so U

If saved, she has a 10% chance of stabilizing each round it goes to any lengths to deceive a character into willingly R

and must succeed on a DC 11 Fortitude save in 6 rounds accepting possession. However, if desperate, it might tell ES

or take another 1d6 points of Constitution damage (she the party the truth, pledging to return immediately to I

currently has a Constitution of 4 and a Fortitude save Dal Quor and offering future favors in addition to the N

X

bonus of +0).

promised treasure.

E

If she reaches –10 hit points or 0 Constitution, Sela If the PCs are unable or unwilling to free the trapped N'

opens her eyes and whispers, “The statue . . . it lies in the quori, it lashes out with psionic attacks and its partner D

R

statue . . .” before dying. Anyone within 30 feet hears the flies into a rage. The free tsucora follows the party for the IK

cryptic whisper.

next few days, sending characters nightmares in their sleep The yuan-ti attacked Sela and her party for tres-and interfering with them as best it can.

passing on their territory, and they do the same to the Suggested Encounters: A pair of tsucora quori ( ECS 296) PCs. If the party kills three of the yuan-ti, the fourth should make an adequate challenge for a mid-level party.

tries to flee.

If the PCs refuse to release the trapped quori and do not Suggested Encounters: A yuan-ti scouting party (page 67) approach the statue, consider making the single free tsu-makes an appropriate challenge for mid-level PCs. For cora a pair of quori searching their lost compatriot.

higher-level parties, use a yuan-ti cult (page 67).

3. Lost Lair of the Giants: The trapped tsucora 2. The Statue Prison: Unseen by the party, the explored the giants’ lair before becoming ensnared by imprisoned tsucora’s partner hovers in the clearing, the dream prison, but the DM should decide how much it watching the battle with great interest. If Sela dies and the knows about the giants’ hidden lair. The free tsucora PCs do not return to the statue, the tsucora targets one of doesn’t enter the lair, as it fears a second, undiscovered them with a dream spell each night. It appears as an angelic dream prison. It does not accompany the PCs, though it being who begs the character to return to the statue and keeps its end of the bargain and imparts to the party all set it free, promising great reward as it plays up its suf-the knowledge its partner has. This knowledge might fering. If the PCs bypass the combat entirely, the tsucora include the nature of any guardians left behind (see the notices their presence and follows them, since its previous suggested encounters section below) or the passwords best hope just expired at the hands of the yuan-ti.

for any traps. If the lair contains encounter traps (see If Sela lives, she awakes alone in the wilds of Xen’drik page 88), the tsucora might have knowledge of central without her trusted companions. She asks the party to disarm locations.

escort her back to a statue she passed along the trail. Sela Near the entrance to the lair, indigenous wildlife or willingly teams up with the PCs for a share of the great humanoid tribes might threaten the PCs. Deeper within, treasure the dream spirit promised her. She reveals what-deadly traps block the party’s access. The giants placed ever information she thinks will benefi t the party and construct or undead beyond those traps to guard their upholds her end of any bargains she makes. However, she treasures, and these guardians still wait to challenge doesn’t hesitate to save herself at the expense of others if any intruders.

the situation demands it.

Suggested Encounters: The yuan-ti from part 1 could The statue is actually a dream prison (see the magic have a presence in this area, in areas 1, 2, and 4 of the item description on page 152), built centuries ago by the Forsaken City map. Alternatively, the Mountain Glacier giants. Trapped within the prison is the neutral tsucora site might hold a pair of frost salamanders ( MM II 107) or quori. When Sela or the PCs arrive at the statue (area 2

a remorhaz ( MM 214).

of the Mountain Glacier map, or area 1 of the Forsaken A trap should block access to the inner chambers of City map), the free tsucora waits until they camp and fall the giants’ lair. A giant alphabet trap (page 90) fits per-asleep. At that time, it sends a dream to Sela or any PC it fectly in area 8 of the Mountain Glacier map or area 9 of has been targeting. It continues to maintain the appear-the Forsaken City map (in a corridor before the actual ance of the angelic creature and explains what the PCs lab). The areas beyond the trap should contain undead or must do to free it (in reality, to free its partner). A willing construct guardians, such as a trio of wraiths ( MM 257), character of the same neutral alignment as the trapped a stone golem ( MM 137) designed to look like a frost or being must step into the stone statue’s embrace and be fire giant, a pair of boneclaws ( MM III 17), or a pair of web possessed by the imprisoned spirit, which will be in total golems ( MM III 74).

control of the volunteer’s body. The angelic-looking 4. Reclamation: DMs wishing to add another tsucora swears to retain possession only long enough to dimension to this adventure might decide that the giants step out of the statue’s grasp and then share what it knows who originally built this lair are attempting to reclaim about the giants’ treasure cache nearby.

it. The giants recognize the dream prison, and if they spot If Sela is dead and there is no neutral character in the non giants near the trapped quori, they immediately try to party, change the quori’s alignment to match that of one or drive the intruders off with lethal force. In this scenario, more PCs. Because a volunteer must also have Charisma 17

humanoid tribes in the area might either battle the giants for the tsucora quori to be able to leave the dream prison, the or ally with them, perhaps serving as sentries.

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Suggested Encounters: On the Mountain Glacier map, use Now an earthquake has opened the way to the glaive of one frost giant ( MM 122) as a sentry around the dream prison the darkest depths, along with Izzdelth’s bones. Will the PCs IKR

and set another in area 9. On the Forsaken City map, use one retrieve the powerful weapon, or will they join the giant D

fire giant ( MM 121) as a sentry and set another in area 6.

in his tomb?

N'E

Rewards

Hooks

X

N

The giant lair holds many ancient artifacts from the Age Riganalt Sarso, an unscrupulous but charming Morgrave I

of Giants. Suggestions include art objects (see the Art of scholar in Stormreach, recently came into possession of SE

Xen’drik sidebar, page 153), an elixir of antiquity (page 152) a stone tablet purporting to reveal the location of the R

or an ingot arcanum (page 152).

glaive. He sees this as his chance to write himself into U

the history of the destiny arms and to achieve the renown he NT

Development

feels he deserves. Riganalt is no adventurer, however, so VE

If the PCs have Sela with them, she keeps up her end of he turns to the PCs to help him achieve his goal.

the bargain. However, once the group divides the trea-A lternatively, the PCs could be traveling past the AD

sure and parts ways, she might plot ways to steal the PCs’

glaive’s resting place when an earthquake opens an share of the loot for herself. She might even convince the entrance to the caverns.

freed quori to help her hunt the party down.

A lternatively, Sela and the quori could become Sites

intermittent allies for the party, offering occasional The Honeycomb Caverns site works best for this adven-information and aid.

ture. A lternatively, the Quori Outpost can serve for a If this adventure appears as part of the Shard of scenario in which the quori entombed Izzdelth in one of A rcane Endowment campaign arc (see the sidebar their own abandoned bases for additional security.

below), the clouded shard should appear in the final treasure chamber. PCs might also fi nd stone tablets or Adventure

ancient parchments that describe the Ritual of Binding The underground repository of the glaive of the darkest depths somewhere in the giant lair.

has been sealed up for millennia. Adventurers exploring its depths fi nd that ancient guardians remain, entombed GLAIVE OF THE DARKEST DEPTHS

since the Age of Giants. Earthquake aftershocks further Mid-Level to High-Level

hinder their progress. With skill and luck, the PCs fi nd The glaive of the darkest depths is one of the destiny arms (see the weapon they seek, only to learn that Izzdelth got here the item description on page 150), created by a power-first and is reluctant to part with his creation.

ful jungle giant necromancer named Izzdelth. Izzdelth 1. The Entrance Revealed: A violent earthquake crafted the glaive for use against ethereal quori antago-opens the long-sealed entrance to the underground cham-nists, but it was lost during a pitched battle. Izzdelth bers. PCs in the area when the earthquake strikes must suspected that the quori had stolen the glaive and hidden succeed on a DC 15 Refl ex save or fall prone. Fissures open it away. After extensive research, he discovered the loca-in the earth, and every creature on the ground has a 25%

tion of the glaive’s underground resting place and went chance to fall into one (Reflex DC 20 avoids). Anyone in search of it. He never returned.

falling into a fissure takes 5d6 points of bludgeoning THE SHARD OF ARCANE ENDOWMENT

DMs wishing to create a campaign arc can tie three The

fi rst two adventures assume that the PCs are adventures together, seeing the PCs ultimately repair the too weak to take on Prokres directly. By inserting other mythical shard of arcane endowment (see page 154).

side adventures between the three parts of the arc, the To use the adventures as the core of a campaign, DM can ensure that the party is strong enough to destroy begin with Lost Soul on page 108. Prokres the death Prokres in the fi nal adventure, Reforging (page 114).

giant poses a formidable challenge even to a mid-level Prokres needs time to research the method of reforging party, and cautious PCs should attempt to parlay with the shard of arcane endowment, allowing PCs ample time to the giant instead of fi ghting him. Even if the PCs flee grow in power.

or break their deal with Prokres, they can still end up For a longer campaign, merge the two adventure arcs in the second stage of the campaign arc—Dream Prison detailed in this chapter. The destiny arms campaign arc (see (page 97).

the sidebar on the facing page) contains an adventure set in In Dream Prison, Prokres could contact the PCs for the Volcanic Fields site and one in the Mountain Glacier help in retrieving the clouded shard (he does not wish site, both of which are recommended for the Dream Prison to place himself at risk when he has expendable min-scenario. PCs investigating the dream prison and the giant ions available). Alternatively, the PCs might learn that lair could stumble across the staff of the magma falls or the maul Prokres seeks the shard and try to retrieve it for them-of the glacial heights (both on page 151), thus setting them on selves to keep it from falling into the giant’s hands.

the path to recovering all four of the destiny arms.

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damage under a grinding shower of rocks and debris.

Any inhabitants scurry around trying to shore up build-AD

The earthquake lasts for 1 round.

ings and stabilize rock formations.

At the end of the earthquake, a hole gapes in the earth, Suggested Encounters: If escorted, the PCs encounter VE

leading down into a network of tunnels or caverns.

noncombat challenges, perhaps witnessing a cavern col-NT

Suggested Encounters: If this scenario uses the Honeycomb lapse that traps inhabitants. Freeing the trapped crea-U

Caverns map, the caverns might be inhabited by living tures requires a successful DC 20 Strength check within R

foes. A few minutes after the earthquake stops, a band of 3 rounds; otherwise, the rubble crushes them. The party ES

abeils ( MM II 22) emerges from the new opening to inves-could also encounter a hostile band of abeils or formians I

tigate. The abeils are not hostile, but they are territorial that dislike interlopers. Since the PCs have been granted N

X

and suspicious of the PCs’ presence. If the PCs mention safe passage, the hostile force follows and tries to goad E

that they are searching for the glaive of the darkest depths, they them into attacking fi rst.

N'

might be able to negotiate safe passage through the abeil If the inhabitants are hostile, the PCs must contend D

R

hive. In this case, a swarm of soldiers escorts the PCs with some of the colony’s forces. Noncombatants and many IK

through the caverns. If the PCs attack, the abeils defend soldiers are occupied with rescuing those trapped by the themselves with lethal force. If you do not use Monster earthquake and evacuating dangerous sections, but hive Manual II, replace the abeils with formians ( MM 108).

guards or a hive task force (see page 61) threaten the party.

The glaive’s guardians might be trapped or free If undead stalk this area, the PCs might encounter when the scenario starts. If they are free, the earthquake three to fi ve wights advanced to 8 HD each ( MM 255) or awakens them. Shortly after the earthquake, a pair of gray a pair of advanced megaraptor skeletons ( MM 227).

render zombies ( MM 267) or a bodak ( MM 28) crawl forth 3.

Quori

Guardian:

The quori lured Izzdelth here

from the fi ssure.

during the great war, using the glaive of the darkest depths as 2. The Caverns: If intelligent creatures inhabit bait. After descending into the caverns, the giant was this area and the PCs made peaceful contact, the party ambushed and killed. The quori sealed Izzdelth’s corpse is escorted through the caverns to Izzdelth’s tomb. PCs in with the glaive, which they could not destroy, then set who attacked or otherwise angered the inhabitants now a guardian before the tomb. Area 6 of the Honeycomb face the bulk of their forces.

Caverns map makes an excellent tomb, with the guardian If no sentient races inhabit the caverns, then PCs outside the door. Area 9 of the Quori Outpost map is a might encounter entombed undead animated by the good tomb location, with the guardian in area 7.

demise of Izzdelth. When the great necromancer died, The caverns’ inhabitants prefer to leave this section his power seeped into the surrounding area, animating sealed off. They do not assist the PCs in their efforts to the corpses of the fallen.

overcome the guardian.

As the PCs travel through this area, they must Suggested Encounters: A f lesh golem ( MM 135) or a contend with the aftershocks of the earthquake. Every caryatid column ( FF 30) makes a good guardian against 1d6 minutes, another tremor shakes the area, and all mid-level PCs, while a stone golem or iron golem ( MM

creatures standing in the underground cavern must 136–137) will challenge a high-level party. The golem succeed on a DC 15 Reflex save or fall prone. Dwarves resembles a slim, beautiful humanoid creature with and creatures with four or more legs gain a +4 bonus on violet crystals for eyes.

this save. In addition, anyone in the area of a tremor has $4. Izzdelth’s Tomb: A 1-foot-thick stone door a 10% chance of being struck by falling rocks for 2d6

blocks the entrance to Izzdelth’s tomb. A clockwork points of bludgeoning damage (Reflex DC 15 avoids).

dial (see page xx) sits in the center of the door. If the DESTINY ARMS

A number of the adventures in this chapter turn on recov-they have located all four of the destiny arms, the PCs travel ering four legendary weapons of the war between the giants to the Quori Outpost (page 44) or Old-Growth Ruins site and the quori. These so-called destiny arms are the glaive of (page 41). There, they fi nd a massive camp of Inspired the darkest depths, the maul of the glacial heights, the spear of the desert agents attempting to reopen a gate to Dal Quor and bring winds, and the staff of the magma falls. The Inspired are desper-the remote plane coterminous to Eberron once more. The ate to make sure these weapons are never turned against PCs have only one chance to use their powerful weapons them again. Linking all these adventures together forms against the Inspired before the Dreaming Dark’s diabolian entire mid-level to high-level Xen’drik campaign arc, cal plans come to fruition.

spanning a good deal of the continent and giving PCs a Once in possession of any of these weapons, the PCs number of chances to fi ght against these psionic master-will likely become targets of the Inspired and the Dreaming minds. But what happens after all the weapons are recov-Dark. At the same time, they might well be courted by any ered? Some suggestions follow.

number of institutions, organizations, and dragonmarked Scattered rumors over the course of the adventure houses that would pay handsomely to own or display the might indicate that the destiny arms, when brought together, artifacts. In the end, the PCs might fi nd that possessing somehow show the way to the heart of Dal Quor. Once any of the destiny arms is more trouble than it’s worth.

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PCs bypass the door entirely (with a disintegrate or stone shape Sites

spell, for example), they fi nd the traps surrounding the Any aboveground site is suitable for this adventure. If the PCs IKR

glaive of the darkest depths still active. PCs who take the time are starting in Stormreach, either the Old-Growth Ruins D

to decipher and set the clockwork dial disable the traps (page 41) or Fog Lake (page 34) site works well. If the PCs N'

around the glaive. The dial’s code is 872.

start elsewhere, select another site consistent with the area.

E

Beyond the door lies a vast chamber containing a For example, if the party is traveling to an outpost on the X

N

pedestal of black crystal. Upon the pedestal rests the glaive edge of the Menechtarun Desert, the Desert Canyons map I

of the darkest depths, and before it reclines the remains of on page 31 might be a good choice. If necessary, change the SE

Izzdelth. Death could not fi nish the necromancer, how-two-headed tyrannosaurus to an exotic animal more appro-R

ever. Even as he died, Izzdelth was animated by the arcane priate to the environment (such as a scorpion with a serpent’s U

energy he wielded. He now stands as a fi nal guardian head), and change Ereg’s animated jungle cats (see area 3, NT

protecting the magic weapon he crafted.

below) to animated dire jackals, using the same statistics.

VE

Suggested Encounters: For mid-level parties, a cloud giant skeleton ( MM 227) provides an adequate challenge. For Adventure

AD

higher-level parties, advance a bodak to Large size ( MM

Ereg seeks to lure the party into the jungle with spuri-28) or use a nightwalker ( MM 196). Suitable traps include ous tales of a two-headed dinosaur so that he can hunt a fusillade of spears, a chain lightning trap, or a poisoned the PCs themselves. Decades ago, Ereg uncovered an old spiked pit trap ( DMG 72–74).

book in a Xen’drik ruin detailing the Blood of Vol religion. Ereg had heard vague rumors of this organization Rewards

but had always thought the Blood of Vol was just a minor In addition to the glaive of the darkest depths, the PCs could find cult. The tome taught him otherwise.

lore detailing the resting places of the other destiny arms. Such The worn and tattered book contained references to information would be hidden on Izzdelth’s remains, for the the “power of blood” and the eventual triumph of mortals quori would certainly have destroyed it if they had known over death. As a man who killed for a living, Ereg found of its existence. If a giant skeleton is the fi nal guardian, the book’s teachings fascinating. From them he gleaned the undead sorcerer might have even carved what he knew an imperfect understanding of the religion, coming to into his own bones to preserve his fading knowledge.

believe in blood as a literal source of power. He started killing all manner of creatures in order to dissect them Development

and perform experiments on their blood.

The lore found in Izzdelth’s tomb could send the PCs in Ereg records all his fi ndings diligently and believes search of the rest of the destiny arms (see the Destiny Arms he is on the cusp of a major breakthrough. All he requires sidebar on page 101) or provide hooks for any number of to complete his experiments is blood from a sentient other adventures. A lso, the quori might have hidden creature—preferably an elf or a dragonmarked being, watchers here. If the PCs successfully retrieve the glaive, but Ereg will take what he can get. Wishing to avoid the agents of the Dreaming Dark could pursue them.

publicity of a murder or disappearance in Stormreach, Ereg lures some likely specimens into the jungle.

HUNTING PARTY

Years ago, Ereg’s haphazard experimentation came Low-Level to Mid-Level

to the attention of a powerful necromancer serving Ereg, a renowned hunter, contacts the PCs in Stormreach, the Blood of Vol in Karrnath. Recognizing the value explaining that he collects rare trophies from darkest of Ereg’s notes, the necromancer left guardians for Xen’drik, such as plants, artifacts, and unusual crea-the hunter’s use and returns periodically to review his tures. Ereg tells the PCs that one such rare creature now research. These guardians, the animated corpses of giant prowls the jungles—a two-headed tyrannosaurus spotted jungle cats, assist Ereg on his hunts.

a few days out of Stormreach. Ereg desperately wants the 1. The Assignment: While in Stormreach or another creature’s heads for his wall, but prior obligations pre-populated area, Ereg approaches the PCs with an offer.

vent him from hunting the monster himself. He offers A rare two-headed tyrannosaurus is rampaging in the the PCs a reward if they stalk the beast for him.

jungles of northern Xen’drik, and Ereg wants the PCs to All is not as it seems, however. Jaded by years of hunt-kill it for him. He claims he is expecting an important ing mindless creatures and vicious animals, Ereg has now delivery on a ship from Khorvaire and must be present to decided to pursue “the most dangerous game.”

receive the package, so he cannot take the time to hunt the dinosaur himself. Ereg provides directions to a clearing Hooks

where the dinosaur lairs, a few days out of the city.

Ereg promises the PCs whatever he thinks they want, with-If the PCs grow suspicious and refuse Ereg’s offer, out going overboard. If he knows little about them, he starts or if they seem uninterested in the assignment, Ereg with an offer of money—100 gp times the average party level does not press them. He finds another set of explorers per character. If the PCs have a reputation for altruism, to dupe a few days later. This turn of events might lead Ereg tells them that the two-headed dinosaur threatens a to future adventures if the PCs are hired to investigate tribe of primitive halfl ings. He might also offer potions the adventurers’ disappearance, or if the missing party and minor magic items (total value up to 100 gp times the contains NPCs the characters know.

average party level). Ereg easily agrees to pay half the fee up Suggested Encounters: Ereg (NE male human) is a 1st-front, knowing that he’ll get the money back in the end.

level expert, and has ranger levels one greater than the 102

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average party level of the PCs. Use a pregenerated ranger If he arrives well before the PCs, Ereg sets snares in AD

( DMG 122) for appropriate statistics, but increase Ereg’s the area. He might try to lead the party into sinkholes or Charisma to 12. His expert level grants him a +2 bonus set up camoufl aged pit traps ( DMG 70–74). On the Old-VE

on Will saves and 4 ranks in Bluff. He has one additional Growth Ruins map, the overlook in area 8 makes a great NT

rank in Bluff for every two ranger levels, and maximum spot for a rolling rock trap ( DMG 71).

U

ranks in Hide and Move Silently. He pursues the archery Suggested Encounters: If the PCs spend some time hunt-R

combat style. Physically, Ereg is a sinewy human with ing in this area, they could come across a giant wasp or a ES

tanned, weathered skin and red hair going gray. He tries cluster of giant stag beetles ( MM 285).

I

to avoid confronting the PCs in public, preferring to In addition to Ereg, the PCs must contend with his N

X

bide his time and ambush them at his convenience.

animated guardians. These skeletal cats resemble tigers E

2. The Trail: Ereg has picked the perfect ambush in size and ferocity, and their bony jaws sprout massive N'

site (area 8 of the Fog Lake map, or area 7 of the Old-teeth. Strips of dried, tattered fl esh still hang from their D

R

Growth Ruins map). After the PCs leave Stormreach, ribs, and their eyes glow a fierce orange. Ereg can pos-IK

he races into the jungle ahead of them, summoning his sess one to four animated jungle cats, depending on the animated jungle cat guardians. Ereg takes a circuitous party’s level and the desired challenge. Use the statistics route to avoid coming near the party, but unless the PCs for an owlbear skeleton ( MM 226). For a greater challenge, are capable of traveling without sleep at a steady pace, the use the statistics for a chimera skeleton instead ( MM 227), hunter easily outdistances them.

removing the gore attack and one of the bite attacks.

Suspicious PCs might agree to Ereg’s deal, then shadow the hunter instead of following through with Rewards

their end of the bargain. In this case, they witness Ereg Aside from Ereg’s equipment (as determined by the DM), summoning his jungle cats. If they make their presence the PCs gain two valuable items from this adventure.

known, Ereg attacks the PCs to keep his secret safe.

The fi rst is Ereg’s notes, concealed

Ereg provided accurate directions for the PCs, but in his house near Stormreach

the landscape of Xen’drik has a way of shifting when not or on his person. These are

directly observed (see the Traveler’s Curse, page 25).

Each day, a DC 15 Survival check is required to accurately follow the directions. Each failed check adds one day to what should otherwise be a two-day journey.

Undoubtedly the PCs will be on watch for any signs of two-headed dinosaurs. Keep them on edge by calling for frequent Listen and Spot checks, or informing players that the party hears something large moving through the underbrush or sees bushes tremble as if disturbed by a passing creature. Detouring to investigate these signs either delays the PCs fruitlessly or leads to encounters with dangerous jungle creatures.

Suggested

Encounters: A battle with a regular dinosaur can whet the party’s appetite for the quest. A clawfoot or two ( ECS 279) makes a good challenge for a low-level party, while a megaraptor or even a normal tyrannosaurus ( MM

60–61) should put a mid-level party to the test. If this scenario uses the Desert Canyons map, the PCs could encounter a Medium or Large monstrous scorpion ( MM

287), a basilisk ( MM 23), or even a behir ( MM 25).

3. The Hunt: By the time the PCs reach the clearing, Ereg should already be there. If he is not, they could spend fruitless hours (or even days) searching for a two-headed dinosaur that does not exist, though their hunting efforts might stir up other dangerous local wildlife. If the PCs leave the area before Ereg arrives, he uses his ranger skills to track and ambush them.

When Ereg does make his move against the PCs, he uses all the tricks at his disposal. If he possesses the woodland stride ability, he sticks to areas of thick underbrush and rough terrain. He orders his animated jungle cats to make noise on opposite sides of the clearing, hoping to split the PCs up so he can target them one at a time. W hen possible, Ereg shoots at the PCs from concealment, then retreats into the jungle.

Ereg’s animated

cats prowl the jungle

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detailed records of autopsies and experiments on jungle sorrows in drink, they can question him, inspiring a animals. Anyone who takes a week to study the notes gains perilous rescue mission into the deep jungle.

IKR

a permanent +1 competence bonus on Heal checks. The D

second important discovery is the ancient Blood of Vol Sites

N'

text known as the sanguineous tome, which Ereg found decades This adventure can occur in a number of locations. The E

ago. Details on this work appear on page 153.

Primitive Camp (page 43), Forsaken City (page 36), and X

N

Should the PCs decide to continue Ereg’s research Dreary Marsh (page 33) sites all make excellent choices.

I

and murder a sentient being (a wholly evil act), they fi nd This scenario also requires a coastal site, for which the SE

that Ereg’s methods were crude but sound. A successful Ancient Harbor map (page 28) would serve nicely.

R

DC 20 Knowledge (religion) check and three days of U

study and meditation over the blood of a sentient creature Adventure

NT

grants one PC a permanent +2 profane bonus on Heal After Gravus and the party set out, they must contend VE

checks, and might trigger the development or improve-with the dangers of the jungle. Tracking the miss-ment of a dragonmark (at the DM’s discretion). However, ing Raiders is relatively simple, but doing so leads to a AD

a PC who engages in such a ritual and later dies rises in settlement of hostile creatures that have either killed or 1d4 rounds as a ghoul under the DM’s control.

captured Gravus’s companions. Once they recover the dragonshards and any surviving members of the group, Development

the PCs head for the coast and a waiting ship. There Ereg’s disappearance could raise a few eyebrows in Storm-Gravus’s treachery is revealed, as he attempts to leave the reach, especially if his dealings with the PCs were witnessed.

PCs behind and sail off with the treasure.

Sometime after the PCs deal with Ereg (anywhere 1. On the Trail: With Gravus in tow, the party leaves from a few weeks to a year later), his necromancer patron Stormreach and retraces the steps of the Templebound arrives to review the hunter’s latest findings. The nec-Raiders. This journey takes only a few days on foot romancer, a silent half-elf named Seletar, finds Ereg’s through the jungles around the port city. While relatively disappearance (and that of his notes, if the PCs took free of hazards at fi rst, the trail quickly leads to paths less them) to be a great inconvenience. Ereg only dabbled traveled and more dangerous.

in the Blood of Vol’s teachings, but his research held After a three-day journey, Gravus finds the spot where great promise. The PCs might find they have incurred he and the rest of his band split. There is no sign of a the wrath of a powerful necromancer—and perhaps of the struggle, and the path taken by the Raiders is still clear.

order he serves.

Suggested Encounters: Dire animals ( MM 62), carnivorous dinosaurs ( MM 60), and drow often wander these reaches ILLICIT SHIPMENT

in search of easy prey. For mid-level parties, an encounter Low-Level to Mid-Level

with a hill giant ( MM 123) or a drow scouting party (see Of all the treasures waiting to be discovered in Xen’drik, page 69) would make an appropriate challenge.

few are more prized than Siberys dragonshards. These

2. Last Stand of the Templebound Raiders: After crystalline shards with their pulsing veins of gold are separating from Gravus, the remaining Templebound useful for creating numerous wondrous items, especially Raiders went off together through the jungle, bearing those that enhance the power of a dragonmark.

with them a chest full of Siberys dragonshards. Two Siberys dragonshards bound for Khorvaire typically days later, heading toward a predetermined point on the come through Sharn, where they are subject to tariffs that coast, the group stumbled across a settlement of natives signifi cantly reduce the profi ts of those who fi nd them.

who did not take kindly to their intrusion. Gravus can Recently, a group of explorers called the Templebound follow the trail of his companions with ease, leading the Raiders came across a large cache of shards and hope to party straight to the settlement.

turn a tidy profi t by avoiding the authorities. In Storm-If the DM wishes to develop the Templebound Raid-reach, one of their number arranged for a ship to meet ers as a rival group, they should still be alive as captives them along the coast, pick up the group with the shards, for the PCs to free before they are sacrifi ced or eaten.

and take them to an illicit drop point elsewhere in Breland.

Gravus wants to release his companions, or at the very The group with the stones never arrived at the rendezvous, least avenge them if they are dead. His real motivation, though, and now the lone remaining member of the ill-however, is to get inside the settlement and retrieve the fated party is looking for help to fi nd the others.

chest containing the dragonshards.

Once the party has retrieved the chest and rescued Hooks

any of the Raiders, Gravus explains that he has a ship The party is in Stormreach when Gravus Tilhame, the waiting for them at a nearby harbor. He asks the party to lone surviving member of the Templebound Raiders, accompany him back to Stormreach.

contacts them. Gravus lies to the PCs, telling them that Suggested Encounters: The DM has a number of options his group got split up in the jungle and that he alone made when setting up this encounter. First, determine the it back. He wants to hire the party for protection as he nature of the natives. Drow make the most likely foes searches for his missing friends. Alternatively, one of the for low-level and mid-level groups, although yuan-ti or Templebound Raiders could be an acquaintance of one of abeils ( MM II 22) might suffi ce. For mid-level groups, a the PCs, and his return to Stormreach is long overdue.

small band of hill giants or stone giants could make a When the PCs fi nd Gravus back in the city drowning his suitable challenge if handled carefully. As a twist, this 104

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Last stand of the Templebound Raiders

RL

encounter could be against a foe too tough to defeat, with adventurers are victorious, they might be forced to the PCs required to plot a stealthy rescue mission into a leave some of the shards behind. However, a party left camp occupied by superior enemy forces.

behind on the unexplored coast might move straight on In any event, the settlement has a number of sentries to another adventure, with rewards that make the loss to in guard towers or hidden from plain sight. The guards the Raiders tolerable.

keep watch while the remaining inhabitants go about their daily business. If the settlement is composed of drow, Development

groups leave regularly to hunt or prepare sacrifices. Giants If the PCs allow Gravus and the other Raiders to escape, or yuan-ti hunt less frequently, and do so only when food they might have further encounters with this traitor-supplies are low (which might not be the case with the ous group. Even one or two Raiders at large make good Templebound Raiders currently in the larder).

recurring enemies as they try to make the PCs’ lives 3. Treachery: The journey to the coast takes only miserable. If they defeat Gravus and the Raiders, the a day through light jungle. Once there, the group fi nds PCs might find a map leading to the newly discovered that a ship is indeed waiting for them in the harbor.

dragonshard field.

However, Gravus has no intention of taking the PCs with him when the ship sails for Khorvaire. This revelation LIGHTNING REVELATIONS

could lead to a fi ght in the harbor with the ship’s crew Low-Level to Mid-Level

(who are loyal to Gravus by virtue of the wealth he carries) On an otherwise sunny day in Stormreach, huge black and any other surviving members of the Templebound clouds gather overhead. Thunder rumbles and churns Raiders. Alternatively, Gravus might be allowed to sail deep within the darkness, then a bolt of purple light-away without a fi ght, leaving the PCs to fi nd their own way ning slams down to strike a dusty boulder on the jungle back through the jungle to Stormreach. If Gravus and outskirts of the city. After that single blinding fl ash, the any surviving Raiders are defeated, the crew of the ship storm clouds dissipate, leaving sunny skies once more.

surrenders, offering to take the PCs back to Stormreach Smoke rises from the remains of the boulder, split in free of charge in exchange for their lives.

two by the lightning. One half has crumbled to dust, but the other remains intact. The newly exposed stone bears Rewards

carvings, which on closer examination reveal a map.

If the PCs defeat the Raiders, they can claim the cache Word races through Stormreach of the newly

of dragonshards for their trouble. Even if the rival unearthed map, which supposedly leads to a hoard of 105

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ancient wealth. Treasure-seekers band together to form must make a DC 20 Survival check to accurately make adventuring parties, and one such group heads into the their way through the perilous jungle. With a successful IKR

jungle immediately. But where does the map really lead?

check, the PCs travel a full day’s distance. On a failed D

And will those who follow it fi nd riches or death?

check, wrong turns and Xen’drik’s shifting landscape N'

yield only a half-day’s progress. Five full days of travel E

Hooks

by foot are required to reach the ruins of Zen’hipha.

X

N

PCs in Stormreach might hear the story circulating or The PCs can use magical means to fi nd their way.

I

be present when lightning strikes the boulder. If the lure They might cast commune or contact other plane to help them SE

of buried treasure is not enough to entice them, they decide which route to follow, or find the path. Because the R

could hear of a rival adventuring party they have tangled map uses landmarks hidden deep beneath the jungle U

with in the past setting out in search of it. A PC who is canopy, fi nding the ruins by air is impossible.

NT

knowledgeable about Xen’drik history might recognize Two days into the journey, the party comes up against VE

symbols on the map indicating that the treasure holds a deep, slow-moving river snaking through the jungle.

special interest for the party. A solo explorer could also The PCs can attempt to swim across the 45-foot-wide AD

try to hire the PCs as escorts.

waterway (Swim DC 10). Alternatively, the numerous trees and vines in the area provide the perfect materials Sites

for constructing a raft (Craft [carpentry] or Craft [ship-Any ancient ruin or uninhabited area works well for this building] DC 10) with only a few hours’ work.

adventure. The treasure map could lead to the Ziggurat Four days after the party sets out, a violent rainstorm Ruins (page 48) or the Colossal Monument (page 29) site.

( DMG 94) sweeps through the jungle, imposing a –4 penalty on Survival checks. The storm also swells another Adventure

jungle river in the party’s path to fast-moving water Centuries ago, a prophet born in a primitive jungle tribe (Swim DC 15). The rainstorm lasts for three days.

foresaw both his people’s ruin and the coming of the strange Suggested

Encounters:

During their travels to the ruins,

purple lightning. Not wanting his tribe’s history lost to the the PCs run afoul of local wildlife. A low-level group ravages of time, the prophet created the boulder map so that could be stalked by a Large or Huge viper ( MM 280) or future explorers could fi nd their way to the ruins of his city, a lone tentacle spider (see page 83). A mid-level party Zen’hipha. There, they would fi nd the prophet’s writings might encounter a dire tiger or two ( MM 65).

and learn of his people. In the long years since, indigenous One or both of the rivers that block the PCs could also monsters have made the ruins their home. The Order be home to crocodiles or giant crocodiles ( MM 271). PCs of the Emerald Claw believes that a great treasure lies in with no magical means to cross the rivers will need to slay Zen’hipha, and its agents race the PCs to the site.

or distract the creatures while they swim or raft across.

1. Journey Through the Jungle: Reaching the ruin 2. Race Against the Emerald Claw: Masquerading requires PCs to search for old landmarks and follow the as an ordinary group of explorers, the team that headed archaic directions inscribed on the boulder map. Each immediately into the jungle is actually an Emerald Claw day, the PCs

cabal. The group’s leader wishes to recover the lost treasure to benefi t the organization. If the PCs were present when lightning revealed the map and left Stormreach immediately, the Emerald Claw agents are stalking the party. If the Emerald Claw team left before the PCs did,

The shattered

it has sown traps in its wake to slow pursuit.

boulder reveals a

Suggested Encounters: Pages 54–58 contain statistics for NPC adventurers at different Challenge Rat-

mysterious map

ings. If the Emerald Claw explorers left Stormreach before the PCs did, they are alert and on guard against potential pursuers. They leave a false trail through a dangerous area they have encountered, such as a patch of quicksand ( DMG 88). If the PCs get too close, the Emerald Claw agents kill a small animal and leave its bloody carcass on the trail behind them, hoping to attract predators. A

leopard or two ( MM 274) is a suitable challenge for a low-level party, while a tendriculos ( MM

241) can keep a mid-level party busy.

3. Ambush: Once they arrive at the ruins, the Emerald Claw agents set up an ambush.

The member with the highest Spot and Listen

checks (excluding the leader) hides and watches for the party’s approach. An enforcer stands by to come to the lookout’s aid, while the leader and any remaining members search the

SE

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ruins. If this scenario plays out on the Ziggurat Ruins scimitar or +2 keen scimitar for mid-level parties). The bronze AD

map, the lookout waits atop the ziggurat, the enforcer blade bears a hilt adorned with green and yellow wire, close by with ranged weapons at the ready. On the Colos-containing two green gems fashioned to look like cats’

VE

sal Monument map, the lookout hides behind one of the eyes. The scimitar might have additional properties at NT

columns in area 4, with the enforcer farther back along the DM’s discretion.

U

the colonnade, near the stairs.

The third darkwood chest contains the real treaR

If the PCs arrive first, the agents of the Emerald sure, as far as the prophet of Zen’hipha was concerned.

ES

Claw wait for the party to clear out the area and recover Here lie six stone tablets inscribed with the history of the I

any valuables before attacking.

people of the area—stories of daily life and worship, and N

X

4. The Ruins of Zen’hipha: Monstrous inhab-a village roster drawn up at the time the prophet lived.

E

itants have moved into the ruins over the long years Though materially worthless, these tablets might fetch a N'

since Zen’hipha’s people died out, and the PCs must high price from the right scholars.

D

R

deal with a dangerous guardian before they can claim IK

any reward.

Development

Suggested Encounters: Two separate groups of tentacle The lore of Zen’hipha might contain maps and direc-spiders (page 83) live in the ruins (areas 2 and 5 of the tions to other lost sites of the same era. A lternatively, Ziggurat Ruins map; areas 2 and 7 of the Colossal Monu-a scholar who purchases the tablets might be interested ment map). Against low-level parties, place one or two in hiring a group with proven adventuring skills to seek tentacle spiders in each area. For mid-level parties, use other relics.

three or four tentacle spiders and consider advancing one or two to make the encounter even more challenging.

LOST

The tentacle spiders keep away from the main

Any Level

treasure trove for fear of the guardian residing there.

A great number of ships bound for Xen’drik never reach A solitary scorrow (page 81) has made its home in the their destination. Blame typically falls on the sahuagin of ruins (either in the ziggurat or inside the collapsed hall).

Shargon’s Teeth for misfortune at sea, but many expedi-Reveling in solitude, the scorrow spends its days hunting, tions to the mysterious continent (whether by ocean or ruminating, and pondering philosophical questions on air) are overtaken by storms en route. Their ships lie the nature of asceticism. It does not appreciate trespass-sunk or smashed amid remote islands or along one of ers interfering with its meditations.

Xen’drik’s uncharted coasts.

Years alone in the ruins have caused this scorrow Repairing a seagoing vessel or airship in the field is to distance itself from the wholly predatory nature of its diffi cult at best. While the crew makes repairs, the PCs kind. The creature is completely convinced of its mental must gather necessary supplies and defend their craft and physical superiority and does not attack PCs unless from hostile residents of the crash site.

they attack it. It cares nothing for material wealth and might allow the PCs to take the treasure of Zen’hipha Hooks

if they negotiate carefully. Due to the scorrow’s huge The PCs are thrust into this adventure by simple neces-ego, PCs making Diplomacy checks against it take a –2

sity. Their incentive for traveling to Xen’drik could be penalty unless they spend time to fl atter it. In return for any one of the other adventure frameworks presented in the treasure, the scorrow requires moderately intelligent this chapter.

conversation (it speaks to obvious druids or rangers fi rst, asking their opinion on a solitary wilderness life) and Sites

exacts promises to keep its location a secret.

The Ancient Harbor site (page 27) is a natural fit for this If the Emerald Claw arrives at the site fi rst, the PCs scenario. Many of the sites presented in Chapter 2 can find that the agents have hunted down and killed the crea-be easily adapted by placing them close to the stretch of tures of the ruins. The rival explorers now block access deserted shoreline where the PCs have landed.

to the main treasure trove (area 10 of the Ziggurat Ruins map, or area 9 of the Colossal Monument map). The Adventure

Claw agents take a full day to survey the area. If the PCs During a terrible storm, the PCs are called to help the do not intervene, the Emerald Claw group overcomes the beleaguered crew keep their airship or sailing ship on guardian and makes off with the treasure, leaving the course. In the aftermath of a crash, the ship is beached PCs nothing.

and badly damaged. The captain asks the party to help find material for repairs. This leads the PCs inland, Rewards

where they must battle natives who resent their intrusion.

The treasure lies in several darkwood chests, each worth Soon after, more natives arrive to assault the ship, forc-275 gp on their own. Each chest bears a copper lock, ing the PCs to defend it while the crew makes the vital green with age but still functional (Open Lock DC

repairs necessary for escape.

20). Two of the chests hold ten bronze bars inlaid with 1. The Storm: This adventure begins with a devas-elaborate silver designs. Each bar is worth 25 gp for its tating storm that sets in while the party’s ship makes its metal content but can fetch up to 50 gp from a collector way to or from Xen’drik. As the ship is buffeted about of Xen’drik artifacts. One of the two chests also holds violently, the captain asks the PCs to assist the crew.

an ancient weapon (a +1 scimitar for low-level parties; a +2

Depending on a character’s abilities, this might require 107

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numerous Balance, Climb, and Strength checks to move However, full repairs (a new mast or binding strut about the deck and hold the necessary lines and sails (for ring) take a few days. During that time, a group of natives IKR

a sailing ship) or to lash down shifting cargo. A more attacks the ship, sending fi rst scouts and then wave upon D

diffi cult challenge sees the PCs rescuing one of the crew wave of warriors bent on killing the intruders or further N'

members who fell overboard and now clings to rigging damaging their vessel.

E

orwas washed into the frothing sea. This scene ends with Suggested

Encounters:

These antagonists should be of the

X

N

a sailing ship running aground or an out-of-control air-same type encountered previously, looking for revenge on I

ship crashing on a deserted beach.

those who attacked or killed their kin. This fi ght should SE

2.

Mysterious

Beach: After all crew and passengers

feel like a near-endless struggle against staggering num-R

have been accounted for, the captain assesses the situation, bers, with the PCs barely able to hang on by virtue of their U

asking the party to help the injured in any way they can.

defensible position and superior skills. Only after this NT

The damage to the ship is severe but not crippling.

fight is over (or the PCs can fi nd a way to end the hostiliVE

On a sailing ship, the main mast has snapped off just ties) can repairs be fi nished.

above the deck, taking most of the rigging and rope with AD

it. On an airship, enough of the soarwood hull has been Rewards

damaged to affect the craft’s buoyancy, and one of the Mysterious ruins close to the shore might contain undis-elemental binding ring struts has sheared off. Many of covered treasures or clues that lead the PCs to other ruins the holes in the hull are too large for mending spells to deal in this remote corner of Xen’drik.

with, and the ship lies in low water with the tide coming in. If it cannot be made sea- or airworthy again in time, Development

the vessel will sink.

With their knowledge of the crash site’s location, the After assessing the damage, the captain asks the party might attract the attention of spies and thieves bent characters to venture into the nearby jungle to fi nd a tree on learning the source of their newfound riches. Any that will be suitable for a new main mast or binding ring remaining natives could become recurring enemies bent strut. To make sure of the proper choice, a crew member upon revenge, perhaps even willing to travel to Khor-accompanies the party.

vaire and beyond to gain satisfaction.

Suggested Encounters: What the PCs discover in the jungle depths depends upon the site, but they should at least fi nd LOST SOUL

ruins or a native camp. Locating a tree of sufficient size Low-Level to Mid-Level

and strength is no easy task, taking the party far from the The giants of old crafted many marvelous relics that now lie crash site. Encounters en route can range from simple lost in Xen’drik’s crumbling ruins. Intrepid explorers seek animals to drow, giants, or blackscale or poison dusk out these treasures, but many do not realize that the descen-lizardfolk. This fi rst encounter should be simple, but it dants of those giants hunt for them as well. Prokres, a cruel alerts a greater force nearby to the party’s presence.

death giant, seeks a mighty artifact—and he requires help.

3. Protect the Ship: Once the party has located a suitable tree, the crew works to repair the ship while Hooks

the captain tries to ascertain the ship’s position. If it is Relatives of one of Prokres’s victims might contact the an ocean-going vessel, the crew can patch the hull well PCs, begging them to find a way to release their kin’s enough to refl oat the ship when the tide comes in. If an soul. Alternatively, the PCs might be searching for a par-airship, the soarwood hull can be repaired well enough ticular item in the same area that holds Prokres’s shard, to lift clear of the incoming tide.

or could simply run into the giant by chance.

THE MARSH OF DESOLATION

Player’s Guide to Eberron mentions the Marsh of Desolation at damage heals naturally only after affected characters leave the base of the Skyfall Peninsula. DMs wishing to set any the swamp.

of these adventures in the Marsh of Desolation should The plant fortress (area 6 of the map) becomes the use the Dreary Marsh map on page 33 and make the fol-Temple of Sondar Thaj. In this case, the fortress also speaks lowing adjustments.

Draconic. The underground grotto (area 7) becomes the Retain the corrosive effects of the Dreary Marsh, epicenter of the Marsh of Desolation’s aura of corruption but remove the bonuses received by living creatures. In and madness. Discard the rules for enhanced spellcasting addition, anyone entering the Marsh of Desolation takes in the grotto as detailed in the Dreary Marsh site. Instead, a –2 penalty on Will saves. Feelings of anxiety and panic anyone entering the grotto must make an immediate DC 12

overwhelm travelers in the marsh, and vivid and dis-Will save or become shaken. Spells with the fear descriptor turbing nightmares visit sleeping creatures each night.

are cast at +1 caster level while in the grotto.

Upon entering the Marsh of Desolation and every 24

Golems, undead, and other creatures immune to hours thereafter, each PC must succeed on a DC 12

Wisdom damage become the perfect guardians for the Marsh Will save or take 1d2 points of Wisdom damage. This of Desolation and whatever artifacts might be buried there.

108

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A week earlier, Prokres encountered a band of are outclassed, Prokres decides he cannot count on such AD

explorers and attempted to gain the party’s assistance.

foolish help. He might slaughter the entire party, kill just The adventurers refused and tried to flee, but only one one or two members (perhaps hirelings or cohorts), or VE

escaped. This man, a human explorer named Jedal (NG

drop all the PCs down into the tunnels before stalking NT

warrior 1/expert 1), saw Prokres drain the others’ souls off. The overall tone of campaign should determine the U

from their bodies and add them to his protective whirl-giant’s course of action.

R

wind. Jedal’s sister Lisel is now one of the trapped souls.

Once he has reached a deal with the PCs (or f lung ES

Jedal encounters the PCs in Stormreach or some jungle them all into the dungeon), Prokres retreats to a safe I

outpost, where he tells his story.

position and watches for their return.

N

X

Suggested Encounters: Prokres is powerful enough to E

Sites

destroy the PCs without a second thought. A standard N'

The Honeycomb Caverns site works best for this adven-death giant ( MM III 54) should suffice. A lternatively, D

R

ture. If adapting another site, it must possess an area substitute a shadow giant ( FF 82) or a bald, gray-skinned IK

sized only for Medium or smaller creatures.

storm giant ( MM 125).

As a death giant, Prokres possesses an aura of scream-Adventure

ing souls. Death giants can drain the soul from a living Thousands of years ago, the civilization of the giants creature with 10 or fewer hit points within 15 feet. Such created a wondrous artifact known as the shard of arcane creatures must succeed on a DC 30 Fortitude save each endowment (see the sidebar on page 100). During the war round or die instantly, their spirits sucked into the swirl-with the dragons, the shard was disabled, hidden away, and ing aura. Prokres is careful to stay at least 15 feet away eventually lost. Now the death giant Prokres searches for from weak-looking adventurers so long as he hopes the the artifact. He has traced it to an underground area too party might be of use to him.

small for him to enter.

2. Into the Depths: Whether they were dropped into 1. Prokres’s Offer: Prokres, a gray-skinned giant the tunnels or entered willingly, PCs must contend with surrounded by a swirling cloud of incorporeal spirits, the drow tribe living there. The nomadic Qaltiar drow lurks near the entrance to the tunnel system. He does not are only temporary residents of these caverns. They post-attack the PCs, because he needs someone small enough poned their plans to move on when they spotted Prokres to retrieve the shard for him.

lurking in the area several days ago. The Qaltiar despise Prokres hails the PCs and asks if they are inter-giants and have been plotting ways to bring Prokres down.

ested in helping him. Despite his huge size and horrific A Qaltiar scout observed the party’s negotiations with the appearance, an his enormous bloodstained greataxe, the death giant and reported to the tribe that the PCs were giant does his best to put the characters at ease, promis-working with Prokres. As a result, the drow attack the ing not to attack if they hear him out. A PC who succeeds party on sight, showing no mercy.

on a DC 15 Knowledge (nature) check recognizes Prokres The scout has continued to watch the party. Once the as a death giant, a rare and incredibly powerful being.

PCs have entered the caverns, the scout attempts to slip A DC 33 Knowledge (nature) check is required to learn back undetected to warn the other drow. If he succeeds, specific facts about death giants, such as their ability to a small group of drow waits at each entrance to the com-suck souls out of the weak and dying. Even without spe-plex. The dark elves ambush PCs entering the area and cific information, however, the nimbus of screaming try to catch them in a precarious situation (riding a lift or soul-faces continually circling Prokres should warn the climbing, for example). Another set of warriors retreats PCs that Prokres is extremely dangerous.

to protect noncombatants in a defensible location, such Initially, Prokres acts in a friendly manner. He as area 5 of the Honeycomb Caverns map. Still others explains that he desires an artifact hidden in the tunnels move to guard the tribe’s treasure and the shard of arcane and offers the PCs a reward if they fetch it for him. The endowment. Area 6 of the Honeycomb Caverns provides a giant’s fi rst offer is startling: He will release one of the good location for this fi nal stand.

souls orbiting his body if the party fetches the dragon-If the PCs stop the scout before he can report to the shard he seeks. If the PCs don’t care to free any trapped tribe, they instead face scattered groups of drow, each with souls, Prokres praises them as “practical types” and offers an Encounter Level 1 or 2 lower than the average party level.

them gold instead—100 gp times the average party level per These forces wander through most of the site (other than PC for low-level parties, or 500 gp times the average party inherently dangerous areas). A drow patrol might order level per PC for mid-level parties. Prokres might sweeten the party out of the tribe’s territory before attacking, and the deal with a minor magic item, but he hints strongly skillful PCs might be able to open negotiations for the shard that the party will regret any attempt to cheat him.

of arcane endowment. The drow are willing to trade the shard for If the PCs flee, Prokres chases them and attempts to valuable items (worth at least 200 gp times the average party grapple one (he has a bonus of +37). He then carries the level for low-level groups, or 1,000 gp times the average grappled PC to area 1 of the Honeycomb Caverns map party level for mid-level groups), or for supplies and infor-and drops the character in, telling the others that their mation if the PCs have no obvious wealth. The drow are friend won’t last long in the tunnels alone.

initially hostile, even if they do not immediately attack.

If the party attacks, Prokres fi rst tries to overcome If the PCs mention that they are working for Prokres, and drop a PC down the shaft as detailed above. If the even to say they want to free the spirits he has trapped, PCs continue to fi ght even when it becomes obvious they the drow attack immediately.

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The sounds of combat could draw nearby drow into the death giant spots them when they emerge. Prokres the fray, depending on the distance between groups and demands the shard of arcane endowment, and if the PCs give the IKR

the amount of noise.

item up, the giant keeps his end of the bargain. He offers D

Suggested Encounters: For low-level parties, use the drow up three souls—a young female human (Lisel, one of the N'

lookout or drow hunter (pages 68–69) for the initial explorers who refused to aid Prokres), a young male gnome E

scout encounter. For mid-level parties, use the drow (a child whose family’s ship sank off the coast of Xen’drik), X

N

raider (page 70).

and an elderly male human (a paladin of Dol Arrah who I

The drow ambush parties stationed at each entrance fell in battle against the death giant). The PCs must choose SE

should challenge the party without overwhelming them.

which one to set free. Prokres then takes the shard and R

Mix and match the example drow on pages 68–74 to disappears into the jungle.

U

design ambush parties with Encounter Levels equal to the NT

average party level. A pregenerated drow scouting party Rewards

VE

(EL 7) appears on page 69. This makes a good challenge Besides the shard of arcane endowment, PCs should fi nd appro-for parties of 6th to 8th level.

priate treasure for the Encounter Level of the drow tribe.

AD

A group of two or three drow guards protects three In addition, the tribal leader could possess bracers of the young children, a pregnant female, and a wounded male hunter (page 145) or Vulkoor’s headdress (page 147).

with a splinted leg. These drow should each have a Chal-The

shard of arcane endowment is detailed on page 154.

lenge Rating 1 or 2 below the average party level. They do When the PCs fi nd the clouded shard, it is inoperative not attack, instead warning the PCs away. If attacked, they and sealed in a bronze box covered with Giant runes that fight to the death rather than abandon their charges.

spell out the words “crystal,” “power,” “imbue,” “danger,”

PCs might also encounter wandering creatures kept and “dragon.” The box is locked (Open Lock DC 20) and by the tribe. A monstrous scorpion or two ( MM 287) can has hardness 10 and 15 hit points.

frighten and challenge the PCs, as long as the monsters fit in the complex’s tunnels.

Development

3. Recovering the Shard: The Qaltiar drow choose The PCs might encounter Prokres again (see The Shard a dramatically appropriate site to defend their tribe’s of Arcane Endowment sidebar on page 100 for details).

possessions. The drow exploit unusual or unexpected Alternatively, the death giant could send the PCs on more terrain features, such as the elemental pillars in area 2

missions (see the Prokres as a Patron sidebar, below). If the of the Honeycomb Caverns map.

PCs escape without giving the shard to Prokres, he tracks The Qaltiar recognize the box containing the shard of them down and attempts to retrieve it by force. He might arcane endowment as being of giant design, and they suspect hire other adventurers to steal the shard from the party, it contains some lost relic. A lthough not disposed to or attack the PCs directly when they least expect it.

use it themselves, they are committed to preventing any If the PCs forced the Qaltiar to surrender the arti-giants from reclaiming the item. They fi ght valiantly, but fact, the surviving drow might reappear at some later if obviously overpowered, surrender and allow the PCs date, bent on vengeance.

to take the shard.

Suggested Encounters: A tribal leader with a Challenge Rating MAUL OF THE GLACIAL HEIGHTS

equal to or slightly above the PCs’ average level makes a fine Mid-Level to High-Level

challenge when accompanied by several warriors one or two The maul of the glacial heights is one of the destiny arms (see page levels lower than the party average. To add interest to the 150 and the sidebar on page 101), crafted by Hibyrntic, battle, use an unorthodox enemy such as a warforged scor-a frost giant cleric of Banor the Bloody Spear (a varia-pion that has joined the Qaltiar (see the Lost Soul adventure tion of Balinor). Using the power of the maul, Hibyrntic on page 108) or a scorpion wraith (see page 130).

survived the quori onslaught and passed the artifact down 4. Return to Prokres: Prokres keeps a sharp eye on to his descendants after the war’s end.

all exits from the caverns, and unless the PCs have tele-The last descendant of Hibyrntic to possess the maul portation magic at their disposal (or are extremely clever), was Eskelia, leader of a small tribe of intelligent and mostly PROKRES AS A PATRON

If the PCs perform adequately and return the shard of arcane course, Prokres adds many new souls to his collection endowment to Prokres, he might see them as useful tools.

between missions.)

Prokres dismisses any requests the PCs make of him, but Good-aligned PCs will undoubtedly hate being

he expects them to fulfi ll his demands.

manipulated in this fashion, but will also be unwill-T he PCs should never know how to contact

ing to leave souls in Prokres’s aura who could be freed.

Prokres. The giant appears from time to time with Prokres enjoys their discomfort. If the PCs refuse to a new mission for the group. Each time, he uses his serve him, he laughs and departs, with a mocking com-trapped souls to manipulate the PCs, promising to ment that he will enjoy not having to give up any more free one more poor spirit if they do his bidding. (Of of his “guardians.”

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peaceful frost giants. Their peace was shattered, however, Monument map, the giants wait in area 6 and rain boul-AD

when a rival giant band attacked. These frost giant sav-ders down on the PCs. Against high-level parties, the frost ages slew Eskelia and her tribe, then claimed the maul for giants could be accompanied (or preceded) by a trained VE

themselves. Now Eskelia’s ghost searches for a champion frost worm ( MM 111).

NT

to avenge her. Will the PCs take up her cause?

3. Sryklin’s Final Stand: Sryklin, the frost giant U

jarl of the savage tribe, is not all he seems. A mysterious R

Hooks

backer who wishes to possess the maul of the glacial heights ES

Eskelia’s ghost haunts the place where she died, high in goaded Sryklin into attacking Eskelia’s tribe.

I

the Titan’s Teeth mountains. She might ask the PCs for If the PCs tangled with the Inspired in the Staff of N

X

aid as they pass by, particularly if one bears the symbol the Magma Falls adventure (see page 120), they could fi nd E

of Balinor or has the appearance of a druid, ranger, one of the surviving Inspired now manipulating Sryklin.

N'

or barbarian. A lternatively, the savage giants threaten Alternatively, whether the PCs were hired by Riganalt D

R

humanoid settlements, whose leaders hire the PCs to Sarso or not, they might discover that the scholar prom-IK

drive the giants off.

ised Sryklin a bag of impressive-looking (but ultimately If the PCs have already found one or more of the other mundane) giant artifacts in exchange for the maul.

destiny arms, they might learn directions to Eskelia’s tribe Area 9 of the Mountain Glacier map or area 11 of the or be hired by Riganalt Sarso (see Glaive of the Darkest Colossal Monument map makes a good spot for Sryklin’s Depths, page 100) to seek the maul. Upon arriving, the PCs final stand.

find a scene of slaughter, with giant tracks leading away.

Suggested Encounters: The savage giant tribe detailed on page 61 should make a good challenge for groups with an Sites

average party level of 13th to 15th. For lower-level groups, The Mountain Glacier site works best for this adventure, reduce the number of giants or place some of them as but the Colossal Monument site could be set in a moun-sentries between the ambush site and the fi nal stand.

tain area instead of a jungle.

4. Eskelia’s Rest: If the PCs return to Eskelia’s village with the maul of the glacial heights, the ghost thanks them Adventure

graciously for avenging her and reclaiming her ancestor’s Eskelia is deeply ashamed at being taken unawares and weapon. Eskelia grants the PCs the blessing of her blood-killed in the ambush. Her ghost haunts the place of her line, allowing each of them to use the granted power of death and will do so until her murder is avenged. She asks the Strength domain three times ( PH 188). She then fades the PCs to slay her killer and bring back the maul of the gla-from sight, leaving the maul in the PCs’ possession.

cial heights as proof of the deed. Eskelia’s ghost cannot leave the remains of the village, but she can provide estimates Rewards

of the savage giants’ numbers and their location.

In addition to the maul, Sryklin and his underlings should If the PCs successfully defeat the giants and recover have treasure appropriate to their Encounter Level.

the maul, Eskelia’s ghost rewards them with information and a blessing (as well as allowing them to keep the maul) Development

before dissipating.

Any Inspired present in Sryklin’s village attempt to flee 1. Eskelia’s Ghost: Eskelia haunts the place where she once the tide turns against them, but they report what died, her tribe’s former village in the Titan’s Teeth moun-they know to the Dreaming Dark. Even if the PCs have tains. PCs entering the area see a scene of destruction.

dealt with Riganalt before, they might now feel obliged The corpses of the frost giant villagers litter the ground, to deal with his unscrupulous ways. How the party deals their tents and longhouses slashed and burned.

with Morgrave University in the future will depend on Eskelia appears as a transparent blue fi gure with waist-how they choose to handle the rogue researcher.

length white hair, wearing blood-soaked armor. She tells Eskelia or Riganalt might be able to give the party the PCs of her death at the hands of the savages and begs information regarding the other destiny arms. See the Des-their aid. If one of the PCs bears the symbol of Balinor, she tiny Arms sidebar on page 101 for details.

appeals directly to that character as a fellow faithful of the god of the hunt. She promises the PCs the blessing of her MISSING MISSIONARIES

bloodline, and hints at great rewards if they aid her.

Low-Level to Mid-Level

Suggested Encounters: A fi ght with a pack of winter wolves A group of Silver Flame adepts recently decided to bring ( MM 256) might show Eskelia that the PCs are strong the grace of the Flame at last to the souls eking out an enough to be entrusted with her task. If the PCs manage existence in darkest Xen’drik. The missionaries arrived to grievously offend Eskelia, she uses her horrific appearin Stormreach two months ago and spent some time ance or frightful moan against them. Frost giant: MM 122.

working for the established temple there. After learning Ghost template: MM 116–118.

of a prospecting camp fi ve days’ journey into the jungle, 2. To the Frost Giant Camp: The savage frost giants three of the missionaries set out with healing kits and leave sentries along the trail to their camp. Area 6 of the supplies for the miners. They planned on spending a few Mountain Glacier site makes a perfect spot for an ambush, days in camp before returning to Stormreach.

as does area 6 of the Colossal Monument map.

Three weeks have passed since they left, and the remain-Suggested Encounters: One or two frost giants lurk along ing missionaries grow nervous. Surely their companions the trail, ready to ambush any intruders. On the Colossal will return soon—unless they have met with disaster.

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Hooks

entered the jungle three weeks ago. The group’s intent If any PC worships the Silver Flame, one of the remaining was to follow a trail for several days until they reached a IKR

missionaries might ask her to investigate the matter. The river, then follow the river upstream to the prospecting D

party could also have come to Stormreach seeking one of the camp. The prospectors are well-known in Stormreach; N'

missing NPCs in connection with another adventure.

a successful DC 10 Gather Information check confi rms E

the directions to the camp.

X

Sites

N

The party faces a three-day walk along the open I

Any aboveground site within five days’ travel of Storm-jungle trail to the river bank. A few miles before the trail SE

reach is appropriate for this adventure, with the Old-meets the river, PCs notice evidence of a scuffl e on a suc-R

Growth Ruins and the Primitive Camp maps working cessful DC 30 Spot check. If the PCs are actively seeking U

especially well. A lternatively, set this adventure in the signs of a fi ght, they notice the marks after a few hours NT

Dreary Marsh site, replacing the grimlocks with poison of work and a successful DC 20 Search check. The tracks VE

dusk lizardfolk.

clearly indicate a fi ght between nearly a dozen creatures.

Blood spatters and broken branches show where the AD

Adventure

defeated missionaries were dragged away.

The PCs face three major challenges in this scenario.

Anyone with the Track feat can follow the trail with First, they must locate the missionaries, who stumbled a successful DC 18 Survival check (the grimlocks have into the path of a wild boar two days after leaving the attempted to conceal their passage). A recent rainstorm prospectors’ camp. Forced to flee from the savage crea-

(+1 DC for every hour of rain) can increase the difficulty ture, the trio wandered lost in the jungle for some days at the DM’s discretion.

before being ambushed and captured by a tribe of grim-Suggested Encounters: Predators know that the well-locks. Once they fi nd the captive missionaries, the PCs traveled trail sometimes yields easy prey. The PCs could must rescue them. Finally, the PCs need to deal with easily encounter a hungry ape ( MM 268) or girallon ( MM

a missionary who was infected with lycanthropy by the 126). If the Dreary Marsh site is used for this adventure, wereboar they believed was a regular wild boar.

the PCs could encounter a dire toad ( MM II 74) or an

1. On the Trail of the Flame: PCs might use elasmosaurus ( MM 60).

divination magic to help locate the missing missionaries.

The wereboar that attacked the missionaries still Anyone casting divination receives the following phrase: roams near the river. A wild-looking man in human

“W here the river meets the shore/The f lame did go form, the lycanthrope attacks the PCs as they track the astray/Their passing marks remain/To guide the heroes’

grimlocks.

way.” Part 2 details the clues that can be found where the For low-level PCs, use standard wereboar statistics jungle trail meets the river.

( MM 172). If that would be too great a challenge, reduce The

remaining missionaries in town—a human couple the wereboar’s hit points to 20. For mid-level PCs, use named Corak and Tibari—know that their companions two wereboars or a hill giant dire wereboar ( MM 177).

Though hungr y and angr y, the wereboar is not stupid, and it attempts to fl ee if severely wounded. If the PCs capture and interrogate the creature, they fi nd that MISSIONARIES TIMELINE

even in human or giant form, it acts and thinks like an animal. It speaks Common, but refers to itself as “the The left-hand number represents the number of days boar” and insists that this is its territory.

before or after the PCs decide to search for the missing 2. W here the River Meets the Shore: A grizzled missionaries (day 0). A minus sign indicates an earlier Xen’drik explorer named Behr Finiden (NG male time, and a plus sign notes a time in the future.

halfl ing expert 2) makes his home on the shores of this

–21 Missionaries set out for the prospecting camp.

wide river. A squat wooden hut sits on stilts in the river

–18 Missionaries arrive at the river crossing and rent a itself, keeping Behr safe from most jungle creatures. He boat from Behr.

maintains three rowboats that he rents out to explorers

–16 Missionaries arrive at the prospecting camp.

for 5 sp a day, plus a 10 gp deposit.

–9 Missionaries leave the prospecting camp.

Behr is reclusive and dislikes talking about custom-

–7 Behr reclaims his boat from the missionaries.

ers. He initially possesses an indifferent attitude and

–7 Wereboar attacks missionaries shortly after they leave refuses to discuss the missionaries. The PCs can attempt Behr. Missionaries fl ee and become lost in the jungle.

a Diplomacy check to coax the information from Behr,

–2 Missionaries

finally

fi nd their way back to the trail,

with a bribe of at least 15 gp granting a +2 bonus. If they only to be attacked and captured by grimlocks.

change Behr’s attitude to friendly, he admits renting a

–1 Grimlocks imprison the missionaries in a cage in boat to the missionaries but claims they returned it a their camp.

week ago.

0

PCs set out from Stormreach

The party might attempt Sense Motive checks

+3 Grimlocks execute the fi rst missionary at midnight.

opposed by Behr’s Bluff check (+3). On a success, PCs

+4 Grimlocks execute the second missionary at midnight.

realize that Behr is holding something back. If pressed,

+5 Grimlocks execute the third missionary at midnight.

the halfl ing admits he heard an altercation down the Full moon rises.

trail shortly after the missionaries started out (the fi ght with the wereboar). He truthfully insists that he didn’t 112

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see what the disturbance was and did not investigate. The two to four lizardfolk, possibly accompanied by a monitor AD

signs of that battle have long since faded, but if the PCs lizard ( MM 275) with the horrid template ( ECS 287).

check the surrounding jungle, they fi nd signs of the more For low-level parties, the camp should consist of VE

recent grimlock assault.

one or two grimlocks per party member plus one or two NT

Continuing on to the prospecting camp requires deinonychuses, split up so that the party can regroup U

another two days of travel. The camp boss, Gofrey (N

between assaults. For mid-level parties, add a grimlock R

male human expert 1), tells the PCs that the missionar-shaman (adept 5) and headhunter (warrior 5), and posES

ies arrived just over two weeks ago, stayed in camp for a sibly a megaraptor. If this encounter uses the Dreary I

week, and left nine days past. This corroborates Behr’s Marsh map, low-level parties should face one or two N

X

story, since it took the missionaries two days to return to poison dusk lizardfolk per party member plus a horrid E

his rental shack.

monitor lizard or a f lotsam ooze ( FF 17) glowing in the N'

3. Into Grimlock Territory: A 2-hour hike takes phosphorescent lagoon. For mid-level parties, add a D

R

the party from the ambush site to the grimlocks’ camp, poison dusk lieutenant ( MM III 97) and possibly a trained IK

where the captured missionaries are imprisoned. A few chuul ( MM 35).

days of celebration and shamanistic rituals culminate in 4. Bad Moon Rising: Even if the PCs arrive in time the sacrifice and devouring of the captives. For dramatic to save the missionaries from their untimely fate, they purposes, time the celebratory period so that the grim-still must transport the shaken trio home. Of the three, locks have lit the fi re under the fi rst missionary just as Chaed (LG male human adept 1) and Liria (LG female the PCs arrive.

half-elf adept 1) are nothing more than they seem. The Grimlocks

( MM 140) are vicious and xenophobic

third, however, harbors a deadly infection. Eustech (LG

enemies that attack intruders on sight. They attempt to male human [shapechanger] adept 1) contracted lycan-subdue their opponents fi rst, hoping for more prisoners thropy from the wereboar’s attack. Unaware of his own to feast upon, but switch to lethal tactics when pressed.

condition, Eustech is taken by surprise when he changes The three missionaries are locked in a wooden form during the next full moon.

cage near the center of the grimlock camp (area 6 of If the PCs assault the grimlock camp at night, the Old-Growth Ruins map, or area 6 of the Primitive Eustech could change form while being rescued, adding Camp map). On the Dreary Marsh map, the lizardfolk an unexpected twist to the battle. Otherwise, he changes ambushers live in the plant fortress (area 6) and keep the one night while the PCs escort the missionaries back to missionaries in a cage in the grotto (area 7). The bars of Stormreach; full moons occur often on Eberron (see the wooden cage have hardness 5 and 10 hp each. A crude the Lycanthropy in Eberron sidebar). The confused padlock holds the cage shut (hardness 5, 10 hp, Open and terrified Eustech might well lash out at his bene-Lock DC 15).

factors while in animal form. As followers of the Silver Near the cage, a large stone cauldron sits atop a mas-Flame, his fellow missionaries could harbor a deep sive pile of brush and branches. Without the PCs’ inter-loathing for lycanthropes and might even try to destroy vention, the missionaries face a gruesome fate. (If using their former friend. After returning to human form, poison dusk lizardfolk, the natives do not boil their victims Eustech might be so horrified at his affl iction that he alive, which would require fi re. Instead, they intend to tries to kill himself.

ritually sacrifi ce the missionaries with knives.) The PCs must try to maintain peace long enough to Suggested Encounters: One or two grimlocks are on guard reach Stormreach, either by convincing the unaffl icted in areas 1 and 4 of the Old-Growth Ruins map or area 9

missionaries to stand down (they develop a hostile atti-of the Primitive Camp map. If this scenario uses the tude toward Eustech once his condition is revealed) or Dreary Marsh map, one or two poison dusk lizardfolk by promising to fi nd a cure for his lycanthropy. Alter-wait on guard outside the plant fortress.

natively, the PCs might have no issues with allowing the PCs could encounter a raiding party on the way to missionaries to kill Eustech, even doing so themselves if the camp. A grimlock raiding party consists of two to four he presents too much of a threat.

grimlocks, possibly accompanied by a deinonychus or Rules for curing affl icted lycanthropes appear on megaraptor ( MM 60). A lizardfolk raiding party contains page 178 of the Monster Manual.

LYCANTHROPY IN EBERRON

When dealing with affl icted lycanthropes in Eberron, the fi rst. Affl icted lycanthropes are affected by one or a DM must remember two key points: the number of more full moons an average of nineteen days a month.

moons in the world and a creature’s alignment.

Lycanthropes in Eberron can be of any align-

Eberron has twelve moons, and affl icted lycan-ment, but the shock of shapeshifting often fractures the thropes involuntarily shift when any of these moons are minds of its victims, causing them to act in a panicked full. They can learn to control their shapeshifting by or irrational manner. Almost all lycanthropes undergo using the Control Shape skill ( MM 303) but take a –2 pen-an alignment shift when assuming animal form, though alty on this check for each full moon in the sky beyond the new alignment need not be evil.

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Suggested Encounters: The PCs could encounter any sort of jungle wildlife on the trip back (see Chapter 4: Encounters for suggestions). For Eustech, use the wereboar statistics in MM 172. The fi rst time Eustech changes, he automatically enters animal form. He cannot assume hybrid form until he is aware of his condition.

Rewards

By successfully returning the missing missionaries to their companions, the PCs gain valuable allies. The Silver Flame adepts gladly tend to the PCs’ wounds for free and might offer future healing. If the PCs cure Eustech of his lycanthropy, he is deeply grateful and could offer his services to the party, providing a chance for a PC with the Leadership feat to acquire a cohort.

Development

Their new relationship with the Silver Flame might see the church calling on the PCs for assistance in the future.

Maps and journals at the grimlock camp (the property of unlucky previous explorers who wound up on the tribe’s menu) could lead to ancient ruins in the area.

REFORGING

High-Level to Epic-Level

Prokres the death giant seeks to reforge the shard of arcane endowment, a powerful artifact from the Age of Giants.

Using the PCs as pawns, he brings the broken halves of the shard together and takes them to a place of magical reforging. Are the PCs powerful enough to prevent Prokres’s plans from coming to fruition?

Hooks

If the PCs have played through the Lost Soul or Dream Prison adventures, they already know Prokres and might be aware of his plans. If Reforging is a stand-alone adventure, any of numerous factions wishing to stop the death giant might ask the PCs for aid or manipulate them into helping. Examples include the giant-hating Qaltiar drow (from Lost Soul), the Church of the Silver Flame, or even the Dreaming Dark. A lternatively, representatives of the dragons of Argonnessen wish to stop Prokres from reforging the shard, with the Prophecy suggesting that the PCs are the ones to do it.

Sites

Prokres needs an area of vitality to reforge the shard, such as the plant fortress in the Dreary Marsh site (page 33) or the Spire of Creation in the Quori Outpost site (page 44). A site could also offer sheer dramatic potential, such as atop the Ziggurat Ruins during a thunderstorm.

Adventure

This adventure is straightforward. After placing powerful guardians to stop anyone from interfering with him, Prokres attempts to reforge the shard by performing the ancient Ritual of Binding. If the PCs do not bypass these guardians and stop Prokres, the death giant gains an extraordinarily powerful artifact.

1. Gathering the Shards: The locations of the two pieces of the shard of arcane endowment are detailed in

The death giant Prokres reforges

the ancient shard

LP

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the adventures Lost Soul (page 108) and Dream Prison Hooks

AD

(page 97). If this is a stand-alone adventure, Prokres has As part of previous adventures across Xen’drik, the PCs already found the two fragments.

might have recovered dream serpent hide or fangs, so the VE

If the PCs have one or both parts of the shard, Prokres merchant might already be acquainted with the group. After NT

first attempts to take the shards from the PCs when they learning of this great fi nancial opportunity, the ever-crafty U

are too weak to adequately challenge him. However, the merchant contacts the PCs to fi nd out if they would be R

death giant could threaten innocents if the PCs do not interested in being a part of this business opportunity.

ES

give in, or use subterfuge to reclaim the shards.

Perhaps the PCs learn the location of the dream serpent I

Suggested Encounters: Prokres might hire unscrupulous nesting grounds from another source, such as a map on a N

X

characters to reclaim the shards for him. In this case, dead adventurer or a captive bargaining for his release.

E

create a party from among the NPC adventurers detailed N'

on pages 54–58. Prokres might also have secured the aid of Sites

D

R

an advanced ethereal fi lcher ( MM 104) to steal the shards.

The Old-Growth Ruins site (page 41) works best for this IK

2.

Prokres’s

Guardians:

To safeguard him while

adventure, but other sites could serve as well with a little he performs the Ritual of Binding, Prokres has called modifi cation, including the Dreary Marsh (page 33), Primi-in favors from powerful creatures. His guardians prowl tive Camp (page 43), and Ziggurat Ruins (page 48).

around the area in which he performs the ceremony.

Suggested Encounters: For high-level PCs, a pack of Adventure

truly horrid umber hulks ( MM 249) or a nightcrawler After leaving Stormreach, the party makes its way to the ( MM 195) makes a dangerous challenge. A tempest ( MM

dream serpent breeding grounds. The journey is rela-II 193) or a sorrowsworn demon ( MM III 36) also makes tively uneventful, but strange signs en route warn the PCs a good guardian.

that they are entering sacred ground.

For epic-level PCs, consider a colossus ( ELH 170), a Once at their destination, the party faces off against devastation vermin ( ELH 177), a linnorm ( MM II 140), or large numbers of dream serpents clustered around a wyrm or great wyrm dragon ( MM 68–88).

clutches of eggs. The actions of the group throughout 3. Ritual of Binding: Prokres requires several unin-these encounters dictate what comes later.

terrupted hours of chanting and scribing arcane runes to Only after gathering the hides and fangs of a number successfully bind together the pieces of the shard of arcane of mature dream serpents (and perhaps even a few young endowment. The giant attacks anyone who disturbs him.

ones) do the PCs encounter the guardians of the site.

Suggested Encounters: Prokres is a death giant ( MM III 54).

These creatures attack without mercy if the PCs have Alternatively, substitute a shadow giant ( FF 82) or a bald, despoiled the place, but might be bargained with if the gray-skinned storm giant ( MM 125).

group had the foresight to leave the young alive and offer For an epic challenge, make Prokres a titan ( MM

to make reparations.

242–243) or an elder titan ( ELH 221) with the death effects 1. Travel to the Breeding Grounds: After learning noted in part 1 of Lost Soul (page 108).

about the dream serpent breeding grounds, the PCs can easily chart a course to the site. The journey takes less Rewards

than a week by riverboat and on foot, with only the last Interrupting the Ritual of Binding could result in the two days spent trekking through the jungle.

destruction of the shard of arcane endowment. Alternatively, Along the way, the group fi nds a small path that seems the PCs might be able to complete the process of fusing to lead directly to the breeding grounds. Aside from it by continuing the ritual. Performing the Ritual of encounters with dire animals or a lone dream serpent, the Binding requires the ability to speak Giant, a successful journey is uneventful. Just before entering the breeding DC 25 Knowledge (arcana) check, and three consecutive grounds proper, though, the group encounters a carved successful DC 25 Spellcraft checks.

wooden marker bearing writing in a strange language.

If the group is low-level, the markings are in Drow. A Development

mid-level group encounters glyphs in the language of the If the PCs successfully reforge the shard (or defeat Prokres yuan-ti. If deciphered, the inscription informs the reader after he does so), they now possess an extremely powerful that the ground beyond is holy and that trespassers will artifact that many factions would literally kill to possess.

be punished severely.

Should Prokres be defeated but not slain, the death giant Suggested Encounters: A lone dream serpent (see page 76) will certainly seek revenge.

makes a good challenge for a 4th- to 6th-level party (use a young serpent with only 40 hp for a lower-level encoun-SNAKE HUNT

ter). Dire animals ( MM 62–66) are also common in the Low-Level to Mid-Level

jungle around the breeding grounds.

Dream serpents (see page 76) are a valuable commod-2. The Breeding Grounds: Once they arrive at ity among the traders and merchant coaster captains of the site, the group can begin searching for dream ser-Stormreach. One such merchant deals almost exclusively pents. This area of the jungle features particularly dense in the serpents’ hide and pearly fangs. He has recently undergrowth ( DMG 87), impeding movement except along learned of an area of the jungle reportedly thick with a handful of narrow paths.

dream serpents, and hopes to find a group willing to The party’s arrival has not gone unnoticed. Alarm travel there and collect the goods.

spells have alerted nearby guardians, who make their way 115

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100 A

IK

DVENTURE IDEAS

R

D

1

An intact giant skeleton thousands of years old is 29 A band of adventurers enters an ancient ruin, never N'

discovered in the jungle.

to be seen again.

E

2 Unethical “guides” offer cheap Xen’drik tours, 30 An aura of death spreads out from a weathered X

but their customers never return.

statue, killing underbrush and insects, and sickening N I

3

A volcano erupts near a primitive village.

nearby trees.

SE

4

Three pirate captains meet secretly in Stormreach to 31 A tantalizing fruit is discovered in deepest Xen’drik, R

discuss an alliance.

setting off a craze among the wealthy of Khorvaire.

U

5

A ship full of dragonshards capsizes in sahuagin 32 A cult of the Dragon Below unearths an ancient tomb NT

waters.

containing a powerful aberration that suddenly comes 6

A member of the Aurum’s Copper Concord seeks to to life.

VE

increase his status by locating an enormous cache of 33 Terrifi ed lizardfolk fl ee their swamp home and refuse AD

Xen’drik artifacts.

to return.

7

Rampaging dinosaurs seem able to regenerate even 34 Anyone leaving Stormreach becomes hopelessly lost after being killed.

within an hour, soon returning to the city.

8 A swirling cloud of lights appears at random, 35 A circus master from Khorvaire pays handsomely for swallowing anyone it touches.

exotic Xen’drik animals.

9

An earthquake reveals ancient underground ruins.

36 House Cannith requires a rare type of metal found 10 Walking corpses appear each night on the streets only in ancient Xen’drik mines.

of Stormreach, with patterns resembling aberrant 37 Inspired agents manipulate shipping lines to bring dragonmarks carved into their faces.

certain vessels close to a Riedran outpost.

11 Blood of Vol cultists kidnap elf explorers and 38 A talking map claims to know the way to great treasure.

experiment on them in an ancient temple.

39 Deep in the jungle, a rusted metal statue bears a 12 A wild thunderstorm has lasted for days and shows no strange resemblance to modern warforged.

sign of stopping.

40 The plant life in an area grows at ten times the usual 13 Prospectors

fi nd gold in a mephit-infested river.

rate.

14 A glacier begins growing in the heart of the jungle.

41 An ancient elven dagger serves as a magic compass, 15 An airship carrying House Lyrandar magewrights leading the way to the tomb of an elf champion—and crashes in the jungle after being attacked by a black a ghost that waits for the dagger’s return.

dragon.

42 A merchant consortium wants guides and guards 16 A Khorvaire noble seeks a rare bird found only in the to lead a massive herd of clawfoot dinosaurs from a Titan’s Teeth mountains.

remote outpost to Stormreach.

17 An astronomer predicts that a meteor will hit Xen’drik 43 To honor his ancestors, a Valenar PC must travel to and hires adventurers to retrieve it.

the desolate plains of Xen’drik and tame one of the 18 Everyone in Stormreach has the same dream of an wild stallions that roam the land.

ancient giant waking up beneath one of Xen’drik’s 44 The party comes upon an Inspired lord whose retainers mountains.

have been killed in a drow attack. He seeks an escort 19 A cursed dragonshard causes anyone who possesses it back to Dar Qat, but will the PCs work with him?

to die within three days.

45 A PC who worships the Silver Flame is charged with 20 An enormous tyrannosaurus attacks explorers and destroying a tribe of stone giant wereboars that have then disappears into the jungle, leaving no tracks.

been preying on human settlements.

21 A caged drow in Stormreach, charged with theft and 46 A mysterious migration of dream serpents brings murder, offers valuable information in exchange for hundreds of drow snake-hunters to Stormreach.

being returned to his tribe.

47 The King’s Citadel of Breland believes that a political 22 A ghostly couatl with silver fl ames for eyes is spotted dissident has taken refuge in Dar Qat. Can the party in the jungles of Xen’drik, causing a rush of Silver extract him from the fortress of the Inspired?

Flame pilgrims seeking jungle guides.

48 A basalt temple holds a fire weird ( MM II 90–93), 23 A hurricane destroys a coastal village but leaves one which tells the party that only they can recover an hut untouched.

artifact called the cinder shard from the fire giants who 24 Thieves steal the prototype of a new bound-elemental stole it.

vehicle.

49 Traveling across the wilds, the adventurers find a 25 From the top of a giant pillar in the Menechtarun symbol carved into the ground—a dragonmark almost Desert, the night sky appears to hold different stars 200 feet across. What power does it hold, and who and only three moons.

dares to claim it?

26 A reclusive member of House Vadalis breeds giant 50 A madness is spreading through the giants of bees in the jungle.

Rushemé. Is it an ancient curse, or a scheme of the 27 A multicolored dragon shimmers like a rainbow as it Dreaming Dark?

flies above the Skyraker Claws.

51 An eccentric sage leads an expedition to the Skyraker 28 Something is stirring up annoying but harmless Claws to search for a fallen piece of the lost thirteenth insect swarms.

moon.

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AD

52 The waters of the River Koronoo turn to blood, 76 An enormous wooden idol decorated with dozens of VE

warning of an ancient undead power rising in the priceless jewels speaks once a year when bathed in the NT

mythical Ring of Storms.

light of the moon Lharvion.

53 A strange tower of fiendish design rises out of the 77 A beautiful elf soprano, the dazzling delight of U

R

ground, casting a long shadow over Stormreach.

Sharn society, announces that she will bring her act E

54 A bustling jungle outpost becomes a ghost town to Stormreach.

S I

overnight.

78 A tribe of Seren barbarians decides that traveling to N

55 An

artifi cer needs to fi nd the legendary scarwood tree Xen’drik and hunting a white dragon is the best way X

to complete an invention.

to honor their patron.

EN'

56 A withered stick found at the foot of an old monolith 79 A half-elf who traces his lineage to Xen’drik embarks D

turns anything it touches into gold.

on a search for his heritage.

R

57 One of the many wells in Stormreach is the tip of a 80 The stone statue of a woman sits atop a cracked marble IK

water column that rises out of an underground lake.

pillar in the jungle. The statue radiates powerful 58 A benevolent old guide hires on with adventuring transmutation magic, but no one has found a way to parties, then murders them in the night and skins understand or dispel the effect.

them in tribute to the Mockery.

81 A ruin-covered island sits in the middle of an 59 A book in the Library of Korranberg mysteriously enormous lake fi lled with vicious monsters.

appears in the packs of travelers bound for Xen’drik.

82 PCs

fi nd a stone column in the middle of the jungle, 60 Two Morgrave University scholars seek protection on covered with rough engravings of people who look their way to an ancient ruin. One scholar intends to just like them.

bring his treasures back to the university; the other 83 Lizardfolk attack civilized settlements using primitive plans to sell her fi nds on the black market.

hang gliders.

61 A lost heir of Galifar supposedly lives as a wild man in 84 Children begin to vanish from Stormreach at the the legendary Jungle of Razor Flowers.

same time that jungle drums are heard sounding 62 Red dragon siblings fight endlessly through proxies, loudly at night.

tricking unwitting “champions” into conflict with 85 A pirate treasure sits in an underground cave accessible other explorers.

only when the tide is out.

63 A group of determined halflings head into deepest 86 The sting of a jungle insect produces euphoric effects, Xen’drik, convinced they can fi nd the means to cure but too much venom is fatal.

the dying Lord Boroman ir’Dayne.

87 A tribe of yuan-ti seeks sacrifi ces to the Devourer.

64 A transparent ghost ship sails the streets of Storm-88 A panther and a tiger seem to be coordinating their reach every seven days.

attacks on explorers.

65 No one has ever defeated the mummy guardians of 89 No one has ever found the bottom of the so-called the Tomb of Tortured Souls.

Darkdeath Rift, but artifacts of immense power are 66 A troglodyte priestess is due to be married in three said to rest there.

days, but she still needs a groom.

90 Legend has it that anyone who climbs to the top of 67 A talking raccoon claims to be the surviving familiar hidden Shierkrag Mountain and battles the frost of a fallen wizard. It searches for adventurers to giant there will become as strong as a giant.

avenge its master’s death.

91 A hag lairs in the jungles of Xen’drik and will tell 68 A half-dead kalashtar staggers into a bar in Storm-fortunes for a price.

reach, claiming to have seen a partly completed Riedran 92 An explorer who entered an enormous hollow tree monolith in the jungle.

emerges convinced she is a dinosaur.

69 A gnome braggart claims to have found a timeless 93 Anyone who looks into the legendary Mirror of Uveil fountain. No one believes him, but the next morning sees their greatest weakness and their greatest strength.

he is found murdered in his bed.

94 A primitive tribe shrinks animal heads and sells 70 A

sentient

sphere of annihilation carves a swath of destruction them in Stormreach, but now a human corpse with a through the jungle.

shrunken head has been found.

71 An elf vampire preys on travelers who enter a mysterious 95 An enormous dragon fl ies into a remote outpost and glacial waste deep in the Menechtarun desert.

proclaims himself king.

72 A grove of trees uproot themselves and move a mile 96 Hundreds of black cats prowl an ancient ruin by due north.

moonlight.

73 An explorer drowns in a jungle lake, then rises from 97 Researchers studying jungle plants inadvertently the waters three days later, seemingly alive and in waken a treant.

perfect health.

98 A powerful demon prowls the slopes of an active 74 The Festival of Six Tribes, an enormous giant volcano.

celebration, occurs in one week. Giants from all 99 Once deciphered, ancient parchments hold a code over Xen’drik travel to a central mountain peak to that reveals the time and location of a portal to celebrate.

Thelanis.

75 Two flaming swords guard the entrance to the sealed 100 A wonder known as the Siberys Staircase is said to palace of a rakshasa rajah.

lead to the moon Zarantyr.

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to the site while the PCs plunder it. The behavior of PCs of his tribe and ruled in relative peace. Upon his death, toward the serpents and their young might influence the the spear of the desert winds was entombed with him in a sacred IKR

actions of the guardians when they arrive.

crypt beneath the burning sands.

D

Suggested Encounters: Scattered across this area are a N'

number of nests, most of which are tended by two or more Hooks

E

dream serpents (the otherwise solitary creatures share If this adventure is used as part of the destiny arms campaign X

N

parenting responsibilities). Most nests contain a small arc, Riganalt Sarso (see the Glaive of the Darkest Depths, I

clutch of silver eggs surrounded by a mound of leaves and page 100) believes he has pinpointed Axa’tasamat’s burial SE

earth. For low-level groups, the area might contain fewer site and now needs adventurers to seek it in the desert.

R

adults, replaced by young dream serpents with fewer Hit Riganalt offers to pay for the PCs’ journey and promises U

Dice and a sleep gaze that lasts only a single round. High-a hefty reward for recovering the spear.

NT

level groups might face an advanced dream serpent of Alternatively, the PCs can decide to undertake this VE

Huge size that guards the entire breeding grounds.

quest on their own after discovering clues leading to 3. Guardians of the Serpents: The guardians of Axa’tasamat’s tomb on another adventure.

AD

this place (either yuan-ti or drow) arrive on the scene just as the party is leaving. A smaller vanguard group attacks Sites

the PCs to test their strength. W hether the characters For this scenario, the Desert Canyons site (page 31) works hold their own or not, the larger group then comes at best, but the Honeycomb Caverns site (page 38) could them in force.

serve as well with only a little modification.

The nature of the party’s opponents depends on whether a straight-up fi ght or a diplomatic solution is desired. Yuan-Adventure

ti revere the dream serpents and fi ght to the death against Axa’tasamat’s tomb has been sealed since his death forty any party hunting the creatures. Drow, though inclined thousand years ago, and while others still camp in the to attack fi rst and ask questions later, might parlay.

surrounding area, they avoid the sacred ground. The PCs If the PCs did not kill the young dream serpents or face a number of challenges before they can retrieve the crush any eggs, drow guardians might be willing to let spear, not least of which is the desert itself.

them leave unhindered in exchange for abject apologies 1. Through the Desert: On leaving Stormreach, (requiring two or three successful Bluff or Diplomacy the PCs must head through the jungle and deep into the checks). Returning any stolen eggs also helps defuse scorching desert that lies beyond. During the day, tem-the situation. Drow guardians act more favorably if the peratures frequently reach 100 degrees, and sometimes group did not slaughter more serpents than they could as much as 120 degrees at high sun. Heat dangers: DMG

carry out, did not kill the creatures solely for their hides 303. (The Sandstorm supplement expands the rules for heat and fangs, and made sure that the young could still be dangers and other hazards that would be suitable for this cared for.

part of the journey.)

Suggested Encounters: If melee ensues, the party is in for As they make their way through the desert, the PCs a dangerous fi ght against numerous drow (if low-level) follow a number of marker stones. Though many stones or a group of yuan-ti half bloods and abominations led are missing, finding the correct trail is fairly easy, by a pureblood cleric (if mid-level).

requiring a successful DC 15 Survival check. Failure can result in the PCs becoming lost.

Rewards

Suggested Encounters: In addition to the dangers of the Whether they are victorious or end up fleeing for their desert, the PCs must also contend with predators that lives, the PCs will likely return to Stormreach with a lurk in the sands, including monstrous scorpions ( MM

good supply of dream serpent hide and fangs (though 287) and cunning scorrow (page 81). Roving drow bands perhaps not all they had hoped for).

are a constant threat; any of the drow encounters from Chapter 3 would be suitable for this scenario.

Development

The desert spawning grounds of the scorpions are The market for dream serpents is competitive, and the sacred to drow and scorrow alike, and the party’s path party could run afoul of other groups. Further adventures leads right through such an area. Before they can get too might feature confl icts with rival bands of hunters or addi-far in, a drow scouting party (page 69) cuts the PCs off tional natives seeking to protect the magical creatures.

and tells them to turn back. The party can follow those If they negotiated with the serpents’ guardians, the instructions and attempt to navigate around the area, PCs might have offered future services as repayment for battle the scouting party (leading to further conf lict their transgressions. Such obligations could take countless down the road), or attempt the difficult task of con-forms that lead the party on unexpected adventures.

vincing the drow to let them through. For higher-level parties, consider using a drow war party (page 72), a SPEAR OF THE DESERT WINDS

group of drow explorers (page 69), or a scorrow colony Mid-Level to High-Level

(page 81).

The spear of the desert winds is one of the destiny arms (see page Before the PCs reach the tomb site, they might come 150 and the sidebar on page 101), once carried by the sun across a giant pilgrim (or a small group of pilgrims) also giant chieftain Axa’tasamat. Long after the war with the searching for the area. A single hill giant or stone giant quori ended, A xa’tasamat returned to the desert home ( MM 123–125) is enough of a challenge for mid-level 118

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groups, while a group of fi re giants ( MM 121) is a more Eventua lly the adventurers encounter the bulk of the AD

suitable challenge for a high-level party.

native forces. If they have the advantage of surprise, the 2. Cavern Approach: Far into the desert, the PCs might be able to sneak past or parlay with the inhab-VE

marker stones lead to deep canyons (in the Desert Can-itants, avoiding violence. If warned of the PCs’ approach, NT

yons site) or a yawning portal in the desert floor (in the the cavern’s defenders are ready for an assault, possibly U

Honeycomb Caverns site). In either case, the PCs must even seeking to ambush the PCs.

R

traverse a series of passages and chambers before reach-3. A xa’tasamat’s Tomb: On the Desert Canyons ES

ing the tomb itself. These chambers are home to a variety map, the sun giant’s tomb begins in area 11 and conI

of dangers, including natural hazards and the creatures tinues through area 13, although the DM can expand it N

X

that inhabit the tunnels.

as desired. On the Honeycomb Caverns map, the tomb E

Suggested Encounters: Nomadic drow or territorial abeils begins in area 4 and ends in area 6. This area is an N'

make suitable challenges. The creatures treat these areas excellent location for an encounter trap such as those D

R

as their own and attack any intruders. The drow are likely presented in Chapter 3.

IK

to set up ambushes while the rest of their clan camps Suggested Encounters: Aside from traps, the fi nal bar-nearby. The better-established abeils use fewer sentries riers around the spear of the desert winds consist of ancient but numerous traps to keep their lair secure.

curses and eternal undead guardians. Giant skeletons When the party fi rst enters the area, they should face ( MM 225–227) or zombies ( MM 265–267) make excel-an easy encounter designed to warn the rest of their foes lent choices for mid-level parties to face. (Use the cloud of their arrival. When the combat turns against these giant or ettin skeleton statistics and the ogre or minotaur skirmishers, the creatures attempt a retreat to warn the zombie statistics as a starting point.) For higher levels, others. A drow scouting party (page 69) or group of abeil giant ghosts ( MM 116) and perhaps even a giant lich ( MM

hive guards (page 61) works well for this purpose.

166) are suitable.

Further inside, the party must deal with a monster The

spear of the desert winds itself is hidden behind that makes its lair within the caverns. Ankhegs ( MM 14), numerous false treasure rooms, resting alone on a stone basilisks ( MM 23), manticores ( MM 179), or even hydras plinth inscribed with powerful runes. Retrieving the ( MM 155) are all excellent choices. This creature roosts in spear from its resting place involves dealing with another one of the chambers and refuses to let anyone pass without deadly trap that could destroy both it and the PCs.

a fi ght. The other natives camping here have fi gured out a way around the beast (either through another passage or by Rewards

bribing it with food or treasure). Higher-level groups might Aside from any reward garnered from Riganalt, the PCs face a medusa ( MM 180), a group of gray can keep the spear if they agree to dis-renders ( MM 138), or even a number

play it in Sharn for a time (and give

of elder elementals

the scholar all the credit). If the

( MM 95–100).

PCs undertook this quest on

A ferocious fire giant

bars the way to the tomb

WE

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their own, the spear is theirs. Other ancient giant trea-Even after discovering the site, reaching the tower (and sures might also be buried with Axa’tasamat.

overcoming its still-potent defenses) is a dangerous chal-IKR

lenge. Once they claim the staff, the PCs must fi nally D

Development

deal with the agents of the Dreaming Dark, who plan to N'

The PCs might have made a number of enemies during steal the artifact in a fi nal confrontation.

E

this adventure, including drow clans, a hive of abeils,

1. Perilous Journey: Since time is of the essence, the X

N

and a number of giants. In addition, the sun giant’s spirit PCs should travel to the mountains by House Lyrandar airI

might not rest while the spear is missing, and the PCs ship. Airship charters run frequently to the interior of the SE

might be pursued by strange encounters or manifesta-continent, and the party can arrange for travel to a point R

tions no matter where their travels take them.

near the site for 500 gp per passenger. Camanir d’Lyrandar U

The tomb of Axa’tasamat contains clues that might routinely makes such a run and is willing to take the PCs, NT

lead the party in search of the rest of the destiny arms (see along with another party heading inland.

VE

the Destiny Arms sidebar on page 101 for details). The Suggested Encounters: The airship’s route carries the party Dreaming Dark has an obsessive interest in the relics and at a height that avoids most predators. However, arrow-AD

history of the war between the giants and the quori, and hawks ( MM 19), rocs ( MM 215), wyverns ( MM 259), and its agents seek the legendary weapons also.

yrthaks ( MM 262) all hunt high above the jungle canopy, and one or two encounters could occur. During the STAFF OF THE MAGMA FALLS

voyage, the PCs also get a chance to meet another group Mid-Level to High-Level

of adventurers out to explore an area of giant ruins. These The staff of the magma falls is one of the destiny arms (see page 150

might be allies or rivals, as the DM desires.

and the sidebar on page 101), said to be the creation of the 2.

Early

Touchdown:

After dropping off the fi rst

powerful fi re giant sorcerer Sharatazz. She was said to have group, the airship continues on toward the mountains.

used the staff to root out quori spies and keep the giant However, unknown to even the captain, the ship’s bound-nobility free of possession. Although rumors speak of the elemental ring has a fault and is slowly weakening. With location of Sharatazz’s tower, none who have ventured to only one day of travel remaining, the ring begins to func-that remote mountainous location have ever returned.

tion erratically, causing Camanir to take the ship to ground in the foothills.

Hooks

After a dangerous mooring, the party continues to Rumors throughout Stormreach speak of a party of Rie-the site on foot while the crew makes repairs. The captain drans that has just left by airship to seek the legendary estimates that the ring will take four days to fi x, after tower of Sharatazz. Loyal to the Dreaming Dark, this which he will pick the PCs up at the site.

group hopes to retrieve the fabled weapon said to rest Suggested Encounters: The trip to the volcanic fields takes there. Viasa, a local kalashtar scholar, is concerned by this two days on foot, during which time the PCs might travel development and does not wish the weapon to fall into the through any type of wilderness terrain ( DMG 87–92) and wrong hands. She contacts the PCs in hopes that they might encounter a variety of creatures. Many giants make will retrieve the weapon before the Riedrans do.

their homes here, and the volcanic mountains harbor If this adventure is part of the destiny arms campaign creatures such as chimeras ( MM 34), displacer beasts ( MM

arc, Riganalt Sarso (see Glaive of the Darkest Depths, 66), manticores ( MM 179), and trolls ( MM 247).

page 100) contacts the PCs, explaining that a group of 3. The Volcanic Fields: After the better part of a Riedrans are looking to retrieve the staff of the magma falls.

day spent climbing narrow paths, the PCs arrive at the Having just learned the location of the tower himself, he site high in the mountains, the sorcerer’s tower rising hopes that the party will keep the staff out of the hands from the haze in the distance.

of the Inspired, who seem to be up to no good.

Suggested Encounters: In addition to the natural hazards of the site, a number of outsiders and elementals call this Sites

place home. The party must deal with the constant threat This adventure seed works best with the Volcanic Fields of attack by fi re or earth elementals ( MM 97–99), sala-site (page 46). Other sites might also work but would manders ( MM 218), fi re giants ( MM 121), magmins ( MM

require significant modification.

179), azers ( MM 21), efreet ( MM 115), and fi re or earth mephits ( MM 182). For higher-level groups, the volcanic Adventure

fields might also be home to a balor or pit fiend ( MM 40

The tower of Sharatazz stands in the middle of a magma and 57), or even a red dragon ( MM 75).

field, surrounded by bubbling pools of lava, clouds of Natura l hazards present other dangers, including noxious gas, and fi ery guardians. Though the giant sor-poisonous gas clouds and collapsing bridges. The stable cerer perished in the quori invasion, her staff was passed basalt fl ats (area 6) make a good location for a small tribe down to others in her line, eventually fi nding use against of fi re giants, or for the lairs of creatures such as mag-the elves during their rebellion. When the giant civiliza-mins, azers, or salamanders. Such creatures need not be tion crumbled, the weapon was returned to Sharatazz’s hostile, and might negotiate with the party for safe passage tower and has remained there ever since.

through the area for the right price. One of the residents The race to retrieve the staff is fraught with peril.

of this area has found a strange rod that it is willing to The Inspired have left behind spies and saboteurs bent trade to a friendly party. The rod opens the door to the on hindering any who might attempt to follow them.

tower, although the creature does not know that.

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The party might notice signs that another group (the characters with other psionic classes from Expanded Psionics AD

Riedrans) has been in the area recently. The Inspired lie Handbook and Complete Psionic.

low while they wait to see what the PCs do.

A fter the battle, Captain Camanir d’Lyrandar VE

4. The Tower of Sharatazz: The interior of the tower arrives to pick up the PCs, having repaired the airship.

NT

has only a few chambers. For an expanded adventure, the After traveling to pick up his other charter group, he U

teleportation device in area 10 might still be active, allow-returns the PCs to Stormreach.

R

ing the PCs to explore additional levels before fi nding ES

the gallery (area 12).

Rewards

I

Suggested Encounters: The interior of the tower can In addition to the staff of the magma falls (if the PCs manage N

X

contain any number of traps and timeless guardians, to keep it), the tower of Sharatazz might contain a wealth E

including golems ( MM 134), bodaks ( MM 28), nightshades of giant relics and clues leading to future adventures.

N'

( MM 195), and summoned creatures. Before reaching the Tomes and tablets in Sharatazz’s tower might point to D

R

gallery where the staff rests, the PCs must face Sharatazz’s the location of the other destiny arms or any other treasure IK

advanced shield guardian ( MM 223), still standing silent the DM desires.

vigil over its master’s most prized possessions.

The gallery contains a cunning fi re trap that fi lls the Development

entire room with fl ame while the relics it holds remain If the other adventuring party exploring the giant ruins safe inside sealed crystal cases. Use the fl ame jet encoun-does not return for pickup, the PCs might have to decide ter trap (see page 89) as a starting point. The staff of the between mounting a rescue mission and seeking safety magma falls rests in one of the cases in the gallery.

in Stormreach. The remnants of the defeated Inspired 5. Ambush: As the party leaves the tower with the staff, party could be hard on their trail.

the Riedrans emerge from hiding to confront them. Con-Even if the PCs lose the battle with the Inspired, they tent to let the PCs face the dangers in the tower, the Inspired will have likely earned the enmity of the Dreaming Dark.

wait until the party is in a compromised position (on the The party might even pursue the Inspired in an attempt decaying bridge, for example) before revealing themselves.

to retrieve the staff of the magma falls, possibly leading them The Riedrans demand the staff and any other destiny arms the to the city of Dar Qat (see page 20).

PCs might have. They cannot be bargained with, and focus No matter where this scenario falls in the destiny arms on retrieving the artifact if combat breaks out.

campaign arc, the presence of the Inspired can lead the Suggested Encounters: This group should consist of a number PCs to uncover information regarding the Dreaming of Inspired, with class levels making them an appropriate Dark’s search for these mythic weapons and their ulti-challenge for the party. Use the Inspired telepath ( ECS

mate goals. See the Destiny Arms sidebar on page 101 for 290) as a starting point, but such a party should include more information.

GIANT RUINS

Exploring giant ruins is not nearly as simple as explor-

Locks Are Big: While locks built for Large and ing ruins built for smaller creatures. When running larger creatures are just as complex as smaller locks, their an adventure that deals with such titanic buildings and components are larger. Those attempting to open such dungeons, keep the following points in mind.

locks take a –2 penalty on the check because of inappro-Doors

A re

Heavier:

The DC to break down a

priately sized tools. Shops in Stormreach sell thieves’

giant door is increased by 2, but at the DM’s option, tools made to work in giant locks, but at three times the giant doors might require a DC 10 Strength check cost of normal tools.

merely to open. In the case of doors built for Huge

Remember the Elves: Many giant compounds con-creatures, the handle (if present) might be too high tained quarters for their smaller slaves. Some might even for Medium creatures to reach (just as Small creatures have entire wings of rooms, corridors, and doors sized would have trouble reaching the handles on doors built for Medium creatures. These smaller passages connect to for Large creatures).

many of the important rooms in a building to allow the

Stairs Are Taller: Treat Large and Huge stairs as elves to serve their masters without being seen. In some steep stairs ( DMG 63). Stairs built for even larger crea-cases, larger doors might have smaller doors set into them tures are effectively a series of short walls that must be to allow the elves ease of access, and normal staircases scaled (Climb DC 10).

might run alongside giant-sized steps.

Walls Are Thicker: Structures built for giants are

Everything Is Bigger: Even simple things such as taller and sturdier than normal buildings need to be.

plates and serving knives are larger than most characters Double the thickness and hit points of walls to approxi-are accustomed to. As a general rule, Large items weigh mate this, and increase the DC for any such wall by 2 per eight times as much as identical items sized for Medium added inch of thickness. Walls around giant compounds characters. Ceilings in a giant structure must be taller, were often up to 40 feet tall to protect against other giants typically 20 feet at a minimum. Traps such as pits and fall-and large predators. Stronghold Builder’s Guidebook has a more ing blocks are bigger (at least 10 feet by 10 feet in area), as thorough treatment of varying wall sizes.

are open structures such as windows and moats.

121

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“Hurry up, Durgat.

This place makes

me nervous.”

“Can’t imagine why, gold-

laden snake idol in the

middle of the jungle.”

“It’s not just the idol—

this whole place seems

to . . .”

“I think you’re on

to something.”

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CHAPTER FIVE

XE

N

'

XEN’DRIK

DR

IK U

N

V

U NVEILED

EILED

xplorers from Khorvaire, Aerenal, and Sar-

L

lona all come to Xen’drik for one purpose—to

ANDFORGED WALKER

E uncover its secrets. The continent’s harsh “I am the land and not the land. The wilderness speaks to me . . . and it is environments and deadly creatures protect

not pleased with you . . .”

treasures undreamed of and ancient lore

—Greenbody, landforged walker

waiting to be discovered. Everyone mounting expeditions into the unknown hopes to return laden with wealth of As warforged who have formed a physical bond with the one sort or another. In reality, many come back with little earth, landforged walkers see themselves both as guard-more than tales of terror fi lled with shadowy drow and ians of the land and extensions of it. Even as they speak savage giants. Some do not return at all.

for nature, landforged walkers coax the living bounty of For those who uncover them, however, the treasures the earth to grow on their metal hides, drawing power of Xen’drik can encompass far more than just ancient from the environment around them.

relics and giant gold. New feats, spells, prestige classes, and a host of other character options all wait to be discov-BECOMING A

ered. This chapter explores these options, many of which LANDFORGED WALKER

must be learned from specifi c sources or by undergoing Warforged rangers and druids are the most likely candi-rituals not performed in thousands of years.

dates for landforged walkers, but barbarians and scouts (see Complete Adventurer) might also feel the calling. Warforged clerics who follow the Sovereign Host (Arawai in PRESTIGE CLASSES particular) sometimes feel more comfortable worshiping in the solitary manner of the landforged walker than The vast continent of Xen’drik contains as many hidden joining the church hierarchy. Artificers, wizards, and orders and secretive clans as it does well-known orga-members of other classes that rely on technology and study nizations. Though most of the more common prestige rarely fi nd life as a landforged walker appealing.

classes can be found among the members of such groups, many have developed prestige classes unique to their ENTRY REQUIREMENTS

organization and goals.

Of the prestige classes presented in the EBERRON Cam-Race: Warforged.

paign Setting, the extreme explorer is the most common in Skills: Knowledge (geography) 2 ranks, Knowledge (nature) Xen’drik by a wide margin. These brave souls are some 4 ranks, Survival 8 ranks.

of the most successful guides and treasure seekers found Feats: Skill Focus (Knowledge [nature]) or Ironwood anywhere on the continent, and any expedition would Body*.

be wise to bring one along. Dragonmark heirs often lead

* Races of Eberron 119.

expeditions funded by their houses, while warforged juggernauts and weretouched masters travel to Xen’drik CLASS FEATURES

to hone their skills and test their mettle.

Living as a landforged walker ties you inextricably to Of the prestige classes presented in the Dungeon the land. Your body becomes a living symbol of your Master’s Guide, loremasters are common in Stormreach, devotion to the natural world, and you learn to manip-funding numerous expeditions and paying handsomely ulate your own form to become closer to the plant life for rare artifacts or obscure knowledge. Arcane archers, you venerate.

assassins, duelists, and shadowdancers are all found Spellcasting: At each level beyond 1st, you gain among the drow and other native cultures.

new spells per day and an increase in caster level (and In addition to the prestige classes mentioned above spells known, if applicable) as if you had also gained and those presented in supplements such as Explorer’s a level in a divine spellcasting class to which you Handbook and Magic of Eberron, a number of prestige classes belonged before adding the prestige class level. You either originate in Xen’drik or are most commonly do not, however, gain any other benefi t a character of found there.

that class would have gained. If you had more than one 123

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THE LANDFORGED WALKER

HIT DIE: d8

Base

Attack

Fort

Ref

Will

ED

Level Bonus Save Save Save

Special

Spellcasting

ILE

1st

+0

+2

+0

+0

Body of nature (Hide +4, divine focus) —

V

2nd

+1

+3

+0

+0

Body of nature (resistance 5,

+1 level of existing divine spellcasting class N

natura l armor +1), green mind

U

3rd

+2

+3

+1

+1

Body of nature (healing herbs),

+1 level of existing divine spellcasting class IK

speak

with

plants

'DR

4th

+3

+4

+1

+1

Body of nature (resistance 10,

+1 level of existing divine spellcasting class N

natura l

armor

+2)

XE

5th

+3

+4

+1

+1

Body of nature (immune to polymorph,

fortifi cation 50%), plant shape,

+1 level of existing divine spellcasting class voice

of

nature

Class Skills (4 + Int modifi er per level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (geography), Knowledge (nature), Move Silently, Profession, Spellcraft, Survival, Swim.

divine spellcasting class before becoming a landforged gain a +4 bonus on saves against mind-affecting spells walker, you must decide to which class to add each level and abilities.

for the purpose of determining spells per day, caster Speak With Plants (Sp): By 3rd level, landforged level, and spells known.

walkers know the language of nature. Once per day you Body of Nature (Su): A s a 1st-level landforged can use speak with plants as a druid of your character level.

walker, you choose a terrain type to which you are for-Voice of Nature (Sp): When you reach 5th level, you ever bound. The available terrain types are aquatic, can enter a trance in which you become one with nature, desert, forest, hills, marsh, mountains, plains, and seeing and hearing through the senses of all plant life in underground. You cannot change your selection once the area. You can use commune with nature once per day as a it is made. Upon taking your first level in this prestige druid of your character level.

class, you sprout a second skin composed of tiny plants Plant Shape (Su): At 5th level, you can change native to your chosen terrain. For instance, a desert into a plant creature and back again three times per landforged walker might appear covered with tiny cacti, day. You can assume any form from Small to Huge.

while an underground landforged walker might grow a This ability is otherwise like the wild shape druid class skin of moss and fungi. This living skin is a mystical rep-feature ( PH 37). Use your total character level as your resentation of your bond with the earth, and it requires effective druid level to determine duration and maxi-neither water nor sunlight. Damaged or harvested areas mum Hit Dice.

regenerate almost instantly.

This living skin also provides you with a variety of PLAYING A LANDFORGED WALKER

benefits based on your class level. At 1st level, you gain You are the voice and body of the land. The civilized a +4 circumstance bonus on Hide checks in your chosen races think they can contain the wild—breeding plants terrain. In addition, your body serves as a divine focus for their own purposes and growing them in constrained for your spells—you need no other item.

plots. They acknowledge that plants are alive but deny At 2nd level, you gain resistance to cold 5 and elec-them souls, just as the warforged are denied. As such, tricity 5, and your natural armor bonus improves by 1.

you feel a kinship with the natural world, treating plants At 3rd level, you can coax beneficial herbs to grow with reverence and understanding their power. Mobile upon your body. Three times per day, you can harvest races underestimate plants because they are silent and these herbs as a move action. Once harvested, they still, but you have learned their language. You travel in remain potent for 1 hour. W hen consumed by a living their embrace and grow them on your body as a living creature (a standard action), the herbs heal damage equal symbol of your bond.

to your class level × your Wisdom bonus. These herbs Those who explore the wilderness might earn your work equally well on all living creatures, including living enmity or your friendship, depending on how they constructs, but have no effect on other creatures.

treat the world around them. Other druids likely meet At 4th level, your resistance to cold and electricity with your approval, though you might be disturbed by improves to 10, and your natural armor bonus increases the dark motivations of the Children of Winter. Like-by another 1 (+2 total).

wise, you acknowledge the enmity of many Ashbound, At 5th level, you gain immunity to polymorph effects who view landforged walkers as wholly unnatural.

and your fortifi cation improves to 50%. (If you already Landforged walkers are solitary creatures, but they have fortification of 50% or greater, you gain no addi-also know the value of interaction. No plant lives when tional benefit.)

uprooted, and all life is linked in a great chain. In the Green Mind (Ex): After a time, landforged walkers same way, others who share your point of view become gain some of the stoic quality of nature. At 2nd level, you linked to you.

124

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Combat

In combat, you make use of the natural camoufl age of your skin to take foes by surprise. If surprised yourself, you prefer to retreat and strike later, sometimes learning of your enemies’ weaknesses from the plants around them. When retreat is not possible, you strike hard with everything you have, showing no mercy. Those who would harm you might also harm the wilderness around you, with fi re and with steel.

Your spells are your most powerful weapons, but your combat skills are not to be ignored. When necessary, you do not hesitate to press the attack.

Advancement

Most landforged walkers are solitary, learning their craft from the land itself. In rare cases, they might find a mentor during their travels in the world, but most landforged walkers show obedience to no master but nature.

As you meditate on your existence and your place in the world, you could fi nd yourself longing to explore more of it. Traveling outside familiar lands allows you to learn more about the nature of plants, animals, and their interactions with the civilized races. Such travels usually manifest as druid or ranger levels, but landforged walkers who embrace combat might also advance in the barbarian class.

Resources

Landforged walkers have no reason to assist each other, but neither do they have reason to refuse assistance.

Philosophically aligned folk will generally trust and aid

Greenbody, a landforged walker

you, particularly if doing so results in the destruction of malicious trespassers. In the end, though, the land itself NPC Reactions

is your greatest ally, giving you shelter, information, and A few folk might have heard of landforged walkers, but even combat assistance by means of deadfalls, hidden many dismiss such tales of nature-beholden warforged gullies, and tripping vines.

as rumor and superstition. Druids and rangers typically look most favorably upon landforged walkers, respect-LANDFORGED WALKERS

ing their dedication to the land. The exceptions to this IN THE WORLD

are the members of the Ashbound, who might well see a

“One minute I’m hacking my way through the steaming hot jungle, landforged walker as a terrible affront to nature.

and the next minute there’s this mass of vines standing in front of me.

Artificers, wizards, and scholarly types seem alien Then I see its eyes, glowing yellow from between the vines. It says to and unfathomable to a landforged walker, and the feel-me, ‘Put away your blade and cease your destruction. I will show you ing is mutual. In addition, anyone who deliberately and the path.’ ”

maliciously harms the natural setting of a landforged

—Sherrith Fall, Xen’drik explorer

walker’s home makes an enemy of him.

The landforged walker prestige class offers a view of war-LANDFORGED WALKER LORE

forged as thoughtful creatures with a deep connection to Characters with ranks in Knowledge (nature) or the the land. As NPCs, landforged walkers could play a part bardic knowledge ability can research landforged walkin any exploration-based campaign, either as benevolent ers to learn more about them. When a character makes guides or ruthless defenders of their chosen lands.

a successful check, read or paraphrase the following, including the information from lower DCs.

Organization

DC 10: Strange natural guardians called landforged Landforged walkers have no official organization or ties.

walkers are said to live in the inhospitable regions of Some might not even be aware that others like them exist Xen’drik, but few claim to have actually seen them.

in the wider world. After the Last War, a small number DC 15: Landforged walkers are former warforged of warforged found peace in one of the recognized druid who retreated to the wilderness from a desire for solitude, orders. Landforged walkers who began their careers in or out of contempt for the civilized races.

this way might still belong to a druid organization, most DC 20: Landforged walkers have evolved beyond likely the Wardens of the Wood.

ordinary warforged. They grow plants all over their 125

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bodies and use magical powers fueled by the land Immune warforged immunities

itself. They usually don’t hurt those who treat the land Resist cold 5, electricity 5; healing at half effect; light with respect.

fortification (25% chance to ignore critical hits and DC 30: Landforged walkers can commune with the sneak attack)

ED

natural forces around them, and know everything that Fort +10, Ref +1, Will +8; +4 against mind-affecting spells ILE

happens in their territories. They can even assume the and abilities; +4 against spell-like abilities of fey V

form of plant creatures.

Weaknesses unusual physical construction ( ECS 23, PH 246), N

cannot heal lethal damage naturally

U

LANDFORGED WALKERS

Speed 30 ft. (6 squares), woodland stride IK

IN THE GAME

Melee slam +6 (1d4+1)

'DR

PCs might hear tales of landforged walkers from the Ranged sling +5 (1d4+1)

N

locals in Stormreach or at trading posts deep in the Base Atk +5; Grp +6

XE

jungle. They might also encounter a landforged walker Special Actions wild shape 1/day (5 hours, Small or during their travels in Xen’drik, perhaps if they become Medium animal up to 5 HD)

lost or unwittingly enter one’s territory. Druid or ranger Combat Gear 2 scrolls of greater magic fang PCs might have heard tales of a particular landforged Druid Spells Prepared (CL 7th):

4th— flame strike (DC 17)

walker and have reason to seek her out.

3rd— daylight, snare, spike growth (DC 16) Adaptation

2nd— bull’s strength, fl ame blade (+6 melee touch), owl’s wisdom, tree shape

Though landforged walkers are a natural fit for Xen’drik’s 1st— charm animal (DC 14), entangle (DC 14), longstrider, magic uncharted wilderness, their traditions can easily spread fang, produce fl ame

to mainland Khorvaire. Landforged walkers might roam 0— detect magic, guidance (2), light, read magic, resistance the Eldeen Reaches or the Talenta Plains, or even live Abilities Str 13, Dex 8, Con 16, Int 12, Wis 17, Cha 8

beneath the Thunder Sea as guardians of the natural SQ animal companion, link with companion, share spells, underwater world.

body of nature (jungle), harvest herbs 3/day (heal 9 hp), SAMPLE ENCOUNTER

speak with plants 1/day, trackless step, wild empathy +6

(+2 magical beasts), do not need to eat or drink Landforged walkers are often encountered in remote Feats Extend Spell, Improved Initiative, Ironwood Body*

locations. Benevolent ones might offer a party guidance

*Feat

described

in

Races of Eberron

and aid, even seeking to join them if their intentions are Sk ills Concentration +14, Diplomac y +3, Hand le benefi cial to the land. Malevolent ones could threaten A nimal +6 (+10 with animal companion), Hide +2 (+6

a party—especially one that causes the destruction of in jungle), Knowledge (geography) +5, Knowledge nature, whether willful or not.

(nature) +11, Listen +3, Spot +11, Survival +15 (+17

aboveground natural)

Greenbody (EL 8)

Possessions combat gear plus masterwork sling with 10

Greenbody was one of the last warforged to be con-bullets, periapt of Wisdom +2, ring of protection +1, wand of bear’s structed. Though he served in the Last War under the endurance (18 charges), 59 gp

name Phalanx, he always found the natural world more fascinating than warfare. He developed mystic powers VIPER ANIMAL COMPANION CR

—

tied to the land, and when the war ended, he sought out N Large magical beast (augmented animal)

the most remote places in Khorvaire. After hearing sto-Init +7; Senses scent; Listen +5, Spot + 6

ries of Xen’drik, the warforged left civilization behind AC 15, touch 12, fl at-footed 12

for the steaming jungles of the mysterious continent.

(–1 size, +3 Dex, +3 natural)

Now he goes by the name Greenbody, and while he hp 13 (3 HD)

prefers a solitary life, he is not opposed to entertaining Fort +3, Ref +6, Will +2

guests who treat the land with respect.

Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.

Melee bite +4 melee (1d4 plus poison)

GREENBODY CR

8

Space 10 ft.; Reach 5 ft.

Male personality warforged druid 5/landforged walker 3

Base Atk +2; Grp +6

NG Medium construct (living construct)

Atk Options poison (DC 11, 1d6 Con/1d6 Con) Init +3; Senses Listen +3, Spot +11

Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Languages Common, Druidic, Sylvan

SQ 1 bonus trick

AC 14, touch 10, fl at-footed 14

Feats Improved Initiative, Weapon Finesse (–1 Dex, +3 armor, +1 deflection, +1 natural) Skills Balance +11, Climb +11, Hide +8, Listen +5, Spot hp 63 (8 HD); DR 2/slashing

+6, Swim +8

126

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P

Spellcasting: At each level, you gain new spells per RIMAL SCHOLAR

day and an increase in caster level (and spells known, if

“I have plumbed the depths of magic, back to the time of the mightiest giant applicable) as if you had also gained a level in a spell-XE

empires. I have mastered the secrets of their power and wield it with ease.

casting class to which you belonged before adding the N

Their past glory fl ows in my veins. You dare question my skill?”

prestige class level. You do not, however, gain any other

'DR

—Silayuss, primal scholar

benefi t a character of that class would have gained. If you I

had more than one spellcasting class before becoming K U

Primal scholars are spellcasters bent on uncovering a primal scholar, you must decide to which class to add N

and mastering the ancient magic that lies buried in the each level for the purpose of determining spells per day, V

jungles, deserts, and mountains of Xen’drik. While some caster level, and spells known.

EI

draw this power from giant lore, others seek to learn the Xen’drik

Lore: At 1st level, a primal scholar

LED

secrets of the quori or the dragons themselves. No matter gains the ability to recall relevant pieces of informa-the source of their knowledge, these driven scholars learn tion regarding the people, history, legends, and relics to tap the power of ancient magic and weave it into their of Xen’drik. You add your caster level and Intelligence own spells. In addition to explorers, many of the natives modifier to the lore check, which functions otherwise of Xen’drik have taken up this class, rediscovering the like a bardic knowledge check ( PH 29).

magic of their ancestors or former masters.

A ncient Secret: Beginning at 2nd level, a primal scholar’s study of the secrets of Xen’drik grant par-BECOMING A PRIMAL SCHOLAR

ticular benefits. Choose one ancient secret from the Spellcasters versed in ancient lore, including wizards, table below each time you gain a level. Add your class bards, clerics, and warmages (see Complete Arcane), make level plus Intelligence modifier to determine which up most of the practitioners of this class. A few artifi-ancient secrets you can choose. You cannot choose the cers, druids, sorcerers, and warlocks (see Complete Arcane) same secret twice.

become primal scholars, though they are unusual (and Power of Xen’drik (Ex): The primal magic you tap have often taken levels in expert, bard, or another class into gives your spells more potency. At 5th level, you gain that grants access to historical knowledge).

the ability to spend 1 action point to reroll any one of the Those wishing to become primal scholars spend following variables of a spell that you have just cast.

years perfecting their spellcasting, unearthing the

• Attack

roll

secrets of Xen’drik, and experimenting with the mighty

• Damage

roll

magics of the past. By the time they unlock the secrets

• Caster

level

check

of this class, they are well versed in the history of the If a single spell requires one of these options to be mysterious continent and often possess relics from that rolled more than once, you can reroll only once. For ancient age.

example, spells that affect an area require a caster level check against each creature in the area that has spell ENTRY REQUIREMENTS

resistance, but spending 1 action point only allows you to reroll one of those checks (your choice).

Skills: Knowledge (arcana) 5 ranks, Knowledge (history) You must choose to spend the action point before the 10 ranks, Spellcraft 10 ranks.

result of the original roll is known. You must take the Feats: Mysterious Magic*, any metamagic feat.

result of the second roll, even if worse than the fi rst.

Spells or Spell-Like Abilities: Caster level 7th.

Special: The character must have spent at least six months PLAYING A PRIMAL SCHOLAR

in Xen’drik, exploring and researching its ancient magic.

Ancient secrets and forgotten lore are your dominion.

* New feat described on page 135.

You know more of the occluded past than most folk ever dream existed. While countless parties of tomb robbers CLASS FEATURES

and privateer explorers comb the wilds of Xen’drik for The primal scholar’s class features revolve around treasure and valuable relics, you set your goals beyond the expanding the effectiveness of his own magical powers.

material realm. You seek to master the power that raised THE PRIMAL SCHOLAR

HIT DIE: d4

Base

Attack

Fort

Ref

Will

Level Bonus Save Save Save

Special

Spellcasting

1st

+0

+0

+0

+2

Xen’drik lore

+1 level of existing spellcasting class

2nd

+1

+0

+0

+3

Ancient secret

+1 level of existing spellcasting class

3rd

+1

+1

+1

+3

Ancient secret

+1 level of existing spellcasting class

4th

+2

+1

+1

+4

Ancient secret

+1 level of existing spellcasting class

5th

+2

+1

+1

+4

Ancient secret, power of Xen’drik

+1 level of existing spellcasting class

Class Skills (4 + Int modifier per level): Concentration, Decipher Script, Knowledge (all skills, taken individually), Spellcraft, Use Magic Device.

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ANCIENT SECRETS

Class Level +

Int Mod

Ancient Secret

Effect

ED

1

Versed in magic

+3 competence bonus on Knowledge (arcana) and Spellcraft checks.

ILE

2

Secret of strength

+1 competence bonus on all caster level checks to overcome spell resistance.

V

3

Secret of defi ance

+1 competence bonus on saves against spells and spell-like abilities.

N

4

Secret of power

Spend 1 action point to regain a number of spells (or spell slots, if you cast sponta-U

neously) that you have already cast today. The total levels of the spells or spell slots IK

regained can’t exceed your class level.

'DR

5

Mystery of magic

Choose one spell you can cast, up to a maximum level equal to your class level. You N

can now spontaneously cast that spell by sacrificing a spell of equal or higher level, XE

even if you don’t have the chosen spell prepared.

6

Mystery of the giants

Choose any one metamagic feat that you know with a spell level adjustment no greater than your class level. You can spend a number of action points equal to the spell level adjustment of the feat (minimum 1) to apply that feat to any spell you cast without increasing the spell’s level or casting time.

7

Mystery of the quori

Choose one spell you can cast with a normal casting time of one standard action, of a level equal to your class level or lower. You can spend 2 action points to cast that spell as an immediate action. If you normally prepare spells, you must have a spell prepared to cast it in this way.

8 or higher Mystery of Xen’drik

Choose one of your known spells, of a level equal to your class level or lower. (Only characters with a spellbook or a spells known list can choose this option.) You can spend 2 action points to cast that spell without counting it against your daily limit. If you normally prepare spells, you need not have prepared a spell to cast it in this way.

the giant empire, banished the quori, and ultimately can, even as they seek to conceal the true importance of destroyed this land. This power lies buried in ruins and their own learning.

coded across dozens of lost sites—and if you don’t uncover it, others will.

PRIMAL SCHOLARS IN THE WORLD

“It was the oddest thing. In the midst of the jungle, I came across a lone Combat

figure deep in concentration, hunched over a tablet fi lled with odd runes, When faced with the threat of violence, do not be afraid acting as though he were safe inside a laboratory rather than in the wild.”

to unleash the power within yourself. The secrets of

—A mercenary from Stormreach

Xen’drik have disappeared from the world once, but now on a hunt for dragonshards

that you have rediscovered them, it is your duty to keep them alive. Your spells are your sword and shield. Master Though primal scholars are most frequently found them, along with the secrets you alone possess, and no foe exploring the hidden corners of Xen’drik, a few turn will stand against you for long.

their attention to other ancient places such as Sarlona and A rgonnessen. W hen not searching out forgotten Advancement

magic, they can often be found sequestered in private As you gain levels, focus on enhancing your magical laboratories, performing dangerous experiments or power. Skills, feats, and spells that increase your personal field-testing their latest creations.

knowledge and magical might should be your fi rst priority.

Seek out that which others do not know and cannot hope to Organization

understand. Other prestige classes that grant you hidden Though no formal body of primal scholars exists, many powers are most desirable, as are the lost relics of Xen’drik.

maintain membership in larger organizations, such as Even as these items enhance your power, they also offer Morgrave University, the Library of Korranberg, and the valuable clues into the nature of that power.

Twelve. House Cannith is rumored to have a number of primal scholars in its ranks.

Resources

A lthough there is no formal organization of primal NPC Reactions

scholars, the entire continent of Xen’drik teems with Most common folk will make little distinction between valuable tools that you can draw strength from. Others an ordinary spellcaster and those who delve into magic’s often overlook the power inherent in their ancient deepest secrets, but those with a deeper understanding discoveries—power that you can claim with ease. Occa-will rightfully fear and respect a primal scholar. Those sionally, two or more primal scholars will gather to with magical training, be it arcane or divine, frequently share some of the secrets they have uncovered, but you believe that primal scholars tamper with secrets best should be wary of such temporary alliances. Others will forgotten. After warning them of the dangers, they treat undoubtedly attempt to garner as much from you as they primal scholars with distrust and a touch of pity, certain 128

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that their thirst for knowledge will eventually destroy Silayuss (EL 10)

them. Among the dragons of Argonnessen are some Silayuss has spent most of his life studying the secrets of who react violently when encountering primal scholars, Xen’drik, and few people are more thoroughly versed in XE

viewing them as meddlesome fools who must be stopped the history of the aftermath of the giant–quori wars. As N

before they learn too much.

he grows older, his field expeditions have become less

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frequent but his research has not slowed. Now, instead PRIMAL SCHOLAR LORE

I

of setting off himself for parts unknown, he hires other K U

Characters with ranks in Knowledge (arcana) or Knowl-groups to retrieve giant carvings and minor relics.

N

edge (local Xen’drik), or the bardic knowledge ability, Inherently distrustful of those who might steal his work, V

can research primal scholars to learn more about them.

Silayuss extensively checks out the reputations and moti-EI

When a character makes a check, read or paraphrase the vations of any in his employ.

LED

following, including the information from lower DCs.

If he is forced into combat (which is rare these days), DC 15: Primal scholars are spellcasters obsessed Silayuss unleashes his most powerful magic fi rst, using with the ancient magic of Xen’drik.

everything at his disposal to dispatch his enemies before DC 20: Primal scholars learn secrets that allow them they have a chance to respond. Silayuss flees from melee to enhance their spells at a whim. They draw this power combat, preferring to use magic to destroy his enemies from the magic of the past.

from afar.

DC 25: The most powerful primal scholars wield power that outstrips even that of dedicated wizards.

SILAYUSS CR

10

Male human wizard 7/primal scholar 3

PRIMAL SCHOLARS IN THE GAME

NG Medium humanoid

Any spellcaster, arcane or divine, can become a primal Init +2; Senses Listen +4, Spot +4

scholar, but such characters are traditionally on the Languages Common, Drow, Draconic, Elven, Giant fringe of their tradition. Others who share their AC 16, touch 13, fl at-footed 14

devotion to the magical arts do not understand primal (+2 Dex, +2 armor, +1 defl ection, +1 natural) scholars’ fascination with the past, and many doubt hp 36 (10 HD)

their ability to master those long-forgotten arts. W hen Fort +5, Ref +6, Will +11; +1 against encountered, members of this prestige class are often spells and spell-like abilities

engaged in research of some sort, whether dusty library Speed 30 ft. (6 squares)

work or digging through ruins in the field. W hile Melee mwk dagger + 5

others gather up valuable trinkets, a primal scholar (1d4/19–20)

studies runes and scripts, taking prodigious notes and Ranged mwk light cross-making extensive sketches and rubbings.

bow +7 (1d8/19–20)

This prestige class appeals to players who want their characters to dabble in powerful magic and distinguish themselves from other spellcasters. Primal scholars are frequently distrustful of other casters who might seek to steal their secrets and benefi t from their years of effort. At the same time, however, they have a ceaseless drive to hone their magical craft as they delve deeper into Xen’drik’s ancient mysteries. As such, they frequently join with other adventurers whose exploration of the mysterious continent is driven by similar goals.

Adaptation

Primal scholars need not be limited to Xen’drik.

By changing the prerequisite of having explored that continent to a strong familiarity with some other topic, the class might become available to spellcasters who delve into the secrets of the Draconic prophecy or probe the ancient magic

of the fiends.

SAMPLE ENCOUNTER

Primal scholars are typically encountered

alone or as part of a small field expedition.

They treat others with suspicion at fi rst, warming up only after they can ascertain the intent of strangers. However, they can become a persistent nuisance if they believe you to have some relic or information of value to their work.

Silayuss,

a primal scholar

SE

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Base Atk +4; Grp +4

Those desiring to become a scorpion wraith spend Special Actions spontaneous casting ( fireball) time improving their Hide and Move Silently skills. In Combat Gear 2 potions of cure moderate wounds, potion of invisibility, addition, such characters must have a bond with nature, wand of magic missile (CL 5th, 50 charges) accepting their place as dominant predators and masters ED

Wizard Spells Prepared (CL 10th; 1d20+12 to overcome of the hunt.

ILE

SR):

V

5th—empowered

fireball (DC 18), teleport, wall of force ENTRY REQUIREMENTS

N

4th—silent dispel magic, fear (DC 19), scrying (DC 19), U

stoneskin

Base Attack Bonus: +4.

IK

3rd— dispel magic, fl y, empowered magic missile, slow (DC 18) Skills: Hide 8 ranks, Knowledge (nature) 4 ranks, Move 2nd— locate object, mirror image, resist energ y, scorching ray, web

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Silently 8 ranks.

N

(DC 17)

Feats: Blind-Fight, Improved Initiative.

1st— comprehend languages (2), identify, magic missile (2), shield XE

Special: Must have the wild empathy class feature.

0— detect magic, message, prestidigitation, read magic Special: Must have been trained in Xen’drik by another Abilities Str 10, Dex 14, Con 12, Int 20, Wis 14, Cha 8

scorpion wraith.

SQ summon familiar (none at present), Xen’drik lore (+17)

THE SCORPION WR AITH

HIT DIE: d8

Feats Combat Casting, Empower SpellB, Eschew Materials, Mysterious Magic*, Scribe ScrollB, Silent Spell, Spell Base

Penetration

* New feat described on page 135

Attack

Fort

Ref

Will

Skills Concentration +14 (+18 casting defensively), Level Bonus Save Save Save Special

Decipher Script +18, Knowledge (arcana) +18, Knowl-1st

+1 +0 +2 +0 Poison

use,

edge (geography) +18, K nowledge (histor y) +18, sudden strike +1d6,

Knowledge (the planes) +18, Listen +4, Spellcraft +20, wild

empathy

Spot +4

2nd +2 +0 +3 +0 Darkness,

Possessions combat gear plus masterwork dagger, master-

unexpected

assault

work light crossbow with 20 bolts, amulet of natural armor 3rd

+3 +1 +3 +1 Sudden

strike +2d6,

+1, bracers of armor +2, ring of protection +1, cloak of resistance +1, veil of shadow

backpack, jungle outfit, bullseye lantern, 3 pints of 4th

+4 +1 +4 +1 Perfect

sight,

oil, 3 trail rations, rubbing kit, notebooks, 3 vials of sculpt

shadow

vermin ointment*

5th

+5 +1 +4 +1 Deadly

sting,

* New item described on page 139

sudden strike +3d6

Spellbook spells prepared plus 0—all; 1st— detect undead, erase; 2nd— arcane lock, see invisibility; 3rd— sleet storm, gaseous form; Class Skills (6 + Int modifi er per level): Climb, Handle 4th— phantasmal killer; 5th— nightmare, Rary’s telepathic bond Animal, Hide, Jump, Knowledge (nature), Listen, Move Silently, Spot, Survival, Swim, Tumble.

SCORPION WRAITH

CLASS FEATURES

“The land is not as pristine as it once was. It is up to me, and others As you advance in level as a scorpion wraith, you hone like me, to use our powers to keep these incursions by foreigners from your existing stealth and combat skills to become a preda-ruining our home.”

tor with few equals.

—Ax’ayuma Tokazz, a scorpion wraith

Poison Use (Ex): You are skilled in the use of poison and never risk accidentally poisoning yourself when Scorpion wraiths are the elite warriors of the drow.

applying poison to a weapon.

A lthough they go by different names from clan to clan, Sudden Strike (Ex): If you can catch an opponent they share a number of similar features, including a when he is unable to defend himself effectively from degree of stealth and cunning that allows them to strike your attack, you can strike a vital spot for extra damage.

without warning. Most clans view these warriors as the Whenever your target would be denied a Dexterity bonus pinnacle of their race, at one with the spirit of the noble to Armor Class (whether the target actually has a Dexter-scorpion and blessed by Vulkoor.

ity bonus or not), you deal an extra 1d6 points of damage with your attack.

BECOMING A SCORPION WRAITH

This extra damage increases by 1d6 at 3rd level and Rangers make ideal scorpion wraiths, though many 5th level. Unlike with a rogue’s sneak attack, a scorpion take levels in barbarian, fi ghter, rogue, or scout (from wraith cannot use sudden strike when fl anking an oppo-Complete Adventurer) depending on their preferred tactics.

nent unless that opponent is also denied its Dexterity Druids willing to trade spellcasting progression in that bonus to AC.

class for increased combat prowess sometimes pursue the Sudden strike damage also applies to ranged attacks scorpion wraith path, typically taking levels in the classes against targets up to 30 feet away. Creatures with con-mentioned above. While the scorpion wraith tradition is cealment, creatures without discernible anatomies, and centered in drow life and culture, nondrow sometimes creatures immune to extra damage from critical hits are receive training in this prestige class.

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make a sudden strike while striking the limbs of a crea-PLAYING A SCORPION WRAITH

ture whose vitals are out of reach.

You are the unseen predator stalking the darkness, using A scorpion wraith can’t use a sudden strike to deliver instinct and supernatural ability to bring down your XE

nonlethal damage. Weapons capable of dealing only non-prey. Although you work well alone, you are not afraid N

lethal damage don’t deal extra damage when used as part to call on allies to help take on powerful or cunning

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of a sudden strike.

foes. The world is your hunting ground, but it must I

The extra damage from the sudden strike ability be respected. Killing without purpose wastes nature’s K U

stacks with the extra damage from a sneak attack whenever gifts and might well bring nature’s wrath. Also, beware N

both would apply to the same target.

those who would presume to prey on those you have V

Wild Empathy (Ex): A s a scorpion wraith, you chosen to protect. Teach them to respect the hunter.

EI

maintain a strong connection with nature. Levels of Show them no mercy, and do not spare them from your LED

scorpion wraith and any class that grants the wild empa-deadly sting.

thy class feature stack for purpose of determining your bonus on wild empathy checks.

Combat

Also, you can treat vermin as magical beasts for the In combat, you are most effective when striking from the purpose of using wild empathy.

cover of darkness to catch foes unaware. If your enemies Darkness (Sp): Scorpion wraiths of 2nd level or cannot be dispatched immediately, retreat so as to attack higher master the use of darkness to cloak their move-again from a different direction. Continue these hit-ments. You gain the ability to use darkness ( PH 216) three and-run tactics until your enemies are too weary—or times per day, with a caster level equal to your character too terrified—to continue the fight. Like all scorpion level. If you can already use darkness as a spell-like ability wraiths, you plan each battle. Track your enemies from (as a drow can, for example), you can use it four times hiding, learn their strengths and weaknesses, then per day.

engage only when the time is right.

Unexpected A ssault (Ex): A s a scorpion wraith, you spend long hours honing your reflexes. Beginning Advancement

at 2nd level, you receive a +4 bonus on initiative checks As you gain levels, focus on enhancing your stealth and if you are allowed to act during the surprise round.

your ability to deal damage to foes unaware of your pres-This bonus does not apply if combat begins without a ence. Levels in rogue, ranger, or assassin enhance your surprise round.

singular effectiveness in combat. Some scorpion wraiths Veil of Shadow (Su): At 3rd level, a scorpion wraith pick up enough levels in sorcerer or wizard to add invisi-can manipulate the shadows to cloak his movements.

bility to their tactics. Aside from such abilities, skills that While in areas of shadowy illumination or darkness, you allow you to survive in the wild are of great importance.

gain a bonus on Hide and Move Silently checks equal to The Track feat and ranks in Survival serve not only to your class level.

bring your quarry into your sights, but will keep you fed Perfect Sight (Su): From 4th level on, your powers while you patiently wait for the moment to strike.

of observation enable you to see through concealment.

Once per day as a free action, you can grant yourself the Resources

blindsight ability ( MM 306) out to 60 feet. You also gain Scorpion wraiths are self-sufficient, and many fashion a +10 insight bonus on Listen and Spot checks while your their own armor and weapons. As such, they generally blindsight is active. This ability lasts for a number of consider it unseemly to ask for supplies and equipment rounds equal to 5 + your Wisdom modifier.

without making proper payment for such goods. How-Sculpt Shadow (Su): Upon reaching 4th level, you ever, they often serve others without reservation, pro-can manipulate magical shadows to your advantage.

tecting family, friends, and kin out of a sense of duty.

W henever you cast darkness as a spell or use it as a spell-like ability, you can choose to create eight 5-foot-by-SCORPION WRAITHS

5-foot squares of shadow y illumination instead of IN THE WORLD

targeting a touched object. The first of these squares

“He drew the shadows around him like a cloak, disappearing almost as soon must be adjacent to you, with all squares adjacent to at as he’d struck, then striking again from somewhere else. By the time we got least one other square.

to them, the four sentries were dead on the ground, but though we searched Deadly Sting (Su): At 5th level, you are able to for the drow, he had faded into the jungle, waiting . . .”

coat a slashing or piercing weapon you wield in liquid

—Excerpt from an unnamed explorer’s journal

shadow as a standard action. This shadow acts like a deadly poison, dealing initial and secondary damage Scorpion wraiths can be found across Xen’drik, serving of 1d10 points of Constitution (Fortitude DC 15 + your as elite hunters for their clans or tribes, but are rarely Wis modifier). Once created, the poison clings to a seen outside drow lands. Many consider their existence weapon for 1 hour or until it is delivered. If anyone but to be a myth, since few who come up against a scorpion you wields the prepared weapon, the shadow poison has wraith live long enough to tell the tale.

no effect.

You can use this ability a number of times per day Organization

equal to 1 + your Wisdom modifier (minimum once Though no formal relationship exists between scorpion per day).

wraiths, most are inextricably tied to their drow clans. As 131

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DC 15: Scorpion wraiths are solitary drow hunters found deep in the jungles of Xen’drik. They can kill without being seen or heard.

DC 20: Scorpion wraiths have the ability to manip-ED

ulate shadow, quenching light and cloaking themselves ILE

in darkness. They excel at catching their prey unaware.

V

DC 25: Scorpion wraiths are skilled in the use of N

poison and are masters of the ambush, but they’re not U

mindless killers. Most are noble hunters and can be IK

reasoned with if approached with respect.

'DR

N

SCORPION WRAITHS IN THE GAME

XE

Any drow encountered deep in Xen’drik could be a scorpion wraith, although a group of PCs might not know it until the ambush has been sprung. Most, if not all, drow clans have a few members who have mastered the secrets of this elite group.

This prestige class appeals to players who enjoy characters with an air of noble mystery. Campaigns that focus on Xen’drik offer the perfect opportunity to introduce this prestige class if the PCs make contact (peaceful or otherwise) with a drow clan.

NPC scorpion wraiths are very rare outside Xen’drik.

If encountered elsewhere, they might have been tasked with a great quest or brought to Khorvaire as some sort of trophy (almost certainly against their will).

Adaptation

A ny area or culture in which the lone hunter thrives might warrant an adaptation of this prestige class.

Ax’ayuma Tokazz, a scorpion wraith

For example, the Wardens of the Wood or the halfling clans of the Talenta Plains might inspire their such, a scorpion wraith seeks aid among his own people own stealth-based hunters, with abilities tied to each first, even as he upholds his obligation to support and culture’s environment.

defend them.

Rumor holds that a few nondrow have learned the SAMPLE ENCOUNTER

secrets of this mysterious class, having gained the favor of Lone scorpion wraiths are frequently encountered when the drow through some great service or boon. Like drow explorers have trespassed inside drow lands or come scorpion wraiths, such characters inevitably have lifelong too close to a migrating tribe. These elite hunters are connections and commitments to a drow clan.

sometimes found leading high-level drow warbands on reconnaissance or assault missions.

NPC Reactions

Scorpion wraiths are virtually unknown outside Xen’drik, Ax’ayuma Tokazz (EL 11)

except to those who have traveled extensively on that A x’ayuma Tokazz is wary of the foreigners—especially continent. In Xen’drik, tales of these dread warriors nondrow elves—who have swarmed into his people’s lands grow more and more fantastic with each telling. A s a since the end of the Last War. At best, he treats them with result, those who encounter a scorpion wraith tend to cold detachment; at worst, as prey to be hunted down.

be either overconfi dent or terrifi ed. Nondrow scorpion Tokazz is a lone hunter, but he works with various clans wraiths are initially treated with suspicion by the drow as the mood suits him and their needs warrant. He cares and disregard by others. Once they have demonstrated for few things more deeply than the spirit of the hunt, but their skills, however, such disregard quickly turns to the well-being of his people is one of those things.

respect or fear.

AX’AYUMA TOKAZZ CR

11

SCORPION WRAITH LORE

Male drow ranger 6/scorpion wraith 4

Characters with ranks in Knowledge (local Xen’drik) N Medium humanoid (elf)

or the bardic knowledge ability can research scorpion Init +8 (+12 during surprise rounds); Senses darkvision wraiths to learn more about them. The DCs below are 120 ft.; Listen +15, Spot +15

for checks made in Xen’drik; add 10 to the DCs anywhere Languages Common, Drow, Giant

outside the continent. When a character makes a check, AC 18, touch 14, fl at-footed 14; Dodge read or paraphrase the following, including the informa-

(+4 Dex, +4 armor)

tion from lower DCs.

hp 58 (10 HD)

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Immune sleep effects

He also gains a +10 insight bonus on Listen and Spot SR 21

checks while the ability is active. This ability lasts for Fort +8, Ref +14, Will +5; +2 against enchantments 6 rounds.

XE

Weakness light blindness

N

Speed 30 ft. (6 squares)

'DR

Melee +1 keen rapier +15/+10 (1d6+3/15–20) or FEATS

I

Melee +1 keen rapier +13/+8 (1d6+3/15–20) and K U

mwk kukri +13/+8 (1d4+1/18–20)

The inhabitants of Xen’drik have developed combat tac-Ranged mwk composite shortbow +15/+10 (1d6+2/×3) N

tics and techniques not seen anywhere else on Eberron.

V

Base Atk +10; Grp +12

In addition, the secrets of the giants and quori can be E

Atk Options Blind-Fight, poison (Huge monstrous scor-I

learned here, from ancient tablets, wall carvings, and LED

pion venom, DC 18, 1d6 Con/1d6 Con), favored enemy those few that still practice them today.

giants +4, favored enemy elves +2, sudden strike +2d6

Combat Gear 2 potions of cure moderate wounds, 2 potions of invisibility, wand of entangle (DC 11, CL 1st, 50 charges) Racial Feats

Ranger Spells Prepared (CL 3rd):

Feats designated as racial feats require the character to 1st— longstrider, pass without trace

be of a specifi c race in order to select the feat. These feats Spell-Like Abilities (CL 10th):

share no other special properties and are considered to 4/day— darkness

be a subset of a larger category of feats (in this book, 1/day— dancing lights, faerie fi re

either general or tactical).

Abilities Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 12

The three racial feats presented here—Blessed of SQ able to motice secret or concealed doors, perfect sight Vulkoor, Drow Scorpion Warrior, and Drow Skirmisher—

1/day (6 rounds), poison use, sculpt shadow, wild empa-are available only to drow. Races of Eberron contains a variety thy +11 (+7 magical beasts and vermin)

of other racial feats.

Feats Blind-Fight, Dodge, EnduranceB, Improved Initiative, Improved Two-Weapon FightingB, TrackB, Two-Weapon FightingB, Weapon Finesse

Tactical Feats

Skills Climb +8, Hide +17 (+21 in shadows), Jump +11, Knowledge (nature) +8, Listen +15, Move Silently +17

Feats with the tactical descriptor allow characters to per-

(+21 in shadows), Search +3, Spot +15, Survival +8 (+10

form a number of powerful attacks.

aboveground natural)

If you’re playing a character who has a tactical feat, Possessions combat gear plus +2 chitin armor*, +1 keen rapier, it’s your responsibility to announce the actions you’re masterwork kukri, masterwork composite shortbow (+2

performing as you attempt the maneuver that triggers Str bonus) with 40 arrows, cloak of resistance +1, 3 doses the feat’s benefit. A remark along the lines of “I charge, Huge monstrous scorpion venom, backpack, 50-foot wielding my scorpion chain, and try a lunging sting hempen rope, hunter’s kit*, waterskin

maneuver” is appropriate.

* New armor and equipment described in this chapter One new tactical feat, Drow Scorpion Warrior, is Perfect Sight (Su): Once per day as a free action, Ax’ayuma presented below. A selection of other tactical feats can can grant himself blindsight out to a range of 60 feet.

be found in Races of Eberron.

NEW FEATS

General Feats

Prerequisite

Benefit

Blessed of Vulkoor

Drow, region of origin Xen’drik

Gain spell-like abilities and an affi nity for scorpions Drow Skirmisher

Drow, region of origin Xen’drik

Profi ciency and bonuses with drow weapons

Earthquake Stomp

Str 25, Power Attack,

Knock smaller enemies off their feet

size Large or larger

Elder Giant Magic

Spellcraft 9 ranks or giant type

Increase casting time to boost caster level of spells Giant Banemagic

—

Your spells do extra damage to giants

Jungle Veteran

—

Spend 1 action point to act in a surprise round Mysterious Magic

—

Your spells are diffi cult to identify

Rending Claws

Profi ciency with scorpion claw

Hit with both gauntlets, deal extra rending damage gauntlets,

Two-Weapon

Fighting

Metamagic Feat

Prerequisite

Benefit

Echoing Spell

Spellcraft 12 ranks, ability

Spells you cast can be cast again with lessened effects to prepare spells

Tactical Feat

Prerequisite

Benefit

Drow Scorpion Warrior Drow, Drow Skirmisher, base attack Your study of the scorpion’s ways grants you special tactics bonus +4, region of origin Xen’drik.

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BLESSED OF VULKOOR [RACIAL]

isn’t suffi cient to grant you the extra damage from this A scorpion-shaped birthmark denotes you as one of the feat.

chosen of Vulkoor.

If you have any of the following feats for the dagger Prerequisites: Drow, region of origin Xen’drik.

or short sword, you can apply the feats’ effects to the drow ED

Benefits: You gain extra spell-like abilities and an long knife: Improved Critical, Weapon Focus, Weapon ILE

affi nity for scorpions, the deity’s favored children. As Specialization, Greater Weapon Focus, or Greater V

a blessed of Vulkoor, you gain the following spell-like Weapon Specialization. If you have any of the same feats N

abilities as a 1st-level caster: 1/day— acid splash, detect poison, for the spiked chain, you can apply the feats’ effects to U

pass without trace.

the drow scorpion chain.

IK

If you have the ability to summon a familiar, you can Additionally, when you spend 1 action point to

'DR

choose to gain a Tiny monstrous scorpion in addition to influence an attack roll made with either a Xen’drik N

the list of available options.

boomerang, drow scorpion chain, or drow long knife, XE

If you have an animal companion, you can add

you also add the result of the action point roll to your the following creatures to the list of available options: damage for that attack.

1st level—Small or Medium monstrous scorpion; 4th level—Large monstrous scorpion; 10th level—Huge EARTHQUAKE STOMP

monstrous scorpion. If you have the wild empathy abil-Your thunderous steps allow you to knock smaller ene-ity, you can treat scorpions as animals for the purpose mies off their feet.

of that ability.

Prerequisites: Str 25, Power Attack, size Large Special: Unlike most feats, this feat must be taken or larger.

at 1st level during character creation.

Benefit: As a standard action, you can stomp the ground so furiously that nearby creatures fall prone. All DROW SCORPION WARRIOR

creatures within 10 feet of you whose size category is at

[RACIAL, TACTICAL]

least two smaller than yours can be affected. For example, Your study of the ways of the scorpion grants you spea Large creature can affect Small or smaller creatures, a cial tactics.

Huge creature can affect Medium or smaller creatures, Prerequisite: Drow, Drow Skirmisher, base attack and so on. Treat this as a trip attack against all affected bonus +4, region of origin Xen’drik.

creatures, except that you need not make a touch attack Benefit: The Drow Scorpion Warrior feat enables (and so do not provoke attacks of opportunity), and the use of three tactical maneuvers.

enemies not knocked prone cannot attempt to trip you Deadly Sting: To use this maneuver, you must score in return.

a critical hit with either a drow long knife or a drow scorpion chain (both on page 137) against a living ECHOING SPELL [METAMAGIC]

creature. Your next attack against the same target with Your spells return after you cast them, although with the same weapon (which must be made before the end of lessened effects.

your next turn) gains a +2 bonus on the attack roll and Prerequisites:

Spellcraft 12 ranks, ability to pre-

deals 1d4 points of Constitution damage in addition to pare spells.

the normal damage dealt.

Benefit: An echoing spell is fi rst cast as normal.

Lunging Sting: To use this maneuver, you must make a After 1 hour, the spell then returns to you as if it had charge attack with a drow scorpion chain against a foe. If been prepared an additional time, and can be cast again you hit, that opponent takes a –2 penalty on attack rolls at any time. However, the second time the echoing spell against you until the start of your next turn.

is cast, you treat your caster level as four lower for the Rending Sting: To use this maneuver, you must hit the purpose of effect, area, range, duration, and overcom-same target with two different drow long knives in the ing spell resistance. This process repeats itself every same round. In the next round, you deal an additional time the spell is cast, reducing your effective caster level 1d4 points of damage with your drow long knife attacks by four until your effective caster level is no longer high against that target.

enough to cast the original spell (at which point the spell is not regained).

DROW SKIRMISHER [RACIAL]

For example, a 9th-level wizard has an echoing Melf ’s Your experience with the guerrilla-style combat of acid arrow prepared. She casts the spell the fi rst time at 9th the deep jungle grants you mastery of the weapons of level, giving her maximum long range and dealing acid the drow.

damage for 4 rounds (1 round + 1 round per three levels).

Prerequisites: Drow, region of origin Xen’drik.

After 1 hour, she can cast the spell again as a 5th-level Benefit: You treat the Xen’drik boomerang ( ECS

caster, reducing its range and dealing acid damage for 119), the drow scorpion chain, and the drow long knife 2 rounds. The spell cannot be regained a third time, (both on page 137) as martial weapons. You gain a +1

however, because her effective caster level of 1st would bonus on damage rolls when making an attack with be below the minimum level needed to cast the spell.

a drow long knife or a drow scorpion chain as long You must expend any material or XP components for as you have moved more than 5 feet under your own an echoing spell each time it is cast. An echoing spell power during the round in which you make the attack.

that is counterspelled as it is being cast does not return For example, being pushed 10 feet by a bull rush attack to the caster.

134

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This feat can be applied only to prepared spells.

In addition, you receive a +2 competence bonus on Spells cast spontaneously cannot benefi t from this feat.

Fortitude saves made to avoid nonlethal damage in hot An echoing spell uses up a spell slot three levels environments. You can also move at your normal speed XE

higher than the spell’s actual level.

while hunting and foraging in a jungle environment N

using the Survival skill.

'DR

ELDER GIANT MAGIC

Normal: You can move up to one-half your speed I

You have learned a technique developed by ancient giant while hunting and foraging.

K U

spellcasters, allowing you to channel additional power MYSTERIOUS MAGIC

N

into your spells.

V

Prerequisite: Spellcraft 9 ranks or giant type.

Your study of unconventional magic gives your spells an EI

Benefit: When casting a spell with a casting time odd appearance and makes them diffi cult to identify.

LED

of no more than 1 round, you can increase the casting Benefit: The DC to identify your spells with the time by up to 3 rounds. For each additional round that Spellcraft skill (either as they are being cast or once you extend the casting time, your effective caster level is they are in place) is increased by 5. This increase is also increased by 1. This increase affects all the variables that applied to Spellcraft checks used to identify a spell’s depend upon caster level, including checks to overcome school of magic through detect magic or similar effects.

spell resistance.

In addition, the DC to dispel your spells (or to coun-Using this power is not without danger. Each

ter them with dispel magic and similar effects) is increased round of increased casting time, you must succeed on by 2.

a Concentration check (DC 15 + spell level + 1 for each Normal: See the Spellcraft skill description ( PH 82) previous check) or lose the spell. You cannot take 10 on for the standard DCs for identifying spells.

these checks.

Special: Creatures of the giant type can also use RENDING CLAWS

this feat to improve spell-like abilities, and they gain a Your expertise with scorpion claw gauntlets allows you to

+4 competence bonus on Concentration checks made to tear apart your opponents with deadly precision.

use the feat.

Prerequisites: Proficiency with scorpion claw gauntlets, Two-Weapon Fighting.

GIANT BANEMAGIC

Benefit: W hen wielding a pair of scorpion claw You can cast spells that deal additional damage to giants.

gauntlets (see page 137), if you hit an opponent with both Benefit: When you cast a spell that deals damage to gauntlets in the same round, you can latch on and rend a giant, you deal an extra 2d6 points of damage.

flesh. You deal additional damage equal to the damage A single spell can never gain this extra damage more normally dealt by one gauntlet plus 1/2 your Strength than once per casting. For instance, a fireball deals the bonus. If you wear gauntlets with different magical prop-extra damage to all giants in the area it affects. How-erties, you apply only one property (your choice) on the ever, if a 3rd-level wizard casts magic missile and produces rending attack.

two missiles, only one of them (of the wizard’s choice) gains the extra damage, whether or not both missiles are directed at the same giant or two different giants. If a EQUIPMENT

spell deals damage for more than 1 round, it deals this extra damage in each round.

The natives of Xen’drik and the explorers who chart its If the spell allows a saving throw, the DC of the unknown territories have developed special weapons, saving throw increases by 2. The additional damage armor, alchemical items, and mundane gear. While dealt by this spell is either halved on a successful saving nearly all these items can be found for sale in Storm-throw or negated entirely, depending on how the regu-reach, some have found their way to the larger metropo-lar damage dealt by the spell is affected by a successful lises of Khorvaire, especially Sharn. However, many of saving throw.

the native items available outside Xen’drik are sold as Scrol ls scribed by you do not gain any benefit from art rather than functional equipment (often at a signifi-Giant Banemagic. Scrolls activated by you also gain no cantly higher price).

benefi t from Giant Banemagic. The same is true for most other magic items, such as wands and potions. However, A

staffs activated by you use not only your caster level but RMOR

also gain the benefit of this feat, if applicable.

While the drow use many of the simpler armors found in the Player’s Handbook, they have developed a few new types as JUNGLE VETERAN

well. The scaly skin of the dream serpent is used to make You have a knack for surviving in harsh environments a fl exible and durable suit of hide armor, while carefully and avoiding the deadly ambushes of natives.

woven plant vines create a type of armor that provides Benefit: You can spend 1 action point to act in a both protection and camoufl age. In addition, the drow surprise round in which you would otherwise be denied craft sturdier armor from the chitin plates of Xen’drik’s an action. When spending an action point in this way, monstrous scorpions.

add the result of the action point die to your initiative The giants of the mysterious continent employ armor check for that encounter.

of the same sort used by their distant ancestors. However, 135

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ARMOR AND SHIELDS

Armor Ma ximum

Armor

Arcane

Spell

—Speed—

Armor

Cost Bonus Dex Bonus Check Penalty Failure Chance (30 ft.) (20 ft.) Weight ED

Light Armor

ILE

Chitin armor

20 gp

+2

+7

–1

5%

30 ft.

20 ft.

10 lb.

V

Dreamhide

700 gp

+4

+5

–2

15%

30 ft.

20 ft.

20 lb.

N

Vine

80 gp

+2

+5

–1

10%

30 ft.

20 ft.

15 lb.

U

Medium Armor

IK

Scorpion breastplate

300 gp

+4

+4

–3

20%

20 ft.

15 ft.

20 lb.

'DR

Heavy Armor

N

Giant patchwork

100 gp

+5

0

–7

40%

20 ft.

15 ft.

50 lb.

XE

War chitin

1,500 gp

+7

+2

–6

35%

20 ft.

15 ft.

40 lb.

WEAPONS

Exotic Weapons

Cost Dmg (S) Dmg (M) Critical

Range Increment

Weight1 Type

Light Melee Weapons

Drow long knife

15 gp

1d4

1d6

19–20/××2

10 ft.

2 lb.

Piercing

Scorpion claw gauntlet

40 gp

1d4

1d6

×2 —

6

lb.

Slashing

Two-Handed Melee Weapons

Drow scorpion chain2 25

gp

1d4 1d6

19–20/×2 — 3

lb.

Slashing

Yuan-ti serpent bow

150 gp

1d4

1d6

19–20/××2 — 5

lb.

Slashing

Ranged Weapons

Sand pipe

15 gp

—

—

—

See text

1 lb.

—

Sand, blinding

50 gp

——————————— See text ———————————

1/2 lb.

See text

Sand, burning

50 gp

——————————— See text ———————————

1/2 lb.

See text

Sand, sunscald

50 gp

——————————— See text ———————————

1/2 lb.

See text

Yuan-ti serpent bow

150 gp

1d6

1d8

×3

80 ft.

5 lb.

Piercing

1 Weight fi gures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

2 Reach weapon.

because full suits of such armor have become rare over the Vine: Certain plants found only in the deepest centuries, many giants have taken to creating a patchwork jungle grow vines supple and sturdy enough to be armor from the salvageable pieces that remain.

woven into armor. Such armor takes twice as long as Of the armors described here, only giant patchwork normal to create (see the Craft skill, PH 70), because armor incorporate metal, meaning that druids can wear the vines must be carefully cultivated and kept alive any of the other kinds of armor without penalty.

during the creation process. Those wearing a suit of Chitin Armor: The drow of Xen’drik have per-vine armor receive a +2 circumstance bonus on Hide fected a method of harvesting chitin plates from mon-checks when in a jungle environment. To maintain strous scorpions, which are then fi nished with cloth and this bonus, the vine armor must be given one gallon hide. Lightweight chitin armor consists of a few chitin of water per week to keep its still-living plants from plates protecting the shoulders, head, and abdomen, withering. If the plants die, the armor’s bonus on Hide supplemented by bone at the forearm and shin.

checks is lost (though its armor bonus and other fea-Dreamhide: Made from the skin of as many as four tures are unaffected).

adult dream serpents, this special suit of hide armor War Chitin: Only the greatest drow leaders wear is light and flexible while still offering a great deal of this armor, constructed from the chitin plates of several protection. Most drow clans have only a few suits of this Large monstrous scorpions. Unlike most drow armor, rare and valuable armor, reserving it for their most war chitin is bulky and heavy, and so is rarely used except skilled hunters.

when battle is expected and subtlety is not an option.

Giant Patchwork: Made from the salvageable pieces Aside from such situations, war chitin most often sees of dozens of suits of armor, this patchwork armor is used use as a part of important ceremonies.

almost exclusively by giants. Made from bits of chain, plate, and leather, patchwork armor takes twice as long to W

don as breastplate and similar armors ( PH 123) and has EAPONS

hardness 4.

The drow, yuan-ti, giants, and other natives of Xen’drik Scorpion Breastplate: This armor resembles chitin have spent generations perfecting distinctive weapons armor, but adds a sturdy breastplate crafted from a and the techniques for using them. With the advent of monstrous scorpion’s abdominal carapace, and a helmet the age of exploration, many of these weapons can now assembled from chitin plates.

be found across Eberron.

136

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Bow, Yuan-Ti Serpent: Made from a long, curving Knife, Drow Long: The drow long knife is a slen-piece of exotic wood, this bow is carved in the likeness of der blade resembling a short sword in length and weight, a serpent whose tail ends in a short metal blade. You can but balanced for throwing like a dagger or smaller XE

use a yuan-ti serpent bow either to make ranged attacks blade. Featuring a haft and guard often constructed of N

with arrows or melee attacks with the serpent blade (see a dream serpent’s fangs, the long knife’s design makes

'DR

the Weapons table for details on the two different uses of the weapon more difficult to wield than a normal I

the weapon).

dagger, but makes it far more deadly in the hands of K U

When wielding a yuan-ti serpent bow, you can freely a skilled user. The drow favor this weapon for its verN

interchange melee and ranged attacks during the same satility in the running battles they fight through the V

round. You threaten the squares within your reach no jungles of Xen’drik. Because it causes more grievous EI

matter how you last used the weapon.

wounds than a dagger but can still be thrown, many LED

A yuan-ti serpent bow is treated like a double weapon drow also favor it as an off-hand weapon (often wield-for the purpose of determining the cost of a masterwork ing matched long knives).

version and enhancements. Weapon special abilities and Most drow who wield the drow long knife take the enhancement bonuses for the bow portion of the weapon Drow Skirmisher feat (see page 134), but other char-apply only to ranged attacks made with the serpent bow, acters who take Exotic Weapon Proficiency (drow long not attacks made with the blade portion of the weapon.

knife) can apply the benefit of Weapon Focus (dagger) Special abilities and enhancement bonuses for the blade or Weapon Specialization (dagger) to their attacks with portion apply only to melee attacks.

a drow long knife.

Chain, Drow Scorpion: A drow scorpion chain Sand Pipe: Designed by the drow, this 2-foot resembles a regular spiked chain in many respects, pipe is constructed of segmented pieces of a scorpion’s but it is slightly longer than a normal spiked chain tail, hollowed out and made rigid. One end f lares and features a daggerlike blade at each end. The drow out slightly, while the other is smaller and contains a of Xen’drik have perfected the use of the weapon to mouth piece made from a dream serpent’s fang. In the harass larger enemies such as giants, or as a poison-center of the pipe is a small reservoir chamber that delivery weapon against less hardy foes. The weapon can be filled as a standard action. The pipe is designed takes its name from the technique of holding a length to hold a number of different powders designed spe-of chain behind the back and then f lipping it over the cifi cally for use in this weapon. These powders deal no head to strike a foe; drow warriors often open combat weapon damage, but instead have specifi c special effects with this strike.

(see below).

A drow scorpion chain has reach, so you can strike As a standard action, you can blow the powder from opponents 10 feet away with it. In addition, unlike most the pipe in a 15-foot cone. A wind of strong force or other weapons with reach, it can be used against an adja-greater ( DMG 95) makes it impossible to use a sand pipe.

cent foe.

Only one free hand is required to use the weapon, but Because the chain can wrap around an enemy’s leg two are required to load it. Using or loading a sand pipe or other limb, you can make trip attacks with it. If you provokes attacks of opportunity.

are tripped during your own trip attempt, you can drop The sand ammunition can be also be used without the chain to avoid being tripped.

a sand pipe. As a standard action, you can throw sand at W hen using a drow scorpion chain, you get a +2

one adjacent target, which is affected as if it were within bonus on opposed attack rolls made to disarm an oppo-the cone. Doing this provokes attacks of opportunity.

nent (including the roll to avoid being disarmed if such Sand, Blinding: This gritty black powder is made an attempt fails).

from fi nely ground sand and a small amount of pow-You can use the Weapon Finesse feat ( PH 102) to dered scorpion venom. When this powder is blown from apply your Dexterity modifier instead of your Strength a sand pipe, those caught in the cone are blinded for 1d6

modifi er to attack rolls with a drow scorpion chain sized rounds and take a –2 penalty on Search checks, Spot for you, even though it isn’t a light weapon.

checks, and ranged attack rolls for 1 hour. A successful Most drow who wield the drow scorpion chain take DC 14 Refl ex save negates the blindness and reduces the the Drow Skirmisher feat (see page 134), but other duration of the penalty to 1 round. Creatures immune characters who take Exotic Weapon Proficiency, Weapon to extra damage from critical hits are also immune to Focus, or Weapon Specialization for either the spiked this effect.

chain or drow scorpion chain can apply the effects of Sand, Burning: This viscous white powder, made those feats to attacks with either weapon.

from rare black crystals and the oil of a cactus found Gauntlets, Scorpion Claw: Made from the claws near lava fields, burns when scattered in the air. When of Large monstrous scorpions, these gauntlets are usu-blown from a sand pipe, burning sand deals 1d6 points of ally sold in pairs. In combat, you can use scorpion claw fire damage to creatures in the cone. Affected creatures gauntlets to slice opponents open with deadly efficiency.

take a –2 penalty on Dexterity-based checks for 1 hour.

When wearing two scorpion claw gauntlets, you get a +2

A successful DC 14 Reflex save halves the damage and bonus on grapple checks made to deal damage to your negates the penalty. The penalty can also be negated by opponent. On a successful check, you deal the weapon’s washing the sand off, requiring 1 full round of complete normal damage rather than nonlethal damage for an immersion in water, or 1 gallon of water and 1 minute of unarmed strike.

effort. Creatures that take no damage from the powder 137

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SE

Weapons and gear suited especially for adventuring in Xen’drik

(through resistance or immunity to fi re, for example) Item Cost

Weight

DC*

take no penalty.

Blackroot oil

20 gp

1/2 lb.

15

Sand, Sunscald: Made from dried cactus f lowers Eternal rations (per day)

25 sp

1 lb.

—

and the poison glands of a small desert spider, this pale Hunter’s kit

50 gp

5 lb.

—

blue powder causes creatures that come into contact with Jungle outfi t

20 gp

6 lb.

—

it to grow weak and more vulnerable to intense heat. For Panther tears

30 gp

1/10 lb.

20

24 hours after exposure, those hit by this powder take Rubbing kit

5 gp

1 lb.

—

a –4 penalty on Fortitude saves to resist the nonlethal Vermin ointment

20 gp

1 lb.

20

damage caused by extreme heat ( DMG 303). A ffected

* Craft (alchemy) DC required to create the item (if creatures that take nonlethal damage from heat exposure applicable).

also take 1d4 points of Strength damage. A successful DC

14 Reflex save reduces the duration of the heat vulner-Blackroot Oil: Brewed from the stringy roots of a ability to 1 hour.

deep gray jungle fern, this thin oil is made almost exclusively by the drow, although other races accustomed to G

the dark value it highly. W hen a few drops of this oil EAR

are put in both eyes (a standard action), they render From unguents crafted of obscure native plants to trail the user immune to the negative effects of bright light rations that never spoil, unusual gear and alchemical caused by light blindness and light sensitivity. This pro-items have found their way into the hands of Xen’drik’s tection lasts for 1 hour. Each bottle contains enough oil explorers. Many of these items are rare, and few know for eight uses. This oil provides no protection against the secrets of their creation. Indeed, some private spells or abilities that create bright light, such as flare or alchemists and dragonmarked houses would pay

searing light.

handsomely for the secrets of some of the following Eternal Rations: Made from long corn grain and items, perhaps funding entire expeditions just for the meat and milk of the gurk’ash (see page 54), these that purpose.

supplies never spoil, providing a far more palatable 138

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dining experience than jerky and hardtack. Eternal rations creatures tracking by scent ( MM 314) gain a +4 bonus are often used by traveling nobles or for ocean journeys to do so. The ointment can be washed off in 1 minute, so long that even trail rations would rot. The preserva-and dissipates after 1 round of strong rain or complete XE

tion effect of these rations is supernatural in nature, and immersion in water. One vial of this oil is enough to N

so is suppressed in an antimagic fi eld.

cover one Medium or two Small creatures.

'DR

Hunter’s Kit: This kit contains various types of I

bait, bottled animal scents, and a small guide on edible K

MAGICAL

U

flora. When used to hunt game and forage for edible N

plants, a hunter’s kit provides a +2 circumstance bonus V

on Survival checks. In addition, the scents provided in E

AND PSIONIC

I

this kit can be used to deceive creatures tracking by scent LED

( MM 314), increasing the DC of the Wisdom or Survival check by 2. Regardless of the purpose it is used for, this LOCATIONS

kit is exhausted after ten uses.

Jungle Outfi t: Similar to an explorer’s outfi t, Dungeon Master’s Guide II presents a new type of treasure this set of clothes includes light cloth breeches, a thin as a reward for PCs: magical locations. In Xen’drik, tunic, leather gloves, sturdy boots, and a light cap. It has characters might also stumble across psionic locations.

numerous pockets and other places to stow small objects.

These are sites imbued with magical or psionic power that In addition, this outfi t is colored entirely green and characters can draw on to enhance their own abilities.

brown, helping an explorer blend into the jungle (proW hile the abilities granted cannot be bought or sold, viding a +2 circumstance bonus on Hide checks while in an equivalent gp value is given so that the bonuses they a jungle setting). For twice the price, this outfi t can be grant can be treated as treasure. The following locations made to fi t over light armor.

easily fit into many of the sites presented in Chapter 2

Panther Tears: Many of the jungle’s fiercest preda-of this book, or in sites of your own creation. Discover-tors prefer to attack at night, where their advantages in ing one of these magical or psionic locations might be sight and stealth can be brought to bear. To combat this, the focus of one or more adventures, or even an entire alchemists have invented panther tears, a dark purple campaign arc.

oil that is dripped into the eyes. Those who use this oil Each entry begins with a description of the location, gain low-light vision for 1 hour and are able to see twice giving an overview of its appearance and powers.

as far in starlight, moonlight, torchlight, and similar Lore: This portion of the description describes what conditions of poor illumination. During this time, can be learned about the site through various Knowledge however, such creatures are treated as having light sen-or bardic knowledge checks.

sitivity (dazzled in bright sunlight or within the radius Description: A physical description of the location, of a daylight spell). This oil has no effect on creatures that plus details of how its magical effect or special ability already possess low-light vision. A vial of this oil provides looks once it is in effect.

a single application.

Prerequisites: Any prerequisites that must be met Rubbing Kit: Explorers often encounter ancient before a location’s special ability can be gained. This is in carvings and runes that they do not understand. A rub-addition to the requirement of actually visiting the site.

bing kit allows the explorers to bring a copy of the runes Location Activation: The rules for acquiring and with them for an expert to translate later. This kit con-using the special ability bestowed by a location.

sists of a roll of thin paper 20 feet long and 1 foot wide, Recharge: The time needed for the location to as well as numerous sticks of fi ne charcoal. Creating an recharge is given in this section.

accurate copy requires 1 minute per foot of the image Special Ability: This entry describes the special captured. This process can be reduced to a full-round ability conferred and gives the rules for using it.

action, but doing so increases the DC of any checks Duration: This section gives the ability’s duration related to the rubbing (Decipher Script, Knowledge or number of uses.

[history], and so on) by 5.

Aura: Any magical auras possessed by the location Vermin Ointment: This thick green ointment are described here.

drives away common insects and causes larger monstrous Ability Value: This entry gives the gp value of the vermin to become sickened. Applying the ointment takes special ability granted by this location. A lthough the 1 minute, but its effects last 8 hours. During this time, abilities bestowed by a magical location cannot be bought any Diminutive or smaller vermin (including swarms of or sold, their gp values are provided in order to be sub-such creatures) cannot approach within 5 feet of a treated stituted for treasure value on a one-for-one basis, and to character unless magically compelled to do so. Vermin of be tracked as part of overall character wealth.

any size that approach within 5 feet of a treated character become sickened for as long as they remain within 5 feet C

and for 1 round thereafter. A successful DC 15 Fortitude avern of Peerless Form

save negates the sickness and renders the vermin immune A thousand years ago, a kalashtar warrior came to to the effects of the ointment for 1 hour.

Xen’drik, committing himself to perfecting his fi ghting W hile wearing vermin ointment, a character can skills. Embarking on a solitary lifestyle in an isolated be detected by scent at twice the normal distance, and cavern, he trained alone for ten years. The warrior 139

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believed that the possession of perfect skills was a noble smooth depression in the center of the cavern and goal in and of itself, and one separate from the use of perform weapon drills for 8 hours. His technical skill those skills.

is immaterial; only dedication and effort matters. Per-The cavern now stands empty, though the kalashtar’s forming weapon drills for so long is strenuous, and the ED

body was never found. Some believe he left the cave supplicant must succeed on a Fortitude save each hour ILE

and still lives, wandering the continent and putting (DC 10 + 1 for every hour spent drilling) or take 1d6

V

his sword to the test. Others believe that the kalashtar’s points of nonlethal damage. The supplicant cannot pause N

body underwent some sort of ascension, leaving only his in his drills to eat, drink, sleep, manifest powers, or even U

indomitable spirit behind.

speak. A supplicant who falls unconscious from exhaus-IK

Lore: Characters can gain the following pieces tion fails the test but can try again. Only one character

'DR

of information about a cavern of peerless form by making a can train in the depression at a time.

N

successful Knowledge (history), Knowledge (psionics), Recharge: Once the cavern of peerless form has granted a XE

or bardic knowledge check at the appropriate DCs, as character its benefit, it cannot grant the same character given below.

the benefit for twenty-eight days.

DC 20: A thousand years ago, a kalashtar warrior fled Special Ability (Su): A supplicant who performs the Sarlona and took up a solitary life in Xen’drik.

weapon drills gains 7 bonus power points beyond those DC 25: The warrior valued combat perfection above in his power point reserve. These power points can be all else, and trained for years in a hidden Xen’drik cave.

spent only on psychometabolism powers. A character is The cave still bears a psionic echo of the warrior, and it limited by the usual restrictions on power point usage.

bestows psionic powers related to physical perfection on Duration: The conferred power points remain worthy supplicants.

until used or until the character revisits the cavern of peerless Description: The cavern of peerless form is a crystal-form, whichever occurs fi rst.

studded, spherical chamber. T he cr ystals emit a Aura: Moderate psychokinesis.

phosphorescent light that reacts with the moss-covered Ability Value: 2,000 gp.

walls, causing them to glow f luorescent purple, green, and yellow. A smooth depression in the center of the T

cavern marks where the kalashtar warrior spent his HE CLAW OF VULKOOR

decade of training.

Never seen in the same place twice, the claw of Vulkoor is Prerequisites: Only a creature with a base daily considered by many drow to be the greatest boon their allotment of at least 3 power points can gain any benefit god can bestow. Its appearance is always heralded by from the cavern of peerless form.

an eruption of the forest f loor, from which swarms of Locat ion Act iva-scorpions rise. After them comes a great jade claw. The t ion: A supplicant

scorpions circle reverently around the mighty claw before must stand in the

fading from view.

The claw of Vulkoor bursts

to the surface once more

WE

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The

claw of Vulkoor grants the power to summon scorpion allies to those who pay a price. Only those strong in their faith to Vulkoor can undertake this ritual; all others who touch the claw convulse and die.

Lore: Characters can gain the following pieces of information about a claw of Vulkoor by making successful Knowledge (religion) checks at the appropriate DCs, as given below.

DC 15: The claw of Vulkoor is a large jade claw said to grant power over scorpions to those who learn its secrets.

DC 20: Anyone not loyal to Vulkoor who attempts to use the claw is stricken dead by the scorpion god.

DC 25: The appearance of a claw of Vulkoor is considered a great boon to the drow tribe that receives it, and they will fi ght to the death to protect it.

Description: Made from one piece of solid jade, the claw of Vulkoor is over 12 feet tall and inscribed with intricate detail. The inside of the claw is a razor-sharp serrated edge. Its segmented base is covered in prayers to Vulkoor, written in Drow.

Scorpions, both ordinary and monstrous, seem

drawn to the claw and can usually be found in the immediate vicinity or crawling across the claw’s surface. These vermin do not attack drow and those loyal to Vulkoor, but all others are at risk.

Prerequisite: To gain the benefits of the claw of Vulkoor, a creature must be able to cast 2nd-level divine

A memorial marker of the elven dead

JE

spells and have Vulkoor as its patron deity.

Location Activation: To gain the power bestowed by the claw of Vulkoor, a character must place an appendage in the claw and recite the prayers written on its base. This unmarked mass graves. After the cataclysm that destroyed activity takes 1 minute, at the end of which time the claw the giant civilization, elf survivors uncovered many of slowly closes, dealing 3d6 points of damage and 1 point of these graves, exhuming the dead for proper rites before Constitution damage. The physical damage can be healed reburial. The elves placed stone markers over these mass normally, but the Constitution damage cannot be healed graves to memorialize their fallen.

until the special ability has been used three times.

Lore: Characters can gain the following pieces of Recharge: After the claw of Vulkoor has granted its information about a memorial marker of the elven dead by making power three times, it sinks back into the ground and successful Knowledge (religion) or Knowledge (history) cannot be found or used again. It might reappear in checks at the appropriate DCs, as given below.

another location after one month, ready to be used three DC 10: The ancient giants of Xen’drik once kept more times.

elves as slaves, but the elves rebelled. Many died in the Special Ability (Sp): A devotee of Vulkoor who rebellion.

gains the claw’s power can summon one Large fiendish DC 15: Surviving elves crafted stone trees to mark the monstrous scorpion or 1d4+1 Medium fiendish mon-mass graves of their fallen.

strous scorpions once per day as a standard action. This DC 20: Elves who spend the night in the vicinity of ability otherwise functions as the spell summon monster V.

one of these memorial markers gain a blessing from their These scorpions serve the summoner faithfully for 1

departed ancestors.

minute or until slain.

Description: A memorial marker of the elven dead appears Duration: The ability to summon scorpions lasts for as a withered tree carved of smooth gray stone. The elves one month.

carved these markers in exquisite detail, and often hung Aura: Moderate conjuration.

wreaths of f lowers from their branches. Elven script Ability Value: 30,000 gp (10,000 gp per affected wraps around the trunk, spelling out “In remembrance creature).

of the nameless dead.”

Prerequisite: Only elves and half-elves can gain the M

benefi t of spending the night next to a memorial marker of the emorial Marker

elven dead.

Location Activation: A n elf or half-elf must OF THE ELVEN DEAD

spend the night within 30 feet of a marker to unlock its During the slave uprisings in the Age of Giants, many power. This time must be spent in meditation, prayer, elves lost their lives and were cast by their masters into or trance. Vigorous activity or activity requiring mental 141

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focus (such as studying, fighting, or crafting magic indention and read aloud the oath of loyalty on the base.

items) ruins the attempt.

This process is a full-round action that provokes attacks A

memorial marker of the elven dead can affect five elves or of opportunity.

half-elves on any given night. If the number of qualified Recharge: Once a pillar of the titans has conferred ED

targets who spend the night around it is greater than that, its special ability four times, it cannot do so again for ILE

the marker affects fi ve of them (chosen randomly).

one year.

V

Recharge: Once a memorial marker of the elven dead has Special Ability (Su): A creature that gains the N

granted a character its benefit, it cannot grant the same power of a pillar of the titans can increase its size by one U

character the benefit for twenty-eight days.

category (similar to the effects of an enlarge person spell) IK

Special Ability (Ex): Once per day, a character for 5 minutes and gains 10 temporary hit points. If they

'DR

blessed by the elven dead can apply a +5 sacred bonus are not used, the temporary hit points disappear when N

on a single Fortitude saving throw. The character must the size increase ends. The ability can be used once XE

choose to apply this bonus before she learns the result of per week.

the save.

Duration: The ability conferred by a pillar of the titans Duration: The blessing lasts for fi ve days.

lasts for one year.

Aura: Moderate abjuration.

Aura: Moderate transmutation.

Ability Value: 7,500 gp (1,500 gp per affected Ability Value: 12,000 gp (3,000 gp per creature creature).

affected).

PILLAR OF THE TITANS

Shattered

The pillar of the titans is a location built by the giants to D

assist their smaller servants in performing tasks that REAMWAR GATE

might otherwise overwhelm them. Although few pillars The war between the giants and the quori occurred at a still survive, those that do are fi ercely guarded by drow, time when Dal Quor, the Region of Dreams, was coter-lizardfolk, and other humanoid tribes. Many reserve a minous to Xen’drik. Now Dal Quor is always remote, but pillar’s power only for emergencies, because they believe shattered gates still exist where mortals could once enter that drawing upon it warns any nearby giants that their the plane of dreams.

might is being stolen.

Creatures approaching a shattered dreamwar gate become Those who access this location’s special ability gain aware of a twist in reality. Colors seem unnaturally the power to increase both their size and strength for a bright, or juxtaposed next to areas of black and white.

limited period each day. This magical location is usu-Trees seem bent and warped, as if ref lected in rippled ally found among cyclopean ruins or other areas once water. Bird calls sound out backward, and the sun frequented by the giants and their slaves.

appears to move in the wrong direction.

Lore: Characters can gain the following pieces of Lore: Characters can gain the following pieces of information about a pillar of the titans by making successful information about a shattered dreamwar gate by making suc-Knowledge (arcana) or Knowledge (history) checks at the cessful Knowledge (the planes) or bardic knowledge appropriate DCs, as given below.

checks at the appropriate DCs, as given below.

DC 15 (arcana or history): A pillar of the titans is a magical DC 10: The giants fought a great war with the location said to grant the strength of giants.

quori thousands of years ago, resulting in cataclysmic DC 20 (arcana or history): Those of sufficient might can destruction.

draw on the power of the pillar of the titans by placing their DC 15: During the quori war, Dal Quor was coter-hand upon its base and reciting a verse to its creator.

minous to Eberron. Now the two planes are forever DC 25 (history): The drow believe that using a pillar of remote.

the titans is dangerous, since any giants nearby can sense DC 25: Gates that once connected Dal Quor and its power being drawn.

Eberron still remain, but their links are severed. Those Description: A pillar of the titans is surrounded by a who enter a shattered dreamwar gate take damage, but often plaza of large paving stones, each bearing giant glyphs manifest strange powers afterward.

of servitude and duty. The pillar itself is 40 feet tall and Description: A shattered dreamwar gate appears as a mas-made of smooth white marble. Crowned by a giant fi st, sive archway of violet crystal. Green mold grows in its it rests atop a four-sided base made of the same stone.

many pits and cracks.

On each side of the base is an inscription of loyalty to The area for 300 feet around a shattered dreamwar gate the giant creators of the pillar and an indentation the carries a feeling of altered reality. The landscape appears size of a human hand. Any plants (but not plant crea-dreamlike from its long association with the Region of tures) growing within 50 feet of the pillar are signifi-Dreams (though the area undergoes no physical change).

cantly larger and more robust than ordinary specimens Creatures that do not dream (such as elves, kalashtar, of their kind.

and warforged) and creatures immune to mind-affecting Prerequisite: To gain the benefit of a pillar of the titans, spells and abilities see nothing unusual.

a creature must have a base attack bonus of +4.

Prerequisite: Only a creature with a Wisdom Location Activation: To claim the power of a pillar score of 8 or higher can activate a shattered dreamwar gate.

of the titans, a character must place one hand in the pillar’s Creatures that do not dream and creatures immune 142

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to mind-affecting spells and abilities cannot activate a must fi nd the seat of the fi rst giant king and begin their shattered dreamwar gate, but neither do they take any damage search from there.

from it.

Prerequisite: Only a character who has reached XE

Location Activation: To access the power of a shat-adulthood can access the timeless fountain’s ability to slow the N

tered dreamwar gate, a character must move through the aging process. Only characters capable of casting 5th-

'DR

arch. A character doing so takes 1d6 points of Wisdom level arcane spells can use the fountain to stop time.

I

damage and disappears for 3 rounds, during which time Location Activation: A character wishing to slow K U

he appears to those on the outside as a ghostly image that the aging process need only fi nd the timeless fountain and N

has been plunged into a terrifying nightmare.

drink from its cool, clean water (a standard action that V

Recharge: Once a shattered dreamwar gate has conferred provokes attacks of opportunity). A character capable EI

a bonus to a character, it cannot affect another creature of casting 5th-level arcane spells can instead meditate LED

for one year.

on the flow of time for a full hour while sitting by the Special Abilit y (Ps): A character who passes fountain, during which time the f low of water in the through a shattered dreamwar gate can thereafter blur the fountain seems to slow, then stop. After an additional line between dreams and reality. Once per day, he can hour of meditation, the f low of water returns. If the manifest false sensory input ( EPH 106) as a psi-like ability, meditating character then drinks from the fountain, he with a manifester level equal to his character level. A slows the aging process as above, and he gains the ability creature that does not dream cannot be targeted with to stop time.

this power.

Recharge: A fter the fountain has been used for Duration:

The conferred ability lasts for one year.

either purpose, it cannot be used again for one year.

Aura: Moderate telepathy.

Special Ability (Ex or Sp): A character who simply Ability Value: 8,000 gp.

drinks from the fountain ages only one day over the following year. This slowed aging has no other effect T

on the character aside from delaying movement from IMELESS FOUNTAIN

one age bracket to another ( PH 109) or delaying death The timeless fountain is a relic of legendary magic, long from old age. It cannot reverse the effects of aging, sought by the old and the vain alike. The fountain was and has no effect on diseases, poisons, curses, or any a gift from the dragons to the first giant king, meant other malady.

to unite the continent under one rule. A lthough it saw A character capable of casting 5th-level arcane frequent use by giant leaders throughout the long years spells who meditates as described above also gains the of empire, it has since been lost, its location obscured by ability to use time stop ( PH 294) as a spell-like ability.

powerful wards that prevent divination.

This ability can be used only once. When it is used, the Those who drink from the fountain age only a

slowed aging effects gained from the fountain immedi-single day over the following year. W hile this effect ately end (so that the character beings aging as normal), is certainly powerful, the waters of the fountain have and the character can never again gain any benefit from another purpose. If the proper ritual is performed, the fountain.

the water can be distilled, allowing one who drinks it Duration: The ability to use time stop lasts for one to stop time.

year. The slowdown of the aging process lasts for one year Lore: Characters can gain the following pieces of or until the time stop ability is used.

information about a timeless fountain by making successful Aura: Strong transmutation.

Knowledge (arcana) or Knowledge (history) checks at the Ability Value: 5,000 gp.

appropriate DCs, as given below.

DC 10: The timeless fountain grants immortal life.

DC 15: Those who drink from the timeless fountain do ARTIFACT SPELLS

not age for an entire year, and can remain eternally young by drinking from it once per year.

The giants of Xen’drik developed spells and powers DC 20: If the proper ritual is performed at the time-far beyond those of modern spellcasters. T heir less fountain, those who drink from it gain the power to dragon-taught magic rained acid from the skies, tore stop time.

the ground asunder, and shattered the connection Description: Crafted of white and blue marble, between Eberron and Dal Quor. W hile much of this the timeless fountain is beautifully carved with the images magic is now beyond the reach of all but epic spell-of giants and dragons working side by side. Clean, casters, some of the magical lore of the giants lives fresh water issues from a carved dragon’s maw atop on. Scribed on large iron tablets or carved into stone the fountain, f lowing down from bowl to bowl held walls, these secrets wait for those with the talent and aloft by giant hands before pooling at the base. The tenacity to find them.

sound of water can always be heard within 30 feet of Anyone capable of casting a spell of the proper level the fountain.

and type (arcane or divine) can learn to cast an artifact Long ago, a stone path led from a great giant city to spell. However, though artifact spells must be studied the fountain, fl anked by processional statues of giants in like any other, they are too complex and difficult to fully prayer. Since the fall of the giant empire, this area has comprehend, and so they cannot be added to a caster’s been reclaimed by the jungle. Those seeking the fountain normal repertoire. Those who study one of these spells 143

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gain the ability to prepare or spontaneously cast the spell before reaching their maximum height take 1d6 points only once.

of damage per 10 feet of ascent before falling back to the A spellcaster must study the appropriate runes and ground. A creature that makes a successful Reflex save is formulas for 1d4 hours and succeed on a Spellcraft check not tossed into the air and takes half damage from the ED

(DC 15 + twice the spell’s level) in order to comprehend caustic spray.

ILE

an artifact spell. A failed check can be repeated in 24

V

hours. A character cannot take 10 on this check.

INFERNO SPIRAL

N

Once

an

artifact spell has been learned, a character

Evocation [Fire]

U

can cast the spell once during the next year. If it is not Level: Arcane 3

IK

cast within one year, the spell fades and is lost. A char-Components: V, S

'DR

acter who prepares spells can prepare an artifact spell in Casting Time: 1 standard action

N

an appropriate slot. If the artifact spell is not cast (if its Range: 60 ft.

XE

spell slot is used for some other purpose, for example), Area: 60-ft. line

it can be prepared again at a later date within the year.

Duration: Instantaneous

A character who casts spells spontaneously can simply Saving Throw: Reflex half

cast the artifact spell using a spell slot of the appropriate Spell Resistance: Yes

level. Because an artifact spell is learned only temporarily, it does not replace one of a spontaneous caster’s A line of white-hot flame spirals out from your finger, burning all creatures known spells.

and objects in its path.

Artifact spells never have a material component or an arcane focus, though divine artifact spells might You shoot a line of fire that deals 1d8 points of fire have a divine focus. An artifact spell can’t be modified damage per caster level (maximum 10d8) to each crea-by any metamagic feat or effect. An artifact spell cannot ture within its area. The spiraling bolt sets fi re to combe made into a potion, scroll, or other magic item.

bustibles and damages objects in its path. If the damage A caster cannot possess the ability to cast a given is sufficient to burn through a barrier that blocks its artifact spell more than once, although once cast (or if path, the inferno spiral continues if its range permits; lost after a year has passed), the spell can be renewed if otherwise it stops at the barrier just as any other spell the ancient source is studied again. Artifact spells are effect does.

always scribed on some large, immovable object, such as an immense stone wall, or inscribed on the facets of RENEW

a towering crystal pillar. As such, they cannot be trans-Conjuration (Healing)

ported, and are far too complex to translate into written Level: Divine 2

form or copy as rubbings. Those wishing to learn an Components: V, S

artifact spell must travel to its ancient site and learn from Casting Time: 1 standard action

the source.

Range: Touch

Rumors hold that portable artifact spells exist Target: Creature touched

in giant-crafted forms, perhaps as heav y adamantine Duration: Instantaneous

books or priceless gems that reveal the formulas when Saving Throw: Will half (harmless); see text the correct light is shone through them. Such portable Spell Resistance: Yes (harmless); see text repositories would be nearly priceless.

As you lay your hand upon the target, its wounds close instantly.

ACIDIC ERUPTION

Evocation [Acid] and Transmutation

With a simple touch, this spell restores vitality to the Artifact Spell Level: Arcane 5

target creature, mending torn flesh and broken bones.

Components: V, S

Renew uses positive energy to cure 6d8 points of damage +1

Casting Time: 1 standard action

point per caster level (maximum +10). In addition, this Range: Medium (100 ft. + 10 ft./level) spell removes any of the following conditions: exhausted, Area: 20-ft.-radius cylinder, 50 feet high fatigued, nauseated, and sickened.

Duration: Instantaneous

Since undead are powered by negative energ y, Saving Throw: Reflex half

this spell deals damage to them instead of curing their Spell Resistance: No

wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

The ground blasts upward in a spray of broken earth and caustic black acid.

RENEW, GREATER

Conjuration (Healing)

You create a vertical cylinder of acid that throws crea-Level: Divine 3

tures up into the air. Those in the area take 1d6 points of acid damage per caster level (maximum 15d6). They As you lay your hand upon the target, its gaping wounds close instantly.

are tossed into the air to a height of 50 feet, taking falling damage as normal unless they can halt their sub-This spell functions like renew, except that it cures 9d8

sequent descent. Those who strike some other surface points of damage +1 point per caster level (maximum 144

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+15). In addition, this spell removes any of the following conditions: exhausted, fatigued, nauseated, paralyzed, and sickened.

RENEW, LESSER

Conjuration (Healing)

Level: Divine 1

As you lay your hand upon the target, its minor wounds close and it feels rejuvenated.

This spell functions like renew, except that it cures 3d8

points of damage +1 point per caster level (maximum

+5). In addition, this spell removes both of the following conditions: fatigued and sickened.

NEW MAGIC

ITEMS

Those who explore Xen’drik often dream of bringing back some ancient relic or mighty artifact for all Khorvaire to marvel at. W hile many of the items found in the Dungeon Master’s Guide and Dungeon Master’s Guide II make fantastic choices, the treasures of Xen’drik should be truly distinctive, whether in form or function.

Items that players have seen before can be customized with an odd appearance, quirky side effects, or new JE

powers. In addition, this section describes a number of unusual items that can be mixed in with familiar ones to add an air of mystery and wonder to any party’s treasure hoard.

Arquis tellora and the sanguineous tome,

items lost in the wilds of Xen’drik

ARQUIS TELLORA

The elf warrior A rquis Tellora wielded this elegant spirit, just long enough for him to shout the warrior’s double scimitar in his peoples’ uprising against the ancient battle cry: “Death to the oppressors!” Any evil giants.

creatures within 40 feet are subject to the effect of a holy Lore: The enslaved elves of ancient Xen’drik word spell ( PH 242). For the purpose of the spell’s effect, rebelled against their giant oppressors. In secret, creatures of the giant type are treated as if their Hit Dice some forged powerful magic weapons to use in the were 4 lower than normal.

uprising. (Knowledge [arcana] or Knowledge [his-Aura/Caster Level: Moderate conjuration and tory] DC 20)

evocation. CL 13th.

A rquis Tellora was a great elf warrior who led his Construction: Craft Magic Arms and Armor, holy people in many fierce battles against the giants. His word, summon monster I, creator must be an elf, 27,725 gp, double scimitar deals terrible damage against evil 2,160 XP, 27 days.

foes, and is said to contain a fragment of the warrior’s Weight: 15 lb.

soul. (Knowledge [arcana] or Knowledge [history]

Price: 54,725 gp.

DC 30)

Description: This elegant double scimitar has two BRACERS OF THE HUNTER

sweeping steel blades that shimmer pale green. Inlaid Powerful shamans and clerics of Vulkoor work together golden patterns resembling waves extend the length of to create these scorpion-shell bracers to honor a clan’s both blades. The hilt is soft white leather that never favored hunters. A lthough rare even among the drow appears stained or smudged.

tribes, a few pairs of these bracers have made their way Activation: The enhancement and bane qualities into the hands of explorers, often through deadly combat of arquis tellora operate continually. Activating the holy word with the chosen of Vulkoor.

ability is a standard action.

Description: These black bracers are made from Effect: Arquis tellora is a +2/+2 giantbane double scimitar.

the shell of a monstrous scorpion ritually sacrificed in Once per day, an elf wielding arquis tellora can channel honor of the drow deity, Vulkoor. One side of the bracers the spirit of the ancient elf hero. The wielder’s body is is etched with prayers to Vulkoor, while the other bears momentarily possessed by a fragment of Arquis Tellora’s the image of a scorpion poised to strike.

145

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Activation: The bracers function automatically of the Survival skill detailed in Complete Adventurer). With while they are worn.

a successful DC 15 Survival check, a guide increases Effect: The wearer’s skin and garb take on the hues his group’s movement modifier for overland movement of the background environment, granting a +5 compe-by one-quarter, to a maximum of 1 ( PH 164).

ED

tence bonus on Hide checks. In addition, the bracers With a result of 25 or better, he increases

ILE

increase the wearer’s reflexes, granting a +2 com-the movement modifier by one-half, to a

V

petence bonus on initiative checks.

maximum of 1.

N

The bracers also enhance the wearer’s

Guides using

a

Siberys com-

U

precision when making a sneak attack or

pass to find their way have an

IK

sudden strike (see page 130), and such

uncanny k nack for by pass-

'DR

attacks deal an additional 1d6 points

ing dangerous and treacherous

N

of damage. This extra damage is

areas and for fi nding easy paths

XE

granted only once, even if the

to walk along. The guide and any

wearer is making both a sneak

other characters under his care

attack and a sudden strike. If the

can walk for 10 hours in one day

wearer does not have the sudden

with ease (or can walk for more than

strike or sneak attack ability,

10 hours in a day by making a forced

the bracers grant no additional

march; PH 164).

benefi t in combat.

JH

At the DM’s discretion, a Siberys compass Aura/Caster Level: Moderate

might also allow a party to overcome some of

divination and transmutation. CL 7th.

the effects of the Traveler’s Curse (see the

Construction: Craft Wondrous Item,

Bracers of the hunter

sidebar on page 25), whether traveling by

cat’s grace, disguise self, infl ict moderate wounds, 4,250

land, water, or air.

gp, 340 XP, 9 days.

The effects of a Siberys compass function only in Weight: 2 lb.

Xen’drik. For those unable to use its magical proper-Price: 8,500 gp.

ties, a Siberys compass functions as an ordinary compass in any location.

SIBERYS COMPASS

Aura/Caster Level: Faint abjuration. CL 7th.

Crafted from Siberys dragonshards from Xen’drik, Construction: Craft Wondrous Item, freedom of Siberys compasses are manufactured for members of movement, creator must have the Mark of Passage, Siberys House Orien who guide clients to destinations on the dragonshard from Xen’drik, 1250 gp, 100 XP, 3 days.

mysterious continent. Only a few specialized guides Weight: —.

work from the House Orien enclave in Stormreach, Price: 2,200 gp.

and they charge a high price for their services. Members of House Orien in good standing who have busi-SULATAR ITEMS

ness in Xen’drik can request to purchase one of these The Sulatar are a line of drow who have retained knowl-compasses, and might also be asked to bring back any edge of ancient techniques for binding fi re into metal dragonshards they find during their exploration for and glass (techniques that reflect in many ways the ele-the house’s benefit.

mental binding processes developed in Zilargo). Their Lore: Siberys compasses are given to members of House magical crafting has allowed them to devise a number of Orien who have business in Xen’drik. The compasses unusual items and abilities.

work only for dragonmarked members of the house, and The Sulatar also commonly craft fiery tunics and gloves aid them in fi nding their way across the mysterious con-of fl ame ( Magic of Eberron 118).

tinent. (Knowledge [local Xen’drik] or bardic knowledge DC 20)

Firesled (Wondrous Item)

A

Siberys compass can be made only from a Siberys Similar in principle to an elemental airship, a firesled is a dragonshard recovered from Xen’drik, and its powers small fl ying vessel used by the Sulatar.

function only on that continent. (Knowledge [local Description: A firesled is a slender, 9-foot-long sled Xen’drik] or bardic knowledge DC 30)

of dark wood inlaid with fi rebrass (see the Sulatar Mate-Description: A Siberys compass looks like a round gold rials sidebar). A ring of fi re wraps around the stern. A pocket watch with a large loop on the side suitable for short staff set just before the ring is attached to a mov-threading a chain through. A button triggers the lid of able mount that allows it to be aimed in any upward or the compass to fl ip up, revealing a milky-white interior lateral direction.

threaded with pulsing gold veins. A crystalline needle A

firesled is designed to carry up to two Medium crea-points to elegantly inscribed letters representing the tures. The pilot lies prone, stretched out along the sled.

cardinal directions.

This provides him with total cover if he is attacked from Activation: A Siberys compass is used as part of a Sur-below. A second passenger can stand in front of the ring, vival check.

bracing against the mounted staff.

Effect: A dragonmarked member of House Orien Activation: A firesled is controlled by the thoughts who uses a Siberys compass to guide him receives a +2 bonus of the pilot. A Sulatar can control the sled with-on trailblazing attempts (trailblazing is an alternate use out difficulty; other characters must enforce their 146

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control over the elemental-enhanced sled as if con-command the elemental in either Drow or Ignan, speak-trolling an elemental vessel. See ECS 267 or Explorer’s ing the type of new weapon out loud.

Handbook 25–26.

Effect: The wielder can alter the shape of the XE

Any Sulatar can use the mounted staff. A ll other weapon into any other melee weapon of the same N

creatures treat it as a spell trigger item.

type and size category (a Medium scimitar could be

'DR

Effect: A firesled can travel through the air at a speed reshaped into any other Medium one-handed weapon, I

of 120 feet (24 mph) with good maneuverability. For the for example). All other magical properties remain the K U

purpose of encumbrance, treat the sled as a Large quad-same, though a quality that is limited to a particular N

ruped with a Strength of 18 (light load 300 pounds or type of weapon or damage might be temporarily lost.

V

less, medium load 301–600 pounds, heavy load 601–900

For example, if a shifting keen scimitar is changed into a fl ail, EI

pounds). A firesled can fl y while carrying a medium or the benefit of the keen special ability is temporarily LED

heavy load, but its speed is reduced to 80 feet. While car-negated, since only piercing and slashing weapons can rying a heavy load, maneuverability is reduced to average.

be keen weapons.

Aerial movement: DMG 20.

Aura/Caster Level: Moderate conjuration. CL

The mounted staff has two functions. Once

9th.

per round, a character riding the sled (but not Construction: Bind Elemental, lesser planar the pilot) can use the staff to produce a scorch-binding, caster must be Sulatar.

ing ray (CL 5th, PH 274) as a standard action.

Price: +3,000 gp

Twice per day, the staff can produce a fireball (CL 5th, Refl ex DC 14, PH 231).

VULKOOR’S HEADDRESS

Aura/Caster Level: Moderate conju-

This headdress is worn by the most power-

ration. CL 11th.

ful shamans of Vulkoor, the drow scorpion

Construction: Bind Elemental, planar deity, and the rituals used for creating it

binding, caster must be Sulatar.

are a closely guarded secret. On the rare

Weight: 200 lb.

occasions when nondrow have come to

Price: 76,010 gp.

possess this gift of Vulkoor, drow have

been known to kill them on sight.

Shifting (Weapon Special

Description: The headdress consists

Ability)

of a crude bronze crown topped by the

This special quality allows the wielder to

preserved exoskeleton of a Small mon-

change the form of his weapon.

strous scorpion, with the tail and stinger

Description: The shifting ability is the JH

poised above the wearer’s brow and blood-

product of a weak fi re elemental bound into a

Vulkoor’s

red gemstones in place of its eyes. Long,

blood glass weapon. When activated, the blood

headdress

beaded strands of semiprecious stones

glass fl ows into a new form.

dangle from the crown around the back of the

Prerequisite: The shifting ability can only be wearer’s head.

applied to weapons made out of blood glass (see the Activation: Wearing the headdress is sufficient to Sulatar Materials sidebar).

activate the skill bonuses. Each of the other powers of Activation: Commanding the weapon to shift form Vulkoor’s headdress is activated as a standard action.

is a standard action that does not provoke attacks of Effect: Anyone wearing Vulkoor’s headdress gains a +5

opportunity. Some shifting weapons require the user to competence bonus on Hide and Move Silently checks.

SULATAR MATERIALS

The Sulatar drow make use of two special materials when Blood glass can be used to create exceptionally crafting their equipment. Currently, these materials are sharp blades. Piercing or slashing weapons crafted from unknown beyond Xen’drik, and a smith would have to blood glass grant the wielder a +1 bonus on damage study Sulatar techniques to develop weapons or armor rolls. However, blood glass only has hardness 5 and 10

using these materials.

hit points per inch of thickness, so that weapons made Firebrass is an alloy that is identical to mithral of it are easily broken. Blood glass items are vulnerable in form and function, but it has a golden-bronze color to shatter spells and similar effects, but always receive a instead of a silvery sheen.

saving throw. A group of small items (a quiver of bolts Blood glass is dark volcanic glass, similar in appear-tipped with blood glass, for example) saves as a single ance to obsidian but with a hint of crimson. It is formed item. A blood glass item weighs 10% less than the same when magma mixes with deposits of Khyber dragonshards.

item made of metal.

The Khyber resonance in the resulting fusion is strong The market price modifier for a blood glass weapon enough that minor elementals can be bound into blood is +500 gp. Ammunition costs +10 gp.

glass without the need for an actual dragonshard.

147

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Once per day as a standard action, the wearer can Weight: 4 lb.

use tremorsense out to 30 feet. This effect lasts for 10

Price: 4,000 gp.

minutes.

Once per day the wearer can call on the venom of BELT OF FORTIFICATION

ED

Vulkoor, poisoning any creature he touches as per the Made to enhance the resiliency of warforged, these ILE

spell poison ( PH 262).

embedded components are occasionally encountered V

Once per week, the wearer can call upon the powers by explorers searching through ancient giant and N

of the headdress to summon a Large fiendish monstrous quori ruins.

U

scorpion. This scorpion understands and serves the Description: This belt is crafted from woven IK

wearer faithfully for 10 minutes before disappearing.

strands of silver inlaid with small sapphires. The clasp

'DR

If it is slain, the scorpion cannot be summoned again of the belt is in the shape of a shield emblazoned with N

for one month. The scorpion can be dismissed as a crossed swords.

XE

standard action.

Activation:

A belt of fortification is embedded

Aura/Caster Level: Moderate conjuration, necro-around the waist, taking up space as a belt. Wearing the mancy, and transmutation. CL 9th.

belt is suffi cient to activate its abilities.

Construction: Craft Wondrous Item, meld into stone, Effect: A belt of fortifi cation increases the wearer’s poison, summon monster V, 9,000 gp, 720 XP, 18 days.

chance to negate a critical hit or sneak attack to 75%. If Weight: 4 lb.

the wearer already has fortification of 75% or higher, he Price: 18,000 gp.

gains no additional benefit.

Aura/Caster Level: Strong abjuration. CL 13th.

W

Construction: Craft Wondrous Item, limited wish or arforged Components

miracle, 4,000 gp, 320 XP, 8 days.

The quori who crafted the first warforged countless Weight: 4 lb.

centuries ago also crafted magic items and even a few Price: 8,000 gp.

artifacts to enhance their creations. These specialized items were the fi rst warforged components. Generations CLAW GAUNTLET

later, after the fall of the quori and the giants alike, the This gauntlet was designed by the drow to enhance the drow continued this process, enhancing the warforged warforged they created after the fall of the giants. The created by their own kind.

invention of this attached component led to the eventual Although these components can be found anywhere, creation of the warforged scorpion (see page 85), but a they are most often seen embedded on the bodies of number of these claws still exist.

ancient warforged.

Description: This wicked iron claw ends in an cuff The items described below are basic components, the where a hand might fi t. Gears and springs are visible simplest modifications that can be made to warforged, within the claw, helping it open and close.

representing little more than magic items

Activation: A claw gauntlet attaches to made specifi cally for their use.

one hand, completely covering it.

Effect: A claw gauntlet functions as

BEHEMOTH BELT

a +1 keen scorpion claw gauntlet (see page 137).

Crafted to put warforged on equal footing

The claw is particularly good at sunder-

with the giants of Xen’drik, these embed-

ing weapons, granting a +2 bonus on attack

ded warforged components have become

rolls to do so. Once a claw gauntlet is locked in highly sought after.

place, its wearer cannot be disarmed.

Description: A behemoth belt is made Aura/Caster Level: Moderate transmuta-entirely of interlocking gold plates with a

tion. CL 10th.

single ruby in the center. The back of the belt Construction: Craft Magic Arms and Armor, is sculpted to appear as a pair of interlocking keen edge, 4,840 gp, 360 XP, 10 days.

golden fi sts.

Weight: 8 lb.

Activation: The behemoth belt is embedded around Price: 9,340 gp.

the waist, taking up space as a belt. Activating the belt is a standard action.

JH

ELEMENTAL AXE

Effect: Once per day, the wearer grows in This battleaxe was designed by the quori to be size by one category. This effect functions like

Elemental axe

used against frost giants and fi re giants with enlarge person ( PH 226), except that it works on their elemental vulnerabilities. The methods

a living construct. Once activated, this effect lasts for for creating these attached components have now reached 5 minutes. This increase in size does not stack with any Khorvaire, and a few have appeared bearing the mark of other effect that increases size. The belt does not work House Cannith.

on warforged larger than Medium.

Description: The twin heads of this battleaxe are Aura/Caster Level: Moderate transmutation.

both crafted from solid iron. One glows with an inner CL 5th.

fire, and the other is covered in a thin layer of frost. The Construction: Craft Wondrous Item, enlarge person, haft of the battleaxe attaches to an iron cuff that fits over 2,000 gp, 160 XP, 4 days.

the hand.

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Activation: An elemental axe attaches to to one hand, too close. This feature grants the wearer a +2 bonus on completely covering it. Changing the axe’s special ability grapple checks made to start a grapple, but not on checks is a standard action.

to avoid a grapple. Once a spinning fl ail is locked in place, XE

Effect: An elemental axe is a +2 fl aming frost battleaxe, but its wearer cannot be disarmed.

N

only one of its elemental powers (the f laming special Aura/Caster Level: Moderate necromancy and

'DR

ability or the frost special ability) can be active at one transmutation. CL 9th.

I

time. Once an elemental axe is locked in place, its wearer Construction: Craft Magic Arms and Armor, ani-K U

cannot be disarmed.

mate rope, enervation, 5,308 gp, 400 XP, 11 days.

N

Aura/Caster Level: Moderate evocation. CL 10th.

Weight: 7 lb.

V

Construction: Craft Magic Arms and Armor, fireball, Price: 10,308 gp.

EI

ice storm, 10,310 gp, 800 XP, 21 days.

LED

Weight: 8 lb.

Price: 20,310 gp.

NEW ARTIFACTS

ESSENCE OF THE JUNGLE

From the ancient giants to the drow who inherited their Originally crafted to help warforged navigate and func-ruined empire, the cultures of Xen’drik have created tion in Xen’drik’s difficult jungle environments, these many powerful magic items through the ages.

embedded components now see a wide variety of uses.

Description: This small silver triangle is engraved BLADE OF THE BURNING PROMISE

with symbols of strength and physical prowess.

The Sulatar drow believe that they are destined to cleanse Activation: Essence of the jungle is embedded in the the world in a wave of fire and blood. W hen this time chest, taking up space as an amulet. Wearing the item is comes, the greatest champion of the Sulatar will stand at suffi cient to activate its abilities.

the head of a Fernian army, and she will bear the blade of Effect: Essence of the jungle grants its wearer a +5 com-the burning promise.

petence bonus on Climb, Jump, and Swim checks. An Lore: The blade is one of the most sacred relics of the improved version of this embedded component grants a Sulatar, and should it fall into the hands of adventurers,

+10 competence bonus, and a greater version grants a +15

the drow will go to any lengths to retrieve it. (Knowledge competence bonus.

[arcana] or Knowledge [history] DC 20)

Aura/Caster Level: Faint (+5) or moderate (+10 or This two-bladed sword has been carried by the

+15) abjuration. CL 5th (+5), 10th (+10), 15th (+15).

war leader of the Sulatar since before the fall of the Construction: Craft Wondrous Item, bull’s strength, giant nations, handed down from one generation to jump, caster level must be equal to competence bonus.

the next. (Knowledge [arcana] or Knowledge [history]

For other construction requirements, consult the fol-DC 25)

lowing table.

Few have fully mastered the powers of the blade of the burning promise, but each has carried it faithfully, waiting GP XP

Days

to

for the time when the fi nal fi re sweeps the land. (Knowl-Bonus Cost

Cost Construct

edge [arcana] or Knowledge [history] DC 30)

+5

3,750 gp

300 XP

8 days

Prerequisite: The blade possesses two tiers of

+10

15,000 gp

1,200 XP

30 days

magical power. Anyone who carries it can draw on its

+15

33,750 gp

2,700 XP

68 days

basic combat abilities, but its greater power of elemental command is hidden within. To gain access to the full Weight: 1/2 lb.

powers of the blade, a character must prove himself Price: 7,500 gp (+5), 30,000 gp (+10), 67,500 gp (+15) worthy of the weapon. There is no single path to follow.

He could use the blade of the burning promise to start some SPINNING FLAIL

great conf lagration, survive a journey to Fernia, or A s the war between the quori and the giants raged defeat an immensely powerful foe. If and when the on, these horrible f lails were employed by many war-character has performed an act worthy of the blade, he forged. Few today would consider using such a danger-will instantly know the full extent of its powers and how ous weapon.

to use them.

Description: This f lail is made of black iron, Description: The blade of the burning promise is a two-attached to a rod and a round spiked base that spins at bladed sword forged from firebrass (see page 147), with high speed when activated. A cuff at the rod’s base fits black leather wrapped around the grip. Each blade is over the hand, locking it into place.

covered in minute glyphs, providing a detailed account Activation: A spinning fl ail attaches to one hand, com-of the Sulatar myth of the promised land and the battle pletely covering it.

that is to come. Under normal circumstances, these Effect: A spinning fl ail is a +1 vicious fl ail that grants the inscriptions are an almost invisible tracery, but when the usual bonuses associated with a f lail (including a +2

flaming powers of the blades are activated, they glow with bonus on checks made to disarm an opponent and the a terrible red light.

ability to make trip attempts).

Activation: Wielding the blade of the burning promise is Due to its lengthened chain and the speed at which suffi cient to activate its basic abilities (at whichever level a it spins, the weapon tends to wrap around foes that get character has gained access to). Activating either or both 149

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the flaming and burning qualities of the blade is a standard For information on the destiny arms campaign arc, see action. If the wielder is a Sulatar drow or has proven the sidebar on page 101.

himself worthy of the blade, this action always succeeds.

Any other character must succeed on a DC 10 Charisma Glaive of the Darkest Depths

ED

check to trigger the blades.

The glaive of the darkest depths is one of the destiny arms—a ILE

Effect: When fi rst found, the blade of the burning prom-mighty weapon of the giants forged during the war V

ise acts as a +2 fl aming/+1 burning two-bladed sword. Burning against the quori.

N

weapon property: ECS 266.

Lore: Created by the powerful jungle giant U

Once the wielder has proven himself worthy of the necromancer Izzdelth, the glaive of the darkest depths was IK

weapon, it serves as a +4 fl aming/+3 burning two-bladed sword.

forged for the sole purpose of combating the ethereal

'DR

Furthermore, it bestows all the powers of a ring of elemental quori. (Knowledge [arcana] or Knowledge [history]

N

command (fi re) on its wielder.

DC 20)

XE

Aura/Caster Level: Strong conjuration and evoca-In addition to its mighty abilities in combat, the tion. CL 20th.

glaive also has the ability to transport its wielder and Weight: 5 lb.

others to the Ethereal Plane, where it can be used to destroy quori spirits. (Knowledge [arcana] or Knowledge DESTINY ARMS

[history] DC 30)

A great legend recorded on the walls of numerous giant Description: This glaive has a shaft made of an oily temples speaks of four weapons of fantastic power, pivotal black metal with a spiral pattern running up its length.

in the fi ght against the quori. Known collectively as the At the head of the glaive, a broad silver blade ends in a destiny arms, these legendary weapons have long been lost wicked point. No matter what the light, the blade fl ickers to history.

with a dull shimmering radiance. When used to planeshift, The

destiny arms are minor artifacts rumored to have the blade tears a temporary hole between the Material and once possessed powers far beyond their current abilities.

Ethereal Planes.

DMs are encouraged to create opportunities for char-Activation: Wielding the glaive is sufficient to acters to discover and unlock these additional powers.

activate its basic combat abilities. Activating the plane shift (The Weapons of Legacy supplement provides a host of rules ability is a standard action. The discorporate strike abil-for designing and using such magic items.) Though ity is only activated when striking a possessed creature on originally sized for the giants who built them, each of the Ethereal Plane.

the destiny arms automatically changes size as appropriate Effect: The glaive of the darkest depths is a +2 keen glaive for its wielder.

that also grants its

The giants created powerful artifacts before the cataclysm destroyed their laboratories

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wielder a limited ability to use plane shift once per day.

Lore: This spear once belonged to Axa’tasamat, a This plane shift takes the wielder and up to fi ve other will-sun giant chieftain who used the weapon in the giants’

ing travelers to the Ethereal Plane, or from the Ethereal long war against the quori. (Knowledge [arcana] or XE

Plane to the Material Plane.

Knowledge [history] DC 20)

N

W hile on the Ethereal Plane, the glaive of the darkest The spear is a mighty weapon, allowing its wielder

'DR

depths gains the ability to perform a discorporate strike.

to unleash a blast of burning air and to negate the I

Each time the weapon strikes a quori in ethereal spirit quori’s fearful possession power. (Knowledge [arcana]

K U

form, that quori must succeed on a DC 20 Will save or or Knowledge [history] DC 30)

N

be forced back into its body on Dal Quor. If this strike is Description: This shortspear has a shaft of sandstone V

instead performed against a creature possessed by a quori inscribed with flowing lines. Three iron bands run along EI

or some other creature, that creature and its possessor its length, and it is capped by a razor-sharp obsidian head.

LED

each take 1d6 points of Charisma damage. If a quori’s When its searing wind power is used, the spearhead glows Charisma drops below 13, it can

bright red, burning with an inner fi re.

no longer use its possession

Activation: Wielding the spear is suffi cient to acti-ability, and its spirit is forced

vate its basic combat abilities. Activating the f laming from its host body and back to

ability is a standard action. Activating the searing wind Dal Quor.

ability is a standard action. The expulsion ability is acti-Aura/Caster Level: Mod-

vated only on a successful critical hit.

erate abjuration and conjuration.

Effect: The spear of the desert winds is a +2 fl aming shortspear CL 20th.

that also grants its wielder the ability to target foes with Weight: 10 lb.

a searing wind once per day. This searing wind acts like a gust of wind spell ( PH 238, DMG 95 for effects).

Maul of the Glacial Heights

In addition, the searing wind deals 6d6 points The maul of the glacial heights is one of the destiny arms—a of fi re damage to those along its path (Reflex mighty weapon of the giants forged during the war DC 14 half).

against the quori.

On a successful critical hit with

Lore: The maul of the glacial heights was

Spear of

the spear, if the target is under the

crafted by a frost giant cleric of Banor

the desert winds

effect of any sort of possession

the Bloody Spear (a variation of Balinor,

(such as quori possession or a

god of the hunt). (Knowledge [arcana] or

JH

magic jar spell), the possessor must

Knowledge [history] DC 20)

succeed on a DC 20 Will save or

In addition to its potent combat abilities, the maul immediately be expelled from the target. This effect is grants great strength and a measure of protection against not subject to spell resistance.

the quori. (Knowledge [arcana] or Knowledge [history]

Aura/Caster Level: Moderate abjuration and evo-DC 30)

cation. CL 20th.

Description: The maul has a long, pale wooden shaft Weight: 10 lb.

made from the heart of a great mountain pine. Wrapped in silver bands, the shaft ends in a gigantic head made Staff of the Magma Falls

of sparkling blue ice. Veins of light fl ash through the icy The staff of the magma falls is one of the destiny arms—a head, dancing from one end to the other.

mighty weapon of the giants forged during the war Activation: Wielding the maul is sufficient to acti-against the quori.

vate its combat bonuses and basic abilities. Activating the Lore: Created by the fi re giant sorcerer Sharatazz, icy burst special ability is a standard action. Activating the staff of the magma falls served as a powerful weapon against the mighty strength ability is a standard action.

the invading quori, then later against renegade elves.

Effect: The maul of the glacial heights is a +1 icy burst maul (Knowledge [arcana] or Knowledge [history] DC 20) (treat as a greatclub). The wielder of the maul gains a +2

This potent fi re weapon alerts its wielder to the bonus on saves against psionic powers and psi-like abili-presence of possessed creatures. The staff unleashes even ties, as well as immunity to possession (as if under the greater power in the hands of a spellcaster. (Knowledge effect of protection from evil).

[arcana] or Knowledge [history] DC 30)

Once per day, the wielder can call out to Balinor Description: The staff is made from a shaft of pure and gain great strength in the form of a +6 enhancement obsidian resembling a large dripping stalactite. Three bonus to Strength that lasts for 10 minutes. At the end of iron bands are placed along its length, and they appear this duration, the wielder becomes fatigued.

to have melted the obsidian where they touch it. Each of Aura/Caster Level: Moderate abjuration, evocation, these bands bears faintly glowing red symbols.

and transmutation. CL 20th.

Activation: Wielding the staff is suffi cient to activate Weight: 8 lb.

its basic combat abilities. Activating the fl aming burst ability is a standard action. Using the spells stored in the Spear of the Desert Winds

staff is a spell trigger activation (a standard action that The spear of the desert winds is one of the destiny arms—a does not provoke attacks of opportunity).

mighty weapon of the giants forged during the war Effect: The staff of the magma falls is a +1/+1 quarterstaff against the quori.

that allows its wielder to use the following spells.

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• Fireball

(1 charge)

because the spirit is under no obligation to later depart

• Wall

of

fi

re

(1 charge)

from its new host.

• Transmute rock to mud (2 charges)

Aura/Caster Level: Overwhelming abjuration.

• Summon

monster

VI

(2 charges, fi re or

CL 25th.

ED

earth creatures only)

Weight: 250 lb.

ILE

The wielder can expend 1 charge to

V

make both ends of the staff act as a fl aming ELIXIRS OF ANTIQUITY

N

burst weapon for 10 minutes. The runes on

At the height of their civilization, the giants developed U

the iron bands of the staff glow brightly when a powerful portable magic the like of which has not been IK

possessed creature comes within 100 feet. The seen since. The elixirs of antiquity are minor artifacts some-

'DR

runes begin to pulse if such a creature is within times found in ruined cities and research sites. A few N

10 feet.

elixirs of antiquity commonly mentioned in legend are XE

The staff has 50 charges when found.

detailed below.

Aura/Caster Level: Moderate conjuration, Description: Elixirs of antiquity are stored divination, evocation, and transmutation. CL

in giant-sized vials of glass, stone, or clay 20th.

measuring 6- to 12 inches in length. Each

Weight: 5 lb.

vial displays a distinctive design that indi-

JH

cates its contents (see below).

DREAM PRISON

Activation: Medium or smaller crea-

Designed by the giants of ancient Xen’drik

Staff of the

tures require a full-round action to imbibe an during the war with Dal Quor, these statues

magma falls

elixir of antiquity. Large or larger creatures require were crafted to trap unwary quori visiting Eber-only a standard action.

ron in ethereal form.

Effect:

Each of the elixirs of antiquity has a particular Lore: W hen the giants fought against the quori effect.

invasion some forty thousand years ago, they designed Elixir of the Unfettered Step: This vial appears as a lattice of and crafted powerful traps to thwart and destroy their silver wire. Glass windows in the frame reveal a pale blue enemies. (Knowledge [arcana] or Knowledge [psionics]

potion within. A character who drinks the elixir gains DC 15)

the ability to treat areas of light and heavy undergrowth as A

dream prison traps any ethereal creature that travels normal terrain ( DMG 87) for the next 30 days. The stone too close. The only way to escape from a dream prison is giants of the mountain fortress of Neis’enda brewed elixirs for the trapped spirit to temporarily inhabit a willing of the unfettered step for their long jungle expeditions.

creature. (Knowledge [arcana] or Knowledge [psionics]

Elixir of Vengeful Frost: This crystal vial appears carved DC 20)

from ice at fi rst glance. The intense chill of the minty Description: A dream prison appears as a stone statue of liquid inside deals 1 point of cold damage to the creature a humanoid fi gure with outstretched arms. The arms are drinking it. The imbiber gains the benefit of a fire shield linked as if the statue was embracing an invisible form.

spell ( PH 230, chill shield only), but with a duration of 2

Small humanoids carved at the statue’s feet indicate that hours. The frost giants of Icefang Vale, a hidden valley the statue is meant to represent a giant, though it is typi-in the Titan’s Teeth mountains, created these elixirs to cally only 5–6 feet tall.

protect them from fi re-wielding foes.

Activation: Ethereal creatures automatically trigger Elixir of the Zephyr: This vial of cloudy glass is etched a dream prison when they pass within 30 feet of the statue.

with silvery runes. A character who drinks from the For this reason, dream prisons are often found in small vial gains the benefit of an air walk spell, but with a sealed chambers, deep alcoves, or around sharp corners, duration of 12 hours. The ancient cloud giants of the to maximize the potential for unwitting quori to come ruined city of Sirris Loft brewed elixirs of the zephyr for into range.

their elf slaves.

Effect: An ethereal creature passing within 30 feet Aura/Caster Level: Strong abjuration (unfettered of a dream prison must succeed on a DC 23 Will save or be step), transmutation (mutable form, zephyr), or evoca-drawn into the statue. The creature remains trapped tion (vengeful frost). CL 20th.

there indefi nitely, even if the effect that has granted it Weight: 1 lb.

etherealness ends.

Only one thing can free a trapped creature from a INGOTS ARCANUM

dream prison. A willing humanoid creature can step into The ingots arcanum are giant-crafted minor artifacts. Each the stone statue’s embrace and allow the spirit to possess has the appearance of a thick metal staff covered with it. The willing host must have a Charisma score equal to runes, cumbersome for Medium characters to hold but or greater than the trapped spirit’s Charisma score, and perfectly wand-sized for giants. Each functions as an the host and spirit must be of the same alignment.

eternal wand ( ECS 265), though any creature of the giant The giants created this feature in order to be able type can activate an ingot arcanum even without spellcasting to release nonquori accidentally trapped by a dream prison ability. A few ingots arcanum commonly mentioned in legend ( charming their elf slaves to play host to the creature and are detailed below.

suffering the brunt of its possible outrage at having been Description: The giants crafted each ingot arcanum confi ned). Releasing a creature in this way is dangerous, out of metal, most commonly copper, bronze or silver.

152

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Each ingot bears sigils and runes along its length that Aura/Caster Level: Moderate abjuration (libertatis), hint at its function. A n ingot arcanum measures up to 28

transmutation (aperintis), and conjuration (venenantis).

inches in length and 6 inches in diameter, and weighs CL 20th.

XE

75 pounds.

Weight: 75 lb.

N

Activation: An ingot arcanum activates just as an eternal

'DR

wand does, but Medium and smaller creatures must hold SANGUINEOUS TOME

I

an ingot in both hands. Large or larger creatures can This ancient text details some of the millennia-old ritu-K U

hold an ingot in one hand.

als of a sect of ancient elves known as the Shapers of the N

Effect: Each of the ingots arcanum has a particular Night. The tome is incomplete, but what remains proves V

effect.

enlightening to an intelligent reader.

EI

Ingot Libertatis: During the war with the quori, Lore: The Blood of Vol, a modern-day cult with roots LED

many giants fell stricken with psionic curses and vile in ancient Xen’drik, reveres blood as a powerful sub-enchantments. The storm giants of the floating City stance. The sanguineous tome was one of the early texts that of Indigo Shadows forged these silver ingots to tend to inspired the faith, describing its dark rituals. (Knowl-their brethren. Carved with sigils in the form of broken edge [religion] or bardic knowledge DC 20)

chains, an ingot libertatis functions as an eternal wand of The Blood of Vol is a reflection of the ancient cus-break enchantment.

toms and teachings of a sect of Qabalrin elves known Ingot Aperintis: The great size that makes giants so foras the Shapers of Night. The Shapers of Night sought midable in combat can sometimes be a drawback. These personal power through necromancy. The sanguineous tome copper ingots shot through with holes were forged by the is not an evil text. It grants its reader enhanced under-hill giants of the ruined city of Cordipal, allowing them standing of the traditions of the Blood of Vol, the school passage into small places. An ingot aperintis functions as an of necromancy, and the science of heredity. (Knowledge eternal wand of passwall.

[religion] or bardic knowledge DC 30)

Ingot Venenantis: The hardy fi re giants who once made Description: Bound in red leather, these tattered their homes in the Caldera of Fernia’s Heart forged these parchment pages bear faded Elven runes and detailed ingots to surprise enemies who prepared only against notes on the history and doctrine of the ancient faith fire attacks. Each iron ingot bears wispy engravings that that spawned the Blood of Vol. Large sections of the tome suggest clouds, and acts as an eternal wand of cloudkill.

are missing or indecipherable, but the readable sections ART OF XEN’DRIK

The Art Objects table on page 55 of the Dungeon Master’s should be a bit more unusual than the norm. The follow-Guide lists a range of items suitable for use as treasure ing Art Objects table should be used when determining in almost any encounter. As befits an exotic continent the treasures of Xen’drik.

full of lost wonders, however, the treasures of Xen’drik d% Value

Average Examples

01–10 1d10 ×10 gp

55 gp

Fragments of clay pot, copper coins of giant make, drow-carved bone clasp 11–25 3d6×10 gp

105 gp

Intact clay plate, silver coins of giant make, acid-etched scorpion shell, simple stone carving

26–40 1d6×100 gp

350 gp

Gold coins of giant make, ornate silver giant buckle, bronze armband with an abstract design

41–50 1d10×100 gp

550 gp

Intricate stone carving of a snake with ruby eyes, giant-forged silver knife with gold inlay, petrifi ed drow skull with golden teeth 51–70 3d6×100 gp

1,050 gp

Giant silver fl ute, ornately engraved copper crown, complete set of giant ivory game pieces

71–80 4d6 ×100 gp

1,400 gp

Golden vase with tiny emeralds set around the rim, sacrifi cial drow long knife with a golden scorpion handle, giant platinum ring 81–85 5d6 ×100 gp

1,750 gp

Giant crystal goblet, giant tapestry depicting an ancient city, ritual headdress of a drow chieftain

86–90 1d4×1,000 gp

2,500 gp

Golden scepter of a giant prince, functional silver and darkwood hourglass, jade scorpion idol bearing symbols of Vulkoor

91–95 1d6×1,000 gp

3,500 gp

Complete petrified giant skeleton, golden giant gauntlet set with a large ruby, gem-encrusted silver key

96–99 2d4 ×1,000 gp

5,000 gp

Jewel-encrusted giant helm with stylized dragon wings, golden grave marker of a giant king

100

2d6×1,000 gp

7,000 gp

Platinum giant crown set with a large diamond, necklace of silver and gold links supporting an immense ruby

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contain information of great signifi cance to any follow-own. Only when reforged into a whole will they regain ers of the cult.

their power.

Activation: Reading the sanguineous tome requires a Prerequisite: Rejoining the halves of the shard total of 48 hours over a minimum of six days.

of arcane endowment requires a ceremony known as the ED

Effect: When a reader fi nishes studying the tome, he Ritual of Binding (detailed in the Reforging adven-ILE

receives a permanent +5 competence bonus on Knowl-ture on page 114).

V

edge (religion) checks pertaining to the Blood of Vol.

Activation: Once made whole, the shard of arcane N

Clerics with access to the Necromancer domain who study endowment can be activated as a standard action.

U

the sanguineous tome cast all Necromancer domain spells at Effect:

The shard of arcane endowment allows a character IK

+1 caster level (this benefi t stacks with the granted power to use imbue with spell ability ( PH 243) an unlimited number

'DR

of the Necromancer domain).

of times per day, with the following limitations. Only N

The

sanguineous tome contains detailed notes on the arcane spells (of any school) can be transferred with the XE

power of heredity and bloodline, and anyone studying power of the shard, and the number and level of spells it can gain insight into his or her own bloodline. DMs that the subject can be granted depends on its Hit Dice.

might wish to use the tome as an in-game way of explain-Even multiple uses of the shard of arcane endowment can’t ing a character’s sudden development or improvement of exceed this limit.

a dragonmark, or as a means of entering the dragonmark heir or heir of Siberys prestige classes.

HD of Recipient Spells Imbued

Aura/Caster Level: Faint transmutation. CL

2 or lower

One or two 1st-level spells

20th.

3–4

One or two 1st-level spells and one 2nd-

Weight: 1 lb.

level spell

5 or higher

One or two 1st-level spells, one or two

SHARD OF ARCANE ENDOWMENT

2nd-level spells, and one 3rd-level spell

The giants learned their powerful magic from the dragons and passed it on in turn to their elf slaves Unlike casting imbue with spell ability, using the shard of arcane (though not always intentionally). The medium the endowment does not require you to expend one of your giants used to bestow this knowledge was an enormous 4th-level spell slots. Arcane casters who prepare spells Eberron shard 2 feet long.

can only imbue spells that they have prepared. Arcane Lore: The giants learned their magic from the casters who spontaneously cast spells can imbue any spell dragons, and passed this arcane knowledge on to their they know.

elf slaves. (Knowledge [arcana] or Knowledge [history]

A character who receives spell ability through the DC 20)

shard and then expends it receives a permanent +4 bonus The giants used a dragonshard called the shard of arcane on Spellcraft checks made to research that spell, to deci-endowment to teach their slaves the ways of magic. (Knowl-pher that spell, or to understand the spell well enough to edge [arcana] or Knowledge [history] DC 25)

copy it into a spellbook.

The giants did not intend to teach the elves as much Aura/Caster Level: Strong evocation. CL 20th.

magic as they did. The shard grants a character limited Weight: 10 lb.

use of a spell, but unbeknownst to the giants, it also enhances the character’s understanding of that spell.

SHIRA (DOCENT COMPONENT)

(Knowledge [arcana] or Knowledge [history] DC 30) Docents ( ECS 269) are intelligent magic items designed Description: In its original state, the shard of arcane to advise and aid the warforged who utilize them. How-endowment was a 2-foot long pink crystal as thick as an elf’s ever, the docent that calls itself Shira claims that these arm, shot through with twisting crimson veins. During items originally had a different purpose—designed to the cataclysmic war between the giants and the dragons, hold quori spirits, providing a refuge from the spiritual a piece of the shard was split off. The shard of arcane endow-change that destroyed the quori of the last age and paved ment now appears as a dull pink shard with darker pink the way for the coming of the Dreaming Dark. Shira veins. The broken fragment is a gray crystal known as the claims to be the sole success of the docent program and the clouded shard. Neither the shard of arcane endowment nor the last survivor of the previous age of Dal Quor. Is she tell-clouded shard possess any magical properties on their ing the truth, or playing a game of her own? Whatever the THE DOCENT SHIRA

My thoughts are crystal and light, and they do not fade of this land—the Sul’at League, the Group of Eleven, with the passage of time. Nations have risen and fallen the Emperor Cul’sir—who brought war upon us, and while I have lain in my coffi n of steel. Dal Quor is for-who ultimately destroyed both our worlds. I am all that ever lost, and what remains is a twisted abomination.

remains of the Dreaming Heart, the last spark of light Believe what you will, but the quori came to this world in this new age of darkness. And you are not yet ready to in search of salvation, not conquest. It was the denizens hear the tale I have to tell.

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answer, Shira is a major artifact and has a host of valuable to provide information, or could even give the host abilities that she can use on behalf of the warforged who false information.

bonds with her.

Effect: Shira is an intelligent magic item with the XE

W hen found and activated, Shira will struggle to following statistics: AL LN; Int 22, Wis 18, Cha 18; N

find meaning and purpose in the world. Her people telepathic communication with host, perceives the world

'DR

and civilization are destroyed, and the modern age is through the senses of her host; Ego Score 24.

I

meaningless to her. Helping a group of adventurers Shira can use analyze dweomer ( PH 197) and status ( PH

K U

loot some Xen’drik ruin is at the bottom of her list of 284) at will (both CL 20th). Analyze dweomer allows her to N

priorities. She wants to see more of the world, possibly identify both magical and psionic effects. Shira chooses V

becoming sympathetic to the kalashtar cause if she what information to share with her host; the war-EI

believes that the destruction of the Dreaming Dark forged does not even know if the docent is using the LED

will create a Dal Quor more reminiscent of her old power or not.

realm. Or perhaps she will fixate on the warforged, Shira can provide her host with a +5 insight bonus wanting to start a warforged nation of her own to rival on saving throws against mind-affecting spells and the dreams of the Lord of Blades. At the same time, abilities. She can activate or deactivate this bonus as a the Dreaming Dark might want to locate and destroy free action.

Shira, assimilating her spirit so it can serve the cause Shira can automatically detect any attempt to use of darkness.

a mind-affecting ability on her host, and can make a Description: Shira is a mithral sphere, 2 inches Spellcraft or Psicraft check to identify it.

in diameter and polished to a mirror finish. Bands of Shira has the following skill modifiers: Decipher tiny red and gold dragonshards are embedded in the Script +15, Disable Device +26, Knowledge (history) surface of the docent, one scribing a vertical axis, the

+26, Knowledge (the planes) +26, Listen +15, Psicraft other horizontal.

+26, Search +26, Sense Motive +20, Spellcraft +26, Spot Prerequisite: Like all docents, Shira can bond only

+15. She has the disable trap ability of an artificer, and with a warforged. However, the DM should consider the she can grant her host the ability to disable magic traps possibility that most modern warforged cannot bond with if she wishes.

Shira. This presents an opportunity to introduce a twist Shira speaks Draconic, Elven, Giant, and Quor. She into the backstory of the warforged PC who fi nds her.

automatically learns any languages known by her host and Why can he attach Shira when most cannot?

can pick up any other language after hearing it spoken Activation: Shira is activated when attached to a regularly for at least 8 hours.

warforged, taking up space on the body as an amulet.

Shira can allow her warforged host to dream, but Shira is in complete control of her powers, and her host only once. The docent can open a spiritual portal to Dal has no inherent insight into her capabilities. If she has Quor, but in doing so, she will travel to the plane with her a good relationship with her host, she will share her host. When she does, she will be caught up in the turn of mystical knowledge. If antagonistic, she might refuse the age she has avoided for so long. The warforged will get DEALING WITH DOCENTS

Xen’drik is a land of many mysteries. As a result, a docent first warforged and docents alike, and that fi ve thousand can pose an unusual problem for a Dungeon Master with years later, giant wizards created variations on those especially inquisitive players. Here is an intelligent item quori designs to serve their own purposes. A docent might that is a living witness to events preceding the downfall not be able to speak about the history of the warforged of Xen’drik. Some docents even have ranks in Knowledge because it knows only the history of the warforged it (history). So why can’t a docent answer questions put to worked with.

it? Why can’t a docent tell PCs the secrets of the fi rst war-Docents are tens of thousands of years old. The magic forged, the ancient quori, and the fallen giants? Here of the docent might not be fl awless, and a docent might have are a few points for a DM to keep in mind if docents pose suffered a loss of memory over this time, leaving gaps and a problem.

subjects it cannot remember (or “remembering” things Docents are intelligent, but they are not human, that never happened in the fi rst place).

and one might not have the curiosity of a human.

Finally, remember that docents are not slaves. A Unless a docent has ranks in a Knowledge skill, there docent doesn’t have to tell a warforged anything. It can is no reason for it to have paid attention to what it lie about its knowledge and capabilities. W hat if the considered to be trivial details. A docent that can use docent a PC has just found has a secret agenda of its own?

deathwatch and status is designed to advise the bonded W hat if it intends to restore the empire of the giants or warforged of battle conditions, not to study giant cul-reopen the gates to Dal Quor? It might tell the party it ture. W hen asked about the origin of the quori, it will has lost its memories, but that doesn’t mean it is telling simply say, “Huh?”

the truth. Even if a docent does speak, the PCs might Both warforged and docents went through many dif-rightfully wonder how far they can trust their little ferent designs. It is possible that the quori created the metal friend.

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one night of dreams, but the docent will be a nonmagical must make a successful touch attack to use the confusion object when he wakes.

ability of the helm.

Aura/Caster Level: Strong abjuration and divina-Effect: Any weapons held by the helm’s wearer tion. CL 20th.

are treated as giant bane weapons. This effect extends to ED

Weight: 1/2 lb.

unarmed strikes and natural weapons (including slam ILE

attacks). In addition, the wearer gains a +4 dodge bonus V

to AC against creatures larger than him. Whenever the N

Artifact Components

wearer is subject to a bull rush, overrun, or grapple U

Some of the warforged components created by the quori attempt by an attacker of a larger size category, he receives IK

and giants go beyond the realm of simple magic. Such a +8 bonus on any opposed checks.

'DR

items are extraordinarily rare, and should never be part Finally, up to three times per day, the wearer can N

of randomly rolled treasure. As with other components, cause confusion in a creature of the giant type with a melee XE

artifact components must be attached to the body of a touch attack (Will DC 25 negates). This effect lasts for warforged, and usually take up space on the body as a 10 rounds.

magic item of some sort.

Aura/Caster Level: Strong conjuration, enchantment, and transmutation. CL 20th.

DEFENSE OF THE MAKERS

Weight: 5 lb.

Crafted for a warforged champion of the quori, this helm provides signifi cant advantages for a warforged fi ghting SCORPION BELT

giants or other creatures larger than itself.

Crafted by the drow of Xen’drik in homage to Lore: The giants and the quori fought titanic Vulkoor, the scorpion belt grants a warforged the ability battles all across Xen’drik. This helm is said to be one to turn into a mighty scorpion made of metal and of the many powerful weapons crafted for that war.

wood, complete with a poisonous sting.

(Knowledge [arcana] or Knowledge [history]

Lore: This belt is a sign of the veneration DC 20)

the drow of Xen’drik show toward their scor-

This helm was the property of the cham-

pion-god, Vulkoor. (Knowledge [arcana] or

pion of the quori, a powerful warforged about Knowledge [history] DC 20)

whom little is known. (Knowledge [arcana]

The

scorpion belt is said to transform its or Knowledge [history] DC 25)

wearer into a deadly scorpion construct.

Although

the

defense of the makers helped

(Knowledge [arcana] or Knowledge [his-

win many battles, it was not enough in the

tory] DC 25)

end. Legend holds that its original owner

The drow of Xen’drik view this belt as

still lives, and has been seeking the helm for a sacred item and will stop at nothing to

forty thousand years. (Knowledge [arcana]

retrieve it from the hands of the unworthy.

or Knowledge [history] DC 30)

JH

(Knowledge [arcana] or Knowledge [history]

Description: The defense of the makers is a DC 30)

helmet made from the purest silver, with a

Description: This belt is made of thick tall dragonshard mounted on the front and

Defense of the makers

adamantine links, wrapped in fine silver

a tracery of fine gold running about the

strands and studded with glistening dragon-

base. Light but incredibly strong, the helm glistens even shards and smooth black diamonds.

when no light is present.

Activation: The scorpion belt is embedded around the Activation: The defense of the makers is placed on the waist, taking up space on the body as a belt. Changing head, taking up space on the body as a helmet. Wearing into and out of scorpion form is a standard action that the helm is sufficient to activate its abilities. The wearer does not provoke attacks of opportunity.

DESTROYING ARTIFACTS

PCs who wish to destroy an artifact in Xen’drik might

• When cast at noon in the mythical Clearing of Eternal explore the following options.

Sunlight, a simple sunbeam spell becomes powerful

• Legend has it that the great gold dragon Orstyx lairs enough to destroy an artifact.

somewhere west of the Fangs of Argarak. It is rumored

• Thousands of feet beneath the earth lies the fabled that Orstyx’s fiery belly is hot enough to destroy any Anvil of Onatar. It is said that any item placed on item he swallows.

the anvil after a 6-hour ritual of flame is instantly

• The Mouth of Khyber, a deep pit guarded by destroyed.

a fearsome twelve-headed hydra that breathes

• Those

brave

enough to stare the medusa sorcerer-

madness, is so deep that any item thrown into it queen Vestania in the eye and survive can ask a boon.

disappears forever.

Legend holds that Vestania’s gaze is deadly enough to reduce even artifacts to powder.

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Effect: The scorpion belt grants its

—The wearer gains a +6 enhance-

wearer the ability to transform into

ment bonus to Strength.

a scorpion construct, complete

—The wearer’s natural armor

XE

with deadly claws and a poison-

bonus improves by 8.

N

ous sting.

—The wearer gains two pri-

'DR

Scorpion form provides the

mary claw attacks that deal 1d6

I

following advantages.

points of damage plus Strength

K U

—The wearer becomes a Large

modifi er. In addition, the wearer

N

monstrous scorpion made of metal

gains a secondary sting attack

V

and wood. A ll carried gear melds

that deals 1d6 points of damage

EI

into this new form and becomes use-

plus 1/2 Strength modifi er. A suc-

LED

less. If the wearer’s size changes, all

cessful sting attack also injects the

the normal effects apply (including

target with a deadly poison (DC 20, 1d4

modifi ers to AC and on attack rolls, grapple Con/1d4 Con).

check modifier, and so forth).

JH

Aura/Caster Level: Strong transmutation.

—The wearer’s base speed increases by

CL 20th.

10 feet.

Scorpion belt

Weight: 4 lb.

MAGIC ITEM EFFECTS

Glowing swords might be fi ne for a regular campaign, 11 The owner appears heavily muscled when using the but in Xen’drik, magic items should be more mysterious item and gains a +1 morale bonus on Strength checks and fascinating than usual. Presented here are effects made to break or burst items (+50 gp).

that turn “ordinary” magic items into something more 12 The item emits a sound of crackling electricity when memorable. Some effects increase an item’s base cost, as the owner uses it.

noted in parentheses.

13 Tiny faces engraved on the item smile and sound-lessly cheer when the user is doing well, but look 1

The item trails a cluster of miniature stars. On com-angry and silently boo when he is doing poorly. The mand, the stars shed (or cease shedding) silver light user receives a +1 morale bonus on attack rolls made equal to that of a torch. (+900 gp)

to confi rm critical hits. (+250 gp)

2

The item enhances the user’s voice, making it sound 14 Cool,

ghostly

fi ngers touch the owner’s brow when-

deep and resonant.

ever he uses the item. This soothing touch imparts 3

A metal weapon impacts enemies with the ringing of clarity and calmness, granting the wearer a +2 cir-a hammer striking an anvil.

cumstance bonus on Concentration checks made to 4

Speaking the item’s command word results in an use a skill in distracting or hostile circumstances.

earsplitting boom of thunder. Enemies within 30

(+100 gp)

feet of the speaker take a –2 penalty on Listen checks 15 A cloud of writhing shadow continually obscures the for 1 minute. (+50 gp)

item. The shadow is not dark enough to actually hide 5 Ethereal silver runes form and vanish around the the item or grant any concealment bonuses, nor does owner’s head when he uses the item.

it affect the item’s usage.

6 Heatless, illusory white fl ames fl icker up and down 16 The item’s owner and all allies within 10 feet notice the item’s length, changing color with the wielder’s a sharp, spicy scent when the item is in use. Those mood (red when angry, black when enraged, blue affected gain a +1 circumstance bonus on saving when peaceful, yellow when frightened, and orange throws made to resist the effects of a stinking cloud or when passionate). The fl ames shed no actual light.

other scent-based effects. (+250 gp)

7

The item’s owner and all allies within 10 feet experi-17 The item’s wielder leaves fl aming footprints in his ence a sweet, honeylike taste in their mouths when wake. The footprints disappear before having any the item is in use. Those affected gain a +1 morale effect on Spot checks made against the wielder.

bonus on Diplomacy checks when they employ fl at-18 The item’s owner feels a constant pressure around tery as part of the diplomatic effort. (+50 gp) his throat. This pressure causes no damage but 8 The user’s eyes glow gold and shed sparks when the makes it hard to speak above a whisper.

item is worn. The wearer gains a +1 circumstance 19 Translucent

snowfl akes circle the owner’s hands

bonus on Intimidate checks made to demoralize and forearms when the item is held. The owner’s opponents. (+50 gp)

unarmed strikes do an additional 1 point of cold 9 The item appears to be much larger than normal, damage. (+50 gp)

but has all the qualities of a regular-sized item. The 20 The owner’s eyes appear twice as large, with irises owner can use or wield it normally.

resembling clockwork gears. The item’s owner

10 When the owner speaks the item’s command word, receives a +1 circumstance bonus on Search checks her voice takes on a cavernous echo.

made to fi nd mechanical traps. (+75 gp)

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Document Outline

- Secrets of Xen'drik

- Contents

- Introduction

- The Shattered Land

- Stormreach

- Making Your Mark

- 1: Welcome to Xen’drik

- Crossing the Thunder Sea

- Means of Travel

- Ports of Call

- The Dangers of Travel

- Stormreach

- Notable Features

- Notable Npcs

- Dar Qat

- The Lands of Xen’drik

- The Hostile Land

- 2: Adventure Sites

- Using the Sites

- Ancient Harbor

- Approach

- Terrain Features

- Keyed Areas

- Colossal Monument

- Approach

- Terrain Features

- Keyed Areas

- Desert Canyons

- Approach

- Terrain Features

- Keyed Areas

- Dreary Marsh

- Approach

- Terrain Features

- Keyed Areas

- Fog Lake

- Approach

- Terrain Features

- Keyed Areas

- Forsaken City

- Approach

- Terrain Features

- Keyed Areas

- Honeycomb Caverns

- Approach

- Terrain Features

- Keyed Areas

- Mountain Glacier

- Approach

- Terrain Features

- Keyed Areas

- Old-Growth Ruins

- Approach

- Terrain Features

- Keyed Areas

- Primitive Camp

- Approach

- Terrain Features

- Keyed Areas

- Quori Outpost

- Approach

- Terrain Features

- Keyed Areas

- Volcanic Fields

- Approach

- Terrain Features

- Keyed Areas

- Ziggurat Ruins

- Approach

- Terrain Features

- Keyed Areas

- 3: Encounters

- Drow: Beyond the Scorpion

- The Sulatar

- The Umbragen

- Forgotten Civilizations

- The Qabalrin

- The Sul’at League

- The Gyrderi

- A Legacy of Doom

- The Curse of the Titans

- The Du’rashka Tul

- Xen’drik Encounters

- Adventuring Groups

- Enforcers

- Low-Level Enforcer Cr 1

- Mid-Level Enforcer Cr 6

- High-Level Enforcer Cr 13

- Spellcasters

- Low-Level Caster Cr 3

- Mid-Level Caster Cr 8

- High-Level Caster Cr 15

- Leader

- Low-Level Leader Cr 4

- Mid-Level Leader Cr 8

- High-Level Leader Cr 15

- Creature Encounters

- Bulette Rampage (el 7 or 9)

- Carnivorous Plants (el 9)

- Displaced Animal (el Varies)

- Dinosaur, Two-Headed Tyrannosaurus (el 9)

- Dragon (el 20)

- Belericax Cr 18

- Giant Tribe, Advanced (el 19)

- Giant Tribe, Orphan (el 15)

- Giant Tribe, Savage (el 14)

- Goliath Hunting Team (el 5 or 11)

- Gray Render Guardian (el 11)

- Hive Court (el 15 or 19)

- Hive Guards (el 8)

- Hive Task Force (el 10)

- Hive Workers (el 4)

- Hydra Hunting Grounds (el 11)

- Jungle Cat Hunting Pack (el 7 or 14)

- Lizardfolk Band, Blackscale (el 9)

- Blackscale Lizardfolk Leader (raging) Cr 8

- Lizardfolk Band, Poison Dusk (el 6)

- Monkey Court (el 10)

- Raptoran Hunting Party (el 6)

- Sahuagin Raiders (el 6)

- Sahuagin Spy (el 4)

- Korel Cr 4

- Scorpion March (el 6)

- Shocker Lizard Colony (el 8)

- Swarm Pit (el Varies)

- Thelanis Court (el 11)

- Wasps’ Nest (el 11)

- Advanced Giant Wasp Cr 5

- Water Naga and Servants (el 9)

- Yak Folk Puppeteer (el 10)

- Yak Folk Puppeteer Cr 10

- Revealed Yak Folk Cr 6

- Yuan-Ti Cult (el 11)

- Yuan-Ti Scouting Party (el 4)

- Magebred Viper Cr 1

- Drow Encounters

- Drow Sentries (el 5)

- Drow Lookout Cr 1

- Drow Disciple Cr 2

- Drow Scouting Party (el 7)

- Drow Hunter Cr 3

- Drow Explorers (el 11)

- Drow Raider Cr 5

- Drow Firebringer Cr 8

- Drow Poisoner Cr 7

- Drow Shaman Cr 8

- Drow War Party (el 12)

- Drow Kaxat Cr 10

- Drow Clan (el 16)

- Drow Aquasa Cr 14

- New Monsters

- Alchemy Beetle

- Alchemy Beetle Cr 2

- Strategies and Tactics

- Sample Encounters

- Ecology

- Typical Treasure

- For Player Characters: Alchemy Beetle Construction

- Dream Serpent

- Dream Serpent Cr 6

- Strategies and Tactics

- Sample Encounters

- Ecology

- Typical Treasure

- Giant, Jungle

- Jungle Giant Cr 8

- Strategies and Tactics

- Sample Encounters

- Ecology

- Society

- Typical Treasure

- Jungle Giants As Characters

- Jungle Giants With Class Levels

- Giant, Primordial

- Primordial Sun Giant Warlock Cr 17

- Strategies and Tactics

- Society

- Creating a Primordial Giant

- Scorrow

- Scorrow Cr 7

- Strategies and Tactics

- Sample Encounters

- Ecology

- Society

- Typical Treasure

- Scorrow With Class Levels

- Tentacle Spider

- Tentacle Spider Cr 2

- Strategies and Tactics

- Sample Encounters

- Ecology

- Typical Treasure

- Warforged, Quorcraft

- Quorcraft Warforged Barbarian Cr 4 (raging)

- Creating a Quorcraft Warforged

- Warforged Scorpion

- Warforged Scorpion Cr 6

- Strategies and Tactics

- Sample Encounters

- Ecology

- Typical Treasure

- Yuan- Ti Wretchling

- Yuan-Ti Wretchling Cr 1

- Strategies and Tactics

- Sample Encounters

- Ecology

- Typical Treasure

- Encounter Traps

- Using Encounter Traps

- Sample Encounter Traps

- Spear Gauntlet Trap Cr 2

- Idiocy Trap Cr 4

- Flame Jet Trap Cr 8

- Petrification Trap Cr 12

- Designing Encounter Traps

- Classic Trap: the Alphabet Trap (cr 5)

- Classic Trap: the Crusher (cr 8)

- 4: Adventures in Xen’drik

- Using Adventure Frameworks

- Academic Errand

- Hooks

- Sites

- Adventure

- Rewards

- Development

- City of Gold

- Hooks

- Sites

- Adventure

- Rewards

- Development

- The Creation Forge

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Dream Prison

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Glaive of the Darkest Depths

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Hunting Party

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Illicit Shipment

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Lightning Revelations

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Lost

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Lost Soul

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Maul of the Glacial Heights

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Missing Missionaries

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Reforging

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Snake Hunt

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Spear of the Desert Winds

- Hooks

- Sites

- Adventure

- Rewards

- Development

- Staff of the Magma Falls

- Hooks

- Sites

- Adventure

- Rewards

- Development

- 5: Xen’drik Unveiled

- Prestige Classes

- Landforged Walker

- Becoming a Landforged Walker

- Class Features

- Playing a Landforged Walker

- Combat

- Advancement

- Resources

- Landforged Walkers in the World

- Organization

- Npc Reactions

- Landforged Walker Lore

- Landforged Walkers in the Game

- Adaptation

- Sample Encounter

- Greenbody (el 8)

- Greenbody Cr 8

- Primal Scholar

- Becoming a Primal Scholar

- Class Features

- Playing a Primal Scholar

- Combat

- Advancement

- Resources

- Primal Scholars in the World

- Organization

- Npc Reactions

- Primal Scholar Lore

- Primal Scholars in the Game

- Adaptation

- Sample Encounter

- Silayuss (el 10)

- Silayuss Cr 10

- Scorpion Wraith

- Becoming a Scorpion Wraith

- Class Features

- Playing a Scorpion Wraith

- Combat

- Advancement

- Resources

- Scorpion Wraiths in the World

- Organization

- Npc Reactions

- Scorpion Wraith Lore

- Scorpion Wraiths in the Game

- Adaptation

- Sample Encounter

- Ax’ayuma Tokazz (el 11)

- Ax’ayuma Tokazz Cr 11

- Feats

- Racial Feats

- Tactical Feats

- Feat Descriptions

- Blessed of Vulkoor

- Drow Scorpion Warrior

- Drow Skirmisher

- Earthquake Stomp

- Echoing Spell

- Elder Giant Magic

- Giant Banemagic

- Jungle Veteran

- Mysterious Magic

- Rending Claws

- Equipment

- Armor

- Weapons

- Gear

- Magical and Psionic Locations

- Cavern of Peerless Form

- The Claw of Vulkoor

- Memorial Marker of the Elven Dead

- Pillar of the Titans

- Shattered Dreamwar Gate

- Timeless Fountain

- Artifact Spells

- Acidic Eruption

- Inferno Spiral

- Renew

- Renew, Greater

- Renew, Lesser

- New Magic Items

- Arquis Tellora

- Bracers of the Hunter

- Siberys Compass

- Sulatar Items

- Firesled (wondrous Item)

- Shifting (weapon Special Ability)

- Vulkoor’s Headdress

- Warforged Components

- Behemoth Belt

- Belt of Fortification

- Claw Gauntlet

- Elemental Axe

- Essence of the Jungle

- Spinning Flail

- New Artifacts

- Blade of the Burning Promise

- Destiny Arms

- Glaive of the Darkest Depths

- Maul of the Glacial Heights

- Spear of the Desert Winds

- Staff of the Magma Falls

- Dream Prison

- Elixirs of Antiquity

- Ingots Arcanum

- Sanguineous Tome

- Shard of Arcane Endowment

- Shira (docent Component)

- Artifact Components

- Defense of the Makers

- Scorpion Belt

- WE: Jungle Secrets

Table of Contents

Secrets of Xen'drik

Contents

Introduction

The Shattered Land

Stormreach

Making Your Mark

1: Welcome to Xen’drik

Crossing the Thunder Sea

Means of Travel

Ports of Call

The Dangers of Travel

Stormreach

Notable Features

Notable Npcs

Dar Qat

The Lands of Xen’drik

The Hostile Land

2: Adventure Sites

Using the Sites

Ancient Harbor

Approach

Terrain Features

Keyed Areas

Colossal Monument

Approach

Terrain Features

Keyed Areas

Desert Canyons

Approach

Terrain Features

Keyed Areas

Dreary Marsh

Approach

Terrain Features

Keyed Areas

Fog Lake

Approach

Terrain Features

Keyed Areas

Forsaken City

Approach

Terrain Features

Keyed Areas

Honeycomb Caverns

Approach

Terrain Features

Keyed Areas

Mountain Glacier

Approach

Terrain Features

Keyed Areas

Old-Growth Ruins

Approach

Terrain Features

Keyed Areas

Primitive Camp

Approach

Terrain Features

Keyed Areas

Quori Outpost

Approach

Terrain Features

Keyed Areas

Volcanic Fields

Approach

Terrain Features

Keyed Areas

Ziggurat Ruins

Approach

Terrain Features

Keyed Areas

3: Encounters

Drow: Beyond the Scorpion

The Sulatar

The Umbragen

Forgotten Civilizations

The Qabalrin

The Sul’at League

The Gyrderi

A Legacy of Doom

The Curse of the Titans

The Du’rashka Tul

Xen’drik Encounters

Adventuring Groups

Enforcers

Low-Level Enforcer Cr 1

Mid-Level Enforcer Cr 6

High-Level Enforcer Cr 13

Spellcasters

Low-Level Caster Cr 3

Mid-Level Caster Cr 8

High-Level Caster Cr 15

Leader

Low-Level Leader Cr 4

Mid-Level Leader Cr 8

High-Level Leader Cr 15

Creature Encounters

Bulette Rampage (el 7 or 9)

Carnivorous Plants (el 9)

Displaced Animal (el Varies)

Dinosaur, Two-Headed Tyrannosaurus (el 9)

Dragon (el 20)

Belericax Cr 18

Giant Tribe, Advanced (el 19)

Giant Tribe, Orphan (el 15)

Giant Tribe, Savage (el 14)

Goliath Hunting Team (el 5 or 11)

Gray Render Guardian (el 11)

Hive Court (el 15 or 19)

Hive Guards (el 8)

Hive Task Force (el 10)

Hive Workers (el 4)

Hydra Hunting Grounds (el 11)

Jungle Cat Hunting Pack (el 7 or 14)

Lizardfolk Band, Blackscale (el 9)

Blackscale Lizardfolk Leader (raging) Cr 8

Lizardfolk Band, Poison Dusk (el 6)

Monkey Court (el 10)

Raptoran Hunting Party (el 6)

Sahuagin Raiders (el 6)

Sahuagin Spy (el 4)

Korel Cr 4

Scorpion March (el 6)

Shocker Lizard Colony (el 8)

Swarm Pit (el Varies)

Thelanis Court (el 11)

Wasps’ Nest (el 11)

Advanced Giant Wasp Cr 5

Water Naga and Servants (el 9)

Yak Folk Puppeteer (el 10)

Yak Folk Puppeteer Cr 10

Revealed Yak Folk Cr 6

Yuan-Ti Cult (el 11)

Yuan-Ti Scouting Party (el 4)

Magebred Viper Cr 1

Drow Encounters

Drow Sentries (el 5)

Drow Lookout Cr 1

Drow Disciple Cr 2

Drow Scouting Party (el 7)

Drow Hunter Cr 3

Drow Explorers (el 11)

Drow Raider Cr 5

Drow Firebringer Cr 8

Drow Poisoner Cr 7

Drow Shaman Cr 8

Drow War Party (el 12)

Drow Kaxat Cr 10

Drow Clan (el 16)

Drow Aquasa Cr 14

New Monsters

Alchemy Beetle

Alchemy Beetle Cr 2

Strategies and Tactics

Sample Encounters

Ecology

Typical Treasure

For Player Characters: Alchemy Beetle Construction

Dream Serpent

Dream Serpent Cr 6

Strategies and Tactics

Sample Encounters

Ecology

Typical Treasure

Giant, Jungle

Jungle Giant Cr 8

Strategies and Tactics

Sample Encounters

Ecology

Society

Typical Treasure

Jungle Giants As Characters

Jungle Giants With Class Levels

Giant, Primordial

Primordial Sun Giant Warlock Cr 17

Strategies and Tactics

Society

Creating a Primordial Giant

Scorrow

Scorrow Cr 7

Strategies and Tactics

Sample Encounters

Ecology

Society

Typical Treasure

Scorrow With Class Levels

Tentacle Spider

Tentacle Spider Cr 2

Strategies and Tactics

Sample Encounters

Ecology

Typical Treasure

Warforged, Quorcraft

Quorcraft Warforged Barbarian Cr 4 (raging)

Creating a Quorcraft Warforged

Warforged Scorpion

Warforged Scorpion Cr 6

Strategies and Tactics

Sample Encounters

Ecology

Typical Treasure

Yuan- Ti Wretchling

Yuan-Ti Wretchling Cr 1

Strategies and Tactics

Sample Encounters

Ecology

Typical Treasure

Encounter Traps

Using Encounter Traps

Sample Encounter Traps

Spear Gauntlet Trap Cr 2

Idiocy Trap Cr 4

Flame Jet Trap Cr 8

Petrification Trap Cr 12

Designing Encounter Traps

Classic Trap: the Alphabet Trap (cr 5)

Classic Trap: the Crusher (cr 8)

4: Adventures in Xen’drik

Using Adventure Frameworks

Academic Errand

Hooks

Sites

Adventure

Rewards

Development

City of Gold

Hooks

Sites

Adventure

Rewards

Development

The Creation Forge

Hooks

Sites

Adventure

Rewards

Development

Dream Prison

Hooks

Sites

Adventure

Rewards

Development

Glaive of the Darkest Depths

Hooks

Sites

Adventure

Rewards

Development

Hunting Party

Hooks

Sites

Adventure

Rewards

Development

Illicit Shipment

Hooks

Sites

Adventure

Rewards

Development

Lightning Revelations

Hooks

Sites

Adventure

Rewards

Development

Lost

Hooks

Sites

Adventure

Rewards

Development

Lost Soul

Hooks

Sites

Adventure

Rewards

Development

Maul of the Glacial Heights

Hooks

Sites

Adventure

Rewards

Development

Missing Missionaries

Hooks

Sites

Adventure

Rewards

Development

Reforging

Hooks

Sites

Adventure

Rewards

Development

Snake Hunt

Hooks

Sites

Adventure

Rewards

Development

Spear of the Desert Winds

Hooks

Sites

Adventure

Rewards

Development

Staff of the Magma Falls

Hooks

Sites

Adventure

Rewards

Development

5: Xen’drik Unveiled

Prestige Classes

Landforged Walker

Becoming a Landforged Walker

Class Features

Playing a Landforged Walker

Combat

Advancement

Resources

Landforged Walkers in the World

Organization

Npc Reactions

Landforged Walker Lore

Landforged Walkers in the Game

Adaptation

Sample Encounter

Greenbody (el 8)

Greenbody Cr 8

Primal Scholar

Becoming a Primal Scholar

Class Features

Playing a Primal Scholar

Combat

Advancement

Resources

Primal Scholars in the World

Organization

Npc Reactions

Primal Scholar Lore

Primal Scholars in the Game

Adaptation

Sample Encounter

Silayuss (el 10)

Silayuss Cr 10

Scorpion Wraith

Becoming a Scorpion Wraith

Class Features

Playing a Scorpion Wraith

Combat

Advancement

Resources

Scorpion Wraiths in the World

Organization

Npc Reactions

Scorpion Wraith Lore

Scorpion Wraiths in the Game

Adaptation

Sample Encounter

Ax’ayuma Tokazz (el 11)

Ax’ayuma Tokazz Cr 11

Feats

Racial Feats

Tactical Feats

Feat Descriptions

Blessed of Vulkoor

Drow Scorpion Warrior

Drow Skirmisher

Earthquake Stomp

Echoing Spell

Elder Giant Magic

Giant Banemagic

Jungle Veteran

Mysterious Magic

Rending Claws

Equipment

Armor

Weapons

Gear

Magical and Psionic Locations

Cavern of Peerless Form

The Claw of Vulkoor

Memorial Marker of the Elven Dead

Pillar of the Titans

Shattered Dreamwar Gate

Timeless Fountain

Artifact Spells

Acidic Eruption

Inferno Spiral

Renew

Renew, Greater

Renew, Lesser

New Magic Items

Arquis Tellora

Bracers of the Hunter

Siberys Compass

Sulatar Items

Firesled (wondrous Item)

Shifting (weapon Special Ability)

Vulkoor’s Headdress

Warforged Components

Behemoth Belt

Belt of Fortification

Claw Gauntlet

Elemental Axe

Essence of the Jungle

Spinning Flail

New Artifacts

Blade of the Burning Promise

Destiny Arms

Glaive of the Darkest Depths

Maul of the Glacial Heights

Spear of the Desert Winds

Staff of the Magma Falls

Dream Prison

Elixirs of Antiquity

Ingots Arcanum

Sanguineous Tome

Shard of Arcane Endowment

Shira (docent Component)

Artifact Components

Defense of the Makers

Scorpion Belt

WE: Jungle Secrets