DA126 Supplement HR
DA126 Supplement HR
DA126 Supplement HR
#126
Joachim Barrum
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Spawn of Kyuss
Marzena
Eva Widermann
Eva Widermann
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Lizardfolk Lair
5 6e
c 6d 2
6c 9
6a 3
6b 8 10 7
Robert Lazzaretti
Robert Lazzaretti
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Steve Prescott
Steve Prescott
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Kyuss Spawnling
Eva Widermann
Shukak
Eva Widermann
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
n the Realms, the town of Daggerford (Diamond Lake) lies along the north bank of the River Delimbiyr, some thirty or so miles inland. Instead of owing freely into the Sea of Swords, the River Delimbiyr dissolves into a morass of waterways threading beneath cold-weather cypress trees festooned with hanging moss, known as the Lizard Marsh (Mistmarsh). Possible encounters on the way to the Lizard Marsh (see Encounters on the Road in Dungeon #126, page 19) include religious pilgrims of Lathander (St. Cuthbert), orcs or goblins from the High Moor, or lizardfolk of the Blue Feather Clan (notable for their ornamental belts and baldrics laced with distinctive blue feathers). The Lizard Marsh is home to several tribes of lizardfolk, including the Blue Feather Clan and the Redeye Tribe (Twisted Branch Tribe), dinosaurs such as ceratosaurs and pternadons, detailed in Serpent Kingdoms, and several black dragons, including Ilthane. The presence of dinosaurs so far from their native Chult has led some sages to speculate about the presence of a portal in the marsh, while others believe the dinosaurs sprang from eggs lost during the wreck of the Jungle Queen, which was driven into the marsh and wrecked during a terrible storm over a century ago on its way back to Waterdeep from an expedition to the northern coast of the Jungles of Chult. The region around the marsh is ruled by various human lordlings (most of whom claim the title of baron) who trace their lineage back to Delimibiyran, the Kingdom of Man. Traditionally, these lordlings have allied themselves with the Duchy of Daggerford, tithing some of their monthly income to the duke in exchange for assistance in keeping the lizardfolk of the marsh contained. Since the death of the duke, this traditional alliance has begun to break down, and the Lords of Waterdeep (Free City) have quietly taken an increased role in supplying supplemental troops to contain the lizardfolk tribes. One of the
local lordlings is BaronThe following table replaces the Mistmarsh Encounters ess Piann Cromm (LN table found in Dungeon #126, page 28. female Tethyrian human d% Encounter Aristocrat 2) of Cromms 01-05 1 young black dragon (EL 5) Hold (Blackwall Keep). 06-15 1 ceratosaur (EL 7) The redoubtable baroness 16-25 2 pternadons (EL 5) lost her husband and only 26-40 5 lizardfolk (EL 5) son to lizardfolk raiders of 41-50 1 gargantuan monstrous centipede (EL 6) the Blue Feather tribe over 51-60 4 dire toadsMM2 (EL 5) a dozen years ago. Since 61-70 4 monitor lizardsMM (EL 5) then, she has ruled her 71-100 Roll once on Mistmarsh Table husbands holdings with a rm but fair hand, grimly holding on to this dangerous territory in In addition, there is a prominent portrait of the baroness with her late husband and son. memory of their loss. When the PCs arrive at Cromms Hold, the garrison commander Baroness Piann Redeye and thirteen soldiers (LN male and female Redeye is the king of the Redeye tribe and an Tethyrian and Illuskan human Warrior 1) ally of the black dragon Ilthane. This powerare the remaining survivors holding out fully built lizardman stands nearly 7 feet tall, against the assault. (The Realms variant with the clawed hands, long tail, and toothy has one less soldier and the garrison jaws typical of his race. Whereas most lizardcommander has survived.) The assault is folk have a thin white membrane that grows being led by lizardfolk of the Redeye Tribe, hard scales ranging in color from onyx black notable for their baldrics of red-brown to olive green to mud brown, Redeyes skin pelts and red eye tattoos encircling their and scales are a putrescent, almost glowing, left eye. A DC 15 Knowledge (local) check green hue. reveals that the Redeye tribe was once one Redeye (Shukak) was once a divine chamof the more peaceful lizardfolk tribes, led pion of Semuanya, tolerant of other races by a shaman named Redeye, who was nota- and willing to negotiate with humans. In ble for his willingness to negotiate with the Year of the Wave (1364 dr), Redeye was humans. According to reports (which dif- leading a lizardfolk hunting party that fer significantly from the truth), Redeye crossed paths by chance with the Company (Shukak) was slain a decade or so ago by of the Black Claw, a band of adventurers in a party of adventurers, only to return as a the employ of Ilthane, whose territory lay lich. Since that time, Redeye has report- near Redeyes tribal lands. The two groups edly transformed his followers into a quickly came to blows. Unbeknownst to Redeye, Ilthane had brutal band of raiders bent on vengeance recently agreed to enter into Dragothas seragainst humanity. Conversion notes for the Fields of Pesh, vice. She had sent the Company of the Black Rod of Seven Parts, Queen of Chaos, and Wind Claw to Daggerford to meet with an agent Dukes of Aaqa are detailed in the Realms con- of the undead dragon and bring back a set version notes for The Whispering Cairn. of potions. The potions contained alchemiThe Commanders Quarters (area 8 of cal additives with which the black dragon Cromms Hold) should have a slightly richer set planned to begin her activities on behalf of of furnishings than described in the adventure. Dragotha. At the end of the battle, Redeye lay dying amongst the corpses of his friends and
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
foes. In desperation, Redeye fed on the fallen body of a cleric of Talos and drank several of the tainted potions the cleric carried. In the wake of the battle, Redeye returned to his people a changed creature and quickly seized control of the tribe from its aging king. Redeye credited his survival to Talos the Destroyer, hoisting alo a shield bearing the Destroyers symbol as proof of his conversion. Under Redeyes leadership, the Redeye tribe (as it came to be known) began an aggressive series of raids against the surrounding human communities. Aer several townsfolk witnessed Redeyes fanaticism, rumors spread among the human communities of the region that some sort of aspect of Talos was leading the lizardfolk. Meanwhile, Ilthane had reestablished contact with Dragothas agents and acquired a new set of Kyuss worms. Eventually, Ilthane realized that the reports of a lizardfolk aspect of Talos began shortly aer the disappearance of the Black Claws and that the two events were probably related. Aer her initial attempt to infect the lizardfolk with masses of undead worms failed, Ilthane approached Redeye and forged her alliance with the tribe. Now, in addition to her plot to incubate a new crop of worms in the tribes eggs, Ilthane keeps close watch over Redeye, observing how he unknowingly serves her needs.
Redeye
CR 8
Male lizardfolk barbarian 6/divine champion 1 [Talos] CE Medium humanoid (reptilian) Monster Manual 169 Init +6; Senses Spot +1, Listen +1 Languages Common, Draconic AC 23, touch 12, at-footed 21; improved uncanny dodge hp 89 (9 HD) Fort +11, Ref +7, Will +3 Spd 40 . Melee +1 returning trident +14/+9 (1d8+5/1920) and bite +10 (1d4+2) Ranged +1 returning trident +12 (1d8+5/1920) Base Atk +8; Grp +12 Special Atk rage 2/day Abilities Str 18, Dex 15, Con 18, Int 11, Wis 12, Cha 12 SQ hold breath, lay on hands 1 point/day, trap sense +2 Feats Improved Critical (trident), Improved Initiative, Multiattack, Weapon Focus (trident) Skills Balance +8, Intimidate +7, Jump +12, Knowledge (religion) +3, Sense Motive +4, Swim +8 Possessions shield of the destroyer (+1 heavy steel shield), +1 returning trident, bracers of armor +3, Redeye (single eye of the eagle made of a translucent ruby lens), pouch containing 31 cp, 35 sp, and 90 gp. Rage (Ex): While he is raging, Redeyes statistics change as follows: AC 21, touch 10, at-footed 19; improved uncanny dodge hp 107 (9 HD) Fort +13, Will +5 Melee +1 returning trident +16/+11 (1d8+7/1920) and bite +12 (1d4+3) Ranged +1 returning trident +12 (1d8+7/1920) Grp +14 Abilities Str 22, Con 22 Skills Jump +14, Swim +10
by Keith Baker ncounter at Blackwall Keep brings the heroes into conict with a tribe of misguided lizardfolk, who have become tools of those who seek to usher in the Age of Worms. Only a few changes are required to adapt the adventure to Eberron, but these create ideas that you may wish to explore in the future.
had a long-standing conict with the local lizardfolk, and that the keep was built to hold these lizardfolk raiders in check. However, in Eberron, weve set the Free City as Sharn, and there arent any lizardfolk near Sharn. Or are there? In modern-day Khorvaire, the largest concentration of lizardfolk can be found in Qbarra. But the lizardfolk are reclusive by natureand until humans settled Qbarra during the Last War, no one knew about the reptilian civilization hidden in the jungle.
Over the last century, lizardfolk have been found in other dark corners of Khorvaire. Explorers and soldiers seeking refuge have found lizardfolk in a variety of caves, swamps, and jungles, including the Kings Forest of Breland. The Kings Forest is a a rain forest that covers thousands of square miles, stretching out north and east of Sharn. Although hunting is prohibited, the Kings Forest has long been a haven for poachers and brigands, as well as monsters and magical beasts that were hunted
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
down and killed if they ventured into the open. The lizardfolk of this region fought the Dhakaani goblinoids and the minions of the Daelkyr thousands of years ago, and learned to fear outsiders. For centuries they have been living under the noses of the human invaders, hidden in the heart of the forest and avoiding all contact with the soskins. But then the plague of worms struck down their children. The dragon Ilthane came to their hidden villages and told them the humans and the other soskins were to blame for the catastrophe, and for the last decade she has nutured the ames of rage in the hearts of the lizardfolk. The lizardfolk have never attacked Blackwall Keep, until now. Characters who make a DC 20 Knowledge (nature) or bardic knowledge check upon seeing the lizardfolk recall stories about hunters who claimed to have seen lizardfolk in the Kings Forest. These stories depict the lizardfolk as shy and peaceful. While the lizardfolk have druids, they do not follow any of the Eldeen druidic traditions presented in the Eberron Campaign Setting.
are on edge; aggressive PCs could provoke them to violence. Lizardfolk: As lizardfolk are not common in the region, this party is from the same tribe that is attacking Blackwall, and they attack humans on sight. Orcs : Instead of encountering orcs, a result of 8690 results in an encounter with 3 Unhinged Soldiers (EL 4). The powers of Khyber and Xoriat are always lurking in the shadows of Eberron, and the horrors of war have driven these Brelish soldiers to the worship of the Dragon Below. They have become ravenous cannibals and only emerge from the Kings Forest to prey on travelers on the road. They are filthy: their clothes are torn, their eyes are mad, and they are covered with dirt and dried blood. They have lost the ability to speak and are driven only by hunger and instinct. If any of the PCs served Breland in the war, perhaps they recognize one of these unfortunates as a former comrade-at-arms. Unhinged Soldier CR 2
The Mistmarsh
The Mistmarsh is an exceptionally swampy area of the jungle to the east of Blackwall Keep. The rough terrain has kept hunters from exploring it thoroughly, which made it a haven for the lizardfolk and dangerous beasts rarely found in the open woods. It can be used as a marshy region within a vast rain forest, and not a freestanding swamp. The ghouls encountered in the Mistmarsh are the remnants of a band of soldiers of the Emerald Claw. The Claw sent this unit, composed of a priest and several soldiers, to Breland to perform acts of sabotage during the war. Aer some of the soldiers were killed by beasts in the forest, the priest animated their corpses as ghouls. Aer the priest fell to a Brelish patrol, the ghouls ran wild, killing and transforming the rest of the soldiers. People familiar with Karrnath may recognize the distinctive uniforms of the Emerald Claw (see page 226 of the Eberron Campaign Setting).
The Lair
The harpies found in area 4 served Breland as mercenary scouts during the Last War. Aer they were severely wounded in battle, the harpies were found and healed by the lizardfolk. The lizardfolk treat them well, and the harpies have chosen to remain with their new allies. Shukak, the Lizard King, was not raised as a slave, but he was captured by a hunting expedition and pressed into ghting in the Burning Ring of Sharn. This is against the Code of Galifarbut people liked watching the creature ght, and Hoas Junter paid the Watch to look the other way.
Blackwall Keep
This fortress is located 130 miles north of Sharn, where the Kings Forest reaches out toward the banks of the Dagger River. It is part of a chain of small fortresses set along the trade road, which both watch the shores of the Dagger and combat poachers, bandits, and other threats that emerge from the Kings Forest. The swampy jungle east of Blackwall Keep has an unusually high percentage of dangerous magical beasts, and the keep has always had a skilled battle mage on hand to handle these monsters. At present, that is Allustans friend Marzena.
Male human warrior 2/barbarian 1 N Medium humanoid Init +1; Senses Spot 1, Listen +3 Languages Common AC 15, touch 11, at-footed 14; Dodge, Mobility hp 18 (3 HD) Fort +5, Ref +1, Will 1 Spd 40 . Melee longsword +4 (1d8+1/1920) Base Atk +3; Grp +4 Special Atk rage 1/day Abilities Str 12, Dex 13, Con 11, Int 8, Wis 9, Cha 10 Feats Dodge, Mobility, Toughness Skills Climb +3, Intimidate +6, Jump +3, Listen +3, Survival +4 Possessions longsword, studded leather armor, heavy wooden shield Rage (Ex): While he is raging, an unhinged soldiers statistics change as follows: AC 13, touch 9, at-footed 12 hp 24 (3 HD) Fort +7, Will +1 Melee longsword +6 (1d8+3/1920) Grp +6 Abilities Str 16, Con 15 Skills Climb +5, Jump +5
Ilthane
You may wonder how the dragon Ilthane ts into the grand scheme of things: arent the dragons of Argonnessen the ancient enemies of the Lords of Dust? This fact makes the corruption of a dragon to the cause of darkness all the sweeter. More information about Ilthane, her master Dragotha, and their ties to the oldest evils of Eberron will be revealed in future installments of this appendix.
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Kieran Yanner
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
10
Brass Man
Kieran Yanner
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
11
Kieran Yanner
Clockwork Fortress
8 0 Miles
160
240
Robert Lazzaretti
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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F A4 B3 B2 A1 A2 A3 B1 F B5 F B4 F B6
Ground Floor
N W S
A5
E
A6
A7 A2 C1
C2
Furnace Level
First Floor
Robert Lazzaretti
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
13
Robert Lazzaretti
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
14
E F G
N W S E
One square = 5 feet
Robert Lazzaretti
Robert Lazzaretti
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
15
BLOOD OF MALAR
by Eric L. Boyd Seductive vampires, hungry werewolves, sinister drug dealers, trouble in the sewers, and an undead beholder? Just another day in Waterdeep! The rst adventure in the Vampires of Waterdeep Campaign Arc, Blood of Malar is a Forgotten Realms adventure for 13th-level characters.
Bloodroot Unger
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16
Dhusarra Hala
Orlpar
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17
First Floor
Second Floor
Waterdeep Sewers
Area S2
Area S4 Area S3
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18
THE MENAGERIE
by B. Matthew Conklin III What happens when a vagabond nds a weird snake down by the river and gives it to the local curio shop? Find out in The Menagerie, winner of the Origins/Dungeon Side Trek Design Competition, a D&D adventure for 6th-level characters.
Tony Moseley
Elgeen
Cockatrice
Tony Moseley
Tony Moseley
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
19
Rust Monster
Tony Moseley
Ravid
Tony Moseley
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
20
Dungeon #126 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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Tony Moseley
Tony Moseley