The Book of Vile Darkness
The Book of Vile Darkness
The Book of Vile Darkness
R O L E P L AY I N G G A M E S U P P L E M E N T
Robert J. Schwalb
THE BOOK OF VILE DARKNESS™
D&D Brand Team Game rules based on the original DUNGEONS & DRAGONS® rules
Liz Schuh, Kierin Chase, Laura Tommervik, created by E. Gary Gygax and Dave Arneson, and the later
Shelly Mazzanoble, Chris Lindsay, Hilary Ross editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, and Peter Adkison
Special Thanks (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt
Steve Richards, Brian Rudnick (4th Edition).
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PLAYER’S BOOK
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 THEMES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Demonologist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Playing Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Cultist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Idol of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Evil Adventuring Groups . . . . . . . . . . . . . . . . . 3 Disgraced Noble . . . . . . . . . . . . . . . . . . . . . . . . . 13 Vermin Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Creating an Evil Adventurer . . . . . . . . . . . . . 5 Infernal Slave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Arcane Evil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Reaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 EPIC DESTINY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Divine Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Vile Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Exemplar of Evil . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Martial Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Primal Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 PARAGON PATHS. . . . . . . . . . . . . . . . . . . . . . . . . 21 FEATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Psionic Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Blood-Crazed Berserker . . . . . . . . . . . . . . . . 21 Adventurer Feats . . . . . . . . . . . . . . . . . . . . . . . . . 29
Shadow Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Contract Killer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
CHAPTER 1
Evil Unearthed
)
“I have examined this book, perused its pages, and inspected
the ref lections of those despicable authors who have added
their peculiar insights into this most foul work, yet I refuse
to see this tome as evil. This book is just a book. Where evil
exists in regard to this tome is in the intent behind its use.
I can imagine how a wretched man with darkness in his
heart might find the contents here instructive to feeding his
vile ambition. Yet can we not also see how a virtuous man
might scan these same pages for insights into how he might
triumph over that same darkness? This book is a tool and
nothing more. Do not be put off by the sharpened edges and
the curious odors wafting from its pages.”
—Shemeshka the Marauder
CH A P T ER 1 | Evil Unearthed
4
PRODUCT O VERVIEW T HE BOOK OF
This product includes two books and a foldout battle
map. The book you hold in your hands is intended for
VILE DARKNESS
the Dungeon Master (DM), and it contains everything “There is not a moment in the long years of my life when
you need to place evil on center stage in your games. It darkness did not shroud my thoughts. Looking back through
offers extensive advice about building villains and run- the veil of time, I recall well those early lessons, living a life
ning campaigns for evil adventurers. It also includes apart from others due to the stain my family bore upon their
an assortment of tools to test and shock your players. It souls. We were untouchable, outsiders, cursed, a people
concludes with an adventure that explores what might known for consorting with the forbidden. Such a life brought
happen when heroes come across the Book of Vile Dark- great suffering and want, yet I believe the hunger I felt and
ness, and it includes combat encounters that use the the resentment brimming in my soul laid the foundation for
battle map. the greatness I have since achieved.
The second and smaller book is a guide for players “My mother’s identity shaped my earliest life. I recall
interested in creating and playing evil adventurers. well her sacrifices, the mewling cries of small animals dying
Since not every DM is keen to run a game featuring evil beneath her sacrificial knife. I remember her horrid coupling
adventurers, it’s ultimately your decision whether the with things that bore no resemblance to natural creatures.
options presented in the player’s book are available to She was stern and cruel, yet she was the greatest teacher I
your players. Evil campaigns can be fun and interesting, have ever known. Though I have no love for her and was glad-
but they often end badly—with a pile of dead charac- dened when the people burned her alive for consorting with
ters as the only reward for your trouble. That said, you fiends, I owe her a great debt. Without her, I would not be
might find evil adventurers provide a refreshing change who I am today.
of pace to your group’s normal roleplaying experience. “I mention these memories not out of some maudlin
Before you turn the page to explore the wickedness need to explore my origins or as some justification for the
piled inside, please know this product in no way aims actions I have taken in my mortal life. Rather, I bring them
to glorify evil or encourage deviant behaviors. Instead, up here, in this work, to explain this manuscript’s purpose
these books are designed to give you a little nastiness and to reveal to you the power and wonder residing within
with which to darken your games and present unforget- darkness.
table challenges to your players. “Before any legitimate discussion on the nature of evil
A final warning: If you use this material, be pre- can begin, it is first necessary to dispense with the misap-
pared. Your players might never forgive you. prehensions about evil commonly held by those moralizing
proselytizers who seek to redeem the corrupted, to save
those who have fallen into shadow, and to foster virtue in all
OTHER RESOURCES they meet. Evil is not an absence of good. It is not a choice.
The Book of Vile Darkness is a toolbox for showcasing It is not some crime, such as murder, theft, or deviance. It
evil in your games. With it, your villains come to life, is not service to a reprehensible master; nor is it devotion
environments ooze corruption, and, ultimately, you to some dark power. Evil is one of two forces in the cosmos,
will defeat your players’ expectations. What this book an agency locked in eternal struggle against its antithesis.
is not is a comprehensive overview of evil, in all of This war has only two sides, the light and the dark. And the
its incarnations, found in the various D&D® settings. whole of creation is both their battleground and the prize for
There are plenty of great sourcebooks that do this which they vie. Do not be deceived into thinking a middle
already. Open Grave: Secrets of the Undead™ provides path will present a way to rise above the struggle. Only good
an in-depth look at undead, while Demonomicon™ and only evil exist. And not even a hair’s width of space sep-
does the same for demons. For information on the arates them.
gods, the planes, and their inhabitants, the Manual of “My mother understood this. She embraced her nature.
the Planes™, The Plane Above: Secrets of the Astral Sea™, She welcomed the darkness into her soul and profited from
and The Plane Below: Secrets of the Elemental Chaos all it. And though she found agony and death for her allegiance,
offer great insight. Finally, the Monster Vault™ and her legacy lives on in me and my works.
Monster Manual® series of books also provide informa- “This, then, is why I wrote this book, why I labored to
tion on various evil creatures beyond this product. In complete my studies on evil and preserve its legacy for all
short, this book works best when used in conjunction time. This book I leave as a testament to my service to evil
with your other sourcebooks to create truly vile crea- and also as a guide to others who would follow my steps into
tures and encounters of your own design. the vile darkness. These contents exist to understand evil’s
myriad expressions, to learn from them, and to use them.
And though I have embraced the darkness, I know my under-
standing of it is not yet complete. Therefore, I leave this book
open to others to add to its lore with a goal of creating a more
CH A P T ER 1 | Evil Unearthed
6
T H E B O O K O F V I L E DA R K N E S S
perfect understanding of what it means to serve evil and to when examining its contents. Most pages are parch-
wield its power. ment, likely made from humanoid skin, though other
“I have but one warning before I leave you to your awak- sheets are made of thin lead, a dragon scale, or stranger
ening. Resist not the truths I and perhaps others record here. materials. The writing’s clarity ranges from lucid to
Open your mind and heart to the knowledge contained on incoherent, some in tight, neatly cramped rows and
these pages. Only then will you understand and receive the others in insane scrawls spattered with drool and blood.
wisdom darkness can provide. Should you falter, should you Diagrams, illustrations, and commentary from past
feel the treacherous pangs of guilt and shame, understand owners break up the text. The book is almost impossi-
that this book will know. And when this book is roused, it will ble to navigate rationally, and learning anything useful
destroy you. Embrace the lore and spurn the light, and you from the book requires long hours of study.
too shall ever after walk in darkness.” It is hard to guess why this book was originally writ-
—Vecna ten. Many believe that the book was intended to serve
as a profane liturgy for priests of the newly ascendant
No description adequately evokes the fear and revul- Vecna, and one can find passages in Vecna’s surviv-
sion experienced by those who have encountered the ing entries of the book similar to parts of other works
dreaded Book of Vile Darkness. An ancient tome, it is said authored by the archlich. The writing covers a wide
to be the foremost authority on evil, exploring every range of grisly subjects—ritual sacrifice, demon hus-
manifestation of darkness as it appears throughout the bandry, methods of extracting pain from the innocent,
world and the planes beyond. It corrupts and destroys and so on. One does not read the book from front to
all whose eyes fall upon its filthy pages. It is a unique back, since there is no order or structure to its con-
tome. There is no other of its kind or equal. Copies do tents. Instead, a reader leafs through the book, letting
exist and some might even contain excerpts from the the corruption in his or her soul guide the eyes as
original, but all are fragmentary—flawed, imperfect they fall upon the page, to glean what lore the book
facsimiles lacking in the true power contained by the bestows.
original work. Devouring the tome rewards the dedicated reader
The Book of Vile Darkness is not a traditional tome; it with profound insight into evil’s machinations, aiding
is never fixed or complete. The book is always chang- the scholar in refining individual talents, while adding
ing. New pages replace the old. Each time the book fuel to the corrupt fire burning in his or her breast. To
falls into wicked hands, its contents evolve. Those all others, this book is an accursed thing, an object to
with the power to master the book are free to replace, be torn asunder, burned, its ashes scattered to the four
revise, and add to its contents, and the tome changes winds. The darkness within the tattered pages is palpa-
form and composition to ref lect the interests of its ble. Those of pure spirit unfortunate enough to handle
user. Anyone else—anyone too weak, too good, or too the text find their flesh blistering almost instantly. For
easily frightened—finds annihilation as his or her only those daring to read it, many things might occur: death
reward. is the most common result, the reader’s brain lique-
Vecna is often credited as the book’s original author, fied in place. Others are driven mad or so corrupted
and the introduction quoted above seems to confirm they become monstrous things, filthy wretches beyond
this. Others have argued that Vecna came upon the redemption. There are a few—perhaps those the book
tome during his rise to power. The book’s secrets chooses—who find wisdom in the erratic text, and with
proved a contributing factor, along with Kas’s betrayal, that wisdom plunge into true villainy.
to the archlich’s apotheosis. Some point to another
figure as the original writer—a horrific monster called
Nhagruul, who allegedly fashioned the tome from his
own flesh. Nhagruul supposedly crafted the ink from
his blood and bound his very soul into the manuscript.
A third belief holds that anonymous seers of Thariz-
dun, the Chained God, created the book as a tool to
annihilate the works of law and chaos—the worlds of
the gods and the primordials. The tome’s true origins
are likely lost forever, since its changing nature and
numerous contributors make it difficult to identify the
original author.
The book is a great, ugly thing, its black patchwork
cover held in place by heavy metal plates and adaman-
tine wire. Claws and teeth sprout from its spine, while a
heavy iron hasp and padlock hold the book closed. Tex-
tual revisions and additions are immediately obvious
CH A P T ER 1 | Evil Unearthed
7
EVIL IN THE GAME Spread of Evil
“It would be convenient to say that evil has in some way been
“I have heard it said evil is nothing more than good’s absence, a constant presence since the primordials first spun a world
as if evil was the darkness to good’s light. A comforting out of raw chaos. Such a tale would be deception. As much as
thought, I imagine, for those seeking redemption, but, I tell good and evil shape the cosmos today, they are in fact intrud-
you, put such thoughts from your mind. You need only peer ers, forces introduced not long after creation by a mad god
into a demon’s eyes to know evil is not some vacuum waiting deceived and seduced by evil’s allure.
for virtue to come and fill its emptiness. Evil is a force. It is —Zagig Yragerne
an inf luence in the cosmos, an agency equal to or perhaps
even greater than its antithesis. There are two sides in this Evil’s influence is undeniable. It exists in the places
eternal struggle, one light and the other dark. You might find stained by dark deeds and in the ruin left in devas-
evil’s works reprehensible, yet to those whose hearts belong to tation’s wake. Evil relies on its servants to expand
corruption, good deeds are equally deplorable. Understand, through the planes, and it regularly lures creatures
there is no redemption, only treason against the side you into its embrace. These thralls are utter slaves to dark-
were born to serve.” ness. Their every work, regardless of their plans and
—Asmodeus, Lord of the Nine Hells ambitions, serves only to perpetuate evil’s spread with
greater and greater acts of villainy.
The capacity for evil lies in every thinking creature, The method of contagion might vary from individual
just as vital as the potential to do good. Most crea- to individual, but there is an underlying structure to
tures are divided. Virtue wars against dark desire, the evil’s agency. It can be best described as a process con-
cosmic struggle between these two forces played out sisting of three broad phases; domination, corruption,
on the smallest stage of one life. Committing what and annihilation.
some might think an evil act does not make an indi-
vidual evil, so long as the individual retains the ability
to do good. What constitutes true evil is an inability to Domination
recognize good as a preferred state, to perform good “I am nothing more than I am—the son of a witch and a
deeds, and to fight against the darkness within. This demon lord. It is my birthright to claim this world, to con-
descent into evil can be described as a staining of the quer it and crush my enemies beneath my heel. You have a
soul, revealing the inf luence of evil in its purest form— choice, then, knowing as you do that I am clear of vision and
vile darkness. purpose. You can kneel and accept me as your master, or you
Certain authors of the Book of Vile Darkness claim can die.”
good and evil were never part of Creation’s underpin- —Iuz the Old
nings. In the beginning, only the contest between order
and chaos existed. Eventually, order brought stability Evil is insidious. It tempts. It is the easy path. Why
and godly worship to the worlds that the primordials negotiate with an intractable opponent when it is far
had so crudely fashioned. It wasn’t until Tharizdun easier to simply kill and take what you want? Why
plucked a shard of darkness from the furthest reaches cultivate when you can steal? Why love, when lust’s
of the cosmos that evil was born. And in reaction, fulfillment is all you need? Evil’s attraction arises
good was born. Though this unusual thesis pervades from the freedom it promises and the power it grants.
the writings of the blasphemous tome, most moralists By abandoning a moral code, one can do what one
reject it. wants with no regard for the consequences of those
Vile darkness, evil in its purest form, is a soulless actions. Evil frees the darkness residing in each and
emptiness permeating the cosmos. It spreads like every individual by dismissing repercussions and
so much spilled ink, staining everything it touches. celebrating desire’s swift fulfillment. Evil uses temp-
Although it is possible to survive contact with this tation to initiate the domination of formerly moral
overpowering evil, it will always exist in the creatures, creatures. It might seduce or compel, but the result
places, and objects manifesting it, and thus it can never is the same: the action, if undertaken, is the first step
truly be contained or defeated. It is possible to destroy onto evil’s road.
Orcus, but the evil the demon lord represents will even- One can see domination at work across the planes.
tually infect or reanimate something else to take his Devils are the purest example of domination. They
place. There is no escape from vile darkness, and the mislead and corrupt mortals either through promises
struggle between it and exalted goodness will rage until of pleasure (the succubus), greed (the pit fiend), or
the end of all things. brute force (the bearded devil). But devils do not have
a monopoly on domination. Dark gods such as Tiamat
or Bane demonstrate evil’s efforts to subjugate the
weak and bend them to their will. Domination also
manifests through the actions of lesser conquerors in
CH A P T ER 1 | Evil Unearthed
8
EV I L I N T H E G A M E
the world, from the marching hobgoblin armies to the
cunning mind f layer who manipulates thralls from
Annihilation
the shadows. “So much talk of good and evil bores me!”
Dominators are predominantly evil. “To understand evil is to understand true power.”
“Don’t you lecture me!”
“Maybe we should focus on killing Asmodeus.”
Corruption “That spineless thief? I will spill his brains with that scep-
“It is easy for you to judge me, seeing me as an undead ter of his and take back what he stole from us!”
monster, my brother’s blood staining my hands, with my “What a splendid idea!”
true love’s ghost tormenting my waking dreams, but you “Platitudes! From you? Ha! You are trying to deceive
cannot know evil’s allure. You cannot understand how easy me!”
it is to take the dark path when the road of light and good- “Really, Aameul, your paranoia will be our undoing.”
ness is so hard to walk. I was not always the creature you see “My paranoia will be your undoing! I know your game!”
before you. Once I was a good man, as good as any other. I “Can we at least agree that evil, in its purest form, is com-
cared for my people, I loved life and living, and I sought to plete annihilation?”
leave the world better than how I found it. Yet one betrayal, “Never!”
one treachery was enough to show me the truth I dared not —Aameul and Hethradiah, the two heads
believe, that good and evil are illusions and that there can of Demogorgon, Prince of Demons
only be action. So I followed this dark path, and as I walked,
I found it easier to accept the future I had chosen. Do I If there’s one constant with all of evil’s expressions, it is
regret? Perhaps. But I am committed to my journey and to that evil eventually turns on itself. Evil is destructive. It
claim what is mine by rights.” devours anything and everything that it can until there
—Strahd von Zarovich is nothing left. When it has wrung every use from its
servants, when it can drive its thralls no further, it turns
One dark deed is not enough to condemn a creature as them against each other until nothing remains.
irredeemable, but it is the first step, and evil is never Annihilation is evil’s final state. It is the fate of
content with a touch when an embrace beckons. The all who serve evil and it is the ultimate aim of vile
first temptation is one of many to come and the more darkness. Creatures tempted by darkness and then cor-
the individual succumbs, the greater evil’s hold. This rupted by it are almost always destroyed in the end.
corruption brings with it an inability to see any other Likewise, evil that manifests in the world spreads out,
option aside from the most expedient one—the one that stains what it touches, and then collapses under its own
tightens evil’s hold on the world. With each wicked excess. While this might be a comforting idea for those
deed, the individual becomes more inured to the pangs sworn to fight evil, once the vile darkness reaches anni-
of conscience. One murder might be difficult, but each hilation, it attains its most destructive and persistent
murder after the first becomes easier and easier, until aspect and nothing short of total extinction can end its
the creature becomes defined by its wicked deeds. threat.
All it takes is to be touched by vile darkness for evil to Certain creatures in the natural world have
take root and thrive in the fertile soil of the soul. And already become thralls to annihilation. Orcs, gnolls,
the deeper the corruption runs, the more it spreads, troglodytes, sahuagin, and other creatures are wild,
afflicting the body and mind until the individual’s unpredictable races made monstrous by their soulless
wickedness becomes unmistakable. pursuit of utter destruction. As awful and threatening
Goblins, bugbears, and drow demonstrate how evil, as these creatures are, they pale before the true horror
once it takes hold, can turn an entire people to immo- embodied by demons. These shrieking hordes, led by
rality, twisting them into something both less and those powerful lords who carve up the Abyss into petty
more than they once were. Corruption is also present kingdoms, boil up from the depths to visit destruction
in many aberrant creatures. The Far Realm might be onto the world unlike anything it has ever before seen.
the purest example of evil as a corrupting influence, as Mirroring these efforts, but less restrained, are the
revealed in the foulspawn. The same can said for dark- slaads, who might very well be vile darkness personi-
ness pervading the Shadowfell and those creatures who fied. Add to those the various primordials and princes
embrace its power, such as intelligent undead, necro- of Elemental Evil, the fallen and corrupt gods Gruumsh
mancers, and blackguards. Not even the gods are above and Lolth, and countless other forces swelling from the
corruption, as demonstrated by Torog and Zehir, who deep places in the world and beyond its bounds, and
seem to wallow in their moral failings. one can see the struggle against vile darkness is not one
Corruptors are evil. to be won by simply waiting out the storm.
Annihilators are chaotic evil.
CH A P T ER 1 | Evil Unearthed
9
CHAPTER 2
Evil Campaigns
*
“The line between hero and villain is so faint, it might
as well not be there at all. Disagree? Consider this: A
group breaks into a residence, kills everyone inside, and
then makes off with anything of value. Robbers sacking a
roadside cottage are named villains for such a deed, yet
adventurers who storm a goblin warren and do the same
are dubbed heroes. The difference? You tell me because I
cannot see it.”
CH A P T ER 2 | Evil Campaigns
10
CREATING EVIL Managing Evil Characters
A DVENTURERS
Few Dungeon Masters are willing to consider allowing
players to take up evil adventurer roles, and for good
reason. One out-of-control evil character causes fric-
“Do unto others before they do unto you.”
tion in a group. Unless somehow checked, the entire
—Slippery Ketta
game can be derailed. Of course, interesting roleplaying
and story opportunities arise from the occasional use
The normal rules for character creation suffice for creat-
of an evil adventurer or adventuring party. In the right
ing evil adventurers. Regardless of a wizard’s alignment,
situation and with proper planning, you can turn what
all the rules related to wizards apply. That said, you
might have been a disruptive experience into a reward-
should pay particular attention to a few elements.
ing one.
Class: Most classes are not restricted to a particu-
lar alignment. The cavalier (see Heroes of the Forgotten
Kingdoms) is a challenging exception, though, because Cooperative Play
the character must have an alignment that befits a DUNGEONS & DRAGONS establishes two sides—good and
virtue. That doesn’t rule out a player taking the role evil—in the cosmic struggle. The game expects play-
of an evil cavalier. It just makes it tricky. Such a char- ers to fight for good or at least lean in that direction.
acter could be a fallen paladin or an extremist who is At some level, this expectation stems from the idea
cleaving to a fanatical view of the virtue and thereby that the best D&D games are the ones that demon-
working evil. Alternatively, you could alter the feature strate heroism, cooperation, and boldness. Adventures
to accommodate a vice. assume characters will pit their talents against a cast
When a player chooses a class, work together to dis- of villainous foes and monsters, explore dangerous
cover how he or she can use that class’s features and environments, and wrest fabulous treasures as spoils.
powers for evil. You might want to swap out keywords Alignment has nothing to do with a character’s ability
to better accommodate the character. For example, you to participate in these scenarios. It does, however, have
could replace radiant damage with necrotic damage for everything to do with how a character engages in the
a death priest. scenario and his or her willingness to see a quest to its
Race: A character of any race can be evil. An evil conclusion.
campaign might suggest using monstrous races, such as The difficulty many players encounter is that the
goblins or kobolds, or races whose stories have strong evil alignment suggests a license to behave badly in
evil overtones, such as the githyanki and bladelings. the game. By scribbling evil in the alignment box, a
However, racial entries for these creatures as presented player is somehow no longer obligated to participate in
in Monster Manual and Monster Manual 2 are not bal- the team effort. Personal interests trump any quest the
anced for player use and present challenges when used adventurers might undertake. And when competing
in a campaign. Rather than using the racial mechanics agendas clash, conflict results—conflict that tears the
described in these sources, you could reskin an existing party apart.
race. For example, a goblin character could use half- Evil characters might be self-interested scoundrels,
ling mechanics without changing anything about the but it is almost always in their best interest to throw
race except its story. A full-blooded orc can use half-orc in their lot with other characters. A lone adventurer
mechanics, and a githyanki can get away with using stands little chance of defeating a dragon or surviving
githzerai statistics. an encounter with a beholder, but an adventurer with
powerful allies in tow can. Even villains understand
their best chance of survival comes from surrounding
PLAYER CONSENT themselves with like-minded allies.
Use caution when allowing players to play evil charac- The trick is to remind players their responsibilities
ters. Disruptions aside, many players are uncomfortable extend beyond personal objectives to encompass pro-
with the idea of playing evil adventurers or participat- tecting the links that bind the party together.
ing in games that focus on such characters. DUNGEONS
& DRAGONS is a game of heroism, where good fights Unity
against evil. Therefore, evil characters turn the game Even a party of lawful good adventurers will have a
on its head and might create situations where evil hard time finding success if each character pursues a
wins and creatures of virtue and goodness suffer for it. different agenda. You shouldn’t expect a party of evil
Even though you might be amenable to allowing characters to have any more success in a similar situ-
evil characters, be mindful of all players’ interests, ation. The strongest and most unified adventuring
and be sure every participant is comfortable with parties have clear missions in which their objectives are
the direction the game will take before embarking more important than characters’ personal agendas. In
on such a journey.
CH A P T ER 2 | Evil Campaigns
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C R EAT I N G EV I L A DV E N T U R E R S
other words, the major quest is always
more important than a character’s
minor quest. As long as a party has
an objective of equal importance to
each of its members, you’ll find evil
characters can set aside their private
ambitions long enough to achieve
the party’s goals. Use any or all of the
following techniques to keep your
players focused on the goal, whether
you have one evil adventurer or an
entire party full of evil characters.
Positive
Connections
The most powerful tool for encourag-
ing unity is to urge players to build
positive connections between their
characters. Have each player con-
nect his or her character to at least
one other adventurer in the party.
Establish these connections during
character creation to ensure they
figure into characters’ identities and
motivations. The more connections
you create between individual char-
acters and the larger quest, the less
likely players are to lose sight of what they’re doing. Patron
Good link options include siblings, romance, debts,
Connections and common enemies can offer some suc-
shared enemies, enduring friendship, and shared
cess at keeping an evil adventuring party together. But
beliefs.
sometimes you might need to take a stronger hand to
keep the group united, and that’s when a patron can
Common Enemy help. A patron is a character, organization, or power
Evil characters turn on one another when they regard that employs adventurers as agents in the world.
each other as potential enemies. When suspicions are A patron sends characters on missions and either
left to fester, betrayal and treachery tear a group apart rewards them for their successes or punishes them for
in little time. In addition to positive connections, you their failures. A patron can appear at the start of your
can keep a party together by presenting an enemy campaign, in which case adventurers are likely goons
more threatening than the enemies they see among or lackeys. Or a patron might emerge later, approach-
themselves. If characters feel threatened by a common ing the characters after they have made names for
foe, they will have little choice but to work together to themselves.
survive. For a patron to work in your campaign, evil adven-
The common enemy should be a campaign villain turers must fear him or her more than they fear each
(page 43). You should create personal connections other. Thus, a patron must be powerful, dangerous,
between the foe (or foes) and each adventurer to ensure and more villainous than the adventurers. He or she
personal enmity. For example, in an Underdark cam- must have a connection to each character in the group
paign, the common enemy might be dark elves or a to dissuade defections and treachery within the ranks.
particular drow house. Or adventurers might find To coerce characters to act, a patron might threaten
themselves fighting a cult dedicated to Torog, a demon characters’ loved ones (a good choice for unaligned
lord, or an archdevil. Then again, a good-aligned adven- adventurers), feed their addictions, withhold informa-
turing party could be a powerful threat that surfaces tion about some important objective, or lend aid. A
from time to time when the do-gooders make it their patron can also offer wealth, power, glory, and status to
quest to put down evil’s champions. encourage loyalty.
Even though the classic patron is often a major vil-
lain, your group’s patron need not be. The party might
JAMES ZHANG
CH A P T ER 2 | Evil Campaigns
13
be a shadowy arm of a good institution; a sect in Motivation
service to a dark god; or a branch of an organization
One key difference between evil adventurers and their
committed to toppling a corrupt government, politi-
good or unaligned counterparts is their motivations for
cian, noble, merchant, or monster, such as a dragon or
adventuring. Evil characters aren’t likely to risk their
mind f layer. Certain campaigns might suggest other
lives to help the innocent and are not going to help
patrons. For example, githyanki characters might
those in need without compensation. Traditional adven-
serve Vlaakith, and drow parties could work for a
ture hooks might not work, so you will have to find
powerful priestess.
other ways to draw players into the story.
Service to a patron should not be a permanent situa-
Greed: The reward for performing a service must
tion. Your players are likely to plot against their patron
outweigh its risks. Even then, evil adventurers are likely
and should, eventually, overcome their employer and
to take more than they were offered. For example, they
take his or her place or gain independence. After their
might rob their employers or claim their reward with-
association ends, the patron could fade from the story
out completing their task. Adventurers are also apt to
or become a common enemy, depending on how the
dicker over their fees, so you should set the payment
confrontation unfolds.
low and allow players to haggle for a higher price. Do
not, however, give characters the full reward up front.
EVIL A DVENTURING They should claim their prize when they complete the
mission and can prove it.
“I love adventurers. They’re so . . . tasty.” Also, be ready for adventurers to double-cross their
— Ashardalon employers. Don’t be surprised when characters return
from a mission and then sack the town they just saved.
Although evil characters require special considerations You should never quash players when they are roleplay-
to encourage teamwork and cooperation, they are still ing. If you leave a situation open for their exploitation,
adventurers and thus undertake many of the same let them do it to the best of their ability—even if doing
exploits heroes do. Characters still chase after treasure, so upsets your plans. Instead, think about the conse-
explore ancient ruins, and fight monsters. Alignment quences of the characters’ actions, and adapt the story
doesn’t alter much about what they do; it only influ- to accommodate them.
ences how and why they do it. Revenge: Even though the promise of reward can
drive an evil party, revenge is a far stronger motivator.
Evil characters are less likely to forgive slights or let a
ONE-SHOT ADVENTURES defeat go unpunished, as is evidenced when they plot
Given the pitfalls of using evil adventurers, you might against each other. Don’t be afraid to harass characters
be hesitant to invest time and energy in creating a during their adventures to draw them deeper into the
full-blown campaign. Rather than build adventures for plot. Be aggressive with your villains. Have them send
such characters, you could run a one-shot adventure goons and monsters after the adventurers. It won’t take
related to your regular campaign. long for players to turn their attention to the source
Reversed Dungeon: Have players assume the mon- of their troubles and devote every resource toward
sters’ roles. Players create characters of a single race, destroying their foes.
such as kobold or goblin, and start the game inside Power: Evil adventurers crave power. Adventuring
a dungeon environment. They explore, fight other gives them a chance to gain levels and find magic items
monsters, and pit themselves against adventurers who and other booty. The promise of personal power can
invade their lair. draw a party into an adventure, but it can also turn its
Behind the Scenes: Instruct players to create members against each other when they squabble about
goons in the employ of a campaign villain, preferably who gets what.
one their regular characters have not yet met. The Hinting at great rewards and vast power should be
evil adventurers go on a mission that sets up a future sufficient to lure adventurers into accepting a mission.
adventure for their regular characters, such as mur- When it’s time for characters to acquire magic items,
dering an important person, stealing a treasured item, give prizes out in groups to avoid conflict about owner-
or sabotaging a plan or important story development. ship. Alternatively, you can offer specialized rewards,
When the one-shot adventure wraps up, collect the such as divine boons, legendary boons, and grandmas-
evil characters’ sheets and use the villains against the ter training, to particular characters.
heroes in a future adventure.
CH A P T ER 2 | Evil Campaigns
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EV I L A DV E N T U R I N G
Methods and Consequences Ambitious Deception
Good and unaligned adventurers typically walk To get into a noble’s good graces, characters launch a
lightly through the world. They might wreak havoc smear campaign against their enemies in the noble’s
in a dungeon environment and wipe out infestations court. They might attempt to fabricate evidence and
of nasty creatures, but between adventures, they commit crimes to blame on their foes. One mistake,
are usually well behaved. Evil characters offer no however, can unravel everything and bring the noble’s
such assurances. Their motivations and methods for vengeance down on their heads.
achieving their objectives are what make them evil.
They murder, steal, betray, and perform all kinds
of nasty actions. Each time characters indulge their Ambush a Caravan
darker impulses, you must decide what consequences, Adventurers learn a caravan laden with treasure
if any, they face. and goods is bound for some distant port. When
Resist the temptation to drop the hammer of justice they strike, characters find it is under heavy guard
on them. Evil characters are hardly evil if they don’t do and must fight for their lives. If characters defeat the
bad things. You wouldn’t deny a paladin the chance to guards and plunder the goods, they find a curious item
risk his or her life to save an innocent, so you shouldn’t of significant value, an item whose theft earns them a
deny a thief the opportunity to pick pockets in a powerful enemy.
crowded inn or an assassin the chance to knife a victim
in a dark alley. Let players play, within reason. Sacking Betray a Hero
a town, murdering an innkeeper, poisoning a merchant, A famous adventurer learns about the evil characters’
or some other action is fine as long as it aligns with a talents and recruits them to right a wrong or destroy a
character’s personality. vicious monster. If they betray their employer, leaving
However, if adventurers satisfy their evil tendencies him or her to die while they make off with the treasure,
too often, they should suffer consequences. Ambush- the hero somehow escapes certain death or returns as
ing too many caravans eventually attracts the attention an undead monster. Whatever the case, the hero wants
of a local government or an adventuring band. Killing revenge against the traitorous party.
townspeople results in demands for justice and an offi-
cial search for the culprit. Civilization cannot tolerate
unchecked evil and moves to contain dangerous ele- Corrupt a Hero
ments to safeguard its future. Adventurers work to persuade a famous hero to
Keep track of what characters do and where they do embrace darkness. They might kill the character and
it. Think about how the world would react to characters’ turn him or her into an undead monster, use tempta-
actions, and come up with suitable consequences for tion, or methodically destroy things and people their
those actions. A few close calls with righteous knights target loves until he or she succumbs to darkness.
and witch hunters should be enough to curb players’
enthusiasm for carnage and mayhem.
Of course, wicked characters don’t have to be
Destroy a Good Creature
destructive and uncontrolled. They might be subtle Characters hunt good creatures for sport, to harvest
or cunning, revealing their evil tendencies only in something from them, or to steal their treasures.
special situations. Evil characters are still people and, Common targets include metallic dragons; good fey
thus, their moral failings manifest in a variety of ways. creatures, such as unicorns; and servants of good
Urge players to look beyond obvious caricatures and to gods.
regard their characters as complex individuals who are
willing to act in ways others find objectionable. Destroy a Temple
Adventurers plunder a temple or holy site dedicated to
Adventure Ideas Erathis. Temples are famous for their riches and, thus,
It’s not difficult to create adventures or adapt exist- are ideal targets for irreverent, greedy miscreants. They
ing adventures to accommodate evil characters. Like might kill its attendants or burn the site to the ground.
heroes, wicked adventurers can profit from fighting Of course, such actions earn adventurers a slew of new
evil, chasing rare items, and exploring dangerous envi- enemies, including paladins, clerics, and possibly even
ronments. Of course, how you hook them is apt to differ Erathis’s angels.
(see “Motivation” above).
The following plot options can form the foundations Found an Evil Temple
of new adventures or be woven into existing adventures Seeking a boon from an evil god or dark power,
to infuse them with a darker essence. the adventurers set out to found an evil temple in
their patron’s name. To do so, they must find a relic,
CH A P T ER 2 | Evil Campaigns
15
consecrate it in darkness, and perform a sacrifice on the
blasphemous altar they raise.
Perform an Evil Ritual
Characters find a dark ritual that could increase their
power or spread despair in the world. To complete the
Get Revenge ritual, adventurers must obtain a particular focus. The
After a rival group, organization, or villain knocks focus might be a despicable object or a victim to sacri-
adventurers on their backsides, they immediately plot fice to the dark powers.
revenge. Players know any attack against the offending
party will only result in more conflict. To truly destroy
their foe, the adventurers must destroy everything their
Raid a Community
enemy cherishes until it has nothing left. Characters raid a community for supplies, treasure, or
slaves. A quick attack takes defenders by surprise and
hands adventurers a decisive victory. Not long after,
Murder a Hero a local lord recruits a good adventuring party to hunt
A sly villain hires the characters to assassinate a down the wicked adventurers before they can attack
well-liked and prominent hero. Players must gain intel- again. To survive, characters must either confront their
ligence about their target, make arrangements, and trackers or find a place to lay low.
accomplish the deed. Of course, after their victim keels
over, they invite retribution from their target’s friends
and won’t find shelter from their employer. Also, efforts
Rob a Grave
taken to return the murdered hero to life could further During an adventure, characters learn about a cov-
complicate matters. eted Dawn War relic hidden in an exarch’s tomb.
Nine angels protect the site. To breach the inner vault,
characters must carve a path through the guardians
or survive a gauntlet of challenges before facing the
ADAPTING PUBLISHED exarch’s restless ghost. If they secure the relic, the spirit
ADVENTURES curses them. If cursed, characters must find a way to
Published adventures expect characters to be good or lift the malediction or die.
unaligned, and most hooks and quests depend on it.
You can still use these adventures for evil characters,
but you will need to alter the circumstances to accom- Sow Discord
modate far darker motivations. Characters actively work to dismantle a government
Compensation: Increase the monetary reward for or person of power. They could spread discord, destroy
completing a quest by 50 to 100 percent and deduct buildings, incite riots, commit murder, and perform any
this value from the treasure the adventure rewards. A number of other destabilizing actions, all while con-
big reward can replace a hook that relies on goodwill cealing their involvement in the resulting upheavals.
or doing the right thing.
Player Driven: Rather than presenting hooks to Spark a War
players, let them drive their involvement. Maybe Adventurers learn a valuable treasure was lost some-
a dungeon holds a powerful magic item a charac- where in a ruined castle a large humanoid tribe
ter wants, an important clue, or the adventurers’ overran. Rather than storm the site, they attempt to
common enemy. convince a rival tribe to attack. They could use kid-
Active Enemies: Evil adventurers are particularly napping, sniper attacks, or false accusations about the
likely to skip out on their employers and not finish chieftain’s daughter to frame the holed-up tribe. Minor
their mission. To combat this tendency, have enemies skirmishes won’t draw away enough attention from the
actively attack characters after they’ve begun the castle’s defenses, though. What adventurers need is a
adventure. Repurpose skipped encounters as surprise full-blown war and heavy casualties. Such a distrac-
attacks to hook players back into the plot. tion should prove enough for adventurers to explore the
Switching Sides: Evil adventurers are not above ruins without interference.
switching allegiances mid-adventure. Serving the
adventure’s villain might be more profitable than
helping the people who hired them. In the villain’s Steal a Treasure
employ, characters might undertake different mis- Having learned about a magnificent item a local lord
sions. If that’s the case, reskin monsters (for example, possesses, adventurers plot to sneak into the lord’s
turning gnolls into elves) in skipped encounters so the castle. If they manage to sneak past the guards and
missions make sense. breach the inner sanctum, they discover an expansive
treasure hoard. On the way out, laden with spoils, the
lord’s only child blocks their escape. If adventurers kill
CH A P T ER 2 | Evil Campaigns
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C A M PA I G N T H E M E S
the heir in their bid to escape, they must contend with Destroy the World
the righteous wrath of the wronged noble while trying
Many campaigns focus on saving the world from a
to find a way to sell off the treasure that now names
catastrophe. In this campaign, however, adventur-
them killers.
ers are the agents of its undoing. Characters might be
active instruments in the world’s demise—turning gods
CAMPAIGN T HEMES against each other, rousing the primordials, or calling
forth an elder evil—or they might be pawns in a mad
“This world, I fear, has outlived its usefulness.” god’s cosmic game to rip Creation apart.
—Emirikol the Chaotic Regardless of their roles, characters face a lonely,
hostile world as both good and evil forces attempt to
Campaigns featuring evil characters typically have thwart their efforts. If adventurers are active agents
darker themes tied to one of the three major expres- of the world’s destruction, they might enlist the aid of
sions of evil: domination, corruption, and annihilation sinister forces, such as demons or slaads. In contrast,
(see Chapter 1). adventuring pawns might be surprised when such
The following campaign themes can form the bones creatures come to their aid. In the end, characters die,
of new campaigns or be mixed with existing themes to complete their task, or switch camps to try to stop the
bring out more sinister atmospheres and tones. cataclysm they’ve helped set in motion.
CH A P T ER 2 | Evil Campaigns
17
Other Campaign Themes As you can see, evil characters can be protagonists.
Despite employing different and perhaps unsettling
To adapt the following Dungeon’s Master Guide campaign
methods, they can still pursue objectives normally
themes (pages 134–36) to accommodate evil adventur-
assigned to heroes. You need only shape your story’s cir-
ers, recast what is at stake and how adventurers are
cumstances so evil characters’ motivations line up with
involved. If you want a simple game with little narrative
the campaign’s objective. Thus, even though they’re
structure, consider running a “Dungeon of the Week”
thralls to darkness, they are still advancing the plot in
campaign, in which alignment has only a minimal
meaningful and interesting ways.
impact. The “On a Mission” theme is also easy to use.
Just be sure to choose a goal that aligns with charac-
ters’ identities. For example, adventurers could set out
to recover the fabled Book of Vile Darkness, explore Bael
CAMPAIGN A RCS
Turath’s ruins, or wage war against metallic dragons “Were you sent by that bloated, filth-ridden failure, the
serving Tiamat. Lord of Flies? If so, I must tell you—you can do better.”
Even “The Ultimate Villain” theme can be adapted —Glasya
to suit evil characters. For instance, an evil group might
oppose a demon lord on principle or fight against a The most effective use of vile darkness elements is to
noble archfey in the Feywild. You don’t have to set the sprinkle them into an existing campaign, so pure evil
villain as a being of godlike power either. Maybe char- can magnify an adventure’s stakes. Deviant behavior in
acters take on a gold dragon that has subjugated the a combat encounter, a sinister environment, or a lethal
Nentir Vale’s populace. disease can all go a long way toward conveying evil
“World-Shaking Events,” “Unfolding Prophecy,” in its purest form without seeming over the top. The
“Divine Strife,” and “Primordial Threat” are as likely trick to incorporating vile darkness concepts is to use
to feature evil characters as they are good ones. For them to emphasize threats and reinforce major story
instance, many wicked adventurers are happy with components. When applied in this way, vile darkness
the world as it is. So whether a threat comes from the preserves its power and reminds players of what exactly
Far Realm or a primordial villain awakening in the they are fighting.
Elemental Chaos, evil adventurers are likely to team The following campaign arcs can serve as the basis
with heroes to prevent a power shift. Additionally, for vile campaigns. Rather than provide a blow-by-blow
prophecy doesn’t care about good or evil. It chooses account of what happens, each entry includes a broad
players in its drama from both sides. Finally, the gods description of events that should occur at each tier. Use
have set aside their moral differences in the past and these arcs as frames on which to construct your own
can do so again to contain a common threat. Not even adventures.
Zehir wants a world with the Chained God free. Thus,
his mortal servants could find themselves fighting War for Hell
alongside Bahamut’s to combat the Cult of the Elder For all his fawning and servile promises, the archdevil
Elemental Eye. Baalzebul has chaffed under Asmodeus’s curse. Of
S A M WO O D
CH A P T ER 2 | Evil Campaigns
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C A M PA I G N A R C S
course, he earned it for his part in sparking the Reck- demonic hordes are mustering for war in the Abyss,
oning of Hell, wherein the archdevil led an uprising Graz’zt might be responsible, and the archdevil Bel has
against Asmodeus. If not for the traitor Geryon, Baal- laid siege to the infernal city of Dis.
zebul might have ousted the supreme ruler of the Nine The situation turns darker when adventurers finally
Hells. Instead, he remains bound in a slug-like form. locate Shemeshka, who reveals a plot to unseat Asmo-
Having spent ages amassing power and brokering alli- deus. If it succeeds, even the planes could be ripped
ances with demon lords, the Lord of Flies stands ready asunder. The raavasta explains that Asmodeus alone
to reclaim his mantle and continue the work he began can control the darkness contained in his ruby scepter.
so long ago. And if the relic falls into the wrong hands, it could reig-
nite the Dawn War. Finally, Shemeshka reveals—with
proper compensation, of course—Geryon is moving to
Heroic Tier: As Above, So Below murder Glasya and claim her realm. Such an act would
This campaign begins with a murder. Characters are weaken the lord of Nessus enough that his enemies
called to investigate because the victim was an influen- might succeed in ousting him.
tial figure (for example, a noble, a merchant, a priest, or The paragon tier concludes when adventurers race
a wizard). More murders follow the first. In each case, to the Nine Hells to save Glasya from Geryon’s attack.
the target was an influential person. Through their Characters must infiltrate the Nine Hells, battle count-
efforts, adventurers discover the victims were secret less devils, and reach the archdevil’s palace, where
followers of Asmodeus and the Six-Fingered Hand, Geryon and his yugoloth thugs trap them. Just as adven-
a vicious cult dedicated to the demon lord Graz’zt, is turers defeat Geryon, word reaches them that demons
responsible for the slayings. have invaded Avernus.
Shortly after characters defeat a Hand faction, more
cultists surface, and they release fearsome demons that
rampage across the countryside. After defeating these Epic Tier: Battle for Baator
threats, adventurers discover Graz’zt’s devotees are War in the Nine Hells dominates the epic tier, and
conspiring to cleanse the land of Asmodeus’s influence. adventurers must decide whether to choose sides.
With some nasty plot probable, characters dig deeper When the epic tier begins, Graz’zt and lesser demon
between adventures and discover a connection between lords crush the Dark Eight (a covenant of pit fiends) and
the Six-Fingered Hand and a diabolist named Ruel. shatter Bel’s armies from behind. Dispater rallies his
Tracking down Ruel is not an easy task. Adventur- defenders for a time. But as weakened as they are from
ers eventually discover he haunts a crumbling castle. Bel’s siege, the outcome appears hopeless.
Fighting their way through monsters and hazards, Regardless of whether Glasya was killed, Baalzebul
adventurers strike at the castle and confront Ruel in a successfully pins her death on Levistus, an easy task
terrible battle. Just as Ruel dies, he cries out to the Lord since the archdevil Levistus ages past slew Bensozia,
of Flies, begging to be saved. This utterance reveals an Asmodeus’s consort. In a rage, Asmodeus commands
archdevil might be involved and hints at troubles brew- Mephistopheles to destroy Levistus and orders Baal-
ing in the Nine Hells. zebul and Mammon to shore up Dis’s defenses.
Meanwhile, Belial reveals secret ways into the city to
allow the demonic host to spill inside. Thus, Dis falls
Paragon Tier: before aid can arrive. When Baalzebul arrives, he,
Drawn into Darkness Belial, and Graz’zt join forces, coercing Mammon into
Characters’ efforts have not gone unnoticed. Glasya, accompanying them, as they march against the lord of
sensing her father’s peril, sees an opportunity for her the Nine Hells.
own advancement. The archdevil dispatches her aspect Adventurers are not idle while these plots hatch.
in the guise of Ashari, a priestess of Ioun, to recruit the They have several potential patrons: Glasya, Asmo-
adventurers. Ashari claims her goddess fears unrest deus, or Baalzebul. Depending on with whom they ally,
is churning in the Nine Hells. She asks characters to adventurers find themselves drawn into the plot. They
travel to Sigil to investigate and report back by using a might fight to conquer or save Dis, stall the demonic
magic item she provides. Ashari recommends adventur- hordes on their descent into the Nine Hells’ bowels, or
ers speak with Shemeshka the Marauder, a dangerous reveal Baalzebul’s hand in all the treachery.
but well-connected raavasta (Manual of the Planes, page The ideal outcome sees adventurers uniting Levis-
136) almost certain to have the information she needs. tus and Mephistopheles (rulers of the Nine Hell’s most
On reaching Sigil, characters discover Shemeshka frigid layers) to throw back the upstarts and thus restore
isn’t easy to find, but trouble sure is. They wind up order to the Nine Hells. However, if characters make
embroiled in escapades and side treks that divert them too many missteps, Asmodeus could be deposed and a
whenever they draw too near the elusive fiend. During new power could rise in his place. The consequences for
their adventures in Sigil and beyond, characters learn such an event are left to you to decide.
CH A P T ER 2 | Evil Campaigns
19
Hunger of the Heroic Tier:
Nine-Tongued Worm Invasion of the Nentir Vale
One by one, the faint lights strung along civilization’s Promises of glory and riches, and perhaps the responsi-
frontier gutter as darkness, embodied by the warlord bility to protect one’s homeland, inspire adventurers to
Korthak Maal, swallows them. journey to the Nentir Vale (as described in the Dungeon
Rumor outweighs fact when it comes to Maal. Master’s Guide), where a seething host is heading. A call
Reports claim the mating of an orc witch and a to arms has been raised in the town of Fallcrest, and
demon bred him. Others say he is the last living son of all the land’s heroes are converging to raise an army to
deceased King Elidyr and is cursed to walk the world throw back the evil masses.
as a revenant until all traces of Nerath are erased. Some Along the way, characters happen upon a sacked
have whispered Maal is nothing more than a chieftain hamlet littered with rotting corpses atop which
clad in lies designed to spread terror as his uncounted carrion eaters feast. An investigation of the ruins
hordes tumble out from the night. reveals not everyone fell to the sword. Tracks leading
Regardless, Korthak Maal has never known defeat, away from the hamlet indicate some villagers were
and no force has been able to slow his march. It is marched away.
against this backdrop the campaign begins. Following the tracks leads adventurers to an old ruin
where orc scouts in service to the warlord Maal have
staked their claim. When battling the orcs, characters
notice their enemies’ atypical forms and behavior. As
each orc is slain, something tiny slithers away from its
twitching corpse. It appears these orcs were infected
with tsochar parasites (see Chapter 4). The battered
prisoners are also infected with the parasites, as evi-
denced by their strange behavior and mutations.
Exploring the ruins reveals an underground complex
filled with pungent, writhing alien creatures. Adventur-
ers eventually enter a temple-like chamber deep below
the surface world. Foreign carvings and invocations to
the Nine-Tongued Worm decorate the earthen walls.
While inspecting the domed room, filthy monstrosities
boil out from the darkness.
If characters survive the confrontation, they manage
to reach Fallcrest in time to contribute to the vale’s
defense. From this point forward, the heroes undertake
missions to fight the horde, including engagements
against the warlord’s champions.
The heroic tier ends when characters participate in
a grand battle against the invading army. Their contri-
butions on the battlefield allow the vale’s defenders to
drive back the enemy, at least for a time. Yet the victory
is bittersweet, because adventurers find more foreign
worms wriggling among the dead—and not all of them
slithered from their foes.
CH A P T ER 2 | Evil Campaigns
20
C A M PA I G N A R C S
During the trek, players have several chances to
undertake other adventures. Each reveals a bit more
about what happened to Tantovar. It appears he and
his companions vanished as they searched for a puls-
ing light in the hills. Adventurers eventually gain the
information they need to reach the site, where they
run into a creature that used to be Erin, one of Tant-
ovar’s companions. Mutated beyond recognition, she’s
accumulated several monstrous allies and has been
troubling the surrounding lands. Defeating her reveals
what happened to Tantovar; he found the light, and
when it flared, he vanished.
Reaching this dead end, characters return to the
Nentir Vale, where they discover a terrible plague has
crept across the region from the west. Madness and
mutation aff lict everyone who contracts the disease.
Old allies from the war beg the adventurers, who
haven’t yet been exposed, to find a cure. More investi-
gation reveals the plague is connected to the parasite,
and cultists are being accused of intentionally spread-
ing it.
The paragon tier ends when characters raid the
cult’s stronghold, battle through its alien servitors, and
cleanse the infection from the site.
CH A P T ER 2 | Evil Campaigns
21
CHAPTER 3
Vile Encounters
+
“Through my many adventures, I have had cause to inter-
act with creatures most profane, and these encounters have
taken place in some of the most desperate and alarming envi-
ronments. I have peered into the Abyss and evaded demons
thirsting for my blood and slavering for my f lesh. I have
walked the Old One’s gallery and gazed at the walls, lined
with skulls of those he had slain during his rise to power. I
have witnessed the fiery Nine Hells, glimpsed the impossible
vistas of the Far Realm, and descended into the lower planes
to wage war against Chaos itself. Each time, I was astonished
by the sheer diversity of those that mortals have deemed
evil and delighted in the sheer ingenuity displayed in their
myriad horrible forms. Truly, while this book has proved
invaluable in my own efforts to ensnare gods beneath my
fabulous abode, to say nothing of my magical research, I fear
it cannot do justice in describing the extent to which shadow
truly darkens the world.”
—Zagig Yragerne
CH A P T ER 3 | Vile Encounters
22
CREATING VILE is vile. In short, these encounters demonstrate vile
darkness in action, and showcase evil as an active and
ENCOUNTERS destructive force in the world.
“The path to power is fraught with difficulties. Arrayed on Vile Encounter Basics
all sides are those do-gooders who believe it their duty to
Every encounter relies on the notion that the objectives
obstruct your efforts. It is not enough to arm yourself against
sought by two or more forces have come into conflict.
these foes, for each one slain only underscores your appar-
One side seeks an end and finds its efforts to attain its
ent threat and inspires others to continue the work begun by
objective frustrated or thwarted by the opposition. Orcs
those with whom you already dealt. In effect, slaughtering
guard a temple passage from intruders and the adven-
adventurers will consume your time and thus frustrate your
turers must move through the same temple to find the
long-term plans.
Shrine of Apollyon. The conflict’s resolution is the heart
“A better solution for dealing with such enemies is
of the encounter’s story.
not to confront them, but rather to lure them onto battle-
Vile encounters are no different from other encoun-
fields of your choosing—ones adequately prepared for the
ters in this regard. In each instance, the adventurers
inevitable hero intent on your death. My tomb has served
find themselves confronted by enemies seeking an end
me well in this regard. The heroes believe I reside there,
counter to their own. A vile encounter, however, differs
hiding in some deep vault waiting for the final death only
from others by the nature of the objective, the methods
an adventurer can deal. I, in fact, am nowhere close to the
used to attain it, the opposition, environment, risks,
tomb. I trust in the traps and guardians I set there to keep
and consequences for failing to thwart the opponent’s
the ruse alive and lure tomb robbers, group by group, to
agenda. In each case, these elements involve evil’s pur-
an unspeakable end. Thus have I been able to go about my
suit of its most common goals: domination, corruption,
business untroubled by their sort . . . untroubled by inter-
or annihilation.
ference of any kind.”
Creating a vile encounter or transforming an exist-
—Acererak
ing encounter into a vile one requires modifying these
various elements so they demonstrate one of these
Fighting evil is a frequent cause for adventure.
aspects of evil. Not every vile encounter needs to or
Whether battling goblins in the Chaos Scar or ven-
even should incorporate all of these elements, but so
turing into the Underdark to breach the Vault of the
long as you offer one or two, you will create a differ-
Drow, D&D campaigns often feature evil monsters
ent atmosphere for what would otherwise be a normal
in deadly environments. Each quest completed is a
combat challenge.
setback to the forces of darkness pitted against civili-
zation, the good, and the world itself. Yet just because
these encounters include evil creatures and take place Objective
in sinister places doesn’t mean they qualify as vile The conflict driving combat encounters is created by
encounters. mutually exclusive objectives. The easiest way to “evil
A vile encounter is more than battling orcs menacing up” an encounter is to modify the opposition’s goal so
a frontier village; it’s more than defeating a necroman- that it corresponds with one of the three major expres-
cer raising an undead army, or slaying the dragon in sions of evil. The following suggestions offer ways you
its lair. While these scenarios pit the heroes against might add elements of domination, corruption, or anni-
villainous agents, in themselves they aren’t vile unless hilation to your antagonist’s objective.
they have some truly heinous quality to set them apart
from other encounters.
For example, the orcs might raid the village to Domination
round up prisoners whose sacrifice will complete An objective that works to spread evil in some way falls
a ritual, calling forth an aspect of Gruumsh to ter- under the domination category. This might be some-
rorize the countryside. The necromancer, to bolster thing as simple as pure conquest, in which the villains
the number of dead available for animation, might place victims under their control or authority, or more
unleash a horrific plague to prime a community for complex, such as when the antagonist tempts a player
his dark magic. character or someone else to commit an evil act. Should
In each example above, the villains pursue terrible the opposition succeed in its goal, evil gains control over
objectives, ends so foul they leave the world changed the target.
for the worse. Creating undead is an evil act, but mur- Example: A mind flayer’s servants abduct several
dering the living to swell the numbers of zombies and innocent townsfolk, believing they are Dream Keys,
skeletons is vile. Raiding a village and burning it to the individuals able to open a portal to the Far Realm when
ground is evil, but subjecting prisoners to untold hor- properly motivated. When the adventurers confront the
rors before cutting their throats for a profane ritual illithid, they find the victims have already been focused
CH A P T ER 3 | Vile Encounters
24
C R EAT I N G V I L E E N CO U N T E R S
to the task, and the only certain way to stop the portal Example: Unhinged devotees of Juiblex, the Face-
from opening is to execute them. less Lord, infiltrate a frontier community. In order
to breed the slimes they worship, they unleash a vile
plague in the streets. Whenever an infected person
Corruption
dies, slime slithers free from the corpse. The encounter
Corruption encounters are those in which the villains pits the adventurers against the cultists. When they
work to magnify an extant evil and increase dark- destroy the cultists, the characters discover there is no
ness’s hold on a person, object, or place. The initial cure.
pollution has already occurred, so it falls to the vil-
lains to increase evil’s prominence. Simple corruption
encounters are those where the stakes are immedi- Tactics
ately clear, such as a vile cultist performing a ritual to Objectives set the stage for a vile encounter by giving
draw more demons from a tear in reality or to spread you a solid foundation for what is at stake. Though a vile
a disease beyond a contaminated village’s borders. objective is important, unless you demonstrate the crea-
More complex corruption encounters often focus on ture’s evil, the encounter will play out like any other.
the evil within the adventurers or nonplayer charac- Tactics, then, are key.
ters, whose temptations are not always apparent from What the creatures do and how they do it convey
the start. evil more than any other aspect of the encounter.
The best corruption encounters are those whose Truly evil creatures are not likely to fight fairly. They
stakes are revealed partway through or even at the end might use disturbing spells or pursue courses of
of the scene. The adventurers might believe they fight action the players should find reprehensible. You can
one sort of enemy, only to learn they have a different demonstrate a creature’s vile tendencies by using any
and far deadlier foe. Unlike domination encounters, of the following.
which are typically straightforward, corruption encoun- Betrayal: Vile monsters might exploit their allies
ters can and should be subtle yet their consequences to gain an advantage. They attack their allies to clear a
far-reaching. path to reach the adventurers or use powers that sacri-
Example: A succubus kills and then impersonates fice injured allies to damage the adventurers or to just
an individual who is important to a player character recover from its own injuries. For example, a demon
in order to get close to the adventurer and turn him just called forth might kill its summoner first before
or her to darkness. This nonplayer character should attacking the player characters.
be a spouse, a lover, a parent, or a mentor. The suc- Disturbing Effects: You can describe a monster’s
cubus remains in this guise for many years, subtly powers in a way that reveals its vile nature. You might
inf luencing the player character, urging the hero to describe the sounds of screaming souls when a mon-
undertake strange missions that often have unsettling ster makes a fire attack. A character hit by a psychic
consequences. When the succubus finally reveals its attack might experience visions of loved ones dying in
true nature, the adventurer should be shaken and horrible ways. You can even make weapon attacks vile
conf licted about what to do, since it is not clear where by describing how the villain strikes at sensitive areas,
the devil begins and where the lost ally ends. trying to maim the player character.
Kill Dying Characters: A vile monster will take the
time to dispatch a dying adventurer. A vile wraith will
Annihilation
certainly pause long enough to finish off a fallen adven-
The mere intention to kill or destroy the player char- turer if it can create another wraith. Although this is a
acters does not make an encounter an annihilation viable tactic for vile monsters, it is one you should use
encounter. Most battles feature opposition driven by sparingly.
this motivation. For the encounter to be truly vile, Lingering Effects: An encounter with a vile mon-
the target marked for destruction must be something ster should leave a lasting impression on the players.
good, innocent, and pure. The goal should be destruc- This might be something as simple as a scar or a
tion or desecration for its own sake. This is mindless wound that never quite heals, or it could be a disease
violence, performed by creatures so consumed by evil or a curse (see page 29). During extended rests, the
that they cannot behave in any other way. Annihilation adventurers might suffer from nightmares after these
encounters are easy to construct since you only need encounters, or believe fervently that the monster might
to determine what it is that evil wants to eliminate. return at any time.
Complexity increases with the scope of the impending
destruction. A simple annihilation encounter might
feature a demon set loose in a town, while a complex
example might feature a death cult performing a ritual
to lure Atropus, the World Born Dead, to darken the
skies and end existence.
CH A P T ER 3 | Vile Encounters
25
Opposition dedicated to good gods, idyllic communities, druid
groves, tombs of fallen heroes, knight chapter houses,
Evil creatures are an obvious choice for stocking a vile
and similar locations can be excellent backdrops for
encounter. The key is to use creatures likely to work
vile encounters.
toward the encounter’s stated objective. In thinking
Ultimately, the environment should do three things:
about the opposition, always keep in mind a crea-
establish the stakes, reveal insights into the enemies’
ture’s story, its place in the world, and what causes it
objectives, and reinforce the threat posed by vile dark-
fights for. Demons are great candidates for annihila-
ness. Battling orcs on a desolate crag is something
tion encounters. Devils do well in both corruption and
players expect to do. Discovering an orc tribe invading
domination encounters. Although there are excep-
a sylvan paradise sacred to Corellon is startling, and the
tions, most orcs prefer to chop up their foes rather
consequences for failure are far greater than the adven-
than tempt others toward evil or nurse existing evil
turers should allow.
until it f lowers. A night hag would find it more useful
to take prisoners, later extracting their souls for some
unspeakable purpose, than to just kill the adventurers Consequences
outright. If the adventurers fail to defeat the enemies featured
Evil creatures aren’t exclusive to vile encounters. in a vile encounter, the world should be worse off. An
Sometimes using a good or an unaligned creature in a encounter centered on summoning a demon might
vile encounter creates a far more shocking experience see that demon released to wreak havoc in a nearby
to the players. A gold dragon is all the more fear- community if the adventurers fail to contain it. Fail-
some when possessed by a demon or driven mad by ing to prevent the goblins from burrowing under the
some evil treasure that found its way into the dragon’s Healing Lodge might cause it to collapse into the
hoard. earth.
Always consider the monsters’ powers. Look for Make the players aware of these consequences
potent combinations to test your players. For an easy from the start. You can be direct and set the stage
example, if you have a monster that deals extra damage up front, or you might foreshadow the implications
to targets granting combat advantage, be sure to in prior adventures and encounters. Doing so helps
include other creatures that can daze, knock prone, ensure that the players will make stopping the evil a
or restrain to increase the extra damage’s frequency. priority.
Monsters that can spread diseases, drain healing If the adventurers fail to thwart the evil plan, be
surges, spawn allies from dead adventurers, or deliver prepared to go through with it. Try not to back down
effects that can last beyond the encounter’s duration from the encounter’s implications, even if doing so
are good choices. would spare a prized nonplayer character or impor-
Finally, your monster choice should reinforce the tant location. A catastrophic failure can set up future
encounter’s narrative. The monster should define or adventures and give the surviving player characters
add to the encounter’s objective and its stakes, and a powerful motivation to right the wrong they had a
convey the proper mood for such an evil scenario. hand in creating.
Environment
You can enhance vile encounters by setting them in
evocative environments that help communicate the
encounter’s objective. An appropriate environment can
offer ways for the player characters to achieve their
goals beyond simply slaughtering their opponents.
Environmental tweaks might add extra complica-
tions and offer unexpected ways to defeat the enemies,
or tools for those enemies to get an edge against the
adventurers.
A vile encounter’s environment doesn’t always
have to be a place steeped in evil. Desecrated temples,
bizarre laboratories, and portals to malign realms are
all suitable. Don’t overlook places where evil seeks to
gain a foothold. Vile darkness doesn’t wait for heroes
to root it out; it’s an active and aggressive force, ever
seeking to expand its inf luence through the planes.
For this reason, these encounters are can take place
where good holds sway. Healing houses, temples
CH A P T ER 3 | Vile Encounters
26
VILE T ERRAIN
VILE TERRAIN
Festering Corruption
The Feywild and Shadowfell bleed into the natural
“Dungeons are the ultimate expression of cruelty. They exist
world, and vice versa. There are tales about travelers
for one purpose—to kill. How wickedly marvelous!”
vanishing into Faerie while walking a lonely road at
—Iggwilv
night. Likewise, most rural communities know well
there are nights when the dead walk and when the
The terrain described here supplements the fantastic
shadow reaches out from the underworld to snatch the
terrain presented in the “Terrain Features” appendix
living.
of the Rules Compendium™. While these terrain features
Planar bleeds rarely last for long. From time to
showcase evil’s many expressions, other fantastic ter-
time, a bleed lingers long enough to leave an impres-
rain such as blood rock and defiled ground is equally
sion, and the memory of the merged planes lives on
suited to vile encounters.
for anywhere from hours to centuries. Festering cor-
ruption is an example of one such memory, and it
Agony Amplifier results when a part of the Shadowfell oozes into the
Many clichéd stories claim that there is power in pain, natural world. Little can survive the dark plane’s
and that instinctive reactions to agony can be har- touch. Affected areas feature dead grass underfoot,
nessed and used to great effect. The agony amplifier bones littering the ground, and skeletal trees whose
lends validity to these theories by broadcasting one clattering branches rattle with each gust. Only the
creature’s pain to all those around it. Profane runes most filth-hardened creatures can survive in these
form the outer edge of such a ring, binding mental places for long.
magic into its vile form. Effect: An area of festering corruption is usually
Effect: An agony amplifier typically covers a space no larger than 4 squares on a side. Festering corrup-
3 squares on a side. Whenever a creature in that space tion has two effects, one for the living and one for the
takes damage, each other creature in the space takes 5 undead.
psychic damage per tier. If no other creature is in the Whenever a living creature ends its turn in an area
agony amplifier, the triggering creature takes 5 extra of festering corruption, it must make a saving throw. On
psychic damage per tier. a save, there is no effect. On a failed saving throw, the
Usage: An agony amplifier is most likely to be creature takes 5 necrotic damage per tier and is slowed
found in a dark priest’s temple or wizard’s lair. These until the end of its next turn.
circles are useful for convincing fiendish creatures Whenever an undead creature ends its turn in an
to serve the binder that called them. They can also area of festering corruption, it gains a +2 bonus to
be used effectively by creatures that immobilize or attack rolls and its speed until the end of its next turn.
restrain. Such creatures can lock down victims and Usage: Festering corruption results in places where
then pile on the pain. someone or something has compromised the planar
boundary’s integrity. Dark rituals, shadow magic, or the
creation of powerful undead can all create pockets of
Carnage Stone festering corruption.
There are places in the world where evil has triumphed.
These dark, blighted areas bore witness to great and ter-
rible slaughter. Each innocent cut down on these sites Forgotten Soul
leaves an imprint on the stone. Their psychic anguish The legends concerning the Raven Queen’s rise to
bleeds out from their dying bodies and infuses the rock power suggest there is great power in souls, a power
below. Creatures who travel across these damaged sites many vile creatures work to exploit. Most souls
see flashes of the slaughter, from the perspective of manage to pass through Letherna’s gates for whatever
either predator or prey. fate awaits the dead, but a few find their final journey
Effect: Whenever a creature ends its turn on a thwarted. Forgotten souls are wretched entities pre-
square containing carnage stone, roll a d6. On an odd vented from moving on because they are confused,
number, the creature falls prone. On an even number, imprisoned, or waylaid in some other way. Despair
the creature must make a melee basic attack as a free consumes them, and they infect the living with their
action against a random adjacent creature. If there are sorrow.
no adjacent creatures, the creature takes 5 psychic Effect: A forgotten soul typically occupies 1 square.
damage per tier. It does not block line of sight or effect, but creatures
Usage: Place carnage stone in sites that witnessed a cannot move through its space.
terrible slaughter. Old battlefields, sites of genocide, and On initiative count 10, a forgotten soul moves 1
other dark ruins are good locations. Carnage stone adds square in a random direction into an unoccupied space.
an unpredictable element to combat, potentially shift- Creatures adjacent to a forgotten soul grant combat
ing the battle for or against the adventurers each round. advantage and take a –2 penalty to attack rolls. As well,
CH A P T ER 3 | Vile Encounters
27
die result in a random direction. Should the green fog
move entirely out of the encounter area, remove the
fog from play.
Any living creature that starts its turn in the green
fog must make a saving throw. On a save, there is no
effect. On a failed saving throw, the creature becomes a
green fog mutant (save ends). Until the effect ends, the
creature takes a –2 penalty to attack rolls, speed, and
skill checks, but gains a +2 bonus per tier to damage
rolls.
If a creature ends the encounter still subjected to the
green fog’s effects, the effects are permanent until the
creature is the recipient of a Remove Affliction ritual or
similar magic.
Usage: Green fog is not natural to the world; it origi-
nated in the Far Realm. For this reason, the queer mist
only appears in tortured landscapes and warped terrain
where the Far Realm’s influence has been felt.
Hellfire
Hellfire is a rare flame created by extracting energy
from a tortured soul. Found almost exclusively in the
Nine Hells’ deepest reaches, these vile flames burn
uncontrollably in areas where souls are gathered.
Effect: Whenever a creature that is not a devil
enters a square containing hellfire or starts its turn
there, it takes ongoing 5 fire and psychic damage per
tier (save ends). If the creature is bloodied, the damage
increases by 5. In addition, whenever a creature takes
ongoing damage from hellfire, the creature cannot take
any creature that starts its turn adjacent to a forgot- opportunity actions or immediate actions until the start
ten soul must make a saving throw. On a save, nothing of its next turn.
happens. On a failed saving throw, the creature is Usage: Hellfire is common to the Nine Hells and
immobilized and takes 5 psychic damage per tier. rare elsewhere. Diabolists and those in service to
A creature can use a melee or a ranged attack to Mephistopheles might know how to create hellfire and
destroy a forgotten soul. The attack hits automatically, use it to ward their lairs.
and the forgotten soul is removed from play. Forgotten
souls are immune to close and area attacks. Larvae Pool
Usage: Forgotten souls might linger individually
Among the many crimes one can lay at the feet of the
or in small packs. They are most often found in dark
night hags, the worst is their propensity for stealing
dominions such as the Nine Hells, Pluton, or Shom, or
souls bound to the Shadowfell. They warp their prison-
in the most evil regions in the Shadowfell.
ers into squirming maggot forms called larvae, stuff
them in bags, and slip away before anyone notices their
Green Fog villainy. The night hags use the larvae for their own
A swirling green mist spreads across the ground, dark rites and as currency for payment to other fiends
moving despite the lack of a breeze. As strange as the in return for their loyalty or services.
mists are, their sinister nature is not revealed until a Effect: A larvae pool covers a 2-square-by-2-square
creature vanishes into the fog. The mist transforms area and is difficult terrain. Any creature that ends
and corrupts the unwary soul, twisting it into a horrid its turn prone in the pool cannot crawl or stand up
mockery of what it once was. Unless the creature can (save ends). Each time the creature fails a saving throw
somehow shake the green fog’s effects quickly, the against this effect, the creature takes 5 damage per tier.
transformation will become permanent. Usage: Larvae pools are found anywhere night hags
Effect: A patch of green fog covers an area 4 are likely to haunt and might be guarded by demonic
squares on a side. Squares in the fog are lightly or devilish soldiers and brutes, especially those that can
obscured. Each round on initiative count 10, roll a d4. knock creatures prone.
K I E R A N YA N N E R
CH A P T ER 3 | Vile Encounters
28
VILE CURSES
STANDARD ACTIONS
Lingering Evil - Bestow Curse ) Encounter
What might seem a trick of the eye could reveal some Attack: Ranged 10 (one enemy); the curser’s level + 3 vs. Will
darker influence, a stain left by some profoundly Hit: At the end of the encounter, the target makes a saving throw.
wicked act. A revolting stench, dancing shadows, or On a failed saving throw, the target gains the curse of [curse
name] (stage 1).
weird chills can all indicate a lingering evil presence.
Effect: An area of lingering evil can be any size,
though a 4-square-by-4-square space is common. Dying Curse
Good creatures take a –1 penalty to ability checks You can add the following power to a creature’s statis-
and skill checks made in the area of lingering evil. In tic block. The creature should be a major villain in the
addition, a natural or fey beast will not willingly enter game.
its space. If forced, the beast is dazed until it exits.
Usage: Only the most profoundly wicked events TRIGGERED ACTIONS
create lingering evil. An evil god’s appearance, a savage + Dying Curse ) Encounter
murder, or even a dark ritual can create an area of lin- Trigger: An enemy drops the curser below 1 hit point.
gering evil. The phenomenon lasts in proportion to the Attack (No Action): Close burst 3 (triggering enemy in the burst);
the curser’s level + 3 vs. Will
creating event’s duration, lasting for just a few minutes
Hit: At the end of the encounter, the target makes a saving throw
to centuries. with a –2 penalty. On a failed saving throw, the target gains the
curse of [curse name] (stage 1).
CH A P T ER 3 | Vile Encounters
29
DC causes the stage to decrease by 1 (thus reducing Sample Curses
the curse’s effects). If the result equals the lower DC
The following curses provide a broad sampling of
or a number between it and the higher DC, the curse
curses encountered in the world. You can use the curses
remains at its current stage. A lower check result causes
at any level. Simply set the curse’s level to be equal to
the curse’s stage to increase by 1 (thus intensifying the
that of its source (usually a creature) and then use skill
curse’s effects).
check DCs appropriate for its level.
Some curses have more than two DCs or require
skill checks at different times.
Reaching a New Stage: When a creature reaches Accumulated Years
a new stage of the curse, it is subjected to the effects of The dreaded curse of accumulated years causes a crea-
the new stage right away. Unless a curse description ture’s body to age at a rapid rate. The mind remains as
says otherwise, the effects of the new stage replace the sharp as it ever was, but the flesh fails, bones become
effects of the old one. brittle, and hair turns to snowy white. Hags and
Dormancy: Unlike a disease, a curse does not end nymphs are notorious for using this curse to punish
when a character reaches stage 0. Instead, the curse those who spurn their advances or frustrate their plans.
becomes dormant. At the end of the creature’s next
extended rest, it must make another skill check to see if Accumulated Years Variable Level Curse
the curse worsens. You cannot reduce the curse’s stage You feel the weight of accumulated years in the whitening of your
beyond 0. hair, the mass of wrinkles and spots appearing on your skin, and the
No Final Stage: There is no final stage for curses. blurriness in your vision.
Until the curse ends or is lifted (see below), its effects Stage 0: The curse is dormant.
can weaken or intensify each day. Stage 1: While affected by stage 1, the target takes a –2 penalty
to Strength, Dexterity, and Constitution ability checks and skill
checks.
Lifting the Curse Stage 2: While affected by stage 2, the target takes a –2 penalty
Lifting a curse is not a matter of waiting it out. If a to Strength, Dexterity, and Constitution ability checks and skill
creature does nothing, the curse stays around for the checks. In addition, creatures more than 5 squares away from the
target have partial concealment against it.
rest of the creature’s life and persists even if the crea-
Stage 3: While affected by stage 3, the target takes a –2 penalty
ture is slain and later raised from the dead. To end the to Strength, Dexterity, and Constitution ability checks and skill
curse, a character must complete a quest described in checks as well as weapon attack rolls. The target is slowed, and
the curse’s description. You can replace the quest with creatures more than 5 squares away from the target have partial
another that better fits your campaign. Once the char- concealment against it.
acter completes the quest, the curse ends. Stage 4: While affected by stage 4, the target takes a –5 penalty
A character can also lift the curse by receiving a to Strength, Dexterity, and Constitution ability checks and skill
checks. In addition, the target is blinded, slowed, and weakened.
Remove Affliction ritual or similar magic. At the DM’s
Check: At the end of each extended rest, the target makes an
discretion, some curses are so potent that they cannot Arcana or Endurance check.
be lifted by common ritual magic and require a special Lower than Easy DC: The stage of the curse increases by one.
quest or unique ritual to lift. Easy DC: No change.
When a character ends the curse, he or she gains Moderate DC: The stage of the curse decreases by one (if at stage
experience points as if he or she had completed a minor 0, there is no change).
quest of his or her level. Lifting the Curse: Perform a service for an evil hag (heroic tier),
steal a kiss from an archfey (paragon tier), or bathe in the Pool of
Eternal Youth (epic tier).
CH A P T ER 3 | Vile Encounters
30
VILE CURSES
Misery Eternal Variable Level Curse sometimes all it takes to become afflicted with the Far
A cold bleakness grips your thoughts. It drags you down into a Realm’s influence.
melancholy from which there is no escape.
Stage 0: The curse is dormant. Sentient Tumor Variable Level Curse
Stage 1: While affected by stage 1, whenever the target rolls a nat-
A bulge in the flesh is one thing. A flicking eye in the center of the
ural 20 on an attack roll, skill check, or ability check, the target
undulating mass is something else entirely.
must roll again and use the second result, even if it is also 20.
Stage 2: While affected by stage 2, the target is affected by stage Stage 0: The curse is dormant.
1, and the target’s normal complement of actions on its turns Stage 1: While affected by stage 1, the target gains an unsightly
does not include a minor action. growth bearing an eye in the center. The target gains a +2 bonus
Stage 3: While affected by stage 3, the target is affected by stages to Insight checks and Perception checks.
1 and 2. In addition, the target becomes insubstantial against all Stage 2: While affected by stage 2, the growth swells in size.
damage except force damage and radiant damage. If the target Whenever the target is first bloodied, it is dominated until the
drops below 1 hit point, it dies. end of its next turn. The tumor always directs the target to attack
Check: At the end of each extended rest, the target makes a Reli- an ally.
gion check. Stage 3: While affected by stage 3, the target rolls two initiative
Lower than Easy DC: The stage of the curse increases by one. checks at the start of combat. On each of its turns, it rolls a d6.
Easy DC: No change. On an odd number, the tumor chooses the target’s actions, caus-
Moderate DC: The stage of the curse decreases by one (if at stage ing it to attack its allies or approach them if they are out of range.
0, there is no change). On an even number, the target acts normally.
Lifting the Curse: Drop a good creature to 0 hit points (heroic Check: At the end of each extended rest, the target makes an
tier), spend a day and a night in the dark lands (paragon tier), Arcana or a Dungeoneering check.
or travel to the Empyron on Celestia and drink ambrosia from a Lower than Easy DC: The stage of the curse increases by one.
sacred cup (epic tier). Easy DC: No change.
Moderate DC: The stage of the curse decreases by one (if at stage
0, there is no change).
Noisome Vapors Lifting the Curse: Convince a foulspawn to accept the tumor as a
gift (heroic tier), cut a portion of the tumor away and fling it into
What at first seems to be a humiliating affliction
the Far Realm (paragon tier), or shatter one of the seals contain-
reveals its true threat when the sickening odors become ing the Chained God (epic tier).
pungent enough to kill. Characters who explore the
more fetid corners of the Abyss or who battle slaads
might gain this affliction. Tomb King’s Wrath
Those who have plundered the vaults of ancient kings
Noisome Vapors Variable Level Curse whisper of the curse that haunts those who touch the
A rancid odor follows you and grows worse with each passing day fabulous treasures therein. The curse causes flesh to
until no one can stand to be around you. fester and rot. Victims who succumb to the curse col-
Stage 0: The curse is dormant. lapse into piles of dust, dispersed in the lightest breeze.
Stage 1: While affected by stage 1, all living creatures adjacent to Powerful mummies curse their treasures to discourage
the target take a –2 penalty to attack rolls. robbers from disturbing their rest.
Stage 2: While affected by stage 2, all living creatures within 2
squares of the target take a –2 penalty to attack rolls. In addition,
Tomb King’s Wrath Variable Level Curse
when a living creature ends its turn in a square adjacent to the
target, that creature is weakened until the end of its next turn. Tumescent black boils appear on your skin that burst with a touch.
Stage 3: While affected by stage 3, all living creatures within 3 The rot from these wounds spreads quickly to consume your body.
squares of the target take a –2 penalty to attack rolls. In addi- Stage 0: The curse is dormant.
tion, any creature that ends its turn within 3 squares of the target Stage 1: While affected by stage 1, the target has vulnerable 5 to
takes 5 poison damage (10 at 11th level, 15 at 21st level), and it is all damage.
weakened until the end of its next turn. Stage 2: While affected by stage 2, the target has vulnerable 10 to
Check: At the end of each extended rest, the target makes an all damage and takes a –2 penalty to attack rolls.
Arcana check. Stage 3: While affected by stage 3, the target has vulnerable 10
Lower than Easy DC: The stage of the curse increases by one. to all damage, takes a –2 penalty to attack rolls, and is weakened.
Easy DC: No change. If the target drops below 1 hit point, it dies instantly, and its
Moderate DC: The stage of the curse decreases by one (if at stage remains turn to dust.
0, there is no change). Check: At the end of each extended rest, the target makes a Reli-
Lifting the Curse: Carry a toad in your pocket for a week (heroic gion check.
tier), kill a slaad of your level or higher in single combat (paragon Lower than Easy DC: The stage of the curse increases by one.
tier), or swallow a single drop of the River Styx (epic tier). Easy DC: No change.
Moderate DC: The stage of the curse decreases by one (if at stage
0, there is no change).
Sentient Tumor Lifting the Curse: Spend one week in the desert without food or
The Far Realm’s intrusion into the natural world brings water (heroic tier), convince a mummy to lift the curse (paragon
with it madness and mutation. The myriad aberrant tier), or travel to the Forgotten City and place a sacrificial offering
on the altar of a dead god (epic tier).
creatures capering in the dark places give proof to this
alien realm’s threat. A brush with these creatures is
CH A P T ER 3 | Vile Encounters
31
Werewolf Lycanthropy VILE DISEASES
Accepted lore claims lycanthropes are humanoids that
“Issue forth and multiply, my children! Work your evil! Show
can transform into beasts and back again. There are
these mortal meat bags no mercy! I want to see eyeballs bleed,
tales, however, of mortals cursed by Melora or Sehanine
boils burst, and skin slough from bones!”
for some crime they committed against nature. Each
— Phraxas the Oinodemon
time the full moon rises, the transgressor transforms
into a savage beast. Other cursed creatures can pass on
Though capable of creating much misery and suffering,
their affliction through bite attacks, in which case the
disease isn’t usually innately evil. Knowingly spreading
curse replaces the monster’s disease.
disease, however, is evil, and certain creatures, such as
This curse is designed for werewolves, though you
slaads, do so without reservation.
can adapt it for other kinds of lycanthropes by changing
Some plagues stand out from the rest. They are
the form the creature assumes.
strange and unsettling diseases whose effects are so
profound and so horrific that they qualify as being evil.
Werewolf Lycanthropy Variable Level Curse
This section presents several of the more notorious dis-
The rising moon awakens the beast within and it will stop at nothing eases adventurers might face. Some diseases affect the
to be free.
body, while others target the mind. All, however, leave
Stage 0: The curse is dormant.
their victims far worse off than they were when they
Stage 1: While affected by stage 1, the target takes a –2 penalty
to Will.
began.
Stage 2: While affected by stage 2, whenever the target becomes
bloodied, it makes a melee basic attack as a free action against an Contracting a Disease
ally adjacent to it.
Stage 3: While affected by stage 3, whenever the target is hit by
Each entry includes details on how a creature might
an attack, it makes a melee basic attack as a free action against be exposed to the disease. Diseases transmitted by
an ally adjacent to it. monster attacks require close contact and thus aren’t
Stage 4: While affected by stage 4, the target becomes a werewolf transmitted by weapon attacks. Instead, they transfer
under the DM’s control, but only on nights of the full moon. The by melee attacks that lack the weapon keyword such as
werewolf’s bite exposes targets to this curse, rather than were- slam, claw, bite, and so on.
wolf moon frenzy.
If a monster has such a natural attack, you can add
Check: At the end of each extended rest, the target makes a
Nature check if it is at any stage but 4.
the following power to its statistics block.
Lower than Easy DC: The stage of the curse increases by one.
Easy DC: No change. TRIGGERED ACTIONS
Moderate DC: The stage of the curse decreases by one (if at stage Spreading the Disease (disease)
0, there is no change). Trigger: This creature hits an enemy with a melee attack that lacks
Lifting the Curse: Bestow the curse to one good creature of your the weapon keyword.
level or higher (heroic), seek out a werewolf lord and convince it Effect (No Action): At the end of the encounter, the target makes a
to lift the curse (paragon), or gain an audience with the Maiden saving throw. On a failed saving throw, the target contracts [dis-
of the Moon and subject yourself to her judgment (epic). At the ease name] (stage 1).
DM’s discretion, a Remove Affliction ritual performed on the
target also lifts the curse. If the monster does not have a melee attack that
lacks the weapon keyword, you can give the monster
the following attack power.
Werewolf Bite Curse Attack
You sink your fangs into another creature to rend the flesh and STANDARD ACTIONS
spread your curse. , Infectious Touch (disease) ) At-Will
Attack: Melee 1 (one creature); monster’s level + 3 vs. Fortitude
At-Will
Hit: At the end of the encounter, the target makes a saving throw.
Standard Action Melee 1
On a failed saving throw, the target contracts [disease name]
Target: One creature
(stage 1).
Attack: Your level + 5 vs. AC
Hit: 2d6 + your level damage. If this attack bloodies the
target, the target must make a saving throw at the end of For diseases that rely on environmental expo-
the encounter with a –2 penalty. On a failed saving throw, sure, the disease’s description includes the method
the target contracts the curse of werewolf lycanthropy for exposure: touch, ingestion, or inhalation. Should
(stage 1). the character come into contact with the disease, the
disease’s description includes whether infection is auto-
matic or requires a successful attack roll against the
creature.
For more information on diseases, refer to the Rules
Compendium.
CH A P T ER 3 | Vile Encounters
32
V I L E D I S EA S E S
Sample Diseases Demon Fever Variable Level Disease
A fever rages through you, making you flushed and angry. You see
The following diseases provide some examples of vile enemies everywhere, and the only thing you want to do is kill.
diseases encountered in the world. You can use the Stage 0: The target recovers from the disease.
diseases at any level. Simply set the disease’s level to be Stage 1: While affected by stage 1, the target takes a –2 penalty to
equal to that of its source (usually a creature) and then attack rolls. In addition, the target loses a healing surge.
use skill check DCs appropriate for its level. Stage 2: While affected by stage 2, the target loses a healing
surge. Whenever the target is first bloodied during an encounter,
it takes 5 extra damage per tier, and the target must spend its
Deathsong standard action each round to make either a charge attack or a
Deathsong was one of the dead god Nerull’s many gifts melee basic attack against the nearest ally (save ends).
to the world. His priests would spread the infection Stage 3: While affected by stage 3, the target loses all healing surges.
Whenever the target is first bloodied during an encounter, it takes
wherever they went, to offer souls to their dark master.
10 extra damage per tier, and until the end of the encounter, the
This hideous disease takes its name for the howling target must spend its standard action each round to make either a
chorus rising from its victims as it causes flesh to wither charge attack or a melee basic attack against the nearest ally.
and blacken. Once infection sets in, it doesn’t take long Check: At the end of each extended rest, the target makes an
for the disease to run its course. The flesh simply dies Endurance check if it is at stage 1 or 2.
and bones pop and snap until the victim’s life blessedly Lower than Easy DC: The stage of the disease increases by 1.
gutters out in a pungent flood. Easy DC: No change.
Moderate DC: The stage of the disease decreases by 1.
An infected creature automatically exposes the char-
acter it touches to the disease. At the end of its next
short or extended rest, the creature must make a saving Faceless Hate
throw. On a failed saving throw, it contracts deathsong A magical disease designed to punish those who give into
(stage 1). their hatred, faceless hate fills a creature with uncon-
trollable anger. The most awful aspect of this disease is
Deathsong Variable Level Disease revealed when the creature’s facial features slough away,
You would hear the disease ravage your body in the crackling of your leaving behind smooth and unblemished skin. At this
skin and popping of your bones if you could just stop screaming. point, the creature is doomed to blind rage until it dies
Stage 0: The target recovers from the disease. from starvation or thirst.
Stage 1: While affected by stage 1, the target takes a –2 penalty to A creature that kills a creature infected with face-
skills checks and ability checks based on Strength, Dexterity, and
less hate becomes exposed to the disease. The creature
Constitution.
Stage 2: While affected by stage 2, the target takes a –2 penalty to
must make a saving throw at the end of the encounter.
attack rolls, skills checks, and ability checks based on Strength, On a failed save, it contracts faceless hate (stage 1).
Dexterity, and Constitution. In addition, the target is dazed.
Stage 3: The target dies. Faceless Hate Variable Level Disease
Check: At the end of each short rest and extended rest, the target
Anger builds inside you. It is blinding rage that cannot be sated until
makes an Endurance check if it is at stage 1 or 2.
everything around you is dead.
Lower than Easy DC: The stage of the disease increases by 1.
Stage 0: The target recovers from the disease.
Easy DC: No change.
Stage 1: While affected by stage 1, the target must make every
Moderate DC: The stage of the disease decreases by 1.
opportunity attack that it can, and its allies provoke opportunity
attacks from it as if they were its enemies (they are not otherwise
Demon Fever considered its enemies).
Stage 2: While affected by stage 2, the target must make every
The Abyss’s depths are fertile ground for all manner opportunity attack that it can, and its allies provoke opportunity
of diseases. One of the most common is demon fever, a attacks from it as if they were its enemies (they are not otherwise
horrid infection carried by some demons and transmit- considered its enemies). In addition, while the target is bloodied,
ted through their natural attacks. Those afflicted by the it is blinded but has blindsight 5. If the target does not hit with an
disease find dark thoughts creeping into their minds, attack on its turn while bloodied, it takes 5 psychic damage per
thoughts of violence and death. tier at the end of its turn.
Stage 3: While affected by stage 3, the target’s eyes and mouth
vanish. The target is blinded but has blindsight 5. The target’s
alignment changes to evil if it wasn’t evil already, and it treats all
creatures as enemies. Finally, whenever the target starts its turn
with at least one creature within 5 squares of it, the target must
use its standard action on its turn to make an attack if possible.
Check: At the end of each extended rest, the target makes an
Endurance check if it is at stage 1 or 2.
Lower than Easy DC: The stage of the disease increases by 1.
Easy DC: No change.
Moderate DC: The stage of the disease decreases by 1.
CH A P T ER 3 | Vile Encounters
33
Psychic Parasites Variable Level Disease
Melting Fury What begins as a faint buzzing in your ears intensifies until you can
This fearsome disease is quite rare since it spreads by no longer concentrate on what is going on around you.
handling undead flesh, an act few have occasion or Stage 0: The target recovers from the disease.
inclination to perform. The disease, infused as it is with Stage 1: While affected by stage 1, the target takes a –2 penalty
shadow energy, causes flesh to rot and organs to melt to Insight checks and Perception checks. If the target has the
until only stained bones remain. The exposed skeleton Psionic Augmentation class feature, it regains 1 less power point
soon animates and wanders about until destroyed. after a short rest, though not after an extended rest.
Stage 2: While affected by stage 2, the target takes a –5 penalty to
Not all undead flesh carries this disease, but it is
knowledge checks, monster knowledge checks, Insight checks,
common to creatures associated with Kyuss, the Worm and Perception checks. If the target has the Psionic Augmenta-
that Walks. When a creature touches or ingests the tion class feature, it cannot regain power points by taking a short
flesh, the disease attacks the creature: disease’s level + rest.
3 vs. Fortitude. On a hit, the creature contracts melting Stage 3: While affected by stage 3, the target is unconscious and
fury (stage 1). cannot be awakened.
Check: At the end of each extended rest, the target makes an
Endurance check if it is at stage 1 or 2.
Melting Fury Variable Level Disease
Lower than Easy DC: The stage of the disease increases by 1.
As the disease progresses, your flesh becomes wet and slimy. Any Easy DC: No change.
pressure at all causes your flesh to tear and blood and filth to spill Moderate DC: The stage of the disease decreases by 1.
forth.
Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target has vulnerable 5 to Scarlet Plague
all damage. The scarlet plague is one of the more famous epidem-
Stage 2: While affected by stage 2, the target has vulnerable 10 ics to strike the world. Efforts to stamp it out have never
to all damage, and when the target takes damage from an attack
been successful. The disease simply appears some-
that lacks a damage type, each creature adjacent to the target is
exposed to the disease. At the end of the encounter, an exposed
where else. Its victims experience vertigo and stabbing
creature must make a saving throw. On a failed saving throw, the pain that intensifies until blood seeps from the pores.
target contracts melting fury (stage 1). Many sufferers also find their bones warping and twist-
Stage 3: The target dies as the flesh melts away into a fetid pool. ing, or even growing sharp thorns that punch through
After 24 hours, the remains animate to become a decrepit skel- the skin from the inside.
eton (Monster Vault, page 255). The disease spreads by inhaling the breath of an
Check: At the end of each extended rest, the target makes an
infected creature. Thus proximity is usually enough to
Endurance check if it is at stage 1 or 2.
Lower than Easy DC: The stage of the disease increases by 1.
require a creature to make a saving throw. On a failed
Easy DC: No change. saving throw, the creature contracts red death (stage 1).
Moderate DC: The stage of the disease decreases by 1.
Scarlet Plague Variable Level Disease
Pain shoots through your limbs. The world seems to spin around you.
Psychic Parasites Not long after, you find blood seeping out from your pores.
The psychic parasite is a miniscule creature that Stage 0: The target recovers from the disease.
infiltrates a sentient creature’s brain and feeds on its Stage 1: While affected by stage 1, the target takes a –2 penalty to
thoughts, memories, and—for some—its psionic energy. attack rolls, skill checks, and ability checks.
A creature infected by psychic parasites can pass them Stage 2: While affected by stage 2, the target takes a –2 penalty to
onto other creatures through bite attacks, claw attacks, attack rolls, skill checks, and ability checks. In addition, whenever
and the like, as well as through psionic attack powers the target misses with an attack or is moved by a pull, push, or
slide, the target falls prone.
that target Will. A creature might also become exposed
Stage 3: The target dies.
to psychic parasites in places inhabited by aberrant Check: At the end of each extended rest, the target makes an
creatures. Inhaling the air in these places allows the Endurance check if it is at stage 1 or 2.
disease to make the following attack: the disease’s level Lower than Easy DC: The stage of the disease increases by 1.
+ 3 vs. Will. On a hit, the target contracts psychic para- Easy DC: No change.
sites (stage 1). Moderate DC: The stage of the disease decreases by 1.
CH A P T ER 3 | Vile Encounters
34
VILE TRAPS
AND H AZARDS
Detect automatic Initiative +10
HP 100
AC 30, Fortitude 30, Reflex 25, Will —
“In retrospect, I might have gone a little overboard. The best Immune necrotic, poison, psychic, forced movement, all conditions,
traps make their prisoners suffer and scream. Adventurers ongoing damage
who visit my tomb die too quickly.” STANDARD ACTIONS
—Acererak - False Disintegrate (illusion) ) At-Will
Attack: Ranged 5 (one creature); +21 vs. Will
Hit: The target is stunned and invisible (save ends both).
Traps and hazards are common obstacles to adventur-
-Baleful Teleport (force, teleportation) ) Recharge
ers. There are some dangers, though, that have such Attack: Ranged 5 (one creature); +21 vs. Will
wicked effects that those who run afoul of them face Hit: The crypt thing teleports the target 4d20 squares in a random
death or something worse than death. The following direction. Roll a d6 to determine direction: 1, up; 2, down; 3,
assortment reflects the kinds of wicked devices one north; 4, south; 5, east; 6, west. The crypt thing does not need
might find in and around the lairs of the world’s worst line of sight to the destination space. If that space is occupied or
villains and supplements those traps and hazards is blocking terrain, the target takes 20 force damage and is thrust
into the nearest unoccupied space. If the target is teleported into
described in the Dungeon Master’s Kit and the Dungeon
open air, it falls. The target does not get a saving throw to negate
Master’s Guide. the teleportation.
TRIGGERED ACTIONS
Crypt Thing , Claw ) At-Will
Trigger: A creature adjacent to the crypt thing attacks it.
Thought to be some form of malevolent undead guard- Attack (Immediate Reaction): Melee 1 (triggering creature); +23
ian, a crypt thing is in fact an advanced magical trap vs. AC
designed to protect a valuable treasure. All crypt things Hit: 4d8 + 8 damage.
are brown or black-robed skeletons seated in high- Effect: The crypt thing can push the target 1 square.
backed chairs. A crypt thing rolls initiative and attacks COUNTERMEASURES
on its turn when a living creature enters the room it ) Disable: Arcana or Religion DC 32. Allies can use Arcana, Reli-
gion, or Thievery to aid the Arcana or Religion check, using
occupies.
the aid another action. Failure (27 or lower): The crypt thing
The crypt thing can speak and will converse with recharges baleful teleport and uses it as a free action.
creatures that talk to it. Even if the adventurers get the ) Trace: Arcana DC 32. Success: The character discovers the des-
crypt thing talking, it does not break off its attack. A tination space of a creature hit by either of the crypt thing’s
crypt thing knows information about its location and all standard action attacks.
adjacent rooms and answers one question per turn as a ) Negotiate: Diplomacy DC 32 (standard action). Success: The
free action. crypt thing truthfully answers one question about the room it
occupies, what it guards, and about its nature. If asked about
A character can identify a crypt thing with a success-
one of its victims, it insists the creature was disintegrated.
ful DC 32 Arcana or Religion check.
Death Mold
Molds, slimes, and other fungi thrive in the Underdark.
Adventurers learn to give such growths a wide berth,
since one never knows when an otherwise innocuous
infestation is actually poses a significant threat. Death
mold is one of the nastier growths, rampant in the light-
less tunnels below the Shadowfell’s surface. This hazard
is deemed particularly deadly, since it isn’t content to
simply kill. Those slain by its spores instantly rise up as
ravenous zombies.
A patch of death mold typically covers an area of
8 contiguous squares. A character can identify death
mold with a successful DC 28 Dungeoneering or
Nature check.
B R I A N S N O D DY
CH A P T ER 3 | Vile Encounters
35
Death Mold Level 12 Hazard FAR REALM ANOMALY MUTATION
Terrain XP 700
d20 Result
Detect Perception DC 20 Initiative —
1 The target bleeds internally, instantly taking damage
Immune attacks
equal to its bloodied value.
TRIGGERED ACTIONS
+ Attack (necrotic) ) At-Will 2 One of the target’s arms becomes useless. The target
Trigger: A living creature enters or starts its turn within 3 squares cannot use the arm.
of the death mold. 3 One of the target’s legs becomes useless. The target
Attack (Immediate Reaction): Close blast 3 (living creatures in the is slowed.
blast, including the triggering creature); +15 vs. Fortitude 4 The target’s eyes explode as stubby tentacles erupt
Hit: 2d6 + 14 necrotic damage. A Small or Medium target dropped
from its eye sockets. The target is blinded.
below 1 hit point by this attack dies and immediately becomes
5 The target’s mouth seals shut. The target cannot speak.
a death mold zombie. The zombie rolls initiative and acts on its
turn under the Dungeon Master’s control. 6 The target’s ears grow wings and fly away. The target
Miss: Half damage. is deafened.
COUNTERMEASURES 7 The target’s legs fuse into a fish tail or a snake tail. The
) Dormant: A character can use a radiant attack power to render target takes a –3 penalty to speed.
the death mold dormant in a target square or squares in the 8 The target’s tongue grows too long for its mouth.
attack’s area. No attack roll is necessary. Until the end of the
9 The target grows an unsightly growth on its head. The
character’s next turn, creatures do not trigger attacks from the
target cannot wear hats or head slot magic items.
dormant mold.
) Destroy: A character can use a fire attack power to destroy the 10 The target loses all its body hair.
death mold in a target square or squares in the attack’s area. No 11 The target grows profuse body hair.
attack roll is necessary. 12 A small, screaming vestigial twin protrudes from the
target’s torso. The target cannot gain surprise unless
Death Mold Zombie Level 12 Brute the vestigial twin is silenced or killed. The twin has 1
Medium natural humanoid (undead) XP 700 hit point, defenses equal to the target’s, and no attacks.
HP 147; Bloodied 73 Initiative +7 If the twin is killed, the target loses a healing surge and
AC 24, Fortitude 25, Reflex 21, Will 22 Perception +8 takes damage equal to its healing surge value.
Speed 4
13 The target grows a strange hump on its back.
Resist 10 necrotic; Vulnerable 10 fire
14 The target’s arms become tentacles. The target can no
TRAITS
Dormant Corpse longer wear gloves, gauntlets, or rings, and weapon
Whenever the zombie takes radiant damage, it falls prone. attacks made by the target take a –2 penalty.
STANDARD ACTIONS 15 The target acquires an extra eye in an unusual place,
5 Slam ) At-Will gaining a +1 item bonus to Perception checks.
Attack: Melee 1 (one creature); +17 vs. AC 16 The target’s legs become freakish and muscular until
Hit: 2d12 + 12 damage.
the end of the encounter. While its legs are altered,
TRIGGERED ACTIONS
the target gains a +1 item bonus to speed.
+ Spore Burst (necrotic) ) Recharge
Trigger: An enemy hits the zombie with a weapon attack. 17 The target’s skin thickens until the end of the
Attack (Immediate Reaction): Close burst 2 (living creatures in the encounter. While its skin is thick, the target gains
burst); +15 vs. Fortitude a +1 item bonus to AC and Fortitude.
Hit: 3d6 + 12 necrotic damage. A Small or Medium target dropped 18 The target gains 15 temporary hit points.
below 1 hit point by this attack immediately dies and becomes 19 The target grows wings until the end of the encounter.
a death mold zombie. The zombie rolls initiative and acts on its
While it has wings, the target gains a speed of fly 4
turn under the Dungeon Master’s control.
(clumsy).
Str 22 (+12) Dex 12 (+7) Wis 15 (+8)
Con 17 (+9) Int 1 (+1) Cha 1 (+1) 20 The target vanishes into the Far Realm. It is removed
Alignment unaligned Languages — from play and takes ongoing 10 acid and psychic
damage (save ends both). When the effect ends, the
Far Realm Anomaly target returns to play in an unoccupied space of the
DM’s choice within 3 squares of the space where it
The Far Realm is relentless in its efforts to invade the vanished from.
natural world. Ever does it press against the boundaries,
crawling across the barriers in search of even the small-
est crack through which its mutants and aliens might
emerge. Once through, the creatures widen the crack
and release a flood of corrupting energy. A Far Realm
anomaly is a place where the Far Realm has chipped
away at the barriers and can now bleed somewhat into
the world.
CH A P T ER 3 | Vile Encounters
36
VILE TRAPS AND HAZARDS
The anomaly looks like someone grabbed the air and Iron Boot
crunched it into a ball, an effect created by the anom-
Few traps are as cruel as the dreaded iron boot. The
aly’s ability to bend light. It hovers in the air, about
trap consists of two blades stretched apart and held in
four feet from the ground. A character can identify
place. When a creature puts pressure on the trigger
the anomaly with a successful DC 30 Arcana or Dun-
plate, the blades snap shut to sever the limb. Most iron
geoneering check.
boots are hidden by a piece of false flooring painted to
look like stone or wood.
Far Realm Anomaly Level 15 Hazard
Object XP 1,200
Detect Arcana or Perception DC 22 Initiative +9 Iron Boot Level 2 Minion Trap
Immune attacks Object XP 31
TRAITS Detect Perception DC 20 Initiative —
Q Distortion Field ) Aura 3 Immune attacks
Ranged attacks against creatures in the aura take a –2 penalty to TRIGGERED ACTIONS
the attack roll. , Attack ) Encounter
STANDARD ACTIONS Trigger: A creature enters the trap’s square.
+ Attack (polymorph, psychic) ) Recharge Attack (Immediate Reaction): Melee 1 (triggering creature); +5 vs.
Attack: Close burst 3 (non-aberrant creatures in the burst); +18 vs. Reflex
Fortitude Hit: 1d6 + 2 damage, and the target is grabbed by its foot, if it
Hit: 2d6 damage plus 2d6 psychic damage, and the target has one (escape DC 18). Until the grab ends, the target takes
mutates. Roll a d20 on the Far Realm Anomaly Mutation table. ongoing 5 damage. Each time the target makes an escape
Unless otherwise specified in the mutation, the effects are per- attempt against the grab, the target takes 5 damage. If the
manent. The cleric power holy cleansing, the Remove Affliction trap drops the target below 1 hit point, the target loses the
ritual, or similar magic can end the effect. foot. A creature with a lost foot is considered to be balancing
COUNTERMEASURES and treats all surfaces as unstable (see the Acrobatics skill in
) Disable: Arcana DC 30. Failure (25 or less): The anomaly’s attack the Rules Compendium). A creature can regain the missing foot
recharges and it uses it immediately as a free action. through the cleric power holy cleansing or similarly powerful
restorative magic.
Miss: Half damage, and the target is immobilized until the end of
Glyph of Changes its next turn.
Magical glyphs are a popular alternative to mechani- COUNTERMEASURES
cal traps. These inscriptions hold a great deal of power ) Disable: Thievery DC 20. Success: The iron boot is jammed and
cannot attack.
that releases with dramatic effect once a creature trig-
gers it. The glyph of changes is one of the most powerful
glyphs. Creatures caught in the trap’s burst are disori- Lunacy Mist
ented as they figure out they’ve just been transformed Sometimes the Feywild’s intrusion into the natural
into mice. world—by planar breach, portal, or other planar phe-
nomenon—can cause the plane’s magical energy to
Glyph of Changes Level 20 Minion Trap infuse otherwise ordinary meteorological events, such
Object XP 700 as rain, fog, and snow. Lunacy mist is a rare example,
Detect Perception DC 34 Initiative — and it behaves like normal fog except for the glittering
Immune attacks golden motes drifting through the clouds.
TRIGGERED ACTIONS
Lunacy mist typically covers 20 contiguous squares.
+ Attack (polymorph) ) Encounter
Trigger: A creature enters a square containing the glyph.
A successful DC 15 Perception check lets a charac-
Attack (Immediate Reaction): Close burst 5 (creatures in the burst); ter spot the golden motes. A DC 23 Arcana or Nature
+23 vs. Fortitude check identifies the fog as lunacy mist. Holding one’s
Hit: The target turns into a Tiny mouse for 1d6 hours. breath in the mist does nothing to stave off its effects.
Miss: The target turns into a Tiny mouse (save ends). It is possible to fight back against its influence through
Effect: As a mouse, the target is dazed, and the only actions it can physical effort.
take are to shift or walk. All of the target’s equipment transforms
with it. The cleric power holy cleansing, the Remove Affliction
ritual, or similar magic can end the effect.
COUNTERMEASURES
) Disable: Thievery DC 34. Failure (29 or less): The glyph is trig-
gered. Allies can use Thievery or Arcana to aid the Thievery
check, using the aid another action.
CH A P T ER 3 | Vile Encounters
37
Lunacy Mist Level 6 Hazard Mirror of Life Trapping Level 10 Trap
Terrain XP 250 Object XP 500
Detect automatic Initiative — Detect automatic Initiative —
Immune attacks HP 50
TRAITS AC 5, Fortitude 10, Reflex 5, Will —
Lightly Obscured Immune necrotic, poison, psychic, forced movement, all conditions,
Squares in the mist are lightly obscured. ongoing damage; Vulnerable 10 thunder
TRIGGERED ACTIONS TRIGGERED ACTIONS
, Attack (poison) ) At-Will , Attack ) At-Will
Trigger: A creature starts its turn in the mist’s space. Trigger: A creature that is not blind or blinded starts its turn adja-
Attack (Opportunity Action): Melee 0 (triggering creature); +9 vs. cent to the mirror.
Will Attack (Opportunity Action): Melee 1 (triggering creature); +13 vs.
Hit: 1d8 + 4 poison damage, and the target is subjected to lunacy Will
(save ends). Until the effect ends, the target rolls a d6 at the Hit: The target is trapped in the mirror. While trapped in the
start of its turn before taking any actions to determine the mist’s mirror, the target is removed from play. If there is already a
effects. creature trapped in the mirror, the effect ends for that creature,
The target is stunned until the start of its next turn. which returns to play in an unoccupied space within 3 squares of
The target is dazed until the start of its next turn. the mirror.
The target takes 5 poison damage and is slowed until the start Miss: The target is dazed until the start of its next turn.
of its next turn. COUNTERMEASURES
The target’s first action this turn must be a basic attack or ) Destroy: Reducing the mirror to 0 hit points destroys it but
a charge against the creature closest to it. If no creature is automatically kills any creature trapped inside.
within range, the target is dazed until the start of its next turn.
The target takes a –2 penalty to attack rolls until the start of
its next turn.
Rot Grub Pit
No effect. A concealed pit is a useful and simple obstacle to keep
COUNTERMEASURES enemies from reaching important locations, but rarely
) Avoid: Endurance DC 23. The target can make an Endurance is a pit enough to deter an adventurer from pressing on.
check when entering the mist as a free action. Success: The
The cruelest trapsmiths, however, find more success by
target gains a +4 bonus to Will against the mist until the end of
the target’s next turn.
filling the bottom with disturbing creatures. Rot grubs,
then, are perfect additions to these traps.
A creature that can see the rot grubs at the bottom
Mirror of Life Trapping identifies them as such with a successful DC 14 Nature
The mirror of life trapping ensnares the vain by draw- check.
ing the creature into the mirrored surface. Once
ensnared, there is no escape until another creature Rot Grub Pit Level 4 Trap
looks into the mirror. Object XP 175
A mirror of life trapping is usually a full-length Detect Perception DC 21 Initiative —
mirror hanging on a vertical surface. If there’s a Immune attacks
creature trapped inside the mirror, it appears on TRIGGERED ACTIONS
, Attack ) Encounter
the surface, behaving in a manner appropriate for a
Trigger: A creature enters one of the trap’s four squares.
trapped creature. A character can identify the trap Attack (Immediate Reaction): Melee 1 (triggering creature); +7 vs.
as a mirror of life trapping with a successful DC 26 Reflex
Arcana check. Hit: The target falls 20 feet to the bottom of the pit, taking 2d10
damage and falling prone.
Miss: The target returns to the last square it occupied, and its
movement ends immediately.
Effect: The false floor opens, and the pit is no longer hidden. Any
creature that starts its turn in the pit is exposed to rot grub
infestation. At the end of the encounter, the target must make a
saving throw. On a failed saving throw, it contracts rot grub infes-
tation (stage 1).
COUNTERMEASURES
) Disable: Thievery DC 21. Success: The false floor is jammed and
cannot attack.
) Destroy: Dealing 10 or more fire damage removes the rot grub
infestation from the bottom of the pit.
CH A P T ER 3 | Vile Encounters
38
VILE TRAPS AND HAZARDS
Rot Grub Infestation Level 4 Disease Rot Grub Swarm Level 4 Brute
Medium natural beast (swarm) XP 175
Wriggling worms burrow through flesh, gobbling up important
tissue and life energy as they feast. HP 63; Bloodied 31 Initiative +3
AC 15, Fortitude 15, Reflex 14, Will 15 Perception +2
Stage 0: The target recovers from the disease.
Speed 5 Darkvision
Stage 1: While affected by stage 1, the target loses a healing surge
Resist half damage from melee and ranged attacks;
and gains vulnerable 5 necrotic.
Vulnerable 10 against close and area attacks
Stage 2: While affected by stage 2, the target loses two healing
surges. The target also takes a –4 penalty to skill checks.
TRAITS
Q Swarm Attack ) Aura 1
Stage 3: The target dies and, if Small or Medium in size, immedi-
Any enemy that starts its turn in the aura takes 5 damage plus 2
ately becomes a rot grub zombie under the DM’s control.
damage for each additional rot grub swarm adjacent to the enemy.
Check: At the end of each extended rest, the target makes an
Swarm
Endurance check if it is at stage 1 or 2.
The swarm can occupy the same space as another creature, and
11 or Lower: The stage of the disease increases by 1.
an enemy can enter its space, which is difficult terrain. The swarm
12 to 17: No change.
cannot be pulled, pushed, or slid by melee or ranged attacks. It can
18 or Higher: The stage of the disease decreases by 1.
squeeze through any opening that is large enough for at least one
of the creatures it comprises.
Rot Grub Zombie Level 8 Skirmisher Clumsy Attacker
Medium natural humanoid (undead) XP 350 The rot grub swarm cannot make basic attacks.
HP 86; Bloodied 43 Initiative +9 STANDARD ACTIONS
AC 22, Fortitude 20, Reflex 19, Will 17 Perception +2 , Infesting Bite ) At-Will
Speed 6 Attack: Melee 1 (one creature); +9 vs. AC
Immune rot grub infestation Hit: The target takes ongoing 5 damage (save ends).
STANDARD ACTIONS First Failed Saving Throw: The target takes ongoing 10 damage
5 Slam ) At-Will (save ends).
Attack: Melee 1 (one creature); +13 vs. AC Second Failed Saving Throw: The target takes ongoing 15 damage
Hit: 2d6 + 9 damage. (save ends).
, Flailing Slam ) At-Will Str 10 (+2) Dex 13 (+3) Wis 11 (+2)
Attack: Melee 1 (one creature); +13 vs. AC Con 13 (+3) Int 2 (–2) Cha 4 (–1)
Hit: 2d6 + 9 damage. Alignment unaligned Languages —
Effect: Before or after the attack, the zombie can shift 1 square.
, Rot Grub Hunger (disease, necrotic) ) Recharge
Attack: Melee 1 (one creature); +13 vs. AC Symbol of Death
Hit: 2d6 + 9 damage plus 2d6 necrotic damage. Powerful wizards and priests who study Supernal can
Effect: If the target is bloodied, it must make a saving throw at the learn certain words of power to transform their envi-
end of the encounter. On a failed saving throw, it contracts rot
ronments. Binding such a word into a physical symbol
grub infestation (stage 1).
TRIGGERED ACTIONS traps its potential until triggered. The symbol of death is
Corpse Collapse ) Encounter the most deadly of all, since when triggered it can snuff
Trigger: The zombie drops to 0 hit points. out all life in a large area.
Effect (No Action): A rot grub swarm appears in an unoccupied
square adjacent to the zombie. Symbol of Death Level 29 Minion Trap
Str 20 (+9) Dex 16 (+7) Wis 6 (+2) Object XP 3,750
Con 14 (+6) Int 4 (+1) Cha 13 (+5) Detect Arcana or Perception DC 41 Initiative —
Alignment unaligned Languages — Immune attacks
TRIGGERED ACTIONS
+ Attack (necrotic) ) Encounter
Trigger: A creature enters a square containing the symbol of death.
Attack (Immediate Reaction): Close burst 3 (living creatures in the
burst); +32 vs. Fortitude
Hit: 10d10 necrotic damage. If this reduces the target to 30 hit
points or fewer, the target dies.
Miss: Half damage.
COUNTERMEASURES
) Disable: Thievery DC 41. Failure (36 or less): The glyph is trig-
gered. Allies can use Thievery or Arcana to aid the Thievery
check, using the aid another action.
CH A P T ER 3 | Vile Encounters
39
CHAPTER 4
emulate.
Using Themes
Applying a monster theme to a creature allows you
to customize its role and powers. Doing so is a simple
process, involving picking an extra power or two and
adding them to the creature’s statistics block.
TRIGGERED ACTIONS
Appalling Presence Undulating Form ) At-Will
Although a creature’s mind is shattered when it Trigger: An enemy makes a melee or a ranged attack against this
becomes a chaos beast, one might on occasion recall creature.
its former form. At such times, the beast morphs into Effect (Immediate Reaction): This creature can shift 1 square.
TO D D LO C K WO O D
D EVOT E E O F DA R K N E S S
OF DARKNESS
“You mustn’t speak ill of my Master. If you do, I shall have to
hurt you.”
—Cyrus Belview
MAENAD
Utility Powers
Doomdreamers use the following powers to commune
with the Chained God—or so they think. “The Feywild is a realm of emotions run rampant. Even the
trees, pebbles, and clouds have them. It can drive you mad.”
—The Prince of Frost
Dark Communion
Tharizdun reveals the future to his most dedicated ser- The Feywild is the world’s bright reflection, and it does
vants, offering shadowy visions of what might unfold. contain great beauty, but it is also home to terrible evil
When a creature uses this power, it recalls an omen and ugliness. Hags grow fat on marrow sucked from
in a dream and gains a second chance at achieving a the bones of those who cross their paths, sprites and
success. pixies play lethal tricks on hapless fools who stumble
into their traps, and fomorians rouse armies to enslave
TRIGGERED ACTIONS enemies in the world above.
Dark Communion (psychic) ) Encounter Evil in this plane preys on the most powerful emo-
Trigger: This creature makes an attack roll or a saving throw and
tions of love and hate, lust and fear. It magnifies them
dislikes the result.
Effect (No Action): This creature rerolls the attack roll or saving
until they consume a creature’s every thought. Crea-
throw. If the attack roll hits or the saving throw succeeds, this tures afflicted by the plane’s intensity become slaves
creature gains 5 temporary hit points. If the attack roll misses or to their emotions. They are erratic and strange, violent
the saving throw fails, this creature is dazed until the end of its and aggressive. They don’t care about the harm they
next turn. inflict and the suffering they create. Known as mae-
Level 11: 10 temporary hit points. nads, they are a crazed host comprising numerous races
Level 21: 15 temporary hit points.
and creatures united by their mad desire to feed their
emotional cravings.
Insane Revelation Maenads are often brutes and skirmishers, though
Madness reigns in the doomdreamer’s mind. When a controllers sometimes find themselves subject to the
creature with this power surrenders to insanity, it might madness too. A maenad resembles a normal creature of
achieve great results or terrible failure. its kind, but is wild and unkempt. The creature’s eyes
roll about in its head and blood spatters its teeth and
MINOR ACTIONS body.
Insane Revelation ) At-Will Skill Modifications: +2 bonus to Nature checks
Effect: Roll a d6 to determine this power’s effect. and Perception checks.
This creature is blinded until the end of its next turn.
This creature is dazed until the end of its next turn.
This creature grants combat advantage until the end of its Attack Powers
next turn. Maenads are aggressive in battle. They rip their oppo-
This creature gains a +2 power bonus to all defenses until it is nents to pieces with their claws and teeth or even with
hit by an attack.
just their bare hands. Most are afflicted by a wild
This creature gains a +2 power bonus to attack rolls until it
misses with an attack.
frenzy that clouds their judgment until they lose all
This creature can take an extra standard action this turn. inhibition.
TRIGGERED ACTIONS
, Gift of Orcus ) Encounter
Trigger: An adjacent enemy drops this creature to 0 hit points.
Attack (No Action): Melee 1 (triggering enemy); level + 3 vs. Will
Hit: The target falls unconscious (save ends).
ZO LTA N B O R OS & G A B O R S Z I K S Z A I
NINE HELLS Bel’s slaves can call forth their master’s power, which
manifests as green flames that dance across their weap-
“Every devil wants to be your friend, and like a friend, he’ll ons. The flames defeat an enemy’s fire resistance.
help you out of a jam, see. Need a few coins to get by? The
TRIGGERED ACTIONS
devil’s got a few to spare. Need a warm body to fill your bed? Accursed Flames (fire) ) Recharge
The devil knows the best ladies. Want status? Riches? Prop- Trigger: This creature hits an enemy with a weapon attack.
erty? Power? The devil has the answers. He’ll give you all you Effect (No Action): The triggering attack ignores the target’s fire
want and more. And what does he want in exchange? Just resistance and deals 1d6 extra fire damage.
a little thing—a trif le, really. And it won’t affect you in the Level 11: 2d6 extra fire damage.
slightest. All he wants is your soul.” Level 21: 3d6 extra fire damage.
—Conner Smithson, Seeker of Virtue
Avernus Tactics
Souls are the currency of the Nine Hells. The archdev- Bel has no illusions about his place in the Nine Hells’
ils crave them, covet them, and will do anything to get hierarchy. It is more important to him that his servants
them. The reason is simple: souls have power. Souls find success in battle for as long as they survive.
gave the Raven Queen the means to end Nerull’s dark
reign and claim his mantle. And before that, souls gave TRIGGERED ACTIONS
Nerull the power over life and death and the ability Avernus Tactics ) At-Will
to seize the world in his skeletal grip. The archdevils Trigger: An adjacent enemy misses this creature with an attack.
would follow Asmodeus and his own rise to power by Effect (Immediate Reaction): This creature can shift 1 square, and
hoarding the souls necessary to complete their own it gains combat advantage against the triggering enemy until the
end of its next turn.
apotheosis.
A great many souls are lost to the Nine Hells through
fiendish corruption, while others are stolen en route to Brand of Dis
Letherna (the Raven Queen’s demesne) by diabolical Dispater passes on his constant paranoia to those in his
harvesters. Others find themselves damned by enter- service, alerting them to the myriad enemies and dan-
ing ill-advised agreements with tempters in life, only to gers lying in wait. Many creatures who bargain with
find an eternity of torment for fleeting mortal wealth, this archdevil cloister themselves away, hiding in vast
pleasure, or some other distraction that won a devil its fortresses protected by insidious traps and obedient
power. Those mortals who fall prey to these temptations monsters. Dispater favors controllers and skirmishers.
are little more than slaves, for there is nothing they can Initiative: +2 bonus to initiative checks.
do to escape the fate they earned. Archdevils are not Skill Modification: +2 bonus to Insight checks.
above such deals, forging infernal pacts with warlocks
and other mortals.
Unlike most monster themes, the follow powers are Imprisoning Advance
available only to creatures that have sold their souls to Slaves of Dispater know the value of a good escape
a particular devil or who profess allegiance to a par- route and thus use the power given to them to create a
ticular archdevil. To cement the compact, the mortal path to safety that leaves their enemies unable to give
creature accepts a special brand that denotes the fiend’s chase.
ownership of their souls. When applying this theme to
MOVE ACTIONS
a creature, choose a brand from those described below.
Imprisoning Advance ) Recharge
The creature gains the attack power and the utility Effect: This creature gains a +2 power bonus to all defenses until
power associated with that brand. the end of this turn and moves up to its speed. If an enemy makes
an opportunity attack provoked by this movement, this creature
Brand of Avernus can make the following attack against that enemy.
Attack (Free Action): Melee 1 (triggering enemy); level + 3 vs. Will
Avernus is a war-torn and barren landscape, punctu- Hit: The target is immobilized until the end of its next turn.
ated by pitted and crumbling fortresses used to defend
the Nine Hells against the demonic invasions sparked
by the Blood War. Bel, the archdevil who nominally
rules, recruits primarily brutes and soldiers to aid in
the defense of his demesne.
Skill Modification: +2 bonus to Intimidate checks.
TRAITS
All-Around Vision
Enemies can’t gain combat advantage by flanking this creature.
Brand of Minauros
Mammon, ruler of Minauros, is a cringing, wretched
archdevil. He is an opportunist who knows how to flat-
ter and connive to keep his throne. These traits infect
those in his service and help them spread evil through
unexpected ways. Lurkers and skirmishers are best
served by gaining this brand.
Skill Modification: +2 bonus to Bluff checks.
Cringing Presence
Slaves to Mammon appear weak and pathetic, exuding
a harmless if disgusting presence that convinces ene-
mies to pass them over. This same feeble appearance
allows the slave to capitalize on an enemy’s reluctance
and strike while it foe’s guard is down.
TRAITS
Q Cringing Presence ) Aura 1
Any enemy in the aura that has more hit points than this creature
takes a –2 penalty to attack rolls against this creature. Any enemy in
the aura that has fewer hit points than this creature grants combat
advantage to it. Wicked Fantasy
With a touch, a slave of Fierna can fill an enemy with
Mammon’s Cunning unspeakable desire, flooding its senses with hideous
Mammon survives by learning everything he can fantasies that leave it gasping in pleasure and horror.
about his enemies and then using this information to
STANDARD ACTIONS
defeat their expectations. A creature with this trait can
, Wicked Fantasy (charm, psychic) ) Recharge
leap against foes with surprising ferocity or slip away, Attack: Melee 1 (one creature); level + 3 vs. Will
unnoticed. Hit: The target is dazed and takes ongoing 5 psychic damage (save
ends both).
TRAITS Each Failed Saving Throw: This creature can slide the target 1
Mammon’s Cunning square.
This creature does not provoke opportunity attacks when charg- Level 11: 10 psychic damage.
ing. In addition, whenever this creature moves, its first square of Level 21: 15 psychic damage.
movement does not provoke opportunity attacks.
damage on that turn, it is dazed until the end of its next turn.
Stolen Power
Some legends claim Glasya gained her power by
killing another, more ancient archdevil who ruled
Malbolge. This power lends credence to these tales,
since her servants are quick to take that which does
not belong to them.
MINOR ACTIONS
- Stolen Power ) Recharge
Attack: Ranged 5 (one creature); level + 3 vs. Fortitude
Hit: The target is weakened until the end of this creature’s next
turn.
Effect: This creature’s attacks deal extra damage equal to 2 + one-
half its level until the target is no longer weakened.
Brimstone Escape
Glasya’s gifts are not without a price. She cares noth-
ing for her servants or their lives; she wants only their
souls. So even though this power allows her slave to
escape its enemies, it also aff licts the creature with
terrible pain.
MOVE ACTIONS
Brimstone Escape (teleportation) ) Encounter
Effect: This creature teleports up to 10 squares. It is then dazed
until the end of its next turn.
J O H N S TA N KO
A NGEL, FALLEN her realm, and scattered her servants, earning them-
selves the venomous regard of the fallen angels of
Deicide is no small thing. A god’s death causes domin- winter.
ions to tremble, the world to groan, and the demons Crackling with hate, this icy creature ambushes,
below to howl in delight. Tremors spread through Cre- frames, and hunts Khala’s killers and their servants.
ation as powerful beings scramble to claim portfolios
the god released at the moment of its extinction. But Fallen Angel of Winter Level 13 Soldier
Medium immortal humanoid (angel) XP 800
despite the god’s life force being snuffed out, its crea-
HP 128; Bloodied 64 Initiative +12
tures are not freed from service. AC 29, Fortitude 27, Reflex 25, Will 23 Perception +7
Known as fallen angels, these immortal champions Speed 6, fly 8 (hover)
of a slain god are sheathed in grief and remain driven Immune fear; Resist 10 cold, 10 radiant
to do the work for which they were chosen. TRAITS
Q Khala’s Hate ) Aura 3
While the angel is not bloodied, enemies in the aura have vulner-
Lore able 5 cold.
Religion DC 20: Most angels are independent Angelic Presence
agents. They wing through the Astral Sea running While the angel is not bloodied, attack rolls against it take a –2
penalty.
myriad errands and safeguarding the expanse they
STANDARD ACTIONS
call home. The gods claim some angels as servants, 5 Ice Spear (cold, weapon) ) At-Will
soldiers, and emissaries, positions few would refuse. Attack: Melee 1 (one creature); +18 vs. AC
When an angel joins a particular god’s retinue, it slowly Hit: 3d8 + 7 cold damage, and the target is immobilized until the
transforms as a trickle of its master’s physical and psy- end of the angel’s next turn.
chological characteristics seeps into its essence. Over + Khala’s Vengeance (cold) ) Encounter
time, the seepage drowns out the angel’s memory of its Requirement: The angel must be bloodied.
Attack: Close burst 3 (enemies in the burst); +16 vs. Fortitude
life before joining its master. Thus, the deity’s imprint
Hit: 2d8 + 4 cold damage, and the target is immobilized and takes
consumes an ever-greater portion of the angel the ongoing 10 cold damage (save ends both).
longer the retainer serves. Aftereffect: The target is slowed (save ends).
Religion DC 25: When a god dies, its surviving Miss: Half damage, and the target is slowed and takes ongoing 5
angels are stripped of varying portions of their iden- cold damage (save ends both).
tities. The longest-serving angels morph into brittle Str 22 (+12) Dex 19 (+10) Wis 13 (+7)
travesties of their master. These fallen angels manage Con 16 (+9) Int 10 (+6) Cha 15 (+8)
Alignment evil Languages Supernal
to cling to the fading threads of divine power and
Equipment scale armor, spear
use it to serve the god posthumously. But their grief
and rage taint their efforts, making them some of the
most unpredictable and unstable dark forces in the Fallen Angel of Winter in Combat
Astral Sea. A fallen angel of winter is as merciless as a blizzard. It
descends unseen from the cover of a wicked storm to
wrap foes in cold and pierce their bodies with winter’s
bite.
Encounters
The hardiest of the Nhagruul dragonspawn live on
civilization’s fringes, making their lairs in deep caves,
forests, and old ruins.
A Nhagruul dragonspawn attacks any dragon it
encounters. After laying claim to a dragon’s lair, a
dragonspawn devours all but one of its victim’s eggs.
The dragonspawn corrupts the remaining egg with its
Encounters
A filth hag and its son haunt abandoned villages deep in
Feywild or untamed wildernesses in the natural world.
Ghouls and other undead are drawn to the promise of
meat and thus can be found haunting the fringes of a
filth hag’s lair.
Organization
The great deception Kazandra perpetuates is that the
immortality her servants crave will come from her
directly. She is a vampire and a powerful one at that.
She could transform her servants into vampires, but
she withholds that gift to prevent rivals from rising up
against her.
Dark Rewards
-
“Have you the courage to take what is offered? That is the
question I most often pose to the adventurers whose fortunes
I have read. Too often, there is bluster and bravado. Rarely do
I find substance in those I meet. They claim to have strength,
claim to have power, yet I have spied the truth in the cards
and in the swirling mist darkening my crystal ball. Oh yes, I
intrigue them with cryptic warnings and tantalizing hints,
yet I know that once they set foot on the road to the Master’s
castle, their future is certain, their doom at hand. Death’s
shadow chills the road, as his scythe plucks at life’s strings.
“Why risk death? The darker the shadow, the greater the
rewards. All the easy treasures have been plucked from the
land, leaving only the unexplored darkness to offer up won-
ders to those with the courage to claim them. This is why the
heroes leave their homes. Oh, there may be some noble cause,
some princess in need of rescuing, but it is always the promise
of riches and wealth that keeps the darkness fat on so-called
adventurers.”
—Madame Eva
C H A P T ER 5 | Dark Re ward s
72
CURSED ITEMS Boots of Many Steps Level 17 Uncommon
This mismatched pair of boots help you cross distances in an
“I sell only the finest merchandise. My potions of healing are instant.
to die for—a recipe handed down to me by my mother, gods Feet Slot 65,000 gp
bless her soul.” Property
Whenever you roll a natural 1 on an attack roll or a saving throw,
—Alluvius Ruskin of Sigil
you are removed from play (save ends). When the effect ends, you
reappear in the square you last occupied or in the unoccupied
Magic item creation can have unexpected results when square nearest it.
the creator tries to craft something beyond his or her Utility Power (Teleportation) ) Encounter (Move Action)
abilities. Most cursed items were created by accident, Effect: You teleport up to a number of squares equal to your
though some wicked makers create them intentionally, speed.
to laugh as their wielders march toward doom.
A cursed item usually appears benign. The wielder Cloak of Poison
knows all of the item’s powers, but the properties While the infamous cloak of poison can be deadly to its
remain hidden until triggered. Once a character trig- wearer, the cloak provides unexpected benefits to those
gers the property, the character cannot get rid of the with the courage to wear it.
item by any means short of a Disenchant Magic Item
ritual, a Remove Affliction ritual, or similar magic. Cloak of Poison Level 5+ Uncommon
The heavy cloak feels oily and has a faint chemical smell.
Berserk Weapon Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
The berserk weapon’s wielder finds self-control fading Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
and vicious anger swelling in his or her heart. Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Berserk Weapon Level 4+ Uncommon
Property
The cruel weapon feeds your hate, goading you to greater and Whenever you roll a natural 1 on an attack roll or a saving throw,
greater acts of violence. you take ongoing 10 poison damage (save ends). You can end this
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp effect by removing the cloak as a minor action.
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Level 15 or 20: Ongoing 15 poison damage.
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Level 25 or 30: Ongoing 20 poison damage,
Weapon: Axes, hammers, heavy blades Attack Power (Poison) ) Encounter (Immediate Reaction)
Enhancement Bonus: Attack rolls and damage rolls Trigger: An adjacent enemy hits you with a melee attack.
Critical: +1d12 damage per plus Effect: The triggering enemy takes ongoing 5 poison damage
Property (save ends).
While you are bloodied, you treat all creatures as enemies, and Level 15 or 20: Ongoing 10 poison damage.
you must make opportunity attacks when provoked. Level 25 or 30: Ongoing 15 poison damage.
, Attack Power ) Daily (Free Action)
Trigger: You are bloodied by an attack.
Effect: Make a melee basic attack using this weapon against a
Cursed Weapon
random creature adjacent to you. A cursed weapon commits its wielder to fighting one
enemy at a time.
Boots of Many Steps
Cursed Weapon Level 1+ Uncommon
These mismatched boots promise unmatched mobil-
This weapon feels comfortable in your hands.
ity with only the slightest risk. Yet the longer one
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
wears them, the greater the chance for the curse to
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
reveal itself. Too many jumps can send the wearer Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
into a dark and sinister place, a realm of endless cor- Weapon: Any
ridors and passages. Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 per plus
Property
The first time during an encounter you hit an enemy with an
attack using this weapon, you take a –2 penalty to the attack rolls
of attack powers that do not include the enemy as a target. This
penalty lasts until the end of the encounter or until the enemy
drops to 0 hit points.
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CURSED ITEMS
Potion of Delusion Bane’s Battle Acumen
Created by a twisted mind or perhaps from a ritual A character who gains Bane’s battle acumen assumes a
gone awry, the potion of delusion makes the drinker sinister appearance. His or her eyes grow black and
believe he or she has been healed when in truth the through them the character can see opportunities on
entire effect is an illusion. When characters gain this the battlefield.
potion, it always appears to be a potion of healing.
Bane’s Battle Acumen Level 3+ Uncommon
Potion of Delusion Level 5 Uncommon The Iron General is the consummate warrior and those with his
You feel a surge of energy but are surprised to find none of your favor gain a measure of his tactical genius.
wounds have healed. Lvl 3 680 gp Lvl 23 425,000 gp
Consumable: Potion 50 gp Lvl 13 17,000 gp
Utility Power ) Consumable (Minor Action) Alternative Reward: Divine Boon
Effect: You drink the potion and lose a healing surge. You gain 10 Property
temporary hit points, and you shift 1 square toward the near- Whenever you roll a natural 19 or 20 for an attack roll using a
est enemy. weapon, one ally within 5 squares of you can shift 1 square as a
free action.
Level 13: The ally shifts up to 2 squares.
Divine Boons Level 23: One ally within 5 squares of you can shift up to 2
The gods sometimes take notice of mortals who per- squares as a free action, or two allies within 5 squares of you
form great deeds on their behalf. Should the god be can each shift 1 square as a free action.
Utility Power ) Daily (Free Action)
moved by this act, he or she might grant a boon to the
Trigger: You roll initiative.
mortal. Any god can bestow a boon, not just those gods Effect: You can slide each ally within 5 squares of you 1 square.
the adventurer favors. An evil god, for example, might Level 13: Slide up to 2 squares.
bestow a boon onto a good hero as a temptation or a Level 23: Slide up to 3 squares.
reward for some inadvertent service. Regardless of the
reason (and sometimes the reasons are unknown), gain-
ing a divine boon is often a life-changing event. As with Gruumsh’s Bloodthirsty Wrath
all alternative rewards, divine boons typically fade after Gruumsh desires only to spread strife and sow destruc-
about five levels (see Dungeon Master’s Guide 2). tion in the mortal world. On gaining this boon, the
character tears out his or her own left eye. The organ
returns when the boon fades away.
Asmodeus’s Dread Authority
When a character gains Asmodeus’s dread authority, a Gruumsh’s Bloodthirsty Wrath Level 3+ Rare
sinister sigil appears in the palm of his or her left hand. Destruction and carnage are the only things able to quell Gru-
The symbol shines when the character calls on the umsh’s appetite for chaos.
boon’s power. Lvl 3 680 gp Lvl 18 85,000 gp
Lvl 8 3,400 gp Lvl 23 425,000 gp
Asmodeus’s Dread Authority Level 3+ Rare Lvl 13 17,000 gp Lvl 28 2,125,000 gp
Alternative Reward: Divine Boon
Asmodeus invests you with the authority he uses to rule the Nine
Property
Hells.
You gain temporary hit points equal to this boon’s level the first
Lvl 3 680 gp Lvl 23 425,000 gp
time you drop an enemy to 0 hit points during an encounter.
Lvl 13 17,000 gp
Attack Power (Healing) ) Daily (Free Action)
Alternative Reward: Divine Boon
Requirement: You must be bloodied.
- Attack Power (Charm) ) Encounter (Minor Action)
Trigger: You hit an enemy with a melee attack.
Attack: Ranged 10 (one creature); the boon’s level + 5 vs. Will
Effect: After the attack, you make a melee basic attack against
Hit: The target is subject to your dread authority (save ends).
a random creature adjacent to you. If this attack hits, you can
Until this effect ends, you can slide the target 1 square as a free
spend a healing surge.
action at the start of each of its turns.
Level 13: Slide the target up to 2 squares.
Level 23: Slide the target up to 3 squares.
- Attack Power (Fire) ) Daily (Minor Action)
Effect: Ranged 10 (the creature subject to your dread authority).
The target chooses either to fall prone or to take 5 fire damage.
Level 13: 10 fire damage.
Level 23: 15 fire damage.
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Lolth’s Fickle Favor Tiamat’s Insatiable Greed
Since her fall, Lolth’s sanity has frayed and splintered On rare occasion, Tiamat finds it to her advantage
until she has become a petty, scheming monster. She to bestow a boon on a particularly valuable follower,
cares nothing for her worshipers, and when she grants provided she gets a greater return on her investment.
her boon it is only to escalate the conflict troubling her Characters with this boon grow multicolored scales
servants. Character who gain this boon hear faint voices across their backs, scales that spread to their arms
and sees things watching them from the shadows. and legs.
Lolth’s Fickle Favor Level 3+ Rare Tiamat’s Insatiable Greed Level 5+ Rare
The Demon Queen of Spiders is a fickle goddess, as likely to offer a Tiamat commands her followers to let no slight go unpunished
gift as she is to bestow a curse. and to take what they want.
Lvl 3 680 gp Lvl 23 425,000 gp Lvl 5 1,000 gp Lvl 20 125,000 gp
Lvl 13 17,000 gp Lvl 10 5,000 gp Lvl 25 625,000 gp
Alternative Reward: Divine Boon Lvl 15 25,000 gp Lvl 30 3,125,000 gp
Property Alternative Reward: Divine Boon
You gain resist 5 poison and a +1 item bonus to Stealth checks. Property
Level 13: Resist 10 poison and +3 item bonus to Stealth checks. You gain a +1 item bonus to damage rolls against any creature that
Level 23: Resist 15 poison and +5 item bonus to Stealth checks. has damaged you since the end of your last turn.
Utility Power (Illusion, Teleportation) ) Encounter (Immediate Level 10: +2 item bonus.
Reaction) Level 15: +3 item bonus.
Trigger: An enemy bloodies you with an attack. Level 20: +4 item bonus.
Effect: Roll a d8. On an odd number, you are dazed until the end Level 25: +5 item bonus.
of your next turn. On an even number, you teleport up to a Level 30: +6 item bonus.
number of squares equal to the die roll and become invisible Utility Power ) Daily (Minor Action)
until the end of your next turn. Effect: One ally you can see loses a use of a daily magic item
power, and you regain the use of an expended daily magic item
power for a magic item you possess of the same level or lower.
Tharizdun’s Madness Spiral
Tharizdun is silent. No prayer reaches his ears. No
commandment escapes his prison. His priests are left Torog’s Inescapable Suffering
to learn about their deity through the scant fragments One can hear the faint groans from the King that
written by raving lunatics or from the princes of ele- Crawls in the deep reaches of the Underdark. Torog
mental evil who claim to represent the Chained God’s endures the humiliation of his prison and the pain from
interests. From time to time, a devoted servant might his broken body and expects his followers to be as he
experience an unsettling dream, a window into the is, agonized and enslaved to his demands. Those who
madness afflicting the dark god, and use this madness receive his boon feel their bones grind in their flesh.
as a weapon.
Torog’s Inescapable Suffering Level 4+ Rare
Tharizdun’s Madness Spiral Level 12 Rare Torog instructs his servants to embrace their agony, for only
through pain can one unite the mortal with the divine.
Although the Chained God is silent, the god’s will is revealed in the
mad actions of its followers. Lvl 4 840 gp Lvl 24 525,000 gp
Lvl 14 21,000 gp
Alternative Reward: Divine Boon 13,000 gp
Alternative Reward: Divine Boon
Property
Property
You gain a +2 item bonus to saving throws against charm effects,
While you are bloodied, you gain a +1 item bonus to attack rolls.
fear effects, and ongoing psychic damage.
Utility Power ) Daily (Free Action)
Utility Power ) Encounter (No Action)
Trigger: You hit an enemy with a melee attack.
Trigger: You make an attack roll and dislike the result.
Effect: Each creature adjacent to you is immobilized and takes
Effect: You reroll the attack roll and use the second result. If the
ongoing 5 poison damage (save ends both).
second die roll is less than 11, you are stunned until the end of
Level 14: Ongoing 10 damage.
your next turn after resolving the attack.
Level 24: Ongoing 15 damage.
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SINISTER ITEMS
SINISTER ITEMS
Vecna’s Dark Secret
Vecna guards the darkest secrets of the cosmos, hoard-
“Sinister is the hand that wields the item, not the item itself.”
ing ancient lore and mystical power to keep it from
—Kas
rivals. He does this not out of fear, but to amass the
tools he needs to ascend even higher. Characters who
The following items are not cursed, but their properties
earn the god’s favor become pale, and shadows ring
and powers are certainly dark.
their eyes.
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Girdle of Skulls Midnight Blade Level 12+ Rare
A weapon forged for dark deeds works best when cloaked in
The skulls adorning this belt can create undead ser-
shadow.
vants to protect you in battle.
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Girdle of Skulls Level 12 Rare Weapon: Heavy blade, light blade
By plucking a skull from the belt, you can call forth a skeleton to do Enhancement Bonus: Attack rolls and damage rolls
your bidding. Critical: +1d8 per plus, or +1d12 per plus in dim light or darkness
Waist Slot 17,000 gp Properties
Property ) You gain darkvision.
The girdle starts with four charges. When you take an extended ) You take a –2 penalty to attack rolls when attacking with this
rest, the item regains one charge. weapon in bright light.
Utility Power ) Daily (No Action) ) You gain a +1 item bonus to attack rolls when using this
Trigger: You reduce a creature to 0 hit points or fewer. weapon in darkness.
Effect: The girdle gains a charge (maximum of four). Utility Power (Aura) ) Daily (Minor Action)
Utility Power (Summoning) ) Encounter (Minor Action) Effect: You activate an aura 2 that lasts until the end of the
Requirement: The girdle must have at least one charge. encounter or until you dismiss it as a free action. Bright light in
Effect: Expend a charge. You summon a skeletal warrior in an the aura becomes dim light, and dim light in the aura becomes
unoccupied space within 5 squares of you. The skeletal war- darkness.
rior is an ally to you but not to your allies, and it lacks actions
of its own. Instead, you spend actions to command it mentally,
choosing from the actions in its description. You must have
Obsidian Wand
line of effect to the skeletal warrior to command it. You and it Shaped from an obsidian shard, this wand is adept at
share knowledge but not senses. channeling arcane magic and shadow magic, making
When the skeletal warrior makes a check, you make the it a preferred implement for those who deal in dark
roll using your game statistics, not including any temporary magic.
bonuses or penalties.
The skeletal warrior lasts until it drops to 0 hit points, at
which point you lose a healing surge (or hit points equal to
Obsidian Wand Level 3+ Rare
your surge value if you have no surges left). Otherwise, it lasts When you channel magic through the wand, you feel it grow as
until you dismiss it as a minor action or until the end of the cold as the grave.
encounter. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Skeletal Warrior Level 12 Summoned Creature
Medium shadow animate (undead) Implement: Wand
Enhancement Bonus: Attack rolls and damage rolls
HP 40; Healing Surges none, but you can lose a healing surge for the
Critical: +1d10 necrotic damage per plus
creature if an effect allows it to spend one
- Attack Power ) Daily (Standard Action)
AC 28, Fortitude 24, Reflex 26, Will 22
Effect: As the wizard’s ray of enfeeblement power. If this attack
Speed 7
reduces the creature to 5 hit points or fewer, the creature
, Standard Action ) At-Will
dies.
Attack: Melee 1 (one creature); +17 vs. AC
Attack Power ) Daily (No Action)
Hit: 2d8 + 11 damage, and the target is marked until the end of
Trigger: You reduce a creature to 15 or fewer hit points with an
the skeletal warrior’s next turn.
attack power using this wand.
Minor Action ) At-Will (1/round)
Effect: The creature dies.
Effect: The skeletal warrior walks, shifts, runs, stands up, squeezes,
or crawls.
, Opportunity Action ) At-Will Ray of Enfeeblement Wizard Attack 1
Trigger: An adjacent enemy marked by the skeletal warrior shifts or You point three fingers at your foe, curling them like talons. Weird
uses an attack power that doesn’t target the skeletal warrior. green mist streams from your enemy’s flesh, carrying away its
Attack: Melee 1 (triggering enemy); +17 vs. AC strength.
Hit: 2d8 + 11 damage.
Encounter ) Arcane, Implement, Necromancy, Necrotic
Standard Action Ranged 10
Midnight Blade Target: One creature
Attack: Intelligence vs. Fortitude
An assassin’s weapon if ever there was one, the midnight Hit: 1d10 + Intelligence modifier necrotic damage, and the
blade masks its true potential when inspected in bright target is weakened until the end of your next turn.
light. In darkness, all the flaws fade when a soft violet Miss: Half damage.
light washes the weapon from point to pommel.
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SINISTER ITEMS
Ring of Domination when only chasing rumors. The knife has great value
to Zehir’s priests, since it helps focus divine energy and
A hag coven forged the ring of domination to steal the
is also the perfect tool for dark deeds committed in the
hearts of men. With only power enough to construct a
god’s name.
single ring, the hags vied for the trinket’s ownership.
It wasn’t long before they turned against each other to
Serpentine Knife of Zannad Level 5+ Rare
own the ring truly. While they fought, their slaves rose
This wavy blade doubles as a weapon and an implement.
up and slew them all.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Ring of Domination Level 24 Rare
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
The Rellanic script drifting across the ring’s surface tells a tale of a Weapon: Dagger
wicked hag who seduced mortal men. Enhancement Bonus: Attack rolls and damage rolls
Ring Slot 525,000 gp Critical: +1d8 poison damage per plus
Property Properties
You gain a +5 item bonus to Bluff, Diplomacy, and Intimidate ) You gain an item bonus to skill checks made as part of a ritual.
checks. The bonus equals the dagger’s enhancement bonus.
- Attack Power (Charm, Psychic) ) Daily (Minor Action) ) The dagger can be used as a holy symbol. It adds its enhance-
Attack: Ranged 10 (one creature); +29 vs. Will. You take 15 psy- ment bonus to attack rolls and damage rolls. You do not gain
chic damage. your weapon proficiency bonus to an attack roll when using
Hit: The target is dominated (save ends). Each time the target the dagger as an implement.
fails a saving throw to end the effect, you or one ally you can Attack Power (Poison) ) Encounter (No Action)
see takes 15 psychic damage. Trigger: You hit an enemy with an attack using this dagger.
If you’ve reached at least one milestone today, the target Effect: The target takes ongoing 5 poison damage (save ends).
takes a –2 penalty to saving throws to end the effect. This damage ignores any immunity or resistance to poison.
Level 15 or 20: Ongoing 10 poison damage.
Skull of Terror
Druids, shamans, and other primal magic-users create
skulls of terror as a last resort to drive back those who
would despoil the wilderness. The totem fills their
thoughts with monstrous images and sensations of pain
and suffering.
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CHAPTER 6
.
“Destroying the book is easy, cutter. You need only three
things: the Ritual of Endings and Beginnings, the Well of
Many Worlds, and a death wish.”
T
—Rule-of-Three, cambion
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A DVENTURE A DVENTURE SYNOPSIS
BACKGROUND “The Vile Tome” puts an artifact of dreadful power in
the player characters’ hands. The adventurers might
The Book of Vile Darkness has a long and sordid history resist its corrupting influence and set out to destroy
in the world, but that history’s darkest chapter tells of it, or they might fall prey to its evil power and become
the dread mage Nhagruul, who used his own f lesh, ruled by it. In either case, the events described here
blood, and spirit to reconstruct the tome. Nhagruul unfold as written.
hoped to allow his followers to spread madness The Book of Vile Darkness is far more than a magical
and destruction across the world. Riding to counter book. It is a blot on the world, a shadow cast by the seed
their foul deeds came a bright order of chivalry, a of darkness festering in the depths of the Abyss. The
religious society devoted to Pelor’s purifying light. As tome does not have to wait long for some pliable crea-
Nhagruul’s twisted henchmen worked their evil, the ture to pluck it from the rubble of Shathrax’s fortress;
Knights of the New Sun rode out to meet them, putting this time, it’s happening when the adventurers reach
their foes to the sword or cleansing their souls in the the ruins.
pyre’s purifying f lames. Fearing they would lose their A band of demons newly escaped from their for-
prize, Nhagruul’s disciples divided the book into three tress prison sift through the keep’s remains, looking for
parts and hid them where the knights would never people to kill, when the shadow demon senses the book.
find them. The adventurers have a chance to defeat the demons
Long years later, when the New Sun had faded to before they can make off with the treasure and thereby
pale shadows of their former might, Nhagruul’s dis- secure the book for themselves. The book conceals its
ciples stirred again to remake that which was sundered true power for a while, letting the adventurers think
and usher in a new age of darkness. One knight, a hero they might have come across some useful magic item
named Grayson, risked his soul to thwart the disciples’ rather than an artifact of terrible power.
mad ambition. Though he was tempted time and again On gaining the Book of Vile Darkness, the characters
to embrace evil, he clung to his faith and purpose. After are free to continue their other quests. From time to
a climactic battle, Grayson defeated the wicked mind time, the adventurers might pick up clues about the
flayer Shathrax, who sought to steal the Book of Vile book’s identity from its evil character and dark power.
Darkness’s power for itself. The death of the mind flayer Researching the book eventually points the adventurers
triggered the collapse of Shathrax’s flying fortress, and to Nhagruul. The demonic archwizard is long dead, and
the vile tome was buried amid the rubble. his followers were supposedly destroyed during the last
Although Shathrax did not manage to master the effort to reconstruct the tome. The best hope the adven-
artifact, his effort proved sufficient for the artifact to turers have of learning more about the book is to travel
recombine itself on its own. As it slowly knits itself to Nhagruul’s tomb.
back together, the tome casts out its inf luence, seek- The adventurers know they’ve arrived at the tomb
ing a new owner to be tempted. To be corrupted. To when they find a hideous statue erected to honor the
be destroyed. vile mage. There, a disciple of Nhagruul and his wicked
allies spill out from the surrounding forest to wrest the
artifact from the party. If the characters prevail and
BOOK OF VILE DARKNESS: keep the tome, they can commune with Nhagruul’s
THE MOVIE spirit to learn that their objective waits for them at the
This adventure uses elements taken from the film fabled Well of Many Worlds.
Dungeons & Dragons: The Book of Vile Darkness. You If the characters want to master the artifact and its
need not have seen the movie to use this material, dread power, they must perform a ritual at the Well
nor do you have to assume its events took place in to summon evil from other realities and recreate the
your campaign. You should freely adapt the material manuscript. If they wish to destroy the book, they must
presented here as you see fit. perform the same ritual, but draw forth good from all
the worlds to completely destroy the book. In either
case, there are others who want the tome for them-
selves, and these forces converge on the Well to stake
their claim.
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82
RUNNING THE T HE BOOK OF VILE
T H E B O O K O F V I L E DA R K N E S S ( A RT I FAC T )
A DVENTURE DARKNESS (A RTIFACT)
“The Vile Tome” puts a dangerous and evil artifact in The Book of Vile Darkness is appropriate for paragon tier
the player characters’ hands, and presents one possible adventurers.
outcome of the acquisition. Since artifacts are expected Many powers granted by this item have corruption
to linger, it is best to allow the characters to experi- effects (see the “Corruption Effects” sidebar).
ment with the book and deal with the repercussions
over several adventures. Each story element described Book of Vile Darkness Paragon Level
could occur during the time the characters possess the A blasphemous tome whose pages are stained with unspeakable
artifact, and so you should find ways to insert these knowledge, this vile work reveals evil’s darkest secrets.
elements into your game after the characters first gain Artifact: Implement (tome)
the artifact. Although the characters lack the means to Enhancement Bonus: +4 to attack rolls and damage rolls
destroy the artifact, they can always walk away from Critical: +4d6 damage, or +4d10 damage against non-evil
creatures
it. If they do, the Book of Vile Darkness might trouble
Properties
them again when it appears in an enemy’s clutches or ) You gain a +3 item bonus to Arcana checks, History checks,
falls into an ally’s hands. and Religion checks.
) Implement attack powers using this tome deal 2d10 extra
Expanding the Adventure damage to good-aligned targets.
) Whenever you gain a corruption point from using a power
By spreading out the encounters across the paragon tier, granted by this tome, an ally within 5 squares of you also gains
you have the opportunity to add additional encounters a corruption point.
and complications to the story. It’s expected your other ) If you are chaotic evil, all non-evil creatures must make oppor-
adventures will shoulder a lot of this weight, but you tunity attacks against you when you provoke them.
can also extend sequences and add more challenges, Attack Power ) Daily (No Action)
Trigger: You hit an enemy with an attack using this tome.
expanding this adventure into a short campaign. Look
Effect: The enemy takes 1d10 extra damage. You gain 1 corrup-
to the rules presented in this book for ideas, opponents, tion point.
and rewards appropriate for this adventure’s plot. Utility Power ) Encounter (No Action)
Trigger: An enemy gains an effect that a save can end from an
attack power using this tome.
CORRUPTION EFFECTS Effect: The enemy takes a –2 penalty to saving throws until the
triggering effect ends. You gain 1 corruption point.
Each time a character who is not chaotic evil uses a Utility Power ) Daily (No Action)
power with a corruption effect, he or she must imme- Trigger: You miss with an encounter attack power using this
diately make a saving throw. On a save, the character tome.
takes 5 damage per tier. On a failed saving throw, the Effect: The miss becomes a hit. You gain 1 corruption point.
character gains 1 corruption point. When a character’s Utility Power ) Daily (No Action)
corruption points equal his or her highest ability modi- Trigger: You use a summoning power with this tome.
Effect: The summoned creature gains a +2 power bonus to all
fier, the character’s alignment shifts one step toward
defenses, and its attacks deal 1d10 extra damage. You gain 1
chaotic evil (lawful good to good, good to unaligned, corruption point.
unaligned to evil, or evil to chaotic evil). The charac-
ter’s corruption point total then drops to 1 + 1 for each
time the character’s alignment has shifted. Lore
A character can remove any corruption points Arcana or Religion DC 18: Scrawled across each
gained by using the Remove Affliction ritual, under- page of this strange and sinister book are invocations
going a quest for atonement, or some other powerful to evil, essays on dark magic, and descriptions of the
magic as the DM decides. most sinister forces in the cosmos. Although the theme
Dungeon Masters should consider adding corrup- is constant throughout, different hands and voices sug-
tion effects to other aspects of their vile darkness gest many have added to the book’s contents at various
campaign. For example, a DM might rule that a char- times. Perusing the book’s odd pages, which consist
acter with the cultist theme who uses ritual sacrifice of a mix of parchment, hammered metal, cloth, and
to kill a helpless prisoner has gained a corruption other materials, conveys a sense of dread and seductive
point. The slow but inexorable slide into wickedness wonder.
and depravity can be modeled with corruption effects. Arcana or Religion DC 25: Divining the book’s
original author is a fruitless enterprise, since it is impos-
sible to discern which parts were added and which are
original. Many tales point to Vecna as the first author,
C H A P T E R 6 | T h e V i l e To m e
83
claiming he wrote the book in the months before the
Great Betrayal cost him his eye and hand. Others have
suggested darkness itself inspired the book, compelling
those in its thrall to bind a fragment of their souls into
the tome, both to record their insights and to give the
book its power.
Arcana or Religion DC 34: Sages claim many
copies of the Book of Vile Darkness exist, but all are lesser
volumes, crude reproductions of the true work. Though
there have been efforts to destroy the book in the past,
each time the tome manages to reconstitute itself, as if
it possessed a will to exist—a will that exerts dark influ-
ence over its wielder. Those who study its foul pages
find their souls darkening and shriveling, until they
become thralls to the darkness of the void.
As powerful as the tome appears, some sages have
speculated that the artifact that surfaces from time to
time is but a projection of the true Book of Vile Darkness.
These theories suggest that each world—each reality—
has its own Book of Vile Darkness, recording the insights
and discoveries of the worst villains inhabiting that
time and place. If one could draw forth the essence
of evil from other worlds and combine them into one
cosmos-shattering whole, one could become mightier
than the gods. Similarly, the only way to truly end the
book’s threat to the world would be to draw the com- This said, the book can move words around on the page
bined goodness from these worlds and use it to destroy so the reader can divine its intentions and objectives,
the tome permanently. should he or she earn the book’s trust.
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84
T H E B O O K O F V I L E DA R K N E S S ( A RT I FAC T )
Enhancement Bonus: +5 to attack rolls and damage rolls
Critical: +5d6 damage, or +5d10 damage against non-evil Angered (0 or lower)
creatures “I cannot bear this burden much longer. If I do, I fear I will
Properties go mad!”
) You gain a +5 item bonus to Arcana checks, History checks, The book loathes its wielder and uses its full power
and Religion checks.
and influence to destroy what it considers its enemy.
) Implement attack powers that deal damage using this tome
deal 3d10 extra damage to good-aligned targets.
Enhancement Bonus: +3 to attack rolls and damage rolls
) Whenever you gain a corruption point from using a power
Critical: +3d6 damage, or +3d10 damage against non-evil
granted by this tome, each ally within 5 squares of you also
creatures
gains a corruption point.
Properties
+ Attack Power (Charm, Fear) ) Daily (Standard Action)
Attack: Close burst 3 (creatures in the burst); your level + 5 vs.
) You gain vulnerable 5 to all damage.
Will
) You treat allies as enemies for the purposes of your attack
powers. In addition, you must make opportunity attacks
Hit: If the target is non-evil, you can push it up to its speed, and
against your allies when possible.
it is dazed (save ends). If the target is evil, it is dominated until
the end of your next turn.
) Each time you take damage while you are bloodied, you must
make an attack as a free action using an at-will attack power
against an ally you can see.
Satisfied (12–15)
“I have proven myself a worthy servant of the book and I can Moving On
now see greater meaning and power in its pages.” “I am doomed!”
The book sinks foul claws into the reader’s soul, The Book of Vile Darkness devours its owner’s soul,
twisting it toward wickedness. As a reward for the char- leaving behind a living and unresponsive husk. Black
acter’s gradual slide into darkness, the book reveals a flames burn away the artifact until nothing but greasy
useful secret. ash remains. The place of the artifact’s disappearance
is forever cursed; nothing will grow there, and people
- Attack Power )Encounter (Minor Action)
Effect: Ranged 5 (one Large or smaller unattended, nonmagi-
who linger in the area sicken and die. As for the owner,
cal object). The target takes 4d20 + your level damage. This nothing short of divine intervention will restore the
damage ignores any resistances. devoured soul. Convincing a god to assist such a villain
is a quest in its own right.
The book is not gone from the world for long. Some
Normal (5–11) despicable soul will find a way to reconstruct the tome,
“There is power in this book. I must steel my heart and mind by ritual or by quest, and those who look for the terrible
to master it.” book are bound to find it.
The book conceals much from its wielder, though it
hints at great power and terrible magic in the concepts
that seem to crawl on every page.
Using the Encounters
This adventure works best when you mix the encoun-
ters and events described here with another adventure
Unsatisfied (1–4) so that thoughts of the Book of Vile Darkness fester in
“Try as I might, I cannot block the sinister visions assailing the background, periodically coming to the fore as the
my mind. The book’s power is too great.” characters fight against its influence or try to master its
If the wielder resists the book’s influence, the teachings.
artifact grows angry and fearful that its wielder will You’ll need the Rules Compendium to run this
somehow seek to destroy it or, at the very least, contain adventure and for rolling random treasures. The tacti-
it. It actively works against its wielder until it finds a cal encounters use the poster map included with this
more reliable servant. product, so keep it handy.
Properties
) You gain vulnerable 5 to all damage.
) The first time you become bloodied each encounter, the tome
dominates you until the end of your next turn. It compels you
to attack your allies or moves you into danger.
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ENCOUNTER 1: The mezzodemons block the adventurers from clos-
ing on the shadow demon and use skewering tines and
DEVASTATION poison breath to keep enemies in place.
The savage minotaurs charge the adventurers,
OF SHATHRAX attacking with claws and then springing away with
goring attack to punish artillery.
Combat Encounter Level 13 (4,800 XP) The dretch gang up on the closest enemy, hoping to
overwhelm it with their vile auras.
The adventure begins when the characters come across
the ruins of Shathrax’s floating fortress. They might Vile Shadow Demon (S) Level 12 Elite Lurker
hear about a “mountain falling from the sky” and inves- Medium elemental humanoid (demon) XP 1,400
tigate, or they might simply come across the crater en HP 184; Bloodied 92 Initiative +17
route to some other location. If the adventurers aren’t AC 26, Fortitude 22, Reflex 26, Will 24 Perception +13
quite ready to find the artifact, you could foreshadow Speed 0, fly 8 (hover); phasing Darkvision
Resist 15 necrotic
this encounter by letting them hear rumors about the
Saving Throws +2; Action Points 1
ruined fortress and whispers about how evil creatures TRAITS
roam the devastated lands. Q Shadow Shift (necrotic) ) Aura 1
Unless the characters approach stealthily, they are Any enemy in the aura that hits the shadow demon with a melee
seen and attacked by a gang of demons that survived attack takes 5 necrotic damage.
the destruction of Shathrax’s fortress. The adventurers Insubstantial
should discover the Book of Vile Darkness either during The shadow demon takes half damage from all attacks, except
those that deal force damage. Whenever the shadow demon takes
or after the fight.
radiant damage, it loses this trait until the start of its next turn.
Light: Bright light during the day (sunlight), dim STANDARD ACTIONS
light at night (moonlight). 5 Claw (necrotic) ) At-Will
Monsters: 1 vile shadow demon (S), 2 mezzode- Attack: Melee 1 (one creature); +15 vs. Reflex
mons (M), 2 demonic savage minotaurs (D), 4 dretch Hit: 2d8 + 7 necrotic damage, plus 1d8 necrotic damage if the
lackeys (L). The demons sift through the ruins in search shadow demon has combat advantage against the target.
of victims and plunder. The shadow demon senses that , Vile Possession (charm, psychic) ) Recharge when no creature is
affected by vile possession
the Book of Vile Darkness is near.
Attack: Melee 1 (one creature granting combat advantage to the
Perception DC 20 (40 at night without dark- shadow demon); +15 vs. Will
vision or low-light vision): The character sees a Hit: 4d6 + 4 psychic damage, and the target is dominated (save
black book protruding from the rubble (in the square ends). While the target is dominated, the shadow demon is
marked “B” on the map). It has a strange and sinister removed from play.
appearance. Aftereffect: The shadow demon returns to play in an unoccupied
square of its choice within 5 squares of the target.
+ Abyssal Horror (fear) ) Recharge
When the adventurers arrive at the crater, read:
Attack: Close blast 5 (enemies in the blast); +15 vs. Will
Rubble litters the landscape all around a deep crater. Twisted Hit: The shadow demon pushes the target up to its speed, and the
corpses lie here and there, tangled in the ruin. Picking their target grants combat advantage (save ends).
way through the debris are a pair of hulking minotaurs, two + Abyssal Void (necrotic, zone) ) Recharge when first bloodied
insectile fiends wielding tridents, and several bickering blobs Attack: Close burst 2 (enemies in the burst); +15 vs. Fortitude
of f lesh. Flitting over them all is a shadowy figure that oozes Hit: 2d10 + 6 necrotic damage.
menace. Miss: Half damage.
Effect: The burst creates a zone of darkness that lasts until the end
of the shadow demon’s next turn. The zone blocks line of sight for
This encounter takes place on the battle map. Place the all creatures that cannot see in darkness. Any enemy that starts its
characters in their start area and monsters as shown on turn in the zone takes 5 necrotic damage and is immobilized until
the map. the start of its next turn.
Tactics: Until a character attacks the shadow MINOR ACTIONS
demon, it spends its actions moving and searching. , Void Rake ) At-Will (1/round)
Each time it makes a Perception check (a move action), Effect: The shadow demon uses claw.
TRIGGERED ACTIONS
it searches a 5-square-by-5-square space. If the adven-
Variable Resistance ) 2/Encounter
turers haven’t found the artifact by the third round, the Trigger: The shadow demon takes acid, cold, fire, lightning, or thun-
shadow demon searches the area where it waits. der damage.
Should it come under attack, it uses abyssal horror to Effect (Free Action): The shadow demon gains resist 20 to the trig-
drive off its enemies to give it time to resume its search. gering damage type until the end of the encounter or until it uses
Once it gets the book or it can no longer search for it, it variable resistance again.
goes on the offensive, using fleeting shadow to move into Skills Arcana +15, Bluff +15, Stealth +18
Str 8 (+5) Dex 24 (+13) Wis 14 (+8)
a flank and then following up with vile possession.
Con 14 (+8) Int 19 (+10) Cha 19 (+10)
Alignment chaotic evil Languages Abyssal, Common
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E N CO U N T E R 1 : D EVA S TAT I O N O F S H AT H R A X
L
D M
L S
B
M
2 Mezzodemons (M) Level 11 Soldier 4 Dretch Lackeys (L) Level 12 Minion Brute
Medium elemental humanoid (demon) XP 600 each Small elemental humanoid (demon) XP 250 each
HP 113; Bloodied 56 Initiative +9 HP 1; a missed attack never damages a minion. Initiative +9
AC 27, Fortitude 24, Reflex 22, Will 23 Perception +13 AC 24, Fortitude 26, Reflex 24, Will 22 Perception +8
Speed 6 Darkvision SPEED 5 DARKVISION TRAITS
Resist 10 poison Q Sickening Miasma ) Aura 1
STANDARD ACTIONS Whenever an enemy in the aura takes a standard action or a
5 Trident (weapon) ) At-Will move action, it takes 2 damage. Multiple sickening miasma auras
Attack: Melee 2 (one creature); +16 vs. AC stack, dealing up to 10 damage.
Hit: 2d8 + 10 damage. STANDARD ACTIONS
, Skewering Tines (weapon) ) At-Will 5 Savage Claws ) At-Will
Attack: Melee 2 (one creature); +16 vs. AC Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 10 damage, and the target is restrained and takes Hit: 12 damage.
ongoing 5 damage (save ends both). Until the effect ends, the Str 20 (+11) Dex 17 (+9) Wis 12 (+7)
mezzodemon cannot use trident or skewering tines. Con 16 (+9) Int 5 (+3) Cha 7 (+4)
+ Poison Breath (poison) ) Recharge Alignment chaotic evil Languages Abyssal
Attack: Close blast 3 (enemies in the blast); +14 vs. Fortitude
Hit: 4d6 + 5 poison damage, and ongoing 5 poison damage (save
ends).
Miss: Half damage.
TRIGGERED ACTIONS
Variable Resistance ) 2/Encounter
Trigger: The mezzodemon takes acid, cold, fire, lightning, or thun-
der damage.
Effect (Free Action): The mezzodemon gains resist 10 to the trigger-
ing damage type until the end of the encounter or until it uses
variable resistance again.
Skills Intimidate +11
Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
Con 17 (+8) Int 10 (+5) Cha 13 (+6)
Alignment chaotic evil Languages Abyssal
Equipment trident
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2 Demonic Savage Minotaurs (D)
Large natural humanoid
Level 11 Brute
XP 600 each
Gaining the Artifact
HP 140; Bloodied 70 Initiative +8 The characters can recover the Book of Vile Darkness
AC 23, Fortitude 25, Reflex 22, Will 20 Perception +7 after defeating the demons picking through the rubble
Speed 8 of Shathrax’s fallen fortress. Read:
STANDARD ACTIONS
5 Claws ) At-Will
You have found a massive book: a dark thing, crudely made
Attack: Melee 2 (one or two creatures); +16 vs. AC. If the minotaur
targets only one creature, it can make this attack twice against
and adorned with sinister decorations. The spine is a shriek-
that creature. ing face held in place with nails and barbed wire. A toothy
Hit: 2d6 + 5 damage, and the minotaur grabs the target (escape metal hasp keeps the black covers shut. Metal wing shapes
DC 19) if it has fewer than two creatures grabbed. reinforce the edges, resembling those of a bat or demon.
, Impale ) At-Will Strange runes and diagrams have been painted on the black
Attack: Melee 1 (one creature grabbed by the minotaur); +14 vs. leather covers, the skins stretched taut over concealed boards.
Fortitude
There is a strangeness about this tome, a sort of wrongness
Hit: 5d8 + 13 damage. The target falls prone and is no longer
grabbed by the minotaur.
that speeds the heart and raises hairs.
TRIGGERED ACTIONS
, Goring Assault ) At-Will Savvy players will guess that the tome is none other
Trigger: An enemy within 10 squares of the minotaur hits it with a than the Book of Vile Darkness. Even if they don’t, they
ranged or area attack. should get a sense of the book’s sinister nature. Good
Effect (Immediate Reaction): The minotaur charges the triggering characters might be inclined to destroy the book,
enemy.
but, as an artifact, nothing they try will even scratch
Str 22 (+11) Dex 16 (+8) Wis 15 (+7)
Con 20 (+10) Int 5 (+2) Cha 7 (+3)
its cover. Not even the Disenchant Magic Item ritual
Alignment chaotic evil Languages Abyssal, Common will destroy it. This leaves the adventurers with two
options: They can leave it behind—making it likely that
some other passerby will find it—or they can take it
Features of the Area with them.
Book of Vile Darkness (B): If the shadow demon
finds the artifact before the adventurers and grabs it,
the shadow demon gains a +2 bonus to attack rolls and Consequences of Possession
defenses until it drops to 0 hit points or until the end of The first character to open the Book of Vile Darkness
the encounter. and examine its contents becomes its owner. From this
Corpses: Corpses are scattered throughout the for- examination, the character learns the book’s essen-
tress wreckage, and residual magic from the shattered tial characteristics including its enhancement bonus,
stronghold gives them a semblance of life. The corpses critical dice, its first two listed properties, and its first
attack living creatures, and a corpse can be destroyed power. Each time the character takes an extended rest
by spending a standard action to attack it (no attack roll and studies the book, reveal another power or property;
necessary). you can also reveal an extra power or property if the
character is evil or chaotic evil.
TRIGGERED ACTION Don’t announce the artifact’s capabilities to the
, Corpse Attack ) At-Will entire group. Pull the player aside or use notes to com-
Trigger: A Medium or smaller living creature starts its turn in a municate this information. This way, it’s up to the player
square containing a corpse or adjacent to it.
to decide which discoveries to keep secret and which
Attack (Opportunity Action): Melee 1 (triggering creature); +16 vs.
Reflex
ones to share.
Hit: The target is grabbed (escape DC 20). Each time the target A character under the book’s influence is going to
ends its turn grabbed by a corpse, it takes 10 damage. perceive the world in a slightly different way. You can
use any of the following descriptions to reinforce the
Rubble Mounds: Great heaps of rubble litter the artifact’s dark power. You might share these openly or
slope down to the crater’s bottom. It costs 3 squares of in secret with the players.
movement to enter a rubble mound’s space. In addition, Decay: Food tends to spoil around the owner, and
the mounds grant cover to creatures standing behind even water develops an acrid taste.
them. Disturbing Voices: The owner hears faint whis-
Treasure: In addition to finding the Book of Vile pers. Although the words are incoherent, every once in
Darkness, adventurers searching the rubble find two a while, the owner hears things like “kill,” “read,” and
treasure rolls on the Treasure by Party Level table “worship.”
(Rules Compendium, pages 298–302). Nightmares: The owner experiences vivid night-
mares wherein he or she is betrayed, harmed, or
maimed by his or her companions.
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88
E N CO U N T E R 2 : K N I G H T O F T H E N EW S U N
Paranoia: The owner senses that his or her com- the adventurers reveal that they carry the book, Paulus
panions are watching. From time to time, the owner starts screaming incoherently and tearing at his skin
imagines a companion staring at the book. with dirty nails until his voice finally gives out and he
Shadows: Shadows seem to bend and flicker around collapses from exhaustion.
the owner. The wretched knight is too weak to be of any other
Stench: Good creatures have a sickening odor, use. Even if rescued from the cage, his wounds tended,
making it hard for the owner to be around them with- he will die in a few days. He simply lacks the will to
out gagging. live.
Unwholesome Visage: The owner sees others
in the very worst light, each flaw magnified until it Development
eclipses all other features. A sore on the lip might
The world shudders at the Book of Vile Darkness’s return.
pulsate evilly, while things might crawl in the spaces
There’s no shortage of villains who would do anything
between dirty teeth.
to get their hands on the tome. The longer the adven-
turers carry the book, the more likely they are to face
ENCOUNTER 2: enemies drawn by the artifact’s evil.
You can use the following encounters to demonstrate
K NIGHT OF THE the growing interest in the artifact. Feel free to substi-
tute different creatures or add more encounters.
NEW SUN
Combat Encounter Level Varies Undying Ambition
Level 12 Encounter (XP 3,850)
At some point after the adventurers have had the Book ) 1 lich necromancer (level 14 elite controller; Monster
of Vile Darkness for a while, they encounter a Knight of Vault, page 183)
the New Sun rotting in a crow cage suspended from
) 2 master vampires (level 12 lurker; Monster Vault,
a pole at a crossroads. He is nothing like the Knights
page 283)
of old; he’s a broken man who allowed addiction and
despair to shatter his faith. ) 3 putrescent zombies (level 11 minion brute; Open
Grave: Secrets of the Undead™, page 196)
Ahead, you spy a cage swinging on the end of a chain hang-
ing from a wooden frame. Ravens cling to the metal bars, a A lich necromancer and its undead henchmen pick up
shrieking host grown fat on rotten meat. At your approach, the adventurers’ trail. The lich sends the zombies for-
the ravens flap away in a rage. With the birds gone, you can ward to keep the adventurers busy long enough for the
see inside the cage. A tangle of limbs crammed inside present vampires to snatch the artifact using their dominating
a grisly feast. With a start, you realize that not all of the limbs gaze. The vampires and lich break off the attack if the
are dead, as you see a wild-eyed man with gray skin and slack lich gains the book.
mouth, his lips cracked and bleeding.
Disciple of Shathrax
The man in the cage is Paulus, a fallen Knight of the Level 14 Encounter (XP 5,500)
New Sun. The local magistrate locked him inside after
) 1 mind flayer thrall master (level 14 elite controller
he was judged guilty of murder. The knight did indeed
kill a man for his coins, to feed his addiction to the drug [leader]; Monster Vault, page 205)
baccaran. He’s near death, having had no water for ) 2 arena-trained ogres (level 14 brute; Monster Vault,
almost three days. If the adventurers give him water or page 219)
use a healing power such as healing word, he regains ) 6 derro thugs (level 14 minion brute; Monster Manual
strength enough to talk. 3, page 49)
Paulus reveals a sorry tale, from the pride and honor
of joining the Knights, to his first encounter with bac- On learning of its master’s death, a mind flayer acolyte
caran and subsequent addiction, to the wicked deed of Shathrax sets out to continue the villain’s work. It
that placed him in the cage. Fill in the details as you knows Shathrax’s plan and eventually learns that the
like to add color to his story. While his tale might be adventurers have the book. The mind flayer instructs its
interesting to some, the information Paulus has about servants to kill all the characters except for the book’s
the order and the Book of Vile Darkness is the real point owner, whose brain it intends to devour. By doing so,
of this interaction. Paulus can reveal all the information the mind flayer hopes to gain whatever knowledge the
in the adventure background and as many clues about owner has of the book.
the artifact as you like. You might also reveal informa-
tion about the Disciples of Nhagruul (see Chapter 4). If
C H A P T E R 6 | T h e V i l e To m e
89
watch the statue in the hope their master will give
Demon Directive them a sign.
Level 14 Encounter (XP 5,400) The disciple and fanatics hide in the woods. The
) 3 abyssal eviscerators (level 14 brute; Monster Vault, ogres hide behind two menhirs, waiting for the order
page 47) to strike. The chaos beast deep hulk (not shown on the
) 3 babaus (level 13 skirmisher; Monster Vault, map) is underground and burrows up to join the fight
page 45) once the combat begins. These creatures attack when
spotted or when the adventurers come within 3 squares
A demon lord dispatches foot soldiers to take the book of the statue.
from the adventurers. The demon lord doesn’t risk This encounter takes place on the battle map. Place
a direct confrontation to avoid showing its hand to the characters in their start area, but don’t place the
its rivals. The demons are unsubtle and aggressive. monsters until they’re presence becomes known.
They prefer to take the treasure from the adventurers’
corpses. If the characters fail to notice the hidden mon-
sters, read:
ENCOUNTER 3:
Several robed, flail-wielding humanoids spill out from the
trees, while two hulking ogres clad in plate armor complete
NHAGRUUL’S LEGACY with skull masks step out from behind the stones. One shouts,
“The book! Give us the book!”
Combat Encounter Level 16 (7,600 XP) and
Skill Challenge Level 17 (3,200 XP) When the deep hulk appears, read:
The ground splits wide to reveal a horrid monster: a strange,
Although Nhagruul is long dead, his evil essence almost humanoid horror with rainbow-colored chitin plates
lives on in the Book of Vile Darkness. Nhagruul has not covering its limbs and torso and great claws that end in curl-
enjoyed his time inside the artifact and desperately ing talons. Strange lights play in its multifaceted eyes, while
wants to be free. He has little power independent of tentacles wriggle free from its body and its colors swirl and
the book, but he might influence the artifact’s owner change.
by shifting words on the tome’s pages or whisper-
ing into his or her mind. If, however, the characters Tactics: The creatures want the Book of Vile Darkness
have been good and avoided using the artifact, they and sacrifice their lives to get it.
probably come across Nhagruul’s name in their own The disciple of Nhagruul hangs back behind its
research or by talking with Paulus. It should be clear allies, hurling death by thorns at enemies it can see. The
that the means to destroy the artifact lie with this disciple then draws his flail and charges.
dreadful being. The deep hulk burrows up in a space near the
In any event, the adventurers should at some point adventurers and leads with double attack. If it grabs
come across the Idol of Nhagruul in a twisted and dark a character, it spends its action point to use corporeal
forest. The characters might seek it out or, failing this, instability. Henceforth, it alternates between mad-
stumble across it. dening gaze and double attack until corporeal instability
Light: Bright light during the day (sunlight), dim recharges.
light at night (moonlight). The ogres charge into the front ranks, attacking
Monsters: 1 disciple of Nhagruul (D), 1 chaos beast with their greatswords each round. Once they become
deep hulk, 2 crazed ogre dreadnoughts (O), 4 Nhagruul bloodied, they use insane rage to keep opponents locked
fanatics (F). All of the monsters are hidden when the down.
characters arrive. The fanatics skirt the battlefield’s edges to hit ranged
Perception DC 22: The character spots the closest attackers from behind.
hidden enemy.
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90
E N CO U N T E R 3 : N H AG R U U L’ S L EG AC Y
Disciple of Nhagruul (D) Level 16 Controller (Leader) F D
Medium natural humanoid, human XP 1,400
HP 153; Bloodied 76 Initiative +13
F
AC 30, Fortitude 26, Reflex 30, Will 28 Perception +7
Speed 6
TRAITS
Q Palpable Evil (fear) ) Aura 2
Enemies in the aura take a –2 penalty to all defenses.
STANDARD ACTIONS
5 Flail (weapon) ) At-Will O
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 2d10 + 8 damage, and the disciple can slide the target 1
square.
- Soul Rot (necrotic, psychic) ) At-Will
Attack: Ranged 10 (one creature); +19 vs. Will
Hit: 2d8 + 5 necrotic and psychic damage, and the target cannot
shift, use opportunity actions, or use immediate actions until the
end of the disciple’s next turn.
- Death by Thorns ) Encounter
Attack: Ranged 10 (one, two, or three creatures); +19 vs. Fortitude.
If the disciple targets only one creature, it gains a +4 bonus to the
attack roll.
Hit: 2d8 + 7 damage, and the target is dazed and takes ongoing 15
damage (save ends both).
Miss: Half damage.
TRIGGERED ACTIONS
+ Deranged Laughter (fear) ) Encounter
O
Trigger: The disciple becomes bloodied.
Effect (No Action): Close burst 2 (enemies in the burst). The dis-
ciple pushes the target up to half its speed. Until the end of the
encounter, the disciple takes a –2 penalty to all defenses. F F
Stern Command ) Recharge
Trigger: An ally within 5 squares misses on an attack.
Effect (Immediate Interrupt): The triggering ally rerolls the attack
2 Crazed Ogre Dreadnoughts (O) Level 14 Soldier
Large natural humanoid XP 1,000 each
roll. If it misses, the ally takes 10 damage.
HP 140; Bloodied 70 Initiative +12
Str 12 (+9) Dex 21 (+13) Wis 8 (+7)
AC 30, Fortitude 28, Reflex 24, Will 26 Perception +12
Con 17 (+11) Int 24 (+15) Cha 20 (+13)
Speed 8
Alignment chaotic evil Languages Common
Equipment robes, flail
TRAITS
Threatening Reach
The dreadnought can make opportunity attacks against enemies
4 Nhagruul Fanatics (F) Level 14 Minion Skirmisher within 2 squares of it.
Medium natural humanoid, human XP 250 each STANDARD ACTIONS
HP 1; a missed attack never damages a minion. Initiative +13 5 Greatsword (weapon) )At-Will
AC 28, Fortitude 28, Reflex 26, Will 25 Perception +6 Attack: Melee 2 (one creature); +19 vs. AC
Speed 6 Hit: 1d12 + 11 damage, and the target is immobilized until the end
Immune fear of the dreadnought’s next turn.
STANDARD ACTIONS MINOR ACTIONS
5 Flail (weapon) ) At-Will + Insane Rage ) At-Will (1/round)
Attack: Melee 1 (one creature); +19 vs. AC Requirement: The ogre must be bloodied.
Hit: 11 damage. Attack: Close burst 1 (enemies in the burst); +17 vs. Will
Effect: The fanatic can shift 1 square to a square adjacent to the Hit: The target is slowed until the end of the dreadnought’s next
target. turn.
TRIGGERED ACTIONS Effect: The target is marked until the end of the dreadnought’s
Hate ) At-Will next turn.
Trigger: An enemy within 5 squares drops an ally of the fanatic to TRIGGERED ACTIONS
0 hit points. Dreadnought’s Resolve ) Recharge
Effect (Immediate Reaction): The fanatic shifts up to 5 squares and Trigger: The dreadnought fails a saving throw.
uses flail against the triggering enemy. Effect (No Action): The dreadnought rerolls the saving throw with a
Str 22 (+13) Dex 19 (+11) Wis 8 (+6) +2 bonus.
Con 17 (+10) Int 11 (+7) Cha 16 (+10) Skills Athletics +19
Alignment chaotic evil Languages Common Str 24 (+14) Dex 16 (+10) Wis 20 (+12)
Equipment robes, flail Con 20 (+12) Int 8 (+6) Cha 23 (+13)
Alignment chaotic evil Languages Common, Giant
Equipment plate armor, greatsword
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91
Chaos Beast Deep Hulk
Large elemental magical beast
Level 17 Elite Brute
XP 3,200
Skill Challenge:
HP 404; Bloodied 202 Initiative +12 Dealing with the Idol
AC 29, Fortitude 30, Reflex 28, Will 27 Perception +16
Speed 5, burrow 2 (tunneling) Darkvision, tremorsense 5
The statue of Nhagruul animates if the Book of Vile
Saving Throws +2; Action Points 1 Darkness comes within 3 squares of it.
STANDARD ACTIONS
5 Claw ) At-Will When the statue animates, read:
Attack: Melee 2 (one creature); +22 vs. AC Dust spills from the hideous statue as it turns to face you. Its
Hit: 4d8 + 12 damage. monstrous features contorting with hate, it bellows, “You dare
, Double Attack ) At-Will
bring that wretched tome here?”
Effect: The deep hulk uses claw twice. If both attacks hit the same
target and the deep hulk has no creature grabbed, the deep hulk
grabs the target (escape DC 23). The book’s presence enrages the corrupted spirit
+ Maddening Gaze (charm) ) At-Will trapped inside the statue. The spirit recalls enough
Attack: Close blast 5 (creatures in the blast); +20 vs. Will about its mortal crime—reassembling the Book of
Hit: During its next turn, the target takes a standard action to Vile Darkness—to be of assistance to the adventurers,
make a basic attack against its nearest ally. If no ally is within whether they hope to master its power or destroy it.
range, the target instead takes a standard action to charge its
Coercing the spirit to give up its secrets is the skill
nearest ally it is able to charge.
, Corporeal Instability (disease) ) Recharge
challenge. The challenge ends when the characters
Attack: Melee 2 (one creature); +20 vs. Fortitude make six successful checks, at which point they con-
Hit: 10 damage, and the target makes a saving throw at the end of vince the spirit to reveal the Ritual of Endings and
its next turn. On a failed saving throw, the target contracts corpo- Beginnings, or they gain three failures, at which point
real instability (stage 1; see page 48). the idol attacks.
Miss: 10 damage. Level: 17 (3,200 XP).
Effect: The deep hulk takes 10 damage.
Complexity: 2 (requires 6 successes before 3
MOVE ACTIONS
Slithering Mass ) Encounter
failures).
Effect: If the deep hulk is marked, the condition ends. The deep Time Frame: Each character can make a check in
hulk can shift up to half its speed and ignores difficult terrain this challenge once per round as a standard action.
during this movement. Primary Skills: Arcana, Bluff, Diplomacy, History,
Str 26 (+16) Dex 18 (+12) Wis 16 (+11) Insight, Intimidate.
Con 22 (+14) Int 5 (+5) Cha 11 (+8) Bargaining with the Spirit (Bluff or Diplomacy DC 23 if
Alignment unaligned Languages —
they intend to destroy the book, DC 31 if they intend to har-
ness its power): The characters can explain why they have
Features of the Area the artifact and what they intend to do with it. A suc-
Forest: Squares containing forest are lightly cessful check earns the adventurers one success in the
obscured and difficult terrain. challenge, with an additional success for every 5 points
Menhirs: These 10-foot-tall stones bear carvings of by which the check result beats the DC.
screaming faces and count as blocking terrain. A DC 16 Observing the Statue (Insight DC 23; maximum 1 suc-
Athletics check is required to climb a menhir, and its cess): A character can learn much about the spirit
top is difficult terrain. haunting the statue by watching and listening. On a
Carnage Stone: Whenever a creature starts its successful check, the character learns that the spirit
turn on a square containing carnage stone and before fears the book and gains one success toward the
the creature does anything else, the DM rolls a d6. On challenge.
an odd number, the creature falls prone. On an even Recalling Ancient Lore (Arcana or History DC 23): The
number, the creature makes a melee basic attack as a character recalls lore about Nhagruul or his enemies
free action against a random adjacent creature. If there that could be used to the party’s advantage. A success-
is no target, the creature takes 10 psychic damage. ful check earns the adventurers one success toward
Statue of Nhagruul: This 15-foot-tall statue depicts the challenge, and a success by 5 or more grants the
a monstrously deformed humanoid in robes. The statue adventurers a noncumulative +2 bonus on all Bluff and
is blocking terrain, and a DC 16 Athletics check is Diplomacy checks made until the end of the skill chal-
required to climb on top of it. If a character brings the lenge. On a failed check, the adventurers earn a failure
Book of Vile Darkness within 3 squares of the statue, in this challenge and take a noncumulative –2 penalty
the statue animates. If this happens while the battle is to Bluff and Diplomacy checks until the end of the
raging between the characters and the emissaries of encounter.
Vecna, the statue does not attack but instead waits until Threatening the Spirit (Intimidate DC 23): A character
the battle is resolved before addressing the survivors can threaten the spirit by brandishing the book. If the
(see below). character beats the DC by 5 or more, he or she also
removes one failure.
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92
ENCOUNTER 4:
E N CO U N T E R 4 : T H E W E L L O F M A N Y WO R L D S
Success: If the adventurers earn 6 successes before
acquiring 3 failures, Nhagruul’s spirit tells the char-
acters that they must perform the Ritual of Endings
and Beginnings at the Well of Many Worlds to either
T HE WELL OF
destroy the book or harness its power. The spirit reveals
the well’s location and the procedure for destroying
M ANY WORLDS
the tome (see “Ritual of Endings and Beginnings” in Encounter Level 18 (11,600 XP)
Encounter 4).
Failure: If the adventures earn 3 failures before The Well of Many Worlds is the most powerful portal
acquiring 6 successes, the spirit disappears, and in the planes. Unlike most portals, it connects to all
the statue becomes a stone golem and attacks until places at once. While useful for a quick transit, it can
destroyed. Within the rubble of the destroyed golem, also be used to draw objects, and possibly creatures,
the characters find a scroll with the Ritual of Endings forth. Research indicates that the Well of Many Worlds
and Beginnings scrawled on it, but it doesn’t specify is the party’s best hope for destroying the Book of Vile
where the ritual must be performed. The characters Darkness—or mastering its power.
might learn about the Well of Many Worlds from a The well provides the means by which the adven-
divination ritual, a friendly nonplayer character, as turers can rid themselves of the accursed artifact or
information gained during another adventure, or with a harness its ultimate power. There, they can perform the
DC 32 Arcana check (at your discretion). Ritual of Endings and Beginnings to call forth good or
evil from other worlds and use those forces to augment
Stone Golem Level 17 Elite Soldier or destroy the tome.
Large natural animate (construct) XP 3,200 The Well of Many Worlds can be anywhere you
HP 336; Bloodied 168 Initiative +8 need it to be. It might be deep in the Underdark, on an
AC 33, Fortitude 31, Reflex 28, Will 27 Perception +7 abandoned astral dominion such as Pluton or Shom, or
Speed 6 (cannot shift) Darkvision somewhere in the Realm of Dreams. Run this encoun-
Immune disease, poison
ter at some point before the artifact moves on.
Saving Throws +2; Action Points 1
STANDARD ACTIONS Arcana DC varies: The character knows the effects
5 Slam ) At-Will of the reality holes (DC 17), temporal disturbances (DC
Attack: Melee 2 (one creature); +22 vs. AC 23), and obelisks (DC 33) in the vicinity. See “Features
Hit: 4d6 + 11 damage, and the golem can push the target 1 square. of the Area” for details.
, Double Attack ) At-Will Light: Bright light.
Effect: The golem uses slam twice. Each attack knocks the target Monsters: 1 angel of vengeance (A), 2 spell howlers
prone if it hits.
of Vecna (S), 8 angel of valor veterans (V).
, Golem Rampage ) Recharge
Effect: The golem moves up to its speed + 2. During this move-
ment, the golem can move through enemies’ spaces, and when When the adventurers arrive at the scene, read:
the golem first enters any creature’s space, it uses slam against Four 20-foot-tall obelisks rise atop a rocky hill. Multicolored
that creature. lights shine from the hilltop, filling the air with a scintillating
TRIGGERED ACTIONS glow. Here and there, you spy clouds of pink mist, iridescent
+ Death Burst ) Encounter gusts of wind, and other strange distortions.
Trigger: The golem drops to 0 hit points.
Attack (No Action): Close burst 1 (creatures in the burst); +22 vs. AC
Hit: 2d12 + 10 damage.
Before the characters can begin the Ritual of Endings
Effect: The golem is destroyed. The area of the burst is difficult ter- and Beginnings, creatures in service to Vecna show up
rain until cleared. to thwart their efforts.
Str 24 (+15) Dex 7 (+6) Wis 8 (+7) This encounter takes place on the battle map. Let
Con 24 (+15) Int 3 (+4) Cha 3 (+4) the players place their miniatures on the map, and then
Alignment unaligned Languages — place the creatures as indicated.
C H A P T E R 6 | T h e V i l e To m e
93
to the Whispered One’s will. Should you comply with 2 Spell Howlers of Vecna (S) Level 18 Artillery
Medium natural humanoid XP 2,000 each
haste, your deaths will be mercifully swift.”
HP 130; Bloodied 65 Initiative +10
Tactics: The creatures are under orders to destroy
AC 32, Fortitude 28, Reflex 30, Will 30 Perception +11
the adventurers and bring the Book of Vile Darkness back Speed 6
to Vecna. STANDARD ACTIONS
The angel of vengeance uses sign of vengeance against 5 Maddening Touch (psychic) ) At-Will
the one carrying the artifact and then teleports to Attack: Melee 1 (one creature); +21 vs. Will
that character’s side, where it uses double attack. The Hit: 2d8 + 12 psychic damage.
angel follows the character until it is destroyed or until 6 Word of Force (force) ) At-Will
Attack: Ranged 10 (one creature); +23 vs. Fortitude
it gains the book. Once it does, it flies off with the
Hit: 2d10 + 15 force damage.
artifact. 6 Word of Doom (psychic) ) At-Will
The angels of valor fight to keep the other adventur- Requirement: The spell howler must be affected by horrific visage.
ers busy while their powerful ally recovers the book. Attack: Ranged 10 (one creature); +23 vs. Will
Meanwhile, the spell howlers keep back, peppering the Hit: 2d8 + 6 psychic damage, and the target is dazed until the end
characters with ranged attacks. The veterans and the of the spell howler’s next turn.
howlers fight to the death. , Word of Madness (psychic) ) Recharge if the power misses
Attack: Melee 1 (one creature); +21 vs. Will
Hit: 2d8 + 5 psychic damage. The spell howler slides the target up
Angel of Vengeance (A) Level 19 Elite Brute to 3 squares, and the target makes a basic attack as a free action
Large immortal humanoid (angel) XP 4,800 against a creature of the spell howler’s choice.
HP 426; Bloodied 213 Initiative +13 - Word of Pain (necrotic) ) Encounter
AC 31, Fortitude 33, Reflex 29, Will 33 Perception +16 Attack: Ranged 10 (one creature); +23 vs. Fortitude
Speed 8, fly 12 (hover) Hit: 4d10 + 10 necrotic damage.
Immune fear; Resist 15 cold, 15 fire, 15 radiant Miss: Half damage.
Saving Throws +2; Action Points 1 TRIGGERED ACTIONS
TRAITS + Horrific Visage (psychic) ) Encounter
Cloak of Vengeance (cold, fire) Trigger: The spell howler is first bloodied.
While the angel is not bloodied, attack rolls against it take a –2 Attack (No Action): Close burst 2 (enemies in burst); +22 vs. Will
penalty, and any creature that hits the angel with a melee attack Hit: 2d6 + 4 psychic damage, and the spell howler pushes the
takes 10 cold and fire damage. target up to 3 squares.
STANDARD ACTIONS Effect: Until the end of the encounter, the spell howler cannot use
5 Longsword (cold, fire, weapon) ) At-Will any powers except maddening touch and word of doom.
Attack: Melee 2 (one creature); +24 vs. AC Str 15 (+11) Dex 13 (+10) Wis 15 (+11)
Hit: 4d10 + 12 cold and fire damage. Con 16 (+12) Int 22 (+15) Cha 18 (+13)
, Double Attack ) At-Will Alignment chaotic evil Languages Common
Effect: The angel uses longsword twice.
MINOR ACTIONS
Sign of Vengeance ) Encounter 8 Angel of Valor Veterans (V) Level 16 Minion Soldier
Effect: Ranged sight (one creature). Until the end of the encoun- Medium immortal humanoid (angel) XP 350 each
ter, the angel can teleport adjacent to the target as a move HP 1; a missed attack never damages a minion. Initiative +12
action. AC 32, Fortitude 30, Reflex 27, Will 26 Perception +10
TRIGGERED ACTIONS Speed 6, fly 9 (hover)
+ Coldfire Pillar Transformation (cold, fire, polymorph) ) Immune fear; Resist 10 fire, 10 radiant
Encounter STANDARD ACTIONS
Trigger: The angel is first bloodied. 5 Greatsword (fire, weapon) ) At-Will
Effect (Free Action): The angel becomes a 6-square-high pillar of Attack: Melee 1 (one creature); +21 vs. AC
fire and ice until the start of its next turn. While in this form, it is Hit: 11 fire damage.
immune to all damage. When the effect ends, the angel makes Str 24 (+15) Dex 18 (+12) Wis 14 (+10)
the following attack. Con 18 (+12) Int 12 (+9) Cha 16 (+11)
Attack: Close burst 2 (enemies in the burst); +22 vs. Reflex Alignment unaligned Languages Supernal
Hit: 2d8 + 18 cold and fire damage. Equipment chainmail, greatsword
Skills Insight +21
Str 27 (+17) Dex 18 (+13) Wis 25 (+16)
Con 13 (+10) Int 19 (+13) Cha 26 (+17)
Alignment unaligned Languages Supernal
Equipment 2 longswords
C H A P T E R 6 | T h e V i l e To m e
94
E N D I N G T H E A DV E N T U R E
Ritual of Endings S
and Beginnings
Any character with the Ritual Caster feat can perform
the Ritual of Endings and Beginnings. The characters
must use 7,000 gp of residuum. The ritual takes 1 hour V
to perform; during this time, the caster must concen-
trate on drawing forth the essence of good or evil from
the Well of Many Worlds. V
During the ritual’s performance, the Book of Vile
Darkness vanishes from its owner’s hands and reappears
over the well, as swirling darkness or light rises up from
the well’s depths to assail the tome. At the end of the
A
ritual, the adventurers can hurl the book into the well,
destroying it by choosing a destructive destination (into
the heart of the sun, for example) and then succeeding
on a DC 32 Arcana check (up to four allies can aid on V
this check). On a failed check, the book breaks apart,
and vile darkness spills into a multitude of different V
worlds, sparing its owner the doom faced when the arti-
fact moves on but unleashing unimaginable evil upon
the planes.
If the characters channel evil from the well and
keep the compiled Book of Vile Darkness, see “Ending the
Adventure” for what happens next.
S
Features of the Area V V V V
Obelisk: A character adjacent to an obelisk can,
with a DC 32 Arcana check, use the following power Well of Many Worlds: Any creature that enters
against a target of his or her choice (as a standard the Well of Many Worlds is removed from play as it
action). If the skill check fails, the obelisk attacks the vanishes to another plane or an alternate natural world
character instead. (DM’s choice). A character can choose the destina-
tion as a free action by succeeding on a DC 32 Arcana
STANDARD ACTIONS check. While removed from play, the creature can take
+ Obelisk (psychic, teleportation) ) At-Will a standard action to make a DC 32 Arcana, History,
Attack: Close burst 10 (one creature in the burst); +21 vs. Will Insight, or Perception check. On a success, the charac-
Hit: 2d8 + 8 psychic damage, and the target teleports 1d6 squares
ter reappears in an unoccupied space adjacent to the
in a random direction.
Well of Many Worlds. Any object dropped into the Well
of Many Worlds travels to a random plane and is lost.
Reality Hole: A creature that enters a square con-
taining a reality hole is removed from play until the
start of its next turn. When the effect ends, the creature
returns to play in an unoccupied space adjacent to any
ENDING THE
reality hole on the map.
A character with line of sight to a reality hole can
A DVENTURE
end the effect by spending a standard action to make The adventure ends when the adventurers successfully
a DC 23 Arcana check. On a success, the creature destroy the Book of Vile Darkness, when they bind the
removed from play is returned in an unoccupied space other books to create the ultimate Book of Vile Darkness,
of the character’s choosing. or when the artifact moves on, leaving its former owner
Temporal Disturbance: When a creature starts its a soulless husk. If the adventurers imbue the book with
turn in a square occupied by or adjacent to a temporal evil from other worlds, the act proves so destructive
disturbance, roll a d6. On an odd number, the creature and so profoundly evil that the characters responsible
is slowed and takes a –2 penalty to attack rolls until the are destroyed utterly as pure, concentrated evil washes
start of its next turn. On an even number, the creature out across the planes. Whether this destroys the
gains an extra move action and gains a +2 power bonus cosmos or simply sets the stage for a future campaign is
to attack rolls until the start of its next turn. up to you.
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THE BOOK OF VILE DARKNESS™
P L AY E R ’ S B O O K
Robert J. Schwalb
INTRODUCTION PLAYING EVIL
“You’re adventurers, aren’t you? I used to be an adventurer, “What you condemn as evil, I call a willingness to do what-
back before I got turned into a demon. I was also a king. ever it takes to succeed. I have done terrible things and I take
Yeah, a king! With a great kingdom and a million loyal sub- no pride in those acts. But I would do them again, a thousand
jects! Say, is that the Book of Vile Darkness you got there? times, if it meant reaching such heights.”
Y’know, they only made nine copies. I have the other eight. —High Cardinal Krozen
Wouldn’t mind adding that one to my collection.”
—Fraz-Urb’Luu, Demon Prince of Deception If you’re a player interested in trying out an evil char-
acter, this book is for you. The DUNGEONS & DRAGONS
The Book of Vile Darkness corrupts all who come into roleplaying game recommends you avoid choosing the
contact with it. Its pages contain the wisdom, musings, evil alignment for good reason. Evil characters cause
and mad ravings of evil gods, demons, archwizards, problems. Not only must the players contend with their
liches, dragons, and other mighty beings. By opening enemies on the battlefield but also they must keep an
its covers and thumbing through its contents, one can eye on their evil-minded companions. Furthermore,
achieve great power—at the cost of one’s life, soul, sanity, evil adventurers tend to become alienated as a result
or all of the above. Such is the nature of evil, and such is of their actions. In time, they are no longer welcome
the nature of this unholy tome. in any community that knows them or knows of them.
Adventurers, not surprisingly, are among the most An evil adventurer’s career is often brutish and short,
tempted to seek out the Book of Vile Darkness, drawn by ending with quests left unfulfilled and the campaign a
the promise of power and too arrogant to think they failure.
could fall victim to its destructive tendencies. What Given all this, why bother playing an evil character?
they find in its pages are disturbing images and count- In truth, many reasons exist: You might be looking for
less ways to inflict pain and terror on their enemies. a change of pace or a roleplaying challenge, your DM
What they don’t see is the path down which the book might be running a one-shot adventure suitable for evil
guides them—a path leading to their own annihilation characters, or you might be hankering for an object
and the destruction of everything they hold dear—for lesson in behavior and consequences. If that’s your
the power and the allure are oftentimes too great to wont, don’t let the rules dissuade you from trying some-
ignore. thing new.
The book you hold in your hands is aimed at players
and provides new options for adventurers of any align- Proceed with Caution
ment, although the contents are even more tempting to
Playing an evil adventurer is usually not a good idea.
characters who are evil-curious or rotten to the core.
Some players take the evil alignment as a license to
These new options include:
behave badly and an excuse to cause mischief and suf-
fering whenever and wherever the opportunity arises.
) Starting on page 9, five new character themes: cult- Evil characters seem to have a hard time honoring
ist, disgraced noble, infernal slave, reaver, and vile agreements and are quick to turn against their allies.
scholar. They aren’t about to risk their necks for a town on the
) Starting on page 20, five new paragon paths: blood- edge of civilization without a considerable reward.
crazed berserker, contract killer, demonologist, idol Even if they take that job, there’s no guarantee that they
of darkness, and vermin lord. won’t double-cross the town by taking the money and
) Starting on page 28, the Exemplar of Evil epic running.
destiny. Despite the problems evil characters can cause, such
a play style can work. If you embrace the following sug-
) Starting on page 29, a selection of divine devotion
gestions, you can mitigate the challenges and enjoy a
feats, divinity feats, and vile feats.
successful, if sinister, adventuring experience.
If you’re looking for magic items of evil bent, you
won’t find them here; however, a number of them Cooperative Game
appear in Chapter 5 of the accompanying Dungeon DUNGEONS & DRAGONS is a cooperative game. Player
Master’s book. Read about them at your own peril! characters work best when they work together, and
most D&D encounters are built around this assump-
tion. That one or more of the heroes are evil doesn’t
change this fact or alter your responsibility to your
teammates. You might not like the people you work
with, but if you expect them to watch your back, you
had better watch theirs. Nothing dictates that evil
2
EVIL A DVENTURING
EV I L A DV E N T U R I N G G R O U P S
characters are unable work within an adventuring
group. They can contribute to the group dynamic as
their role demands.
To ensure the group remains together, it’s critical
GROUPS
that you shield your companions from whatever wick- “I assure you, paladin king, that if I had a sword in hand, I
edness you intend. In sum, you must avoid stealing would willingly cut out your heart, here and now.”
from, maiming, exploiting, and murdering the other —Artemis Entreri
members of your party. One way to keep everyone
in check is to make sure you have a strong reason for You cannot do enough to ensure that the evil adven-
being together in the first place. You might serve a more turing group stays together. No matter how much
powerful master, follow the same god, be from the same you prepare, no matter how many connections you
homeland, or pursue a common goal, such as wiping make to other characters, no matter how much you
out all orcs, elves, or dragons. If everyone can agree to discuss limits and player comfort levels, odds are
a party-binding element from the outset and can create significant conf lict will arise. If handled poorly, the
a plausible explanation for maintaining this truce, your group’s destruction is almost certain to follow. The
group should find success. trick is to prevent that level of discord from happen-
ing in the first place. The best way to do that is to
Be Considerate focus on strengthening the connections between the
characters.
Playing an evil adventurer gives you a chance to
Before you get down to the business of creating your
explore the dark side: to be the ruthless killer, to steal
character, it’s a good idea to work with your fellow play-
without regard for the victim, to dabble in dark magic,
ers to construct a strong group identity. One of the best
and to bargain with terrible powers. Although such
ways to accomplish this goal is to adopt a group concept.
options and other, more dreadful actions are possible,
Simply put, the group concept describes the reasons
always consider the feelings of other players at the
why you work together. The following group concepts
table. Avoid offending other players by exploring taboo
are especially tailored for evil adventurers. Feel free to
subjects. Many people play D&D as an escape from
tweak them to fit a different group concept.
real world problems and ugly truths. Games that focus
too much on the sinister have limited appeal for many
gamers.
Before play begins, talk with the Dungeon Master
and the other players to determine what events they
want to avoid and what subjects they’d rather not
explore. Respect these limits and don’t test them.
Doing so ensures the game remains fun for everyone
involved.
3
Agents of Evil companion, retainer, or bodyguard. For example, two
or three players could play drow while the rest are mer-
Fear is a good motivator for ensuring some level of
cenary soldiers. Alternatively, most characters could be
cooperation. As agents of evil, your characters are a
half-orcs from the same tribe, perhaps with a human
powerful villain’s champions and lackeys. You could
and an orc as cousins.
be agents of an organization such as the Aurum in
In a family ties approach, race is particularly impor-
the world of Eberron or the Zhentarim in Faerûn,
tant. Most adventurers should be from the same race. If
or you might work for a powerful warlord or wizard.
you choose a different race, come up with a reason why
Chances are you work together because you have an
your character is considered part of the family.
idea about what will happen if you don’t. Your dark
master is quite terrible—angering him, her, or it is not
a good idea. Fugitives
So who is your dark master? You should enlist your Your group committed some grievous crime and is
Dungeon Master to see how your employer fits into now on the run. Maybe you were bandits who killed
the campaign. What kinds of tasks does your patron the duke’s son. You could be deserters from an army,
assign you? At some point, someone had to have failed having left before the orcs wiped out your legion (per-
your patron. What happened to him or her? Are you haps with some aid from the party). You might be
loyal to your patron or do you plot treachery? Do you criminals who managed to escape prison by working
serve out of your own free will or are you little better together.
than slaves? In the fugitives scenario, your shared predica-
ment has forced you to depend on each other to
Criminals escape certain death and survive in the world. What
is your story? What hardships have you had to sur-
Your group is a criminal outfit assembled from dispa-
vive? Who hunts you? Why do you stay together and
rate individuals, each of whom brings a different talent
what ensures you will stay together in the weeks and
to the group’s cause. You might be professional killers
months ahead?
who take dangerous missions to eliminate hard-to-
reach targets. You could be an upstart thieves’ guild
trying to establish a foothold in a new city. Perhaps you Mercenaries
are brigands waylaying caravans and travelers on the Many evil adventuring groups are no more compli-
wilderness’s darkest roads. Or are you pirates who lost cated than a band of sellswords. They travel the world,
their ship to a hated rival? selling their services to the highest bidder. When the
A number of questions must be answered. What is money runs out, they move on to serve a different
your criminal enterprise? Who founded the group? master. You are such a group of mercenaries. Over time,
How did you each come to join? Have you made any you’ve found that you work well together despite your
enemies yet? If so, who are they and why are they out differences.
for your blood? How did you come together? What kinds of mas-
ters have you served so far? Have you double-crossed
Devotees of a Dark God anyone? If so, are they still out there, nursing a grudge?
Who won’t you work for? Why?
Religion unites many individuals, including those in
your group. You all share the same faith—a mutual
pledge to attend one dark god, archdevil, demon lord, Survivors
or some other dreadful being. Your characters were once members of a powerful, evil
Which power do you serve? How did you find your- organization. An adventuring band struck your base,
self in that entity’s service? Who in the group is the wiped out the group’s leadership, and scattered the rest.
spiritual leader? This character need not be a member Stripped of your community and driven to the frontier,
of a divine class. What kinds of missions do you under- you must find some way to make ends meet.
take? Dark powers often have a number of enemies. As usual, several questions arise. What was the
Who are most important as far as your party is con- organization? Was it a cult, a secret society, or some
cerned? Do you have rivals? Is it a friendly rivalry or political institution? Who destroyed the group and
something decidedly darker? why? What did your organization do to merit its
destruction? How did your party escape? How do you
Family Ties feel about the attackers? Do you want revenge or do
you fear them still?
Familial ties might be enough to keep your group
together. Not every adventurer has to be a blood rela-
tive, however. Perhaps two or three characters in the
party are noble kin and everyone else acts as an advisor,
4
CREATING AN
C R EAT I N G A N EV I L A DV E N T U R E R
your companions view your actions, and you know the
limits of what they will tolerate. As a result, you might
EVIL A DVENTURER conceal your activities from them to avoid causing dis-
ruption. Even so, you’re not likely to apologize for your
“Sane is boring.” actions should they come to light.
—Jarlaxle Michael Moorcock’s Elric is an excellent example of
an antihero.
When it comes to character creation, evil adventur-
ers are little different from other types of characters.
You still choose a class, race, feats, and powers, then
Nonhero
purchase equipment. For the most part, the options Only the naïve believe all adventurers have the world’s
available to good and unaligned heroes serve just as best interests in mind. Sure, certain shining examples
well for evil characters. Power strike, for example, proves might save the village from certain destruction or brave
as effective for an evil fighter as it does for a good the bowels of the Abyss to stop some demon lord from
fighter. Exceptions in both story and mechanics do invading the natural world—all for altruistic reasons.
exist, however, and they are discussed below. Still, extraordinary people who selflessly champion the
weak and fight against evil’s advance are the exception,
not the rule.
Archetypes Most people are not so noble. They are content to go
Nearly all adventurers are heroic in some way. Their about their lives, attend to their responsibilities, and
jobs lead them into dangerous places, where they spend look after their own. Among these “regular folk,” the
their time battling monsters and thwarting dastardly ones who set out to adventure do so for other reasons:
plots. Upstanding heroes fight against the darkness to revenge, wealth, glory, or something else. All in all, they
protect the last bastions of light and goodness left in the do not possess high-minded goals. For the most part,
world. they are in it strictly for themselves.
On the surface, evil adventurers look and act like Self-interest as a driving motivation tends to make
other adventurers. They tromp through the same kinds nonheroes unaligned or evil. These characters fit into
of dungeons and fight the same kinds of monsters. mixed alignment groups with only a little friction as
Where they differ is in the motivations that drive them long as they are compensated for their efforts or con-
into these places. vinced a job will profit them even if no immediate
Most evil adventurers fall into one of three arche- financial rewards are offered. Nonheroes work best in
types. These categories describe in broad strokes how groups of other nonheroes, usually working together for
the character might behave and what goals he or she the same objectives.
pursues. You don’t have to choose an archetype, but The characters in Glen Cook’s Black Company novels
look them over as you think about the kind of character are good examples of nonheroes. They’ll work for nearly
you want to create. any sort of employer, provided they receive their regu-
lar pay.
Antihero
The most palatable option for adventuring groups, Villain
the antihero is a classic archetype in fantasy fiction, The last evil adventurer archetype is the villain. In
films, and television stories. These characters often some ways, the villain is a fusion of the antihero and
pursue good ends, but in ways other people find the nonhero, but without the good parts. Basically,
objectionable. villains do evil because they want. Rather than help
Antiheroes compromise their morals and ethics by people in need, villains exploit them. Rather than
performing despicable deeds they believe they have destroy evil monsters, villains enslave them. Villains
to commit. Few are the means these dark adventur- are truly the bad guys.
ers won’t employ. They might commit murder, steal, A villain is rarely an appropriate addition to a good
torture to extract information, threaten innocents, and or unaligned adventuring group. Villains oppose any-
commit any number of other heinous acts. As much as thing and everything a hero fights for. They create
they regret these actions (if at all), they see them as nec- needless friction and complications for the group. It
essary to achieve a greater end that might actually be won’t take long before a confrontation results. The best
noble were the methods not so reprehensible. outcome possible is for the villain to go his or her own
If you’re thinking about playing an evil character in way; the worst results in character death and dissolu-
a party of good or unaligned adventurers, the antihero tion of the party.
is the best archetype to play. You share your allies’ goals In certain instances, a villain party member could
even if you do go about achieving them in disturbing work. Your adventurer might be replaced by an evil
ways. You are probably insightful enough of know how doppelganger and your DM might let you play that
5
character for a time until the villain’s unmasked. Alter- PERSONALITY TRAITS
natively, the party might join forces with your villain Angry Hedonistic
character to defeat a common foe, though such arrange- Avaricious Hidebound
ments are fraught with tension and often short-lived. Brutish Introspective
Outside these and similar situations, you should prob- Craven Jaded
ably avoid introducing a villain to a nonevil group even Cruel Lazy
if the other players are on board. Deceitful Lustful
A villain is best used in groups made up of other vil- Detached Mischievous
lains and nonheroes. Such story lines hardly resemble Deviant Nihilistic
a normal adventuring experience because the char- Diabolical Pliable
acters are not likely to undertake the same kinds of Dishonorable Proud
missions. Even if they do, they do so for some sinister Domineering Quiet
purpose. Villainous groups go on missions to destroy Erratic Scheming
good enemies, prowl through dungeons in search of Extravagant Strange
evil magic items, recruit evil humanoids to besiege Focused Treacherous
a castle or invade a city, and endeavor toward other Foolish Unhinged
goals that nonevil adventurers are so often called Gluttonous Uptight
upon to stop. A villainous group lasts only as long as Haughty Wrathful
the players refrain from plotting against each other.
So tenuous are the ties that the discovery of a single
magic item desired by two characters might be enough Appearance
to tear the group apart. For this reason, villainous Decide whether your character shows any outward sign
groups are best used for short campaigns spanning, at of his or her alignment. Your character might conceal
most, a tier. a darker nature behind a pleasing façade. Conversely,
your character might demonstrate his or her dark side
Goals through style of dress, body art, ritual scarification, jew-
elry, and other adornments.
Think about what your character wants, why he or
she wants it, and what your character will do to get it.
Consider tying these elements to other characters in Background
the group to strengthen the party bond. Establishing a Although your background might not affect your char-
strong motivation and behavior before you play helps acter much during his or her adventures, having an
you portray the character in an appropriate manner idea about why your character chose the path he or she
while still contributing to the group effort. did can help you develop the character’s personality
and motivations during play. For an evil adventurer, the
Alignment biggest question you should answer is how your char-
acter came to be evil. Were you born this way? Are you
Choose the alignment that best fits your character’s a product of your upbringing? Did some other event
story concept. For an evil adventuring party, the best change your outlook, enabling or compelling you to
alignment choices are unaligned and evil. Chaotic evil commit dark or unspeakable deeds?
can work, but you must find a story excuse for why
you’re willing to work with others for an extended
period. If you’re playing a one-shot adventure, any Powers
alignment will do. When choosing powers, consider whether the flavor
of the power should be tweaked to account for your
Personality evil nature. For example, if you have a power that deals
radiant damage and you think it would befit your char-
Come up with a few personality traits that best express acter’s nature to have the power deal necrotic damage
your character’s identity, behavior, and general nature. instead, discuss it with your DM. If he or she allows it,
Pick from the personality traits described in Heroes of change the damage type.
the Fallen Lands™ and Heroes of the Forgotten Kingdoms™
or from those described here. Where possible, demon-
strate your most positive traits during interactions with
the other player characters, and save your most negative
traits for exchanges with monsters and NPCs.
6
A RCANE EVIL
D I V I N E EV I L
Evil divine characters seek to please the gods they
worship, to rise through the ranks of the clergy and
“All other paths to power are riddled with flaws. A sword can become champions of the faith, divine exarchs, or
break. A mind can hesitate. Faith falters, nature dies, and demigods. They impose the will of their gods upon
light banishes shadow. Magic? Magic is forever.” lesser creatures and use their faith like a hammer to
—Rary the Traitor smite infidels.
DIVINE EVIL
scorching enemies with radiant energy. Nonetheless,
some evil gods have strong ties to particular themes
that are best expressed through damage types. You
“I whip my servants thrice daily: once after morning prayer,
might talk with your Dungeon Master about swapping
once before they go to sleep at night, and once when the mood
out the radiant damage type for a different damage
strikes me.”
type more appropriate to your character’s faith. Exam-
—Verminaard
ples include fire for Asmodeus, necrotic for Vecna, and
poison for Zehir.
One does not have to look far to locate evil in the
cosmos. Certainly, the Abyss holds evil enough. But
what about the evil above? What of the calculating,
vengeful dark gods who embody evil in their perfect,
divine forms? Do they not affect the world? Are their
hands not felt in the murders and betrayals, the slaugh-
ter and the hatred pervading the natural world? Many
are the horrific deeds done in their names.
7
M ARTIAL
EVIL
“It is proper that the strong master
the weak, and the powerful rule the
powerless.”
—Warduke
PRIMAL EVIL
wrathful hunter that preys on all. Still, neither of these
beings evokes the terror inherent in Gnaw.
Legend has it that Gnaw is the misbegotten child
“It is not enough to respect nature; you must fear it. This is of Whisper and the Primal Beast. Once Gnaw clawed
why I entrust my nganga with the power to bend the spirits free from the womb, Whisper cast it away, sickened by
to their will. Only under my firm control will the spirits stay what she had brought into being. Having never known
their teeth and claws. Only then will we thrive.” a mother’s affection, Gnaw exists at the edges of the
—Lalali-Puy spirit world, always creeping and crawling, surviving
on the leavings of more powerful spirits.
Primal magic flows from the spirit world, a realm that As the spirit of creeping things, scavengers, and
is both a part of the natural domain and somehow sepa- eaters of the dead, Gnaw revels in twitching corpses
rate from it. Primal spirits pervade the spirit world; alive with vermin, in the drone of carrion flies as they
from them flows great magic. The spirits guard the propagate, and in the vulture’s screech as it circles
world against intrusion from both the Astral Sea and the dying. Primal peoples appease this dark spirit by
the Elemental Chaos. They want no part in the cosmic offering viscera, by burning their dung, and by cower-
struggle between the gods and their elemental counter-
ANNA CHRISTENSON
8
SHADOW EVIL
S H A D OW EV I L
As much as the primal spirits are creations of living
creatures, personifications of the world’s many forms,
they are also agents of death and decay. For life to “The darkness can devour you if you’re not careful. Learn to
thrive, the living must die. To make room for the new, master it, and you can train it to devour others.”
the old must be cleared away. —Evard
Many primal champions stand apart from the
cosmic struggle between good and evil. Preserving the Only those willing to trade a fragment of their souls for
world’s natural states is of far greater import than the a shard of darkness can wield shadow magic. Such a
petty squabbles between the virtuous and vile. Because bargain is not the sort of arrangement a good character
those beholden to darkness often seek ruination and relishes. A shadow adventurer might be comfortable as
destruction, unaligned primal characters often throw unaligned, but those that excel in their dark arts tend to
in their lot with the good. Still other primal adventur- give in, to one degree or another, to evil.
ers find nature’s dark side more palatable. They choose Rare is the shadow character who fights for the
to protect and facilitate the crucial processes of death world’s or its inhabitant’s defense. Most such adventur-
and decay. Advancing these natural aspects does not ers use shadow as a means to achieve personal goals.
guarantee that the individual attends evil, but the work Assassins, in particular, embrace all that shadow offers
they do requires a hard heart. Their tasks are also to better hunt down and eliminate their victims. Black-
more effectively completed through an affinity for fetid guards, necromancers, and binders (as described in
places, for the carcass’s pungent stench, and for the Player’s Option: Heroes of Shadow™) turn from the light as
things that burrow and creep, skitter and crawl. a result of vice, knowledge, or power. These motivations
easily place them within the grasp of evil. Only the
9
Theme Description new power must be of the same level as the old power
Cultist Devotee to a dark power or lower. You can also replace an optional theme power
Disgraced Noble Fallen member of the aristocracy with a different optional power of the same theme, as
Infernal Slave Thrall to an archdevil long as the new power is the same type and is of the
Reaver Savage killer and plunderer same level or lower.
Vile Scholar Seeker of forbidden lore Background: You can choose to use one of these
themes as a background for your character. Each
Most character themes can accommodate members theme’s “Background” sidebar mentions two or more
of a wide range of classes. Cultists might be clerics or associated skills. If you choose a theme as your back-
blackguards dedicated to a dark god, or they might be ground, then you gain a +2 bonus to checks with one of
assassins working from the shadows to honor Zehir. those associated skills, or you add one such skill to your
Then again, a cultist could be a fighter or a barbar- class’s skills list before you choose your trained skills.
ian, a wild zealot blinded by deranged faith. The vile
scholar suggests a wizard, yet could not a rogue steal Themes in
forbidden books to unlock the lore within? In almost
all cases, a theme is broad enough in concept to allow Character Creation
characters from any classes to choose them. There When creating your character, you can use a charac-
are exceptions and you’re bound to find them in ter theme to guide your choices. Themes are intended
narrow-focus themes presented in other sourcebooks, for use as creation tools, ways for you to add further
in which case they include any requirements in the detail to your character, to push beyond the limits
theme’s entry. of class and race, and maximize your customization
options. Certainly, if you already have a class in mind,
Choosing a Theme you can use a theme to improve or expand your char-
acter options. For example, if you’re playing a fighter
A character can have only one theme, which you choose
or a barbarian, you could choose reaver to escalate
when you create your character. The theme you select
the carnage.
grants the following benefits:
Character themes can also expand your character’s
Starting Feature: Each theme includes one or more
capabilities on and off the battlefield. A theme’s start-
features that you gain when you select the theme. If a
ing feature can let you do things outside your class role,
starting feature grants an attack power, keep in mind
perhaps taking on some of the defender responsibilities
the following rules:
even though you’re a striker or by boosting your attacks
Ability Scores: Whenever you use a power that calls
by giving you some striker potential.
for your highest ability, you use your highest ability
Choosing your theme before your race or class can
modifier. For example, if Strength is your highest ability
help build a character concept. From this concept, you
and you use a theme power whose attack is “High-
can go on to choose race, class, feats, and so on to rein-
est ability vs. AC”, you would make a Strength vs. AC
force the idea that began with the theme.
attack. Damage and effects resulting from using the
Regardless of when you choose your character
power might also use this notation.
theme, look for ways to incorporate the theme into your
Implements: Theme powers with the implement key-
character’s background. Your theme might reflect the
word can be used with any implement whose use you
event that propelled you into your adventuring career,
are proficient in. Unlike most implement powers, how-
or your theme might reflect specialized training you
ever, you need not have proficiency with an implement
underwent to prepare you for the objectives or destiny
to use these powers. Using a theme implement power
set before you.
without an implement simply means you do not add an
implement’s enhancement bonuses or make use of a
magic implement’s powers or properties.
Additional Features: Most themes offer additional
features at levels 5 and 10. You gain an additional fea-
ture automatically when you reach the appropriate
level; it doesn’t replace any of your class features.
Optional Powers: Some themes include a number
of utility powers that you add to the ones you can
choose from when you reach the appropriate level.
You can use retraining to replace a class power with
an optional theme power or vice versa, exchanging
one power for another power of the same type (at-will
attack, encounter attack, daily attack, or utility). The
10
CULTIST
C U LT I S T
Gaining Themes
at Higher Levels “My master is the Truth, the Way, and the Will!”
If you don’t have a theme, you can always adopt one at
a higher level simply by going back and choosing the Given the vital role that religion plays in many societ-
theme that best fits your character. Generally, taking a ies and the number of people who venerate gods, cults
theme at a higher level results from a development in could find wider acceptance in the general population.
the campaign. Several themes included in this chapter After all, cults honor a higher power, a greater good, or
are suitable for acquisition at any point in your career, a treasured ideal.
and gaining the theme might result from completing What sets a cult apart from other religious institu-
a major quest, becoming corrupted, or succumbing to tions is a fundamentally bad belief, a perception about
dark temptations in the game. You might find an evil the cosmos that is diametrically opposed to those held
magic item that lures you to explore forbidden lore, by right-thinking folk. A cult’s creed could be based on
turning you into a vile scholar. Or having offended your an extraordinary interpretation of a god (any god, even
king or been denied your birthright, you could become a good one) that compels certain sinister practices in
a disgraced noble on the path of vengeance rather than their worship. Another cult might elevate a demon lord,
redemption. monstrous alien, or dark power to divine status. Cults
Before you choose a theme, consult your Dungeon could be founded by devotees of beings that exist only
Master to come up with an explanation and method in their minds. Such strange and deviant belief breeds
for gaining your theme. The DM might make the dangerous behaviors and attracts the attention of forces
theme a reward for completing a major quest, espe- that champion the good. As a result, most cults are
cially if themes don’t play a big part in his or her driven underground.
campaign. You might have to perform a sinister task Cults spring up regularly the world over. Fear, uncer-
for a dark power or perform an evil act. Then again, tainty, and dissatisfaction foment offbeat beliefs and
the DM might just let you take the theme without any unwholesome ideas about how the world works and
requirements. what the future holds. Cult leaders prey on doubts and
superstition, drawing the disaffected and the despair-
Changing Character Theme ing under their influence. One by one, adherents are
Although choosing a theme is a decision intended to brought under the cult’s sway, abandoning families and
last throughout your character’s career, circumstances work to find the salvation promised by following the
might arise where it makes sense in the campaign’s one true path.
story for your theme to change or even to drop the Few cults subscribe to peace and harmony. Such
theme altogether. You might begin your career as rewards must be earned, a task that is impossible to
a cultist and later break from your cult and survive realize in the present state of affairs. Therefore, cults
by viciously slaughtering those who come after you. are subversive societies, working against governments
It would make sense for you to abandon your cult- and widespread faiths, all to attain whatever objective
ist theme and adopt the reaver theme (or some other the cult was founded to achieve.
theme) instead.
With the DM’s permission, you can change your Building a Cultist
theme choice (under the auspice of retraining) when When you choose the cultist character theme, spend
you gain a level. If you have any optional powers from some time thinking about the group and your affili-
your current theme or any feats that require it, you ation. Work with your Dungeon Master to come up
must first retrain those powers or feats to choices that with a suitably interesting and dark society. Be sure
don’t have the theme as a prerequisite. When you do to establish who or what it is that you serve and what
lose a theme, you lose all the features that it granted to it wants. Then, think about how you came to be part
you, including any items provided by those features. of the cult. How were you recruited? What were you
promised? Once you joined, what responsibilities were
you assigned? Are you one of the leaders or a devoted
specialist follower? Have the higher-ups in the cult
revealed the full extent of its power, or do they keep
things hidden from you? Have your beliefs evolved
since joining? Are you just as fervent as you were or
have you become jaded about the organization?
Class Prerequisite: None. Any character can
profit from being a cultist. Divine adventurers such
as avengers, clerics, and paladins might serve a dark
11
Starting Feature
All that you do, you do for your dark master. Still, you
must constantly prove your worth. Using this power
attracts your patron’s attention. If you succeed, your
master’s blessing encourages you. If you fail, your mas-
ter’s ringing laughter staggers you.
Additional Features
Level 5 Feature
Your longevity sets you apart from most cultists.
Whether luck, determination, or some unspeakable
blessing was responsible for your survival thus far, you
are convinced that your master watches over you.
Benefit: While you are bloodied, you gain a +1
power bonus to Fortitude and Will.
god forbidden or reviled by other peoples. Alterna-
tively, such characters might devote themselves to one Level 10 Feature
of the archdevils, drawing their power from the Nine Devotion to a dark power has defined your life for some
Hells directly. Other types of cultists, especially those time. As a result, your fanatical belief unnerves those
pledged to beings or ideals other than gods, appeal around you, particularly when you are angry.
strongly to other classes. Fighters and warlords might Benefit: You gain a +2 power bonus to Intimidate
join militant cults, while wizards and sorcerers could checks.
favor primordial or aberrant groups. Psionic charac- In addition, during the first round of each encounter,
ters can also become prominent cultists, especially enemies take a –2 penalty to attack rolls against you.
in those groups sworn to an alien being or elder evil.
Finally, a cult might be made up of members from
several different classes, suggesting a broader appeal
Optional Powers
rooted in some cosmological or social change.
Race Prerequisite: None. That said, while most Level 2 Utility Power
cults will accept anyone into their ranks, some cults It takes unshakable belief to persevere in service to your
might have specific racial restrictions, as determined particular patron. This devotion gives you the ability to
by the DM. push past obstacles, grasping victory where others suc-
cumb to defeat. This power draws strength from your
zealous devotion, but it can also delude you into believ-
BACKGROUND ing you are invincible.
Cultists don’t have to be experts in religion, but they
do need to learn how to get around and practice their
heretical beliefs without arousing the suspicion of
local authorities.
ANNA CHRISTENSON
12
D I S G R AC E D N O B L E
Mad Confidence Cultist Utility 2
Your master is with you. You cannot fail.
Daily ) Shadow, Stance
Minor Action Personal
Effect: You enter the mad confidence stance. Until the stance
ends, you grant combat advantage and gain a +4 power
bonus to damage rolls.
13
No matter how cunning, some nobles succumb to Additional Features
temptation and forget their fragile position. Perhaps it
was a careless moment, maybe it was a full assault on
his or her character—no matter, the damage is done. A
Level 5 Feature
reputation, no matter how carefully nurtured, can be Rumors fly on whispers, and before you know it, your
torn down in an instant. The fate of those nobles who exploits, true or not, have sullied your “good” name.
topple, whose carefully constructed masks shatter, is Rather than lament your infamous reputation, you
one of disgrace and shame. embrace it. Unfavorable expectations about you prove a
powerful ally in nearly all your endeavors.
Benefit: You gain a +2 power bonus to Bluff checks
BACKGROUND and Streetwise checks.
Disgraced nobles don’t spend as much time cavorting
with society’s elite as their more esteemed peers, but Level 10 Feature
they still remember the rules of diplomacy. They are So many lives have been shattered and ruined by your
also practiced liars. hand that your numerous enemies are difficult to track.
Associated Skills: Bluff, Diplomacy. Thus, you find it advantageous to surround yourself
with people who do not yet have cause to loathe you.
Indeed, you offer them incentives to keep you alive.
Building a Disgraced Noble Benefit: The power bonus to your Bluff checks and
Streetwise checks increases to +4.
Choosing the disgraced noble character theme suggests
In addition, while you are not bloodied, allies within
some past crime or action that destroyed your reputa-
2 squares of you who can see or hear you gain a +1
tion. Cowardice, corruption, deviant behavior, cruelty,
power bonus to saving throws.
and any number of other flaws might lead to your
downfall. What caused your fall from grace? Are the
accusations true or were they fabricated by your ene- Optional Powers
mies? Have you lost everything or do you still possess
some influence? What have you done to escape your Level 2 Utility Power
enemies? What would you do? Survivors know when to engage in a tactical or strate-
Class Prerequisite: None. Nobles include charac- gic retreat, and when to flee. When the cost might be
ters of any class. a noble’s life or limb, caution is indeed a virtue. When
Race Prerequisite: None. That said, your DM may you use disgraceful retreat, you respond to an ally’s fall in
impose a race prerequisite based on the social struc- the most prudent manner. You run away.
tures of his or her campaign.
Disgraceful Retreat Disgraced Noble Utility 2
Starting Feature An ally’s fall makes clear that withdrawal is the better part of
valor.
Honor is for fools and dreamers. In life’s grand ledger, a
few achieve success and the rest are downtrodden. You Encounter ) Martial
Immediate Reaction Personal
learned long ago that your elevated position resulted
Trigger: An ally within 5 squares of you falls unconscious.
from a willingness to do what you must. You’re not at all Effect: You can shift 1 square and then move up to your
above a bit of treachery on the battlefield to dispatch a speed + 2. You must end the move farther from your ally
troublesome foe. than you were when you began the move.
14
I N F E R N A L S L AV E
Unabashed Treachery Disgraced Noble Utility 6
A quick step and a slight push places an ally in the path of harm
intended for you.
Encounter ) Martial
Immediate Interrupt Melee 1
Trigger: An enemy hits you with a melee or a ranged attack.
Target: One ally
Effect: The triggering attack hits the target instead of you.
The triggering enemy grants you and the target combat
advantage until the end of your next turn.
15
Class Prerequisite: None. Any character can death’s door, hellfire bursts from you, portending your
become an infernal slave regardless of class. ultimate fate.
Race Prerequisite: None. Characters of any race Benefit: Whenever you drop below 1 hit point, each
may become infernal slaves. creature adjacent to you takes fire and necrotic damage
equal to 2 + your level.
Additional Features Greasy black clouds conceal your escape, filling the air with a sul-
furous stench.
Encounter ) Divine, Teleportation, Zone
Level 5 Feature Move Action Close burst 1
Your successes have earned you favor. As a reward, you Effect: The burst creates a zone that lasts until the end of your
acquire a disturbing brand or mark on your flesh. The next turn. The zone is lightly obscured, and creatures have
vulnerable 5 fire while in it. You also teleport up to 5 squares.
sign might be an inverted star, a black handprint, or a
Supernal rune. Irremovable, it declares to all with the
proper knowledge that your soul belongs to the Nine Level 10 Utility Power
Hells. At this point, the devils begin to value your continued
Benefit: While you are not bloodied, you gain a +1 existence. You have proven your prowess in spreading
power bonus to Fortitude, Reflex, and Will. While you evil. The fiends offer you new incentives to serve their
are bloodied, you take a –1 penalty to those defenses. interests, gifting you with health or magical power. To
earn these gifts, you must deliver a soul in your stead.
Level 10 Feature
The power granted by your infernal patron guaran-
tees you a place in the Nine Hells. As your wickedness
grows, the devils become more eager for the rich
bounty your soul will bring. When you stand before
16
R EAV E R
Soul Snatcher Infernal Slave Utility 10
You consign the soul of a living foe to the Nine Hells and are re-
warded for your dark deed.
Daily ) Divine, Healing
Free Action Personal
Trigger: You kill a nonminion creature.
Effect: Choose one of the following effects:
) You spend a healing surge.
) You regain the use of an expended encounter attack power.
R EAVER
“I take what I want, kill what I please, and do as I will.”
might serve a vile magician; another might be under Associated Skills: Endurance, Intimidate.
the thrall of a powerful psion, mind flayer, or similar
17
Starting Feature Driven to Kill Reaver Utility 2
One kill is never enough. Before your foe hits the ground, you leap
You live under a shadow cast by the savage warriors who
to make the next attack.
came before you. You must prove that you possess suf-
Encounter ) Primal
ficient strength, courage, and bloodlust to join them in
Free Action Personal
song and story. You roar into battle, ever eager to douse Trigger: You drop a creature below 1 hit point.
your weapon in your victims’ blood. Vicious assault turns Effect: You shift up to a number of squares equal to your
your charge attack into a terrifying offensive. speed + 2.
18
VILE SCHOLAR
VILE SCHOLAR
“I do not fear the darkness. I study it, even as it studies me.”
BACKGROUND
Long, glorious hours of study have turned you into a
veritable font of dark lore. Knowledge is, after all, the
most formidable and remorseless of weapons.
Associated Skills: Arcana, History.
19
Dark Speech Vile Scholar Attack Corrupt the Flesh Vile Scholar Utility 2
Your Abyssal curse assaults a victim, rending body and mind with At your insistence, an ally screams in agony, then twists into the
its profanity. perfect killing machine.
Encounter ) Fear, Implement, Shadow Daily ) Shadow, Stance
Standard Action Ranged 5 Minor Action Ranged 10
Target: One creature that can hear you Target: One ally
Attack: Intelligence, Wisdom, or Charisma vs. Fortitude, Effect: The target assumes the flesh warp stance. Until the
Reflex, and Will. You make a single attack roll and use it stance ends, the target gains a +2 power bonus to attack
against each defense. rolls and a +4 power bonus to damage rolls, but is slowed
Hit (Fortitude): The target falls prone. and grants combat advantage.
Hit (Reflex): The target grants combat advantage until the
end of your next turn.
Hit (Will): You push the target up to its speed. Level 6 Utility Power
Exploring vile darkness inevitably leads you to the
Additional Features Abyss. That great, churning pit holds the truest expres-
sion of darkness’s power. Shadow of the abyss lets you call
and bind a demon to an ally you are not yet willing to
Level 5 Feature sacrifice to ensure your companion’s survival.
Countless hours spent examining profane texts fills
your mind with esoteric knowledge about the world Shadow of the Abyss Vile Scholar Utility 6
and the creatures living in it. You can draw on this
Your swift and subtle gesture calls a fiend from the Abyss to infest
knowledge to unearth secrets to an enemy’s downfall. an ally, lending its protection against elemental energy.
Benefit: You gain a +2 power bonus to knowledge
Encounter ) Shadow
checks, including monster knowledge checks made Immediate Interrupt Close burst 5
with Arcana, Dungeoneering, History, or Religion. Trigger: An ally within 5 squares of you takes acid, cold, fire,
lightning, or thunder damage.
Target: The triggering ally in the burst
Level 10 Feature Effect: The target gains resist 10 to the triggering damage
Mastering dark magic requires a willingness to make type (or types) until the end of your next turn. Each creature
sacrifices, to do things no right-thinking person would. adjacent to the target takes 5 damage of the same type.
Such exploration alters how you see your compan-
ions. They are not comrades in arms but rather tools
to exploit, to sacrifice, and to discard in your bid to
Level 10 Utility Power
attain true mastery over the darkness. The dark powers Having pored over myriad forbidden sources, you
reward your willingness to forgo your allies with a unlock the secrets of creation and the means to undo
surge of disturbing power that strengthens your dark it. When you use vile undoing, you unravel a creature’s
magic. essential nature to defeat its resistances to your attack.
Benefit: Whenever you use a close or an area attack
power and attack one or more allies with that power, Vile Undoing Vile Scholar Utility 10
you gain a +2 power bonus to the attack rolls for that Your wicked curse turns a foe’s reliable defense into its greatest
weakness.
power.
Daily ) Shadow
No Action Special
Optional Powers Trigger: You hit an enemy that has resistance to your attack’s
damage type.
Level 2 Utility Power Effect: The enemy loses the resistance and gains vulnerability
in its place (save ends both). The vulnerability equals the
You learn a dark hex that transforms an ally into a more lost resistance.
useful servant. Corrupt the flesh creates intense pain as
your target’s body pops and cracks, flesh splitting to
accommodate new growth. This transformational pain
brings a deadliness of purpose.
20
B LO O D - C R A Z E D B E R S E R K E R
Paragon Paths
“Do not shun the evil in your soul. Embrace it.”
—Baalzebul, the Lord of Flies
BLOOD-CRAZED
BERSERKER
“Kill! Kill! KILL!”
21
Level 12: Foaming Wrath Level 20: Maniacal Fury
Only the bravest or most foolish foe dares face you in Your hatred and anger are the stuff of legend. When
battle. If that unlucky enemy manages to bleed you, it sufficiently roused, you unleash your darker emotions,
unleashes a storm of pain. When you use this power, chewing through opponents in a brutal display. While
you gnaw on your shield or foam at the mouth, eager for in this state, you do not distinguish friend from foe. All
the next chance to strike. are grist for the mill of your anger.
Foaming Wrath Blood-Crazed Berserker Utility 12 Maniacal Fury Blood-Crazed Berserker Attack 20
Pain shatters what little restraint you retain, driving you forward Your towering wrath transforms you into a whirlwind of de-
to butcher your enemies. struction. Relentless and uncaring, you strike out again and
Encounter ) Martial again.
Immediate Reaction Personal Daily ) Martial, Stance
Trigger: An enemy bloodies you with an attack. Minor Action Personal
Effect: You gain temporary hit points equal to 10 + your Requirement: You must be bloodied.
Strength modifier. In addition, you gain combat advantage Effect: You assume the maniacal fury stance. Until the stance
against the triggering enemy until the end of your next turn. ends, your at-will attacks using a melee weapon deal 1[W]
extra damage, and when any creature ends its turn adjacent
to you, you must make a melee basic attack against that
Level 16: Bloodied Aggression creature as a free action.
The greater your pain, the greater your threat on the
battlefield. The injuries you sustain increase your
strength, turning wild attacks into potentially killing CONTRACT K ILLER
blows. “I have a message for you.”
Benefit: While you are bloodied, you gain a +1
bonus to attack rolls with melee weapons, and your Prerequisite: Evil alignment, trained in Stealth
melee weapon attacks can score critical hits on a roll of
19–20. Anyone can kill under the right circumstances. Every
city boasts hundreds of people willing and able to do
the deed, given the motivation. What differentiates
you from other would-be killers is your consummate
professionalism. You aren’t deluded by a purported
darkness deep in your heart or some religious obses-
sion. You know your job and you do it well, without
fuss, without mess. As a result, your employers return
time and time again.
All kinds of rogues and assassins become contract
killers. They take to this path because it provides a
steady revenue stream while indulging their talents and
inclinations. Scoundrels from other classes adopt this
profession once they determine that their consciences
raise no objection.
22
D E M O N O LO G I S T
Level 11: Fulfill Contract
You are not just an ordinary killer. You eliminate spe-
cific targets for a very specific purpose. When you use
fulfill contract, you identify your target and commit your
every resource toward eliminating it.
23
If you die or your quasit drops below 1 hit point, it
Level 11: Demonic Companion disappears. You have two ways of calling your quasit
You have bargained with the Abyss and called forth a back.
minor demon called a quasit. This creature is bound to
) Minor Action: You take a minor action and lose a
aid your work and to serve as your companion during
your adventurers. healing surge. Doing so causes your quasit to appear
in your space with hit points equal to your healing
surge value.
Demonic Companion ) Short or Extended Rest: You lose a healing surge
Your demonic companion obeys your commands with- at the end of the rest. Doing so causes your quasit to
out hesitation as long as you are conscious and aware. appear in your space with full hit points.
Your bond allows you to communicate with the quasit,
enabling you to work together toward mutual goals.
Benefit: You gain a quasit companion. The quasit is Quasit Actions
a creature allied with you, but not with your allies. As a creature under your control, your quasit relies on
You can communicate telepathically with the quasit you for strict guidance while you are within 20 squares
as long as it is within 20 squares of you. You do not of it. You take actions so that it can act, and its initiative
need line of sight or line of effect to do so. is the same as yours during an encounter.
Your quasit’s level is equal to yours, and its hit points, Standard Actions: To take a standard action, your
defenses, and attacks are determined by your level, as quasit needs you to take a standard action to command
noted in its stat block. it to do so.
The quasit shares your healing surges. Whenever an Move Actions: Whenever you take a move action,
effect requires your quasit to spend a healing surge, the your quasit can also take a move action. Alternatively,
surge is deducted from your total. When you use your you can stay put but take a move action to command
second wind, your quasit also regains hit points equal to your quasit to take a move action.
your healing surge value. At the end of a short rest, your Minor Actions: To take a minor action, your quasit
quasit regains all its hit points. needs you to take a minor action to command it to do so.
Free Actions: Your quasit can take free actions
without you taking an action to command it.
Triggered Actions: The quasit can take a triggered
action only if you take the same kind of action to com-
mand it to do so. For example, if an enemy adjacent to
your quasit companion provokes an opportunity attack
from it, you must take an opportunity action to com-
mand the quasit to make the attack.
Quasit Independent Actions: Your quasit serves
you against its will. If you are in a situation where you
can’t give the quasit commands, such as when you
are unconscious, stunned, dominated, or more than
20 squares away from it, it acts under the Dungeon
Master’s control as your enemy. When you can issue
commands again, the quasit comes under your control
once more.
A quasit acting independently can take a standard,
a move, and a minor action on its turn. It can also take
opportunity actions and free actions, but cannot take
immediate actions.
Quasit
The quasit is a hideous creature, standing no more
than a few inches tall. Thin to the point of gauntness, it
ambles about on spindly limbs. When it speaks, it does
so in a raspy, whispering voice, which seems to echo all
around you.
THOMA S M . BA X A
24
D E M O N O LO G I S T
Quasit Companion
Tiny elemental humanoid (demon) Level 12: Unnerving Gaze
HP your bloodied value Initiative equal to yours You have peered into darkness so often that it has
AC 15, Fortitude 11, Reflex 13, Perception equal to yours + 2 changed you. Foes who confront you see the Abyss
Will 15 (add your level to each defense) Darkvision reflected in your eyes.
Speed 8
TRAITS
Q Tempter’s Influence ) Aura 1
Unnerving Gaze Demonologist Utility 12
Enemies in the aura take a –2 penalty to saving throws. You turn toward an enemy and fix it with a disturbing stare.
STANDARD ACTIONS Encounter ) Arcane, Fear
5 Bite (poison) ) At-Will Immediate Interrupt Close burst 3
Attack: Melee 0 (one creature); your level + 5 vs. AC Trigger: An enemy that can see you hits you while within 3
Hit: 1d6 + your Intelligence modifier + your Charisma modifier squares of you.
damage plus 1d6 poison damage. Target: The triggering enemy in the burst
Invisibility (illusion) ) At-Will Effect: The target takes a –4 penalty to the attack roll and
Effect: The quasit becomes invisible until it makes an attack roll. grants combat advantage to you until the end of your next
MINOR ACTIONS turn.
Demonic Lore ) Encounter
Effect: You gain a +4 power bonus to the next Arcana, History, or
Religion check you make before the end of your next turn. Level 16: Demonic Summons
TRIGGERED ACTIONS The creatures you summon hail from the Abyss. If not
- Vengeful Temptation (charm) ) Encounter
demons, they share their characteristics.
Trigger: An enemy within 5 squares of the quasit attacks you.
Attack (Immediate Reaction): Ranged 5 (triggering enemy);
Benefit: Your quasit companion and any creatures
your level + 3 vs. Will you summon gain a +2 power bonus to damage rolls.
Hit: The target is dazed (save ends). The effect also ends if the In addition, these creatures gain resist 5 to one of the
target makes an attack against one of its allies. following damage types (choose when the creature
Str 8 Dex 21 Wis 14 appears): acid, cold, fire, lightning, or thunder.
Con 11 Int 10 Cha 16
Alignment chaotic evil Languages Abyssal, Common
Level 20: Demonic Hordes
Darkness’s hold on you is complete when you learn a
Level 11: Demonic Action spell that invites demons into the world. Demonic hordes
The power of the Abyss infuses you. When you push tears reality so that the shadows of hordelings tumble
further than your normal limits, darkness swirls about free to rend your enemies.
you, helping you withstand enemy attacks.
Benefit: When you spend an action point to take Demonic Hordes Demonologist Attack 20
an extra action, choose acid, cold, fire, lightning, or
You rip a hole in reality, letting loose a horde of minor demons that
thunder. Each creature adjacent to you takes 5 damage claw, rend, and trip your foes.
of the chosen type, and you gain resist 10 to that type
Daily ) Arcane, Implement, Zone
until the end of the encounter. Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Level 11: Demonic Possession Hit: 2d8 + Intelligence modifier damage, and the target falls
You can draw forth demonic essence and use it against prone.
your foes. A creature affected by demonic possession Miss: Half damage.
grows pale. Shadows circle its eyes, and blasphemous Effect: The blast creates a zone that lasts until the end of the
runes appear on its flesh. encounter. While the zone persists, you can take a standard
action to cause each creature in the zone to take 5 + your
Intelligence modifier damage and fall prone. If the creature
Demonic Possession Demonologist Attack 11
is already prone, it takes 5 extra damage.
You bind a demon to your enemy’s soul and bend the creature to
your will.
Encounter ) Arcane, Charm, Implement
Standard Action Ranged 5
Target: One enemy adjacent to your quasit companion
Attack: Intelligence or Charisma vs. Will
Hit: You slide the target up to a number of squares equal to
its speed. The target then makes a melee basic attack as
a free action against a creature you choose. The target has
combat advantage for the attack and a +4 power bonus to
the damage roll. If the attack misses, the attacker is dazed
until the end of its next turn.
25
Level 11:
Unwholesome Resilience
Your encounters with evil have inured you to their
toxic presence. You are better able to withstand minor
venoms, the caress of an undead creature, and the foul
plagues festering in the dark.
Benefit: You gain resist 10 necrotic and resist 10
poison. You also gain immunity to diseases of your level
or lower.
ral power—they know that beyond the mortal coil lies can push that creature 1 square as an opportunity action.
only annihilation.
26
V E R M I N LO R D
Level 16: Death-Driven
Death drives you. You respond to a dying creature with
a sudden surge, fueled by the soul’s horror at its unex-
pected departure.
Benefit: Once per round, when a creature within 5
squares of you drops below 1 hit point, you can take a
free action to shift up to a number of squares equal to
your Charisma modifier.
27
Level 12: Hive Mind
You can use primal magic to bond with your allies.
Epic Destiny
Your party becomes a hive, able to act with one mind. “I used to sleep with the book under my pillow. It gave me the
most wonderful nightmares! Then I loaned it to my daughter,
Hive Mind Vermin Lord Utility 12 and the little fool lost it.”
Your consciousness worms its way into you allies’ minds. You all —Baba Yaga
now fight with a single purpose.
Daily ) Primal At the pinnacle of your career, darkness defines you.
Minor Action Close burst 5 You embody all that is corrosive, vile, and horrible.
Target: You and each ally in the burst The exemplar of evil epic destiny epitomizes your pro-
Effect: Until the end of the encounter, each target can com-
foundly dark nature.
municate telepathically with any of the other targets within
20 squares. In addition, enemies cannot gain combat
advantage by flanking a target, and you can use a move
action to slide another target within 10 squares of you up E XEMPLAR OF EVIL
to 5 squares.
“There is no stopping me now. I stand at the brink of immor-
tality. The world will know my name and deeds forever!”
Level 16: Wings of the Swarm
When you channel primal magic, the vermin infesting Prerequisite: 21st level, evil alignment
you take wing, lifting you where you wish to go.
Benefit: Whenever you use a primal encounter or You have walked through the darkest shadows to
daily attack power, you gain a fly speed of 6 until the achieve your destiny. You have sacrificed compan-
end of your next turn. ions, betrayed allies, and performed acts so despicable
they are legendary. You are beyond temptation.
You have passed through the veil of corruption and
Level 20: From One to Many unmasked true evil. You bask in the awful glory of
Drawing on primal magic agitates the vermin you host. true wickedness.
You surrender yourself to the swarm, joining your It no longer matters why you descended into dark-
essence with theirs to terrorize your enemies. ness. The past is trivial. What matters now is that you
secure your place in the cosmos or destroy it in the
From One to Many Vermin Lord Attack 20 process. Your destiny is to become one of the world’s
Your body collapses into a seething cloud of ravenous insects. They greatest antiheroes, to carve your name in the annals
devour anything in their path. of history through blood and death. The objective you
Daily ) Polymorph, Primal seek is what you were born to do, the act you were made
Minor Action Personal to perform. You have come this far; you will not allow
Effect: You assume the form of a vermin swarm until the end anything to stop you.
of the encounter or until you end it as a minor action.
While in this form, you can occupy the same space as
another creature; enemies can enter your space, which is Immortality
difficult terrain to them; you cannot be pulled, pushed, or
Your fate is not to create a good work, to stand at a
slid by melee or ranged attacks; and you can use the sec-
ondary power at will.
god’s side in the heavens, or to build a nation. Your
Secondary Power (Poison, Primal) fate is to become part of history, a nightmare in
Standard Action Melee 1 f lesh and bone that torments generations to follow.
Target: One or two creatures You seek an end most terrible, a goal even the dark-
Effect: Each target takes ongoing 20 poison damage (save est gods would reel against. Your aim is singularly
ends). You then shift up to half your speed. Each time the evil. Its fulfillment will leave the world forever after
target takes the ongoing damage, you can slide it 1 square
changed, undoubtedly for the worse. When you
as a free action.
choose this epic destiny, you should have some notion
of the evil outcome you hope to achieve. Communi-
cate this idea with your Dungeon Master so he or she
can devise the various goals you must meet to achieve
this destiny.
28
A DV E N T U R E R F EAT S
Level 21: Ability Score Increase
You might be a soulless butcher, a cunning opportunist,
a vile cultist who consorts with demons, or a perverse
spellcaster who dabbles in the darkest arts. Whatever
you are, your abilities increase as a result, proving to all
the significance of your threat.
Benefit: You increase two different ability scores
by 2.
Level 30: Victory at Any Price Although intended for evil characters, any adventurer
Your allies serve a purpose. They exist to help you ful- who meets the prerequisites can take these feats.
fill your destiny. They are commodities to be drained
A DVENTURER FEATS
as your dark will dictates. When you use this power,
you debilitate an ally to impose a devastating fate on
an enemy.
The feats described below are grouped into categories.
Reviewing the feats in a category can help you find the
Victory at Any Price Exemplar of Evil Utility 30
best ones for your character. Other feats in the catego-
You sacrifice an ally to ensure a swift and certain victory.
ries appear in Heroes of the Fallen Lands and Heroes of the
Daily Forgotten Kingdoms.
No Action Close burst 5
Trigger: You hit an enemy with an at-will or an encounter
attack power. Divine Devotion Feats
Target: One ally in the burst who is not bloodied
These feats indicate that you have pledged service to one
Effect: The target takes damage equal to his or her bloodied
value, and your hit becomes a critical hit.
of the gods, inviting that deity to take a central role in
your life. You could serve as a priest or as a divine cru-
WAY N E E N G L A N D
29
DIVINE DEVOTION FEATS
Bane’s Instructive Stratagem
Disciple of Darkness Disciple of Trickery
Disciple of Destruction Disciple of Tyranny [Divinity]
Disciple of Madness Disciple of Vengeance Bane offers his followers a choice: rise to the challenge
Disciple of Torment Disciple of War and experience great success, or fall short and face
extinction.
Prerequisite: Channel Divinity class feature, must
Divinity Feats worship Bane
Clerics and other divinely powered adventurers can Benefit: You gain the power Bane’s instructive
channel divine energy. In addition to divine powers stratagem.
granted by their classes, such characters can channel
this power in ways that better reflect service to and Bane’s Instructive Stratagem Feat Utility
favor from a god.
Bane shows the clear path to victory.
DIVINITY FEATS Encounter ) Channel Divinity, Divine
Minor Action Close burst 3
Asmodeus’s Fiery Command Tiamat’s Bitter Vengeance
Target: Each ally in the burst
Bane’s Instructive Stratagem Torog’s Binding Chains
Effect: The target gains a +1 power bonus to attack rolls until
Gruumsh’s Battle Fury Vecna’s Final Command the end of your next turn. If the target’s next attack hits an
Lolth’s Cruel Sacrifice Zehir’s Dark Blessing enemy, that attack deals 3 extra damage to the enemy. If
the attack misses, the target grants combat advantage until
the end of his or her next turn.
Enduring Stamina Level 11: 6 extra damage.
The feats in this category let you resist certain types of Level 21: 9 extra damage.
damage and bounce back faster from injuries. Special: You can use only one channel divinity power per
encounter.
ENDURING STAMINA FEAT
Betrayal of Body
Betrayal of Body
Taking advantage of your ally, you shed an affliction
Steadfast Willpower and bestow it on him or her.
The feats in this category represent focus, discipline, Benefit: While you are suffering ongoing damage
and an indomitable mind. that lacks a type, you can transfer the ongoing damage
to one ally adjacent to you as a free action. If you do so,
STEADFAST WILLPOWER FEAT the ongoing damage increases by 5.
Wicked Defiance
Disciple of Darkness
Asmodeus’s Fiery Command Zehir’s blessing bends the shadows to your will, cloak-
[Divinity] ing you and hiding your movements.
Prerequisite: Dexterity 13
Asmodeus demands obedience from his servants.
Benefit: You gain a +5 feat bonus to Stealth checks
Those devotees who disobey are punished with a burst
made to hide while you are in darkness.
of hellfire.
When you use your second wind on your turn and
Prerequisite: Channel Divinity class feature, must
you are in an area of dim light or darkness, you become
worship Asmodeus
invisible until you make an attack or until the end of
Benefit: You gain the power Asmodeus’s fiery command.
your next turn.
Asmodeus’s Fiery Command Feat Utility
Asmodeus rewards those who please him and destroys those who fail. Disciple of Destruction
Encounter ) Channel Divinity, Divine, Fire Gruumsh urges his followers to revel in the slaughter,
Minor Action Close burst 3 to wage eternal war until nothing remains. You can
Target: One ally in the burst call on this destructive compulsion to punish injured
Effect: If the target hits an enemy with an attack before the enemies.
end of the target’s next turn, the target gains 5 temporary
Prerequisite: Strength 13
hit points. Otherwise, the target and each creature adjacent
to him or her take 3 fire damage at the end of his or her
Benefit: Whenever you bloody an enemy with an
next turn. attack, that enemy takes 5 extra damage.
Level 11: 10 temporary hit points or 5 fire damage.
Level 21: 15 temporary hit points or 10 fire damage.
Special: You can use only one channel divinity power per
encounter.
30
A DV E N T U R E R F EAT S
Disciple of Madness Disciple of War
The unhinged mortals who struggle to interpret the Bane expects his followers to perfect their talent for
Chained God’s will often go mad from the effort. warfare, and your dedication keeps you focused on
This lunacy helps them throw off distracting mental dominating the battlefield.
assaults. Prerequisite: Strength 13
Prerequisite: Charisma 13 Benefit: During your first turn in every encounter,
Benefit: You gain a +2 feat bonus to saving throws you gain a +1 bonus to your first weapon attack roll,
against effects that daze, stun, or dominate you, as and the first creature you hit that turn takes 2 extra
well as against ongoing psychic damage. In addition, damage. Increase the extra damage to 3 at 11th level
whenever you succeed on a saving throw to end one and 4 at 21st level.
of these effects, you can shift 1 square as a free action
and gain a +2 bonus to all defenses until the start of
your next turn.
Gruumsh’s Battle Fury [Divinity]
As one of Gruumsh’s faithful, you can infect allies with
his bloodlust and drive them to reckless violence.
Disciple of Torment Prerequisite: Channel Divinity class feature, must
Torog, called the Dark Jailer and Tormentor, rules the worship Gruumsh
Underdark. The dark god offers pain and suffering to Benefit: You gain the power Gruumsh’s battle fury.
his followers, channeling the agony of his broken body
through the willing vessels in his thrall. Gruumsh’s Battle Fury Feat Attack
Prerequisite: Charisma 13 An ally’s violent success earns Gruumsh’s reward. You channel
Benefit: Enemies grant combat advantage while divine power to inspire an ally to greater acts of violence.
subject to effects caused by you that a save can end. Encounter ) Channel Divinity, Divine
Free Action Close burst 3
Trigger: An ally within 3 squares of you drops a creature below
Disciple of Trickery 1 hit point.
Lolth advises her servants to use deception and trick- Target: The triggering ally in the burst
ery rather than direct confrontation. Your faith allows Effect: The target can charge or make a basic attack as a free
you to distract an enemy when the situation looks action. In addition, the target grants combat advantage until
the end of his or her next turn.
grim.
Special: You can use only one channel divinity power per
Prerequisite: Intelligence 13 encounter.
Benefit: When you use your second wind on your
turn, one or two enemies you can see grant combat
advantage to you until the end of your next turn. Lolth’s Cruel Sacrifice [Divinity]
If you sacrifice an ally to an enemy’s attack, Loth
rewards your efforts with a surge of divine power.
Disciple of Tyranny Prerequisite: Channel Divinity class feature, must
Asmodeus obliges his followers to gain and to hold worship Lolth
power in the world. When hope wanes, you exert your Benefit: You gain the power Lolth’s cruel sacrifice.
will and direct an ally to a better position.
Prerequisite: Charisma 13 Lolth’s Cruel Sacrifice Feat Utility
Benefit: When you use your second wind on your
You channel the goddess’s blessing to save you from danger at an
turn, one ally who can hear you can shift up to 3 ally’s expense.
squares as a free action.
Encounter ) Channel Divinity, Divine, Healing,
Teleportation
Disciple of Vengeance Immediate Interrupt Close burst 3
Trigger: An enemy hits you with an attack.
Tiamat does not allow her followers to forgive slights Target: One ally in the burst
and affronts. Each time you shrug off your injuries, Effect: You and the target teleport, swapping positions, and
your righteous anger deepens. the target is hit by the attack, instead of you. You or one
Prerequisite: Constitution 13 ally (other than the target) adjacent to you can then spend
Benefit: Whenever you spend a healing surge to a healing surge.
regain hit points, you gain a +1 bonus to attack rolls Special: You can use only one channel divinity power per
encounter.
until the end of your next turn.
31
Vecna’s Final Command Feat Utility
Tiamat’s Bitter Vengeance
You hold death back to allow the dying one final attack.
[Divinity] Encounter ) Channel Divinity, Divine
Any wrong done to you fills you with anger, driving you Immediate Interrupt Close burst 5
to do the same to the one who crossed you. Trigger: A creature within 5 squares of you drops below 1 hit
Prerequisite: Channel Divinity class feature, must point.
Target: The triggering creature in the burst
worship Tiamat
Effect: The target makes a basic attack against a creature you
Benefit: You gain the power Tiamat’s bitter choose.
vengeance. Special: You can use only one channel divinity power per
encounter.
Tiamat’s Bitter Vengeance Feat Utility
You can channel Tiamat’s wrath, gaining the revenge she de-
mands above all else.
Wicked Defiance
Encounter ) Channel Divinity, Divine
Your twisted mind proves agile against attacks that
Immediate Reaction Personal target your thoughts.
Trigger: An enemy hits you with an attack. Prerequisite: Wisdom 15 or Charisma 15
Effect: You shift up to 3 squares. Until the end of your next Benefit: You gain a +2 feat bonus to Will. This
turn, each time you or an ally hits the triggering enemy, it bonus increases to +3 at 11th level and +4 at 21st
takes 2 extra damage. level.
Level 11: 4 extra damage.
In addition, whenever an enemy targets you with
Level 21: 6 extra damage.
Special: You can use only one channel divinity power per
an attack against Will, you can take 5 damage (10
encounter. damage at 11th level and 15 damage at 21st level) as
an immediate interrupt to change the target to an ally
adjacent to you. You cannot reduce this damage in
Torog’s Binding Chains [Divinity] any way.
Painful shackles hold your enemies in place.
Prerequisite: Channel Divinity class feature, must
worship Torog Zehir’s Dark Blessing [Divinity]
Benefit: You gain the power Torog’s binding chains. As an enemy falls, you turn its death into a boon for an
ally.
Torog’s Binding Chains Feat Attack Prerequisite: Channel Divinity class feature, must
You channel your god’s presence into your attack that causes shim-
worship Zehir
mering chains to wrap around your foe. Benefit: You gain the power Zehir’s dark blessing.
Encounter ) Channel Divinity, Divine
No Action Melee 1 Zehir’s Dark Blessing Feat Utility
Trigger: You hit an adjacent enemy with a melee attack. An ally’s attack becomes an offering to Zehir. Darkness cloaks
Target: The enemy you hit your companion, granting him or her sudden vigor.
Effect: The target is immobilized (save ends). The target can Encounter ) Channel Divinity, Divine
end the effect by taking 5 damage as a free action. Free Action Close burst 5
Level 11: 10 damage. Trigger: An ally within 5 squares of you drops a creature
Level 21: 15 damage. granting combat advantage to him or her below 1 hit point.
Special: You can use only one channel divinity power per Target: The triggering ally in the burst
encounter. Effect: The target gains 5 temporary hit points. The target
also gains partial concealment until the end of his or her
next turn.
Vecna’s Final Command [Divinity] Level 11: 10 temporary hit points.
You can use your god’s influence on the evil within to Level 21: 15 temporary hit points.
compel a random act of violence against your foes. Special: You can use only one channel divinity power per
Prerequisite: Channel Divinity feature, must wor- encounter.
ship Vecna
Benefit: You gain the power Vecna’s final command.
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32
Devour It
Before It
Devours You
“It’s a glorious blasphemy, a condemnation of all that is good
and pure. Gods and demons have obliterated it many times,
but like evil itself, the book always returns to enslave, corrupt,
and destroy. It’s utterly marvelous.”
—Asmodeus, Lord of the Nine Hells