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  Float Like A 
  Dragonfly 
   
  A Dungeons & Dragons® Adventure 
   
  By Nicholas K. Tulach 
  Development by Greg Marks 
  Reviewed by Chris Tulach, RPGA Content Designer 
  Playtested by Jeff Quick, Matt Hoyt, Jason Crognale, David 
  LaMacchia, Cedric Atizado, Neil Harkins, Dimas Jimenez, William 
  Best, David Blackwell, and Allen Dees Jr. 
   
  The cunning and ruthless Empire of the Crimson Light, under the brazen leadership of The 
  Eternal Emperor, has crossed the Soulless Sea and conquered the quaint kingdom of Aeris. The 
  emperor's heavy-handedness has seeded a growing rebellion, but the rebels do not stand a chance 
  against the robust forces from across the sea in pitched battle. Instead, they look to a small band of 
  local heroes to rise with them and cut off the head of the squeezing imperial serpent before it is 
  too late. An adventure for 10th level adventurers. 
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Andy Collins, Rob Heinsoo, and James Wyatt. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of 
  the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com.  
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are 
  trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States 
  of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is 
  purely coincidental. © 2008 Wizards of the Coast, Inc.  
  For rules questions specific to this document email rpgasanctioning@wizards.com. 
  
   
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received 
  it from your senior gamemaster. To play this 
  adventure and receive rewards from the RPGA 
  REWARDS program, you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event, called the senior gamemaster, is 
  in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, 
  and gets reported back to the RPGA in a timely 
  manner. The person who runs the game is called the 
  table 
  Dungeon 
  Master 
  (or 
  usually 
  just 
  DM). 
  Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table 
  DM. You don’t have to be a HERALD-LEVEL GM to run 
  this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, tracked under your play history. Second, 
  players and DMs gain rewards for sanctioned RPGA 
  play if they are members of the RPGA REWARDS 
  program. Playing this adventure is worth four (4) 
  points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2009.  
   
  To learn more about RPGA event sanctioning and 
  RPGA 
  REWARDS, 
  visit 
  the 
  RPGA 
  website 
  at 
  www.rpga.com.  
  Preparing for Play 
  In order to play this adventure, you’ll need copies of 
  the following D&D 4th Edition rulebooks: Player’s 
  Handbook, Dungeon Master’s Guide, and the Monster 
  Manual. Any other rules referenced in this adventure 
  will be noted in the New Rules Items section at the 
  end of the adventure. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (Nadventurers) and monsters 
  appear in abbreviated form in the adventure text. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your Senior GM 
  directly after play.  
  Reading Monster Stat Blocks 
  Most of the information should be easy to understand, 
  as it mirrors the information presented in the Monster 
  Manual. Attacks have a letter next to them designating 
  the type: M for melee, R for ranged, C for close, and A 
  for area. A lower-case letter (used only in some melee 
  and ranged attacks) denotes that the attack can be 
  used as a basic attack. 
  Important DM Information 
  Keep in mind the following and note that some of 
  these rules only apply to the D&D Championship 
  Series: 
   
  • 
  Unlike normal RPGA adventures, you are 
  not empowered to make adjustments to 
  the adventure. You may, however, make 
  decisions about how the group interacts 
  with the world of this adventure. This is 
  especially important and applicable outside of 
  combat encounters. However, since this is a 
  tournament, 
  DO 
  NOT 
  adjust 
  combat 
  encounters for groups that are having too easy 
  or too hard of a time in an adventure. It is 
  important that you follow the tactics as 
  written to provide a consistent experience 
  between tables during the tournament.  
  • 
  While following the combats as outlined, 
  try to give everyone a fun experience. Try 
  to feel out what the players like in a game, 
  and attempt to give each of them the 
  experience they’re after when they play D&D. 
  Give everyone a “chance to shine.”  
  • 
  Be mindful of pacing, and keep the game 
  session moving along appropriately. Do 
  not allow the round to stall due to your 
  pacing. RPGA adventures are normally 
  designed to be played within 3.5 – 4 hours; try 
  to be very aware of running long or short but 
  DO NOT adjust the pacing accordingly if the 
  slowness or quickness or play is due to the 
  actions of the players. The tournament 
  scoring varies with how much of the 
  adventure a team completes and as such you 
  should NOT prompt a team to keep moving 
  or give them hints the adventure does not tell 
  you to give. Unlike a normal adventure where 
  you might prompt the players to remain 
  focused if they were to get off track, let the 
  players dictate the speed of play. Because this 
  is a tournament, it is possible that all of the 
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  characters may be dead before the end of the 
  adventure. In this event, you may be forced to 
  end prematurely or if you desire, you may 
  score the event and then continue play as if 
  the PCs were all still alive. This is particularly 
  appropriate if all of the characters die in the 
  first hour of play.  
  • 
  Give the players appropriate hints so they 
  can make informed choices about how to 
  interact with their environment. Players 
  should always know when enemies are 
  affected by conditions and are bloodied. 
  When directed to by the adventure, you 
  should be given clues about how to interact 
  with the PCs surroundings so the players can 
  tackle skill challenges, combats, and puzzles 
  without getting too frustrated over lack of 
  information. 
  This 
  helps 
  to 
  encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out a good choice 
  from a clue. Since this is a tournament, 
  however, you are not allowed to give any 
  clues 
  to 
  the 
  party 
  unless 
  specifically 
  instructed to do so by the adventure. 
  • 
  The adventure happens all in one day. 
  Unless specifically told otherwise in the 
  adventure, the adventure happens all in one 
  day and teams MAY NOT take an extended 
  rest without ending the portion of the event 
  that is scored. If your team discusses the 
  possibility of resting, you MUST inform them 
  that doing so will automatically end their 
  round. If they agree, stop and score the event. 
  If time remains and your team desires, you 
  may to continue play for fun. 
  • 
  Unexpected difficulties and damage. If the 
  PCs do something that requires you to invent 
  a DC or assign some damage that is not 
  covered by the adventure, use the chart on 
  page 42 of the DMG.  
   
  The following mechanical rules are important to 
  ensure an equal play experience between tables 
  during the tournament: 
   
  • 
  Enemies always roll an 11 for initiative. 
  Assume that each enemy rolls an 11 for their 
  initiative and acts on 11 + their initiative 
  modifier.  
  • 
  Do not roll for recharge. Instead of rolling 
  for the recharge of an opponent’s power, they 
  occur as follows: 6 – recharges every six 
  rounds, 5-6 – recharges every three rounds; 4-
  6 – recharges every two rounds; 3-6 – 
  recharges 
  every 
  two 
  rounds; 
  and 
  2-6 
  recharges every round.  
  • 
  Unexpected difficulties and damage. If the 
  PCs do something that requires you to invent 
  a DC or assign some damage that is not 
  covered by the adventure, use the chart on 
  page 42 of the DMG.  
  • 
   Enemies who use four or more dice when 
  doing damage do average damage. If an 
  enemy has an attack that does four or more 
  dice of damage, they do average damage. This 
  value is listed in brackets after the damage 
  expression, such as “4d6+2 [16].” 
   
  A great deal of good information on being a DM for a 
  D&D game can be found in Chapters 1-2 of the 
  Dungeon Master's Guide. 
  Milestones 
  No matter if the characters succeed or fail in an 
  encounter, they reach a milestone if it is the second 
  combat or trap encounter they’ve had since the start of 
  the adventure or their last extended rest. Make certain 
  to mention this information to the players when 
  applicable, as it gives each adventurer another action 
  point and affects how some magic item powers are 
  used. 
  Adventure Background 
  The kingdom of Aeris has come under the rule of a 
  cruel and oppressive imperial regime headed by the 
  Eternal Emperor. Though the realm has prospered 
  economically under his rule, those in need have 
  suffered greatly. A resistance has risen in shadows of 
  the Emperor's view. Much care and foresight has been 
  given to protect the rebellion from the imperial eye. 
  Its leaders try their best to help the disadvantaged and 
  weak, but they cannot succeed on their own. The 
  Emperor has learned of the resistance through his 
  network of spies tracking more and more brazen 
  moves of the rebellion. He plots methodically to locate 
  its hidden network and destroy it. He has captured a 
  rebel spy, imprisoned him, and used torture to extract 
  information, but the spy is strong and stubborn.  
   
  A group of heroes, the adventurers, known as the 
  Band of the Broken Tower in honor of a previous 
  adventuring company with the same name, has also 
  joined the side of the rebellion, seeking fame, glory, 
  and treasure. Through a series of events, they have 
  located the whereabouts of the political prisoner, 
  Welridch, and seek to free him from the torturous 
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  dungeon of the Emperor. But there is more to the 
  story that the Band does not yet know... 
  Player’s Introduction 
  Before the round begins, explain that this adventure 
  picks up right where the previous round left off. The 
  adventurers are here to meet with a man named 
  Welridch, a prisoner in the Emperor's jail.  
   
  As the PCs will shortly find out, he's not ready to 
  be rescued quite yet. Instead, he plans to set a trap for 
  the Emperor, and the adventurers can help by finding 
  an ancient artifact called Dragonfly Cutter, and using 
  it against the Emperor. Time is of the essence, though, 
  as he can only assure the adventurers up to three days 
  remain before the Emperor loses patience and 
  decides to execute the prisoner.  
   
  Once you are seated but before handing out 
  characters, read the following to the players: 
   
  You've made your way safely to the door of the 
  prisoner you are trying to free. The air is damp and 
  has a coppery taste to it. A mild rotten stench 
  permeates the air in these shadowy, poorly lit 
  passages. The eerie quiet is periodically broken by low 
  moans coming from other prison cells. A single pillar 
  candle illuminates the prisoner's cell in front of you. 
   
  You may now hand out the characters to the players. 
  Once the start time is announced, begin play with the 
  PCs interviewing Welridch. 
   
  Interviewing Welridch 
  The adventurers speak with a political prisoner 
  named Welridch. He gives them the following 
  information through roleplaying: 
   
  • Welridch is being held as a political prisoner. The 
  Emperor has systematically been searching for his 
  sworn enemy, the leader of the rebellion. Welridch 
  knows the Emperor is capable of great evil and must 
  be stopped. He therefore has devised a plan to 
  mislead the Emperor and set a trap for him, with the 
  adventurers help. Welridch has been feeding 
  misinformation 
  to 
  the 
  Emperor 
  about 
  the 
  whereabouts of the rebel leader. 
  • Welridch was captured when he was scouting a 
  labyrinth that leads to the palace. The labyrinth was 
  unguarded, but for one of the Master of Beasts’ 
  hounds. He was not able to decipher the riddle to 
  navigate the entire labyrinth before being caught. DM 
  Note: This is a clue useful in Round 3. 
  • The Emperor plans to travel back to his eastern realm 
  to recruit reinforcements. He is scheduled to leave at 
  midnight the following day on a ship called the Red 
  Horizon, so the adventurers have a short window of 
  opportunity to catch him by surprise. 
  • Welridch knows that the Emperor fears an artifact of 
  great power more than anything else. The artifact is 
  called Dragonfly Cutter. He does not know where to 
  find it or what exactly it is, but the retired adventurer, 
  Ryndl One-Eye, proprietor of the Inn at the Mist's 
  Edge, may have the information they need. If the 
  adventurers can find the artifact, intercept the 
  Emperor between the palace and the dock, and use 
  the artifact to defeat him, Aeris will be saved.  
  • Guards patrol the jail from time to time, accessing it 
  through a portal in the main room.  
  • Welridch has heard of an escape route from the jail 
  accessible without magical means. In the lower 
  chamber, beneath the beast master's pet, there is a 
  small drainage tunnel. The adventurers should be 
  able to escape through it.  Welridch knows nothing of 
  this pet other than its horrific roar.  
   
  Before the adventurers can question Welridch in 
  more detail, their conversation is cut short as guards 
  teleport into the prison and attack. Proceed directly to 
  Encounter 1. 
  DM’s Introduction 
  The adventurers begin the adventure at the door of a 
  political prisoner's cell. The brief conversation is 
  interrupted by a contingent of prison guards who 
  enter the underground dungeon. The adventurers 
  must fight their way past the guards and make their 
  escape through a small tunnel beneath the lower 
  chamber of the prison. Once free, they emerge on a 
  small cliff near the Inn at the Mist's Edge.  
   
  Ryndl One-Eye, the keeper of the Inn at the Mist's 
  Edge, is able to help the adventurers in their quest to 
  help Welridch. He sings a brief song about the elven 
  champion and relates his wisdom to the adventurers, 
  giving them enough information to journey forth. 
   
  Navigating the trails of the Spiral Forest, the 
  adventurers arrive at a glade where the trees have 
  been rent from the earth and lay uprooted. 
  Fixxelscotch, guardian of these woods, makes them a 
  deal: retrieve the sacred soul seeds from the 
  Underdark and he will grant them the artifact known 
  as Dragonfly Cutter.  
   
  In the Underdark, the adventurers fight their way 
  past some Kuo-toa and find the soul seeds are held by 
  a foul Aboleth and its minions. Once they retrieve the 
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  seeds, the adventurers return to the surface and 
  complete the deal with the gnome.  
   
  Once they've obtained Dragonfly Cutter, the 
  adventurers must quickly make the journey to 
  Aerithmas and intercept the Emperor before his ship 
  sets sail. If they have done everything properly, they 
  will be able to set an ambush on the Emperor, 
  otherwise he will be prepared for them, as he has a 
  vast network of spies throughout the kingdom.  
   
  Once defeated, the adventurers retire to their 
  humble home at the Broken Tower. There they 
  receive a letter thanking them for their brave deeds 
  and asking for the return of Dragonfly Cutter to 
  Llytyll's descendant, the rebel leader Yovann Kargel. 
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  Encounter 1: Imperial 
  Trappings 
  Encounter Level 10 
  DM Notes 
  It is important to be explicit with the players that their 
  goal is to escape the prison as quickly as possible. Do 
  not tell them exactly what they need to do, but make 
  sure to keep them on track, otherwise they can easily 
  be distracted by fighting the guards. The primary 
  objective is to access the escape route and get 
  everyone out quickly.  
  Setup  
  This encounter includes the following creatures 
  arriving at location ‘P’ on the map.  
   
  Round 1 (adventurers are surprised):  
  1 Human Wretched Acolyte (Level 11 Controller) 
  1 Foulspawn Berserker (Level 9 Soldier) 
   
  Round 2: 
  2 Foulspawn Manglers (Level 8 Skirmisher)  
   
  Round 4, and every 5 rounds after:  
  1 Foulspawn Berserker (Level 9 Soldier) 
  1 Foulspawn Manglers (Level 8 Skirmisher)  
   
  Note: Foulspawn are used by the Emperor as jailers. 
  In this case, the look like slightly corrupted, physically 
  mutilated humans. 
   
  The player characters are talking with the 
  prisoner in the jail cell marked with an ‘X’. The 
  adventurers teleported into the prison as part of a 
  previous adventure. 
    
  • Some of the adventurers might wish to stand guard 
  outside of the cell area. Allow them to set up on the 
  map as desired in the main cell area where the 
  prisoner is located.  
  • The adventurers do not yet have access to the 
  secondary cell area, where they can escape. They 
  will gain access to that as part of the skill challenge.  
  • Two of the Emperor's jailers emerge from portal 
  (marked on the map with a 'P') and catch the 
  adventurers by surprise.  
  • At the beginning of the second round, two more 
  guards appear.  
  •  Make sure to track turns and add new foulspawn 
  when necessary.  
  Read Aloud Text 
  As the adventurers conclude their discussion with 
  Welridch, read: 
   
  Suddenly, a bright red light flashes from the large 
  central room and a loud crack sounds throughout the 
  prison. You hear footsteps on the stone floor and some 
  mumbling you can't quite make out. 'Guards are here, 
  friends,' Welridch whispers. 'You better flee quickly 
  before more arrive. 
  DM Note 
  This encounter combines a two-part skill challenge 
  with a combat between the adventurers and a number 
  of the Emperor's guards. See below for details on 
  playing the skill challenge. For information on 
  running skill challenges within combat encounters, 
  see DMG pp 72-80. 
   Features of the Area 
  This area has several important features. 
   
  Illumination: 
  Torchlight 
  provides 
  adequate 
  (bright) lighting in the common area. A single torch in 
  each hall provides all the light for the prisoners, 
  except for one candle lit daily on a table just outside of 
  each cell. 
   
  Cells (large; upper level): The large holding area 
  off of the upper level is currently empty, but contains 
  the skeletal remains of many prisoners. Inside the cell, 
  the walls have deep scratches on all sides. This area 
  was formerly used by the beast master (from the 
  previous round) to hold creatures he was training for 
  his dark tasks.  
   
  Cells (lower level): The two viewing cells in the 
  lower jail are used for psychological torture of 
  prisoners. Some would be chained to the walls and 
  forced to watch the beast feed. One of the cells 
  contains a prisoner with his tongue removed. He 
  mumbles and points at the Dire Bear's chain as a clue 
  for the adventurers to release the bear (see below). 
   
  Cells (small; upper level): Each of the small cells 
  has a prisoner chained to the wall. None of the 
  prisoners are in any condition to survive an escape 
  through the tunnel.  
   
  Drainage tunnel: The only way out for the 
  adventurers is a narrow sewer tunnel (marked ‘B’ on 
  the map) that serves as a source of ventilation and 
  drainage, but it is underneath the chained dire bear in 
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  the lower section of the jail. The stench in this area is 
  horrible. 
  Adventurers 
  entering 
  the 
  area 
  are 
  Weakened (attacks deal half damage) until they 
  make a saving throw. The guards are used to the smell. 
   
  Pit: The pit is 15 feet deep and the walls are 
  covered with slimy mold, making climbing difficult. 
  Climbing out of the pit is a DC 25 Athletics check. 
  Hidden underneath the platform (Perception check 
  DC 20 to spot) is a ladder that the adventurers can use 
  to help retrieve fallen comrades from the pit. Anyone 
  falling into the pit takes 1d10 points of damage. 
   
  Platform: The 10 ft. tall platform is made of solid 
  wood and is used for viewing the pit below, where 
  new prisoners are kept while waiting for a permanent 
  holding cell.  
   
  Teleportation: Powers and abilities with the 
  teleportation keyword do not function anywhere in 
  this dungeon.  
    
  Tactics 
  The foulspawn will attempt to confine the adventurers 
  to the upper section of the prison (the room with the 
  pit) by getting between them and the sets of double 
  doors. They attempt to bull rush adventurers into the 
  large pit. 
   
  The acolyte will climb to the top of the platform 
  and use that position to target adventurers at range, 
  trying to force the adventurers into the pit.  
   
  As more guards arrive, they will team up to use 
  tactics to force the adventurers into the pit.  
  Disabling the Portal Skill Challenge 
  The adventurers may disable the portal to prevent 
  more guards from entering the jail. This skill 
  challenge isn’t necessary to complete the encounter, 
  but stops more foes from entering.  
   
   
  Level: 10 
   
  Complexity: 1 (requires 4 successes before 2 
  failures). 
   
  Primary Skills: Arcana, Dungeoneering, Insight, 
  Perception 
   
  The adventurers were told the way out by the 
  Welridch, the prisoner, and also that the passage is 
  guarded by a terrible beast. They were warned that 
  the guards arrive through magical means, the same 
  way the adventurers got in.  
   
  The goal of the encounter is to escape from the 
  prison before the guards are able to capture the 
  adventurers or inform the Emperor. The players 
  should be made aware of this goal in clear terms 
  through 
  roleplaying 
  with 
  Welridch 
  in 
  the 
  introduction. The goal can be accomplished in two 
  parts, though only the latter part is absolutely 
  necessary.   
   
  Arcana 
  (DC 
  26): 
  You 
  perform 
  magical 
  countermeasures to distort the magical runes and 
  other aspects of the open portal. A failed check means 
  that you've been struck by a backlash of negative 
  arcane energies from the portal and lose one healing 
  surge in addition to counting as a failure for the 
  challenge. 
   
  Dungeoneering 
  (DC 
  30): 
  You 
  use 
  your 
  experiences in studying the intricate layouts of 
  dungeons to manipulate energy projected by the 
  portal and collapse it into itself.  
   
  Insight or Perception (DC 22): You notice a 
  detail that helps you better understand how the portal 
  works. Using these skills do not count as successes or 
  failures for the challenge, but instead provide a +2 
  bonus or -2 penalty to the next character's Arcana or 
  Dungeoneering check.  
   
  Success: The portal no longer functions and the 
  guards stop entering the jail for 10 minutes (until they 
  can open another portal). 
   
  Failure: The portal remains open indefinitely and 
  no further attempts to disable it have any effect.  
   
  Accessing the Escape Route Skill 
  Challenge 
  The adventurers must open the locked door and then 
  the escape passage beneath the dire bear. Both the 
  gate and the drainage pipe are protected by arcane 
  magic locks that make them difficult, but not 
  impossible, to open without the intended rituals.  
   
   
  Level: 10 
   
  Complexity: 1 (requires 2 successes on each 
  door—4 total—before 2 total failures) 
   
  Primary Skills: Athletics, Perception, Thievery 
   
  The adventurers were told the way out by the 
  Welridch, the prisoner, and also that the passage is 
  guarded by a terrible beast. They were warned that 
  the guards arrive through magical means, the same 
  way the adventurers got in.  
   
  The goal of the encounter is to escape from the 
  prison before the guards are able to capture the 
  adventurers or inform the Emperor. The players 
  should be made aware of this goal in clear terms 
  through 
  roleplaying 
  with 
  Welridch 
  in 
  the 
  introduction. The goal can be accomplished in two 
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  parts, though only the latter part is absolutely 
  necessary.   
   
  Athletics (DC 30): You bash the door with all 
  your might.  
   
  Perception (DC 22): The first successful use of 
  this skill allows you to use Thievery to circumvent the 
  arcane enhancement on the lock. On subsequent 
  attempts, you notice a weakness in the construction of 
  the door and attempt to exploit it. Using this skill 
  doesn't count as success or failure for the challenge, 
  but instead provides a +2 bonus or -2 penalty to the 
  next character's Athletics or Thievery check. 
   
  Thievery (DC 26): After a successful perception 
  check, 
  you 
  quickly 
  manipulate 
  some 
  crude 
  implements to circumvent the magically-enhanced 
  locking 
  mechanism. 
  A 
  failed 
  check 
  increases 
  subsequent Thievery DCs to hard.   
   
  Success: The adventurers have accessed the 
  escape route and must now move into the tunnel to 
  escape. 
   
  Failure: Does not mean that the adventurers are 
  captured. If they accumulate 2 failures before the 4 
  successes, they will still escape, but the Emperor 
  learns who they are and bolsters the final encounter 
  (see Encounter 4). In addition, more guards appear 
  (another portal opens if it was already sealed).   
  Read Aloud Text 
  Read the following once the adventurers open the 
  door to the lower passage: 
   
  A loud, guttural roar echoes through the passageway. 
  The stench of death is strong here. At the bottom of the 
  stairs, you're confronted by a 10 foot black bear 
  chained to the wall. Though its movement is 
  hampered, it is clearly hungry and abused. Two 
  chambers open in plain view of the bear's feeding 
  area. Several skeletons litter the floor of these cells, 
  but one man whimpers while frantically pointing at 
  the chain holding the bear at bay. 
   
  In the lower section of the jail, there is an enraged, 
  abused dire bear chained to the wall. The adventurers 
  only escape is located underneath the dire bear—a 
  small drainage pipe barely large enough to fit one 
  person at a time.  
   
  1 Dire Bear (Level 11 Elite Brute) 
   
  The whimpering man has had his tongue removed 
  and can only communicate by pointing at the chain.   
  Tactics 
  The dire bear in the lower section of the prison is 
  chained to the wall and effectively restrained (grants 
  combat advantage; immobilized; can't be forced to 
  move by a pull, push, or slide; takes -2 penalty to 
  attack rolls; no melee reach). The creature has clearly 
  been badly abused by its keepers. If freed from its 
  chains, it will move to attack any available guards 
  before attacking the adventurers. Note: the dire bear is 
  not affected by the stench in this area (see "drainage 
  tunnel" below).    
  Ending the Encounter 
  Just because the adventurers succeed at two skill 
  challenges doesn't mean the encounter ends. They 
  must still be able to get everyone into the tunnel 
  before they can escape. That might mean rescuing 
  adventurers that have been pushed into the pit.  
  What's Next 
  The adventurers have escaped out a drainage sewer to 
  the bluffs overlooking the Soulless Sea. Nearby, they 
  find the Inn at the Mist's Edge on the coast of the 
  Soulless Sea somewhere to the northeast of the City of 
  Waves.  
   
  The adventurers have made a deal with the 
  prisoner. They must find the Dragonfly Cutter, a 
  legendary artifact that the Emperor fears more than 
  anything else known to Aerisians. Unfortunately, the 
  adventurers don't know where to find this artifact, but 
  the prisoner recommended they seek information 
  from the tavern owner of the Inn at the Mist's Edge 
  near the capital city. It is there that they will likely 
  rendezvous.  
  DM Note 
  The 
  adventurers 
  should 
  have 
  the 
  following 
  information at this stage: There is an artifact once 
  possessed by an ancient adventurer that the Emperor 
  covets. If the adventurers can obtain it, they might be 
  able to use it against the Emperor in some way.  The 
  Emperor will be leaving on a boat called the Red 
  Horizon around midnight the following evening. 
  
   
  Encounter 1: Imperial Trappings Combat Statistics  
   
  Human Wretched Acolyte 
  Level 11 Controller 
  Medium humanoid (human) 
  XP 600 
  Initiative +10 
  Senses Perception +11 
  HP 99; Bloodied 49 
  AC 25; Fortitude 25, Reflex 24, Will 23 
  Speed 5 
  r Painful Memory (standard; at-will) ✦ Psychic, Implement 
  Range 10; +15 vs. Will; 1d10 + 5 damage, and the target is dazed 
  until the end of the wretched acolyte's next turn.  
  R Mind Control (standard; recharge 5 or 6) ✦ Psychic 
  Range 5; +15 vs. Will; 3d8 + 5 damage, and make a secondary 
  attack against target. Secondary attack: +15 vs. Will; slide target up to 
  5 squares. 
  R Anguishing Memory (immediate reaction; when bloodied) ✦ 
  Psychic 
  Close burst 3; +13 vs. Will; 4d6 + 5 [19], and the target is pushed 2 
  squares. 
  Alignment Chaotic evil  
   
  Languages Common 
  Skills Arcana +12, Insight +13 
  Str 10 (+5)  
  Dex 14 (+7)  
  Wis 11 (+5) 
  Con 16 (+8)  
  Int 20 (+10)  
  Cha 17 (+8) 
  Equipment great cloak, wand 
   
  Foulspawn Berserker 
  Level 9 Soldier 
  Medium aberrant humanoid 
  XP 400 
  Initiative +7 
  Senses Perception +0; low-light vision 
  HP 102; Bloodied 51 
  AC 25; Fortitude 26 (28 while bloodied), Reflex 21, Will 21 
  Immune fear 
  Speed 7 
  m Greatsword (standard; at-will) ✦ Weapon 
  +14 vs. AC (+16 while bloodied); 1d10 + 4 damage, or 1d10 + 6 
  damage while bloodied.  
  Berserker Charge (standard; at-will) 
  The foulspawn berserker charges and deals an extra 5 damage 
  when its melee basic attack hits. 
  Mental Feedback ✦ Psychic 
  If the foulspawn berserker is attacked by a charm effect , the 
  foulspawn berserker and its attacker take 10 psychic damage. 
  Alignment Chaotic evil  
  Languages Deep Speech, telepathy 
  10 
  Str 18 (+8)  
  Dex 12 (+5)  
  Wis 3 (+0) 
  Con 22 (+10)  
  Int 8 (+3)  Cha 12 (+5) 
  Equipment greatsword, scale armor 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Foulspawn Mangler 
  Level 8 Skirmisher 
  Medium aberrant humanoid 
  XP 350 
  Initiative +9 
  Senses Perception +7; low-light vision 
  HP 86; Bloodied 43; see also dagger dance 
  AC 22 (24 while bloodied); Fortitude 19, Reflex 20 (22 while 
  bloodied), Will 19; see also mangler’s mobility 
  Speed 7 (9 while bloodied) 
  m Bone Dagger (standard; at-will) ✦ Weapon 
  +13 vs. AC; 1d4 + 3 damage. 
  m Dagger Dance (standard; recharges when first bloodied) ✦ 
  Weapon 
  The foulspawn mangler makes four bone dagger attacks and shifts 1 
  square after each attack. 
  R Bone Daggers (standard; at-will) ✦ Weapon 
  The foulspawn mangler makes two bone dagger attacks. Ranged 
  5/10; +13 vs. AC; 1d4 + 3 damage with each hit. 
  Combat Advantage 
  The foulspawn mangler deals an extra 2d6 damage against any target 
  it has combat advantage against. 
  Mangler's Mobility 
  The foulspawn mangler gains a +5 racial bonus to AC against 
  opportunity attacks provoked by movement. 
  Alignment Evil 
  Languages Deep Speech, telepathy 10 
  Skills Athletics +10, Stealth +12 
  Str 13 (+5) 
  Dex 17 (+7) 
  Wis 6 (+2) 
  Con 14 (+6) 
  Int 10 (+4) 
  Cha 14 (+6) 
  Equipment 8 daggers 
   
  Dire Bear 
  Level 11 Elite Brute 
  Large natural beast 
  XP 1,200 
  Initiative +8 
  Senses Perception +9 
  HP 276; Bloodied 138 
  AC 25; Fortitude 25, Reflex 22, Will 23 
  Speed 8 
  Action Points 1 
  m Claw (standard; at-will) 
  Reach 2; +15 vs. AC; 2d8 + 6 damage. 
  M Maul (standard; at-will) 
  The dire bear makes two claw attacks. If both claw attacks hit the 
  same target, the dire bear makes a secondary attack against the target. 
  Secondary Attack: +13 vs. AC; the target is grabbed (until escape).  
  M Ursine Crush (standard; at-will) 
  The dire bear deals 4d8 + 6 [24] damage to a grabbed creature (no 
  attack roll required). 
  Alignment Unaligned 
  Languages - 
  Str 23 (+11) 
  Dex 16 (+8) 
  Wis 18 (+9) 
  Con 18 (+9) 
  Int 2 (+1) Cha 16 (+8) 
   
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  Encounter 1: Imperial Trappings Map 
  Dungeon Tiles 
  Cave / Floor 
  4x8 
  x1 
  Crevasse / Floor 
  4x2 
  x2 
  Double Doors / Rubble 
  2x1 
  x2 
  Pit / Floor 
  2x2 
  x1 
  Pit / Floor 
  4x4 
  x1 
  Pool / Floor 
  4x4 
  x2 
  Rune / Floor 
  2x2 
  x2 
  Spiral Stairs / Floor 
  2x2 
  x2 
  Stairs / Floor 
  4x2 
  x1 
  Single Door / Floor 
  2x1 
  x2 
  Tavern / Floor 
  8x10 
  x1 
  Wall / Floor 
  4x2 
  x1 
  Arcane Corridors 
  Blood Mist / Floor 
  4x4 
  x1 
  Arcane Corridors 
  Cage / Floor 
  2x2 
  x2 
  Wooden Door / Coffin 
  1x2 
  x1 
  Wooden Floor / Floor 
  4x2 
  x1 
  Wooden Platform / Floor 
  4x2 
  x1 
   
   
   
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  Interlude 1: Inn at the Mist's 
  Edge 
  After escaping through the narrow passage, the 
  adventurers seek out the nearby tavern for some much 
  need rest and information gathering. By now, it is 
  evening and the Inn has several locals drinking and 
  being merry. The culture nearby is strongly coastal, 
  mostly made up with fishers and subsistence farmers. 
  Two important NPCs are present at the tavern: Ryndl 
  One-Eye, the Innkeeper and Oren, the local elder. Both 
  willing speak with the PCs without any skill check 
  needed. Proceed to the appropriate section when the 
  PCs speak with them.  
  Read Aloud Text 
  You arrive at the small but inviting tavern atop a cliff 
  overlooking the sea. The hour grows late, you think, as 
  the light from the lanterns is diffused by a heavy fog that 
  has settled for the evening.  
   
  Once the adventurers enter, continue:  
   
  Inside, the smell of baked bread and savory meats 
  quickly affects your empty stomachs. The bar is packed, 
  but a few tables are empty near the low-burning 
  fireplace. 
   
  Ryndl One-Eye, Innkeeper 
  "My great-grandpapy was an adventurer during the 
  reign of the first of three great kings of Aeris. He told my 
  father stories of a traveling companion he once had. A 
  pointy-eared elf, I believe he said, able to leap over full 
  grown trees and walk on water. Legend has it he met his 
  demise at the hands of his own shadow. A demon 
  shadow seeking revenge for past deeds the elf 
  committed. It is said his remains lay in the Spiral Forest 
  to the east, but I don't know the truth of such tales. That 
  does remind me though. I know a rhyme about that old 
  elf..." 
   
  Give the players Llytyll's Elegy, Handout 1.   Please note 
  that the DM notes on the Handout involve some History, 
  Insight, and Religion skill checks the PCs may make to 
  understand or confirm the story IF the players 
  specifically ask for them. After speaking with Ryndl, he 
  points out Oren as a village elder might be able to tell 
  the PCs more about elves and tales of old heroes. Before 
  the PCs leave him at the bar, Ryndl informs the 
  adventurers that he stables some riding horses, which 
  the adventurers can purchase from him for a premium 
  price of 100 gp each, just in case they are interested.  
   
  Oren, The Elder 
  "Elves! They are born from the seeds of the forest, taken 
  by the elves and nurtured into human-like forms. Each 
  elf is forever linked to its life-giving tree, and when they 
  die, it is said their soul returns to inhabit the tree once 
  again. This warrior you speak of, Llytyll, resides 
  beneath the most magnificent spiraling tree in the 
  entire wood! Or so I have been told. Alas, I am not an 
  adventurer and have never laid my eyes upon it." 
  Gathering Information Skill Challenge 
  The adventurers can gain some more information from 
  other loose-tongued patrons besides Ryndl and Oren. 
  The NPCs are a little wary of getting into trouble helping 
  adventurer’s who might bring down the wrath of the 
  occupying army, so it takes more than simply asking a 
  few questions. 
   
  Have the player describe how his PC is approaching 
  the tavern patrons, and choose the appropriate skill 
  from the list below. If any PC shouts out who they are 
  and what they are doing, the crowd disperses quickly 
  and the party automatically fail the skill challenge.  
   
  Level: 8 
   
  Complexity: 2 (requires 6 success before 3 
  failures). 
   
  Primary Skills: Bluff, Diplomacy, History, Insight, 
  Streetwise, Thievery 
   
  Bluff (DC 26): You can fool some of the patrons 
  into thinking you're not adventurers at all. 
   
  Diplomacy (DC 22): You are able to mimic the 
  local dialect and jargon enough to win the good graces 
  of the patrons. Using this skill doesn't count as success 
  or failure for the challenge, but instead provide a +2 
  bonus or -2 penalty to the next character's Streetwise 
  check. 
   
  History (DC 22): The locals tell you a brief history 
  of Aerithmas, the City of Waves. It was built during the 
  reign of the Three Benevolent Kings era from a small 
  port into a thriving capital. Since the Emperor came, the 
  city has become more cosmopolitan, increasing trade 
  with the East, but many of its citizens have fallen on 
  hard times as well.  
   
  Insight (DC 30): You think it might not be a good 
  idea advertising your presence to too many people, in 
  case the Emperor might have spies around. Succeeding 
  with this check means the adventurers can end the skill 
  challenge immediately without failure.  
    
  Streetwise (DC 22) A pair of merchant travelers 
  working together at the inn have Ritual tomes for sale 
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  up to 5th level. The adventurers have some gold on 
  them to purchase rituals, if they’d like. 
   
  Streetwise (DC 26) The Emperor has forbidden 
  unregistered travelers on the roads between here and 
  the City of Waves. Only farmers and merchants with the 
  proper signet can pass.  
   
  Streetwise (DC 30) A pair of sailors who used to 
  work at the docks in Aerithmas can provide more detail 
  about the port area. The Emperor’s ship, the Red 
  Horizon, is docked at Pier 4. Draw a rough sketch for 
  the players from the Encounter 4 Dungeon Tiles 
  detailing the layout of the piers and nearby buildings. 
  The adventurers can use this to plan tactics ahead of 
  time. 
   
  Thievery (DC 26) You can pickpocket a merchant 
  signet from one of the more inebriated merchants. 
   
  Success: The adventurers gather the information 
  listed above using the Streetwise skill. 
   
  Failure: If the adventurers fail too many checks, the 
  Emperor's spies are able to inform him of their plot (see 
  Setup for Encounter 4).  
  Leaving the Inn 
  As you leave the inn, a familiar looking half-elven man 
  pass you on the street and nods before walking towards 
  an alleyway. He turns just before entering and looks 
  warily at the street before motioning you to join him. 
   
  When the adventurers depart the inn, they are 
  approached by a half-elf named Illien who was in the 
  inn when the PCs questioned the innkeeper. He is a 
  traveling tradesman and is willing to trade the 
  adventurers a map of the Spiral Forest for one of their 
  magic items. He verifies the item is magical by using the 
  Arcana skill (assume he succeeds in the skill check), and 
  if the party attempted to cheat him, he threatens to leave 
  if they do not make good on the offer. If they refuse, he 
  leaves.  
   
  They can steal the map (through violent or covert 
  means). If they choose to attack him Illien is no match 
  for them but he calls for the guards. Deduct one 
  healing surge from each character to account for the 
  resources it takes to cover their tracks. 
   
  Illien, Half-elf tradesman (Level 9) 
  Skills Arcana +11, Bluff +14, Diplomacy +11, Insight 
  +12 
  Treasure 
  The PCs can acquire a map of the Spiral Forest showing 
  significant trails and, most importantly, the location of 
  Great Spiral Glade, where Lllytyll rests. 
  DM Note 
  The adventurers have just one day to complete their 
  mission. If they decide to take an extended rest, they will 
  arrive at Encounter 4 late. Be sure to stress to them the 
  importance of completing this adventure in a single day 
  both in game and out of game. If they take an extended 
  rest, the adventure ends and the DM should score the 
  round with those encounters they have completed.  
   
  Once they are ready to depart, ask the players 
  which path they choose: the road, which is more direct 
  or the old hunting trail, which bypasses Interlude A.   
  What's Next 
  If the adventurers decide to take the road, proceed to 
  Interlude A (listed after Encounter 4). If they take the 
  hunting trail, proceed to Interlude 2. 
   
  Upon leaving the Inn at the Mist's Edge, the 
  adventurers should at minimum have an idea of the 
  location of the artifact—the Spiral Forest—and where to 
  expect to find it—at the bottom of a large tree. They 
  should also know that the elf warrior once wielded the 
  artifact known as Dragonfly Cutter before he died in 
  battle. 
  
   
  Interlude 2: Fey Deal  
  Summary 
  The hero who had the spear (Dragonfly Cutter) was an 
  elf. In Aeris, elves are not immortal, rather when they 
  are born, a tree is planted. When they die, they are 
  buried in the root structure of the tree and their soul 
  seed grants the tree exceptionally long life. When the 
  adventurers arrive at the tree, they see the ground all 
  throughout the area has been cracked and torn as if a 
  great earthquake had opened. Several trees, including 
  the one the adventurers are after, have been toppled, 
  their roots now exposed. Restless and angry fey in the 
  area approach the adventurers. After a brief, tense 
  moment, the fey strike a deal with the adventurers: 
  return the soul seeds to the fey in exchange for the 
  spear. 
  DM Note 
  If they did not agree to the deal with Illien, the traveling 
  merchant, you should very briefly describe the party’s 
  wanderings through the forest as time consuming, to 
  keep the players anxious about their schedule. The DM 
  should not use the team’s valuable time by role-playing 
  out these wanderings.  
  Read Aloud Text 
  You've entered a large glade in the woods. Where once 
  many great trees towered, now dozens of them have 
  been uprooted; tipped over as if a giant had pushed 
  them out of the way to get a better view. The ground 
  here is also rent as if a violent earthquake had cracked 
  the surface to expel something unwanted from within. 
   
  As the adventurers begin to examine the area, one of the 
  nearby trees animates and bends a branch down to the 
  ground, where a gnome leaps off and approaches the 
  adventurers cautiously.  
   
  Fixxelscotch, Gnome Arcanist (Level 10 Controller) 
  Skills Diplomacy + 11, Insight +7, Perception +12, 
  Stealth +20 
   
  Fixxelscotch and his friends are protectors of this forest. 
  Though his initial demeanor cautious, if the adventurers 
  are honest, he quickly warms to them becoming quite 
  friendly. He can tell the party the following points while 
  roleplaying. 
  • 
  Fixxelscotch possesses Dragonfly Cutter, but 
  before he will give it to the adventurers, he has 
  a problem he wishes them to solve.  
  • 
  The once-great wielder of Dragonfly Cutter, 
  Llytyll Whisperstep, has since passed on, 
  leaving behind his soul seed. Soul seeds are 
  replanted and quickly grow into mature trees. 
  Eventually, a new elf is germinated from these 
  trees and the soul seed passes on to them.  
  • 
  Unfortunately, the soul seed of Llytyll and many 
  others have been taken by unknown assailants 
  from beneath the earth.  
  • 
  Neither Fixxelscotch, nor any of his friends, 
  where immediately present when the theft 
  occurred, so they didn’t see what burrowed up 
  to claim the soul seeds.  
  • 
  Fixxelscotch will make the adventurers a deal: 
  descend into the crevasse and return the stolen 
  soul seeds to him and he will reward them with 
  the mighty Dragonfly Cutter. 
  • 
  Fixxelscotch does not have the Dragonfly 
  Cutter, but has rather left it in the care of other 
  forest protectors, so no matter how the PCs 
  might threaten him or try to rob him, he doesn’t 
  actually have the weapon with him for them to 
  get. 
  What's Next 
  Once the adventurers make the deal with Fixxelscotch, 
  they should descend into the open crevasse in search of 
  the soul seeds.  
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  Encounter 2: A River Runs 
  Through It 
  Encounter Level 11 
  Summary 
  After a short time traversing the rocky underground 
  maze, the adventurers find a tunnel that is more 
  accommodating to walking rather than climbing. A 
  group of kuo-toa hunt lurkers in this passage and the 
  adventurers just happen to catch them setting up their 
  traps. 
   
  Be sure to clarify the party’s light source, what is it 
  and who carries it, before beginning this encounter.  
  Read Aloud Text 
  As you carefully round the corner of this earthy passage, 
  you hear the murmur of flowing water. Up ahead, your 
  light shimmers off the rocks and the air turns musty and 
  damp. It looks like this passage might be blocked by an 
  underground stream. The acrid scent of fish fills the air. 
  Setup 
  Since the kuo-toa know the adventurers are coming 
  (given away by their need for a light source), they've had 
  time to hide. Use the adventurers passive Perception 
  versus the kuo-toa's Stealth (roll against the lowest at 
  +9; see DMG pp 36-7). Those PCs who do not see the 
  kuo-toa are surprised.  
   
  The Blackspawn Gloomweb is hidden in the room 
  further down, not to be revealed until the adventurers 
  get within range of it.  
   
  The 
  passageway 
  is 
  blocked 
  by 
  a 
  narrow 
  underground river. The kuo-toa can swim down the 
  river to the next room without hindrance. 
   
  The adventurers start at the far end of the narrow 
  passage and can only see using their light sources. Set up 
  only the narrow passage up to the rubble at the start. 
  Add the larger room section once the adventurers pass 
  the rubble, but remember to account for their limited 
  vision based on whatever light sources they are using.  
   
  3 Kuo-toa Marauders (Level 10 Marauder) (M) 
  1 Kuo-toa Whip (Level 13 Controller) (W) 
  1 Blackspawn Gloomweb (Level 12 Lurker) (G) 
   
  Tactics 
  The kuo-toa use this place to trap food. They have 
  trained a blackspawn gloomweb to restrain creatures 
  with its acidic web. When the adventurers approach 
  and their light source can detect the positions of the 
  kuo-toa the players should roll initiative (whether they 
  actually detect the kuo-toa or not).  In the surprise 
  round, the kuo-toa marauders at the edge of the PCs’ 
  light flee to the main room and take cover, seeing the 
  PCs are more than just a single traveler easily ambushed 
  by two kuo-toa. 
   
  At the end of the second round, the kuo-toa realize 
  they are outnumbered and try to send one of the 
  marauders down the north tunnel to warn the aboleth in 
  Encounter 3. 
   
  The kuo-toa whip targets as many adventurers as 
  possible once they get into the main room with its slime 
  vortex and then tries to pick them off individually, from 
  weakest to strongest. The marauders take offensive 
  positions to engage adventurers on the move, while the 
  gloomweb uses its mobility to target enemies on the 
  edges with its acidic web.  
  Features of the Area 
   
  Illumination: There is no natural light in this area, 
  so the adventurers will have to rely on their own light 
  sources.  
   
  Dragon skull: This skull still exudes an aura of 
  power from the once great dragon. Anyone standing on 
  the four squares containing the skull gains a +1 bonus to 
  all defenses. Moving through the skull counts as difficult 
  terrain. 
   
  Large Pool: A pool of water has built up from an 
  underground river. The water is 8 feet deep, so 
  adventurers will have to jump (DC 20 Athletics) or 
  swim (DC 10 Athletics) across.  
   
  Small Pool: This is linked to the river in the 
  corridor. Aquatic creatures can swim freely between the 
  two rooms. 
   
  Stalagmites: These rock formations provide cover 
  for creatures immediately behind them. They are also 
  difficult terrain and count as three squares of 
  movement. 
   
  Treasure: A pile of gems and jewels worth 1200 gp 
  has been collected in the corridor. The metal gleams in 
  the PCs light and is easily seen. 
   
  Webbing: The walls of the main cavern are 
  covered in webs from the gloomweb. Dozens of 
  medium-sized bundles are stuck to the wall; the remains 
  previous victims. These old webs are no longer acidic 
  and are not sticky enough to catch anyone brushing past 
  them. 
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  What's Next 
  There are no sign of the soul seeds here, but the 
  adventurers 
  can 
  continue 
  on 
  deeper 
  into 
  the 
  Underdark. Proceed to Encounter 3. 
   
  If the kuo-toa marauder escaped down the tunnel, 
  add it to Encounter 3 (see below). 
   
  Treasure 
  If the PCs specifically search through the sticky webs of 
  the blackspawn gloomweb and cut open the web sacks 
  to inspect its previous victims, there are the following 
  items of value, which the adventurers can use for the 
  remainder of the adventure: 
  • Horned helm (Level 6) 
  • Rod of dark reward (Level 7) 
  • Guardian shield (Level 10) 
  • Potion of healing (2) (Level 5) 
  
   
  Encounter 2: A River Runs Through It Combat Statistics 
   
  Kuo-toa Marauder 
  Level 10 Skirmisher 
  Medium natural humanoid (aquatic) 
  XP 500 
  Initiative +10 
  Senses Perception +10; darkvision 
  HP 110; Bloodied 55 
  AC 23; Fortitude 20, Reflex 21, Will 19 (23 when bloodied) 
  Speed 6, swim 6 
  m Skewering Spear (standard; at-will) ✦ Weapon 
  +15 vs. AC (+18 while bloodied); 1d8 + 3 damage, and ongoing 5 
  damage (save ends). 
  M Sticky Shield (immediate reaction, when missed by a melee attack; 
  at-will) 
  The kuo-toa marauder makes an attack against the attacker: +13 vs. 
  Reflex; a weapon wielded by the target drops in the target's space. 
  Quick Step (minor, usable only while bloodied; at-will) 
  The kuo-toa marauder shifts 1 square. 
  Slick Maneuver (move; at-will) 
  A kuo-toa adjacent to an enemy shifts to any other square adjacent to 
  that enemy. 
  Alignment Evil 
  Languages Deep Speech 
  Str 15 (+7) 
  Dex 16 (+8) 
  Wis 11 (+5) 
  Con 15 (+7) 
  Int 11 (+5) 
  Cha 13 (+6) 
  Equipment leather armor, slimy light shield, spear 
   
  Kuo-toa Whip 
  Level 13 Controller 
  Medium natural humanoid (aquatic) 
  XP 800 
  Initiative +10 
  Senses Perception +13; darkvision 
  HP 132; Bloodied 66 
  AC 27; Fortitude 25, Reflex 24, Will 24 
  Speed 6, swim 6 
  m Pincer Staff (standard; sustain standard; at-will) ✦ Weapon 
  Reach 2; +16 vs. AC; 1d8 + 2 damage, and the target is grabbed 
  (until escape). While the target is grabbed, the kuo-toa whip cannot 
  make attacks with its pincer staff. When the kuo-toa whip sustains the 
  grab, it deals 1d10 damage to the target. The kuo-toa whip can release 
  the target as a minor action, sliding the target to any other square 
  within its reach. 
  R Lightning Strike (standard; at-will) ✦ Lightning 
  Ranged 10; +15 vs. Reflex; 2d8 + 4 lightning damage, and the target 
  is blinded until the end of the kuo-toa whip's next turn. 
  A Slime Vortex (standard; encounter) 
  Area burst 4 within 20; targets enemies; +15 vs. Fortitude; 1d10 + 4 
  damage, the target takes a -2 penalty to attack rolls (save ends), and 
  the target slides 3 squares and is knocked prone. Miss: Half damage, 
  and the target slides 1 square. 
  Slick Maneuver (move; at-will) 
  A kuo-toa adjacent to an enemy shifts to any other square adjacent to 
  that enemy. 
  Alignment Evil 
  Languages Deep Speech 
  Skills Dungeoneering +14, Religion +13 
  Str 17 (+9) 
  Dex 18 (+10) 
  Wis 17 (+9) 
  Con 20 (+11) 
  Int 15 (+8) 
  Cha 18 (+10) 
  Equipment coat, pincer staff, headdress 
   
   
   
   
   
  Blackspawn Gloomweb 
  Level 12 Lurker 
  Large natural beast (reptile) 
  XP 700 
  Initiative +17 
  Senses Perception +6; darkvision 
  HP 96; Bloodied 47 
  AC 26; Fortitude 22, Reflex 23, Will 17; see also gloom 
  Resist 15 acid 
  Speed 8, climb 8 (spider climb); see also mobile melee attack 
  m Bite (standard; at-will) ✦ Acid 
  +17 vs. AC; 2d10 + 4 damage, and ongoing 5 acid damage (save 
  ends). 
  M Goring Charge (standard; at-will) 
  The blackspawn gloomweb makes a charge attack; +17 vs. Fortitude; 
  2d8 + 5 damage, the target is knocked prone, and the blackspawn 
  gloomweb makes a bite attack against the same target. 
  M Mobile Melee Attack (standard; at-will) 
  The blackspawn gloomweb can move up to half its speed and make 
  one melee basic attack at any point during that movement. The 
  creature doesn't provoke opportunity attacks when moving away from 
  the target of its attack. 
  R Acidic Web (standard; at-will) ✦ Acid 
  Ranged 10; +16 vs. Reflex; the target takes ongoing 10 acid damage 
  and is restrained (save end both). 
  Gloom 
  If the blackspawn gloomweb does not move on its turn, the shadows 
  that constantly swirl around its form settle into a cloudlike mass that 
  grants concealment until the beginning of its next turn. 
  Alignment Unaligned 
  Languages - 
  Skills Stealth +18 
  Str 22 (+12) 
  Dex 24 (+13) 
  Wis 10 (+6) 
  Con 18 (+10) 
  Int 2 (+2) Cha 8 (+5) 
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  Encounter 2: A River Runs Through It Map 
  Lost Caverns of the Underdark 
  Cave Offshoot / Tunnel End 
  4x4 
  x1 
  Tunnel / Tunnel 
  4x2 
  x1 
  Cave Wall / Stalagmites 
  2x1 
  x1 
  Floor / Stalagmites 
  2x1 
  x2 
  Floor w/ Debris / Cave Pillar 
  2x2 
  x1 
  Cave Wall / T-Tunnel 
  4x2 
  x1 
  Floor / Cave Pillar 
  4x2 
  x1 
  Floor / Tunnel w/Stream 
  4x8 
  x1 
  Dragon Skull / Tunnel Bend 
  4x4 
  x1 
  Cave Corner / Tunnel Bend 
  4x4 
  x1 
  Tunnel / L-Tunnel  
  4x2 
  x1 
  Cave Pillar / Sand 
  1x1 
  x2 
  Cave Corner / Pool 
  2x1 
  x1 
  Cave Corner / Tunnel 
  2x2 
  x2 
  Floor / Tunnel 
  2x2 
  x1 
  Cave Wall / Tunnel 
  4x2 
  x1 
  Cave Corner / Gorge 
  4x2 
  x1 
  Cave Corner / Tunnel Intersection 
  4x2 
  x1 
   
   
   
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  Encounter 3: Wanted: Soul 
  Seeds 
  Encounter Level 13 
  Summary 
  The Aboleth has used his slave, an aquatic war troll, to 
  steal the soul seeds. After casting a powerful ritual to 
  topple the forest trees on the surface, it sent the troll to 
  gather the seeds and return to the Underdark, where it 
  plans to use them in another foul ritual. The adventurers 
  must defeat the Aboleth or steal the seeds and return to 
  the surface where it is safe. 
  DM Note 
  Though there is no need to tell the players that if the 
  adventurers manage to grab the soul seeds and run 
  before defeating all the creatures, they can escape. The 
  Underdark creatures will not pursue the adventurers to 
  the surface, and stop chasing the PCs once they leave 
  the area defined by the tactical map as long as the PCs 
  continue to flee.  
  Read Aloud Text 
  You enter this dimly glowing chamber and hear an 
  echoing, low-pitched growl. As your eyes focus in, you 
  can see a hulking creature feasting on phosphorescent 
  fungus. Its bulging muscles grow visibly larger with 
  every swallow. As your eyes pass to a small, glowing 
  pool of water in the far corner of the room, two fish-like 
  creatures splash from the slough in front of you. 
  Setup 
  The troll finishes eating a handful of mushrooms, which 
  make him visibly tougher (more HPs in game terms).  
   
  4 Kuo-toa Guards (Level 11 Minion) (G) 
  1 Aboleth Slime Mage (Level 13 Artillery) (A) 
  2 Kuo-toa Harpooners (Level 10 Soldier) (H) 
  1 Deep Troll (Level 11 Soldier) (T) 
   
  If the kuo-toa marauder escaped Encounter 2, add: 
  1 Kuo-toa Marauder (Level 11 Skirmisher) 
   
  And, if the kuo-toa escaped Encounter 2, add after 
  round 3 of combat ends from the tunnel the adventurers 
  arrived at:  
   
  1 Kuo-toa Marauder (Level 11 Skirmisher) 
  2 Kuo-toa Guards (Level 11 Minion) 
  Tactics 
  The adventurers enter on a ledge overlooking the area 
  above the Aboleth and its allies. Unless the adventurers 
  take specific measures, neither side is surprised.  
   
  The Aboleth prefers to have its underlings fight for 
  it. When pressed into combat, it relies on its mucus haze 
  to keep opponents away while it blasts them with 
  ranged attacks. It will target fast adventurers to slow 
  them with slime orbs and is smart enough to distinguish 
  which adventurers pose the greatest threat. 
   
  The harpooners have set a trap on the ledge. They’ve 
  tied a sticky, acidic darkweed net to the ceiling of the 
  cave. They can use their Reeling Weapon power to pull 
  adventurers under the net and spring it. They will try to 
  wait until two adventurers are under the net before 
  dropping it on them. 
   
  The War Troll will try to stay between the Aboleth 
  and the adventurers, engaging the strongest melee 
  characters first.  
   
  All of these creatures are aquatic and can move 
  freely through the underwater passages to engage or 
  escape from the adventurers as needed.  
  Features of the Area 
   
  Illumination: Dim light from the shining pool and 
  fungus in this room give those with low light vision 
  necessary amounts of light to see. Those without low 
  light vision must have their own light source or suffer 
  with dim illumination (enemies have concealment). 
   
  Cliff: The cliff stands 10 feet above the lower level 
  of this cave. Adventurers can jump or climb down 
  (Athletics DC 15). 
   
  Darkweed 
  Poison 
  Net: 
  The 
  kuo-toa 
  have 
  suspended a net above the upper portion of this cavern. 
  See Darkweed Poison Net statistics below. 
   
  Mushrooms: A potent variety of stimulant. Nature 
  or Dungeoneering skill check (DC 25; to be made after 
  the PCs witness the troll eating them) reveals that they 
  have short term benefits. They can be eaten immediately 
  to gain +1d10 temporary hit points until the end of the 
  encounter. They cannot be used in later encounters 
  because they lose their potency when harvested. Each 
  adventurer can only gain this benefit only once. 
   
  Shining pool: The pool in the far corner of the 
  room contains the soul seeds. The adventurers do not 
  need to kill all the creatures in the room. They could 
  discover the treasure, steal it, and flee. The underdark 
  creatures will not pursue to the surface, stopping at the 
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  Page 19 
  
   
  edge of the tactical map as long as the PCs continue to 
  run. 
   
  Stalagmites: These provide cover and are difficult 
  terrain.  
   
  Water pools: All the water pools (including the five 
  black "wall" markers inside the cavern that represent 
  water) are linked underground. Under the cavern is a 
  large pool of water, so Aquatic creatures can move freely 
  from one to the other, past enemies without provoking 
  opportunity attacks (because they are essentially under 
  the rock floor). Count movement from one pool to the 
  next in a straight line.  
  What's Next 
  Once the adventurers have the soul seeds, they can 
  return to the surface by retracing their steps through the 
  Underdark passages. They must then complete the deal 
  with Fixxelscotch, who is waiting for them.  
  Treasure 
  In addition to the soul seeds, the adventurers find the 
  following in the shining pool: 
  • Iron ring of the dwarf lords (Level 14) 
  • Potion of healing (1) (Level 5) 
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  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
  Page 21 
  Encounter 3: Wanted: Soul Seeds Combat Statistics 
   
  Kuo-toa Guard 
  Level 11 Minion 
  Medium natural humanoid (aquatic) 
  XP 175 
   Initiative +8 
  Senses Perception +7; darkvision 
  HP 1; a missed attack never damages a minion 
  AC 24; Fortitude 19, Reflex 20, Will 18 
  Speed 6, swim 6 
  m Spear (standard; at-will) ✦ Weapon 
  +16 vs. AC; 5 damage. 
  Slick Maneuver (move; at-will) 
  A kuo-toa adjacent to an enemy shifts to any other square adjacent to 
  that enemy. 
  Alignment Evil 
  Languages Deep Speech 
  Str 15 (+7) 
  Dex 16 (+8) 
  Wis 9 (+4) 
  Con 15 (+7) 
  Int 11 (+5) 
  Cha 13 (+6) 
  Equipment leather armor, light shield, spear 
   
  Kuo-toa Harpooner 
  Level 11 Soldier 
  Medium natural humanoid (aquatic) 
  XP 600 
  Initiative +10 
  Senses Perception +11; darkvision 
  HP 105; Bloodied 52 
  AC 24; Fortitude 22, Reflex 22, Will 20 
  Speed 6, swim 6 
  m Harpoon (standard; at-will) ✦ Weapon 
  +17 vs. AC; 1d8 + 2 damage, and the target is grabbed and takes 
  ongoing 5 damage (until escape). While the target is grabbed, the kuo-
  toa harpooner cannot use the harpoon to make attacks. 
  R Reeling Harpoon (standard; at-will) ✦ Weapon 
  Ranged 5/10; +17 vs. AC; 1d8 + 2 damage, and the kuo-toa 
  harpooner makes a secondary attack against the same target. 
  Secondary Attack: +15 vs. Fortitude; 1d8 + 2 damage, and the target is 
  pulled 3 squares. 
  M Sticky Shield (immediate reaction, when missed by a melee attack; 
  at-will) 
  The kuo-toa harpooner makes an attack against the attacker: +15 vs. 
  Reflex; a weapon wielded by the target drops in the target's space. 
  Slick Maneuver (move; at-will) 
  A kuo-toa adjacent to an enemy shifts to any other square adjacent to 
  that enemy. 
  Alignment Evil 
  Languages Deep Speech 
  Str 17 (+8) 
  Dex 17 (+8) 
  Wis 13 (+6) 
  Con 17 (+8) 
  Int 13 (+6) 
  Cha 15 (+7) 
  Equipment leather armor, slimy light shield, 4 harpoons 
   
  Deep Troll 
  Level 11 Brute 
  Large natural humanoid (aquatic) 
  XP 600 
  Initiative +8 
  Senses Perception +12; darkvision 
  HP 120 plus 5 temporary; Bloodied 60; see also troll healing 
  Regeneration 10 (if the war troll takes acid or fire damage, 
  regeneration does not function until the end of its next turn) 
  AC 22; Fortitude 23, Reflex 20, Will 19 
  Speed 8, swim 8 
  m Claw (standard; at-will) 
  Reach 2; +15 vs. AC; 2d6 + 7 damage; see also frenzied strike. 
  M Frenzied Strike (free, when the troll’s attack bloodies an enemy; 
  at-will) 
  The troll makes a claw attack. 
  Troll Healing ✦ Healing 
  If the war troll is reduced to 0 hit points by an attack that does not 
  deal acid or fire damage, it rises on its next turn (as a move action) 
  with 15 hit points. 
  Alignment Chaotic Evil 
  Languages Deep Speech, Giant 
  Skills Athletics +16, Endurance +15 
  Str 22 (+11) 
  Dex 16 (+8) 
  Wis 14 (+7) 
  Con 20 (+10) 
  Int 5 (+2) Cha 10 (+5) 
  Equipment plate armor, greatsword 
   
  Kuo-toa Marauder 
  Level 11 Skirmisher 
  Medium natural humanoid (aquatic) 
  XP 600 
  Initiative +9 
  Senses Perception +9; darkvision 
  HP 118; Bloodied 59 
  AC 24; Fortitude 21, Reflex 22, Will 20 (24 when bloodied) 
  Speed 6, swim 6 
  m Skewering Spear (standard; at-will) ✦ Weapon 
  +16 vs. AC (+18 while bloodied); 1d8 + 4 damage, and ongoing 5 
  damage (save ends). 
  M Sticky Shield (immediate reaction, when missed by a melee attack; 
  at-will) 
  The kuo-toa marauder makes an attack against the attacker: +14 vs. 
  Reflex; a weapon wielded by the target drops in the target's space. 
  Quick Step (minor, usable only while bloodied; at-will) 
  The kuo-toa marauder shifts 1 square. 
  Slick Maneuver (move; at-will) 
  A kuo-toa adjacent to an enemy shifts to any other square adjacent to 
  that enemy. 
  Alignment Evil 
  Languages Deep Speech 
  Str 15 (+7) 
  Dex 16 (+8) 
  Wis 11 (+5) 
  Con 15 (+7) 
  Int 11 (+5) 
  Cha 13 (+6) 
  Equipment leather armor, slimy light shield, spear  
   
  Aboleth Slime Mage 
  Level 13 Artillery (Leader) 
  Large aberrant magical beast (aquatic) 
  XP 800 
   Initiative +10 
  Senses Perception +13; darkvision 
  Mucus Haze aura 5; enemies treat the area within the aura as 
  difficult terrain. 
  HP 104; Bloodied 52 
  AC 27; Fortitude 24, Reflex 24, Will 26 
  Speed 5, swim 10 
  m Tentacle (standard; at-will) 
  Reach 2; +15 vs. AC; 1d8 + 4 damage (3d8 + 4 damage against a 
  dazed target), and the target is dazed (save ends). 
  R Slime Orb (standard; at-will) ✦ Psychic 
  Ranged 10; +18 vs. Reflex; 2d8 + 5 psychic damage, and the target is 
  slowed (save ends). 
  R Dominate (standard; at-will) ✦ Charm 
  Ranged 10; targets a dazed humanoid; +16 vs. Will; the target is 
  dominated (save ends). An aboleth slime mage can dominate only one 
  creature at a time. 
  A Slime Burst (standard; encounter) ✦ Psychic 
  Area burst 4 within 10; targets enemies; +13 vs. Reflex; 2d8 + 5 
  psychic damage, and the target is immobilized (save ends). Aftereffect: 
  The target is slowed (save ends). 
  Alignment Evil 
  Languages Deep Speech, telepathy 20 
  Skills Arcana +17, Dungeoneering +18, Insight +18 
  Str 23 (+12) 
  Dex 16 (+9) 
  Wis 25 (+13) 
  Con 20 (+11) 
  Int 23 (+12) 
  Cha 20 (+11) 
   
  
   
   
   
  Darkweed Poison Net  
  Level 13 Blaster 
  Trap  
  XP 800   
  Trap: An organic net made of Underdark weeds hangs from the 
  ceiling of a four by four square area that is dropped when triggered. 
  Perception  
  ✦DC 31: The character notices the suspicious Darkweed on the 
  ceiling, but may not realize it is a net. 
  Dungeoneering 
  ✦DC 26: Same as Perception, above. 
  Trigger 
  One of the kuo-toa harpooners can spend a minor action to trigger 
  the net. 
  Attack 
  Immediate Reaction 
   
  Melee 
  Target: All creatures on trigger squares when the trap activates. 
  Attack: +16 vs. Reflex 
  Hit: 3d6 + 6 damage ✦ Poison 
  Aftereffect: Restrained until successful save. 
  Effect: Area becomes difficult terrain 2 
  Countermeasures  
  ✦An adjacent character with a torch can burn away one square of 
  the net with a standard action. 
  ✦A character who notices the trap before it is triggered can attempt 
  to disable it from anywhere on the ledge with a DC 26 Thievery check. 
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  Encounter 3: Wanted: Soul Seeds Map 
  Lost Caverns of the Underdark 
  Cave Offshoot / Tunnel End 
  4x4 
  x1 
  Tunnel / Tunnel 
  4x2 
  x1 
  Cave Wall / Stalagmites 
  2x1 
  x1 
  Floor / Tunnel 
  4x4 
  x1 
  Floor / Pool 
  4x2 
  x1 
  Floor w/Ridge / Tunnel w/Lava Gorge 
  4x8 
  x1 
  Cave Corner / Tunnel Corner 
  4x4 
  x2 
  Cave Wall / Tunnel Bend 
  4x8 
  x1 
  Tunnel End w/Water / U-Tunnel 
  4x4 
  x1 
  Tunnel End / Tunnel 
  4x4 
  x1 
  Cave Pillar / Sand 
  1x1 
  x1 
  Cave Wall / Mushrooms 
  2x1 
  x1 
  Cave Corner / Rubble 
  2x1 
  x1 
  Cave Corner / Pool 
  2x1 
  x2 
  Cave Wall / Floor w/Rubble 
  1x2 
  x1 
  Floor / Tunnel 
  2x2 
  x1 
  Cave Corner / Gorge 
  4x2 
  x1 
  Cave Corner / Tunnel Intersection 
  4x2 
  x1 
   
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  Page 23 
  
   
  Interlude 3: Completing the 
  Fey deal 
  Setup 
  When the adventurers return from the Underdark, 
  Fixxelscotch meets them with a sigh of relief. He brings 
  forth the spear known as Dragonfly Cutter and 
  exchanges for it with the adventurers. 
  Read Aloud Text 
  This great artifact has traveled through the hands of 
  many heroes, knights, and kings. It's destiny lies in the 
  bonds it creates between our fey peoples and the human 
  folk. It may be of use to you, but ultimately it seeks the 
  descendant of Llytyll to further its purpose of unifying 
  fey and man. Keep it safe until such time comes. 
  Treasure 
  Dragonfly Cutter - see New Rules appendix. You may 
  had the appendix to the PCs. 
  What's Next 
  The adventurers must quickly travel back to Aerithmas 
  to fulfill their promise to the prisoner and confront the 
  Emperor before he leaves to gather reinforcements. 
   
  If the adventurers decide to travel back to town on 
  the road, go to Interlude A (see below).  
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  Encounter 4: Imperial 
  Decapitation 
  Encounter Level 13 
  Summary 
  The adventurers arrive at the docks in the middle of the 
  night, just in time to catch the Emperor. Depending on 
  their success in previous encounters, they may even 
  have a chance to set up an ambush (see Setup below). 
  The Emperor arrives with a small entourage to escort 
  him onto the ship. Combat ensues. 
  Read Aloud Text 
  If the adventurers managed to return in time to set an 
  ambush (see Setup below), read the following: 
   
  The tall, gaunt emperor emerges from his carriage and 
  steps onto the wooden pier. To his left is a heavily armed 
  and armored soldier, to his right is a well-groomed and 
  dressed advisor. They briefly pause to give instructions 
  to the carriage hands and then begin walking to the 
  nearby lodge to await the imminent arrival of the Red 
  Horizon." 
   
  Otherwise, if the adventurers arrive just in time to catch 
  the Emperor, read: 
   
  As you rush to the docks, you see a tall, gaunt man 
  emerge from the nearby lodge. To his left is a 
  heavily armed and armored soldier, to his right is a 
  well-groomed and dressed advisor. He briefly 
  pauses to give instructions to the deck hands and 
  then the three turn to face you as if they knew you 
  were coming. The crimson setting sun on the sail of 
  a docking ship is barely visible in the shadows just 
  off the long dock.  
   
  When the adventurers engage, read the following: 
   
  The Emperor sheds his deep crimson cloak revealing a 
  thick black mass of black scarab beetles swarming his 
  lower torso. As he directs his minions, his outstretched 
  arm melts into a chittering mass of insect creatures 
  while he grins deviously. The long shadows of his two 
  advisors leap from the surface of the pier and close 
  quickly on you, their vitreous eyes glaring menacing 
  your way. 
  Setup 
  If the adventurers managed to retrieve the spear with 
  haste, they have a chance to set an ambush and get a 
  surprise round. They may set up wherever they wish 
  and the Emperor (the lamia) arrives at the bottom of the 
  map on the road leading to the docks. If not, they have 
  to fight from a position of weakness. The adventurers 
  then set up at the bottom of map on the road leading to 
  the docks. The Emperor and his men start near the door 
  to the right-hand building. 
   
  If ANY of the following is TRUE, the adventurers do 
  not get a surprise and there are four extra guards.  
  • The adventurers failed the skill challenge in 
  Encounter 1. 
  • The adventurers failed their Streetwise check in 
  Interlude 1, informing a spy of their presence. 
  • The adventurers did not trade for the map of the 
  Spiral Forest, slowing their location of the elf's tomb.  
  • The adventurers travelled by road and did not 
  effectively negotiate with the Emperor's patrol.  
   
  1 Lamia (Level 14 Elite Controller) 
  4 or 8 Privateer Deck Hands (Level 10 Minions) 
  2 Shadow Demons (Level 10 Skirmishers) 
  1 Dark Shogun (Level 11 Soldier) 
  1 Eldritch Wu Jen (Level 11 Artillery) 
  Tactics 
  The guards protect the Emperor by staying between him 
  and the adventurers. The Dark Shogun wades into 
  melee, engaging the most tactically weak opponent 
  available. The Wu Jen stays back, but away from the 
  Emperor 
  to 
  direct 
  ranged 
  attacks 
  against 
  the 
  adventurers. The shadow demons work in tandem 
  against spellcasters or ranged strikers.  
   
  The lamia begins with its pacifying burst and then 
  immediately follows with its devouring swarm against a 
  stunned foe within range. It heals itself using cursed 
  touch attacks.  
  Features of the Area 
   
  Illumination: 
  Full 
  moonlight 
  and 
  lanterns 
  illuminate the area adequately for full vision by 
  adventurers and enemies alike. 
   
  Crates: There are crates scattered around the pier, 
  marked with 'C's. Wooden crates can be used as cover 
  and count as difficult terrain. They can be slid up to half 
  a creature’s movement with a standard action. If the 
  adventurers have surprise, they can rearrange the crates 
  however they want. 
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  Page 26 
   
  Piers: Constructed of wood and raised 10 ft above 
  the water. The last few sections of the pier are wet and 
  slippery, counting as difficult terrain for movement. 
  These are represented by the wooden Dungeon Tiles. 
  Wooden planks are available on the docks for crossing 
  over to the ship.  
   
  Stairs: The stairs lead down to the water level.  
   
  Water: If a creature gets pushed into the water, it 
  must swim to one of the stairs, where it can climb back 
  onto the pier. The water area is anything between or 
  under the piers. 
  Conclusion 
  Two days after the adventurers defeat the Emperor, they 
  are approached by a messenger from the rebel leader. 
  She delivers a note that reads: 
   
  To the Band of the Broken Tower: 
   
  I am forever grateful for your heroic deed in ridding our 
  proud kingdom of a hateful tyrant. Let it be forever 
  known that these five brave adventurers overcame 
  enormous odds to restore peace and tolerance to Aeris, 
  once the hallmark of the realm under the Three 
  Benevolent Kings. 
   
  My father, Llytyll the Wanderer, once paid the ultimate 
  price for attempting the same task for another people. 
  His legend lives in the great relic, Dragonfly Cutter, an 
  heirloom like no other, which can unite our kingdom 
  with the Old Fey of the Spiral Forest for a new 
  beginning together. 
  
   
  Encounter 4: Imperial Decapitation Combat Statistics 
  Lamia 
  Level 14 Elite Controller (Leader) 
  Medium fey magical beast (shapechanger) 
  XP 2000 
   Initiative +9 
  Senses Perception +14 
  Swarm's Embrace aura 1; an enemy that starts its turn in the aura 
  takes 10 damage. 
  HP 276; Bloodied 138 
  AC 30; Fortitude 27, Reflex 26, Will 28 
  Resist takes half damage from melee and ranged attacks; Vulnerable 
  10 against close and area attacks. 
  Saving Throws +2 
  Speed 6, climb 6 
  Action Points 1 
  m Cursed Touch (standard; at-will) ✦ Healing 
  +18 vs. Fortitude; 1d6 + 5 damage, and the target is dazed (save 
  ends). In addition, the lamia regains a number of hit points equal to 
  the amount of damage dealt. 
  M Devouring Swarm (standard; sustained minor; at-will) 
  Reach 5; +18 vs. Fortitude; 3d6 + 5 damage. When the lamia 
  sustains this power, the devouring swarm deals 3d6 + 5 damage to 
  the target (no attack roll required). The target must be within this 
  power's range for the lamia to sustain the power. 
  C Pacifying Burst (standard; recharge 5 or 6) ✦ Psychic 
  Close burst 5; +18 vs. Will; the target is stunned (save ends). 
  Change Shape (minor; at-will) ✦ Polymorph 
  A lamia can alter its physical form to appear as an attractive Medium 
  humanoid of any race or gender (see Change Shape, page 280). 
  Squeezing Swarm 
  By altering its shape, a lamia can squeeze through small openings as if 
  it were a Tiny creature (see "Squeeze", Player's Handbook 292). 
  Alignment Evil 
  Languages Common, Elven 
   Skills Arcana +15, Bluff +17, Insight +14 
  Str 13 (+8) 
  Dex 14 (+9) 
  Wis 14 (+9) 
  Con 18 (+11) 
  Int 17 (+10) 
  Cha 21 (+12) 
   
  Dark Shogun 
  Level 11 Soldier 
  Medium natural humanoid (human) 
  XP 600 
  Initiative +10 
  Senses Perception +9 
  HP 97; Bloodied 48; see bloodied retribution 
  AC 27; Fortitude 24, Reflex 21, Will 23 
  Speed 5 
  m Unholy Strike (standard; at-will) ✦ Divine, Necrotic, Weapon 
  +18 vs. AC; 1d8 + 5 necrotic damage. If the target is marked, deal an 
  additional 5 necrotic damage. 
  M Whirlwind Smite (standard; recharge 4, 5 or 6) ✦ Divine, 
  Weapon 
  Close burst 1; +18 vs. AC; 2d8 + 5 damage, and the target is marked 
  until the end of dark knight's next turn. 
  M Bloodied Retribution (standard; usable when bloodied; encounter) 
  +18 vs. AC; 3d8 + 5 damage, and heal 5 damage. Miss: deal half 
  damage. 
  Alignment Evil 
  Languages Common 
  Skills Athletics +19, Intimidate +17 
  Str 19 (+9) 
  Dex 11 (+5) 
  Wis 17 (+8) 
  Con 13 (+5) 
  Int 14 (+7) 
  Cha 12 (+6) 
  Equipment plate armor, longsword, large shield 
   
   
   
   
   
   
  Deck Hands 
  Level 10 Minion 
  Medium natural humanoid (human) 
  XP 175 
  Initiative +6 
  Senses Perception +5 
  HP 1; a missed attack never damages a minion 
  AC 25; Fortitude 24, Reflex 22, Will 23 
  Speed 5 
  m Club (standard; at-will) ✦ Weapon 
  +16 vs. AC; 6 damage 
  Mob Rule 
  A deck hand gains a +2 power bonus to all defenses while at least 
  two other deck hands are within 5 squares of it. (This bonus is NOT 
  included in the statistics above.) 
  Alignment Unaligned 
  Languages Common 
  Str 18 (+9) 
  Dex 13 (+6) 
  Wis 10 (+5) 
  Con 15 (+7) 
  Int 11 (+5) 
  Cha 10 (+5) 
  Equipment hide, club, shield 
   
  Eldritch Wu Jen 
  Level 11 Artillery 
  Medium natural humanoid (human) 
  XP 600 
  Initiative +8 
  Senses Perception +6 
  HP 75; Bloodied 37 
  AC 23; Fortitude 23, Reflex 23, Will 24 
  Speed 5 
  r Ray of Frost (standard; at-will) ✦ Arcane, Implement, Cold 
  Range 10; +16 vs. Fortitude; 1d6 + 4 cold damage, and the target is 
  slowed until the end of eldritch magus's next turn. 
  R Coldfire Vortex (standard; recharge 6) ✦ Arcane, Implement, Cold 
  Ranged 10; +16 vs. Fortitude; 2d10 + 3 cold damage, and if this 
  attack hits, make a secondary attack. Secondary Attack: Each creature 
  adjacent to primary target; +16 vs. Reflex; 1d10 + 3 cold damage. 
  A Frostburn (standard; encounter) ✦ Arcane, Implement, Cold 
  Area burst 2 within 20 squares; +16 vs. Fortitude; 3d6 + 4 cold and 
  fire damage, and this power's area is difficult terrain until the end of 
  the eldritch magus's next turn. Any creature that starts its turn in the 
  area takes 5 cold and fire damage.  
  Alignment Evil 
  Languages Common 
  Skills Arcana +17, Insight +14 
  Str 11 (+5) 
  Dex 13 (+6) 
  Wis 14 (+7) 
  Con 17 (+8) 
  Int 19 (+9) 
  Cha 12 (+6) 
  Equipment robes, orb 
   
  Shadow Demon 
  Level 10 Skirmisher 
  Medium elemental humanoid (demon) 
  XP 500 
  Initiative +8 
  Senses Perception +9 
  HP 90; Bloodied 45; see devouring shadow 
  AC 24; Fortitude 22, Reflex 23, Will 21 
  Speed 2; fly 8 (hover) 
  m Claw (standard; at-will) ✦ Necrotic 
  +13 vs. Reflex; 2d6 + 5, and ongoing 5 necrotic damage (save ends).  
  M Devouring Shadow (immediate reaction; when first bloodied; at-
  will) ✦ Necrotic, Teleportation 
  Teleport adjacent to enemy within 10 squares; +13 vs. Reflex; 2d6 + 
  5 necrotic damage. 
  Deathport (immediate reaction; when enemy within 10 is at 0 or 
  fewer hit points; at-will) ✦ Teleportation 
  Teleport to enemy's square. 
  Alignment Chaotic evil 
  Languages - 
  Skills Stealth +13 
  Str 11 (+5) 
  Dex 19 (+9) 
  Wis 12 (+6) 
  Con 14 (+7) 
  Int 8 (+4) Cha 15 (+7) 
  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
  Page 27 
  
   
  Encounter 4: Imperial Decapitation Map 
  Arcane Corridors 
  Fog / Floor 
  4x8 
  x2 
   
   
   
  Hidden Crypts 
  Wall / Floor 
  4x2 
  x2 
  Wooden Floor / Floor 
  4x2 
  x2 
  Wooden Door / Floor 
  1x1 
  x1 
  Wooden Platform / Floor 
  4x2 
  x1 
  Wooden Platform 2 / Floor 
  4x2 
  x2 
   
   
   
  Fane of the Forgotten Gods 
  Semi Circle / Table & Chair 
  1x2 
  x1 
  Bed / Semi-Circle 
  1x2 
  x1 
  Table & Chairs / Alcove 
  2x2 
  x1 
  Floor w/Columns / Darkness 
  1x4 
  x1 
  Floor / Floor with hole 
  2x2d 
  x2 
  Gong / Closed Wood Trapdoor 
  1x1 
  x1 
  Floor / Statue Alcoves 
  4x4d 
  x2 
  Floor / Hidden Shrine 
  4x4d 
  x2 
  Floor / Semi-circle 
  2x2d 
  x2 
  Floor w/Divider / Floor w/Columns 
  2x4 
  x1 
  Arcane Energy / Floor 
  4x2 
  x2 
  Plank Floor / Floor 
  4x2 
  x1 
  Ladder / Flaming Cauldron 
  1x1 
  x1 
   
   
   
  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
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  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
  Page 29 
  
   
  Interlude A: R
  Rough-Up 
  This scene only occurs if the adventurers decide to take 
  r journey to or from the 
  ccurs once.  
  l along the road has be
  ne. 
  one 
  g 
  and 
  venturers 
  4), Diplomacy (DC 22), 
   26) 
  e 
  n 
   
  Failure: The adventurers have to escape detention 
  ugh force and are delayed. They suffer 
  e day
  oadside 
  the main roads on either thei
  Spiral Forest. This scene only o
  Read Aloud Text 
  Your hasty trave
  en a lonely o
  A few merchants and farmers have passed by, but n
  would respond to your hails or welcomes. Approachin
  a small bridge, the Emperor's guard hails you 
  instructs you to halt for inspection. 
  Negotiating Passage on Imperial Roads 
  This is a diplomatic encounter between the ad
  and the Emperor's Guardian Patrol. Four (4) guards 
  have been posted at a small bridge to enforce the 
  Emperor's decree that no unauthorized movement may 
  take place along the roads.  
   
  In order to avoid delay, the adventurers must 
  quickly convince the guard that they are not 
  adventurers, rather something else entirely. This is up to 
  them to accomplish through roleplaying and Diplomacy 
  skill checks.  
   
  The adventurers can choose to use force, but the 
  Emperor will be warned. There is no need to play out 
  the combat if they choose that option. Instead, narrate 
  the results and move on, applying the results of failure 
  below (each PC loses a healing surge before defeating 
  the guards). 
   
  Level: 8 
   
  Complexity: 1 (requires 4 success before 2 
  failures). 
   
  Primary Skills: Bluff (DC 2
  Insight (DC 24), Intimidate (DC
   
  Success: The guards are convinced to let th
  adventurers go quickly enough that they remain o
  schedule.  
  by the guards thro
  the consequences (see Encounter 4) and each loses a 
  healing surge for th
  .  
  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
  Page 30 
  
   
  New Rules 
  Dragonfly Cutter 
  Dragonfly Cutter is appropriate for high heroic-level 
  characters or low paragon-level characters. 
   
  Dragonfly Cutter 
  Heroic Level  
  This spear was found centuries ago in the eastern realm of Tomji, 
  where the Eternal Emperor has ruled for over 100 years. It is said that 
  the blade is so sharp, that once a dragonfly landed upon it and was 
  instantly severed in two. The spear has been content to remain 
  hidden, awaiting its chance at glory by building bonds between fey 
  and humans.  
   
  Dragonfly Cutter is a +3 vicious spear with the 
  following properties and powers. 
   
  Enhancement: Attack and damage rolls. 
   
  Critical: +3d12 damage; reroll any 1s on critical 
  dice. 
   
  Property: Miss. Deal Dex modifier + 3 damage. 
   
  Property: You can throw Dragonfly Cutter as a 
  heavy thrown weapon (range 5/10). It returns to your 
  hand after being thrown as normal for a magic thrown 
  weapon. 
   
  Property: Wielder temporarily gains Distant Shot 
  feat when using this weapon. 
   
  Property: This weapon deals an additional 1d10 
  damage when thrown. 
   
  Power (At-Will): Minor Action. Mark an opponent. 
   
  Power (Daily): Free Action. You can use this power 
  when you hit an opponent. Select one fey or human ally, 
  or yourself. That character gains combat advantage and 
  +2 to damage against the opponent until the end of your 
  next turn.  
  Goals of Dragonfly Cutter 
  • Defend Tomji from outside threats to its sovereignty. 
  • Seek out young warriors to mold into great heroes. 
  • Build lasting bonds between humans and fey. 
  Concordance 
  Starting score 
   5 
  Owner gains a level:  
   
   
             +1d10 
  Owner or ally casts Enchant Item ritual on spear:   
  +2 
  Owner kills humanoid other than human or fey (max. 1/day): +1 
  Owner kills human or fey (max. 1/day):   
   
  -2 
  Owner wields weapon other than Dragonfly Cutter in combat: -2 
   
  Pleased (16-20) 
  The spear is clearly in tune with its wielder at this point, 
  and the bonds between human and fey are being 
  positively affected. 
   
  The spear's enhancement bonus increases to +4. 
   
  Critical: +4d12 damage; reroll any 1s on critical 
  dice. 
   
  Property: This weapon deals an additional 2d10 
  damage when thrown. 
  Power (Daily): Temporarily gain Ultimate Parry Kensei 
  Utility Exploit (PH pg. 87). 
   
  Satisfied (12-15) 
  The wielder has forged a friendship between humans 
  and fey, and Dragonfly Cutter approves of his or her 
  actions. 
   
  Power (Daily): 2[W] + Dex modifier. On a 
  successful hit, the victim is slowed. If this attack 
  bloodied the target, it is instead immobilized. A single 
  save negates either effect. 
   
  Normal (5-11) 
  "Dragonfly Cutter favors those that forge lasting bonds 
  between fey and humans." 
  The spear is reserved and caution with a new wielder 
  until the character proves her worth. 
   
  Unsatisfied (1-4) 
  The wielder is fighting fey or humans and disgracing the 
  name of Dragonfly Cutter. If the wielder doesn't soon 
  change her ways, the spear leaves. 
   
  Special: You lose the Power to mark an opponent 
  using this weapon. You also suffer a -2 to all damage 
  rolls with this weapon.  
   
  Angered (0 or lower) 
  The wielder is not meeting the spear's expectations, and 
  it will not remain in her possession long.  
   
  The spear's enhancement bonus drops to +2. 
   
  Critical: +2d12 damage; reroll any 1s on critical 
  dice. 
   
  Property: This weapon deals no additional damage 
  when thrown. 
   
  Special: You lose both Powers while using this 
  weapon. You also suffer a -4 to all damage rolls with this 
  weapon.  
  Moving On 
  The spear does not usually like to travel far from its 
  place of origin. When the character next gains a level, a 
  dragonfly emerges from the spear's tip and flies away in 
  search of another worthy spear, landing on its blade, 
  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
  Page 31 
  
   
  splitting its body and imbuing i
  this new weapon. The remaining s
  normal +3 vicious spear.
  ts enchantments upon 
  pear is left behind as a 
  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
  Page 32 
  
   
  Float Like A Dragonfly 
   
   
   
   
   
   
   
   
   
  Page 33 
  Appendix  
  70BLlytyll's Elegy 
  Sing praise of Llytyll, son of Aeris’s soil! 
  He sailed across Soulless, to lands controlled 
  By cruel princes. The shrewd elf sought to foil 
  Their plot, and destroyed the demon prince bold.1 
   
  To this shore he returned, victorious 
  And strong.  For years he did roam, far and near, 
  Seeking fame, finding it with the glorious 
  Spear called Dragonfly Cutter, bringer of fear.2 
   
  When the gods called him home, Llytyll lay down 
  At the King among trees, high on the crest.3 
  Come dawn, ride from the wall to the Spiral Crown.4 
  Find the fae’s bed when sun dies in the west.5 
   
  The warrior sleeps there, Dragonfly by his side.6 
  The bane of cruel tyrants, Aeris’s pride. 
   
  71BLlytyll’s Limerick7 
  (contains spoilers!) 
  There once was a hero called Llytyll, 
  He’s buried in a tree on the hill. 
  He stabbed a guy in the eye, 
  But that cat had nine lives. 
  And now he’s come to Aeris to kill. 
   
   
   
   
  DM Notes 
  CLIP HERE AND SAVE THE INFORMATION BELOW FOR AFTER THE ADVENTURE ENDS 
   
  1 Lytyll the elf went across the sea to adventure in the place that is now The Empire of the Crimson Light.  He killed 
  an evil noble there. (The PCs may make a DC 35 History check to confirm this.) 
  2 He traveled many realms, and eventually found the great magical weapon Dragonfly Cutter, a powerful artifact 
  feared by many agents of evil. (The PCs may make a DC 35 History check to confirm this.) 
  3 He’s now buried, elf-style, inside the tallest tree on the highest hill in the forest. (The PCs may make a DC 20 
  Religion check to understand this.) 
  4 That’s the city wall.  The adventurers should have heard of the Spiral Forest and know that’s their destination. (The 
  PCs may make a DC 30 Insight check to understand this.) 
  5 It’s one day’s ride away, i.e. if you ride past sundown, you’ve gone too far. (The PCs may make a DC 30 Insight check 
  to understand this.) 
  6 The spear is in the grave, which is not exactly accurate. See Interlude 2. 
  7 To be recited only for amusement. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Championship/CCF1-3 Float Like a Dragonfly/CCF1-3 Float Like a Dragonfly.pdf