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Adrigals troubles began in an abandoned quarry
Printed in the U.S.A. 2007 Wizards of the Coast, Inc. hundreds of miles from the city proper, decades before
This Wizards of the Coast game product contains no Open Game Content. the advent of the Hornlord War. There, within the
No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Gaming License and the d20 System
bowels of the bedrock, orc miners and their goblin
License, please visit www.wizards.com/d20. slaves uncovered a horrific figure from the forgotten
For more Dungeons & Dragons articles, adventures, and information, past. Despite the fact that the creature was petrified
visit www.wizards.com/dnd and apparently inert, its terrible aspect, massive size,
and expansive black horns incited savage yearnings
within all those who gazed upon it. Evil denizens
of the uncivilized lands nearest the quarry began to
gather to pay homage to the deificlike figure. Within
months, a cabal of worshipers known as the Pronged
Sect was born, and within years, it gained widespread
influence and control over the sentient savages on the
borders of Adrigal.
The greatest and most devoted adherent of the
Pronged Sect was a human wizard known as Moagim,
though some whispered that this was not his true
name. Moagim suffered no equal among the other greatest foe. Because of this arcane connection, and due
leaders of the Pronged Sect. He had those who would to the suspicion that Moagim had readied a clone in the
not recognize him as the Hornlord hunted mercilessly. chance of his defeat, Gilead chose to cast imprisonment
With demonic pacts, ruthless efficiency, and arcane on his foe rather than slay him.
constructs, Moagim solidified his absolute tyranny With the disappearance of their leader and his iron
over the once-disorganized humanoid armies. His rule, the Pronged Sect generals slowly lost control of
blood-drenched ascent to supremacy convinced other the rampaging hordes. Order became chaos, and chaos
paragons of evil to answer his call. Within a year, a lead to rout. After seventeen years of horror, peace once
vast horde of savages capered about the outskirts of the again embraced the land.
neighboring nation of Adrigal. Gilead, Hero of the Hornlord War and Savior of
After replenishing the ranks of the sect he had deci- Adrigal, intended to rest and further improve his
mated, the Hornlord fell upon Adrigal with the ferocity considerable arcane powers before destroying Moagim
of a summer storm. The once-peaceful kingdom reeled outright. Yet the allure of his studies and Adrigals
under the onslaught and was nearly overwhelmed. If numerous postwar issues demanded Gileads attention.
not for the emergence of the archmage Gilead Artymas, Decades passed. As it turned out, Gileads arcane might
a relatively obscure mage who had concentrated on was matched only by his power of procrastination. The
scholarly pursuits before this, Adrigal would have fallen archmage ignored the voice in his head urging him to
in one campaigning season. finish what he starteduntil recently.
Gilead neutralized Moagims sorceries. Bereft of Now Gilead realized he faced a foe that no amount of
the Hornlords magic, the rampaging humanoids magic could dissuade. Ominous and inevitable death
were suddenly vulnerable to Adrigals legions. Years approached the venerable wizard. Wracked with guilt
of bloodshed followed with neither side gaining any over his decades of idleness, Gilead Artymas vowed to
significant advantage. Entire towns were deserted, mass destroy the Hornlord. He opened texts left unexamined
burials dotted the once pristine countryside, and the since the time of the Hornlord Wars and, with meticu-
skies over Adrigal grew black beneath the shadows of lous study, discovered the location of Moagims clone.
carrion birds. Before he drew his last breath, Gilead swore to destroy
Moagim was no fool. He intended to rule Adrigal, the clone and thereafter kill Moagim outrighteven
not destroy it. Thus the Hornlord sent an invitation though such would mean his own death.
to Gilead to meet him, alone and unescorted, within Only days ago, Gilead departed Adrigal en route to
a secretive location in the mountains east of Adrigal. the location of Moagims clone. His aspirations were
There, Moagim suggested, the two of them could duel dashed when death refused to wait upon him. A mas-
to the death. After taking precautions to verify the sive heart attack caused the archmage to fall upon the
veracity of Moagims offer, Gilead covertly slipped from roadway. Gilead knew his imminent death would cause
Adrigal and traveled to the agreed-upon site. the Hornlord to die as well, but thereafter Moagims soul
An unmatched battle ensued. For two days the rival could safely transfer into the clone. Gilead therefore
archmages warred with spells and summoned creatures. used his considerable talents to slow the transfer of the
The earth heaved and strange lights played across the clone, and sent word to Queen Aliz of Adrigal of the
land. In the end, Gilead achieved victory, though his dire necessity of his mission. In short, the Hornlords
own life force was irrevocably bound with that of his clone needed to be destroyed before Moagims soul
could complete its transfer.
Campaign Settings With only hours to spare, who will answer the call
Adrigal has enjoyed a relatively extended period of to save Adrigal from a second devastation?
peace. If you are running a Greyhawk campaign, you
could replace Adrigal with the isolated Grand Duchy Adventure Synopsis
of Geoff. Depending upon your Forgotten Realms cam- In Moagims Clone, the party receives a frantic
paigns timeline, the Witch King of Vassa or one of his
progeny could replace the Hornlord Moagim. Eberrons
appeal for assistance from Queen Aliz of Adrigal. The
nation of Aundair suffered less than most in the Last characters are asked to travel to an abandoned quarry,
War. Gilead Artymas could be a positive postwar influ- find the Hornlords clone, and destroy it. It wont
ence within the court, perhaps as a respected member be easy. The characters must first deal with the last
of Aundairs Arcane Congress. surviving Pronged Sect general (Wodan) and his band
Tactics
Cyprius rests within the northern wall of the sentry
outpost, confident his lifesense ability can alert him to
any living creature foolish enough to approach this area.
He cares nothing for his spawn and makes no efforts in
combat to protect them. Cyprius uses his Spring Attack
feat to strike enemies before disappearing into the bed-
rock, and he continues this tactic so long as the situation
presents itself. He detests sunlight but pursues characters
for up to 3 rounds before returning to his abode.
5 Satyr Archers CR 9
hp 72 each (12 HD); DR 5/cold iron
Male or female satyr ranger 7
CN Medium fey
Init +3, Senses low-light vision; Listen +16, Spot +15
Languages Sylvan, Common
AC 21, touch 13, flat-footed 18; Dodge, Mobility
(+3 Dex, +4 armor, +4 natural)
Fort +8, Ref +12, Will +7
Wodan begins each day by casting greater magic fang
Speed 40 ft. (8 squares) on Oduk Hul. He begins battle by casting fire storm
Melee +10/+5 dagger (1d4+1/1920) and
and quickened obscuring mist. Next he casts quickened
head butt +5 (1d6+1)
Ranged +11/+11/+6 mwk shortbow with Rapid Shot entangle and shares freedom of movement with his animal
(1d6/3) or companion. He rides Oduk Hul into melee if possible,
+9/+4 mwk shortbow with Manyshot (1d6/3) or but will resort to ranged spells if his hand is forced.
+13/+8 mwk shortbow (1d6/3) Wodan has no qualms with subjecting his satyr minions
Base Atk +9; Grp +10 to ill spell effects, but refuses to harm his bear. The dwarf
Atk Options Point Blank Shot, Precise Shot, Rapid Shot, prefers to fight in his normal form; he wild shapes into
favored enemy (humans +4, goblins +2) a dire bat only if forced to flee. Under no circumstances
Ranger Spells Prepared (CL 3rd):
1stalarm, resist energy does he leave the field if Oduk Hul remains alive.
Abilities Str 13, Dex 16, Con 14, Int 12, Wis 13, Cha 13 Development
SQ animal companion, wild empathy +7, woodland stride
Feats Alertness, Dodge, EnduranceB, ManyshotB, Mobility, Wodan is unaware that his master has been released, so PCs
Point Blank Shot, Precise Shot, Rapid ShotB, TrackB may convince him that it is not in his interest to fight. A DC
Skills Balance +11, Bluff +9, Diplomacy +3, Hide +14, 25 Diplomacy check convinces the dwarf that the better
Intimidate +3, Knowledge (nature) +12, Listen +16, part of valor is remaining neutral to the party. If swayed,
Move Silently +15, Spot +15, Survival +15, Tumble Woden and his satyrs exit the quarry. The dwarf maintains
+9, Use Rope +5 a watch on the complex. Should the party reappear looking
Possessions masterwork chain shirt, dagger, master-
work shortbow, 40 arrows weakened from previous encounters, he attacks.
2 Shredstorms CR 8 Of Interest
MM3 153 A character can attempt a DC 25 Knowledge (arcana)
hp 77 (14 HD) check. If successful, the character recognizes that the
shredstorms were fashioned from adamantinelike
N Fine construct (swarm) material chipped from the petrified corpse in area S10.
Init +6; Senses darkvision 60 ft., low-light vision; Listen While the entire corpse is not composed of the same
+0, Spot +0 quality of minerals, enough may be gathered by indus-
Languages trious characters to satisfy the 15,000 gp requirement
AC 24, touch 24, flat-footed 18 for crafting a shredstorm swarm, though all other re-
(+8 size, +6 Dex) quirements remain the same (see MM3 153).
Immune ability damage, bull rush, critical hits, death
effects, disease, electricity, energy drain, flanking,
grapple, mind-affecting, nonlethal damage, paraly-
sis, poison, sleep, stunning, targeted effects, trip,
weapon damage, any effect that requires a Fortitude
saving throw
Fort +4, Ref +10, Will +4
Weakness swarm vulnerabilities
Tactics
Efizance always radiates his fear aura. Though he may
cast fireball or lightning bolt against particularly annoying
ranged attackers, the devil prefers melee combatespe-
cially if mounted atop his abyssal drake. The cornugon
thoroughly enjoys using the brutal strike capability of Features of the A rea
his spiked chains to push opponents into nearby lava
pools, and positions himself to do just that. Once the The area has the following features.
front rank of his opponents has been beaten, the devil Lava Pools: Each pool of lava is 15 feet deep. Unpro-
greater teleports to place obvious spellcastersespe- tected creatures within 5 feet of a pool take 2d6 points
cially clericswithin reach. If badly wounded, Efizance of damage per round. Total immersion deals 20d6 points
is not above submerging himself in one of the lava pools of damage per round. Damage continues for 1d3 rounds
while he regenerates. The devil refuses to summon after exposure, but at only half the amount of the original
baatezu; he prefers banishment from the Material Plane (in other words, 1d6 or 10d6). Creatures are susceptible
rather than to display such weakness. to drowning while submerged. See DMG 304 for infor-
The imp Takrit goes invisible at the first sign of trouble. mation on lava effects and drowning.
It casts suggestion at an obvious melee fighter (Move to the Rough Terrain: The broken ground makes running
rear! This does not concern you!). Takrit otherwise darts or charging somewhat difficult (Balance DC 10, failure
in to sting PCs stunned by Efizances spiked chain. by 4 or less means the character cannot run or charge
The abyssal drake fights half-heartedly if not but may otherwise act normally).
mounted by Efizance; it has little love for the abusive Cavern Ceiling: The caverns stalactite-riddled ceiling
devil. Generally, it attacks nearby characters or any is 80 feet above the floor. Due to the numerous irregular
characters that target it, but otherwise does not pursue rock formations, a DC 20 Climb check allows a character
opponents around the room. If Efizance is slain, it to move across the ceiling.
settles onto its haunches and quietly observes the party, Steam: The stationary layer of steam begins 50 feet
not attacking unless forced to do so in self-defense. above the ground and extends to the cavern roof. The
Efizance, when brought below 30 hit points, attempts vapor obscures all sight, including darkvision, beyond 5
to parley for his life. He knows the location of Moagims feet. A creature 5 feet away has concealment (attacks
clone and, if satisfied by the characters that destruction have a 20% miss chance). Creatures farther away have
of the clone can prevent Moagims return (thereby total concealment (50% miss chance, and the attacker
freeing him from his contract), allows the characters cannot use sight to locate the target).
to freely pass. He uses greater teleport to leave the room Northern Tunnel: The exit tunnel set within the
the moment he realizes the threat of Moagims return northern wall is hidden behind a large boulder of volcanic
is ended. rock. It may be located with a DC 20 Search check and
rolled aside with a DC 25 Strength check.