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Campaign

Workbook
by Bruce R. Cordell
illustration by David Griffith
cartography by Robert Lee

Ruins
of
Starmantle

tarmantle was gone.

In its place was a madmans fancy. Translucent emerald


spires reached from the earth in wild abandon. Each hummed
a single flutelike note. In their thousands, the spires produced an
atonal melody that clawed at sanity.

TM & 2008 Wizards of the Coast LLC. All rights reserved.

December 20 08

D u n g e o n 161

Ruins of Starmantle

The creature was naked. Its flesh was drawn tightly over its
bones. A carnivores sharp teeth clacked in its mouth. Eyes like
hot coals communicating a ravenous appetite so pure it was
nearly spiritual.
Fissures gaped between the spires. Some
harbored a flickering blue glow.
It was the same terrible blue hue Raidon
Kane recalled so well . . .
The monk backpedaled a dozen yards,
worry creasing his brows. A shadow fell
across him and he looked up.
Obsidian masses slowly drifted over the
open ground above the spires and ravines.
Irregular and without coherent form, a
palpable animosity emanated from them
nonetheless. Whether animate or actually
alive, Raidon couldnt tell. Not that he
particular wanted to know. His eyes ached
as they scanned the insane vista.
He blinked. He would find no answers
here.
But Starmantles raucous skyline tugged
at his thoughts, unearthing a memory of his
daughter Ailyn.
Oh, no, he whispered.

The shock of his awakening had robbed


him of why hed set forth . . . how long ago?
Mortal fear for Ailyns safety squeezed the
breath out of his chest.
I must go to Nathlekh, he exclaimed.
Shes waiting
A screech snatched his attention back to
the demolished city. A figure bounded up
from the nearest blue-burning fissure. Three
more gibbering creatures appeared over the
ravines lip as the first pointed at Raidon.
It charged.
The creature was naked. Its flesh was
drawn tightly over its bones. A carnivores
sharp teeth clacked in its mouth, and
eyes like hot coals fixed on the monk,
communicating a ravenous appetite so pure
it was nearly spiritual.
Was it a ghoul?
A seam on the charging creatures
stomach opened, revealing a hollow, toothed


Plague of Spells
In the novel Plague of Spells,
Raidon Kane survived the
changefire that swept the
world when the goddess of
magic was murdered. With
everyone he knew and
cared about dead, Raidon
must find the strength to
fight against the rise of an
elder evil that threatens to
end mortal kind.
Plague of Spells
describes several unique
locations ideal for a D&D
game encounter. One is
on the outskirts of the Ruins of Starmantle,
as adapted here.
http://ww2.wizards.com/Books/Wizards/
Products/default.aspx?doc=217707400

cavity. A tentacle-tongue emerged from the


abdominal mouth, flicking like a purple
flame.
No. It was not a ghoul, or at least not
completely. It was something aberrant.

December 20 08

D u n g e o n 161

Ruins of Starmantle

The encounter that follows is a recreation of a battle


that takes place in the novel Plague of Spells. Use this
encounter as a Side Trek in your campaign, drop it
into an existing adventure, or just steal the two new
ghoul variantsits up to you!

When PCs enter the area, read:

Encounter Level 13 (4,800 XP)

The ruins of a city obliterated by a gods deathspasm


lie ahead. The citys walls are tumbled and pierced by a
thicket of translucent green spires that spread away in all
directions. Each spire hums a single f lutelike note that
combine in their thousands to produce a melody that claws
at your sanity. Fissures gape between the spires, some of
which harbor a f lickering blue glow. Chunks of black stone,
cast adrift from the earth, soar languidly overhead, just
clearing the spiretops.

Setup

When then encounter begins, read:

Encounter:
Starmantle Periphery

2 plague-changed ghoul eaters (G)


1 plague-changed ghoul king (K)
1 darkpact ghoul initiate (D)
The encounter begins when PCs enter the area and
come within 6 squares of the smaller ravine (for
instance, as when one has nearly crossed the fallen
spire that bridges the larger ravine). This proximity
triggers the appearance of four ghouls, which emerge
from the small ravine. Place the ghouls as noted on
the tactical map. The ghouls have become desensitized to the various hazards of the area noted under
features, except for the soaring stones.
Allow the PCs to interact with the plague-changed
ghoul king (see Opportunity to Parlay) if they desire.
However, the hunger of the ghouls soon overwhelms
the kings desire to talk.

A humanoid figure bounds up from the smaller blueburning fissure. Three more follow it. The creatures f lesh
is drawn tightly over their bones. Carnivore teeth clack
in their mouths, and burning eyes communicate hunger
without end. One of the creatures wears the tatters of
ancient clothing, while the other three bare gaping, toothed
mouths on their abdomens, from which tentacle-like
tongues of purple-blue f lame emerge.
The largest of this latter group hisses, See my brothers?
Supper! Blood, not its own, darkens its cheeks and chin.
Its lower, abdominal mouth chomps and writhes, and
grinding noises issue from it as it chews on something white
and red inside.

December 20 08

D u n g e o n 161

Ruins of Starmantle

Plague-changed
Ghoul King (K)

Level 13 Elite Soldier (Leader)

Medium natural humanoid (undead)


XP 1,600
Initiative +12 Senses Perception +6; darkvision
HP 258; Bloodied 129
AC 31; Fortitude 26, Reflex 28, Will 22
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
radiant
Saving Throws +2
Speed 8, climb 4
Action Points 1
m Claws (standard; at-will)
+18 vs. AC; 2d6 + 5 damage, and the target is immobilized
until the end of the plague-changed ghoul kings next turn
(save ends).
M Ghoul Pack (standard; at-will)
Before the attack, the plague-changed ghoul king lets one
adjacent ally or an ally adjacent to its target shift 1 square.
+18 vs. AC; 2d6 + 5 damage, and the target is immobilized
until the end of the plague-changed ghoul kings next turn
Ghoul Fervor (minor 1/turn; at-will)
One ally within line of sight makes an immediate basic
attack.
Gut Tongue
When the plague-changed ghoul king damages an
immobilized, stunned, or unconscious target with its claws
or ghoul pack attacks, the target also takes ongoing 10 acid
damage (save ends).
Alignment Chaotic evil
Languages Common
Skills Stealth +15
Str 14 (+8)
Dex 19 (+10)
Wis 11 (+6)
Con 17 (+9)
Int 10 (+6)
Cha 12 (+7)

Darkpact Ghoul
Initiate (D)

Level 13 Elite Skirmisher

Medium natural humanoid (undead)


XP 1,600
Initiative +13 Senses Perception +10; darkvision
Nauseating Stench aura 6; a living creature that enters or
starts its turn in the aura takes a 2 penalty to attack rolls,
skill checks, and ability checks.
HP 264; Bloodied 132
AC 29; Fortitude 27, Reflex 27, Will 25
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
Saving Throws +2
Speed 7; see also baleful step
Action Points 1
m Claw (standard; at-will)
+18 vs. AC; 2d10 + 4 damage, and the target is immobilized
(save ends).
M Double Attack (standard; at-will)
The darkpact ghoul makes two claw attacks.
M Ravenous Bite (standard; at-will)
Targets a bloodied creature; +18 vs. AC; 2d12 + 6 damage,
or 3d12 + 6 damage and weakened (save ends) against an
immobilized target.
Baleful Step (move; recharge 6) Teleportation
The ghoul teleports up to 6 squares. Each enemy adjacent
to the ravenous ghoul after it teleports is dazed until the
end of the ravenous ghouls next turn.
Alignment Evil
Languages Common
Skills Stealth +16
Str 23 (+12)
Dex 21 (+11)
Wis 18 (+10)
Con 20 (+11)
Int 17 (+9)
Cha 15 (+8)

2 Plague-changed Ghoul Eaters (G) Level 13 Soldier

Medium natural humanoid (undead)


XP 800
Initiative +12 Senses Perception +6; darkvision
HP 129; Bloodied 64
AC 29; Fortitude 25, Reflex 26, Will 22
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
Speed 8, climb 4
m Claws (standard; at-will)
+18 vs. AC; 2d6 + 5 damage, and the target is immobilized
(save ends).
Gut Tongue
When the plague-changed ghoul eater damages an
immobilized, stunned, or unconscious target with its
claws attack, the target also takes ongoing 10 acid
damage (save ends).
Alignment Chaotic evil
Languages Common
Skills Stealth +15
Str 14 (+8)
Dex 19 (+10)
Wis 11 (+6)
Con 17 (+9)
Int 10 (+6)
Cha 12 (+7)

Tactics
The two plague-changed ghoul eaters rush straight
toward the closest hero with little thought to strategy,
though if the opportunity to flank one foe becomes
available, they will do so. The plague-changed ghoul
king delays, if necessary, until the other plaguechanged ghouls have acted, then it uses ghoul fervor
as a minor action to give one ghoul a free basic attack
before it makes its own attack. The plague-changed
ghoul king uses ghoul pack each round, hoping to
surround at least one hero, after which the plaguechanged ghouls can use gut maw and gut tongue attacks
at their leisure. The ghoul king continues to use fervor
once per round to give its ghoul allies an additional
basic attack.
Meanwhile, the darkpact ghoul initiate circles
wide around the combat and central fissure (initially
running) to come up behind the heroes, hoping to
catch them off guard with its first baleful step.
December 20 08

D u n g e o n 161

Ruins of Starmantle

...the darkpact ghoul initiate circles wide around the


combat and central fissure (initially running) to come up
behind the heroes...
Features of the Area
Illumination: Bright light (unless the encounter
occurs at night).
Spires: The emerald-hued spires are composed
of a resinous material that yet echoes with the wild
magic of their creation. The audible tone is terribly
distracting to those not used to it; players and other
creatures new to the area are dazed while they are
in a square adjacent to a green spire.
Soaring Stones: Some of the terrain in the area
defies gravity. Motes of earth sail through the sky, but
are drawn to violent activity. At the top of each round,
roll a d20. On a roll of 10 or higher, an overflying
stone swoops down and crashes into a random
combatant (roll randomly to determine target).
+16 vs. Reflex; 1d6+3 damage, and slide the target
2 squares. Targets always slide toward the closest
ravine edge.

Spellplague Ravine: Live spellplague burns in the


bottom of both the 20-foot and 10-foot deep ravines.
A fall into either ravine deals 2d10 or 1d10 points of
damage, respectively. Unless a character spends an
hour or more within the ravine, they do not
come to harm from the pocket of active spellplague
(see Plaguelands inthe Forgotten Realms Campaign
Guide); however, the blue fire in the ravine capers
across those who fall into the area in a menacing
manner. A DC 22 Athletics check is required to climb
out of either ravine.
The smaller ravine contains the ghouls hoard: a
level 14 magic item and 500 gp.
Fallen Spire Bridge: This spire does not hum like
those that stand, but does provide a stable method for
getting across the larger ravine.
Old City Wall: The wall is only about 10 feet tall
in the sections where it is intact (Athletics DC 18
to climb). G

Opportunity to Parlay
If PCs try to talk with the talking ghoul, it trades
insults and perhaps even information for a little
while. If you have plot points to convey, the
ghoul king may know them. But eventually,
theghouls attack en masse.

About the Author


Bruce R. Cordell is an Origins award-winning game
designer for Wizards of the Coast, Inc., and co-wrote the
new Forgotten Realms Campaign Guide TM. His long list of
professional credits include the Expanded Psionics Handbook TM
and Libris Mortis TM supplements.

December 20 08

D u n g e o n 161

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