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C RUCIBLE OF
THE
G ODS
Sersa V
The first in the Core series of introductory
fourthcore dungeon modules aimed at veterans of
D&D 4 T H E DI TI ON and games such as A D VA N C ED
D UN GE ON S & D R A G ON S .
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D,
PLAYERS HANDBOOK, PLAYERS HANDBOOK 2, DUNGEON MASTERS GUIDE,
MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURERS VAULT are
trademarks of Wizards of the Coast in the USA and other countries and are used
with permission. Certain materials, including 4E References in this publication,
D&D core rules mechanics, and all D&D characters and their distinctive likenesses,
are property of Wizards of the Coast, and are used with permission under the
Dungeons & Dragons 4th Edition Game System License. All 4E References are listed
in the 4E System Reference Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob
Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTERS GUIDE, written by
James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert
and James Wyatt; PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike
Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and
Chris Sims; Adventurers Vault, D&D 4E Game System License 2008, 2009
Wizards of the Coast written by Logan Bonner, Eytan Bernstein, and Chris Sims.
2008, 2009 Wizards of the Coast. All rights reserved.
C RU C I B L E
OF T HE
GODS
SVD PRESS
G E T T I NG S T AR T E D
www.saveversusdeath.com
@saveversusdeath
A DV E NT URE B A C K G R O UN D
Centuries ago, the four deities worshipped by
mortals Kishar, Kotaresh, Lyth, and Asar-Segt
threatened to drown the world in a flood of
saltwater to punish the living for their impiety.
The oracles and witches of the realm struck a
desperate bargain with the gods, however, and
convinced them to spare the world. In
exchange, the mortal kingdoms were bound to
demonstrate their faith once every generation
by sending their most courageous and adroit
warriors to the Crucible, a ziggurat in the
lowest valley of the land.
Every quarter-century, on the first full moon of
summer, an eclipse darkens the night and the
sealed ziggurat opens. Many traps, tricks, and
guardians lie within the Crucible to test those
who enter. Few who heed the challenge of the
gods survive most find only quick death.
If the races of the world are deserving of the
gods affection, their champions will overcome
the trials of the Crucible and light the Divine
Brazier hidden in its uppermost chamber.
If they are not, the flickering candle of
civilization will be snuffed. Little of value will
have been lost.
MATERIALS
This adventure comes with:
6 pre-generated dungeoneers
player handout
10 rumor cards
23 treasure cards
4 divine skull cards
4 divine boon cards
1 talisman of glory card
3 illustrated handouts
dungeon map
one-inch scale printable dungeon map
12 5-by-5 square final encounter tiles
REFERENCES
To play this adventure, you need the following
books:
WHAT IS FOURTHCORE?
Game-Oriented.
A
fourthcore
adventure emphasizes the players
struggle to win the module by
overcoming the challenges presented to
them by the Dungeon Master. Player
skill takes center stage in many
fourthcore encounters. Metagaming is
encouraged.
A WORD
OF
CAUTION
C AR DS
TREASURE CARDS
RUMOR CARDS
The 10 rumor cards represent clues and bits of
lore gleaned by the dungeoneers before
entering the Crucible. Five of these rumors are
marked as reliable, and the other five are
unreliable. Of the five reliable rumors, four are
true. Of the five unreliable rumors, only one is
true. The players are entitled to know this ratio;
however, the precise knowledge of which
rumors are true is reserved for you alone.
At the start of the game, the rumor cards are
shuffled face-down. Each player draws one,
reads it aloud to the others, then keeps it faceup in front of them until the adventure ends.
All rumors are relayed as-is the dungeoneers
cannot use skill checks or rituals to confirm or
deny a rumor, not least because it is assumed
they have already done so to the best of their
ability before embarking. To determine which
rumors are worth heeding, the adventurers
must rely on logic, intuition, and their
experience in the dungeon.
A DV AN CE D K N O WL E D G E
T I ME L I MI T
DEATH
TIME CONSIDERATIONS
As mentioned before, its very important that you
keep things moving and dont waste too much time
on your turn. You are discouraged from pausing the
timer at any time during the game.
Have your encounter areas assembled before the
game begins so you can simply reveal them when the
dungeoneers arrive. Make as many attack and
damage rolls as you can during the players turns, and
dont spend more than a minute on a ruling.
Not only will the players appreciate your respect for
their time, but youll also contribute to the fast pace
and feelings of tension that fourthcore tries to evoke.
REPLAY
While it is certainly possible to complete the
adventure on the first try, the players are
encouraged and expected to attempt the
scenario again in the likely event that they lose.
Allow them to use their knowledge of the
Crucible to their advantage during repeat
steadings, even if their dungeoneers wouldnt
realistically have this information.
C US T O M D UN G E ON E E R S
If the players choose to roll up their own
characters for this adventure, use the following
guidelines:
S K I L L C H AL L E N G E F O R M A T
This adventure presents skill challenges in an
extremely abbreviated way. Behind this
decision is the assumption that Dungeon
Masters vary widely in their implementation of
the skill challenge mechanic, and so only the
bare minimum has been presented a
framework upon which you can build or, as is
more likely, improvise.
Objective: The goal of the skill challenge.
Primary DC: The DC for skill checks that
contribute a success or failure.
D U NG E ON F E AT U RE S
Unless otherwise noted, the ziggurat has the
following characteristics:
A. M O UT H
O F T HE
C R U CI B L E
EXPLORATION: ROLE
VERSUS
B. H AL L
P O R T AL S
ROLL
OF
EXPLORATION
PORTALS: Each of the eight portals is filled with
a different color of swirling fog red, orange,
green, blue, violet, gray, white, and black.
Dungeoneers drawing close to any of the
portals determine that they are the source of the
watery sounds in this corridor.
PORTAL PUZZLE
Seven of the portals in this hallway are instant-death
traps. One of them, however, leads to a secret area.
To determine which portal is safe, roll 1d8:
1.
2.
3.
4.
5.
6.
7.
8.
Red
Orange
Green
Blue
Violet
Gray
White
Black
BEHIND
THE
MASK: DOORS
AND
PORTALS
C. G RE AT H UB
EXPLORATION
Southwest: Asar-Segt.
Northwest: Lyth.
Northeast: Kishar.
Southeast: Kotaresh.
JUST THREE?
Only three of the four divine skulls are required to
proceed to the final encounter. This is the case for
two reasons. First, it creates an interesting decision
point for the party (which three trials do we feel
were most capable of facing?). Second, it grants the
dungeoneers the opportunity to fail one trial and still
be able to complete the adventure.
Of course, all four divine skulls are required to conjure
the talisman of glory and treasure hoard in Room H.
THE EXARCH
Upon returning to Room C after successfully
collecting their second divine skull, the
dungeoneers will notice that the braziers have
dimmed, and that floating above the three
pedestals is a ghostly robed eladrin, the
symbols of the four gods tattooed in purple fire
across his face.
A DC 17 History check reveals that the exarch
was a champion who attempted to stead the
Crucible but failed. In the final test, he offered
his life and swore eternal servitude in exchange
for the gods sparing of the world.
A DC 21 Arcana or History check reveals that
the exarch was a mage who had collected all of
the divine skulls except that which belonged to
Asar-Segt.
When a dungeoneer approaches the figure, his
eyes open, and he speaks in a deep voice.
The Challenge
The exarch challenges the dungeoneers to a test
of luck. The dungeoneers must choose who
among them will step forward and represent
the party during this trial.
BEHIND
10
THE
C2. F O RT UN E S H AU N T
A skeletal creature dwells in this secret
chamber, tempting those who discover it with a
set of reapers dice.
FEATURES OF THE AREA
EXPLORATION
SKELETON: When approached, the skeleton
leans forward and motions with a bony claw to
the pair of dice. It does not speak. If threatened
or attacked, it and the dice disappears in a puff
of noxious red smoke.
DICE: The two dice are a set of reapers dice, an
artifact said to have been given to the first
human king by a succubus named Vivika. They
have no faces and are powerless when rolled
separately. However, if both of the reapers dice
11
BEHIND
THE
MASK: GAMBLING
D. A SA R - S E G T S T RI AL
EXPLORATION
12
2
3
4
5
6
Effect
The action accidentally reveals or uncovers a
hidden fragment of the invocation. The party
earns a success in the Complete the Invocation
skill challenge.
The dungeoneer is invigorated by their success,
gaining an action point.
The action illuminates a clue to the golems
construction, making future checks easier.
Reduce the challenges Primary DC by 2.
The action compensates for an earlier mistake.
The party removes one failure.
The action is especially effective. The party earns
an additional success.
The action draws the approval of Asar-Segt, who
watches the proceedings. The dungeoneer is
blessed until the end of the game, earning a +1
bonus to attack rolls, skill checks, ability checks,
and saving throws.
Effect
The action undoes the progress made by the
partys earlier efforts. Remove one success.
The action causes a dangerous magical reaction
that wounds or taxes the dungeoneer. They lose
a healing surge.
The action permanently damages the golem,
making progress more difficult. Increase the
challenges Primary DC by 1.
The action destroys a fragment of the
invocation. The party earns a failure in the
Complete the Invocation skill challenge.
The action damages or obscures a clue to the
invocation. Increase the Complete the
Invocation skill challenges Primary DC by 2.
The action draws the ire of Asar-Segt, who
watches over the proceedings. The dungeoneer
is cursed until the end of the game, taking a -1
penalty to attack rolls, skill checks, ability checks,
and saving throws.
13
DEATH-PRIESTS OF ASAR-SEGT
D2. S K U L L
DEATH-PRIESTS (3)
Level 4 Artillery
HP 80; Bloodied 40
Initiative +7
AC 15, Fortitude 17, Reflex 14, Will 12
Speed 6
Immune disease, poison, sleep
Perception +3, Darkvision
Saving Throws +2
Action Points 1
HP 30; Bloodied 15
Initiative +0
AC 16, Fortitude 18, Reflex 13, Will 17
Speed 4
Immune disease; Resist 10 necrotic, 10 poison;
Vulnerable 5 fire
Perception +3, Darkvision
STANDARD ACTIONS
M Slam At-Will
M Slam At-Will
STANDARD ACTIONS
14
OF
A SA R - S E G T
E. K OT ARE S H S T RI AL
This room presents the dungeoneers with a
deadly logic puzzle. The door seals shut when
the last dungeoneer enters.
FEATURES OF THE AREA
EXPLORATION
GENERATING
THE
PUZZLES SOLUTION
Animal (1d4)
1. Bird
2. Reptile
3. Fish
4. Insect
Side (1d6)
1. North
2. Northeast
3. Southeast
4. South
5. Southwest
6. Northwest
If the tablet from the secret alcove in the hallway is
brought into this chamber, a hint appears written on
its surface: Avoid the face of the _____. Fill in the
blank with any one of the animal faces that is not part
of the solution. For example, if the correct choice is
the bird face on the south side with red eyes, the clue
might read Avoid the face of the reptile.
15
BEHIND
THE
MASK: PUZZLES
16
E2. G AU NT L E T
OF
F L AM E
EXPLORATION
NORTH AND SOUTH ALCOVES: A dungeoneer
inspecting the ceiling of an alcove or making a
DC 21 Dungeoneering or Perception check
detects a crushing ceiling trap (see below).
17
BEHIND
THE
SIGNIFICANCE
Why 3 and 5? The answer demonstrates another
common puzzle type found in fourthcore dungeons:
the black magic game. In such challenges, a clue
usually a number or symbol is displayed in a place of
prominence. The clue is significant and has a unique
property that it shares with one or only a few other
more subtle clues nearby in this case, the numbers
etched on the trap doors.
The key to solving such puzzles is determining what
significant trait (or traits) the major clue has and
finding things which share that trait. In this puzzle,
the number 7, symbolized by the tapestry, is prime, as
are the trap doors that conceal the correct torches.
Harder variations of this puzzle may make clues
tougher to spot or base the solution on a much more
obscure pattern. However, in every case, the principle
is the same: a single clue (or set of clues) more
prominent than the others displays a unique trait that
is the key to finding the correct answer.
ENCOUNTER
The encounter begins when the last dungeoneer
has entered the chamber. The floor in Room E
disappears (p. 16).
18
STONE GUARDIAN
STONE GUARDIAN
HP 70; Bloodied 35
Initiative +0
AC 16, Fortitude 17, Reflex 11, Will 13
Speed 4 (cannot shift)
Immune disease, fire, poison
Perception +2, Darkvision
Saving Throws +2
Action Points 1
TRAITS
COUNTERMEASURES
Incineration
STANDARD ACTIONS
c Soulfire (fire, necrotic) At-Will
Attack: Close blast (enemies in the area shaded
red on the map); hits automatically
Effect: 5 fire and necrotic damage.
2. CRUSHING CEILINGS
Trap
Detect Dungeoneering or Perception DC 21
Initiative acts after wraith flame jets
Immune attacks
STANDARD ACTIONS
m Crush At-Will
MINOR ACTIONS
COUNTERMEASURES
19
BEHIND
THE
E3. S K UL L
OF
K O T A RE S H
20
F. L YT H S T RI AL
A mummified naga waits in this musty crypt,
testing dungeoneers who enter on their
knowledge of monsters. The door seals shut
when the last dungeoneer enters.
FEATURES OF THE AREA
EXPLORATION
PORTCULLISES: These heavy iron gates have
been magically reinforced (Athletics DC 30) and
coated with an emerald-colored ooze. A
creature coming into contact with a portcullis is
attacked (+6 vs. Fortitude). On a hit, they are
turned into a green slime (MONSTER VAULT)
THE TEST
The naga explains that each jar contains the
mummified remains of some of the most
dangerous and feared monsters in the realms.
The naga will present the dungeoneers with one
jar at a time, offering a riddle that hints at
which monster is entombed within (determined
randomly, see below).
BEHIND
THE
21
THE MONSTERS
The mummy naga will present the dungeoneers
with seven monsters. The first four are rolled on
the Easy Monsters table, and the last three are
rolled on the Hard Monsters table. If the
dungeoneers answer incorrectly, the naga does
not reveal the correct reply.
EASY MONSTERS (1d12)
1. In her gallery of lovers she shrieks and cries
/ cursed with hissing hair and deadly eyes.
(Medusa)
2. This slovenly creature stands a giants height
/ with two heads never ceasing to fight. (Ettin)
3. A foul stench and peeling skin / is its curse
for eating the flesh of its kin. (Ghoul or Ghast)
4. Crawling antennae that corrode and decay /
hide your breastplate, your bracers, your blade.
(Rust Monster)
5. With fur and beak and talons it looms / this
predator is not one beast, but two. (Owlbear)
6. They crawl into your bedroll at night / and
to your heart these maggots wriggle and bite.
(Rot Grubs)
7. Once only six roamed the planes below / by
their fire and lightning and roar they are
known. (Balor)
8. It is statue and doorway, pillar and chest /
its best to touch nothing and continue your
quest. (Mimic)
22
F2. S K UL L
OF
LYTH
MUMMY NAGA
MUMMY NAGA
Flammable Corpus
STANDARD ACTIONS
TRAITS
MINOR ACTIONS
m Tail Slam At-Will (1/round)
Attack: Melee 2 (one creature); +8 vs. AC
Hit: 1d8 + 3 damage, and the target is knocked prone.
The mummy naga shifts 1 square.
23
G. K I SH A R S T RI AL
EXPLORATION
24
BEHIND
THE
25
Dont give the players any hints that they can cut out
the guardians hearts and poison the dracolisk with
them. If they havent figured it out from the rumor or
the mural in the hut, theyll just have to make do.
THREE-HEADED DRACOLISK
THREE-HEADED DRACOLISK
MARAUDER OF KISHAR
Level 1 Brute
HP 27; Bloodied 13
Initiative acts after dracolisk
AC 13, Fortitude 15, Reflex 12, Will 11
Speed 7
Perception +0
MINOR ACTIONS
TRAITS
Killing Charge
TRIGGERED ACTIONS
26
STANDARD ACTIONS
M Double Flail At-Will
TRIGGERED ACTIONS
m Ritual Decapitation At-Will
Trigger: An enemy adjacent to the marauder is
reduced to 0 hit points.
Effect (Free Action): The marauder makes a coup de
grace attack against the triggering creature.
Str 18 (+4) Dex 13 (+1) Wis 11 (+0)
Con 16 (+3) Int 9 (-1) Cha 8 (-1)
ASSASSIN OF KISHAR
Level 1 Lurker
CHANNELER OF KISHAR
Level 1 Artillery
HP 18; Bloodied 9
Initiative acts after dracolisk
AC 15, Fortitude 12, Reflex 15, Will 14
Speed 6, fly 6 (hover)
Perception +3
HP 16; Bloodied 8
Initiative acts after dracolisk
AC 13, Fortitude 10, Reflex 15, Will 15
Speed 6
Perception +3
HP 23; Bloodied 11
Initiative acts after dracolisk
AC 17, Fortitude 16, Reflex 13, Will 16
Speed 6
Perception +2
TRAITS
STANDARD ACTIONS
TRAITS
Expert Killer
Wings of Shadow
The assassin is invisible to creatures more than 5
squares away from it.
STANDARD ACTIONS
R Poison Blowdart (poison) At-Will
Attack: Ranged 10 (one creature); +6 vs. AC
Hit: 1 damage, and ongoing 10 poison damage (save
ends).
M Impostors Talon At-Will
Attack: Melee 1 (one creature); +5 vs. AC
Hit: 1d4 + 4 damage, and the assassin is considered an
ally of the dungeoneers for the purposes of resolving
powers and class abilities until the end of its next
turn.
MOVE ACTIONS
Shadow Step At-Will
Effect: The assassin teleports 3 squares.
Skills Stealth +9
Str 9 (-1) Dex 18 (+4) Wis 16 (+3)
Con 13 (+1) Int 11 (+0) Cha 8 (-1)
27
STANDARD ACTIONS
MINOR ACTIONS
Power Word: Mend Recharge when first bloodied
Effect: One humanoid ally within 5 squares of the
doom-paladin regains 10 hit points.
Str 16 (+3) Dex 7 (-2) Wis 14 (+2)
Con 15 (+2) Int 12 (+1) Cha 16 (+3)
G2. S K UL L
OF
K I SH A R
28
H. H I DDE N S HR I N E
This secret chamber rewards the dungeoneers
with extra treasure, including the talisman of
glory.
FEATURES OF THE AREA
EXPLORATION
STATUE: The statue is 8 feet tall and depicts a
middle-aged human wearing a long breechcloth
and draped in all manner of ornate feathered
vestments. A thick collar is visible, which bears
the holy symbol of all four gods.
(ILLUSTRATION #3)
A real golden talisman not clay is draped
around the statues neck. It radiates warding
and enchantment magic if detected for (Arcana
DC 19).
29
BEHIND
THE
MASK: SECRETS
takes
the
I. L AI R
OF
T HE R UA C H
SETUP
This encounter area is built using the
geomorphic tiles included with this adventure.
There are 12 tiles in total, which should be
arranged in a 3-by-4 grid.
The tile with the violet portal should be placed
in the center of the south row, nearest the
players. The tile with the throne should be
placed in the center of the north row, nearest
you. They should be oriented so that the portal
is on the south wall and the throne is on the
north wall.
EXPLORATION
Exploration is not possible here. Combat with
the ruach begins immediately.
ENCOUNTER
The ruach attacks immediately and fights until
destroyed. It prefers to split its attacks among as
many targets as possible and always uses the
most damaging powers it has available.
SPECIAL TERRAIN TILES
VIOLET PORTAL: The dungeoneers enter from
this portal. When the encounter begins, place
them in squares adjacent to the portal (or as
near as possible). Dungeoneers passing back
through the portal are lost in time and space.
OBELISK OF POWER: This obelisk glows with
divine markings and mystic sigils. As a
standard action, a dungeoneer adjacent to the
obelisk can absorb the power of the obelisk. The
dungeoneer loses a healing surge, but recharges
all uses of an encounter power theyve
expended.
30
THE
31
THE RUACH
TRIGGERED ACTIONS
STANDARD ACTIONS
Languages Supernal
32
KISHAR MANIFESTATION
Appearance: A black-haired human woman in
bloodstained plate mail.
Defenses: +2 Fortitude, -2 Reflex
Attack Form: khopesh (melee), javelin (ranged)
TRAIT
Battle Awareness
The ruach cannot be flanked.
STANDARD ACTIONS
m Slaughter Frenzy Recharge when first bloodied
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d12 + 12 damage. If the target is reduced to 0 hit
points, the ruach immediately charges as a free
action, making this attack again even if it has already
made an attack as a free action this turn.
MINOR ACTIONS
m Cleave At-Will
Attack: Melee 1 (one creature)
Effect: 4 damage.
KOTARESH MANIFESTATION
Appearance: A hooded shadow wearing an
upside-down mask.
Defenses: -2 Fortitude, +1 Reflex, +1 Will
Attack Form: dagger (melee), shuriken (ranged)
LYTH MANIFESTATION
Appearance: A nude, winged woman covered
in crimson tattoos and emerald slime.
Defenses: +1 Fortitude, +1 Reflex, -2 Will
Attack Form: claw (melee), boomerang (ranged)
ASAR-SEGT MANIFESTATION
Appearance: A six-armed ghoul shrouded by a
cloud of ash.
Defenses: -1 Fortitude, -1 Reflex, +2 Will
Attack Form: bite (melee), vomit (ranged)
TRAIT
TRAITS
TRAIT
Impossible Mimicry
STANDARD ACTIONS
Mother Monster
STANDARD ACTIONS
STANDARD ACTIONS
33
MINOR ACTIONS
m Blackfire (fire, necrotic) At-Will
Attack: Ranged 10 (one creature)
Effect: 3 fire and necrotic damage.