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M ODULE C1:

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.

2011 Sersa V and SVD Press


www.saveversusdeath.com

C RU C I B L E

OF T HE

GODS

An introductory fourthcore dungeon adventure


for four to six 1st-level characters - no more, no
less.
CREDITS
Design
Sersa V
Illustrations
Taylor Bennett
Pregenerated Dungeoneers
Matthew Dixon
Printable Maps
Jay Elmore
PLAYTESTERS & REVIEWERS
Aaron Hartley, Aaron Meyer, Alexander Johns, Alicia Gilmore,
Amanda White, Amy Dyrbye, Angela LeNeave, Ani Dorsett,
Brian Hagerty, Brittany Stroup, Bryan Russel, C. Steven Ross,
Colin Oldenkamp, Dan de Cruz, Dana Doss, David Flor, David
Gibson, David Parker, Devan Blair, Elise Abramson, Erin
Sylvester, Hap Durr, Hayley Hennings, J.C. Lundberg, Jake
Newman, James LeRoy, Jason Kopka, Jennifer Heusel, Jerry
LeNeave, Jesse Hartley, Joe Nehmer, Joe Stroup, Jon Paul
McLaughlin, Josh Kaplowitz, Julius Brogdon, Kassie Sharpe,
Kate Marckworth, Katherine Newman, Ken Riffle, Kyle Turner,
Logan Parker, Martin White, Matt Gilmore, Matthew Dixon,
Michael Mallen, Patrick Burnette, Rick Slaugh, Ryan Thomsen,
Sarah Derry, Sean O'Connor, Sean Thomsen, Shaun Daniel,
Stephen Chast, Steven August Finley, Steven Samorodin,
Thomas Connor, Tony Di Giacomo

SVD PRESS

G E T T I NG S T AR T E D

www.saveversusdeath.com
@saveversusdeath

Its important that everyone has everything


they need and understands the kind of game
theyre about to play.

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:

HEROES OF THE FALLEN LANDS, HEROES


OF THE FORGOTTEN KINGDOMS, or the
RULES COMPENDIUM
MONSTER VAULT

WHAT IS FOURTHCORE?

Fourthcore is a genre of DUNGEONS & DRAGONS


4TH EDITION that is:

Difficult. The challenges in a


fourthcore adventure are designed to be
especially difficult, requiring players to
multitask, balance risk, adapt their
strategies to complex and unpredictable
scenarios, and decide on courses of
action with incomplete information
while under a pressing time limit.
Deadly. Dungeoneers will die quickly
and often, sometimes as a result of
instant death and save-or-die effects.
The consequences for failure are severe.
Lucrative. The rewards found in
fourthcore adventures are numerous,
valuable, and very powerful.
Over-the-Top. Fourthcore adventures
are brought to life with extravagant
threats and adventure sites that are
both evocative and gruesome.
Bleak. The world in which fourthcore
adventures take place is grim, amoral,
violent, and unhappy.
Dungeon-Centered.
Nearly
all
fourthcore adventures are traditional
dungeon delves in the spirit of Tomb of
Horrors, Hidden Shrine of Tamoachan, and
other classic tournament modules.

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

Fourthcore is an unusual way of playing DUNGEONS &


DRAGONS that departs from some aspects of the
games design philosophy. Make sure both you and
your players are aware of what this adventure is,
what it entails, and that everyone is comfortable with
it.
Dont inflict this on the unwilling. When in doubt,
dont play.

RUNNING THE ADVENTURE

While running the game, keep a few things in


mind:

Before you sit down to run this adventure,


make sure youve done the following:

Printed all the materials, including the


cards, illustrated handouts, dungeon
area maps, and final encounter tiles.
Gathered any miniatures or tokens
youll need for the encounters.

Read through the adventure at least


twice. Pay special attention to clues and
puzzle items that are found in one room
and used in another.
Read the players handout at least
twice. Familiarize yourself with the lore
of the gods and the rules for divine
boasts.
Randomly generated the color of the
correct portal leading to the hidden
shrine (p. 6), the solution to the puzzle
of faces (p. 15), and the monsters
included in Lyths trial (p. 22).

Dont pull punches. Fourthcore


adventures are designed to be lethal
and difficult. Dont fudge dice. Dont
allow do-overs or suggest courses of
action.
Dont give away too much. Fourthcore
adventures contain many tests of player
skill, especially puzzles. While checks
are sometimes appropriate for getting
clues, resist the urge to give the players
more hints than the adventure suggests.
Dont solve a puzzle for the players or
let them roll their way past a challenge.
Keep things moving. This adventure
has a strict time limit, and the

encounters are designed to be complex


and fast-paced. Make sure you have all
your reference materials handy. Dont
overdescribe. Make as many rolls as
you can while the players take their
turns. If you have to make a ruling, do
it quickly and give the players the
benefit of the doubt.
Dont go out of your way to shut down
or kill the dungeoneers. While
fourthcore
play
encourages
a
competitive atmosphere, remember that
your goal isnt to defeat the players.
Your goal is to serve as an engaging
narrator, impartial arbiter, and a
facilitator of fun.
Be lively. Fourthcore thrives when the
players feel tense and energized. Stand,
shout, move around, and be as
animated as you can when the action
starts.
Have fun. At the end of the night,
fourthcore isnt really about winning or
losing, living or dying. Its about
having a fun, scary, chaotic good time
with your friends. Keep a positive
attitude, and dont let a players
negative or hyper-competitive outlook
bring down the energy.

C AR DS

TREASURE CARDS

Several sets of cards come with this adventure.


The rules for each are explained below.

This adventure comes with 23 treasure cards.


Print these cards out and shuffle them into a
deck, face-down, at the start of the game.

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.

At various points throughout the delve, you


will be instructed to deal one or more treasure
cards to the party. These cards are always dealt
at random. The players then decide who takes
what, and the items can be freely traded.
Consumable items are lost after use. Power-ups
are resolved immediately then discarded. All
other treasure stays with the dungeoneer until
the end of the game.
RELIC CARDS
The five relic cards are visual reminders of what
puzzle items the dungeoneers have found. Four
of the cards represent the divine skulls the
dungeoneers are seeking. The fifth relic the
talisman of glory is a secret reward found near
the end of the delve.
DIVINE BOON CARDS
As the dungeoneers find and recover the divine
skulls, the deities will grant them boons. There
are four boon cards, each representing a benefit
bestowed by one of the four gods. These boons
last until the end of the game.

A DV AN CE D K N O WL E D G E

T I ME L I MI T

DEATH

The information about the four deities


presented in the players handout is common
knowledge. However, the dungeoneers can
make skill checks at any point in the adventure
to recall more obscure lore about the gods. A
dungeoneer may only attempt one such check
per deity.

When the eclipsed moon reaches its highest


point in the night sky, the Crucible seals. To
represent this, the players have three hours in
real time to complete the adventure. Extended
rests are not possible. If they have not lit the
Divine Brazier before time expires, they fail.
The ziggurat seals and the gods drown the
world.

When a dungeoneer perishes in the Crucible,


their spirit is claimed by a laughing, dancing
wraith.

Kishar: Athletics, History, or Religion DC 19.


Kishar blesses those who share exaggerated or
fabricated tales of military victory and cold
revenge.
Kotaresh: Arcana, Thievery, or Religion DC 19.
Kotaresh is fond of illusions, particularly those
that conceal ones identity or aid in theft.
Lyth: History, Nature, or Religion DC 19. Those
who lay claim to a hybrid ancestry or
monstrous blood are favored by Lyth.
Asar-Segt: Arcana, Nature, or Religion DC 19.
Asar-Segt detests animal sacrifice, which
exacerbates his rivalry with Lyth. Those taken
in his name must be human or demi-human.

Dont start the timer until the dungeoneers


enter the Room A of the ziggurat.

If the player of a slain dungeoneer likes, they


may re-enter the Crucible with another
character. If so, the new dungeoneer appears in
Room C, waiting to rendezvous with the party.
The players take a 15 minute penalty to their
remaining time. Make the players aware of this
option before the game so that they have an
opportunity to prepare or select backup
characters.

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.

If a player chooses to sit out, allow them to still


participate in discussions about potential
courses of action, the solution to puzzles, and so
on.

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:

Standard creation rules, point-buy.


Limit class, race, and feat choices to
DUNGEONS & DRAGONS ESSENTIALS
products (recommended but not
required).
No setting-specific boons, such as
dragonmarks. No backgrounds or
themes.

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.

Secondary DC: The DC for skill checks that do


not contribute a success or failure (but perhaps
a bonus to future skill checks).
Gambit DC: In some skill challenges, a gambit
DC is listed. During such challenges, a
dungeoneer may announce theyre making a
gambit, or a skill check against the gambit DC.
If theyre successful, they earn 1 success and an
advantage. If they fail, they earn 1 failure and a
complication. Both are described below.
Advantages: Advantages are special benefits
that are earned when a dungeoneer succeeds at
a gambit. Theyre rolled randomly and last until
the end of the encounter unless otherwise
noted.
Complications: Complications are penalties
incurred when a dungeoneer fails a gambit.
Theyre rolled randomly and last until the end
of the encounter unless otherwise noted.
Trump: Trumps are specific actions or
conditions that earn the party an automatic
success. Do not reveal these to the players until
they satisfy them.
Special: Any special rules, notes, or options
pertaining to the skill challenge are listed here.

Success/Failure: The outcomes of the skill


challenge.
Its important that you make clear to the players
the objective of the skill challenge. Be sure to
inform them of the gambit option (but dont
reveal the DC) and any special rules or options.
The list of advantages and complications should
not be given out.
Ideally, this format helps give you the ability to
rule flexibly and improvise creatively while
offering the players interesting and flavorful
strategic options beyond which trained skill
they should use.

D U NG E ON F E AT U RE S
Unless otherwise noted, the ziggurat has the
following characteristics:

Illumination: Bright light from torches


and braziers.
Walls, Floor, and Ceiling: Mossy,
uneven sandstone hewn into triangular
bricks (Athletics DC 12 to climb).
Doors: Polished stone, unlocked.
Climate: Warm and damp.

A. M O UT H

O F T HE

C R U CI B L E

The entrance to the Crucible is a short corridor


at the base of the ziggurat obscured by dead
trees. Double stone doors leading north into
Room B hang open in a 10-foot-tall archway.
Vines lie strewn across the ground in front of
the door as if they had just been torn from its
surface.
Set into the top of the archway is a weathered
human skull. A dungeoneer inspecting the skull
up close or making a DC 19 Perception check
notices that the skulls jaw opens on a hinge. If
pulled open, a gold key falls out, landing in the
muddy ground below. This key opens the
locked door in Room B.

EXPLORATION: ROLE

VERSUS

B. H AL L

There are two reasons for this. First, narrative


exploration will be familiar to players transitioning to
4th edition from games like AD&D. Second, allowing
both narrative and skill-based exploration rewards
players for interacting with the dungeon environment
in thoughtful and creative ways without denying
them the use of their characters abilities.

P O R T AL S

Eight portals are set into the walls of this


narrow hallway. A locked door warded with a
chain lightning trap prevents the dungeoneers
from passing north into Room C.
FEATURES OF THE AREA

ROLL

Throughout this adventure, you will be instructed to


give out details if a dungeoneer takes a specific action
(inspecting the skull up close, for instance) or makes
a successful check. You are to reveal the information
to that player if they do either one.

OF

This uneven passageway with a high


vaulted ceiling is brightly lit by eight
misty portals set into the walls. Each
portal casts off a different color, which
throws dancing prismatic shadows
across the floor.
A moss-covered skeleton sits propped
against the wall nearby.
The hallway ends at a set of ornate
stone doors with no visible handles.
Something metallic glimmers on the
doors face.
The distant sound of churning water
can be heard. It echoes from all
directions. The air reeks of salt.

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

A dungeoneer passing through any portal except the


one randomly selected above is transported into a
dismal cell roughly 10 feet to a side that reeks of offal.
The bones of countless dead humanoids litter the
floor, many suspended in puddles of black ooze that
begin to creep toward the dungeoneer. There is no
exit or return portal from this chamber, and the
dungeoneer if not devoured by the black pudding
will die of thirst in a matter of days. Rule them as
dead and move on.
A dungeoneer passing through the portal rolled
above is instead teleported to secret Room H.

Fixed to the top of each portal is an iron hook


from which a gold key dangles. The key above
the green portal is missing. A dungeoneer
making a DC 19 Dungeoneering or Thievery
check discovers that the keys are in fact fools
gold. If the dungeoneers found the hidden key

in Room A, this check also reveals that it, unlike


the others, is real gold, despite looking
completely identical.
Objects stuck through any of the portals, such
as a pole, rope, or even a limb are held fast.
Pushing an object further through the mist
requires no effort; however, it is impossible to
pull the item back out. Rope can be cut to
salvage the remaining length, and a limb can be
amputated at the permanent cost of 2 healing
surges (although the victim will die within 5
minutes unless a DC 19 Heal check is made).
SKELETON: A DC 8 Heal check identifies the
skeleton as the remains of a male human who
died during the last steading of the Crucible.
His hands still clutch an empty crossbow that is
pointed toward him, its discharged bolt lodged
in his forehead. The key missing from the green
portal, also fools gold, can be found in a pouch
at the skeletons waist.
DOOR: The holy symbol for each of the four
gods has been painted onto this polished stone
door. It has no handles and radiates evocation
magic (lightning) if detected for (Arcana DC
19).
A true gold keyhole bored into the surface of
the door. If the true gold key from Room A is
inserted into the keyhole, the door unlocks and

can be easily pushed open. However, if any of


the 8 fools gold keys are fitted into the keyhole,
a chain lightning trap is triggered, attacking
each dungeoneer in a close blast 5 (+4 vs.
Reflex, 3d6 + 3 lightning damage, miss half).
This attack repeats any time a fools gold key is
fitted into the door. A DC 21 Arcana check
dispels the chain lightning trap for 5 minutes;
failure causes it to attack. Alternatively, a
dungeoneer can attempt to break the ward
(Thievery DC 21). The door can be forced open
with a DC 12 Athletics check, but this triggers
the trap.

BEHIND

THE

MASK: DOORS

AND

PORTALS

In this hallway, the players are asked to work out the


solution to two problems: how to open the door, and
how to determine which portal is safe to enter. Both
challenges are puzzles that embody common tropes
and techniques in fourthcore dungeon design.
Deducing which key goes in the door is a matter of
recognizing parallels. The keyhole is true gold, and so
the key made of true gold should go into it, not the
keys made of fools gold. However, even if the
dungeoneers dont figure out what the keyhole and
keys are made of, there are still ways for them to
glean the correct answer.
First, as any veteran dungeoneer will attest, its wise
to be suspicious of the obvious. If something is lying
about seemingly unguarded, chances are its unsafe.

In this case, the players should have a healthy


reluctance to use any of the keys hanging in the open,
opting to search for a less-apparent solution.
Second, if the players heeded the advice in the
introduction, theyll think to explore their
environment very thoroughly for secrets and clues.
Particularly clever dungeoneers will suspect that
none of the keys in the hallway are correct, and their
subsequent inspection of the first two rooms should
lead them to unearthing the key in Room A if they
havent already found it. In either case, the
significance of finding one of the keys hidden in the
skull should confirm their hunch and tip them off to
the safe way forward.
Negotiating the portals is a bit trickier. Barring an
extremely lucky guess, theres no way to determine
which of the portals are safe to enter at the
moment. Like the players introduction hints, some
clues are not revealed until further along in the
dungeon, and that in a fourthcore adventure its
often a good idea to move on if things seem too
ambiguous.
As is intentional, many of these techniques and
methods of thinking are learned through experience,
the players themselves becoming better fourthcore
dungeoneers the more they delve. However, if the
players are truly struggling, you might nudge them in
the right direction by referring them back to the tips
in the players introduction.

C. G RE AT H UB

EXPLORATION

It is from this chamber that the dungeoneers


may access the four trials. When the trials are
completed and three divine skulls are returned
here, the way to the final encounter opens.

COLUMNS: There are eight pillars in total, each


displaying hundreds of gems cut in various
sizes and colors. A skeleton lies near one of the
columns, a fist-sized diamond clutched in its
dirty fingers. In addition to the tarry substance,
this skeleton is coated in a thin green residue - a
DC 19 Nature check confirms that this is acid.

FEATURES OF THE AREA

Columns inlaid with glittering crystals


support an arched ceiling that looms
high above this grand hall.
Smoldering cressets line the walls, each
casting its umbra down upon a peeling
mural beneath it. The thick black smoke
from the cressets fills the area and
smells of incense.
A pair of enormous statues squat in the
far corners of the chamber, each
holding a burning brazier in their arms.
Three bone-white pedestals the height
of a dwarf stand in a triangular pattern
in the middle of the hall.
An archway filled with blank stone is
set into the center of the north wall.
Tapestries embroidered with the holy
symbols of the four gods flank it.
The ground is littered with nearly a
dozen yellowed skeletons, many still
wrapped in peeling cloth or rusting
armor. Thick black tar clings to their
bones.

A gem can be pried free with a DC 19 Thievery


check; however, doing so causes a cloud of
corrosive gas to spray forth from the hole,
attacking each creature in a close burst 2 (+4 vs.
Fortitude, 4d4 + 4 acid damage, miss half).
Hit targets carrying metal weapons or wearing
metal armor must make a saving throw on a
failure, one piece of metal equipment theyre
wearing or wielding corrodes away into a
swarm of rust mites, which proceed to wriggle
under their skin and burrow toward their heart.
This causes the target to lose a healing surge,
and the effect is fatal in 5 minutes unless
another dungeoneer offers up a metal weapon,
shield, suit of armor, or comparable object with
which to draw the rust mites out
(Dungeoneering or Nature DC 19 to know this).
MURALS: The murals depict each of the four
gods
in
their
common
manifestation.
Dungeoneers drawing close to the murals
trigger a dweomer that causes the images to

animate and appear to chant and dance, though


no words are audible. A dungeoneer reading
their lips or making a DC 19 Insight check,
however, discerns that the figures are repeating
the following phrase:
DIE AND DIE
AND DIE AGAIN,
WELL DROWN THIS WORLD
BEFORE NIGHTS END

The murals radiate illusion magic if detected for


(Arcana DC 19).
STATUES: Both statues are hewn in the likeness
of a whip-scarred human. The braziers are
traced in baroque patterns and burn red hot.
TAPESTRIES: The tapestries are mundane and
bear the holy symbol of each deity. A secret
door
behind
the
northeast
tapestry
(Dungeoneering or Perception DC 21) leads to
Room C2.
ARCHWAY: This archway is shaped like a pair of
crossed snakes with long feathers jutting from
their head and tail. It leads nowhere despite
radiating transmutation magic (Arcana DC 19).
PEDESTALS: Each pedestal radiates scrying
magic (Arcana or Religion DC 19) if detected
for. There are three in total.

SKELETONS: The skeletons are the remains of


champions who died during previous steadings
of the ziggurat. A DC 19 Dungeoneering check
identifies the sludge as residue left many years
ago by a black pudding.
EXITS: Four stairways branch from the hub
two to the west and two to the east. At the end
of each flight is a door bearing one of the four
holy symbols:

Southwest: Asar-Segt.
Northwest: Lyth.
Northeast: Kishar.
Southeast: Kotaresh.

A dungeoneer inspecting the walls of the lower


east stairway or making a DC 19
Dungeoneering or Perception check finds a
secret door that opens when a discolored brick
is pushed inward. Behind the secret door is a
small niche, its walls glistening with moisture.
A stone tablet rests in the niche. It is blank, but
radiates illusion magic if detected for (Arcana
DC 19).
A clue appears on this tablet when the
dungeoneers enter Room E.

THE DIVINE SKULLS


The reward for completing each of the trials
(Rooms D, E, F, and G) is a divine skull a
crystal cut in the shape of a humanoid skull that
bears the holy symbol of one of the four gods.
When placed on one of the pedestals, a divine
skull glows from within, and the party earns
that deitys divine boon. The boon lasts until
the end of the game.
When a divine skull has been placed on all
three pedestals, three things happen. First, the
gems in the columns begin to glow, casting
prismatic rays across the walls and floor.
Second, the flames in the braziers held by the
statues begin to swirl and burn the color of the
portal in Room B that leads to secret Room H
(p. 6).
Finally, the stone within the archway starts to
churn and shapes begin to carve themselves
into the wall. When the transformation is
complete, the space within the archway will be
embossed with the image of a headless skeleton
sitting atop a throne adorned with feathers. In
the spot where its head would be, there is only
a concave indentation the precise size and
contour of a divine skull. (ILLUSTRATION #2)
A chorus of voices booms from the walls:
Choose!

At this point, the players must take one of the


skulls and fit it into the hole. Which skull they
choose to insert alters the final encounter in
Room I.
When the divine skull is set into the hole, the
relief crumbles away, revealing a swirling silver
portal that leads to Room I.
Putting any other skull on a pedestal or in the
hole causes rays of disintegration to fire from
every gem in every pillar, attacking each
dungeoneer (+4 vs. Reflex, 5d10 fire damage,
miss half; a dungeoneer reduced to 0 hit points
is destroyed).

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.

The chosen dungeoneer must win two out of


three opposed die rolls against the exarch.
Initially, the exarch rolls 3d8, and the
dungeoneer rolls 2d8. If the party has retrieved
the skull of Asar-Segt, the dungeoneer receives
an additional 1d8. An additional 1d8 is also
granted if the chosen dungeoneer is trained in
Arcana.

loses two healing surges. If a dungeoneer is


reduced to zero or fewer healing surges by this
effect, they die.
Regardless of success or failure, the exarch
fades away, and the braziers return to their
former state. Play continues.

BEHIND

If the party refuses the test, or if they cannot


decide which party member to send forth, the
exarch curses them for their cowardice,
draining a healing surge from each dungeoneer
before fading away.
Success: The exarch proclaims the dungeoneers
to be worthy champions. Deal two treasure
cards to the party, and one deceased
dungeoneer may be restored to life at full hit
points with a number of healing surges
remaining equal to the amount they had at the
time of their death. If no dungeoneer has yet
died in the Crucible, each living dungeoneer
instead gains 20 temporary hit points that last
until the end of the game.
Failure: The exarch laughs at the party, berating
them for having neither the skill nor the luck to
challenge the gods. The dungeoneer who made
the rolls in this trial must make a successful
saving throw or die, and each other dungeoneer

10

THE

MASK: THE EXARCH

The exarch was added to this adventure after a player


at GenCon 2011 found himself the last man standing in
the Crucibles final test. Facing certain death, and the
world all but damned, he made a desperate offer to
the ruach: in exchange for his eternal servitude, the
gods would spare the mortal realm for another
generation.
The offer was accepted, and the spirit of this
dungeoneer now haunts the Great Hub, his bargain
resulting in a more difficult challenge for all who
would enter the ziggurat from that night on.

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

The low ceiling of this dry, musty


chamber is comprised of ascending
tiers, as if the room were itself a
miniature ziggurat.
A skeleton wearing a tattered ochre
cloak and a crimson blindfold reclines
in a simple wooden throne adorned
with feathers.
A warped and splintered wooden table
stands before the skeleton. Two eightsided bone dice are neatly arranged
atop it.

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

are rolled at once, one of many powerful effects


occur some beneficial, and some baleful. Each
dungeoneer may only roll the dice once
subsequent attempts have no effect. They
likewise have no power if removed from the
chamber. A dungeoneer making a DC 13
Arcana, History, or Thievery check knows all of
the above information, but not what the
individual results of the dice might be.
REAPERS DICE
If the dice are rolled, consult the chart below. If
the result was already thrown this encounter,
defer to the next lowest result yet to be rolled.
2. Death. The roller must make a saving throw.
On a failure, they die.
3. Ruin. The roller loses all non-weapon, nonarmor, non-implement items they are
carrying.
4. Famine. The roller is weakened until the end
of the game.
5. Resistance. The roller gains 5d10 temporary
hit points that last until the end of the game.
6. Agony. The roller grants combat advantage
until the end of the game.
7. Snakes Coil. The roller is slowed until the
end of the game.
8. Rejuvenation. The roller regains 1d4 lost
healing surges and all lost hit points.
9. Wraith Ward. The roller gains a +2 bonus to
all defenses until the end of the game.

11

10. Vision. The roller gains truesight and a +5


bonus to Perception checks until the end of
the game.
11. Pestilence. The roller loses 1d4 healing
surges.
12. Windfall. The roller draws a treasure card.
13. Curse. The roller takes a -5 penalty to saving
throws until the end of the game.
14. Favor. The roller gains a +5 bonus to saving
throws until the end of the game.
15. Revelation. The roller draws a rumor card,
and the Dungeon Master verifies the truth or
falsity of that rumor.
16. Idol. Roll again twice, applying both effects.

BEHIND

THE

MASK: GAMBLING

Gambling and games of chance are common in


fourthcore adventures. Their presence has nothing to
do with difficulty theyre simply there to entertain
the players and throw a little chaos into the delve.
Theyre also typically optional: the dungeoneers dont
have to play to win the adventure.
While its true that theres nothing the dungeoneers
can do to ensure that the results come up in their
favor, gambling certainly isnt without its strategy.
Debates weighing the potential benefits against the
possible losses and appraisals of the partys ability to
mitigate harmful effects or capitalize on helpful ones
can be just as engaging as any tactical discussion or
puzzle.

D. A SA R - S E G T S T RI AL

EXPLORATION

This trial presents the dungeoneers with a pair


of skill challenges in which they must construct
and animate a clay golem. The door seals shut
when the last dungeoneer enters.

MOTES: The motes of lightning are harmless


and flit about at random. They radiate indistinct
magic (lightning) if detected for (Arcana DC
13).

FEATURES OF THE AREA

BASIN: The basin is smooth and made of


polished adobe brick. The water is thick with
mud and, though foul, is harmless to the touch.

The air of this mystic laboratory is


charged with magic. Motes of lightning
dance like fireflies across the low
arched ceiling and copper-plated walls.
A wide, circular stone basin filled with
murky water dominates the center of
the chamber. A slab of rotten clay the
size of an ogre stands half-submerged
inside of it.
Several moldering bookshelves line the
walls. In front of the shelves stand
warped wooden tables covered with all
manner of vials, arcane reagents, and
strange ingredients.
Propped up in niches along the far wall
are three regal mummified humans,
each wrapped in the dried leaves of the
maize plant. A jade has been set into
their mouths.

BOOKSHELVES AND TABLES: These contain


materials that can be used in the skill
challenges.
MUMMIES: A DC 13 Religion check identifies
the figures as human priests of Asar-Segt. What
little skin left exposed has dried and shriveled,
and their arms are folded across their chest, a
sacrificial dagger in both hands. The jades
inside their mouths are special components
usable during the skill challenges. A
dungeoneer making a DC 21 Perception check
hears a muted buzzing from within the
mummies: it is a swarm of winged tarantulas
that is released if the wrappings are peeled back
significantly (burst 2, +6 vs. Fortitude, 2d8
poison damage and the target must save versus
poison or die).
CLAY: Dungeoneers drawing close discern that
the clay takes on a vaguely humanoid shape.
Close inspection or a DC 13 Arcana or Religion

12

check reveals faint runes on the clays surface


an incomplete invocation that will transform
the lifeless material into a clay golem. At this
point, begin the Complete the Invocation and
Construct the Golem skill challenges (see
below).
ANIMATING THE GOLEM
The goal of this trial is to successfully animate
the clay golem. The encounter is broken up into
two skill challenges one to piece together the
remainder of the invocation, and the second to
gather reagents and physically complete the
golems construction. Both challenges occur
simultaneously.
SKILL CHALLENGE: COMPLETE THE INVOCATION
Level 3 Complexity 1 (4/3)
Primary DC: 21
Secondary DC: 13
Objective: The invocation scribed in runes on
the clay is incomplete. Using the materials in
the chamber (such as the tomes) and their own
knowledge, the dungeoneers must complete it.
Success: If the skill challenge to construct the
golem is successful, it animates (see below).
Failure: The invocation is jumbled but readable.
If the skill challenge to construct the golem is
successful, it animates and attacks the party (see
below). The trial ends in failure.

SKILL CHALLENGE: CONSTRUCT THE GOLEM


Level 3 Complexity 3 (8/3)
Primary DC: 21
Secondary DC: 13
Gambit DC: 25
Objective:
Asar-Segt
has
tasked
the
dungeoneers with constructing and animating a
clay golem. Using the resources and reagents at
hand and their own knowledge of ritual magic,
they must bring such a creature to life or fail the
trial.
Advantages: A successful gambit earns the
party one of the following advantages (1d6):
d6
1

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.

Complications: A failed gambit incurs one of


the following complications (1d6):
d6
1
2

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.

Trump: Once per game, one dungeoneer may


offer their blood to aid in the animation of the
golem. They lose a healing surge, but gain an
automatic success.
Special: The three jades taken from the mouths
of the mummies contain potent magic that can
aid in the construction of the golem. Inform that
players that they may consume one of the
jades after failing a skill check during the
challenge. If they do so, the jade is destroyed

13

and they add 1d6 to their check result. A


dungeoneer may only consume one jade per
check.
Success: The golem is ready to be animated. See
the Complete the Invocation skill challenge.
Failure: The dungeoneers have failed to
animate the golem, and thus fail the trial. They
are teleported to Room C, along with the three
mummy death-priests, who attack. The deathpriests start the encounter adjacent to the
pedestals, while the dungeoneers start at the
bottom of the staircase leading to Room D.
THE ANIMATED GOLEM
If the dungeoneers succeed at the Construct the
Golem skill challenge but fail the Complete the
Invocation skill challenge, they are teleported to
Room C along with the golem, who animates
and attacks the party. The golem starts the
encounter adjacent to the pedestals, while the
dungeoneers start at the bottom of the staircase
leading to Room D.
If the dungeoneers succeed at both skill
challenges, the golem animates and lumbers
toward the south wall, knocking open a
passageway that leads to Room D2. The golem
does not speak and cannot leave the chamber.

LESSER CLAY GOLEM

LESSER CLAY GOLEM

Level 3 Elite Brute

DEATH-PRIESTS OF ASAR-SEGT

D2. S K U L L

DEATH-PRIESTS (3)

This simple clay altar has one of the divine


skulls set atop it. The holy symbol of Asar-Segt
is etched onto its forehead. It radiates epic tier
warding and necromantic magic if detected for
(Arcana DC 21). A number of hollow clay
figurines stand on the altar near the skull. All
are animals save for one, which is molded in the
shape of a human.

Level 4 Artillery

Large natural animate (construct)

Medium natural humanoid (undead)

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

Attack: Melee 1 (one creature); +9 vs. AC


Hit: 1d12 + 1 damage, and the target cannot regain hit
points (save ends).

Attack: Melee 2 (one creature); +8 vs. AC


Hit: 2d8 + 2 damage, and the target cannot regain hit
points (save ends).
m Clay Smash At-Will
Effect: The lesser clay golem makes two slam attacks.
MINOR ACTIONS
Haste At-Will
Effect: The golem shifts 2 squares.
Str 20 (+6) Dex 15 (+3) Wis 11 (+1)
Con 19 (+5) Int 3 (-3) Cha 3 (-3)
Death The golem splits open in a wash of blood. A
wailing soul flies free.

STANDARD ACTIONS

R Enervating Ray (necrotic) At-Will


Attack: Ranged 10 (one creature); +8 vs. Fortitude
Hit: 1d8 + 4 necrotic damage, and the target is
weakened until the start of the death-priests next
turn.
r Flameskull Blast (fire, necrotic) Recharge 6
Attack: Ranged 10 (one or two creatures); +10 vs. AC
Hit: 2d8 + 4 fire and necrotic damage, and the target
is pushed 1 square.
TRIGGERED ACTIONS
c Winged Tarantula Swarm (poison) Encounter
Trigger: The death-priest is first bloodied in an
encounter.
Attack (No Action): Close burst 2 (enemies in the
burst); +7 vs. Fortitude
Hit: 2d8 poison damage, and the target must make a
successful saving throw or die.
Str 17 (+5) Dex 6 (+0) Wis 12 (+3)
Con 14 (+4) Int 8 (+1) Cha 15 (+4)
Death The death-priest falls to its knees, screams, and
burns away to ash.

14

OF

A SA R - S E G T

If the dungeoneers offer an acceptable prayer


or sacrifice to Asar-Segt, the warding magic
fades from the divine skull, rendering it safe to
claim. Destroying the human figurine also lifts
the protective ward. However, if the
dungeoneers overtures are found wanting, or
if any of the other figurines are broken, the
skull rises into the air, draining the soul of one
random dungeoneer unless they make a
successful saving throw.
The divine skull then fades away.
Succeed or fail, the way back to Room C opens.
Deal one treasure card to the party per living
player.
There is no correct prayer to offer - it is your
charge to decide which ones are worthy. Accept
prayers that are especially thematic, macabre,
enthusiastic, or well thought-out. Do not
tolerate facetiousness, as the gods despise it.

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

Vines and dead roots pierce the uneven


stone of this low-ceilinged hexagonal
chamber. The air reeks of spoiled meat.
The walls are etched with images of
humanoid figures falling from the sky
into a lake of fire. A phoenix is
occasionally visible in the reliefs.
Six niches are set into the walls three
to the north, and three to the south.
Each is about 3 feet to a side and 5 feet
deep.
A dirty human coated in red paste
writhes within each niche, sealed in by
a wall of force. They thrash against the
barrier and cry out for help, but no
sound can be heard.
A six-sided column rises up in the
center of the chamber. Each side bears a
grid of stone faces hewn in the likeness
of various creatures.
Three unlit iron torches are bolted to
the far door.

EXPLORATION
GENERATING

THE

PUZZLES SOLUTION

The correct answer to the puzzle in this chamber


changes each time the adventure is run. At this point
(or before the game, ideally), youll need to generate
its solution:
Gem Color (1d3)
1. Red
2. Green
3. Blue

NICHES: The walls of force are impenetrable


and cannot be dispelled by dungeoneers of such
low level. The humans inside are quite
desperate and (silently) beg for the
dungeoneers to free them.
SIX-SIDED COLUMN: All six faces of this vinechoked pillar have an identical 3-by-4 grid of
stone faces each a foot wide. There are four
varieties of faces bird, reptile, fish, and insect
and the gems set into their eyes appear in
three different colors red, green, and blue.
(ILLUSTRATION #1)

Animal (1d4)
1. Bird
2. Reptile
3. Fish
4. Insect

Close inspection reveals that each of the stone


faces can be slid out from the pillar about arms
length.

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

This is a puzzle that must be solved before the


dungeoneers move on to the next part of the
trial (see below). If they are unable to solve it,
they cannot claim the divine skull from this
wing of the Crucible and must turn back.
EAST DOOR: Three torches are set in iron
sconces on the face of this barren door. There
are no handles or other means of opening it. It
radiates conjuration and illusion magic if
detected for (Arcana DC 21). This door opens
when the puzzle is solved.

THE PUZZLE OF FACES


The object of this puzzle is simple: pull the right
face from the column. Each time a face is slid
out, one, two, or three of the torches on the east
door burn to life one for each element of the
solution the dungeoneers have correct. The
torches do not indicate which of the elements
the dungeoneers have correct it only displays
how many.
For example, if the correct choice is the fish on
the southern face of the pillar with blue gems
for eyes, and the dungeoneers pull out the
reptile on the north face with blue gems for
eyes, one of the three torches would light.
Each time the dungeoneers pull a face from the
column that is not the solution, a stone block
slams down in one of the six niches, crushing
the human inside. The torches on the door
signal how many elements of the guess were
correct, and play continues.
When the sixth human is slain, the floor of the
chamber disappears in a cloud of arcane dust,
plunging all dungeoneers into a watery pit 50
feet below lined with tall wooden spikes (+6 vs.
Reflex). On a hit, the target is impaled on one of
the spikes, dying seconds later. On a miss, the
dungeoneer manages to fall between the spikes
into a morass of sludge and bone, taking 5d12
falling damage. The door back to Room C

opens, and no more faces can be slid out from


the column.
If the dungeoneers slide the correct face from
the pillar, all three torches light and the sound
of rushing sand rumbles from inside the
column. The east door opens with a heavy click
and the remaining humans in the niches fade
away.

BEHIND

THE

MASK: PUZZLES

Puzzles and other tests of player intelligence are a


mainstay of fourthcore dungeon delves. In this
puzzle, the players must use a very thoughtful
process of elimination to deduce which face is the
correct one, testing different faces and removing
possibilities based on the feedback given to them
through the torches.
Its crucial that you dont give out any hints beyond
what the adventure instructs. Dont allow skill checks
to get additional clues or insights. Like many
fourthcore challenges, the goal is to test the puzzleand problem-solving skills of the players, not the build
of their characters.

16

E2. G AU NT L E T

OF

F L AM E

A stone guardian lurks in this gauntlet of traps,


protecting an illusory divine skull.
FEATURES OF THE AREA

This long hallway is coated in soot.


Hundreds of holes line a ceiling scarred
by flame.
The air is heavy with the scent of
burning wood.
Six alcoves traced in grotesques line the
north and south walls. A trap door is
set into the back of each.
A short flight of broad steps ascends
toward a large alcove in the far wall. It
contains a clay altar with a crystal skull
sitting atop it. A mound of treasure
surrounds the base of the altar.
A smoke-stained tapestry behind the
altar is embroidered with seven
worshipping figures.

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).

The trap doors are set into the middle of the


back walls, about chest height on a human.
Each is engraved with a numeral (see map) and
the holy symbol of Kotaresh. They are locked,
but can be forced open with a DC 21 Athletics
or DC 17 Thievery check. A dungeoneer may
attempt these checks again, even if they fail.
Each trap door opens to reveal a space about a
forearms length to a side. Inside is an unlit iron
torch. The torches radiate conjuration,
transmutation, and evocation (fire) magic if
detected for (Arcana DC 21). They cannot be lit
by mundane or magical fire they only ignite
when touched to the burning skeletons wielded
by the stone guardian (see below).
The torches from vaults 3 and 5 are required to
solve the puzzle in this chamber; the rest are
tricks (see below).
HOLES: These holes are wraith flame jets (see
below).
PITS: The pits shown on the map are wellhidden (Perception DC 21) and are 20 feet deep
(+6 vs. Reflex, 2d10 falling damage).

17

BEHIND

THE

MASK: BLACK MAGIC AND

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.

ALTAR: Dungeoneers making a DC 21 Insight


check recognize that the altar, the skull, and the
treasure are an illusion. The alcove is in fact
occupied by a large marble elephant on heavy
stone wheels. This becomes apparent to any
dungeoneer that moves on to the steps, as the
illusion breaks and the elephant rolls forward in
a straight line (+4 vs. Reflex) before passing

through the west door and plunging into the


pit. Dungeoneers hit by the rolling colossus are
crushed to death; those missed are pushed into
the nearest safe square.

ENCOUNTER
The encounter begins when the last dungeoneer
has entered the chamber. The floor in Room E
disappears (p. 16).

If the elephant hits the stone guardian, it stops


and becomes blocking terrain. The stone
guardian takes 25 points of damage.
MAGIC TORCH SCONCES: On either side of the
eastern alcove are iron torch sconces that
radiate transmutation magic if detected for
(Arcana DC 21). If the torches from vaults 3 and
5 are lit with the flames of the burning
skeletons and fitted into the two sconces, a
single chime can be heard, and the wall in the
back of the alcove opens, revealing a swirling
silver portal leading to Room E3.
If any of the trick torches are fitted into the
sconces, they explode like a fireball (close blast
3, +6 vs. Reflex, 6d6 fire damage, miss half). The
sconces are unharmed by the blast.

hidden traps (Insight DC 21). The stone


guardian fights until destroyed.
After each of the guardians turns, the traps
activate. There are three traps in total: the
wraith flame jets, the crushing ceilings in the
alcoves, the death ray skulls in the crushing
ceiling blocks. Each attack in the order theyre
listed.
LIGHTING THE MAGIC TORCHES: A dungeoneer
adjacent to the stone guardian can light a magic
torch they are carrying as a minor action by
holding it to one of the flaming skeletons.
The encounter ends when the dungeoneers
have escaped through the portal to Room E3.

A stone guardian materializes in the area


marked on the map. It is a 10-foot-tall golem of
roughly humanoid shape glowing with
protective runes that leave trails of crimson
smoke when it walks. Its head is carved in the
shape of an eagle.
In each of its heavy fists the guardian clutches a
wriggling burning skeleton that it swings like a
flail. It avoids the pits and the center of the hall
(where the stone elephant might roll), which
may tip off dungeoneers to the presence of the

18

STONE GUARDIAN

STONE GUARDIAN

1. WRAITH FLAME JETS


Trap
Level 2 Elite Brute

Large natural animate (construct)

Holes in the ceiling spray forth a cloud of burning,


wailing wraiths.

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

Initiative acts after stone guardian


Immune attacks

TRAITS

COUNTERMEASURES

Incineration

Avoid: Dungeoneers in the areas not shaded red


on the map are unaffected.

A creature reduced to 0 hit points by the stone


guardian is destroyed.
Shielding Runes
At the start of each of the stone guardians turns, it
may make a saving throw against one effect a save
can end.
STANDARD ACTIONS
M Burning Skeleton (fire) At-Will
Attack: Melee 2 (one creature); +7 vs. AC
Hit: 2d6 + 2 fire damage, and the target is pushed 1
square.

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

Attack: Melee (creatures in one of the six random


alcoves); +4 vs. Reflex
Hit: 4d8 + 16 damage, and the target is restrained
(escape DC 21). The ceiling of the alcove retracts
at the start of the stone guardians next turn.
Miss: The target is pushed into the nearest safe
unoccupied square.

r Scorching Ray (fire) At-Will (1/round)

COUNTERMEASURES

Attack: Ranged 10 (one creature); +5 vs. Reflex


Hit: 6 fire damage.

Brace: When this trap attacks, a dungeoneer can


make a DC 21 Athletics check as an immediate
interrupt to brace the ceiling. Success keeps the
ceiling from crushing down and prevents the
death ray skull from firing. Inform the
dungeoneers of this option when appropriate.
Disable: A dungeoneer in one of the alcoves can
disable that alcoves crushing ceiling with a

m Guardians Fury (fire) At-Will


Effect: The stone guardian makes two burning
skeleton attacks.

Str 20 (+6) Dex 8 (+0) Wis 12 (+2)


Con 16 (+4) Int 3 (-3) Cha 3 (-3)
Death The golem melts into a pile of mud with a
groan. The skeletons continue to burn, allowing the
dungeoneers to still light the torches.

19

standard action and a DC 21 Thievery check. If


successful, the trap in that alcove does not
activate when rolled.
Evade: When this trap attacks, a dungeoneer can
make a DC 13 Acrobatics check as an immediate
interrupt to leap out of the alcove. On a
success, the dungeoneer shifts into the nearest
unoccupied square outside the alcove. The
dungeoneer is still susceptible to the death ray
skull trap, however. Inform the dungeoneers of
this option when appropriate.
3. DEATH RAY SKULLS
Trap
Set into a niche inside the crushing ceiling blocks,
facing outward, are ceramic skulls impaled on a
wooden spike. They are bathed in an aura of violet
flame that focuses into an arc of enervating magic.
Initiative acts after crushing ceilings
HP 1 each (6 total, 1 in each crushing block)
AC 15, Fortitude 15, Reflex 5, Will
Resist 5 all; Immune all conditions, forced
movement, necrotic, ongoing damage, poison,
psychic
STANDARD ACTIONS
r Death Ray (necrotic) At-Will
Attack: Ranged 10 (enemy nearest to the ceiling
that just crushed down); +6 vs. Will
Hit: 2d4 + 2 necrotic damage, and the target is
treated as if it had just failed a death saving
throw.
Special: A dungeoneer slain by this trap falls to its
knees and wheezes forth a cloudkill in a close
burst 1. Adjacent dungeoneers must save versus
poison or lose 2 healing surges.
COUNTERMEASURES
Dispel: A dungeoneer may ready an action to
dispel the next death ray skull that appears
(Arcana or Religion DC 21).

BEHIND

THE

MASK: TRAP GAUNTLETS

Fourthcore encounters are often very complex,


blending combat, puzzles, hazards, and many traps.
They also typically have an objective beyond
destroying all the enemies in this case, retrieving
and lighting the magic torches.

E3. S K UL L

OF

K O T A RE S H

This small chamber contains a clay altar with


one of the divine skulls set on top of it. The
skull bears the holy symbol of Kotaresh. It
radiates epic tier warding and necromantic
magic if detected for (Arcana DC 21).

In trap gauntlets like these, it will quickly become


obvious that theres no safe place to stand. No
matter where the dungeoneers move to, theyre
being threatened by one or more traps. This is
intentional. As is mentioned in the players
introduction, many fourthcore challenges especially
trap gauntlets are exercises in risk management.
There are no completely safe moves. The players
must decide on a round-by-round basis which actions
carry the least risk, adapting when new traps are
sprung and old traps are disabled.

If the dungeoneers offer an acceptable prayer


to Kotaresh, the warding magic fades from the
divine skull, rendering it safe to claim. Creating
an illusion also dispels the ward. Otherwise,
touching the divine skull causes it to rise into
the air, draining the soul of one random
dungeoneer unless they make a successful
saving throw.

Does a dungeoneer stay in the open, taking the


automatic but weak wraith flame damage? Or do they
duck into the alcoves, which protect them from the
fire but expose them to the crushing ceiling traps?
These dilemmas and others are the essence of the
gauntlet.

Succeed or fail, the way back to Room C opens.


Deal one treasure card to the party per living
player.

The divine skull then fades away.

Like the other divine skulls, there is no single


correct prayer or offering use your judgment
as the Dungeon Master to reward creativity and
punish frivolity.
A silver portal here transports the dungeoneers
back to Room C.

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

Large brass braziers sit atop high


columns, their light glinting off the
hieroglyphs that blanket the walls.
Ahead, two archways are set into the
wall, the way through barred by jade
portcullises coated in slime.
In between the two archways lies a
massive sarcophagus nearly 10 feet
long.
Dozens of clay jars some as tall as a
human stand around the base of the
sepulcher.
Waves of heat ripple through the air,
carrying on their crest the scent of
burning incense.

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)

that attacks the party along with the mummy


naga, who is now enraged.

dungeoneers start at the bottom of the stairs


leading to Room F.

SARCOPHAGUS AND JARS: When a dungeoneer


steps onto the stairs, a mummy naga emerges
from the sarcophagus, its eyes burning with
green flame. It speaks in a raspy voice,
informing the dungeoneers that, in order to
pass safely, they must demonstrate their loyalty
to the Mother of Beasts.

The naga also fights if it is interrupted (it gives


only one warning), or if the dungeoneers
attempt to open any of the jars or pass through
the lowered portcullises.

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

MASK: PLAYER KNOWLEDGE

Like many fourthcore challenges, this trial is designed


to test the players knowledge - in this case, their
knowledge of DUNGEONS & DRAGONS monsters.
The players shouldnt be allowed to make skill checks
to get the right answer to the nagas riddles. Some
players find this suspension of character knowledge
arbitrary and a circumvention of the games skill
system, and thats fine. Fourthcore isnt meant for
them.

The dungeoneers may deliberate among


themselves for as long as they like, but only one
may speak for the party and give an answer.

Who these challenges are made for, on the other


hand, are players who welcome and are entertained
by a flimsy pretext to test (and flaunt!) their mastery
of D&D trivia.

If, at the end of the test, the dungeoneers have


gotten at least six of the riddles correct, the
naga raises the portcullises and unlocks the
entrance. The party may proceed to Room F2.
Otherwise, the dungeoneers and the mummy
naga are teleported to Room C, and it attacks
immediately. The mummy naga begins the
encounter adjacent to the pedestals, while the

The monsters used in this challenge are present in


every edition of DUNGEONS & DRAGONS, so veterans of
games like AD&D should have no trouble keeping
pace.

21

And no, nobody should be allowed to reference the


MONSTER MANUAL or MONSTER VAULT during this
encounter.

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)

9. At the center of a maze this beast of legend


stands / with the head of a bull and the body of
a man. (Minotaur)
10. A mans head, a lions body, a pair of bats
wings / with the spikes on its tail it pierces and
stings. (Manticore)
11. Beware her shape and the taste of her kiss /
with but a single touch shell drag your soul to
the Abyss. (Succubus or Lilitu)
12. It sleeps beneath the waves, away from the
suns glow / cut off one head, and two more
will soon grow. (Hydra)
HARD MONSTERS (1d8)
1. A body like the buffalo, but in fields it does
not graze / a long neck, a foul smell, and a
deadly gaze. (Catoplebas)
2. With insect eyes that dazzle and daze / it
tunnels through the earth, leaving only a maze.
(Umber Hulk)
3. A mass of eyes and teeth and lips / a
chattering ooze that slithers and drips.
(Gibbering Mouther, Gibbering Beast or
Shoggoth)
4. Brilliant feathers and scales that shimmer /
born of the clouds and the stars that glimmer.
(Couatl)
5. From the forest it rises, mighty and tall /
against civilization, it remembers all. (Treant)
6. With no need for a body, it is only a head / a
lord of great tombs and a king to the dead.
(Demilich)

22

7. Place your toll in its fingers six / and it shall


ferry you across the River Styx. (Charon or
Charonademon).
8. Cursed by the gods with a barren womb /
the eater of children and a mothers doom.
(Lamia)

F2. S K UL L

OF

LYTH

This small chamber contains a clay altar with


one of the divine skulls set atop of it. The skull
bears the holy symbol of Lyth. It radiates epic
tier warding and necromantic magic if detected
for (Arcana DC 21).
If the dungeoneers offer an acceptable prayer to
Lyth, the warding magic fades from the divine
skull, rendering it safe to claim. Alternatively, a
dungeoneer with a hybrid ancestry (half-elves,
half-orcs, and tieflings qualify) can simply take
the skull, as they are favored by Lyth.
In any other case, touching the divine skull
causes it to rise into the air, draining the soul of
one random dungeoneer unless they make a
successful saving throw.
The divine skull then fades away.
Succeed or fail, the way back to Room C opens.
Deal one treasure card to the party per living
player.

MUMMY NAGA

MUMMY NAGA

Level 3 Elite Skirmisher


Large immortal magical beast (reptile, undead)
HP 70; Bloodied 35
Initiative +7
AC 17, Fortitude 15, Reflex 16, Will 15
Speed 5
Immune disease; Resist 10 necrotic, 10 poison
Perception +3, Darkvision
Saving Throws +2
Action Points 1

r Dispel Magic Encounter


Attack: Ranged 5 (one creature); +6 vs. Will. The use
of this power does not provoke opportunity attacks.
Hit: The target cannot use powers granted by magic
items (save ends). Second Failed Save: One magic item
the target is carrying is destroyed (nagas choice).
TRIGGERED ACTIONS
Pestilent Demise Encounter

Flammable Corpus

Trigger: The mummy naga is reduced to 10 or fewer


hit points.
Effect (No Action): The mummy naga dies. Its body
splits open, and out from inside of it fly 10 ghoul
stirges (see below). The ghoul stirges act
immediately.

Whenever the mummy naga takes fire damage, it also


takes ongoing 5 fire damage (save ends).

Str 18 (+5) Dex 15 (+3) Wis 14 (+3)


Con 13 (+2) Int 11 (+1) Cha 13 (+2)

STANDARD ACTIONS

Death see pestilent demise

TRAITS

M Rotting Bite (necrotic) At-Will


Attack: Melee 2 (one creature); +8 vs. AC
Hit: 2d8 + 2 necrotic damage, and the target cant
regain hit points until the end of the naga mummys
next turn.
Effect: The mummy naga shifts 1 square.
c Spit Poison (poison) Recharge 6
Attack: Close blast 3 (creatures in the blast); +6 vs.
Fortitude
Hit: 1d4 + 4 poison damage, and ongoing 10 poison
damage (save ends). Second Failed Save: The target
dies.
r Hold Person Encounter
Attack: Ranged 5 (one creature)
Effect: The target is immobilized (save ends).

GHOUL STIRGES (10)

Level 1 Minion Lurker

Small natural beast (undead)


HP 1; a missed attack never damages a minion
AC 15, Fortitude 11, Reflex 15, Will 13
Speed 1, fly 5
Immune disease, poison
STANDARD ACTIONS
M Paralyzing Bite (necrotic) At-Will
Attack: Melee 1 (one creature); +6 vs. AC. This attack
automatically hits an immobilized target.
Hit: 3 necrotic damage, and the target is immobilized
(save ends). If the target is already immobilized, the
ghoul stirge permanently drains 1 hit point from it.

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

A three-headed dracolisk nests atop a ziggurat


in this massive chamber. To defeat it, the
dungeoneers must cut the poison hearts from
Kishars guardians and throw them into the
dracolisks mouth.

OBELISKS: The obelisks are 25 feet tall. Each has


an alcove at their base just large enough for a
human to stand in. The guardians of Kishar
materialize here when the encounter begins (see
below).

The door seals shut when the last dungeoneer


enters.

STATUES: The eight statues depict Kishar. They


can be climbed with a DC 13 Athletics check.

FEATURES OF THE AREA

TREES: The trees are difficult terrain and grant


superior cover to creatures standing amid them.

Sand and mud cover the floor of this


impossibly large chamber.
The air is heavy and moist. The ceiling
is obscured by low, dark clouds.
Half of an adobe brick ziggurat looms
against the east wall. Its highest tier
reaches nearly 50 feet.
A procession of towering statues
depicting a woman in fluted plate mail
stand in the center of the area. They
hold long stone spears that form a
canopy over the path between them.
Four obelisks rise from stone platforms.
A small alcove is visible at the base of
each.
A squat hut of mud and brick sits
against the north wall.

CHASM: The chasm is 30 feet deep. Climbing


out requires a DC 13 Athletics check.
HUT: This two-chambered hut contains three
Medium-sized statues of female warriors
garbed in feathers and scale mail. An adobe
sarcophagus lies in the second room. It is
warded with a curse (Arcana, Religion, or
Thievery DC 21 to dispel) that automatically
polymorphs any creature that touches it into a
snake (save ends). While polymorphed, a
creatures size becomes Tiny and it can take no
actions other than moving.
Deal the party one treasure card if they open
the sarcophagus.

24

A mural above the sarcophagus depicts a


feathered warrior standing over the mangled
body of their enemy. The figure is throwing a
bloody heart into the open mouth of a threeheaded reptilian creature.
This is a clue to the dungeoneers as to how they
might defeat the three-headed dracolisk (see
below).

BEHIND

THE

MASK: FOURTHCORE BATTLES

Set-piece combat encounters in fourthcore


adventures are bloody affairs characterized by
expansive environments and monsters that far
outnumber or outmatch the dungeoneers. In this
case, the dungeoneers must not only contend with
four of Kishars guardian warriors, but also a solo
creature thats part-basilisk and part-black dragon.
However, things arent hopeless. Rare is the
fourthcore combat encounter where the goal is to
destroy every enemy. Instead, an objective usually
presents itself sometimes called a combat out
that allows the dungeoneers to even the odds. It also
keeps otherwise very complex encounters from
running much longer than they should. Throwing the
poisoned hearts into the dracolisks mouth is an
example of such an objective.

ZIGGURAT: Each step of the ziggurat is 8 feet


higher than the one preceding it. A dungeoneer
climbing it (Athletics DC 13) can ascend one
level per move action expended.
ENCOUNTER
The encounter begins when any of the
dungeoneers moves within line of sight of the
three-headed dracolisk (area shaded green on
the map). The dracolisk roars, which causes the
guardian warriors of Kishar to materialize at
the base of the obelisks.
It is possible to sneak through the dracolisks
line of sight with a DC 13 Stealth check. The DC
increases to 21 if a creature attempts to sneak
while within 5 squares of the dracolisk.

THREE-HEADED DRACOLISK: This creature is


part-basilisk and part-black dragon. It flies into
close quarters whenever dungeoneers cluster,
using its triple bite, petrifying gaze, and breath
weapon powers as often as possible. When
bloodied, the dracolisk retreats to the top of the
ziggurat and uses its second wind.
GUARDIAN WARRIORS: There are four guardian
warriors in total. Each fight until destroyed.

Marauder of Kishar (M). A barbarian


woman in feathered scale mail wielding
a double flail. She charges into melee
and prefers to focus her attacks on a
single target, pursuing them across the
chamber if necessary.
Assassin of Kishar (A). A winged
human figure with a stylized demon
mask. It soars over the battlefield,
picking off targets with its poisoned
crossbow. It prefers attacking targets
that are out in the open, rather than
those hiding in the trees or behind
terrain.
Channeler of Kishar (C). This bald
male human has had his eyes gouged
out. He carries a green crystal in each
hand through which he casts spells that
maim and paralyze. The gems shatter
when he dies.

25

Doom-Paladin of Kishar (P). Heavy


black armor protects this female human
warrior wearing a bone crown. Her role
on the battlefield is to defend and heal
the other guardian warriors while
augmenting their attack powers.

When a guardian warrior dies, leave its token


or miniature on the battlefield to represent its
corpse. As a standard action, a dungeoneer
adjacent to one of the corpses can cut out its
heart. The guardian warriors hearts are coalblack and continue to beat even when removed.
As a standard action, a dungeoneer within 2
squares of the dracolisk can throw a heart into
its mouth. Doing so automatically deals 50
points of poison damage to it.

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.

The encounter ends when the dracolisk has


been slain. Any guardian warriors still alive die
screaming in a cloud of burning locusts.
The dracolisk emits a thunderous roar that
knocks down the wall barring access to Room
G2.

THREE-HEADED DRACOLISK

c Breath Weapon (acid) Recharge when first


bloodied

GUARDIAN WARRIORS OF KISHAR

THREE-HEADED DRACOLISK

Attack: Close blast 5 (creatures in the blast); +7 vs.


Reflex
Hit: 3d8 + 3 acid damage, and ongoing 5 acid damage
(save ends).
Miss: Half damage.

MARAUDER OF KISHAR

Level 2 Solo Soldier


Large natural magical beast (dragon, reptile)
HP 130; Bloodied 65
Initiative +6
AC 18, Fortitude 16, Reflex 14, Will 12
Speed 4, fly 6 (clumsy)
Immune gaze; Resist 10 acid
Perception +1, Darkvision
Saving Throws +5
Action Points 2
TRAITS
Relentless Territorialism Aura 2
The dracolisk makes a coup de grace attack as a free
action against any creature that starts its turn in the
aura helpless.
Action Recovery
At the end of the dracolisks turn, any dazing,
stunning, or dominating effect on it ends.
Basilisk Weakness
If an attack scores a critical hit against the dracolisk, it
is blinded and cannot use powers with the gaze
keyword until the end of its next turn.
STANDARD ACTIONS
M Acidic Bite (acid) At-Will

Level 1 Brute

Medium natural humanoid

Effect: The dracolisk regains 30 hit points.

HP 27; Bloodied 13
Initiative acts after dracolisk
AC 13, Fortitude 15, Reflex 12, Will 11
Speed 7
Perception +0

MINOR ACTIONS

TRAITS

c Petrifying Gaze (gaze) At-Will

Killing Charge

Attack: Close blast 5 (one creature in the blast); +7 vs.


Fortitude
Hit: The target is immobilized (save ends). First Failed
Save: The target is petrified (no save).

When making an attack roll as part of a charge, the


marauder rolls twice, taking the higher result.

TRIGGERED ACTIONS

Attack: Melee 1 (one or two creatures); +6 vs. AC. If


the marauder targets only one creature, it may make
this attack twice against that creature.
Hit: 1d8 + 4 damage.

Second Wind Encounter

Acidic Blood (acid) At-Will


Requirement: The dracolisk must be bloodied.
Trigger: The dracolisk is hit by a melee attack.
Attack (No Action): Melee 2 (the triggering creature)
Effect: The triggering creature takes 5 acid damage.
Str 18 (+5) Dex 16 (+4) Wis 11 (+1)
Con 20 (+6) Int 15 (+3) Cha 13 (+2)
Death The dracolisk lets out a terrifying roar, and a
swarm of beetles emerges from the ziggurat and
reduces it to a bloodied skeleton in seconds.

Attack: Melee 2 (one creature); +7 vs. AC


Hit: 1d6 + 5 acid damage.
m Triple Bite (acid) At-Will
Effect: The dracolisk makes three acidic bite attacks,
each against a different target. If the dracolisk attacks
only a single creature, it gains a +5 bonus to damage.
c Triple Gaze (gaze) Recharge 5 6
Effect: The dracolisk makes three petrifying gaze
attacks, each against a different creature.

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

DOOM-PALADIN OF KISHAR Level 1 Soldier (Leader)

Medium natural humanoid

Medium natural humanoid

Medium natural humanoid

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

R Force Arrow (force) At-Will

Crown of Kishar Aura 5

The assassin deals 2d6 extra damage to creatures it


has combat advantage against.

Attack: Ranged 10 (one creature); +5 vs. Reflex


Hit: 1d8 + 4 force damage, and the target is pushed 1
square.

Allies in the aura gain a +1 bonus to attack rolls and all


defenses.

r Phantasmal Force (psychic) Encounter

M Bonesword of Kishar At-Will

Attack: Ranged 10 (one creature); +5 vs. Will


Hit: 2d6 + 4 psychic damage, and the target is dazed
(save ends).

Attack: Melee 1 (one creature); +6 vs. AC


Hit: 1d8 + 3 damage, and one humanoid ally within 5
squares of the doom-paladin may make a basic attack
as a free action.

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.

c Summoned Viper Swarm (poison) Encounter


Attack: Close blast 5 (enemies in the blast); +5 vs.
Fortitude
Hit: 2d6 + 4 poison damage.
Str 9 (-1) Dex 15 (+2) Wis 18 (+4)
Con 9 (-1) Int 18 (+4) Cha 11 (+0)

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

This small chamber contains a clay altar with


one of the divine skulls set atop of it. The skull
bears the holy symbol of Kishar. It radiates epic
tier warding and necromantic magic if detected
for (Arcana DC 21).
If the dungeoneers offer an acceptable prayer
to Kishar, the warding magic fades from the
divine skull, rendering it safe to claim.
Alternatively, a dungeoneer sharing an
exaggerated, violent tale of martial victory or
revenge can claim the skull, as such an act
pleases Kishar.
In any other case, touching the divine skull
causes it to rise into the air, draining the soul of
one random dungeoneer unless they make a
successful saving throw.
The divine skull then fades away.
Succeed or fail, the way back to Room C opens.
Deal one treasure card to the party per living
player.

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

This cramped shrine is illuminated by


hundreds of candles that sit in
hemispheric niches in the walls.
Four bone-white pedestals stand in the
center of the chamber, each identical to
those seen in the Great Hub.
A large, intricately-sculpted clay statue
stands in an alcove to the north.
A silver portal is set into the far wall, its
swirling mists filling the chamber with
a low oscillating hum.

TALISMAN: A creature that gazes upon the


talisman for more than a moment (to study it,
for instance), begins to hear heavy drums and
chanting that grows in intensity. If a
dungeoneer continues to observe the item, their
skin begins to itch, and they feel trepidation as
if they are being chased. The drumming
becomes impossibly loud and quick.
If a dungeoneer touches the amulet, they are
attacked by a powerful curse (+4 vs. Will). On a
hit, an undulating black rash spreads across the
victims body, bringing with it lesions and large
boils. Within seconds, the skin peels away like
burnt parchment, revealing a bloody skeleton
covered in thousands of crawling, chittering
insects. The insects devour the victims organs
and then fly, skitter, or wriggle away when the
bones have been picked clean.

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).

There is no helping the victim, and a


dungeoneer touching the affected creature in an
attempt to aid them suffers the same fate unless
a successful saving throw is made.
On a miss, the target loses a healing surge and
faints for one minute. The attack repeats itself
each time a dungeoneer touches the talisman.
PEDESTALS: The four pedestals are identical in
every way to those found in Room C. If all four
divine skulls are placed on the pedestals, a

29

BEHIND

THE

MASK: SECRETS

Fourthcore adventures are full of secrets and almost


always include hidden chambers near the end of the
dungeon accessible only to groups who have delved
exceptionally well. These secret caches reward the
players with extra treasure or clues that give them an
edge in the final encounter.

blinding flash of emerald magic fills the shrine,


and the candles suddenly blow out. When
vision returns to the dungeoneers, they will
find that a single ray of light has pierced the
ceiling of the chamber, which shines down onto
the talisman around the statues neck.
The talisman is now safe to take. Hand the
players the talisman of glory artifact card
included with this adventure.
A hoard of treasure has also appeared at the
statues base. Deal one treasure card to the
party per living player.
PORTAL: This silver portal
dungeoneers back to Room C.

takes

the

I. L AI R

OF

T HE R UA C H

In the final test, the dungeoneers must do battle


with the ruach, a ghostly aspect of the gods. The
ruach manifests differently depending on which
divine skull was set into the portal.

FEATURES OF THE AREA

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.

Smooth, almost flawless obsidian walls


jut from the broken sandstone floor of
this mazelike lair.
A searing wind whips through the
archways that split the area into smaller
chambers.
Ahead, a bloody throne sits flanked by
iron braziers. A skull has been impaled
on each arm of the great stone seat.
A figure rises from the throne, its form
dark and wispy like campfire smoke. It
seems to speak, though the voice echoes
from every surface of the lair: Die and
die and die again, well drown this
world before nights end.

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.

Place the rest of the tiles randomly in any


orientation. When completed, you should have
an encounter area that looks similar the one
shown to the right.

PITS OF BONES: A dungeoneer that is knocked


into a pit takes 1d12 damage plus 1d8 necrotic
damage and falls prone. The DC to climb out of
the pit is 15. If the ruach is knocked into the pit,

30

it discorporates and reappears on the throne at


the start of its next turn.
At the start of each of the ruachs turns, 2
decrepit skeletons (MONSTER VAULT) crawl out
of each pit and act immediately.
SPHERES OF ANNIHILATION: Two spheres of
annihilation spin in place, pulling nearby
creatures into them. At the start of each of the
ruachs turns, dungeoneers within 5 squares are
subject to the spheres gravity (+6 vs. Fortitude).
On a hit, the target is pulled 2 squares toward
the sphere and slowed until the end of their
next turn. Dungeoneers that enter a spheres
space are utterly destroyed.
The ruach is immune to the spheres.
THRONE: The throne is made of stone and
coated in blood. A dungeoneer that sits on the
throne is struck from the heavens by a lightning
bolt (+8 vs. Reflex, 10d6 lightning damage, miss
half). Lightning continues to strike the target at
the start of each of their turns as long as they
remain on the throne.
An unlit golden torch that radiates epic tier
conjuration and divine magic (Arcana or
Religion DC 15) lies on the throne. It is with this
torch that the divine brazier must be lit (see
below).

ENDING THE ADVENTURE


BEHIND

THE

MASK: THE FINAL BATTLE

The last encounter of a fourthcore adventure is


designed to be extremely deadly and patently unfair.
It is often a battle against a foe that greatly
overpowers the dungeoneers in a lair filled with
tricks, traps, and dangerous hazards all of which the
enemy is impervious to. Most, if not all, of the
dungeoneers will be slain.
However, if the players did well during the adventure,
they may meet the final encounter with enough
resources remaining and treasure in hand to even the
scales. Also, as Room H illustrates, the dungeon
usually conceals a trump that can give the
dungeoneers a shot at a decisive victory...

DESTROYING THE RUACH


When the ruach is reduced to 0 hit points, it
falls to the ground with a terrifying scream.
Violet fire bathes the remains. The dungeoneers
have until the start of the ruachs next turn to
bring the torch from the throne to the violet
flame on the ruachs corpse and light it. If this is
achieved, all of the dungeoneers are instantly
teleported to a chamber at the top of the
ziggurat where the divine brazier sits.
However, if the dungeoneers are unable to
bring the torch to the ruachs corpse before the
start of its next turn, the flame expires and the
adventure ends in defeat.

31

If the dungeoneers are teleported to the top


chamber of the ziggurat, they light the divine
brazier and win the adventure. The gods speak
to them in unison, congratulating them on their
victory and blessing them for their piety.
When the afterlife comes for these champions
and it will come soon it shall be glorious.

THE RUACH

TRIGGERED ACTIONS

The ruach is a ghostly manifestation of the


gods power. Depending on which divine skull
was fitted into the wall in Room C, the ruach
takes on different forms with different abilities.

RUACH OF THE GODS

Level 4 Solo Soldier

Medium immortal humanoid


HP 170; Bloodied 85
Initiative +7
AC 20, Fortitude 16 ( ), Reflex 16 ( ), Will 16 ( )
Speed 6, 6 teleport (phasing)
Perception +5, Darkvision
Saving Throws +5
Action Points 3
TRAITS
Divine Prescience Aura 5
Immediate interrupts triggered by actions the ruach
takes are treated as immediate reactions.

Violent Discorporation Encounter


Trigger: The ruach becomes bloodied.
Effect: The ruachs form becomes unstable, erratically
changing between each of the four possible
manifestations. Until the end of the game, it may use
any standard action power from any of the
manifestations.
In addition, the tile with the violet portal and the
tiles to the left and right of it cave in. Dungeoneers
standing on those tiles must make a saving throw. On
a success, they shift into the nearest unoccupied safe
square. On a failure, they are crushed to death.
If the ruach is standing on any of these three tiles,
it teleports back to the throne.
Wrath of the Gods (force) At-Will
Trigger: The ruach fails a saving throw.
Attack (No Action): Close burst 3 (creatures in the
burst)
Effect: 2d8 force damage, and the target is pushed 2
squares and knocked prone.

STANDARD ACTIONS

Str 16 (+5) Dex 16 (+5) Wis 16 (+5)


Con 16 (+5) Int 16 (+5) Cha 16 (+5)

M Melee Strike At-Will

Languages Supernal

Attack: Melee 1 (one creature); +10 vs. AC


Hit: 2d8 + 9 damage, and the target is pushed 1
square.
R Ranged Strike At-Will
Attack: Ranged 10 (one creature); +10 vs. AC
Hit: 2d8 + 9 damage, and the target is pushed 1
square.
mr Solo Threat At-Will
Effect: The ruach makes three basic attacks, each
against a different target. If the ruach targets only
one creature with this attack, it gains a +5 bonus to
the damage roll.

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

Slime Trail (acid) Aura 5

Ash Cloud (fire, necrotic) Aura 2

The ruach is considered to be an ally of the


dungeoneers for the purpose of resolving powers
and abilities.

Squares in the aura are difficult terrain to the ruachs


enemies. Creatures entering or starting their turn in
the aura take 2 acid damage.

Enemies entering the aura take 5 fire and necrotic


damage and are weakened until the end of their next
turn.

STANDARD ACTIONS

Mother Monster

STANDARD ACTIONS

Doppelgangers Trick Recharge when first bloodied

At the start of the ruachs turn, 3 decrepit skeletons


emerge from each pit instead of 2.

a Enervating Flame Strike Recharge when first


bloodied

STANDARD ACTIONS

Attack: Area burst 1 within 10 (creatures in the burst);


+10 vs. AC
Hit: 6d6 + 6 fire and necrotic damage. If the target is
bloodied as a result of this attack, they lose a healing
surge.

Effect: Choose an encounter or daily power an enemy


within 10 squares has not expended. The ruach uses
that power as if it had it. If it is an attack power, the
attack bonus is +10 vs. the defense targeted by the
power, and the ability modifier is +3.
TRIGGERED ACTIONS
m Projected Illusion (illusion) Recharge 6
Trigger: The ruach is hit by an attack.
Effect (Immediate Interrupt): The ruach teleports 12
squares.

c Feather Whirlwind Recharge when first bloodied


Attack: Close burst 5 (enemies in the burst); +10 vs.
Reflex
Hit: 3d6 damage, plus 2 damage per ally in the burst.
Miss: Half damage.
Effect: The target slides 2 squares and is knocked
prone.
MINOR ACTIONS
Spawn Minion At-Will
Effect: A decrepit skeleton appears in an unoccupied
square within 5 squares of the ruach.
Teleport Minion (teleportation) At-Will
Effect: Up to 2 minions within 5 squares of the ruach
teleport 5 squares.

33

MINOR ACTIONS
m Blackfire (fire, necrotic) At-Will
Attack: Ranged 10 (one creature)
Effect: 3 fire and necrotic damage.

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