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CAMPAIGN WORKBOOK

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

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

tarmantle was gone.

In its place was a madmans fancy. Translucent emerald spires reached from the earth in wild abandon. Each hummed a single flutelike note. In their thousands, the spires produced an atonal melody that clawed at sanity.
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The creature was naked. Its esh was drawn tightly over its bones. A carnivores sharp teeth clacked in its mouth. Eyes like hot coals communicating a ravenous appetite so pure it was nearly spiritual.
Fissures gaped between the spires. Some harbored a flickering blue glow. It was the same terrible blue hue Raidon Kane recalled so well . . . The monk backpedaled a dozen yards, worry creasing his brows. A shadow fell across him and he looked up. Obsidian masses slowly drifted over the open ground above the spires and ravines. Irregular and without coherent form, a palpable animosity emanated from them nonetheless. Whether animate or actually alive, Raidon couldnt tell. Not that he particular wanted to know. His eyes ached as they scanned the insane vista. He blinked. He would find no answers here. But Starmantles raucous skyline tugged at his thoughts, unearthing a memory of his daughter Ailyn. Oh, no, he whispered. The shock of his awakening had robbed him of why hed set forth . . . how long ago? Mortal fear for Ailyns safety squeezed the breath out of his chest. I must go to Nathlekh, he exclaimed. Shes waiting A screech snatched his attention back to the demolished city. A figure bounded up from the nearest blue-burning fissure. Three more gibbering creatures appeared over the ravines lip as the first pointed at Raidon. It charged. The creature was naked. Its flesh was drawn tightly over its bones. A carnivores sharp teeth clacked in its mouth, and eyes like hot coals fixed on the monk, communicating a ravenous appetite so pure it was nearly spiritual. Was it a ghoul? A seam on the charging creatures stomach opened, revealing a hollow, toothed

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

cavity. A tentacle-tongue emerged from the abdominal mouth, flicking like a purple flame. No. It was not a ghoul, or at least not completely. It was something aberrant.

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Ruins of Ruins of Starmantle

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

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

ENCOUNTER: STARMANTLE PERIPHERY


Encounter Level 13 (4,800 XP)

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

When then encounter begins, read:


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

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Plague-changed Ghoul King (K)

Level 13 Elite Soldier (Leader)

Darkpact Ghoul Initiate (D)

Level 13 Elite Skirmisher

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


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

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

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

Tactics
The two plague-changed ghoul eaters rush straight toward the closest hero with little thought to strategy, though if the opportunity to flank one foe becomes available, they will do so. The plague-changed ghoul king delays, if necessary, until the other plaguechanged ghouls have acted, then it uses ghoul fervor as a minor action to give one ghoul a free basic attack before it makes its own attack. The plague-changed ghoul king uses ghoul pack each round, hoping to surround at least one hero, after which the plaguechanged ghouls can use gut maw and gut tongue attacks at their leisure. The ghoul king continues to use fervor once per round to give its ghoul allies an additional basic attack. Meanwhile, the darkpact ghoul initiate circles wide around the combat and central fissure (initially running) to come up behind the heroes, hoping to catch them off guard with its first baleful step.
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...the darkpact ghoul initiate circles wide around the combat and central ssure (initially running) to come up behind the heroes...
Features of the Area
Illumination: Bright light (unless the encounter occurs at night). Spires: The emerald-hued spires are composed of a resinous material that yet echoes with the wild magic of their creation. The audible tone is terribly distracting to those not used to it; players and other creatures new to the area are dazed while they are in a square adjacent to a green spire. Soaring Stones: Some of the terrain in the area defies gravity. Motes of earth sail through the sky, but are drawn to violent activity. At the top of each round, roll a d20. On a roll of 10 or higher, an overflying stone swoops down and crashes into a random combatant (roll randomly to determine target). +16 vs. Reflex; 1d6+3 damage, and slide the target 2 squares. Targets always slide toward the closest ravine edge. Spellplague Ravine: Live spellplague burns in the bottom of both the 20-foot and 10-foot deep ravines. A fall into either ravine deals 2d10 or 1d10 points of damage, respectively. Unless a character spends an hour or more within the ravine, they do not come to harm from the pocket of active spellplague (see Plaguelands in the Forgotten Realms Campaign Guide); however, the blue fire in the ravine capers across those who fall into the area in a menacing manner. A DC 22 Athletics check is required to climb out of either ravine. The smaller ravine contains the ghouls hoard: a level 14 magic item and 500 gp. Fallen Spire Bridge: This spire does not hum like those that stand, but does provide a stable method for getting across the larger ravine. Old City Wall: The wall is only about 10 feet tall in the sections where it is intact (Athletics DC 18 to climb). G

OPPORTUNITY TO PARLAY
If PCs try to talk with the talking ghoul, it trades insults and perhaps even information for a little while. If you have plot points to convey, the ghoul king might know them. But eventually, the ghouls attack en masse.

About the Author


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

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