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Adventure No.4 1 Last Breaths of Ashenport ADVENTURE NO.4 L AST BREATHS OF ASHENPORT ADVENTURE START This adventure occurs in mid-to-late Autumn (i.e. October to November), 3210 PC. The adventure starts when the PCs are asked by the Kazak Ironfeld to attend upon a Mr Dory, a merchant of Venice. Mr Dory is in the “import-export” business, and has managed to acquire many useful goods for the Ironfelds in the past. Mr Dory has recently sent a message to Kazak Ironfeld that he has come into possession of something of great value, and he thinks it would be of great interest to the Ironfelds. He is offering it first to the Ironfelds, should they be willing to purchase it – for the right price. Mr Dory does not disclose what he is offering for sale. The Kazak gives the PCs 50pp to purchase whatever it is Mr Dory has for sale, a scroll of sending to converse with the Kazak about the item, and the focus of a Leomund’s secret chest ritual to put the item in once the PCs have acquired it. The trip from Slateguard to Venice is uneventful. It is in excess of 300 miles overland, and takes the PCs a good two weeks of constant travel. They find a comfortable inn in Venice, and can easily find directions to Mr Dory’s main warehouse. Mr Dory’s warehouse is in the eastern, industrial quarter of the city, where stinking mud and refuse clogs the canals and tanneries, foundries, cloth dyers and alchemist labs belch foul vapours into the air. Mr Dory Mr Dory is a rotund human fellow of pasty complexion, who slurps his words as though he has too much spittle in his mouth. His eyes are rheumy and he licks his lips regularly. He smells strongly of expensive perfume, but perceptive characters who come close to him detect some rancid, sickly smell underlying the perfume. When the PCs introduce themselves as agents of the Kazak Ironfeld, he comes straight to the point. He has information that the Kazak would be willing to pay a shiny penny for. He knows where the a fragment of a crown can be found, a fragment of a crown that bears a description identical to that of the Crown of Iron Kings. He is willing to impart this information to the PCs for 1000gp; he is unwilling to negotiate a lower price, no matter how persuasive the PCs are. The fragment of crown can be found on the isle of St. Kilda, a windswept speck of rock and grass practically on the western edge of the known world. (St. Kilda is the western-most of the Outer Hebrides, around 100 miles off the west coast of Scotland).Mr Dory doesn’t know how it came to be there, nor does he disclose how he gleaned this piece of information – other than he “deals in rare and valuable things, and has contacts everywhere”. The results of any Insight check indicates that Mr Dory believes his information to be correct. Should the PCs converse with the Kazak using sending (or return to Slateguard to talk to him), he instructs them to promptly travel to the Ironfeld’s mansion in Genoa for further instructions. The Crown of Iron Kings It takes a week of overland travel between Venice and Genoa. The PCs are easily able to find the Ironfeld’s mansion in Genoa, and they quickly gain entrance on displaying their Iron Defender of the Ironfelds rings. Once inside, they are introduced to Hragen Stout- Gauntlet, the Kazak Ironfeld’s great uncle and chief priest of Moradin for the family. Hragen gives the PCs a thorough physical description of the Crown of Iron Kings and its “missing” pieces. The Crown of Iron Kings is crafted of gold with intricate silver filigree, with an unusually industrial headband of riveted iron to give it additional strength. It is designed to be worn over a battle helm. Above the iron band, the crown is ringed by rectangular-cut rubies, and diamond-cut diamonds adorn the points of the crown. At the front of the crown (where it sits above the forehead) is a single, huge diamond. The circumference of the iron band is inscribed with runes in Dwarven script that read “Iron God of Faithful Kings defend our Throne, Forge and Hearth; I am Your Living Hammer of Wisdom and Justice” – the first verse of the King’s Prayer to Moradin. It is said that the Ghûl-King Angkmar slew the last King of the Dwarves, Kendrick the Bold, by a blow to the head, during the Chaos more than two thousand years ago. The Crown was shattered into eight fragments, although only five are known about – one is held by each of the five dwarf royal families. Three parts of the Crown are supposedly missing (although the five dwarven royal families have refused to display theirs in over a century). The three missing fragments are thought to be the front of the crown (with the main diamond), and two pieces to one side of the front piece. The five known fragments are the ones inscribed with the words “our Throne, Forge and Hearth; I am Your Living Hammer of Wisdom and Justice”. Hence, the missing pieces will be inscribed with the missing words of the King’s Prayer (“Iron God of Faithful Kings defend”) or hold the large diamond. If the PCs are offered something that matches the description of a missing Crown fragment, they are to purchase it using the spare platinum, and deposit it in the Leomund’s chest. The PCs are given another scroll of sending, although Hragen thinks that contact may be difficult given the distance between Slateguard and St. Kilda (more than 1000 miles). Hragen tells the PCs that they are to inform no-one of their mission, and to be on their guard at all times. If Mr Dory’s story is true, and the other dwarf royal families have heard about it, the PCs are likely to face some competition.
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Adventure 4 - Last Breaths of Ashenport

Jun 05, 2022

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Page 1: Adventure 4 - Last Breaths of Ashenport

Adventure No.4 1 Last Breaths of Ashenport

AADDVVEENNTTUURREE NNOO..44

LLAASSTT BBRREEAATTHHSS OOFF AASSHHEENNPPOORRTT AADDVVEENNTTUURREE SSTTAARRTT

This adventure occurs in mid-to-late Autumn (i.e. October to November), 3210 PC. The adventure starts when the PCs are asked by the Kazak Ironfeld to attend upon a Mr Dory, a merchant of Venice. Mr Dory is in the “import-export” business, and has managed to acquire many useful goods for the Ironfelds in the past. Mr Dory has recently sent a message to Kazak Ironfeld that he has come into possession of something of great value, and he thinks it would be of great interest to the Ironfelds. He is offering it first to the Ironfelds, should they be willing to purchase it – for the right price. Mr Dory does not disclose what he is offering for sale. The Kazak gives the PCs 50pp to purchase whatever it is Mr Dory has for sale, a scroll of sending to converse with the Kazak about the item, and the focus of a Leomund’s secret chest ritual to put the item in once the PCs have acquired it. The trip from Slateguard to Venice is uneventful. It is in excess of 300 miles overland, and takes the PCs a good two weeks of constant travel. They find a comfortable inn in Venice, and can easily find directions to Mr Dory’s main warehouse. Mr Dory’s warehouse is in the eastern, industrial quarter of the city, where stinking mud and refuse clogs the canals and tanneries, foundries, cloth dyers and alchemist labs belch foul vapours into the air.

Mr Dory Mr Dory is a rotund human fellow of pasty complexion, who slurps his words as though he has too much spittle in his mouth. His eyes are rheumy and he licks his lips regularly. He smells strongly of expensive perfume, but perceptive characters who come close to him detect some rancid, sickly smell underlying the perfume. When the PCs introduce themselves as agents of the Kazak Ironfeld, he comes straight to the point. He has information that the Kazak would be willing to pay a shiny penny for. He knows where the a fragment of a crown can be found, a fragment of a crown that bears a description identical to that of the Crown of Iron Kings. He is willing to impart this information to the PCs for 1000gp; he is unwilling to negotiate a lower price, no matter how persuasive the PCs are. The fragment of crown can be found on the isle of St.

Kilda, a windswept speck of rock and grass practically on the western edge of the known world. (St. Kilda is the western-most of the Outer Hebrides, around 100 miles off the west coast of Scotland).Mr Dory doesn’t know how it came to be there, nor does he disclose how he gleaned this piece of information – other than he “deals in rare and valuable things, and has contacts everywhere”.

The results of any Insight check indicates that Mr Dory believes his information to be correct. Should the PCs converse with the Kazak using sending (or return to Slateguard to talk to him), he instructs them to promptly travel to the Ironfeld’s mansion in Genoa for further instructions.

The Crown of Iron Kings It takes a week of overland travel between Venice and Genoa. The PCs are easily able to find the Ironfeld’s mansion in Genoa, and they quickly gain entrance on displaying their Iron Defender of the Ironfelds rings. Once inside, they are introduced to Hragen Stout-Gauntlet, the Kazak Ironfeld’s great uncle and chief priest of Moradin for the family. Hragen gives the PCs a thorough physical description of the Crown of Iron Kings and its “missing” pieces. The Crown of Iron Kings is crafted of gold with intricate silver filigree, with an unusually industrial headband of riveted iron to give it additional strength. It is designed to be worn over a battle helm. Above the iron band, the crown is ringed by rectangular-cut rubies, and diamond-cut diamonds adorn the points of the crown. At the front of the crown (where it sits above the forehead) is a single, huge diamond. The circumference of the iron band is inscribed with runes in Dwarven script that read “Iron God of Faithful Kings defend our Throne, Forge and Hearth; I am Your Living Hammer of Wisdom and Justice” – the first verse of the King’s Prayer to Moradin. It is said that the Ghûl-King Angkmar slew the last King of the Dwarves, Kendrick the Bold, by a blow to the head, during the Chaos more than two thousand years ago. The Crown was shattered into eight fragments, although only five are known about – one is held by each of the five dwarf royal families. Three parts of the Crown are supposedly missing (although the five dwarven royal families have refused to display theirs in over a century). The three missing fragments are thought to be the front of the crown (with the main diamond), and two pieces to one side of the front piece. The five known fragments are the ones inscribed with the words “our Throne, Forge and Hearth; I am Your Living Hammer of Wisdom and Justice”. Hence, the missing pieces will be inscribed with the missing words of the King’s Prayer (“Iron God of Faithful Kings defend”) or hold the large diamond. If the PCs are offered something that matches the description of a missing Crown fragment, they are to purchase it using the spare platinum, and deposit it in the Leomund’s chest. The PCs are given another scroll of sending, although Hragen thinks that contact may be difficult given the distance between Slateguard and St. Kilda (more than 1000 miles). Hragen tells the PCs that they are to inform no-one of their mission, and to be on their guard at all times. If Mr Dory’s story is true, and the other dwarf royal families have heard about it, the PCs are likely to face some competition.

Page 2: Adventure 4 - Last Breaths of Ashenport

Adventure No.4 2 Last Breaths of Ashenport Trip to St. Kilda The trip to St. Kilda is uneventful, although it is long and arduous. The trip is undertaken mostly by ship, as this is the fasted method, although even then the voyage takes more than 6 weeks. The PCs may be able to find out about St. Kilda during the trip, should they be keen to do so. The following is what they find out with a History check. DC 15: St. Kilda is the western-most of the Outer Hebrides, small islets of rocks that emerge from the foaming surf of the Atlantic Ocean a hundred miles off the north-west coast of Scotland. It is exceedingly remote, and is inhabited by doughty folk who live off the produce of the sea. The natives are all human, although many suspect some trace of dwarf in their stock. DC 20: The Outer Hebrides are so isolated that there is no aristocratic landholder that calls them part of his or her demesne. The people are said to descend from humans and dwarves of Scandinavia, and are fiercely proud, independent and easy to offend. The only village on St. Kilda is called Ashenport. It has a population of around 200, and its current head-man is Alderman Ritter. Not surprisingly given their location and dependence on the sea, the villagers worship Melora, goddess of the sea, and also pay homage to Kord in his aspect as god of storms. DC 25: Not many know, but about 50 years ago, a princeling from Scotland tried to annex the islands of the Outer Hebrides to his lands. However, his troop ships were sunk in an unseasonable storm, and he was drowned with just about all is men. Stories from the few survivors have grown into rumours that imply that the islanders are witches with power over the seas and winds, and that they can summon creatures from the deep to defend their homes. In any case, the village of Ashenport is far too large and prosperous for its location on a tiny speck of land at the edge of the world. Not many know, but it owes its fortune to the fact that magnificent treasures from the deep are regularly found by its folk, washed up on the pebbly beach, brought up in fishing nets, or spotted wedged between rocks at low tide. Whether this is due to the unusual currents around the island or is a blessing from Melora, who can say? The final leg of the journey to St. Kilda finds the PCs in a small sailing boat that set out from a port on the north coast of the Isle of Skye. The boat shelters in the lee of the Isle of Pabbay overnight, and the following morning the master reckons the weather will be fine for the trip, and the boat heads west into the Atlantic Ocean. Unfortunately, the fine weather doesn’t hold, and clouds slowly gather during the afternoon. As dusk falls, the tiny boat makes landfall at Ashenport on the southern coast of St.Kilda, and the first drops of rain from the coming storm hit the ground as the PCs set foot on the dock.

AASSHHEENNPPOORRTT OOVVEERRVVIIEEWW The PCs are welcomed at the docks by Alderman Heinrich Ritter – “It looks like you will be the last arrivals

for the auction, hah?”. The Alderman personally thanks the PCs for coming such a long way for “such a trifle”, and wishes them well. He directs the PCs to the village’s tavern, the Smooth Sailing Inn and Tavern, where all of the village’s visitors are staying, and explains that he must finalise some business at the town hall. He will join the party at the inn the following morning, to discuss the auction.

1. Smooth Sailing Inn and Tavern There are three agents of other powers attending Ashenport in the hope of securing the fragment of the Crown of Iron Kings. They are all wary of each other, and with the exception of Jandal Phen, are difficult to engage in conversation. These NPCs do not disclose who their employers are. Tezra and her bodyguards have been hired by the

Goldenbraid dwarf family. Matthias Creel and his bodyguards have been hired by

the Silver [Norway] dwarf family. Jandal Phen is a jovial fellow who is quite willing to

converse with the PCs. His story is that he’s a jeweller interested in acquiring some of the rare treasures occasionally washed up on the shores of St. Kilda. He understands that part of a broken circlet is up for sale, but he’s not particularly interested in it. He doesn’t know who the other groups staying at the inn are, but he reckons “there’ll be some healthy competition at the auction!”. Jandal is actually a spy in the employ of the Bronzeshield [Scotland] dwarf family, who knows very well who all of the other agents in the place are (including the PCs). Part of his mission is to acquire the fragment of Crown; the other is to gather information on St. Kilda, its people, and its defences, in preparation for an invasion.

2. Bountiful Tide general store This shop sells little in the way of adventuring gear, and a lot in the way of mundane foodstuffs and equipment for a fishing village.

4. Ash Grove A character who digs around the feet of the statue of Melora in the middle of the grove (no doubt as a result of reading Althanis Journal) finds an old wooden box. Inside the box is a pair of surfsurge boots that once belonged to Sharallan, and were buried here by Althanis.

11. Fairweather church This church appears to be dedicated to Melora and Kord, rather than Melora and Pelor. The trapdoor is hidden underneath the altar, and requires a DC 25 Perception check to find. After Dagon’s first call, the church is staffed by half-a-dozen cultists who defend the entrance to Dagon’s shrine with their lives. Tactical Encounter: Fairweather or Foul?

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Adventure No.4 3 Last Breaths of Ashenport 12. Coastal caves There are no caves at the foot of these cliffs. The coastal caves exposed during the low tide are actually on the north-western edge of the island.

DDAAGGOONN’’SS HHIIDDDDEENN SSHHRRIINNEE

S1. The entry hall Note: There is no tactical encounter in this area. The door in the east wall of this chamber is a secret door that requires a DC 25 Perception check to find. Even if it is found, however, there does not appear to be any way of opening it short of smashing it down (AC 5; Fort 10; Ref 5; 40hp; Strength DC 25 to break). If a torch of revealing burning incense of dreaming is brought within 10 feet of the door, it is outlined in a luminous glow, and slides open automatically if said torch is brought adjacent to it.

S7. The abode of evil One of the books on the bookcase is Althanis’ Journal (see Appendix 1).

S5. The pool There are two statues of fish-men of Dagon in this room (AC 5, Fort 10, Rfe 5, 40hp). In dim light they can easily be mistaken for real fish-men. They can be pushed over with a DC 19 Strength check. A falling statue makes a +11 vs. Reflex attack against a character in a single adjacent square (chosen by the creature pushing it over). A hit deals 2d6+2 damage and knocks the target prone. The square becomes difficult terrain. The pool in this chamber (5a) is connected to natural submerged tunnels and caverns the connect it to the pools in areas S10 and S11, as well ultimately to the ocean. The water levels in the pool rise and fall with the tide. At the highest tides, the water reaches to within a few inches of the lip of the pool, and at the lowest is up to 20 feet below the lip. Sharallan seek to escape by leaping into the pool if reduced to 20 or fewer hit points.

S8. Behind the walls There are no steps in this hallway – it remains at the same height throughout its length. This means that area S11 is the same height as areas S5 and S10, for example (and the water levels in the pools in each of the rooms is the same).

S10. The Altar of Dagon The pool in this chamber (10a) is connected to natural submerged tunnels and caverns the connect it to the pools in areas S5 and S11, as well ultimately to the ocean. The water levels in the pool rise and fall with the tide. At the highest tides, the water reaches to within a few inches of the lip of the pool, and at the lowest is up to 20 feet below the lip. Althanis seeks to escape by leaping into the pool if reduced to 25 of fewer hit points. The door in the east wall of this chamber is a secret door that requires a DC 25 Perception check to find. Even if it is found, however, there does not appear to be any way of opening it short of smashing it down (AC 5;

Fort 10; Ref 5; 40hp; Strength DC 25 to break). If a torch of revealing burning incense of dreaming is brought within 10 feet of the door, it is outlined in a luminous glow, and slides open automatically if said torch is brought adjacent to it.

S11. Meditation chamber The pool in this chamber (11a) is connected to natural submerged tunnels and caverns the connect it to the pools in areas S5 and S10, as well ultimately to the ocean. The water levels in the pool rise and fall with the tide. At the highest tides, the water reaches to within a few inches of the lip of the pool, and at the lowest is up to 20 feet below the lip.

Stealth rules Stealth: The check is usually at the end of a move action, but it can be

at the end of any of the creature’s actions that involve the creature moving.

Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than 2 squares during the move action, you take a –5 penalty to the Stealth check. If you run, the penalty is –10.

Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.

Success: You are hidden, which means you are silent and invisible to the enemy.

Remaining Hidden: You remain hidden as long as you meet these requirements.

Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden.

Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you.

Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty. If you run, the penalty is –10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy.

Don’t Attack: If you attack, you don’t remain hidden. Not Remaining Hidden: If you take an action that causes you not

to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.

Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy.

Page 4: Adventure 4 - Last Breaths of Ashenport

Adventure No.4 4 Last Breaths of Ashenport

AAMMBBUUSSHH IINN AASSHHEENNPPOORRTT 4 thuggish cultists Level 8 Brute Medium natural humanoid (human) XP 350 Initiative +7 Senses Perception +5 HP 107; Bloodied 53 AC 21; Fort 23; Ref 20; Will 18 Speed 6

Maul (standard; at-will) Weapon +11 vs. AC; 2d6+8 damage (crit 2d6+20).

Crossbow (standard; at-will) Weapon Range 15/30; +11 vs. AC; 1d8+3 damage.

Knock ‘em flat (standard; encounter) Weapon +11 vs. AC; 2d6+8 damage (crit 2d6+20) and the target is pushed

2 squares and knocked prone. This attack can be used as part of a charge.

Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +14, Religion +9 Str 22 (+10) Dex 16 (+7) Wis 13 (+5) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment oilskin coat, hide armour, maul, crossbow, 10 crossbow

bolts, 20sp. 2 mystic cultists Level 8 Controller Medium natural humanoid (human) XP 350 Initiative +5 Senses Perception +7 HP 88; Bloodied 44 AC 22; Fort 20; Ref 18; Will 22 Speed 6

Mace (standard; at-will) Weapon +13 vs. AC; 1d8+4 damage.

Dagon’s fang (standard; at-will) Psychic Range 10; +12 vs. Fortitude; 2d6+5 psychic damage.

Storm of the ocean lord (standard; recharge ) Cold Area burst 2 within 10; +12 vs. Reflex; 2d8+5 cold damage and the

target is immobilised until the end of the cultist’s next turn. Ring of terror (immediate reaction when an enemy moves adjacent; encounter) Fear

Close burst 1; triggering enemy only; +12 vs. Will; target is pushed 4 squares.

Alignment Chaotic Evil Languages Abyssal, Common Skills Religion +9 Str 10 (+4) Dex 13 (+5) Wis 17 (+7) Con 16 (+7) Int 10 (+4) Cha 21 (+9) Equipment oilskin coat, hide armour, mace, 5gp, 20sp.

TTHHEE SSEEAA’’SS LLOONNGG RREEAACCHH 3 fish-men of Dagon warriors Level 8 Skirmisher Medium elemental humanoid (amphibious) XP 350 Initiative +12 Senses Perception +6; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to all attacks until the start of their next turn. HP 89; Bloodied 44 AC 22; Fort 19; Ref 22; Will 18 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2 against immobilisation and restraint Speed 6, swim 8

Rusty rapier (standard; at-will) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage.

Slippery strike (standard; recharge ) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage. The fish-man of

Dagon warrior can shift 2 squares either before or after the attack. Radiant weakness A fish-man of Dagon that is hit by a radiant effect takes a -2

penalty to attacks until the start of its next turn. Slippery A fish-man of Dagon gains a +2 racial bonus to escape a grab. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12 Str 16 (+7) Dex 22 (+10) Wis 14 (+6) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment sodden tattered clothing, rusty rapier. 2 fish-men of Dagon slayers Level 8 Lurker Medium elemental humanoid (amphibious) XP 350 Initiative +14 Senses Perception +6; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to all attacks until the start of their next turn. HP 71; Bloodied 35 AC 22; Fort 19; Ref 22; Will 18 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2 against immobilisation and restraint Speed 6, swim 8

Rusty rapier (standard; at-will) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage.

Toxic dart (standard; at-will) Poison Range 10; +13 vs. AC; 1d4+6 damage and ongoing 5 poison

damage and the target is slowed (save ends both). First failed save: The target is immobilised instead of slowed (save ends).

Nervous shot (immediate reaction, when an enemy moves adjacent; recharge ) Poison

The fish-man of Dagon slayer makes a toxic dart attack against the triggering enemy. This attack does not provoke an opp. attack.

Chameleon skin A fish-man of Dagon slayer can become, and can remain, hidden

even if it only has normal cover or concealment. Concealed combat advantage If a target cannot see a fish-man of Dagon slayer at the start of the

slayer’s turn, the slayer has combat advantage against the target until the end of its turn. Its attacks against a target against whom it has combat advantage cause an extra +1d8 damage.

Radiant weakness A fish-man of Dagon that is hit by a radiant effect takes a -2

penalty to attacks until the start of its next turn. Slippery A fish-man of Dagon gains a +2 racial bonus to escape a grab. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12, Stealth +15 Str 16 (+7) Dex 22 (+10) Wis 14 (+6) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment sodden tattered clothing, rusty rapier.

Page 5: Adventure 4 - Last Breaths of Ashenport

Adventure No.4 5 Last Breaths of Ashenport

FFAAIIRRWWEEAATTHHEERR OORR FFOOUULL??

Encounter Level 8 (2100xp)

Setup This encounter consists of the following enemies: 4 thuggish cultists (1400) 2 mystic cultists (700) The thuggish cultists stand start the encounter crouched behind pews, their crossbows cocked. The mystic cultists stand behind the wooden fence around the shrine.

Features of the area Illumination: Dim natural light filters through the many windows of the church during the day. At night, the church is illuminated by various lanterns and candles. It is therefore brightly illuminated. Pews: Pews can provide cover except against melee attacks. A pew can be vaulted with a DC 10 Athletics check, or simply climbed over (taking an additional 1 square of movement to do so). Wooden fence: Surrounding the shrine is an 8-foot-high wooden fence, with a pair of gates in the middle. The fence provides cover. Pillars: The six pillars supporting the ceiling provide cover against attacks from the diagonally-opposite quadrant. Each is AC 3, Fort 10, Ref 3, and has 120hp. If one is smashed, it and pieces of the roof it supports crash to the ground: creatures within 2 squares of the pillar are attacked; +11 vs. Reflex; 2d6+2 damage. Destroying three adjacent pillars brings a large section of roof and adjacent walls tumbling down…

Statues: The statues (one of Kord, one of Melora) have AC 5, Fort 10, Reft 5, and 40hp. They can be pushed over with a DC 19 Strength check. A falling statue makes a +11 vs. Reflex attack against a character in a single adjacent square (chosen by the creature pushing it over). A hit deals 2d6+2 damage and knocks the target prone. The square becomes difficult terrain. Secret trapdoor: Concealed behind the altar is a trapdoor, that may be found with a successful DC 25 Perception check. Underneath the trapdoor is a spiral staircase that descends 30 feet to area S1.

4 thuggish cultists Level 8 Brute Medium natural humanoid (human) XP 350 Initiative +7 Senses Perception +5 HP 107; Bloodied 53 AC 21; Fort 23; Ref 20; Will 18 Speed 6

Maul (standard; at-will) Weapon +11 vs. AC; 2d6+8 damage (crit 2d6+20).

Crossbow (standard; at-will) Weapon Range 15/30; +11 vs. AC; 1d8+3 damage.

Knock ‘em flat (standard; encounter) Weapon +11 vs. AC; 2d6+8 damage (crit 2d6+20) and the target is pushed

2 squares and knocked prone. This attack can be used as part of a charge.

Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +14, Religion +9 Str 22 (+10) Dex 16 (+7) Wis 13 (+5) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment oilskin coat, hide armour, maul, crossbow, 10 crossbow

bolts, 20sp.

2 mystic cultists Level 8 Controller Medium natural humanoid (human) XP 350 Initiative +5 Senses Perception +7 HP 88; Bloodied 44 AC 22; Fort 20; Ref 18; Will 22 Speed 6

Mace (standard; at-will) Weapon +13 vs. AC; 1d8+4 damage.

Dagon’s fang (standard; at-will) Psychic Range 10; +12 vs. Fortitude; 2d6+5 psychic damage.

Storm of the ocean lord (standard; recharge ) Cold Area burst 2 within 10; +12 vs. Reflex; 2d8+5 cold damage and the

target is immobilised until the end of the cultist’s next turn. Ring of terror (immediate reaction when an enemy moves adjacent; encounter) Fear

Close burst 1; triggering enemy only; +12 vs. Will; target is pushed 4 squares.

Alignment Chaotic Evil Languages Abyssal, Common Skills Religion +9 Str 10 (+4) Dex 13 (+5) Wis 17 (+7) Con 16 (+7) Int 10 (+4) Cha 21 (+9) Equipment oilskin coat, hide armour, mace, 5gp, 20sp.

Page 6: Adventure 4 - Last Breaths of Ashenport

Adventure No.4 6 Last Breaths of Ashenport

TTHHEE PPOOOOLL Sharallan, Cult of Dagon priestess Level 8 Elite Controller Medium elemental humanoid (genasi, water) XP 700 Initiative +8 Senses Perception +7 HP 180; Bloodied 90 AC 23; Fort 21; Ref 21; Will 23 Saving Throws +2, +4 vs. ongoing damage Speed 6, swim 6 Action Points 1

Hammer (standard; at-will) Weapon +13 vs. AC; 1d8+4 damage.

Dagon’s lash (standard; at-will) Force Range 10; +12 vs. Fortitude; 2d6+5 force damage, and Sharallan

slides the target 2 squares. Dagon’s blows (standard; at-will) Force

Sharallan makes two Dagon’s lash attacks. Storm of the ocean lord (standard; recharge ) Cold

Area burst 2 within 10; +12 vs. Reflex; 2d8+5 cold damage and the target is immobilised until the end of Sharallan’s next turn. Sharallan can choose to exclude up to 2 allies from the area.

Icy surge (immediate reaction when an enemy moves adjacent; recharges when first bloodied) Cold, Force

Close burst 1; triggering enemy only; +12 vs. Fortitude; 2d8+5 cold and force damage, and the target is pushed 4 squares and is slowed until the end of the Sharallan’s next turn.

Swift current (move; encounter) Sharallan shifts 6 squares. During this movement, she can move

across liquid and through enemies’ spaces, ignoring difficult terrain and hazardous terrain effects. She takes no penalties for squeezing during this movement.

Alignment Chaotic Evil Languages Abyssal, Common Skills Religion +11 Str 11 (+4) Dex 18 (+8) Wis 17 (+7) Con 18 (+8) Int 15 (+6) Cha 21 (+9) Equipment clerical vestments, hide armour, hammer. Darkmantle drifter Level 8 Lurker Large shadow magical beast (aquatic) XP 350 Initiative +12 Senses Perception +7; blindsight 8; darkvision Shadowy field aura 5; bright light in the aura is reduced to dim light HP 76; Bloodied 38 AC 21; Fort 22; Ref 20; Will 19 Vulnerable 5 radiant (a darkmantle enveloper that takes radiant

damage cannot use shadowy field until the end of its next turn) Speed 4, climb 4 (spider climb), swim 6

Tentacle lash (standard; at-will) Reach 2; +13 vs. AC; 2d6+5 damage.

Engulf (standard; at-will) +11 vs. Reflex; 2d6+5 damage and the target is grabbed, and is

blinded until the grab ends. Sustain minor: The darkmantle sustains the grab and the target takes 5 damage.

Echolocation (minor; recharge ) Thunder Close blast 3; targets enemies; +11 vs. Fortitude; 1d4+3 thunder

damage and the target is dazed until the end of the darkmantle’s next turn.

Darkjump (immediate reaction, when damaged by an attack; recharge ) Teleportation

The darkmantle teleports 6 squares to a space that is in darkness or is illuminated by dim light. The darkmantle becomes invisible, and its shadowy field aura is deactivated until the start of its next turn.

Alignment Unaligned Languages — Skills Stealth +13 Str 19 (+8) Dex 19 (+8) Wis 16 (+7) Con 22 (+10) Int 3 (+0) Cha 5 (+1)

Add two Medium statues to the room, each one resembling a fish-man of Dagon. In dim light PCs can mistake these for real fish-men. 2 fish-men of Dagon warriors Level 8 Skirmisher Medium elemental humanoid (amphibious) XP 350 Initiative +12 Senses Perception +6; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to all attacks until the start of their next turn. HP 89; Bloodied 44 AC 22; Fort 19; Ref 22; Will 18 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2 against immobilisation and restraint Speed 6, swim 8

Rusty rapier (standard; at-will) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage.

Slippery strike (standard; recharge ) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage. The fish-man of

Dagon warrior can shift 2 squares either before or after the attack. Radiant weakness A fish-man of Dagon that is hit by a radiant effect takes a -2

penalty to attacks until the start of its next turn. Slippery A fish-man of Dagon gains a +2 racial bonus to escape a grab. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12 Str 16 (+7) Dex 22 (+10) Wis 14 (+6) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment sodden tattered clothing, rusty rapier. 3 fish-men of Dagon slayers Level 8 Lurker Medium elemental humanoid (amphibious) XP 350 Initiative +14 Senses Perception +6; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to all attacks until the start of their next turn. HP 71; Bloodied 35 AC 22; Fort 19; Ref 22; Will 18 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2 against immobilisation and restraint Speed 6, swim 8

Rusty rapier (standard; at-will) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage.

Toxic dart (standard; at-will) Poison Range 10; +13 vs. AC; 1d4+6 damage and ongoing 5 poison

damage and the target is slowed (save ends both). First failed save: The target is immobilised instead of slowed (save ends).

Nervous shot (immediate reaction, when an enemy moves adjacent; recharge ) Poison

The fish-man of Dagon slayer makes a toxic dart attack against the triggering enemy. This attack does not provoke an opp. attack.

Chameleon skin A fish-man of Dagon slayer can become, and can remain, hidden

even if it only has normal cover or concealment. Concealed combat advantage If a target cannot see a fish-man of Dagon slayer at the start of the

slayer’s turn, the slayer has combat advantage against the target until the end of its turn. Its attacks against a target against whom it has combat advantage cause an extra +1d8 damage.

Radiant weakness A fish-man of Dagon that is hit by a radiant effect takes a -2

penalty to attacks until the start of its next turn. Slippery A fish-man of Dagon gains a +2 racial bonus to escape a grab. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12, Stealth +15 Str 16 (+7) Dex 22 (+10) Wis 14 (+6) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment sodden tattered clothing, rusty rapier.

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Adventure No.4 7 Last Breaths of Ashenport

TTHHEE AALLTTAARR OOFF DDAAGGOONN Althanis, High Priest of Dagon’s cult Level 9 Elite Controller (Leader) Medium elemental humanoid (aquatic) XP 800 Initiative +8 Senses Perception +7 Dagon’s blessing aura 2; an ally that begins its turn in the aura gains

a +2 to damage rolls until the start of its next turn. HP 196; Bloodied 98 AC 24; Fort 22; Ref 22; Will 24 Immune daze (1/encounter) Resist 5 force, lightning, psychic & radiant Saving Throws +2 Speed 6, swim 6 Action Points 1

Dagger (standard; at-will) Weapon +14 vs. AC; 2d4+4 damage.

Dagon’s fang (standard; at-will) Psychic Range 10; +13 vs. Will; 2d6+5 psychic damage.

Dagon’s lash (standard; at-will) Force Range 10; +13 vs. Fortitude; 2d6+5 force damage and Althanis

slides the target 2 squares. Dagon’s blows (standard; at-will)

Althanis makes two ranged basic attacks of his choice. Dagon’s curse (standard; encounter)

Area burst 2 within 10; targets enemies; +13 vs. Will; until the end of Althanis’ next turn, the target grants combat advantage, and every time it rolls a d20, it must roll twice and take the lower of the two rolls.

Churning vortex (standard; recharge ) Force Area burst 2 within 10; targets enemies; +13 vs. Reflex; 2d8+5

force damage and the target is pulled 2 squares towards the power’s origin square (targets closest to the origin square are pulled first). If the target would be pulled into a square already occupied by another creature, the pull ends and it is dazed (save ends).

Ring of terror (immediate reaction when an enemy moves adjacent; recharges when first bloodied) Fear

Close burst 1; triggering enemy only; +13 vs. Will; target is pushed 4 squares.

Horrid form (free, when first injured in combat; encounter) Polymorph

Althanis takes on the form of a grotesque mass of rubbery, squidlike flesh with numerous writhing tendrils. All enemies take a -1 penalty to melee and ranged attacks against Althanis in this form until he is bloodied. In addition, whenever an enemy tries to mark him or use a class feature to designate him as the target of additional damage (e.g. ranger’s hunter’s quarry or warlock’s curse), he can immediately make a saving throw as a free action to negate the effect. Despite the alien appearance, his other abilities remain unchanged.

Alignment Chaotic Evil Languages Abyssal, Common Skills Religion +11 Str 11 (+4) Dex 18 (+8) Wis 17 (+7) Con 18 (+8) Int 15 (+6) Cha 21 (+9) Equipment clerical vestments, scintillating cloth armour +2, dagger,

coif of mindiron, holy symbol of Dagon, gold ring in the shape of an octopus, its arms encircling eight small black pearls (1000gp).

8 cultist lackeys Level 7 Minion Skirmisher Medium humanoid (human) XP 75 Initiative +5 Senses Perception +2 HP 7; a missed attack never damages a minion AC 21; Fort 21; Ref 18; Will 18 Speed 6

Mace (standard; at-will) Weapon +12 vs. AC; 1d8+4 damage. Mob rule A cultist lackey gains +2 to all defences when at least 2 allies are

within 5 squares. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +11 Str 16 (+6) Dex 11 (+3) Wis 8 (+2) Con 14 (+5) Int 10 (+3) Cha 11 (+3) Equipment hooded robe, hide armour, mace, 10sp.

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Adventure No.4 8 Last Breaths of Ashenport Thuggish cultist Level 8 Brute Medium natural humanoid (human) XP 350 Initiative +7 Senses Perception +5 HP 107; Bloodied 53 AC 21; Fort 23; Ref 20; Will 18 Speed 6

Maul (standard; at-will) Weapon +11 vs. AC; 2d6+8 damage (crit 2d6+20).

Crossbow (standard; at-will) Weapon Range 15/30; +11 vs. AC; 1d8+3 damage.

Knock ‘em flat (standard; encounter) Weapon +11 vs. AC; 2d6+8 damage (crit 2d6+20) and the target is pushed

2 squares and knocked prone. This attack can be used as part of a charge.

Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +14, Religion +9 Str 22 (+10) Dex 16 (+7) Wis 13 (+5) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment oilskin coat, hide armour, maul, crossbow, 10 crossbow

bolts, 20sp.

2 fish-men of Dagon warriors Level 8 Skirmisher Medium elemental humanoid (amphibious) XP 350 Initiative +12 Senses Perception +6; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to all attacks until the start of their next turn. HP 89; Bloodied 44 AC 22; Fort 19; Ref 22; Will 18 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2 against immobilisation and restraint Speed 6, swim 8

Rusty rapier (standard; at-will) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage.

Slippery strike (standard; recharge ) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage. The fish-man of

Dagon warrior can shift 2 squares either before or after the attack. Radiant weakness A fish-man of Dagon that is hit by a radiant effect takes a -2

penalty to attacks until the start of its next turn. Slippery A fish-man of Dagon gains a +2 racial bonus to escape a grab. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12 Str 16 (+7) Dex 22 (+10) Wis 14 (+6) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment sodden tattered clothing, rusty rapier.

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Appendix 1 9 Last Breaths of Ashenport

AALLTTHHAANNIISS’’ JJOOUURRNNAALL This book is bound in a thick grey hide resembling sealskin, and its pages are yellowing linen. It is a journal or diary, and records events in the history of Ashenport through they eyes and thoughts of a man called Althanis. It starts off written in Common, but after Althanis begins reading about “Father Dagon”, it is written in Abyssal. The PCs can glean the following information from the journal. Althanis grew up in the highlands of Scotland, and on

reaching puberty was called to the priesthood of Melora. He came to Ashenport around 40 years ago to minister to the inhabitants. When he arrived, the place was moribund; it was a hard life on the edge of the known world, the young usually left seeking better lives, and what was clearly once a thriving fishing village was run down and most of its building were abandoned and fallen into disrepair.

Althanis ministered to the people as best he could, creating and tending a beautiful shrine to Melora in the town square, and trying to lend them hope and convince them of the blessings of Melora. As a young and charismatic man, he soon attracted the interest of a young woman named Sharallan, and they fell in love.

But despite his preaching, he found his faith waning, and ultimately tested beyond breaking point. His beloved Sharallan drowned at sea during a storm, and he found himself blaming both Melora (goddess of the oceans) and Kord (god of storms) for her loss.

Some weeks later he found Sharallan’s boots – boots that were dedicated to Melora and supposed to protect their wearer from harm on the ocean – washed up on the rocks. As the only reminder of his love, he buried them at the feet of the statue of Melora in the middle of the town.

Some of the old men of the village then started talking to him of an old god that they had been told about in their youth by their grandfathers, who in turn had been told about it by their grandfathers — a god who could provide a great bounty from the ocean. The islanders had worshipped this god many centuries ago, and this god had made them fat, and wealthy, and happy. But missionaries from the mainland had come, and had stamped out the religion. The old men said that Sharallan’s boots must have been returned to Althanis by this god as a sign of a greater purpose. They found books, long hidden away in secret hiding places, and gave these to Althanis, but the books were in a language Althanis could not immediately understand (Abyssal).

Over long months, Althanis deciphered the books and taught himself the language of this old god, which was called “Father Dagon”.

[At this point, the journal starts being written in Abyssal.] One dark and stormy night, Althanis’ reading was

interrupted by a sound, a keening, wailing, sorrowful sound that triggered in him some primal urge to leave his warm rectory and make his way to the docks. He knew was being called. He got into a small rowboat,

and with absolutely no fear, rowed out into the surging waves.

The call dragged him onwards, and with unearthly strength he rowed around the island in the middle of the night, with white-capped waves towering above his fragile craft. But his boat was not swamped – far from it, the waves propelled him onwards at an enormous rate, until he reached the far north-west tip of the island. There, at the foot of the massive cliffs, was a cave entrance, exposed at the lowest tide of the year, and from this cave issued forth the sound that had driven him on.

Inside the cave, Althanis found the Voice of Dagon. It told him of the power of Father Dagon, the bounty that Dagon could provide, the riches that he would shower upon his faithful. Worship Dagon, the Voice said, and Ashenport will be restored to its former glory. Worship Dagon, the Voice said, and your beloved Sharallan will be returned to you…

And thus Althanis turned from Melora, and began worshipping Father Dagon, and thus he found Sharallan washed up on the beach one day, alive and well, but somehow changed. And she spoke of the things she had seen, great underwater cities peopled by creatures who worshipped Dagon. And she was of now of his faith, and determined to convert the villagers of Ashenport.

This turned out to be easy. Dagon blessed the villagers with full fishing nets and gold coins and other treasures washed onto shore. All Dagon asked in return was a sacrifice of non-believers once a year, at the time of the greatest spring tide. Dagon’s Voice would call out at this time, and all non-believers on the island would walk into the sea or throw themselves off the cliffs into the surging waters below.

And so the villagers quickly hatched a plan. Several times a year, they would announce that they would auction off some of the treasures that Dagon had provided. One of these auctions would be held at the time of Dagon’s call, and Dagon would bring forth a great storm at the time – thus allowing the villagers to explain that any visitors who did not return from the island at that time was lost at sea during the storm.

For the latest auction, Dagon has offered up one of his greatest treasures – a fragment of a crown that the Voice of Dagon tells him is the crown of the last dwarven king. Althanis has sent word far and wide that this is up for auction, and he expects a great deal of interest from dwarves with large sacks of gold and jewels. Of course, Althanis does not know whether the piece of crown is authentic.

Several weeks prior to the piece of crown being auctioned at the time of Dagon’s call, a corpulent, pasty-faced man who reeked of herbs, arrived on St. Kilda with a large number of rather rough looking men, and demanded the piece of crown – in exchange for a very large sum of money. The Alderman agreed, on the basis that those who would come after him for the crown would simply be sacrificed to Dagon.

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Adventure No.4 10 Last Breaths of Ashenport

TTHHEE CCOOAASSTTAALL CCAAVVEESS

After Althanis Once the PCs have disposed of Sharallan and Althanis, they are likely to have learned of the caves at the far end of the island wherein lurks the Voice of Dagon – either through Althanis’ journal or through interrogating captured cultists. However, the PCs are likely to be low on resources after fighting the cultists, and probably need a rest. Run another Dagon’s Call during this first rest. At the same time, a band of fish-men sally forth to complete the job (run The Sea’s Long Reach encounter). After this, the PCs can take an uninterrupted long rest.

Skill challenge – overland journey The PCs must traverse 5 miles of windswept moorland during a thunderstorm, trying to follow tracks made by a small group of cultists (including Alderman Ritter), to the point atop the cliffs above the cave of the Voice of Dagon.

Level 2 skill challenge (6 successes before 3 failures)

Key Skills: Endurance (DC 14), Nature (DC 19), Perception (DC 19). Max 2 successes from each skill. Secondary Skills: Athletics (DC 14). Grants +2 bonus to next Endurance check. Success: The PCs arrive at the top of the cliffs cold, wet and tired, but undaunted by the experience. The speed at which they moved let them overtake, and defeat, a small band of cultists without loss. Alderman Ritter, however, has already made it to the bottom of the cliffs and defends the entrance to the caves. Fail, 4 or 5 successes: The PCs arrive at the top of the cliffs cold, wet and tired, but largely undaunted by the experience. Alderman Ritter has already made it to the bottom of the cliffs and defends the entrance to the caves, and one cultist lurks within the caves (add one mystic cultist to the Killing Caves encounter). Fail, less than 4 successes: The PCs arrive at the top of the cliffs cold, wet and tired, and a little the worse for wear. Each PC has lost one healing surge. Alderman Ritter has already made it to the bottom of the cliffs and defends the entrance to the caves, and one cultist lurks within the caves (add one mystic cultist to the Killing Caves encounter).

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Adventure No.4 11 Last Breaths of Ashenport

TTHHEE WWRRAATTHH OOFF DDAAGGOONN Wrath of Dagon Level 9 Elite Soldier Large elemental humanoid (amphibious) XP 800 Initiative +9 Senses Perception +4; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to attacks until the start of their next turn. HP 200; Bloodied 100 AC 25; Fort 23; Ref 22; Will 20 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2, +4 against immobilisation and restraint Speed 6, swim 8 Action Points 1

Pincer (standard; at-will) Reach 2; +16 vs. AC; 2d6+6 damage and the target is grabbed;

see expert grappler. Toxic talons (minor 1/round; at-will)

+14 vs. AC; 1d4+6 poison damage and ongoing 5 poison damage and the target is slowed (save ends both). First failed save: The target is immobilised instead of slowed (save ends).

Snapping pincers (standard; at-will) The Wrath of Dagon makes 2 pincer attacks.

Alluring pheromone (standard; encounter) Charm Close blast 5; targets enemies; +12 vs. Will; the target is pulled 4

squares. The Wrath of Dagon then makes a pincer or toxic talons attack against each adjacent enemy.

Wrathful pheromone (standard; encounter) Charm Close blast 5; targets enemies; +12 vs. Will; the target must use a

standard action on its next turn to make a basic attack against its nearest ally. If no ally is within the range of a basic attack, the target loses its standard action for that round.

Expert grappler The Wrath of Dagon can have up to 2 creatures grabbed in its

pincers at a time, and can sustain both grabs with a single minor action. It cannot make pincer attacks while it has 2 creatures grabbed. Attempts to escape its grab suffer a –2 penalty. When the Wrath of Dagon sustains a grab, the grabbed creature takes 10 points of damage.

Radiant weakness If the Wrath of Dagon is hit by a radiant effect it takes a -2 penalty

to attacks until the start of its next turn. Threatening reach The Wrath of Dagon can make opportunity attacks against any

creature within reach (2 squares). Alignment Chaotic Evil Languages Abyssal Skills Athletics +15 Str 22 (+10) Dex 20 (+9) Wis 10 (+4) Con 20 (+9) Int 9 (+3) Cha 17 (+7)

Alderman Heinrich Ritter Level 9 Elite Soldier Medium natural humanoid (human) XP 800 Initiative +7 Senses Perception +4 HP 198; Bloodied 99 AC 26; Fort 23; Ref 21; Will 22; see also defensive stance Saving Throws +2 Speed 5; see also defensive stance Action Points 1

/ Waraxe (standard; at-will) Weapon Range 5/10; +16 vs. AC; 1d12+9 damage and the target is marked

until the end of Ritter’s next turn. See also Dagon’s challenge. Shove and slap (standard; encounter) Weapon

+14 vs. AC; 2d10+5 damage and the target is pushed 2 squares. Ritter can shift into the square occupied by the target. Effect: Make a secondary attack against another target. Secondary Attack: +14 vs. AC; 1d10+5 damage and the secondary target is dazed (save ends).

Flailing axe (standard; recharges when first bloodied) Weapon Ritter’s arm becomes a long tentacle for this attack; close burst 2;

+16 vs. AC; 1d12+9 damage and the target is knocked prone. Death throes (free, when reduced to 0 hit points) Poison

Ritter’s abdomen bursts, spattering everyone nearby in a noxious slime that smells of rotten fish guts; close burst 2; +12 vs. Reflex; 1d10+5 poison damage and the target is dazed (save ends).

Dagon’s challenge (only usable when in defensive stance; immediate interrupt, when a marked creature within 5 squares of Ritter moves, shifts, or makes an attack that does not include Ritter; at-will) Weapon

Ritter makes a waraxe attack against the triggering creature. Defensive stance (free; encounter) Stance While Ritter is in his defensive stance he gains a +2 bonus to AC

and Fortitude defences, any distance he is forced to move is reduced by 2 squares, and he gets a free saving throw to avoid being knocked prone. He can also use the Dagon’s challenge attack. However, Ritter is also slowed. He can end his defensive stance as a free action on his turn.

Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12, Bluff +13, Insight +9, Religion +10 Str 20 (+9) Dex 16 (+7) Wis 11 (+4) Con 19 (+8) Int 13 (+5) Cha 18 (+8) Equipment scale armour, heavy shield, dwarven thrower waraxe +2.

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Adventure No.4 12 Last Breaths of Ashenport

TTHHEE KKIILLLLIINNGG CCAAVVEESS 2 fish-men of Dagon warriors Level 8 Skirmisher Medium elemental humanoid (amphibious) XP 350 Initiative +12 Senses Perception +6; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to all attacks until the start of their next turn. HP 89; Bloodied 44 AC 22; Fort 19; Ref 22; Will 18 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2 against immobilisation and restraint Speed 6, swim 8

Rusty rapier (standard; at-will) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage.

Slippery strike (standard; recharge ) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage. The fish-man of

Dagon warrior can shift 2 squares either before or after the attack. Radiant weakness A fish-man of Dagon that is hit by a radiant effect takes a -2

penalty to attacks until the start of its next turn. Slippery A fish-man of Dagon gains a +2 racial bonus to escape a grab. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12 Str 16 (+7) Dex 22 (+10) Wis 14 (+6) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment sodden tattered clothing, rusty rapier. 3 fish-men of Dagon slayers Level 8 Lurker Medium elemental humanoid (amphibious) XP 350 Initiative +14 Senses Perception +6; low-light vision Vile stench (poison) aura 2; creatures who begin their turn in the area

take a -2 penalty to all attacks until the start of their next turn. HP 71; Bloodied 35 AC 22; Fort 19; Ref 22; Will 18 Resist 5 acid, 5 cold, 5 poison; see also radiant weakness Saving Throws +2 against immobilisation and restraint Speed 6, swim 8

Rusty rapier (standard; at-will) Weapon +13 vs. AC; 1d8+6 damage plus 2 poison damage.

Toxic dart (standard; at-will) Poison Range 10; +13 vs. AC; 1d4+6 damage and ongoing 5 poison

damage and the target is slowed (save ends both). First failed save: The target is immobilised instead of slowed (save ends).

Nervous shot (immediate reaction, when an enemy moves adjacent; recharge ) Poison

The fish-man of Dagon slayer makes a toxic dart attack against the triggering enemy. This attack does not provoke an opp. attack.

Chameleon skin A fish-man of Dagon slayer can become, and can remain, hidden

even if it only has normal cover or concealment. Concealed combat advantage If a target cannot see a fish-man of Dagon slayer at the start of the

slayer’s turn, the slayer has combat advantage against the target until the end of its turn. Its attacks against a target against whom it has combat advantage cause an extra +1d8 damage.

Radiant weakness A fish-man of Dagon that is hit by a radiant effect takes a -2

penalty to attacks until the start of its next turn. Slippery A fish-man of Dagon gains a +2 racial bonus to escape a grab. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +12, Stealth +15 Str 16 (+7) Dex 22 (+10) Wis 14 (+6) Con 17 (+7) Int 10 (+4) Cha 10 (+4) Equipment sodden tattered clothing, rusty rapier.

Gibbering mouther Level 9 Controller Medium aberrant magical beast XP 400 Initiative +6 Senses Perception +3; all-round vision; darkvision Warped ground aura 3; enemies treat the ground in the aura as

difficult terrain HP 102; Bloodied 51 AC 23; Fort 23; Ref 19; Will 21 Speed 5, climb 5, swim 5

Bite (standard; at-will) Acid +14 vs. AC; 1d6+6 damage and ongoing 10 acid damage (save

ends). Gibbering (free, once on the gibbering mouther's turn before it takes other actions, at-will) Psychic

Close burst 5; deafened creatures are immune; +11 vs. Will; the target is dazed until the end of the gibbering mouther’s next turn.

Gibbering feast (standard; recharge ) Acid Close burst 5; unnatural mouths appear on dazed creatures in the

burst and bite them; +14 vs. AC; 1d6+6 damage, and ongoing 10 acid damage (save ends).

Alignment Unaligned Languages — Str 19 (+8) Dex 14 (+6) Wis 8 (+3) Con 22 (+10) Int 4 (+1) Cha 18 (+8) Burning adhesive Level 9 Warder Trap XP 400 Trap: Tripwires hidden in the contours of the stone floor dump a vat of

acidic and highly sticky goo upon those in the target area. Only a character standing in a darkly shaded square risks triggering the trap, but anyone in a dark or light shaded square can be attacked by it. In addition to releasing the adhesive, the trap sounds a great gong when triggered.

Perception DC 19: The character notices a tripwire, which allows him or her to

bypass one of the trapped squares. Additional Skill: Dungeoneering DC 14: The character recognizes that some of the contours of the

earth have been deliberately chipped and expanded. The party gains a +2 bonus to Perception checks to spot the tripwires.

Trigger When a creature enters or begins its turn in a trapped square, the

trap attacks. Attack Opportunity Action Burst Target: All creatures in shaded squares. Attack: +12 vs. Reflex Hit: 1d10+5 acid damage and the target is restrained (save ends).

Aftereffect: The target is slowed instead of restrained (save ends). Countermeasures An adjacent character who has spotted a tripwire can jump over

the trapped square with a DC 5 (or 10 without a running start) Athletics check.

An adjacent character can delay the trigger, of that square only, with a DC 19 Thievery check.

An adjacent character can disable the trigger, of that square only, with a DC 21 Thievery check.

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Adventure No.4 13 Last Breaths of Ashenport 0 or 1 mystic cultist Level 8 Controller Medium natural humanoid (human) XP 350 Initiative +5 Senses Perception +7 HP 88; Bloodied 44 AC 22; Fort 20; Ref 18; Will 22 Speed 6

Mace (standard; at-will) Weapon +13 vs. AC; 1d8+4 damage.

Dagon’s fang (standard; at-will) Psychic Range 10; +12 vs. Fortitude; 2d6+5 psychic damage.

Storm of the ocean lord (standard; recharge ) Cold Area burst 2 within 10; +12 vs. Reflex; 2d8+5 cold damage and the

target is immobilised until the end of the cultist’s next turn. Ring of terror (immediate reaction when an enemy moves adjacent; encounter) Fear

Close burst 1; triggering enemy only; +12 vs. Will; target is pushed 4 squares.

Alignment Chaotic Evil Languages Abyssal, Common Skills Religion +9 Str 10 (+4) Dex 13 (+5) Wis 17 (+7) Con 16 (+7) Int 10 (+4) Cha 21 (+9) Equipment oilskin coat, hide armour, mace, 5gp, 20sp.

DDEEEEPP WWAATTEERR 4 tendrils of Dagon Level 9 Controller Medium elemental beast (aquatic) XP 400 Initiative +6 Senses Perception +5; low-light vision HP 99; Bloodied 49 AC 23; Fort 24; Ref 20; Will 19 Resist 10 poison Speed swim 10

Tentacles (standard; at-will) +14 vs. AC; target is grabbed. Threatening reach A tendril of Dagon can make opportunity attacks against any target

in reach (2 squares). Beak (minor 1/round; at-will)

Grabbed targets only; +14 vs. AC; 2d6+6 damage. Drag (minor; at-will)

Grabbed targets only; +13 vs. Fortitude; the target is pulled 2 squares.

Ink cloud (standard; encounter) Poison Close burst 3; +13 vs. Fortitude; 2d12+4 poison damage. The

cloud remains until the end of the tendril’s next turn and provides concealment to all creatures within it.

Alignment Chaotic Evil Languages Str 22 (+10) Dex 15 (+6) Wis 13 (+5) Con 19 (+8) Int 3 (+0) Cha 12 (+5)

TTHHEE CCAALLLL OOFF TTHHEE DDEEEEPP 3 guardian demons Level 9 Soldier Medium elemental humanoid (amphibious) XP 400 Initiative +8 Senses Perception +12; darkvision HP 97; Bloodied 49 AC 25; Fort 23; Ref 20; Will 21 Resist 10 poison, 10 variable (1/encounter) Speed 6, swim 6

Trident (standard; at-will) Weapon +15 vs. AC; 2d8+5 damage.

Skewering tines (standard; at-will) Weapon +15 vs. AC; 1d8+5 damage and the target is restrained (until

escape). The guardian demon can sustain the power as a standard action, in which case the target takes 1d8 + 5 damage and is still restrained. While the target is restrained, the guardian demon can’t make trident attacks.

Poison Breath (standard; recharge ) Poison Close blast 3; the guardian demon breathes a cloud of poison gas

that fills the area; +13 vs. Fortitude; 2d6+3 poison damage and ongoing 5 poison damage (save ends).

Alignment Chaotic Evil Languages Abyssal, Common Skills Intimidate +10 Str 20 (+9) Dex 15 (+6) Wis 16 (+7) Con 17 (+7) Int 10 (+4) Cha 13 (+5) Equipment trident Voice of Dagon Level 11 Elite Artillery Large elemental beast (amphibious) XP 1200 Initiative +7 Senses Perception +11; darkvision Riptide aura 5; enemies treat the area as difficult terrain. HP 180; Bloodied 90 AC 26; Fort 23; Ref 23; Will 24 Saving Throws +2 Speed 5, swim 10 Action Points 1

Tentacles (standard; at-will) Reach 3; +17 vs. AC; 1d8+5 damage and the target is chaos-

touched (save ends); see chaos warp. Tentacle lash (standard; at-will)

The Voice of Dagon makes 2 tentacle attacks. Venomous spit (standard; at-will) Poison

Range 10; +16 vs. Reflex; 2d6+6 poison damage and the target is chaos-touched (save ends); see chaos warp.

Venomous stream (standard; at-will) Poison The Voice of Dagon makes 2 venomous spit attacks.

Dominate (standard; at-will) Charm Affects chaos-touched humanoids only; range 10; +16 vs. Will; the

target is dominated (save ends). The Voice of Dagon can dominate only one creature at a time.

Chaos warp (immediate interrupt, when a chaos-touched creature with 10 squares rolls a d20; at-will)

Close burst 10; the triggering creature must re-roll the d20, and must take the lower of the two rolls.

Frigid burst (standard; encounter) Cold Area burst 4 within 10; +16 vs. Reflex; 2d6+6 cold damage and the

target is chaos-touched and immobilised (save ends both). Venom spray (standard; encounter) Poison

Close burst 5; +16 vs. Fortitude; 2d6+6 poison damage and the target is chaos-touched (save ends).

Dagon’s proxy The Voice of Dagon gains +2 to attack rolls and does +2d6

damage against any chaos-touched creature. Threatening reach

Page 14: Adventure 4 - Last Breaths of Ashenport

Adventure No.4 14 Last Breaths of Ashenport The Voice of Dagon can make opportunity attacks against any

target in reach (3 squares). Alignment Chaotic Evil Languages Abyssal, telepathy 20 Skills Arcana +15 Str 21 (+10) Dex 14 (+7) Wis 23 (+11) Con 18 (+9) Int 21 (+10) Cha 18 (+9)

Treasure in C6. 10 firestorm arrows +2. Ivory dolphin statuette, 200gp. Narwhal tusk scrimshaw, 900gp. 9000sp 1425gp 12pp

Page 15: Adventure 4 - Last Breaths of Ashenport

Adventure No.4 15 Last Breaths of Ashenport

Trap Name Level # Role Trap XP # Trap: Perception DC Initiative + Trigger Attack Action type Ranged Target: Attack: Hit: Effect: Countermeasures