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ISSUE 162 | JANUARY 2009
A Dungeons & Dragons ® Roleplaying Game Supplement
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CONTENTS
By Robert J. Schwalb
A Scales of War Adventure Path
adventure. This short adventure
bridges the gap between the heroic
and paragon tiers of play for your
Scales of War campaign if your PCs
aren’t quite 11th level. The Cult of
Exquisite Agony—a cabal of insane
devotees of the Far Realms—has
grown in power recently, spurred
on by a local sect popping up almost
overnight in Overlook. Now the cult is looking to expand its sphere
of inf luence, using the recent chaos in the city as a springboard for
their own agenda. An adventure for 10th-level PCs.
By Robert J. Schwalb
The Madness trilogy continues with
“Depths of Madness.” After saving the
town of Wellspring, the heroes find
that their efforts have not stopped the
assault on the town. A new threat has
emerged, seeking to capitalize on the
re-emergence of the Tear of Ioun. The
heroes must seize the Tear and defeat
this threat, or the entire region could
be swallowed by chaos. An adventure
for 11th-level PCs.
ON THE COVER
Illustration by Wayne Reynolds
CHALLENGES
By Mike Mearls
Mike continues to educate on the
nature of skill challenges, with
unique applications and examples.
By Stephen Radney-MacFarland
A DM’s best friend? Stephen
Radney-MacFarland, back with
more advice and letters from the
mailbag.
By James Wyatt
James discusses the latest changes
to his f ledgling campaign.
By Stephen Radney-MacFarland
In this epic adventure, the Winter Witch—a
legendary archfey—has launched a campaign
to send eternal winter cascading over large
portions of the world. After a summons to
Winterhaven, the characters find a land
locked in ice, and an old ally in need of aid.
A trek to find a artifact known as the Sun’s
Sliver ensues, the only force potent enough
to defeat the Winter Witch and banish her
from the mortal world once more. An adventure
for 22nd-level PCs.
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Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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TM
CO N T E N T S
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TM
EDITORIAL
162
Don’t Let the XP
DUNGEON
January 2009
Grind You Down
Editor-in-Chief
Chris Youngs
Senior Art Director
Jon Schindehette
Web Specialist
Chris Sims
If you watched the news the week before Christmas, you
might have seen weather reports about snowstorms in the
Pacific Northwest. I know, I know—up here, we tend to freak
out over the least amount of the white stuff, but this was
pretty genuine… at least for a city that boasts a f leet of only
thirty plows. So the office was closed for a few days due to
terrible road conditions, and while I sat home and watched
the snow pile up, I got to thinking about snow days past.
occasion, it can interfere with the story you’re trying
to tell. I know there have been times in each of my
campaigns, past and present, when my characters
have advanced more quickly than I expected, and I’ve
needed to tweak encounters on the f ly to make them
challenging enough. That can be a headache. I’ve
likewise had experiences where groups have missed
encounters, often due to smart play, so they haven’t
advanced as quickly as I thought they would, forcing
me to alter encounters in the other direction.
This isn’t a big deal in the grand scheme of things,
but I love that D&D is a f lexible enough game that
with the right group, you can just alter the XP system
to achieve the same ends. Maybe you increase or
decrease XP values by 20% for a few weeks until the
PCs’ levels are back where you need them. Or maybe
you just stop awarding XP for a few sessions until
they’ve finished the adventure they’re on and are back
on track. (Warning! This approach could be hazard-
ous, and you might find your Mt. Dew spiked with
Ex-lax or worse!)
Basically, XP shouldn’t be a DM’s enemy. Just be
sure to keep your group informed. If you’re going to
fudge the numbers or start dictating when characters
level (after a set amount of real-world time, or after
in-game way points), let your players know and they’ll
appreciate you for the heads up….. Or they’ll hate your
guts and you’ll find your favorite mini’s decapitated
head in your bed one morning. Regardless, the system
can handle this quick and easy change.
Heck, I’m sure I’m missing some other easy fixes.
Has XP ever limited your game in some way or proved
a liability? What’s your story? And how did you fix it?
Send us your responses to dndinsider@wizards.com !
Web Production
Bart Carroll, Steve Winter
Contributing Authors
Stephen Radney-MacFarland,
Mike Mearls, Robert J. Schwalb,
James Wyatt
Developers
Stephen Radney-MacFarland,
Peter Schaefer, Rodney Thompson
I brought this up when we got back to the office, and
Bart mentioned an all-D&D marathon during a snow
week in his youth. What a blast! When they played—
stopping only for food and the occasional nap—they
didn’t track XP. Their DM would just tell them to level
Editors
Miranda Horner, Gary Sarli
Cover Artist
Wayne Reynolds
Contributing Artists
Dave Allsop, Drew Baker
Erid Deschamps, Gonzalo Flores
Izzy, Goran Josic, Howard Lyon
The results from last month’s question are in. As I,
ahem, expected, Against the Giants beat the pants
of f of Tomb of Horrors, 43% to 37%. Thanks to every-
one who participated in the poll!
Raven Mimura, William O’Connor
Ann Stokes, Amelia Stoner
Sam Wood , Ben Wootten
Cartographers
Jason A. Engle, Robert Lazzaretti
Sean Macdonald,Mike Schley
Publishing Production Specialists Angelika Lokotz, Erin Dorries,
up after a significant period of adventuring had passed.
The players didn’t even want to bother tracking XP--
that took away from the marathon session. And the DM
then didn’t have to track numbers. When he was ready
to up the challenges, he had the players take a few
minutes to level up their characters. The idea was that
when you’re running a D&D marathon, you don’t want
to spend precious gaming time calculating XP.
I think this is brilliant! Don’t get me wrong: I don’t
have a thing against XP. In 4th Edition, it’s easier than
ever to calculate and dole out. For most campaigns,
it’s an ideal way to track character progress through
the levels. Plus, that sense of anticipation as you creep
toward your next level is great fun.
For most groups, XP serves as your barometer
for advancement—heck, for the entire campaign’s
progress! However, that means that for most DMs, on
Christopher Tardiff
Web Development
Mark A. Jindra
D&D Creative Manager
Christopher Perkins
Executive Producer,
D&D Insider
Ken Troop
Director of RPG R&D
Bill Slavicsek
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter,
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy
Crawford, Rob Heinsoo, Peter Lee, Julia Martin, Mike Mearls,
Kim Mohan, David Noonan, Stephen Radney-MacFarland, Peter
Schaefer, Stephen Schubert, Chris Sims, Rodney Thompson,
Rob Watkins, James Wyatt
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F ist
o of
M ourning
by Robert J. Schwalb
illustrations by Gonzalo Flores, Goran Josic,
Howard Lyon, and Anne Stokes
cartography by Mike Schley
An adventure for 10th-level characters
TM & © 2009 Wizards of the Coast LLC. All rights reserved.
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January 2009 | DUNGEON 162
ist
ourning
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Fist of Mourning
While lords and heroes alike look to the brimming
war spilling across the lands, evil blossoms in places
unexpected. With the realm, and possibly the world,
teetering on destruction’s precipice, new factions rise to
work their wickedness. One such menace is the Cult of
Exquisite Agony, a disturbed cabal dedicated to perfect-
ing mortal f lesh by infusing it with the essence of chaos
to make it more adaptable, stronger, faster, and better.
Gathering in a fallen hero’s tomb high in the Stone-
home Mountains, this cult commits horrific acts hidden
from those who cannot comprehend their effort’s mag-
nificent end. Though careful to avoid attention, success’s
proximity has made them sloppy, and their deeds leave
traces those with courage and resolve can follow.
“Fist of Mourning” is a DUNGEONS & DRAGONS ®
adventure for five 10th-level characters. Although
designed as a short scenario for adventuring parties
participating in the “Scales of War” adventure path,
you can adapt it for use in any mountainous region of
any game world and for any campaign.
BACKGROUND
The Cult of Exquisite Agony blossomed and withered
many times over the centuries, rising in power, but
falling when madness and treachery consumed its
greatest leaders. Each time the cult rose, it sought
to improve on what the gods themselves had done:
remake mortal f lesh into something better and attain
the full potential they believed was buried within all.
The last time the cult stirred was over a century
ago, many miles to the south in the ruins of Zannad.
Believing the secrets to their evolution was within
the fabled yuan-ti city, they scoured the wreckage
with little luck and they, like others before them,
succumbed to insanity and malice, turning against
each other in an orgy of violence. Not all perished,
and at least one escaped to carry the filthy message
of transformation to other lands.
One such refugee made it to Overlook, and before
her death, she passed on her cult’s tenets to loyal
followers recruited from local folk. Over the genera-
tions, the cult grew, but its leaders did not follow in
their founder’s steps until one named Obsen came to
power 10 years ago. A disturbed man with a taste for
the exotic, he believed he gained the power and quali-
ties of everything he ate provided the meal was alive
while he consumed it. So he ate plenty and often. It
wasn’t until he devoured a slaad tadpole, purchased at
a high price in Nine Bells—the poor and crime-ridden
district in Overlook—that he realized he had the
means to attain perfection all along.
For the next 10 years, Obsen and his cronies quietly
amassed slaad tadpoles, performed hideous experi-
ments on themselves in dank cellars, stole residuum to
power their rituals, and made unconscionable pacts
with otherworldly beings until they perfected the pro-
cess. When Tusk’s armies marched on Bordrin’s Watch,
Obsen and the cultists quit the city and marched to an
January 2009 | DUNGEON 162
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