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ISSUE 180 | JUly 2010
A DUNGEONS & DRAGONS
®
ROLEPLAYING GAME SUPPLEMENT
Contents
4
thespiralGate
By Scott Fitzgerald Gray
The separatist faction of Bedine desert tribesfolk
known as the Sand Kings have long opposed
the iron grip of Netheril’s restored masters, the
Shadovar. Now the Sand Kings have uncovered a
dangerous and far-reaching Shadovar plot … but
whose side will the heroes join? A
D
ungeons
&
D
ragons
adventure for 16th-level characters.
48
ChaossCar: Downthe
Goblinhole
By Gareth Hanrahan
In his youth, Urgog the Mangler was a feared
goblin warrior and raider. Eventually, he and his
warband were driven deep into the Chaos Scar
and weren’t heard from again. It was hoped that
Urgog was dead … but he’s not. A
D
ungeons
&
D
ragons
adventure for 2nd-level characters.
68 eyeonDarksun
By Rodney Thompson
The sorcerer-kings of Athas keep the Dragon at bay by
offering it sacrificial victims at the infamous and well-
hidden Dragon’s Altar.
72 eyeontherealms
By Ed Greenwood
Heldran Rallyhorn is devoted to keeping the nobility of
Faerûn ‘pure’, and his methods have made him both loved
and feared.
34
ChaossCar: thepillar
ofeyes
By Robert J. Schwalb
Not far from the wall bounding the Chaos Scar’s
haunted lands is a crooked stone pillar, standing
alone in an otherwise ordinary field. It resembles
nothing so much as a stack of staring eyeballs.
Thus far, the Pillar of Eyes has remained a hoary
and puzzling edifice. Recent study of the stone,
however, suggests that whatever it contains might
be growing restive. Perhaps someone with special
talents might be able to touch its magic and claim
it. “The Pillar of Eyes” is a Chaos Scar adventure
for five characters of 4th level.
60
aerialbattles
By Robert J. Schwalb
Airships provide swift and relatively safe travel at
a modest price for passengers, but such voyages are
not without danger. Storms can whip and f ling an
airship to the ground. Prowling pirates descend
from the great cloudbanks to strike passersby in
the air or on the ground, while larger, deadlier
monsters may regard an airship as a meal.
75 savemyGame
By Stephen Radney-MacFarland
A home-grown campaign needs home-grown f lavor,
and there are tools available that can help keep things
organized.
78 DunGeonCraft
By James Wyatt
Even when creating your own, unique campaign world,
you can draw on published adventures to keep things
moving.
3 eDitorial
By Steve Winter
Looking forward to
Dark Sun
, looking backward to
Empire of the Petal Throne
.
ontheCover
Illustration by Tyler Walpole
Dungeons & Dragons, D&D,
D
ungeon
,
D
ragon
, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast, llC, in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,
Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Printed in the U.S.A. ©2010 Wizards of the Coast, llC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
®
180
E D I T oR I A L
THE PSURLON COMETH
Dungeon
Ju l y 2010
Editor-in-Chief Steve Winter
The approaching release of the new
Dark Sun
edition has
my fingers twitching at the thought of holding the new
books in my hands and actually turning pages. of course,
we’ve had final PDFs for a while, so we’ve been able to f lip
virtual pages to our heart’s content and see exactly what
will soon be available in print.
No one should be surprised to hear that I’m a big fan of
the
Dark Sun
setting. I was involved in early concepting
on the original world, before it even had a name. Beyond
that, I’ve always been a sucker for a) deserts, b) crumbling
civilizations, and c) fantasy settings that are entirely differ-
ent from the norm (whatever you define that to be). So the
Dark Sun
PDFs have been getting a good going-over on
my computer, and I must say that I love what I’m seeing.
one side effect of immersing myself in all things Athas
is that I’ve also been led back to
Empire of the Petal Throne
.
I’d love to know, out of all the people reading this, how
many of you are familiar with EPT, how many have heard
of it but don’t know anything beyond the name, and how
many have never even heard of this legendary game.
The original
Empire of the Petal Throne
was pub-
lished by TSR in 1975, making it a true trailblazer in
RPGs. It had its own game rules, although they were
familiar to original D&D players. It was EPT’s setting of
Tékumel that made it legendary.
Tékumel was the fiercely unique creation of Professor
M. A. R. Barker, who had been imagining and writing
about it for
decades before
D&D was a
glimmer in
Dave’s and
Gary’s eyes.
Very brief ly,
in the far
future, man-
kind perfected
the science
of traveling
between stars.
We moved out
into the galaxy, exploring and settling new worlds and
meeting many other races of intelligent beings. The planet
Tékumel was a crossroads between alien races, many of
whom had cities there—including some of humanity’s
most implacable enemies.
Then came “the Time of Darkness.” Inexplicably, Téku-
mel fell through the fabric of space and time into a pocket
dimension where it was utterly isolated from the universe
we know. Even the laws of nature were different in this
new realm. As the shattered world clawed its way back
toward civilization, failing technology was replaced by
magic and science was replaced by powerful, inscrutable,
and often cruel gods. Vicious beasts were twisted into
cosmic horrors. After tens of thousands of years, Tékumel
became a completely different place—except that the ani-
mosity of humanity’s ancient enemies persisted, and the
ruins of its star-spanning empire were entombed beneath
crumbling, dead cities.
That’s Tékumel. Interesting parallels can be drawn
between it and Athas; most are no more than artifacts of a
common heritage, I’m sure, although a few homages cer-
tainly crept into the younger setting. What really struck
me on rereading EPT, however, was the cold-blooded
deadliness of Tékumel.
In 1975, D&D in general had a fatality rate approach-
ing that of Left 4 Dead, but Tékumel was especially lethal.
It abounded with creatures such as Thúnru’u, the Eater of
Eyes, and spells such as the Silver Halo of Soul-Stealing.
Death came in many forms on Tékumel, and it came
frequently.
Dark Sun
has a well-earned reputation as a place that’s
hard on player characters. Still, we can all be grateful that
game designers have learned that no matter how enjoyable
you make the process of creating new characters, that’s
not why people play the game. Soon, we’’ll once more
stride the dusty streets of Tyr with trikals in our fists and
adventure in our souls.
I’m ready. Are you? Let us know at dndinsider@wiz-
ards.com.
SeniorArtDirector
Jon Schindehette
WebProduction Bart Carroll
ContributingAuthors Scott Fitzgrerald Gray,
Ed Greenwood, Gareth Hanrahan,
Stephen Radney-MacFarland,
Robert J. Schwalb, Rodney
Thompson, James Wyatt
Developers
Jeremy Crawford, Stephen
Schubert
Editors Miranda Horner
CoverArtist Tyler Walpole
ContributingArtists Empty Room Studios, Mclean
Kendree, Jeffrey lai, Chuck
lukacs, Tyler Walpole
Cartographers
Jason A. Engle, Mike Schley
PublishingProductionSpecialists
Angelika lokotz, Erin Dorries,
Christopher Tardiff
WebDevelopment Mark A. Jindra
ExecutiveProducer,
D&DInsider Christopher Perkins
DirectorofRPGR&D Bill Slavicsek
SpecialThanks
Richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke
Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Peter
lee, Mike Mearls, Kim Mohan, Cal Moore, Peter Schaefer, Stephen
Schubert, Matthew Sernett, Rodney Thompson, James Wyatt
THE
SPIRAL
GATE
By Scott Fitzgerald Gray
illustration by Tyler Walpole
F
cartography by Mike Schley
TM & © 2010 Wizards of the Coast llC All rights reserved.
All Faerûn’s fate is being shaped in Netheril.
You can hide behind your belief that this is all
about other lands, other people, other lives,
but in the end, your lands and your people will
be caught up in this struggle like all the rest.
So decide now. Which side are you on?
Ju l y 2010
|
Dungeon 180
4
THESPIRALGATE
In “The Spiral Gate,” the characters find them-
selves caught up in a power struggle inspired by
the new Netheril. The separatist faction of Bedine
desert tribesfolk known as the Sand Kings have long
opposed the iron grip of Netheril’s restored mas-
ters, the Shadovar. Although Sand King tactics are
typically limited to hit-and-run skirmishes against
Netherese patrols and supply convoys, a faction led by
a desert mystic named Ashurta has uncovered a dan-
gerous and far-reaching plot.
The Shadovar seek the secret to reactivating a
wide-reaching and powerful portal network centered
around a magical location known as the Spiral Gate.
Led by a shade captain named Durbela, the Shadovar
are dangerously close to reclaiming a secret ritual
scroll whose power will reactivate the dead network. If
they are successful, the Spiral Gate will give the Sha-
dovar control of countless reactivated portals across
Faerûn—and that could be the tipping point in Neth-
eril’s quest to become the continent’s dominant power.
“The Spiral Gate” is an adventure for five charac-
ters of 16th level. It can be played as a stand-alone
adventure or can be used as a framework on which
to build a longer adventure or a section of your ongo-
ing campaign.
This adventure centers around three linked and
partially functioning portals, the last of which holds
power that Netheril seeks. The Spiral Gate was a leg-
endary portal nexus built around a conf luence point
of the Weave. Its power extended into a wide network
of gates, but they were shut down by the Spellplague
like all other portals. Now the Spiral Gate and its
network have been all but forgotten. The Shadovar
of Netheril, however, have uncovered lost lore that
promises to restore the Spiral Gate to power and leave
its network under their control.
An ancient ritual scroll holds the secret to restor-
ing and reclaiming the power of the Spiral Gate,
and that could potentially tip the balance of power
in Faerûn by granting unprecedented mobility to
Netherese spies, assassins, and armies. The scroll was
divided into four fragments that the Shadovar and
their sworn enemies the Sand Kings are desperately
searching for. The Netherese seek to reactivate and
control the portal; the separatists hope to use the
ritual to permanently disable the Spiral Gate and put
its power out of Netheril’s reach. The characters are
caught in the middle and must decide which faction
to support—or how to effectively manipulate both
sides to their own advantage.
This adventure can take place in any part of
Faerûn, but it is best situated in one of the border
realms caught up in conf lict with Netheril. It begins
in a city the heroes are passing through or in which
they are resting after their previous adventures.
THEQUESTS
If played as a short adventure, “The Spiral Gate”
focuses on the characters’ part in the activation
or disabling of the master portal and its network.
If you expand this adventure, add minor quests as
appropriate. Consider making it more difficult for the
characters to discover the locations of Encounters T1
and T2 or creating a minor quest around their efforts
to establish a detente with the Sand Kings, the Sha-
dovar, or both.
majorQuest—activateorDestroythespiralGate
Depending on which side of the Shadovar/Sand King
conflict the adventurers end up on (or even if they
play both sides against one another), their focus in the
final encounter is on the activation or destruction of
the Spiral Gate and its connected portal network by
using the power of the scroll fragments.
reward:
7,000 XP.
ADVENTURESYNOPSIS
BACKGROUND
As the adventure begins, two of the four scroll frag-
ments have been found and are in the possession
of the Shadovar and Sand King factions. A squad of
Sand King agents in with one fragment targets the
party in a crowded marketplace—not because they’re
looking for a fight but to clandestinely slip the scroll
fragment into the heroes’ possession. The desperate
Sand Kings need to keep the fragment away from a
superior force of Shadovar hot on their heels, and
they hope that it will be temporarily safe hidden
In the aftermath of the Spellplague, the portal net-
works that once made Faerûn synonymous with
magical power were shattered. With the breaking
of the Weave, most of Faerûn’s portals remain inert
or unstable, and only the bravest arcanists engage in
the dangerous rituals required to bring a dead portal
back to life.
Ju l y 2010
|
Dungeon 180
5
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