Dragon Magazine #418
Dragon Magazine #418
Dragon Magazine #418
CONTENTS
3
4
29 WONDROUS
WEAVINGS
By Stan!
35 INNS
IN A N INSTA NT
By Jeff LaSala
By John Hasznosi
WIDOWS SPIRIT
By Rodney Thompson
Shell make you wish you were dead, too.
13 YE
OLDE CREATURE
CATALOGUE
By Tim Eagon
Behold four monsters plucked from the
Palace of the Silver Princess, the halls of
Castle Amber, and other classic dungeons.
21 BACKDROP:
49 THE
HOCHOCH
52 THE
WINTER OF
THE WORLD
By Keith Baker
Beware the bogeymen of the Eldeen woods.
55 THE
HIGH PRIEST
OF BEHOLDERS
By Ed Greenwood
Meet the eye tyrants number-one fan.
By Claudio Pozas
Visit a town in dire need of adventurers.
ON THE COVER: Craig J Spearing rocks your world with his awesome illustration of the terrible tarrasque.
EDITOR I A L
TM
418
D R AG O N
Senior Producer
D e c e m b e r 2 012
Christopher Perkins
Producers
Greg Bilsland, Stan!
Managing Editors
Developers
Tanis OConnor, Chris Sims
Jon Schindehette
Art Director
Contributing Authors
Contributing Editors
Contributing Artists
Kate Irwin
Angie Lokotz
Daniel Helmick
Keith Baker, Jennifer
Clarke Wilkes, Tim Eagon,
Ed Greenwood, John
Hasznosi, Dennis Johnson,
Jeff LaSala, Claudio Pozas,
Rodney Thompson
Cartography
Mike Schley
History Check:
The
Tarrasque
By Jeff LaSala
S ole Survivor
You think you know monsters. You may spend your
life battling aberrations in subterranean realms,
demons in blasphemous temples, or angels in the
astral skies. You may even have slain dragons.
But you have never seen the wrath of a true monsterone that devils and archons alike would shy
from, a beast that slumbers now in a place so remote
even the deep-dwelling drow cannot fathom it.
I have looked into the soulless eyes of the Great
Beast, and it looked back into mine. Whether by fate
TM & 2012 Wizards of the Coast LLC. All rights reserved.
D e c e m b e r 2 012 | D R AG O N 4 18
Weapon in Waiting
All wars beget new weapons. Conflict is the father of
invention, after all. In the midst of its cosmic strife,
the Dawn War propagated many abominations
living weapons used by both sides, some of which still
lurk in forgotten or familiar places. Atropals, astral
stalkers, phanes . . . the list goes on, and mortals are
fortunate if they never meet a single one of them. The
tarrasque was the last and unquestionably the most
powerful of these new weapons of war.
Before their exile, the archomentals wrought one
final act of spite. Combining their talents, they fashioned in secret an abomination of unquenchable
hunger. Imix the Fire Lord infused the tarrasque with
burning internal heat and murderous energy. Cryonax the Bringer of Endless Winter and Ogrmoch
the Stone Tyrant gave it immortal endurance. Olhydra the Mistress of the Black Tide and Yan-C-Bin the
Great Cloud inspired the creatures inexorable wrath.
There is evidence that at least two Elemental Princes
did not survive this creation processa force of acid
and a creature of bone and bladebut their names
have been lost.
The archomentals then seeded the newborn tarrasque into the still-young natural world, leaving it to
incubate for centuries in the elemental core. One day,
it would awaken, once more to unleash the primordials wrath and tear apart the works of the gods.
The primordials intended that their volatile pet
would be a being so mighty, so intelligently malicious, that it would pluck dragons from the sky and
summon exarchs from the heavens to feast upon. Yet
their work was necessarily imperfect, tainted with
the same mindless rage that roiled inside its makers;
D e c e m b e r 2 012 | D R AG O N 4 18
HISTORY CHECK
A character who makes a DC 15 Arcana check
knows that the tarrasque is purported to be a
tremendous beast that appears from time to
time and ravages the world around it. A DC 25
Arcana check will reveal that the tarrasque is
an abomination formed by the primordials as
a weapon against the gods, that it sleeps in the
core of the world and only seldom rises. A DC
30 check reveals the tarrasques bond with the
world itself, its near-indestructible nature, and
just about everything the narrator postulates in
this article.
E arly A ssaults
For centuries the tarrasque remained dormant. The
archomentals had ceased to be concerned about their
secret project. They had fallen to fighting one another
again, only occasionally halting to advance their
collective agenda for the Elder Elemental Eye. Meanwhile, in the natural world, mortals and immortals
alike remained unaware of the danger germinating
beneath them.
Then one day it finally awoke. A long-ago kingdom
named Aeritueur was the first to speak in definite
terms of the tarrasques rampage. As chronicled
by eladrin magic in a malachite speaking-gem,
the loremasters of Aeritueur described a colossal beast superficially resembling a behemoth but
C ycle of Chaos
No doubt you have wondered: If the tarrasque cannot
be slain, why are we still here at all? Why hasnt
everyone seen it? Why, in some realms, does no one
even believe in it?
Because the tarrasque is not tireless. On each
occasion when it disappears, the Great Beasts weaknesstime itselfis revealed, though few possess the
frame of reference to understand it. The tarrasque
is an engine of destruction and elemental energy
sheathed in worldly flesh. It is therefore subject to
worldly limitations. It is powered by the magic of the
primordials, but even fire must have fuel. Everything
the tarrasque consumes is broken down and converted into potential energyenergy that the beast
cannot call upon until after it slumbers for some
period of time.
This cycle of sleeping and waking is erratic. In
older accounts, the tarrasque slept for two years at
a time, then rampaged for only a few days before
disappearing again. Sometimes it would become
more active, staying awake for months, chewing up
whole swaths of a continent with no sign of stopping,
then sink into the earth again and slumber for more
than a decade.
When the tarrasque emerges from its subterranean slumber, it does so almost anywhere. Most
reports of the beast stem from wilderness areas
because densely populated areas suffer the most
casualties. Therein lies the difficulty in studying the
D e c e m b e r 2 012 | D R AG O N 4 18
E yewitness to
Destruction
Many have tried to slay the tarrasque. Of course they
have. Felling dragons, while exceptionally difficult,
can earn you wealth and fame. Slaying demons and
defeating devils has a strong appeal for the boldest
of heroes. But the tarrasquethe ultimate killing
machine, eater of kings and kingdomsis the greatest
catch of them all. Can you imagine the glory?
I did, once, the second time I faced the tarrasque.
I was hale and full of vengeance. But instead of
taking part in the frontal assault, I watched from
a distance, casting protective spells and conjuring
defenses for my allies. Despite my efforts, and theirs,
the tarrasque tore through them all. My betrothed
was among them, a paladin as courageous and truehearted as any exarch, devoted to her deity in every
way. She faced the Great Beast armed with a footmans lance, but she did not wield it. Instead, she
sought to calm it with hymns, to halt it long enough
for our companions to pierce it with powerful weapons. For her trouble, she was bitten in two, then
swallowed. Hers was not a heros death. Not worthy of
a bards song. It was hideous, and it was swift.
I alone survived. Again. Devastated, I sank further
into my studies and began to enlist other monster
slayers to quest against it.
The next time I encountered the Great Beast was
when it emerged from a glacier thirty-three years
later in the frozen north. The small army I commanded nearly succeeded, piercing it with enchanted
blades seemingly faster than it could dispose of them,
but in the end it trampled and devoured them all.
Even the red dragon I rode failed to do lasting harm.
When I brought my mount close, the wyrms power of
flight failed ita vestige, perhaps, of Yan-C-Bins mastery of air. Unseated, I fumbled with my own magics.
The tarrasque rushed at me, and only a wisely prepared teleportation spell saved me.
O ther Facets
of the Beast
Not all who believe in the tarrasques existence fear
the creature. Some people revel in the destruction it
unleashes. Numerous cults devoted to the Great Beast
have risen from the ashes of its rampagesand then
faded away as quickly, their god silent for too long to
sustain mortal interest in their cause. Those cultists
that survive through the full span of the tarrasques
slumber are usually eaten when they finally meet
their monstrous benefactor.
Of all the cults I have observed, none have thrived
more than the Reckoners, founded three centuries
ago by a deva who was himself slain by the Great
Beast and rose again. While I shake my head at the
Reckoners mad vision, I admire their talents. They
have found ways to harness the negative energy that
flows in the tarrasques wake and have wrought
atrocities almost as great.
The tarrasque has also factored into the history of
powerful artifacts. Due to the elemental acid and fire
that churn in its stomach, it is capable of dissolving
anything, even otherwise indestructible objects. It is
written that the Fang of Baator, the Ebon Band, and
D e c e m b e r 2 012 | D R AG O N 4 18
To What E nd?
The tarrasques full story is doubtless much too long,
and beyond our scope to observe, to be properly
recordednot to mention too filled with contradictions. In my opinion, many of the paradoxes in
reports about the beast stem from its adaptability.
Yes, the tarrasque is changing. It seemingly has
grown steadily more powerful through the ages; perhaps it has even grown larger. In ancient times, the
Great Beast slept for years and woke for days. Now it
sleeps for decades and wakes for . . . much too long.
The next time it riseswill it ever sleep again? A new
era may soon be upon us, and it is not a pleasant one
to contemplate.
This, of course, is merely the account of one. I have
postulated many theories and attempted to chronicle
the tarrasques course, but no divinity or elemental
being has confirmed my work or dissuaded me. The
tarrasque is as old as the world, and nothing in the
D e c e m b e r 2 012 | D R AG O N 4 18
T he Cult of the
Tarrasque
Worship of the tarrasque is common following one of
the monsters attacks, but quickly fades as the creature sleeps again and fear of its power fades. The only
enduring cult of the tarrasque, called the Reckoners,
persists because its leaders are continually inspired
by a connection to the tarrasque. Corrupted by the
D e c e m b e r 2 012 | D R AG O N 4 18
The Reckoners
Goal: To kill on as large a scale as possible, carrying out the tarrasques work until it awakens.
Stated Goal: To honor the tarrasque, destroyer
of corruption, and to spread such destruction wherever possible.
Size: Thousands of Reckoners are spread throughout the world; hundreds of them are psychically
connected to the tarrasque.
Alignment: Evil; though the tarrasque kills on
instinct and is unaligned, the malign energy corrupting some Reckoners twists their morality, and
their followers kill innocents with questionable
justification.
Philosophy: Most Reckoners believe that the
indiscriminate destruction of the tarrasque, who
rises from the earth to crush entire civilizations, is
proof that society is inherently unnatural and evil.
Reckoners connected to the tarrasque require no
such philosophy; the beasts insatiable hunger makes
destruction an end in itself.
History: This first enduring tarrasque cult was
created around three hundred years ago by a deva
named Thaeras. Killed by the tarrasque and reborn
in the wasteland it created, Thaeras was corrupted
by lingering shadow energy, but memories of his past
lifetimes left him with enough sanity to think rationally. Thaeras learned to control the energy left in the
tarrasques wake and infect others with his functional
madness. Linked together by their common bond to
the tarrasque, these founding Reckoners began converting frightened people and bringing death in the
beasts name.
Leadership: Common Reckoners currently follow
a human wizard named Loman Farvel, who uses rituals to command local cult leaders across the world.
Most of Farvels schemes are dictated to him by the
A dventure Hooks
Just because the tarrasque is a level 30 monster that
will probably sleep through most of an adventurers
career doesnt mean that it cannot play a major role
in a campaign. The adventure ideas below are a few
examples of how the tarrasque can make an impression in every tier.
Heroic Tier
F Disciples of Erathis are seeking a firsthand
account of the last days of a lost civilization.
Equipped with scrolls of Speak with Dead, the
party travels to the civilizations ruins and finds
a group of Reckoners in the company of a legion
of half-shattered skeletal warriors. The cult has
raised these tarrasque victimsthe blessed of
the beastto honor the civilizations destroyer.
With too many potential enemies to simply attack,
the adventurers must find a way to deal with the
Reckoners and get the information they need from
the undead.
F All of a villages residents suffer from terrible
nightmares in which they are devoured by the
tarrasque. Reckoners are tainting the townsfolks
dreams with the shadow energy that corrupts the
cultists. The adventurers must discover the cult
and break its curse, before they succumb to the
same fate.
F Reckoners have infected a beneficent king with
the hunger of the tarrasque, turning him into an
aggressive despot who antagonizes his neighbors.
His ministers worry, but he refuses to be examined by doctors or mages. The party is hired to
infiltrate his court, discover what has caused the
change, and stop his descent into madness before
he pushes the kingdom into war.
Paragon Tier
F Oracles foresee that the tarrasque will destroy a
heavily populated area in a matter of days. Tasked
with finding a way to quickly evacuate the region,
the characters discover a large, inactive portal
to another plane. The party must investigate the
portal, arrange safe passage with the forces on the
other side, and convince the panicked people to
step into the unknown.
D e c e m b e r 2 012 | D R AG O N 4 18
10
Epic Tier
F Miners have discovered the resting place of the
tarrasque, deep within the Underdark, guarded
by a powerful group of Reckoners. Mind flayers,
drow, and an ancient purple dragon are among
the forces racing to attempt to gain control of the
tarrasque. The party must get to the site first and
either help the cultists hold off their enemies or
find a way to destroy the dormant tarrasque, and
accomplish either without waking the monster.
F The party learns that a powerful item that they
need was swallowed by the tarrasque long ago.
They travel to the Barrens in the Abyss, where
lie the ruins of every civilization that ever was or
ever will be. The party must find the last city that
will ever be destroyed by the tarrasque, where
the abominations undead body still hunts, and
retrieve the artifact lodged in its shriveled gullet.
Monster T heme:
R eckoner
The most gifted Reckoners respond not only to the
energy linking them to the tarrasque, but harness it
for themselves. Nearly any intelligent creature could
be such a cultist, and powerful rituals could infuse
unintelligent creatures with this ability. Giving a
monster one or more of the powers provided below
can show its connection to the tarrasque by echoing
the abominations abilities.
Reckoners in the heroic tier might not be visually
distinctive, except perhaps by wearing horns or a coat
resembling a carapace. At the paragon and epic tiers,
more prolonged exposure to the tarrasques shadowy
leavings transforms cultists bodies to mimic the tarrasque: Teeth grow into fangs, skin hardens almost
into scales, or sharp horns protrude from the head.
Abominations Frenzy
Screaming louder than naturally possible, the Reckoner lashes out with unexpected speed. Monsters
with reach benefit most from this ability.
Standard Actions
Furious Tail
With a sweep of the Reckoners hand, a ghostly
tail slaps down a nearby enemy. This power helps
artillery and controller monsters keep targets at
a distance.
Minor Actions
Rending Jaws
The Reckoners mouth opens beyond its natural size,
and ghostly fangs, capable of biting through metal
and bone, appear. This ability helps brutes and others
cope with well-armored defenders.
Triggered Actions
Rending Jaws F Encounter
Trigger: An enemy is hit by the Reckoners melee attack.
Effect (Free Action): The triggering enemy takes 5 extra
damage, and until the end of the Reckoners next turn, a
5 penalty to AC.
Level 11: 10 extra damage.
Level 21: 15 extra damage.
Scion of Annihilation
A wave of unnatural fear washes over the battlefield
as the Reckoner infuses its attacks with the unstoppable power of the tarrasque.
Minor Actions
T he Tarrasques
R etainers
When the tarrasque wakes, it eats anyone present,
the first of many victims. The surviving Reckoners,
their shadow energy enhanced in the presence of
their master, follow the tarrasque into battle.
Lore
History DC 32: As the tarrasque approached
a great city, several humanoids were seen running
ahead of it. The pity of the citys defenders turned
to horror when they saw that these cultists were not
fleeing, but leading the monster to the city. Shining
champions blessed by Bahamut rode out and engaged
D e c e m b e r 2 012 | D R AG O N 4 18
11
Encounters
Proximity to the tarrasque transforms the Reckoners shadow energy to complement the monsters
abilities; these cultists are encountered only with
the tarrasque. They follow the abomination until it
returns to slumber in the earth, when their abilities
return to normal but their obsession becomes stronger than ever.
Tarrasque Reckoner
Standard Action
Minor Action
Tarrasque Reckoners
in Combat
Reckoners stay at the edge of combat, singing their
masters praises and shouting curses at their enemies. They might seem harmless until heroes feel
the results of their magic. Each cultist falls quickly if
attacked, but a brief incantation from another lets it
rise from death.
T he Tarrasque
Long ago, the primordials created the tarrasque as a
living engine of destruction whose only purpose was
to obliterate the works of the gods. Drawn forth from
the core of the earth, the legendary beast stirs only
to rampage across the worlds face, leaving ruin and
despair in its wake.
Tarrasque
XP 95,000
Initiative +23
Perception +19
Blindsight 40
Traits
O Earthbinding F Aura 40
Flying creatures are slowed and have a altitude limit of 4 in
the aura. Any creature that enters the aura above the altitude limit is pulled down to the limit.
Immutable
The tarrasque cannot be dazed, deafened, dominated,
immobilized, knocked prone, petrified, restrained, slowed,
stunned, knocked unconscious, or weakened.
Elder of Annihilation
Damage from the tarrasques attacks cannot be reduced in
any way.
Eternal Slumber
When the tarrasque drops to 0 hit points, it sinks back into
the worlds core and slumbers once again.
Standard Actions
m Bite F At-Will
Attack: Melee 3 (one creature); +35 vs. AC
Hit: 3d10 + 31 damage, and the target falls prone.
Triggered Actions
D e c e m b e r 2 012 | D R AG O N 4 18
12
Bestiary:
Ye Olde Creature
Catalogue
By Tim Eagon
Illustrations by Christopher Burdett, Tony Foti, Hector Ortiz, and Matt Dixon
During the 1980s, the D&D Basic Set and the D&D
Expert Set introduced a number of creatures to the
world of Dungeons & Dragons, many of which have
not been represented in any version of the game since
then. This article reintroduces four of these long-forgotten monsters.
Decapus
D e c e m b e r 2 012 | D R AG O N 4 18
13
Level 4 Brute
XP 175
Initiative +4
Perception +10
Darkvision
Traits
Grasping Suckers
While climbing, the decapus can move 3 squares fewer
than the effect specifies when subjected to a pull, a push,
or a slide.
Standard Actions
m Tentacle F At-Will
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 2d6 + 8 damage, and the decapus grabs the target
(escape DC 14). Until the grab ends, the target takes
ongoing 5 damage.
C Flailing Tentacles F Recharge 5 6
Requirement: The decapus must be climbing.
Attack: Close burst 2 (enemies in the burst); +7 vs. Reflex
Hit: 1d10 + 6 damage, and the target falls prone.
Move Actions
D e c e m b e r 2 012 | D R AG O N 4 18
14
M agen
Magens are a type of artificial humanoid created by powerful wizards to act as guards and servants. Each variant
possesses its own distinctive set of strange magical powers.
The House of Amber, a family of demented nobles
and powerful wizards from another world, created
the first magens to serve them and protect their
interests. Because the theocracy that ruled their
home world regarded arcane magic with suspicion,
the Ambers were forced to craft servants that could
reasonably pass as human. Their name is actually a
corruption of the phrase gens magica, which means
magical people in the foreigners native tongue.
A magen usually resembles a perfectly formed
Medium humanoid with smooth, hairless, grayishwhite skin that is pliant and surprisingly warm to the
touch; occasionally, a magens creator adds pigmentation or hair to make it appear more alive. Magens
are genderless; nevertheless, some creators mold
them to appear male or female, and sometimes even
shape their features, which are otherwise unremarkable, to resemble those of their maker. They never
bleed or bruise, they lack any discernible anatomy,
and, when slain, their bodies dissolve in a burst of
acrid, multicolored smoke and flame. A magen wears
whatever clothes and uses whatever equipment its
master provides.
Above-Average Constructs: Arcanists can
create a magen through a complex magical process.
An alchemically charged suspension similar to gelatin is poured into a ritual-enhanced electrum mold
and animated by magical lightning. Since magic gives
a magen life, the construct can absorb magical energy
much like a living creature consumes food; this infusion temporarily boosts a magens powers.
Wizards who learn the techniques to create
magens do so because they believe the creatures are
more capable of independent action than homunculi
D e c e m b e r 2 012 | D R AG O N 4 18
15
Level 2 Soldier
XP 125
Initiative +5
Perception +8
Traits
Threatening Reach
The sentinel can make opportunity attacks against enemies
within its reach.
Standard Actions
Triggered Actions
XP 125
Initiative +4
Perception +8
Traits
Rapid Reloader
The bolter loads its crossbow as a free action.
Standard Actions
Triggered Actions
D e c e m b e r 2 012 | D R AG O N 4 18
16
Level 3 Brute
Galvan Magen
Level 4 Artillery
Hypnos Magen
Level 3 Controller
Standard Actions
Move Actions
M Retract F At-Will
Attack: Melee 4 (creatures grabbed by the magen); +6 vs.
Fortitude
Hit: The magen pulls the target to a space adjacent to the
magen.
Triggered Actions
R hagodessa
These giant arachnids are nightmarish relatives of the
common camel spider.
The rhagodessa is a primeval arachnid the size of a
small horse. Its hairy, dark brown body and its oversized yellow head are dominated by a massive set
of pincerlike mandibles, which account for nearly a
third of its body weight. It has four pairs of segmented
legs, as well as a front pair of shorter appendages
that end in pedipalps studded with dozens of hooked
suckers. The rhagodessa catches its prey with these
Standard Actions
Triggered Actions
Standard Actions
Triggered Actions
D e c e m b e r 2 012 | D R AG O N 4 18
17
Rhagodessa
Level 2 Skirmisher
Standard Actions
XP 125
Initiative +5
Perception +7
Darkvision
m Pedipalps F At-Will
Effect: The rhagodessa can shift 1 square before the attack.
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 2d4 + 5 damage, and if grabbing no target, the
rhagodessa can grab the target (escape DC 13).
M Powerful Bite F Recharge when the rhagodessa has no
creature grabbed
Attack: Melee 1 (one creature grabbed by the rhagodessa);
+5 vs. Reflex
Hit: 2d10 + 4 damage, and the target cannot use the
escape action (save ends).
Move Actions
D e c e m b e r 2 012 | D R AG O N 4 18
18
T houl
These brutish warriors combine the best and worst aspects
of their constituent creatures in one nasty package.
An ancient hobgoblin empire tried to create a race of
superior soldiers that would embody the most desirable traits of each creature by fusing them together
with unspeakable magic. Thouls have the regenerative abilities of trolls, the paralytic claws of ghouls,
and the resilience of hobgoblins. Since they were bred
by hobgoblins, thouls share that races brutal and militaristic outlook, but they lack its intelligence, tactical
acumen, and discipline. Ultimately, the disappointed
hobgoblins viewed them as a failed experiment and
abandoned the project, and most of the surviving
thouls assimilated uneasily into goblin society.
A typical thoul resembles a tall, muscular hobgoblin with unusually sharp claws and teeth. The
creatures greenish skin, coarse black hair, and long
nose all betray a trollish heritage. Thouls favor the
bold crimson and black colors worn by their hobgoblin kin, and they take exceptional care of their
gleaming black leather armor, a practice drilled into
them by their cruel hobgoblin taskmasters.
Despite being part ghoul, thouls are actually living
beings that can breed true, though they have an
extremely low birth rate compared to other creatures
with goblin blood. In fact, most thouls alive today are
the product of forced breeding.
Among Goblins: Most thouls in the world are
individuals or small groups scattered among the
tribes of their goblin cousins. If bugbears and goblins make up most of a tribe, thouls will usually bully
their way into a position of leadership. Thoul leaders
maintain their rule through a combination of force,
alliances with other thouls, and being hard to kill.
Hobgoblin-dominated tribes, on the other hand,
regard thouls as second-class citizens, feared and
hated for their superior physical abilities and mongrel
blood. Thouls that lack the sponsorship of a hobgoblin leader live as outcasts, and most survive the
abuse heaped on them only through their regenerative abilities. Sponsored thouls typically serve as elite
bodyguards, gladiators, or vanguard shock troops;
in fact, many hobgoblins breed thouls specifically
for these purposes, and scar them with acid and fire
while young to constantly remind them that they are
little more than slaves.
Hobgoblin commanders spare little thought for
their thoul troops, and regularly dispatch them on
suicide missions. Consequently, thoul soldiers hate
their masters, but conditioning keeps most in line.
Those who rebel find one of two endsescape into the
wilds or death at the stake for insurrection.
Thouls ardently worship Bane and believe that he
created them as his chosen people. They are so dedicated to the Lord of Darkness that they even refuse
to honor his exarchs, and they hold Maglubiyet in
particular scorn. As a sign of their faith, thouls prominently display Banes holy symbol on their clothing
and armor and strive to live up to his harsh precepts
and gain his blessing. They also believe that the many
hardships the thoul race experiences at the hands
of their hobgoblin masters are a divine test that they
must endure. The hobgoblins, unsurprisingly, foster
and manipulate this religious belief.
Adopted by Orcs: A few full-fledged thoul
tribes do exist. These groups of several dozen members dwell in remote caves or ruins, and often resort
to banditry or mercenary work to survive. Orcs often
go out of their way to raid these tribes, as well as
goblin settlements where thouls are thought to reside,
in order to capture thouls. Orcs use thouls as bodyguards or soldiers, just as hobgoblins dobut unlike
hobgoblins, orcs treat their thoul recruits as near
equals. Thouls thrive in brutal orc society, and often
command raiding parties composed of half-orcs, halftroll orcs, and ogrillons. As a result, adopted thouls
are extremely loyal to their new tribes, speaking
D e c e m b e r 2 012 | D R AG O N 4 18
19
XP 400
Initiative +6
Perception +4
Low-light vision
Traits
Regeneration
The thoul regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the thoul takes fire or
acid damage, its regeneration does not function on its next
turn.
Thoul Healing (healing)
Whenever an attack that doesnt deal acid or fire damage
reduces the thoul to 0 hit points, the thoul does not die
and instead falls unconscious until the start of its next turn,
when it returns to life with 15 hit points. If an attack hits
the thoul and deals any acid or fire damage while the thoul
is unconscious, it does not return to life in this way.
Standard Actions
m Claw F At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d6 + 6 damage, and the target is immobilized (save
ends).
M Broadsword (weapon) F At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d10 + 7 damage, or 2d10 + 7 damage if the target is
immobilized.
M Double Attack F At-Will
Effect: The thoul uses claw and broadsword.
Triggered Actions
G 12!
IN 20
M
O R
C TE
IN
W
OFFICIAL
MERCHANDISE
Tim Eagon is a freelance writer living in Madison, Wisconsin. He has written several articles for Dragon and Dungeon,
including The Oasis of the Golden Peacock, Ecology of the
Hengeyokai, and Creature Incarnations: Hordelings.
Ask your
local retailer
for details
TM
D e c e m b e r 2 012 | D R AG O N 4 18
20
Backdrop: Hochoch
By Claudio Pozas
HOCHOCH IN D&D
Hochoch is located on the world of Oerth within
the Greyhawk campaign setting. The world of
Greyhawk served as the first backdrop for the
Dungeons & Dragons game. One of the earliest mentions of Hochoch occurs in the 1980
World of Greyhawk folio, where the town is but
a name on the map of the Grand Duchy of Geoff.
The 1983 World of Greyhawk boxed set later
expanded upon the contents of this folio.
The 1982 adventure N1, Against the Cult of the
Reptile God assumed Hochoch to be the origin of
the player charactersthe place from which they
set forth to help the nearby town of Orlane. But
once again, Hochoch was no more than a name
on the map.
The year 1999 saw the release of two products that mentioned Hochoch. Greyhawk: The
Adventure Begins advanced the settings timeline
to 591 Common Year (CY), while Against the
Giants: The Liberation of Geoff expanded upon
the classic Giants Trilogy adventures, detailing
many of the towns in fallen Geoff. Still, Hochoch
remained largely undeveloped.
Now, almost thirty years after its first mention, the town of Hochoch finally steps into the
spotlight. Enjoy your stay!
D e c e m b e r 2 012 | D R AG O N 4 18
21
Backdrop: Hochoch
From O utpost
to Bastion
Geoff s history stretches back for more than nine
centuries, and Hochoch is not much younger than
the Grand Duchy. From its humble beginnings as a
military outpost, Hochoch (Watchers Hold in old
Flan) has held great strategic importance in Geoff.
Originally just a sturdy riverside keep watching over
Geoff s eastern border, the outpost soon grew into
a small village. The few buildings that surrounded
Hochoch Keep expanded into an entire town, far outgrowing the town of Midwood (Hochochs elder by
less than a generation) and becoming one of the largest settlements in Geoff.
When Geoff became a vassal state of the Kingdom
of Keoland in 316 CY, its ruler granted a fortified
manor in Hochoch to the Knights of the Watch, who
established one of their primary strongholds there.
Although polite, the relations between the stern
Watchers and the general populace have always been
cold. Still, the Watchers presence has until recently
kept Hochoch safe from the savage humanoids that
occasionally preyed upon neighboring communities.
Hochochs safety ended in 584 CY, when the
giant-led forces stormed the realms of Geoff, Sterich,
and the Yeomanry. The savage horde swept through
Geoff, and refugees poured into Hochoch daily, bearing the scars of the invaders violence. Soon after
Prestons fall, a force of hill giants emerged from the
Oytwood, smashed Hochochs siege engines, and
occupied the town. For almost a year, Hochochs
inhabitants struggled under the giants abusive rule.
That suffering came to an end in 586 CY, when
a force composed of Gran March soldiers and
Knights of the Watch descended upon Hochoch
and reclaimed the town after a bloody battle. Using
Hochoch as a staging ground, remnants of Geoffite
pike and longbow armies, led by the recently created Knights of the Dispatch, pushed back into the
HOCHOCH AT A GLANCE
Hochoch is an overcrowded walled town that serves
as a military base, refugee camp, and diplomatic
arena.
Population: 5,500, with about 4,200 humans,
500 elves, 250 halflings, and the rest divided among
dwarves, gnomes, elves, half-elves, and half-orcs.
Individuals of other races also appear occasionally.
Government: Hochoch is governed by a town
council, instituted as a diplomatic compromise to
ensure the towns safety. The councils members are
displaced nobles, community leaders, Watcher and
Dispatcher officials, and representatives of Duke
Owen I and Commandant Magnus Vrianian of Gran
March.
Defenses: Hochoch boasts a battle-hardened town
guard, whose members maintain day-to-day order
among the populace. The nearly 230 town guards
answer to the local Knights of the Watch, who are
honor-bound to uphold the laws laid down by the
ruling council. The Watchers are an elite force, overseeing the defense of the city walls and investigating
serious crimes with religious zeal. The number of
knights fluctuates due to reassignments, but usually
hovers around 80.
D e c e m b e r 2 012 | D R AG O N 4 18
22
Backdrop: Hochoch
of their country and promoting the idea of replacing
the monarchy with a democratic system not unlike
that of the Yeomanry.
Currently, diplomatic debates in Hochoch have
settled on a precarious balance of interests. The city
remains a Geoffite community, ruled by a council of representatives elected by nobles, merchants,
and community leaders, and it pays tribute to the
Commandant of the Gran March. The Knights of
the Watch, under orders from their leader, Hugo of
Geoff, have sworn to serve as Hochochs town guard
and uphold the laws laid down by the town council. It is uncertain how long this condition can last,
however, before all parties are once again at each
others throats.
Geography and
Climate
Poised upon a hill overlooking a curve in the Realstreams course, Hochoch commands an impressive
view of the Midwood Valethe expanse between the
Dim Forest and the Oytwood. Most of the terrain
around Hochoch consists of sturdy grasslands broken
by the occasional copse of cottonwoods. A few miles
to the north lies the brooding expanse of the Dim
Forest, whose terrain slowly rises as it approaches
the Barrier Peaks. To the south of Hochoch, the
forested hills of the Oytwood sprawl across the landscape. The land to the west of the town slowly drops
in altitude as the plains and forests give way to the
swamplands of the Rushmoors. Finally, to the east,
the Javan River cuts through the Midwood Vale near
its namesake village. Beyond the Javan is what little
remains of Geoff.
Hochoch lies in a subtropical region, where temperatures range from about 91 F (32 C) during
Reaping (high summer) to as low as 46 F (7 C) in
Fireseek (midwinter). This temperature range means
that Hochoch sees little snowfall, although morning
Population
The humans that comprise the majority of Hochochs
population are of mixed heritage, displaying all the
best qualities of their Flan, Oeridian, and Suloise
ancestors. Their complexions can range from the
deepest brown to extremely pale, although most fall
into a tanned middle ground. Hair colors also vary
widely, from raven black to platinum blonde, though
brown and reddish-brown occur with some regularity. Hair structure is usually wavy or curlyrarely
straight. Eye color is typically black or brown, though
gray, blue, and violet are not unknown.
Halflings have been a part of Geoffite society
since the beginning, and they tend to live alongside
humans. Apart from size, little difference exists
between the two racestheir cultures and manner
of dress are nearly identical. Dwarves have lived in
the Stark Mounds and the Crystalmist Mountains
for centuries, but have always been a rare sight in the
eastern parts of Geoff. Likewise, half-orcs in Hochoch
might hail from the regions near the Crystalmists or
from more distant realms, such as the Pomarj.
The humans of Geoff have traditionally kept good
relations with the Olvenfolk of their realm. The high
elves and gnomes of the Oytwood and Stark Mounds
helped build the Geoffite capital of Gorna, and the
wood elves of the Dim Forest have proven to be strong
allies against the depredations of savage humanoids.
This long history of cooperation has led to a goodly
number of half-elves in Geoff s populace. Still, the
recent trials have strained the relations among the
humans, high elves, and wood elves, with each race
fighting its own battles and treating its own wounds.
T he Town of
Hochoch
Because of Hochochs position between two large
forests, wood is plentiful as a building material. The
towns structures feature extensive woodwork, from
shingles to carved frames, often with elven designs.
The largest buildings, including Hochoch Keep, are
built from stone quarried in the Stark Mounds. As
befits a village of Hochochs age, ivy covers most of
the stone buildings. Since the repulsion of the giant
invaders five years ago, several structures have undergone renovation to repair damage suffered during
the battles.
Locations of Note
The numbers below refer to the Hochoch town map
on page 26.
1. Hochoch Keep
A distinctive castle, Hochoch Keep served as the
mayors house for centuries. Its adornments include
owl-shaped grotesques, since och (watcher in Old
Flan) is also a colloquial term for owls. The Knights
of the Watch acquired the keep after the liberation of Hochoch, and it now houses the orders local
D e c e m b e r 2 012 | D R AG O N 4 18
23
Backdrop: Hochoch
garrison. The Watchers have set aside a separate
building for use by the Knights of the Dispatch.
2. Boom Tower
Connected to the shore by a long causeway, this tower
holds a mechanism that extends an enormous chain
across the Realstream. Originally intended to shut
down river traffic in times of war, the boom chain
is now used primarily to direct floating logs down
toward the mills.
3. The Mills
Across the Realstream from Hochoch Keep, several
sawmills work on timber that has been harvested
upstream in the Dim Forest and floated down to
Hochoch. With the influx of refugees from elsewhere
in Geoff, and the recent reconstruction of buildings
damaged in the liberation of Hochoch, the demand
for timber is at an all-time high. Unfortunately for
the mills and those who need their lumber, problems in the Dim Forest have been interfering with
production.
4. Anchorage
The Realstream washes against a narrow beach here,
and most of Hochochs fishermen and sailors pull
their vessels ashore when not in use. Some, especially
the Rhenee, prefer to keep their boats anchored to
the wooden piers.
5. The Grove
This dense copse of cottonwoods grows around
a natural spring that rises from the ground amid
Hochochs three main hills. Priests of the natureoriented deities hold religious services here, and most
of the population subscribes to these faithswith
the notable exceptions of the Knights of the Watch
and Dispatch.
6. Watcher Hill
7. The Shingles
Named for the wooden tiles that make up the roofs of
most buildings in this section of town, the Shingles is
Hochochs most populous neighborhood. The narrow
streets and winding alleyways provide a haven for
people of dubious intentions, and the Knights of the
Watch rarely visit the area.
8. Town Gate
This impressive barbican serves as the main entry
point for Hochoch, and a squad of Watchers is on
duty here at all times. The gates and portcullis
remain open throughout the day and are closed at
night. Entrance after dusk is through a small door,
after close inspection by the Watchers on duty.
9. Refugee Camp
Beyond the walls of Hochoch, a new neighborhood
has sprung up in the last few years, composed of destitute refugees who have nowhere else to go. Most of
the buildings here are poorly built wooden shacks,
but the more recent arrivals must make do with
makeshift tents. Hochoch citizens of pious disposition come here often to alleviate the situation with
donations of food and shelter. In addition, the Town
Council periodically surveys the refugees and puts
the able-bodied to work whenever possible.
Power Groups
Several groups are trying to influence the destiny
of Hochochand all of Geoff along with it. Some of
them are described here.
D e c e m b e r 2 012 | D R AG O N 4 18
24
Backdrop: Hochoch
Knights of the Dispatch
The Loyalists
Beyond Hochoch
Midwood Vale
Midwood Vale is a beautiful valley with gently rolling terrain that separates the Dim Forest from the
Oytwood. The valley stretches for 250 miles from
east to west, and averages about 30 miles from north
to south. The ground is fertile here, especially in
the eastern end that borders the Rushmoors, and
familial steadings are quite common within sight
of the road that stretches from Midwood to Orlane.
Aside from isolated groves of cottonwoods, the valley
is unforested. Most of the inhabitants are humans
and halflings, but elves from the Dim Forest, high
elves from the Oytwood, and gnomes from the Stark
Mounds are frequent visitors.
Before the giants invaded, Midwood Vale was
mostly safe, but the recent unrest has prompted
occasional raids by savage humanoids from the forests. Lizardfolk and troglodytes from the Rushmoors
Midwood
Population: 150
At a Glance: Brooding fishing village
with a secret
Older than Hochoch by less than a generation,
Midwood is a sleepy fishing hamlet that the giant
marauders who dominate the western lands have
overlooked. Built in a hollow near the shores of the
Javan River, the hamlet is easy for foot travelers to
miss. Morning mist commonly cloaks the community,
lending it a secretive demeanor.
The villages backwater appearance is only part of
the reason the giants havent bothered it much. The
presence of a young giant named Seshey also helps
to ensure Midwoods security. Seshey was supposed
to stamp out any human resistance in the area, but
instead he decided to bargain with the village elders.
In exchange for keeping Midwood beneath the notice
of marauding giants, the villagers pay him tribute in
the form of whatever silver they can acquire. Seshey
has kept his end of the bargain, and he has even
defended Midwood from opportunistic bandits and
raiding trolls and ogres.
In the time since his arrival, Seshey has become
more of a honored neighbor than a warlord, even
using some of the silver tribute he receives to buy food
for the villagers in hard times. The people of Midwood are quite protective of their giant, helping him
hide in a nearby cave whenever strangers approach.
The village elders dread what would happen if word
of Sesheys existence reached the ears of the knights
in Hochoch. Luckily for them, the poor visibility and
damp soilwhich prevents the construction of proper
fortificationskeep Midwood beneath the attention of
the remaining Geoffite forces.
D e c e m b e r 2 012 | D R AG O N 4 18
25
Backdrop: Hochoch
D e c e m b e r 2 012 | D R AG O N 4 18
26
Backdrop: Hochoch
Orlane
Population: 500
At a Glance: Peaceful farming community at the
edge of the sinister Rushmoors
The village of Orlane was once a quiet farming
hamlet located in one of the most fertile parts of the
valley. The villages placid demeanor was shattered
a few years ago, when cultists devoted to a self-styled
reptilian god (in truth a naga) infiltrated the community. Only through the efforts of brave adventurers
did the village escape utter corruption.
For a while, life returned to normal in Orlane,
but the recent invasion changed that situation. Some
refugees from Geoff moved past Hochoch and settled
in Orlane, boosting the population dramatically. In
an effort to keep order, mayor Zakarias Ormond
himself a former adventurergathered other retired
heroes from the region and established a council of
elders to manage the village as best they could.
Despite the sudden increase in population, Orlane
remained safe from the giants depredations. The
village elders are much more concerned about the
dire creatures that sometimes emerge from the
Rushmoors.
Dim Forest
One of the oldest and largest woodlands in Oerth, the
Dim Forest stretches north of Hochoch for hundreds
of miles. The trees here are ancient, with such dense
foliage that they block out the sunlight, blanketing
the ground in perpetual gloom. The humidity causes
fog to rise from the ground and roll southward, lending a brooding character to the woodland and its
surrounding areas. Some of Hochochs residents have
come to call this place the Grim Forest. Despite its
somber air, the Dim Forest has long been a home for
several independent tribes of wood elves, especially
west of the Javan River. But that situation changed
with the arrival of the Shadow Dragon.
Derelion
Population: Unknown
At a Glance: Former elven village corrupted by
the Shadow Dragon
This village, once the pinnacle of elven architecture,
has become a distorted, macabre parody of itself.
Trees and wooden buildings have contorted into grim
shapes that form a veritable hedge maze. Shadows
dart across the landscape, and dark ones come to
pay homage to the terrible Hasforenses. Although
frequently away, the Shadow Dragon has turned the
husk of Derelion into its personal lair.
In the center of the village, a pitch-black tear in the
fabric of reality marks the portal that brought Hasforenses to Oerth.
Hocholve
Population: 0
At a Glance: Abandoned fort-town, now
reclaimed by the forest
Built in 538 CY by Geoffite rangers to serve as a
watching post against creatures from the Dim Forest,
the fort-town of Hocholvewhich means Elven
Holdserved as a testament to the good relations
between humans and elves in Geoff. But despite
the best efforts of human and elf alike, Hocholve
couldnt withstand the attack of the giant invaders.
Its citizens used what meager warning they had to
move the noncombatants to safety, leaving the fighting to grim volunteers who bought their loved ones
freedom with their own lives. Despite the defenders
bravery, the giants razed the fort-town. Their victory
was short-lived.
As it turns out, straffern, the quaint plant that grew
wild among Hocholves buildings, was extremely
poisonous to the giants. Little remains of the brutes,
except for a few giant-shaped straffern bushes. The
village is now overgrown and abandoned, except for
the occasional oblivion moss or ambush vine.
Adventure Hook: A Hocholve refugee might ask
the characters to retrieve a family heirloom from the
conquered town. Upon finding it empty, the characters might spearhead an effort to fortify the place on
behalf of the former inhabitants, defending it against
plant and shadow creatures alike.
D e c e m b e r 2 012 | D R AG O N 4 18
27
Backdrop: Hochoch
Oytwood
About a dozen miles south of Hochoch, the cottonwoods that dot the Midwood Vale begin to
thicken, marking the edge of the Oytwood. This
beautiful woodland isnt as foreboding as the Dim
Forestindeed, its tall trees blanket the ground in verdant foliage.
The Oytwood covers the northernmost reaches of
the Stark Mounds, and its connections with Faerie
give it an eerie, dreamlike splendor. This woodland
boasts a rather sizable population of high elves who
have migrated to Oerth from Faerie and built halls
under the forested hills of the southern Oytwood.
Although the elves of the Oytwood have long
maintained cordial relations with the humans of
Geoff, and even helped build the capital city of
Gorna, these relations cooled considerably in the
aftermath of the giants depredations. The Olvenfolk
of the Oytwood survived only by retreating into their
hidden halls to regroup and recover.
With no help coming from beyond the woods, the
elves began a guerrilla war against the invaders that
has met with modest success. Although the Oytwood
has not been under giant control since 588 CY, several of the brutes still roam the forest. That fact, in
addition to the threat of wandering fey beasts, has
kept the elves from joining the larger effort to reclaim
Geoff, and from helping their sylvan cousins fight the
Shadow Dragon. If the folk of Hochoch can win the
elves help, the Oytwood could serve as a direct route
from Hochoch to the giant-occupied capital of Gorna.
Preston
Population: 50
At a Glance: An elven outpost, recently reclaimed
Established before the formal founding of Geoff, Preston has long served as an outpost from which the high
elves of the Oytwood watch for invaders. Its first such
use was against the Suel and Oeridian migrants, and
Rushmoors
D e c e m b e r 2 012 | D R AG O N 4 18
28
Wondrous Weavings
Tapestries of Power
By Jennifer Clarke Wilkes
Illustration by Hector Ortiz
The rich hanging depicts a tree-lined avenue leading away
to a castle that seems to belong in a fairy tale. Gleaming
battlements and impossibly thin, high towers soar over the
forest to catch the light of a morning sun. Brilliant pennants appear to snap in the breeze, and you catch a scent
of fresh spring air. Speaking the words of passage, you put
out your hand to touch the gleaming threads and see it pass
through the tapestrys surface, which ripples like a ref lection in a still pool. The sounds of bird song and rustling
leaves fill your ears as you step through.
Somewhere in the world (or beyond), it is rumored,
are magnificent galleries. Only those who are invited,
or who are fortunate enough to find an entrance,
might gaze on the wondrous creations that fill such
places: Statues that move and speak, paintings of
lovely and terrible places that might or might not
exist, cunningly fitted pieces of jewelry that can
transform the weareror strangle the would-be
thief. Visitors who are most highly favored might win
a boon, the chance to partake of a pieces magical
properties.
One of these legendary places is a seemingly endless hallway devoted to masterpieces of the woven
art. Tapestries great and small line its walls. Some
are magnificent depictions of legendary or historical events, or reproduce beautiful scenes from both
nature and civilization. Others display abstract patterns, many of intricate design. A few seem drab in
comparison, simple bands of colored cloth. But all of
them are special.
T he Caretaker
The hall of wondrous hangings is managed and
guarded by a mysterious figure known only as the
Caretaker. Entry is granted only by a pass phrase that
the Caretaker provides. Each visitor receives a unique
phrase, and it works only once. The Caretakers race
and gender can only be guessed, since it is rarely
seen, and then only as a face within one of the many
tapestries. The eyes of an embroidered figure suddenly come alive and follow a visitor about the room.
Questions can be addressed to the Caretaker, but the
response might be delivered days or weeks later, typically by a messenger homunculus in the form of a
stuffed, woven doll.
Agents in places devoted to beauty and magic,
such as temples to Corellon, Ioun, or Sune, or the
halls of great lords and ladies of the fey, hear petitioners requests and magically communicate with the
Caretaker. Each such place has an identical tapestry
hanging in a private chamber, showing the road to
a fantastic castle in a springtime wood. If the petitioner is judged acceptable, the agent communicates
the pass phrase, which opens the way through the
entrance tapestry. The Caretaker allows each applicant the use of just one tapestrys power. When its
magical effects have been bestowed, the petitioner
is instantly transported back to the room containing
the entrance hanging, and that pass phrase no longer
opens the gateway.
D e c e m b e r 2 012 | D R AG O N 4 18
29
Wondrous Weavings
Very rarely, the Caretaker allows a tapestry to
leave the gallery. The petitioner must usually demonstrate great need. On occasion, items from the
collection might be sent on loan to a traveling
exhibition hosted by highly trusted individualstypically a monarch or a high noble of Faerie. Only very
special occasions, such as a coronation or the start of
a campaign against a mighty enemy, merit such an
honor. Security for such exhibits is extremely high,
and the traveling works are further protected by
magical wards that instantly return a tapestry to the
gallery should it be tampered with or accessed by
an unauthorized person. The Caretaker also maintains magical communication through each hanging,
allowing observation as though in the gallery.
The Caretaker is the current custodian of a
miraculous device, the Chromodactylic Loom, which
is responsible for the existence of many of the gallerys wonders. See that artifacts entry at the end of
this article.
M agic Tapestries
These wondrous weavings combine beauty with functionality, serving to protect the very walls they grace.
Some guardian tapestries are simple alarms, activating when any unauthorized creature moves within a
specified distance. Others confer magical hardness to
the surface on which they hang, perhaps even blocking phasing or teleportation, or preventing scrying
attempts against the area.
The entries that follow are examples of the sorts of
wonders a magical weaver might produce: Let your
imagination build on them to create new marvels!
A magic tapestry is a wondrous item. Many of
these are permanent, but some tapestries might be
imbued with a single-use power.
Embroidered Beast
One type of enchanted tapestry illustrates a ferocious
monster or an armored champion, stepping forth to
do battle with an intruder. Depending on how much
one is willing to pay, the defender can range from a
simple soldier to a terrifying dragon. When summoning magic is used nearby, a wavering image of the
champion emerges from the hanging and flows into
the summoned creature.
Embroidered Beast
Level 9+ Uncommon
Hanging Doorway
This plain hanging depicts a prosaic subject: a
wooden door, roughly 6 feet in height and 3 feet wide.
The illustration is realistic, though drab, and the
threads from which it is woven are simple linenlittle
fancier than journeymans clothing. Its magic belies
its humdrum appearance.
The tapestry is fairly lightweight, about 10 pounds,
and can be folded into a bundle about the size of
a large book. Unfolding it and placing it against a
wall or similar vertical surface, then speaking the
Hanging Doorway
Level 12 Uncommon
Tapestries of Breathtaking
Beauty
Not all magical works of art have a practical purpose.
Like other art objects, they also exist for the sake of
being beautiful. The finest such works are so magnificent that they transform their surroundings and
even the mood of those who view them. These effects
might include simple illusions that make a plain
room seem more sumptuous, or gentle enchantments
that create a sense of peace.
D e c e m b e r 2 012 | D R AG O N 4 18
30
Wondrous Weavings
Sometimes, though, more insidious versions are
commissioned to snare trespassers and would-be
burglars. The woven scene might be imbued with
powerful enchantment magic to entrap those who
view them, paralyzing them or hobbling them with
lingering nightmares. Once the trap has been triggered, the tapestrys magic is lost, and it becomes a
mundane though valuable piece of art. Only a successful Arcana check can discern that the weaving
contains dangerous magic.
Tapestry of Breathtaking Beauty
Level 15 Trap
Object
XP 1,200
Detect Arcana DC 22
Initiative
HP 80
AC 29, Fortitude 27, Reflex 25, Will
Immune cold, necrotic, poison, psychic, thunder, all conditions; Vulnerable 10 fire
Triggered Actions
Countermeasures
FD
isable: Arcana DC 22 or Thievery DC 30 (standard
action). Failure (by 5 or more): The trap triggers.
Portable Gallery
Portable Gallery
Level 16 Uncommon
Level 18 Uncommon
The scene of daring adventure woven into this tapestry inspires you as you look on it.
Wondrous Item
85,000 gp
Properties
F To use this items other properties, you must spend at
least 5 minutes doing nothing but studying it. You can do
so only once per day.
F For one hour after you study the tapestry, while you
are within 10 squares of it, you can make saving throws
against charm effects and fear effects at the start and end
of each of your turns.
F For one hour after you study the tapestry, while you are
within 10 squares of it, you can reroll any damage die that
has a result of 1.
D e c e m b e r 2 012 | D R AG O N 4 18
31
Wondrous Weavings
are missing. (A newly created map has 50 tassels.
When a map is found, it has 20 + 3d10 tassels.)
When a member of the society (or, on rare occasions, another individual granted special permission)
departs on a mission of exploration, the society chair
detaches one of the tassels from the tapestry and
presents it to the explorer. By keeping it on his or her
person during the journey, the traveler both maintains a line of communication to the society and can
add newly discovered areas to the depicted map.
A viewer looking closely at the tapestry over time
can discern the pathways of various expeditions, as
details bloom in previously blank spots.
Level 24 Uncommon
Level 25 Uncommon
Imprisoning Threads
Some versions of hides of plain sight make nasty traps
that can imprison unwelcome visitors. Their imagery
might be disturbing, with screaming faces of humanoids or roiling, nightmarish scenes from the Abyss.
Previous intruders might already be trapped inside.
Imprisoning Threads
Level 25 Trap
Object
XP 7,000
Detect Arcana DC 29
Initiative
HP 120
AC 39, Fortitude 37, Reflex 33, Will
Immune cold, necrotic, poison, psychic, thunder, all conditions; Vulnerable 10 fire
Triggered Actions
Countermeasures
FD
isable: Arcana DC 29 or Thievery DC 38 (standard
action). Failure (by 5 or more): The trap triggers.
F Control: Arcana DC 34 (move action). Success: The
character can discern the number and types of trapped
creatures and can expel one or more trapped creatures.
The creature appears in a square of the characters
choice adjacent to the trap and is dazed (save ends).
Failure (29 or lower): The trap triggers.
F Destroy: When the trap drops to 0 hit points, all
trapped creatures are expelled. Each trapped creature
appears in a square of its choice adjacent to the trap,
takes damage equal to its bloodied value, and is dazed
(save ends).
D e c e m b e r 2 012 | D R AG O N 4 18
32
Wondrous Weavings
A rtifact: T he
Chromodactylic
L oom
The Chromodactylic Loom dates back to an early
age, not long after the Dawn War, when the gods
embarked on many projects of creation in their newwon world. Corellon, god of magic and beauty, joined
with Ioun, goddess of knowledge, and Avandra, lady
of travel and adventure, to devise a wondrous tool
that could create works of art both lovely and practical: ways to travel, keep lore, and discover new things.
The loom is immense, large enough to fill a ballroom, and its frame is made of the crystallized
essence of the Astral Sea. No yarn or thread is needed
to use it: The weaver merely envisions the colors and
materials, and the looms strings provide. Working its
horn-and-ivory shuttle through the web of starstuff
causes magical strands to appear in its wake. Such
wondrous magic exhausts the looms power to create
new works for a year and a day.
The looms power cannot be used to destroy.
Attempts to create a tapestry of destructive power or
a hanging intended for evil ends simply fail: the weaving does not appear, or it becomes a mundane object.
Anyone who attempts to use the artifact for such purposes loses its favor, and the loom quickly moves on
to another.
The Caretaker has been the looms guardian and
partner for longer than anyone can tell. It is near
immortal, and its interests are so closely aligned with
those of the loom that the two have been inseparable.
Perhaps the Caretaker is a fey or divine being, or
maybe its life span has been magically extended by its
partnership with the artifact. Until a new heir comes
along, the two are not likely to grow apart. The Caretaker can activate the powers of any tapestry in the
gallery without meeting any normal requirements.
Chromodactylic Loom
Epic Level
The loom towers over you, its threads glimmering with magic
potential. Taking up the shuttle, you feel the forces of creation
guide your hand.
Artifact
Property
While in the same location as the loom, you can perform
the Enchant Magic Item ritual to create wondrous items that
have a level up to 5 levels higher than yours.
Utility Power F Daily (Standard Action)
Effect: You learn about a tapestry created on the loom. This
knowledge includes the date of the tapestrys creation,
details about its creator, what the tapestry depicts, and
the tapestrys magical properties and powers.
Utility Power F Encounter (Standard Action)
Effect: Until the end of the encounter, you can view a location that contains a tapestry created on the loom. You
can see, hear, and speak as though you were at that
location.
Utility Power F Encounter (Standard Action)
Effect: You can use one utility power of a magical tapestry
that you can see, including a tapestry viewed using the
looms utility power.
CONCORDANCE
Starting score
Owner uses the loom to create a
magic tapestry
Owner destroys a cursed, evil, or
otherwise destructive item (in the
looms estimation) (1/day)
Owner creates a worthy piece of art
(in the looms estimation) (1/day)
Owner knowingly allows a work of art
to be destroyed
Owner destroys a work of art, or uses a
work of art for evil ends
Owner destroys a creation of the loom
5
+2d4
+1d6
+2
1
2
4
Pleased (1620)
The loom is delighted by its owners commitment to
beauty and discovery.
Its owner gains the use of the following property
and utility power as long as the loom remains at this
concordance.
Property
You cease to age.
Utility Power (Teleportation) F Daily (Move Action)
Effect: You open an extradimensional rift that allows
creatures to teleport to an unoccupied space within
10 squares of a tapestry woven on the loom. The rift
remains open for 1 minute or until you take a minor
action to dismiss it.
Satisfied (1215)
The loom recognizes a true effort to create and is willing to assist its owner in discovering unseen wonders.
Its owner gains the use of the following property
as long as the loom remains at this concordance
or higher.
Property
While on the same plane as the loom, you have blindsight 3.
D e c e m b e r 2 012 | D R AG O N 4 18
33
Wondrous Weavings
Normal (511)
The owner has the potential to create great things but
not the commitment. The artifact reserves its judgment for the time being.
At this concordance, the loom has the powers and
other characteristics listed in its statistics block.
Unsatisfied (14)
The loom considers its owner too slothful or materially invested to protect objects of beauty. Unless the
owner devotes serious effort to its ends, the loom will
not stay long.
The property granting the ability to create higherlevel magic items is not available to the owner until
the looms concordance again increases to 5 or higher.
Angered (0 or lower)
The owner is willfully destructive and/or concerned
only with the accumulation of possessions, and the
loom seeks to find someone who will fulfill its divine
function as quickly as possible.
The owner cannot use the looms utility powers as
long as it remains at this concordance.
Moving On
The imperative to create, nurture, and share beautiful objects drives the loom. Should someone appear
who is more dedicated to this purpose than its current owner, the artifact eventually finds its way to that
person. The Caretaker has served the loom admirably
for centuries, but a greater patron might yet arise.
If the loom is pleased when it moves on, its owner
retains the ability to create higher-level magic items.
D e c e m b e r 2 012 | D R AG O N 4 18
34
Inns in an Instant
By John Hasznosi
1. I nn Names
Though often overlooked, an inns name can add
instant flavor and detail to the establishment. The
name might be a reflection of the inns most common
patronsThe Thirsty Farmer, for exampleor it could
hint at a secret history or interesting origin story. The
INN NAME
d100 A
1 Crafty
2 Angry
3 Bloody
4 Brave
5 Sleepy
6 Sly
7 Lonely
8 Greasy
9 Clumsy
10 Thirsty
11 Hungry
12 Grinning
13 Little
14 Quiet
15 Shady
16 Happy
17 Drunken
18 Laughing
19 Clever
20 Dead
21 Prancing
22 Gentle
23 Lost
24 Dark
B
Lizard
Ploughman
Fountain
Bird
Barrel
Boar
Ogre
Cartwright
Demon
Miller
Mare
Stallion
Dagger
Pony
Cauldron
Troll
Griffon
Goblin
Skull
Rogue
Nymph
Harpy
Orc
Spoon
D e c e m b e r 2 012 | D R AG O N 4 18
35
Inns in an Instant
INN NAME
d100 A
25 Giggling
26 Flying
27 Dirty
28 Shifty
29 Noisy
30 Faithful
31 Singing
32 Iron
33 Lazy
34 Friendly
35 Ethereal
36 Green
37 Silly
38 Ebon
39 Sad
40 Tipsy
41 Filthy
42 Quick
43 Boisterous
44 Dusty
45 Young
46 Purple
47 Timid
48 Enchanted
49 Three*
50 Red
51 Salty
52 Dancing
53 Jolly
54 Scarlet
55 Lucky
56 Silver
57 Pious
58 Charming
59 Grim
60 Golden
61 Old
62 Treacherous
INN NAME
B
Hearth
Bard
Devil
Squire
Frog
Bottle
Artisan
Haven
Rabbit
Poet
Castle
Priest
Wolf
Oak
Giant
Eagle
Captain
Falcon
Skillet
Fairy
Princess
Garden
Dragon
Prince
Wench
Maiden
Queen
Knight
Virgin
Unicorn
Swan
Hound
Arms
Temple
King
Tankard
Fool
Tanner
d100 A
63 Nervous
64 Careful
65 Crystal
66 Nimble
67 Honest
68 Ancient
69 Swift
70 Eager
71 Bronze
72 Fat
73 Bold
74 Zealous
75 Lewd
76 Empty
77 Somber
78 Stern
79 Emerald
80 False
81 Grateful
82 Crimson
83 Ruthless
84 Grumpy
85 Ugly
86 Lively
87 Amber
88 Obedient
89 Two*
90 Greedy
91 Fair
92 Gray
93 Ruby
94 Whistling
95 Stubborn
96 Ten*
97 Naughty
98 Brass
99 Crooked
100 Slimy
B
Shield
Hawk
Archer
Sandals
Fox
Flagon
Pirate
Warlock
Hedgehog
Cobbler
Bear
Hunter
Hero
Keg
Gardener
Wanderer
Monkey
Heroine
Blade
Jester
Serpent
Greaves
Guard
Liar
Toad
Crier
Sailor
Farmer
Spirit
Squirrel
Fletcher
Huntress
Snake
Drunkard
Galley
Bowl
Warlord
Vulture
Name Variations
You can also roll on the Name Variations table below
for even more variety.
2. Barkeeps
Your friendly neighborhood barkeep can become
an adventuring groups best confidant and source of
information. If you have a personality in mind, its best
to create a unique nonplayer character. Otherwise,
roll for the race, gender, and age of a random barkeep
or innkeeper. Adjust the likelihood of encountering
a particular race by region or the needs of your campaign. Half-elves roll on either the Human Barkeep
Names or the Elf Barkeep Names tables.
Consider an alter ego for any barkeep. Is Delin
Renfold a nefarious spy of the Dark Network? Or is
he a powerful necromancer performing nasty experiments in his basement? You can roll up an alter ego
monster or NPC stat block to coincide with a secret
identity.
D e c e m b e r 2 012 | D R AG O N 4 18
36
Inns in an Instant
The tables below represent core D&D races. Adjust
the choices to suit the needs of your campaign.
A barkeep might have a nickname based on personality or physical traits. If the character becomes a
presence in the campaign, this sort of detail gives the
players a sense of connection to the NPC.
Clan
Name
Grimbeard
Darkstone
Boozeblood
Orestrike
Gemseeker
Anvilsoul
Rockchewer
Orethane
Silvercask
Minequaff
Runechip
Firebrow
Irongut
Bloodbeard
Stoneshield
Alefoot
Hammersong
Forgeheart
Boulderhelm
Hillcrusher
BARKEEP AGES
Race
Dragonborn
Dwarf
Eladrin
Elf
Halfling
Human/half-elf
Tiefling
Age (years)
(5d10) + 13
(2d100) + 19
(3d100) + 18
(2d100) + 19
(5d10) + 16
(5d10) + 16
(5d10) + 16
D e c e m b e r 2 012 | D R AG O N 4 18
37
Inns in an Instant
ELADRIN BARKEEP NAMES
d20 Eladrin (M)
First Name
1 Dijulian
2 Larthon
3 Thayeren
4 Arizlakuza
5 Saravis
6 Lelethir
7 Gavilindan
8 Immilen
9 Laineth
10 Pramilar
11 Qualias
12 Revunalor
13 Dinartisar
14 Berkian
15 Moyanzir
16 Rayazan
17 Alazar
18 Leovorian
19 Farlieth
20 Relathar
Eladrin (F)
First Name
Leannia
Kaylleigh
Bethidela
Leria
Quinala
Thistrani
Anisvilan
Kaeryn
Thelenisa
Saliar
Vainara
Aleath
Lethyri
Telonia
Shenwrynn
Andoriel
Levethien
Sivarea
Arvaneria
Quendili
Family Name
(if any)
Kantiluthian
Talespinner
Ruquelar
Incantius
Feysong
Valinora
Ethereala
Tresquiar
Keldrannor
Lendalir
Mythalandis
Duirsarian
Corellis
Starweaver
Silmanthor
Grathal
Astralania
Velshara
Winterfire
Songstar
Elf (F)
First Name
Treloreen
Lafar
Chiarus
Aila
Annun
Leairi
Lotus
Thia
Kalathiana
Pasarin
Julna
Raniq
Vashara
Eridiun
Oseri
Lorinea
Rosen
Feralia
Foxy
Yulia
Family Name
(if any)
Darkshadow
Rivermist
Stormbird
Duskwhisper
Swiftarrow
Glittermoon
Cloudborn
Wolfcaller
Hawksong
Spiritwind
Dawnbreaker
Goldwood
Shimmersun
Starfall
Brookspeaker
Moongleam
Redleaves
Farshot
Glimmerdawn
Willowsinger
Family Name
(if any)
Blackwinter
Heathington
Nubingnor
Ortegena
Nightharrow
Runthrop
Beldock
Algoy
Grash
Nararis
Human (F)
First Name
Elicia
Stucy
Gwin
Shilly
Peneresil
Mirn
Mulonny
Elly
Drea
Farila
Family Name
(if any)
Welnib
Grij
Hilden
Grethkin
McRufrick
Tebril
Kalmin
Renfold
Kenisville
McAndrik
Halfling (F)
First Name
Jilly
Lillic
Deia
Nashana
Adenna
Chussy
Kebrina
Tavara
Yanelia
Luz
Kinithi
Allena
Queryn
Suneel
Kwenlo
Dellen
Palulae
Veruni
Suleris
Peffy
Family Name
(if any)
Fastfingers
Smallpockets
Quickfeet
Treejumper
Mousebane
Longfoot
Pondhopper
Silvertongue
Coinslapper
Keenears
Spryblade
Hastyhands
Gemnose
Goldslinger
Fateskipper
Nimbletoes
Shotluck
Huddlebrush
Burrowborn
Hedgethane
Human (F)
First Name
Aliana
Kisani
Shaya
Petrivi
Eltez
Juva
Nana
Myri
Sass
Miko
D e c e m b e r 2 012 | D R AG O N 4 18
38
Inns in an Instant
TIEFLING BARKEEP NAMES
d20 Tiefling (M)
First Name
1 Xul
2 Delatos
3 Kamados
4 Querinax
5 Menos
6 Horthos
7 Sluethis
8 Emokess
9 Terath
10 Sarakka
Tiefling (F)
First Name
Thrainee
Delzidiae
Zoa
Derecia
Lyseliss
Tizerea
Morianna
Terinna
Phoebitia
Taktra
Family Name
(if any)
Lathian
Whiptail
Gloomgrin
Felstrike
Zezbulane
Jeferloch
Dozmordin
Qurelech
Darkfire
Relzdexun
Tiefling (F)
Family Name
First Name
(if any)
Skraya
Grasht
Ravertia
Pulediz
Vacheri
Armansuss
Peluna
Blackflame
Doomensel Wrevilicus
Wallistra
Kerevon
Iruvedi
Ophenzul
Hedonastrae Tethenbri
Lamita
Chemmidon
Therseeli
Sinfury
3. Atmosphere
When you step through the door, the room goes quiet
and all eyes fall upon you. As you make your way to the
bar, you can hear hushed whispers and sense the gaze of the
patrons on your back.
Setting the mood adds a touch of realism to the
feel of the inn. Atmospheres can range from a
quick description such as the place feels upbeat to
a deeper discussion expressing why this is the case.
Dont overdo it: if all the players want to do is get their
extended rest, a brief description will suffice. Roll or
simply choose a mood that suits the need of the game.
The atmosphere of an inn can change from day
to day, depending on the demeanor of the settlement
surrounding it and the days events. If the inn is one
INN ATMOSPHERE
d20
1
2
3
4
5
6
7
8
9
10
11
Atmosphere
Depressing
Down
Dark
Angry
Fearful
Tense
Anxious
Strange
Sad
Boring
Quiet
12
13
14
15
16
17
18
19
20
Calm
Comfortable
Light
Upbeat
Pleasant
Serene
Fun
Loud
Exciting
Possible Reason
All alcohol shipments have been delayed, resulting in a low supply and increased prices.
Poor trade, bad weather, and the slow flow of coin has soured peoples mood.
Patrons reflect on a previous war that ravaged the land. Entire families lost their lives, and gruesome tales dominate the conversation.
A rival settlement has been encroaching on local trade, causing businesses to suffer.
An ominous chill permeates the air. People speak in hushed tones, whispering quietly among themselves.
A patron complains profusely to the innkeeper about the poor quality of the food, drink, and service and refuses to pay his tab.
The weather has been unfavorable for the local crops and outlying farms. This not only hurts trade, but could cause a severe food shortage.
The music played by the bard is . . . eerie. People laugh at nothing in particular. A child in the corner sits alone, rocking back and forth on the floor.
The passing of a local priest hit the community hard, and today is the anniversary of her death.
The food is bland and uninspired, as is the drink. No one seems capable of cracking a smile or talking to one another.
The previous night of revelry and merriment has caused most patrons to simply sit quietly and try not to make sudden movesat least, until the next
big party.
The mood is low-key but not somber, and all the patrons are behaving themselves.
Due to improved trade, food and ale is in good supply and of fine quality. Prices are fair, the lasses and lads fairer, and customers are happy.
With the crops in, the populace healthy, and the mead flowing, smiles are exchanged as often as coin.
Business is looking up, and the troubles of yesterday seem far in the past.
Whether its the menu, the mead, the large pitchers, or the prices, the owner is clearly doing something right.
The sound of song resonates within the walls as if the building and the voice were a single instrument.
The innkeeper has decided to share a humorous tale or two, causing sudden bursts of laughter and the pounding of fists on tables.
Drink up! Theres another keg on its way! A party is in full swing, with strangers and friends alike sharing tales, beer, and merriment.
Preparations for a local celebration are being made. Naturally, the beer and wine have to be thoroughly tested and tasted to ensure their quality.
D e c e m b e r 2 012 | D R AG O N 4 18
39
Inns in an Instant
that the adventurers are likely to return to on multiple occasions, take note of the prevailing atmosphere
and the mood on subsequent visits. Inns that score a
10 or lower on multiple occasions usually dont stay in
business for long. Even the friendliest establishment
can have a bad day, but patrons will seek out more
inviting surroundings if the dull mood persists.
4. I nn T ype and
Employees
Type of Inn
Poor
Common room
Typical room
Common
Common room
Typical room
Fine
Typical room
Nobles quarters
Price
2 cp
5 cp
2 sp
5 sp
2 gp
10 gp
INN SIZE
d12 Number of Rooms
1
0
2
2
3
4
4
4
5
4
6
6
7
6
8
8
9
8
10
10
11
10
12
12+
Staff
1 server
1 server
2 servers
3 servers, 1 bouncer
4 servers, 2 bouncers
4 servers, 2 bouncers
5 servers, 2 bouncers
5 servers, 2 bouncers
6 servers, 2 bouncers
7 servers, 2 bouncers
7 servers, 4 bouncers
8+ servers, 6+ bouncers
5. Specials M enu
Specials are a handy way to add a little spice and
flavor to the menuno pun intended. Consider
adding the inn or innkeeper name before any of the
house specials. For example, Runthrops Rice and
Peas could be a famous (or infamous) local delicacy.
Roll once each for food and drink, choosing the table
that best corresponds to the locale in which the inn is
found. Consider giving a +1 bonus or 1 penalty to a
single skill check for a day after eating or drinking a
given special.
The Truly Nasties table can be used for any establishment of ill repute, whether its a dirty hovel full of
lice-ridden regulars, or a local prison or even a slave
pen. Of course, few prisons or slavers will offer their
customers alcoholic beverages (unless as a reward
for good behavior).
SPECIAL PRICES
Type of Inn
Poor
Food special
Drink special
Common
Food special
Drink special
Fine
Food special
Drink special
Price
3 cp
1 cp
2 sp
1 sp
2 gp
1 gp
D e c e m b e r 2 012 | D R AG O N 4 18
40
Inns in an Instant
CITY
d10 Food
1
Braised beef and pears with ginger
2
Roasted cod and mashed potatoes
3
Minted pea soup
4
Beef steak and kidney pie
5
Poached duck with farro
6
Rib roast and vegetables
7
Clams and garlic
8
Cedar planked salmon
9
Rack of lamb and baked potato
10
Roll on a nearby locale table
Drink
Fire mead
Kings ale
Dwarven double draft
Corellon reserve
Spiced apple cider
Fey wine
Star wine
Lords lager
Royal reserve
Roll on a nearby locale table
DESERT
d10 Food
1
Raw horse sushi with rock cress
2
Baked rattlesnake and spring parsley
3
Baked camel meat and brittlebrush salad
4
Barbecued gopher legs on a stick
5
Iguana bits with rattleweed sauce
6
Fried ostrich and egg omelet
7
Meerkat dumplings with sage
8
Salted camel and blue flax bread
9
Scorpion soup and blister beetle crackers
10
Spiced baked coyote with jewelflower
Drink
Scorpionweed reserve
Desert star wine
Cactus spirits
Poppy port
Purple sand juice
Mariposa mead
Flax mead
Chia tea
Desert lily brandy
Keysia liqueur
FROZEN TUNDRA
d10 Food
1
Musk ox soup and bearberries
2
Braised pike and thistle stems
3
Grilled muksun with reed root
4
Hare stew and willow crackers
5
Boiled walrus and fireweed seeds
6
Seal chunks with lichen dip
7
Caribou stew and dried mossbread
8
Lemming and berry soup
9
Reindeer ribs with acorn broth
10
Crowberry pie with smoked elk
Drink
Caribou special reserve
Fireweed whiskey
Berry brandy
North ice wine
Moss mead
Willow tea
Crowberry cider
Thistle port
Glacial lichen liqueur
Juniper juice
D e c e m b e r 2 012 | D R AG O N 4 18
41
Inns in an Instant
LONELY ROAD
d10 Food
1
Salted onions and bread
2
Rabbit stew and crusts
3
Leeks and berries
4
Scrambled eggs and sprouts
5
Peppered milk-toast
6
Cabbage in a cup
7
Rice and peas
8
Cauliflower soup and corn
9
Barbecue elk and broccoli
10
Venison pie and bread
Drink
Dark road ale
Stars moonshine
Apple cider
Apricot cider
Spiced ale
Wanderer whiskey
Fharlanghn spirits
Honeysuckle mead
Plum cider
Drifter draft
MOUNTAIN
d10 Food
1
Wild parsnip stew
2
Sable and hawthorn pie
3
Grilled elk and ground orchids
4
Roast grouse and turnips
5
Thistle salad with roasted grubs
6
Crisped worm skewers and potatoes
7
Baked goat flank
8
Moss biscuits with syrup
9
Roast antelope with root salad
10
Roll on Underdark table
Drink
Wombat berry cider
Goats milk and brandy
Sable spirits
Dwarven double draft
Wild orchid wine
Moradin mead
Earthen brandy
Triple tankard
Silvermoon mead
Roll on Underdark table
PLAINS
d10 Food
1
Roast buffalo and sage bread
2
Rabbit and baked pumpkin
3
Moose flank and wild green salad
4
Green chili stew
5
Blue corn dumplings
6
Bison horn soup
7
Grilled moose steak
8
Buffaloaf and honeyed corn
9
Poached and peppered quail eggs
10
Smoked salmon and wild berries
Drink
Bison hunter brandy
Spiced apple cider
Wanderer whiskey
Plainsmans port
Wild berry brandy
Honey mead
Tracker tea
Pumpkin cider
Sage spirits
Moose horn moonshine
D e c e m b e r 2 012 | D R AG O N 4 18
42
Inns in an Instant
PORT CITY
d10 Food
1
Roast chicken with thyme
2
Lobster in tomato cream sauce
3
Rack of lamb platter
4
Crab-stuffed lobster tail
5
Rock salt-encrusted prime rib
6
Baked loin of pork with gravy
7
Steamed mussels with fennel
8
Roast pheasant in oyster sauce
9
Celery and octopus salad with lemon
10
Roll on any other locale table
Drink
Corellon reserve
Apricot cider
Wight wine
Archon ale
Dwarven double draft
Royal reserve
Westgate wine
High spirits
Kings ale
Roll on any other locale table
SWAMP
d10 Food
1
Grilled water snake in marigold sauce
2
Frogs legs and bulrush stems
3
Roast heron and chopped sundew
4
Lily-wrapped butterfly chips
5
Bog beetle dumplings
6
Wren pot pie and cattail soup
7
Black currant braised alligator
8
Toasted dragonflies and cranberries
9
Warbler stew and blueberry bread
10
Grilled crocodile and wild rose puree
Drink
Swamplight spirits
Trollbane ale
Cranberry cider
Lily liqueur
Bulrush brandy
Black currant juice
Wild rose reserve
Red currant lager
Black tupelo tea
Sundew mead
TROPICAL
d10 Food
1
Smashed cinnamon potatoes
2
Grilled snake and macadamia
3
Roasted crocodile in coconut milk
4
Frogs on sugar cane skewers
5
Chocolate covered ants and roast pelican
6
Stewed bandicoot with cocoa
7
Alligator soup and melon pastry
8
Barbecued tiger fish and papaya
9
Spiced monkey tail and cashews
10
Lizard gruel with nutbread
Drink
Coffee
Tangerine brandy
Rice wine
Orchids tear spirits
Mango cider
Maize liqueur
Plum leaf tea
Chocolate milk and brandy
Lotus leaf wine
Papaya tea
D e c e m b e r 2 012 | D R AG O N 4 18
43
Inns in an Instant
UNDERDARK
d10 Food
1
Fluorescent fungus salad with cave grubs
2
Diced blind eel and deep salts
3
Amber lichen and softrock bread
4
Translucent crayfish stew
5
Crimson moss cakes and cave jelly
6
Crustacean broth with ironloaf
7
Roasted deeps beetles with algae dip
8
Toasted salamander in mineral pepper
9
Arachnidumplings and fried fungus
10
Roll on Mountain table
Drink
Lichen liqueur
Mineral mead
Algae ale
Mushroom moonshine
Dwarven double draft
Deeps ale
Moradin mead
Shadow stein
Softrock spirits
Roll on Mountain table
VILLAGE
d10 Food
1
Roast chicken and potatoes
2
Beef stew and sourdough
3
Cheese pie and onion soup
4
Mushroom soup and garlic toast
5
Pork loin and dumplings
6
Mutton meatloaf
7
Baked boar and greens
8
Squash and fish soup
9
Rabbit curry
10
Venison and bean stew
Drink
Shepherd spirits
Rice wine
Ploughmans port
Millers moonshine
Herb and mint tea with brandy
Spiced apple cider
Wainwright whiskey
Vitae juice
Paddock plum wine
Royal reserve
WOODLAND
d10 Food
1
Acorn soup
2
Honey braised boar ribs
3
Baked pheasant with leeks
4
Grilled wild boar chops
5
Cashews and berry pie
6
Roast stag in antler sauce
7
Grilled moose skewers
8
Broiled salmon and potatoes
9
Mushroom stew with corn bread
10
Fried turkey legs
Drink
Honey mead
Spiced apple cider
Silvermoon mead
Fey wine
Stars moonshine
Glitter mead
Woodsmans whiskey
Ranger reserve
Tracker tea
Corellon reserve
D e c e m b e r 2 012 | D R AG O N 4 18
44
Inns in an Instant
TRULY NASTIES
d10 Food
1
Crunchy critters and grub pudding
2
Smashed guts and cabbage
3
Not-so-old rice in sour goats milk
4
Green beef and brown leek stew
5
Fried chunks and lard bread
6
Grilled ins-and-outs
7
Salted eyes and carrot ends
8
Bone and blood mix stew
9
Lettuce, liver, and lung pie
10
Bloated boar bits and eggs
Drink
All-sorts
Cool grog
Dregs and water
Angel spit ale
Orc spirits
Quarter-mead
Bacon beer
Almost ale
Turnip wine
Abyssal ale
bard or even sponsor a group of entertainers, especially during peak times of business. Merchants tend
to be wealthy, as are nobles, and both sorts are usually accompanied by bodyguards or an entourage.
Military elite are highly ranked officials, usually lieutenants and captains, knights, or even generals. For
a result of Other, choose a patron from any other
class table, or add your own special NPCs to the mix.
All inns of any class are frequented by adventurers of
some kind.
NUMBER OF PATRONS
d20
Patrons Present
12 Empty
37
A few people
810
Small crowd
1115 Bustling
1619
Packed
20
Overcrowded
NPCs Present
0
1d8
1d6 + 10
1d8 + 5 number of inn
rooms
1d10 + 10 number of
inn rooms
2d10 + 15 number of
inn rooms
d20 Patron
12
Shady character
36 Merchant
7 Bard
816 Commoner
1718 NPC adventurer
19
Town guard
20 NPC VIP (d4): 1. Priest; 2. Military elite;
3. Noble; 4. Other
d20
NPC Patron
12
Town guard
36 Beggar
7 Bard
812
Shady character
1318 Commoner
1920 NPC adventurer
D e c e m b e r 2 012 | D R AG O N 4 18
45
Inns in an Instant
7. Topics of
Conversation
The following list of casual conversations is usable in
any tavern or social gathering. Most topics probably
arent of interest to adventurers, but occasionally a
locals comments might spark a call to action.
8. R andom E vents
9. I nn T emplate
Rolling inns on the fly is easy, but you can also have
a number of pre-rolled and detailed inns on hand.
Use the form at the end of this article to create a few
samples to keep at the ready.
After decades of tiring his friends with tales of how his 2nd
Edition character Raven Darkshadow soloed the original
Temple of Elemental Evil, John Hasznosi now lives in selfimposed exile in a damp cave somewhere at the bottom of the
Fraser Valley (better known as Vancouver, Canada).
TOPICS OF CONVERSATION
d20 Conversation
1
Two patrons quietly negotiate a small business deal involving the sale of various local commodities.
2
A local has recently been made to sleep in separate quarters by his wifeagain. Gossipers speculate on what could have caused her ire this time.
3
The weather has been a bit peculiar. Hopefully it will get back to normal before it interferes with local trade.
4
Half-drunk patrons grumble about their tithes and taxes.
5
Theres a lively discussion about where to buy the best livestock and what prices to expect.
6
Lately there has been a shortage of work horses, making the harvesting of crops more cumbersome.
7
Customers argue over which ale tastes better and which inn has the best-looking servers.
8
The barkeep gives a young patron advice on how to woo members of the opposite sex. The youngster listens intently, taking in every word.
9
Parents speak of their ire at their childrens dreams of someday becoming adventurers.
10
Trade has been good, and prospects might be looking even brighter. There is talk of a wealthy merchant surveying property in town to open a new business.
11
A drunken patron mumbles softly to himself as he mopes over the loss of his true love.
12
A patron is complimented on his fine attire, followed by a request to cover ones tabjust this once.
13
Tankards click together in memory of a friend long passed away. Tales and memories are shared.
14
Last winters fires werent an accident. They were started by a drunken, careless traveler who miscast a spell.
15
The traveling minstrels passing through town are rather attractive. Especially the one in red!
16
An elder patron condemns the table manners of a younger companion, who seems uninterested in the elders opinion.
17
A customer laments his upcoming chores. He despairs of a full two weeks of hard work attending to his masters errands.
18
After sipping more ale, a lone patron reads aloud a love letter hes writing, struggling to find the right words of adoration. People nearby snicker as they overhear.
19
A table of customers compliments the food and drink of the establishment.
20
A server chuckles as a customer whispers into her earsomething about a moonlight stroll.
D e c e m b e r 2 012 | D R AG O N 4 18
46
Inns in an Instant
RANDOM EVENTS
2d20
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
Random Event
Someone drops a tankard, and a roar of laughter follows.
As the front door opens, a rat quickly darts outside.
A customer staggers near the bar and then falls over, sending coins spilling.
Someone burps loudly, the sound followed by a hushed chuckle.
The noise of something smashing and breaking echoes from the kitchen.
A sudden crash of thunder causes some patrons to jolt in their seats.
An argument breaks out at a table. Chairs are pushed back as a brawl is about to ensue.
A server spills drink over a patron by accident and apologizes profusely.
The fire in the hearth snaps loudly, spitting out embers onto the floor. A server hurriedly douses them.
A patron becomes a little too friendly with a server, prompting a quick and angry response.
Customers look around for servers or the innkeeper, none of whom seem to be present.
A group of incredibly beautiful women enters the inn and sits down at a table, ignoring all others.
One of the decorations on the wall behind the bar falls, sending the innkeeper diving to catch it.
Two birds land at the window outside. One pecks the glass as they both eye the food on the tables.
The ghostly image of a face is very briefly reflected on a silver tankard. A few patrons scream.
A drop of liquid the color of dark blood drips down from between the boards on the ceiling.
A patron waves to the innkeeper, then deftly tosses a coin to him. The innkeeper catches the coin.
Outside, a man appears to be waiting for someone to leave (or enter) the inn. He seems nervous.
A beverage is tossed in the face of a patron, causing an uproar.
A string on the bards lute breaks. Miraculously, the bard integrates the change in sound seamlessly.
There are loud cheersand a few cursesas a patron wins a card game. She collects her pile of takings with a smile.
Theres a screech as a server accidentally steps on the tail of a cat that has wandered into the area. The cat darts under tables and out of view.
You feel a slight chill as a draft blows over your feet.
With a loud cheer, two patrons stand and begin to dance without rhythmclearly inebriated.
The pitter-patter of rain strikes the glass of the windows, then stops as suddenly as it started.
A patron bursts into loud laughter, but his dining companion seems unamused.
As a customer enters, a gust of wind rushes inside, sending small objects flying.
A large cart of food is pushed up to a table; the waiting customer rubs his hands in hungry anticipation.
People cringe as someone runs a knife too hard over a plate, causing it to screech.
The drunkard in the corner finally passes out, his head hitting his (half-full) plate of food hard.
After dropping her fork, a customer curses as she knocks over her drink while trying to pick it up.
Two lovebirds spoon-feed each other while looking at each other with adoration.
A short argument ensues between the barkeep and a customer, and the customer is ordered to leave the bar.
A friendly patron rises from his seat, pitcher in hand, and cheerfully refills everyones drinks for free.
You notice a customer discreetly pocketing leftover food from abandoned plates.
A wonderful flowery smell wafts past you as someone moves by.
The barkeep accidentally spills ale on the counter and gasps as the beer forms the image of a weeping skull. He quickly wipes it up, his eyes locking on yours nervously.
A patron performs a trick with a coin and then flicks it toward a server, who catches it with a wink and a smile.
An oil lamp flickers out. After a brief pause, the lamp flutters back to life.
D e c e m b e r 2 012 | D R AG O N 4 18
47
Inns in an Instant
Inn Name
Barkeep Name
Class (
NPCs Present
Atmosphere (
Todays Special
Topics of Conversation
Random Events
D e c e m b e r 2 012 | D R AG O N 4 18
48
D e c e m b e r 2 012 | D R AG O N 4 18
49
and subsequent near-death experience in attacking Nibenays templar-wives. He also reveals that he
has retained some memories of the Widows plans
and knows the expected movements of the templarwives at various times throughout the coming weeks.
Armed with this information, the heroes can stage
surprise attacks against the templars that actually
stand a chance of success, given the heroes skills and
strength.
The danger in such a course of action is that the
Widow intends to possess someone else as quickly
as possible and launch another, less carefully
planned attack. Though she might have some success, it is likely that many helpless citizens of Nibenay
will suffer in the process. So while planning their
ambush, wise heroes could also be combing the city
for any rumors of the Widows appearance. Once
they locate her next host (a young bard just earning
a name for herself as an assassin), they must subdue
her and place her within a magic circle. Doing so
traps the Widow inside the body long enough for
the heroes to launch their ambush against the templar-wives without interference or undue danger to
innocents.
D e c e m b e r 2 012 | D R AG O N 4 18
50
www.ddo.com
D e c e m b e r 2 012 | D R AG O N 4 18
51
The Winter of
the World
By Keith Baker
and in recent years they have brought tragedy to communities that might otherwise have prospered.
Most believe that the Children of Winter are nihilists who worship death, but little could be further
from the truth. Although they surround themselves
with vermin and the trappings of decay, the Children
see themselves as champions of life. They believe that
all natural things have a purpose, even those that
seem malevolent. Death clears the way for new life.
Disease weeds out the weak.
The Children work to preserve this cycle. They
battle undead wherever they find them, because
these abominations break the cycle of life and prey
on the living. They fight aberrations, which have no
place in nature. But they also fight to restore a balance that was broken long ago. Healing rituals stave
off plagues that would otherwise eradicate overgrown
populations. House Lyrandars control of the weather
can turn a season of drought into one that yields a
prosperous harvest. Sharn relies on magic to sanitize
its water, to hold up its towers, to light its streets, and
D e c e m b e r 2 012 | D R AG O N 4 18
52
Eye on Eberron
for hundreds of other tasks. The Children of Winter
seek to restore the balance between life and death
that civilization has upset.
To outsiders, their goals might seem ridiculous and
selfish. The Children stand in the way of progress
and kill innocent people. But the Children of Winter
believe those people need to die. In their eyes, this
isnt just a point of philosophy. Like most druids, the
Children see Eberron as the source of all life and the
spirit of the natural world. They believe that she had
a grand design for nature, a purpose yet unfulfilled.
And they believe that if humanity strays too far from
the path of Eberrons design, she will wipe the slate
clean and start again.
For generations, the Children have sought to forestall this apocalypse with their actions. Today, most
of the druids believe that their efforts have been in
vain; to them, the Mourning is a sign that humanity
has gone too far. Some still hope that there is a way to
avert the ultimate disaster. Most simply do what they
can to prepare people for what is to come by culling
the weak and showing the strong the hardships they
will have to overcome.
As a Dungeon Master, you must decide if the Children are correct. If their beliefs are mistaken, then
they are misguided villains whose actions threaten
civilization. But if they are right, then clashes with
the Children could be a harbinger of the coming fall
of Wintera cataclysm that will completely change
the shape of Eberron.
Childs P lay
Outsiders often confuse the Children of Winter with
the Ashbound, since both groups of druids engage
in attacks on civilized communities. Where the Ashbound employ brute force, though, the Children rely
on plagues and similarly indirect attacks. Their subtle
methods require a different kind of response by characters in a campaign.
When Malady sabotages the mystical water purification system in Sharn, hundreds of people start
dying. How do the characters deal with the situation? The player character inquisitive could use skills
to determine the source of the disease, leading the
characters to storm the sewers where Malady has fortified her position with enhanced vermin and other
mystical traps. Once they defeat her, the artificer
or wizard character must find a way to repair the
damage she has done. Alternatively, Malady might
have left immediately after causing destruction, leaving the characters to contend with the aftermath
of her actions. Malady herself isnt the focus of the
adventure; rather, the lingering effects of her actions
can continue to be a story element through a number
of adventures. The city doesnt have the resources to
cure everyone who has fallen ill, and even after the
water purification system is restored, the diseases
still run rampant through the population. This could
affect allies of the characters or change the balance
of power in other ways. If the diseases hit a particular
district or race especially hard, it could cripple a faction or create a scarce resource. And it will certainly
increase the influence of House Jorasco!
Although the Children of Winter are generally
antagonists, they can also be unusual allies. Consider
the following adventure ideas for your campaign.
The Fury: The community that serves as home
base for the adventurers is overcome by a contagious
wave of violence. The strong turn on the weak, driven
by an insatiable aggressionand yet, some semblance
of intelligence allows the victims of this plague to
form packs and fight strategically. This has all the
signs of a classic zombie outbreak, but the victims
arent undead; radiant damage and turn undead have
no effect on them. House Jorasco encountered this
plague long agoso long ago that the cure is buried
and forgotten in some Jorasco vault. Can the characters find the Children of Winter responsible for
reviving and releasing this plague? If so, can they
discover the cure and save any friends who have been
infected, or is destroying the victims the only solution? Despite the lethality of the plague, the Children
of Winter have no desire to eradicate populations;
their philosophy is based on the principle that the
strong will survive these trials and be invigorated by
the struggle. They expect some people to be immune
to the disease, and they want those people to survive. If the Fury plague is more dangerous than they
anticipated, the Children who sowed the seeds of the
disease might help the characters fight it.
Hoarfrost: When the Children spread a disease,
they want some part of the population to survive.
With a new war on the horizon, however, factions
with less deliberate convictions look for ever-more
lethal weapons. Having seen the Children of Winter
resurrect diseases thought long dead, such as the
Fury plague mentioned above, a cabal in House
Jorasco is developing bioweapons. They are capturing
Winter druids and holding them in a hidden facility
known as Hoarfrost. There, Jorasco chirurgeons force
the Children to help them produce weapons far more
lethal than anything the Children would employ.
These diseases can eliminate populations centers
within hours or days and can be tailored to specific
races or, potentially, specific ethnicities. Given time,
Jorasco could produce a plague that kills only Cyrans.
Player characters could be involved on either side of
this struggle. They could be hired by Jorasco to hunt
Winter druids, capturing them alive and turning
them over to the house. Jorasco agents could assist
while adventurers are fighting Winter forces, laying
claim to the druids in the end. Alternatively, characters could encounter a situation that bears all the
hallmarks of a Winter attack...only to discover
that a Jorasco agent is testing a newly developed
weapon, or that one of the houses clients (the Aurum,
rogue Karrnathi warlords, or the Order of the Emerald Claw) is using it. Will the player characters team
up with the Children to find Hoarfrost and destroy
D e c e m b e r 2 012 | D R AG O N 4 18
53
Eye on Eberron
it? If so, will they free the imprisoned druids or
finish them off?
The Wardens of the Mournland: When a party
of adventurers is lost in the Mournland, an unusual
force comes to their aid: the Children of Winter. A
handful of Children believe that other members of
their organization are mistaken: The Mourning isnt
the harbinger of the great winter, and the aggressive
actions of the other druids cause more harm than
good. These Children explore the Mournland and seek
to protect innocents from its clearly unnatural dangers.
They could also help end plagues started by other Children. They believe that death and disease are natural
and that the great winter will come, but this is not the
time. Until the signs are absolute, they can be useful
allies for characters who travel in the Mournland or
seek to uncover the mystery of the Mourning.
Final Death: The Children of Winter despise the
undead. The groups activities have generally been
confined to western Khorvaire, but they could travel
east in force to strike at hubs of undead activity. Fort
Bones, Fort Zombie, and Atur are major targets in Karrnath. The Undying Court of Aerenal is an even more
ambitious target, since the deathless are just as abominable to the Children as undead. The Children employ
swarms of mystical vermin that consume undead
flesh, diseases that bring down the mortal allies of the
dead, or primal tools that disrupt the undead in other
ways. When the characters are caught in the midst of
these conflicts, what side will they take?
I f Winter Falls
In their conflicts with the Children of Winter, the
player characters learn about the beliefs of the druids.
The Children justify their actions as attempts to stave
off an apocalypse even worse than the Mourning.
Most likely, the characters dismiss these mad tales.
Perhaps theyll listen and try to help the Children. In
either case, what happens if the dreaded Winter actually occurs?
D e c e m b e r 2 012 | D R AG O N 4 18
54
Ulchaice Darrovyn
The Darrovyn family has been considered odd in
Kloven (a rural hamlet just south of the Wealdath in
Tethyr) for generations.1 Rather than take up farming,
the members of this human family were dabblers
prospectors, alchemists, and the like. If one of them
hadnt been a miller and built a small but solid
D e c e m b e r 2 012 | D R AG O N 4 18
55
Most beholders are paranoid loners or hive dwellerseither keeping far from their own kind and
dominating and ruling lesser creatures as servants or
slaves, living in subterranean colonies led by elders,
or settling in cities as members of a ruthless, exacting hierarchy. The beholders of the Daeth Haeromm,
however, follow a different path.
The Daeth is a council of mostly younger beholders, which are more worldly and less solitary and
paranoid than the elder generations of their race.5
The tyrants of the Daeth believe in engaging with
the world, following the events and gossip of civilized
Faern. They believe that their own lives are best
devoted to continuously manipulating lesser beings
(such as humans) so as not to be noticed or decried
as monsters. They linger behind the tumult and
everyday gossip swirling about othersoften beings
that the Daeth Haeromm have manipulated into
conflicts, feuds, rivalries, and widespread fears of
coming events or perils that have nothing to do with
beholders.
Although many Daeth members lair in caverns or
ruins, they typically dwell on the surface of Faern.6
They have little interest in the Underdark, except as
a source of metals and other trade goods that interest
the surface dwellers they seek to dominate.
Dominate, Elminster points out, rather than
rule. The Daeth are akin to those humans who think
it safer, more elegant, and more enjoyable to be the
manipulative power behind the throne, rather than
being the target sitting on the throne. Most Daeth
members, he asserts, delight in deftly and covertly
influencing, rather than openly commanding.
As with any group of beholders, jealousies and
rivalries simmer constantly in the minds of the
Daeth Haeromm tyrants, and several vicious power
struggles have briefly erupted in their ranks. Among
the Daeth, open strife is considered treason, so when
one member turns on another these days, it is almost
always a short, furious private battle or ambush.
D e c e m b e r 2 012 | D R AG O N 4 18
56
Additionally, Ultyrus has rescued Darrovyn numerous times from the deadly wrath of beholders that
rejected the summons of a human who presumed to
call on their aid.
D e c e m b e r 2 012 | D R AG O N 4 18
57
Traits
All-Around Vision
Enemies cant gain combat advantage by flanking the
eyeball.
Standard Actions
Minor Actions
Notes
1. Kloven fills a shallow farming valley two-thirds of
the way inland from the sea, along the southern edge
of the vast Wealdath. It is home to a tavern that has
D e c e m b e r 2 012 | D R AG O N 4 18
58
D e c e m b e r 2 012 | D R AG O N 4 18
59
WINNING R ACES:
HOBGOBLINS
By Jim Auwaerter
FIRST WIELDERS
ENGINES OF WAR
By Logan Bonner
By Claudio Pozas
AND MORE!