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ISSUE 177 | AprIl 2010
A DUNGEONS & DRAGONS ® ROLEPLAYING GAME SUPPLEMENT
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Contents
4 themazeofshattereDsouls
By James Wyatt
A Dungeons & Dragons Eberron adventure for
characters of 15th level.
31 ChaossCar:eyesintheforest
By Robert J. Schwalb
A chance encounter in the Chaos Scar allows the
characters the opportunity to avenge another group of
fallen adventurers—unless the foes that claimed their
lives prove too much for the heroes! A Dungeons &
Dragons adventure for 1st-level characters.
57 theDeCkofmanythings
By Rodney Thompson
The legendary artifact is back, complete with a
full-color deck of cards you can print for use in
your campaign!
69 Deities&DemigoDs: torog
By Brian R. James
The minions of the King that Crawls are some of
the most feared in the Underdark. Discover more of
Torog’s history, secrets, and ambitions for the world.
90 CampaignWorkbook:
kaiusDantus
By Peter Schaefer
This powerful necromancer seeks mastery of the
dead, and he’s ready and waiting to torment the
characters of your campaign.
95 eyeontherealms
By Ed Greenwood
The Naerhand family is wealthier than the largest
city guilds and weilds more power than many
rulers.
98 rulingskillChallenges
By Mike Mearls
Mike continues to educate on the nature of skill
challenges, with unique applications and examples.
102 DungeonCraft
By James Wyatt
James launches a new campaign this month!
77 realmslore: vaasa
By Brian R. James
While the Warlock Knights rule Vaasa with fists of
steel, the land is rife with adventure possibilities.
84 theminD’seyeopeneD
By Robert J. Schwalb
The psionic power source might appear to be
a problematic addition to your campaign, but
discover several options for psionic incorporation
in your home campaign.
36 ChaossCar:gloWstoneCaverns
By Jennifer Clarke Wilkes
The Gnawstubble goblin tribe has stumbled
upon a strange series of caverns filled with an
unfamiliar metal—and a dark evil. Now the goblins
have found new power in the Scar, as well as a new
source of corruption. A Dungeons & Dragons
adventure for 4th-level characters.
48 nightmaresunleasheD
By Craig Campbell
A family’s tortured dreams have become reality,
thanks to an ill-timed ritual used in desperation.
Now a village is threatened, and the characters
must act quickly to stop this nightmare from
spreading. A Dungeons & Dragons Side Trek for
4th-level characters, with expansion possibilities
for further play.
ontheCover
Illustration by Ralph Horsley
Dungeons & Dragons, D&D, D ungeon , D ragon , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast, llC, in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,
Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
printed in the U.S.A. ©2010 Wizards of the Coast, llC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
®
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E D i T or i A l
177
READ THIS ALOUD
Dungeon
Ap r i l 2010
Editor-in-Chief Chris Youngs
We have discussions around here that folks in other
sorts of jobs might find odd. one day, we discussed what
sort of sensory overload a beholder experiences, what
with the eleven eyes and all. Another day, we might
have a meeting about the best ways to evoke the feel of a
sewer adventure. But the other day, as Bart, Steve, and i
sat around avoiding real work, the topic of conversation
turned to read-aloud text in adventures.
Steve had just read an adventure submission that fea-
tured an ambush encounter, which opened with some
read-aloud text.
“You know what,” Steve observed. “read-aloud text
basically tells the players that they’re about to start an
encounter. You might as well just drop the 5-foot-square
grid down over the characters’ heads. if you’re reading text
to your players, they should just roll initiative. read-aloud
text is one of the ultimate metagame tip-offs.”
And he’s right. Sure, there might be other ways to
metagame an encounter. Most of the time, that doesn’t
matter much. Players are often already expecting the next
encounter. But it can certainly wreck the mood if you’re
trying to lay an ambush or spring a trap on the characters.
As soon as you break into read-aloud-text voice, the players
know something is up.
That’s a bummer.
read-aloud text can be evocative, if done well. When
executed perfectly, it sets the scene, gives the characters
information relevant to the encounter, and evokes the
proper mood. Good read-aloud text can help an encoun-
ter the same way a good soundtrack can help a scene in
a movie.
in organized Play events, especially competitive ones,
it’s a great way to level the playing field and ensure a fair
experience is had by all the players. i remember playing
in the D&D open at Gen Con many years ago, and more
experienced players in my group made everyone at the
table listen closely to the read-aloud text. Sure enough, if we
were paying attention, the read-aloud text almost inevitably
revealed some clue that helped us in the ensuing encounter.
Bad read-aloud text, on the other hand, can be as
destructive as good read-aloud text can be helpful. it
might presume character action.
As you open the cupboard door and peer inside ...
And it might presume monster action.
. .. the goblin inside leaps out and bites your face!
Both of which are best left in the hands of players and
DMs.
Bad read-aloud text is clunky and sounds like, well,
text that’s being read aloud. if i wanted to listen to a story,
i’d bring my blankie and go find a grandpa.
All of which amounts to more reasons why we need
to be discerning about read-aloud text. i’ll be the first to
admit that it’s an element of an encounter i often pay the
least attention to. i want to dig into the nitty gritty of the
encounter, check the setup, make sure the tactics and ter-
rain make sense. But DMs everywhere need to remember:
When you’re running a published adventure, the first con-
tact a player will have with an environment or encounter
is nearly always the read-aloud.
if you’re running a game, always read the text quietly to
yourself before reading aloud to your players. Try to sound
natural. Even better is taking a highlighter to it and focus-
ing on the key elements of the text so you can paraphrase
and make it sound less stuffy, less story-timey. Maybe
best of all, throw some evocative text into non-encounter
areas or roleplaying encounters. Give the read-aloud text
treatment to your area descriptions whether there’s an
encounter brewing or not. Not only will your adventures
(published or home-brewed) feel more immersive with a
greater focus on evocative descriptions, but your characters
will likely be lulled into falling prey to more ambushes!
How do you feel about read-aloud text? When you run
published adventures, do you use it as written? Do you
paraphrase? Do you generate the equivalent of read-aloud
text for your home-brew adventures? And tell us about a
time when using evocative, descriptive language improved
your game. You can send your feedback and answers
to dndinsider@wizards.com or post them on the D&D
insider community page.
SeniorCreativeArtDirector
Jon Schindehette
WebSpecialist Steve Winter
WebProduction Bart Carroll
ContributingAuthors Craig Campbell, Ed Greenwood,
Brian r. James, Mike Mearls,
peter Schaefer, robert J. Schwalb,
rodney Thompsen, Jennifer
Clarke Wilkes, James Wyatt
Developers peter Schaefer, Stephen
Schubert, rodney Thompson
Editors Miranda Horner, Steve Winter
CoverArtist ralph Horsley
ContributingArtists Wayne England, Christina
MacTernan, patrick McEvoy,
raven Mimura, William O’Connor,
Craig J. Spearing, peter Tikos,
Tyler Walpole, Kieran Yanner
Cartographers Sean Macdonald, Mike Schley
PublishingProductionSpecialists Angelika lokotz, Erin Dorries,
Christopher Tardiff
WebDevelopment Mark A. Jindra
D&DCreativeManager Christopher perkins
ExecutiveProducer,
D&DInsider Chris Champagne
DirectorofRPGR&D Bill Slavicsek
SpecialThanks
richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke
Wilkes, Andy Collins, Bruce r. Cordell, Jeremy Crawford, peter
lee, Mike Mearls, Kim Mohan, Cal Moore, peter Schaefer, Stephen
Schubert, Matthew Sernett, rodney Thompson, James Wyatt
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THE
MAZE
SHATTERED
SOULS
AN ADVENTURE FOR 15TH-LEVEL CHARACTERS
By James Wyatt
illustration by Patrick McEvoy F cartography by Jason A. Engle
TM & © 2010 Wizards of the Coast llC All rights reserved.
The Demon Wastes: a blasted land cursed for
countless ages by the taint of ancient evil. A land of ash
and rock, harsh and unforgiving, and its few mortal
residents are equally harsh. The Ghaash’kala guard
the Labyrinth, preventing anyone from entering
or leaving the Demon Wastes lest the taint of evil
spread to the world beyond ...
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THEMAZEOFSHATTEREDSOULS
The Maze of Shattered Souls is a Dungeons & Drag-
ons® adventure for five characters of 15th level. This
adventure is set in the world of Eberron. The Eberron
Campaign Guide and the Eberron Player’s Guide contain
information that may enhance your experience, but
neither book is required to play the adventure.
Deep in the heart of the labyrinth stands an
ancient structure called the Maze of Shattered Souls.
The demons that inhabit the Wastes view the Maze as
a place of power, for they can tap magical energy from
the mortal souls trapped in its halls. in particular, the
fiendish schemers known as the lords of Dust hold
the place in high regard, for they believe they can
learn more of the mysterious Draconic Prophecy by
studying and communing with the souls trapped in
this place.
Few of the demons who visit the place and draw
on its power have any inkling that deep below the
Maze of Shattered Souls lies the prison of one of
the great fiendish overlords of the Age of Demons, a
being known as the Stalker in Darkness. Most of the
imprisoned overlords have exarchs to serve them.
These agents do their overlords’ will in the world and
coordinate efforts to free them from their prisons.
The Stalker in Darkness, though, has no exarch. The
position fell vacant thousands of years ago, and the
overlord has fallen into obscurity.
A rakshasa noble called Zathasram has taken up
residence in the Maze of Shattered Souls, seeking to
amass enough power and knowledge to become the
exarch of the Stalker in Darkness. With lesser raksha-
sas and demons as guardians and allies, Zathasram
holds the Maze against intruders, jealously guarding
its knowledge and power for himself.
order to leave the labyrinth and return to the world
beyond the Wastes.
The characters might seek out the Maze of Shat-
tered Souls for any of a number of reasons. it’s even
possible for different characters to have different—
possibly even conf licting—reasons, and different goals
once they’ve found it. The quests at the end of this
section describe various motivations and goals that
might bring the characters into the Demon Wastes in
search of the Maze of Shattered Souls.
The encounters in this adventure occur in three
phases: getting through the labyrinth to the Maze of
Shattered Souls, exploring the Maze and overcoming
its defenders, and leaving the labyrinth again.
While traveling to the Maze, the characters might
have an encounter in the village of Festering Holt:
either members of the Children of Winter (if you use
the Captive Savant quest) or agents of the order of the
Emerald Claw (if you use the Grasp of the Emerald
Claw quest). These encounters help point the charac-
ters to the Maze if they’re not already looking for it.
The characters also encounter Carrion Tribe barbar-
ians in the labyrinth before they find the Maze.
Within the Maze, the characters face an array of
demons in a bewildering environment. lesser rak-
shasas guard the entrance, various demons haunt the
inner passages, and Zathasram himself with his goris-
tro bodyguard haunts the inner sanctum.
After leaving the Maze, the characters must face
a party of Ghaash’kala trying to prevent them from
carrying the taint of evil out from the Wastes. The
characters are offered the choice to either join the
Ghaash’kala or die, and if they wish to leave the
Demon Wastes, they must contend somehow with
these good-aligned and well-intentioned defenders.
BACKGROUND
The Demon Wastes is a blasted and haunted land
stretching across the northwestern coast of Khorvaire.
it is infested with all manner of evil beings, from
demons and night hags to gnolls and plague-tainted
barbarians.
Two physical barriers stand between the Demon
Wastes and the rest of Khorvaire. The first is a long
mountain range, called the icehorn Mountains in the
north and the Shadowcrags in the south. The second
is the labyrinth, a twisting network of barren canyons
full of deadly hazards.
The Ghaash’kala—four clans made up primarily
of orcs but including members of other races who
have joined their cause—are a third barrier protecting
Khorvaire from the evils of the Demon Wastes. The
holy warriors of the Ghaash’kala are sworn to keep
the taint of the Wastes contained behind the laby-
rinth, so they keep constant vigil to prevent anything
from leaving the Wastes. They also watch to stop
those adventurers foolhardy enough to venture into
the Wastes, for any who enter that blasted land inevi-
tably take on the taint of its evil.
ADVENTURESYNOPSIS
The heart of the adventure is the characters’ explora-
tion of the Maze of Shattered Souls and their ultimate
confrontation with Zathasram. To get there, the char-
acters must make their way through the labyrinth.
Then they must also deal with the Ghaash’kala in
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