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ISSUE 167 | JUnE 2009
A DUNGEONS & DRAGONS ® ROLEPLAYING GAME SUPPLEMENT
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Contents
4 heart of the forbidden forge
By Luke Johnson
Many Cannith creation forges were lost on the Day of
Mourning, but a rogue artificer has uncovered one of
those that pursued some of the most experimental and
dangerous research during the Last War. But while
seeking the forbidden knowledge in the forge, this
explorer awakened a dark power that was more than
she could handle, and that now threatens the region.
An adventure for 7th-level PCs set in the Eberron
campaign setting.
on the Cover
Illustration by Matt Cavotta
3 editorial
99 ruling skill
Challenges
By Mike Mearls
Mike continues to educate on the
nature of skill challenges, with
unique applications and examples.
103 save My gaMe
By Stephen Radney-MacFarland
A DM’s best friend? Stephen
Radney-MacFarland, back with
more advice and letters from the
mailbag.
107 dungeonCraft
By James Wyatt
James discusses the latest changes
to his f ledgling campaign.
50 garaitha’s anvil
By Scott Fitzgerald Gray
The Scales of War Adventure Path continues. The
githyanki are on their heels after suffering losses on
the mortal world and in the Feywild. The PCs have the
opportunity to strike a telling blow for their world as
they undertake a mission of certain death at a githyanki
stronghold and planar nexus. But how can a small group
of adventurers possibly hope to defeat a fortress filled to
the brim with angry, fighting githyanki? An adventure
for 17th-level PCs.
Dungeons & Dragons, D&D, D u n g e o n , D r a g o n , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast prod-
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This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
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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. ©2009 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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EDiToRiAL
WHOSE CAMPAIGN IS THIS,
167
Dungeon
June 2009
ANYWAY?
Editor-in-Chief
Chris Youngs
Senior Art Director
Jon Schindehette
i started building D&D ® campaigns when i was 11,
which means i’ve been building campaigns longer
than i’ve been driving (legally, at least). over the years,
i’ve learned exactly one thing about building cam-
paigns: Don’t do all the work yourself . Give your players
space to enhance what you create, and when they try
to add to your campaign, embrace their ideas as if
they were your own. Just say yes .
All kinds of D&D books are aimed squarely at
players. Just as i urge you to pilfer campaign ideas
from other sources, you should also incite your
players to pull ideas from core rulebooks, power sour-
cebooks, and campaign player’s guides. Encourage
them to explore and use what’s out there.
i dare my players to introduce new elements to my
campaigns. i double-dare them. Case in point, when
i sat down to build my first 4th Edition campaign
(which plays out every Monday and Wednesday
night with two different groups of players), i designed
the world of iomandra around the PC races in the
Player’s Handbook . i gave no thought as to how goli-
aths, gnomes, shifters, and other races might fit into
the campaign world, and i didn’t go out of my way to
create space for them, either. However, when Greg
Bilsland (one of our editors) joined the Wednesday
night game, he wanted to try out an early version of
the genasi, which hadn’t yet been published. i said
yes. When a player comes to you and asks to add
something new to your campaign, you should also say
yes. W h y? Because “your” campaign is the players’
campaign, too. if one of your players can imagine a
place for genasi in the world, then so can you.
When the time came to insinuate “Brell” into
the game, Greg came armed with a background for
his character. in f leshing out the how’s and why’s
of Brell’s past, Greg had questions about genasi in
iomandra. Where do they live? How prevalent are
they? Do they have any particular views? What do the
other races of the world think of them? My answer
to him was basically, “You tell me.” So, he wrote up
a couple paragraphs and sent them to me, and i took
those ideas and figured out a way to work genasi into
the story of the campaign. in fact, i was so inspired
by what Greg had done that i decided to turn one of
the major paragon-tier villains of the campaign into
a genasi. it forced me to make genasi relevant to the
campaign, and frankly the campaign is lot stronger
with them around, particularly since Greg and i have
portrayed genasi as something of a mystery to the
other races.
A campaign world that evolves to include new
game elements is much more fun and interesting to
players than one that doesn’t allow this or that . The
trick is to get your players to do some of the heavy
lifting, to make them the instigators when it comes to
expanding the depth and breadth of the campaign.
Sadly, Brell died before he had the chance to
savor the fruits of what he’d wrought. The day after
Brell’s untimely demise, Greg came by my desk and
said, “is it okay if my next character is a deva?” i, of
course, said yes . i didn’t have a clue how devas might
fit into the campaign, but i basically left that up to
Greg. Now it’s hard to imagine the iomandra cam-
paign without them.
Web Specialist
Chris Sims
Web Production
Bart Carroll, Steve Winter
Contributing Authors
Scott Fitzgerald Gray, Luke
Johnson, Mike Mearls,
Stephen Radney-MacFarland,
James Wyatt
Developers
Stephen Radney-MacFarland,
Peter Schaefer, Stephen
Schubert, Rodney Thompson
Editor
Miranda Horner
Cover Artist
Matt Cavotta
Contributing Artists
Rob Alexander, Vince Chui,
Wayne England, David Hammond,
Jeffrey Koch, Raven Mimura,
William O’Connor, Adam
Paquette, Frank Wall,
Cartographers
Sean Macdonald, Mike Schley
Publishing Production Specialists
Angelika Lokotz, Erin Dorries,
Christopher Tardiff
Web Development
Mark A. Jindra
D&D Creative Manager
Christopher Perkins
Executive Producer,
D&D Insider
Ken Troop
Director of RPG R&D
Bill Slavicsek
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter,
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy
Crawford, Rob Heinsoo, Peter Lee, Mike Mearls, Kim Mohan, Cal
Moore, Stephen Radney-MacFarland, Peter Schaefer, Stephen
Schubert, Matthew Sernett, Chris Sims, Rodney Thompson,
Rob Watkins, James Wyatt
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HEART
OF THE
FORBIDDEN
FORGE
By Luke Johnson
An adventure for 7th-level characters
illustrations by Matt Cavotta, Francis Tsai and Empty
Room Studio [David Hammond, and Frank Wall]
cartography by Sean Macdonald
TM & © 2009 Wizards of the Coast LLC All rights reserved.
“I knew hiring goblins was a bad idea.
I knew! But my respect for Jelia blinded
me and stayed my tongue. Now I sense
something has awakened deep within
the forge, and I am stuck here as a
hostage to ensure Jelia’s cooperation.
Dear reader, if you hold this book in
your hands, I beg you to make it your
sacred duty to return it to Breland and
the King’s Citadel. They must know
what happened here should Valsath
and her hobgoblins take the secrets of
this forge back to Darguun.”
—Journal of Marus, a Citadel novice
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June 2009 | Dungeon 167
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HEART OF THE FORBIDDEN FORGE
The Kech Shaarat goblins have numerous schemes
to unite the Dhakaani clans under the Bladebearer
banner. one such plan focused on beating the Word-
bearer goblins to an artifact called the Ashen Crown.
A group of adventurers defeated the goblins in this
quest, but other missions are moving forward. one
involves the capture of a destroyed creation forge and
the forbidden creature within it. The Bladebearers
have an unlikely ally in this goal: an eladrin artificer
working for the Brelish government.
“Heart of the Forbidden Forge” is a Dungeons &
Dragons ® adventure for five 7th-level characters in
the Eberron ® campaign setting. if the PCs have been
through the events in Seekers of the Ashen Crown, this
adventure can be easily slotted after the events of that
one have concluded. Characters do not need to have
been involved with Seekers of the Ashen Crown ™ to play
through “Heart of the Forbidden Forge.” The adven-
ture works fine for other PCs as well, and it can be
adapted easily to another campaign setting.
The forge’s importance was not lost on other
forces. Shortly before the Mourning ended the Last
War, a group of irregular special forces, thought
to be a freelance mercenary team in service to
the Karrnathi government, collapsed the forge’s
entrance, trapping everyone inside. Haestus and the
other artificers died slowly.
The Karrnathi irregulars were journeying through
Cyre with news of their success when the Mourning
struck. Nobody saw them ever again. in the chaos that
surrounded the ensuing events, the creation forge on
Darguun’s border was all but forgotten. Even though
House Cannith knows of the forge, its actual location
was secreted in documents held within Cyre. or so
the house officials think.
Several months ago, Jelia, an eladrin artificer
working for the Citadel of Breland, discovered a men-
tion of the forge while going through old documents
from the Last War. She also found captured docu-
ments indicating that the Cannith artificers had been
working on something that could have turned the
tide of the Last War: infiltrator warforged units and
an autonomous heavy assault construct in the shape
of a dragon. These documents, unseen since the Day
of Mourning, indicated that the forge had even pro-
duced working prototypes.
if she told her patrons about her discovery, they
would send a team from the Citadel, and Jelia would
gain little for her momentous discovery. She wanted
the credit; she wanted to help her country in a more
substantial way. She decided that she didn’t need the
Citadel to capture the forge for Breland.
But she knew she couldn’t do it on her own, and
her partner and apprentice Marus wasn’t enough sup-
port. She needed a neutral third party—warriors who
wouldn’t betray her to her superiors until her plan was
complete. Thus, she hired reputable hobgoblin merce-
naries in Darguun. one of their leaders, Valsath, struck
a deal with Jelia: For triple the normal fee, the goblins
would help her find the forge, set it up and running,
and then relinquish control of it to Breland. in return,
Jelia promised to share her secrets with the group’s arti-
ficers. Jelia realized that her new allies were dangerous,
but she felt that she could handle them. in her haste,
she failed to do enough legwork to discover Valsath and
her cohorts are far from neutral. They’re Bladebearers
working under the cover of a mercenary company.
The mission started out promising. The entrance
to the forge complex was beyond recovery, so Jelia
and her new goblin allies blew a hole in a nearby cliff.
This new cave allowed access to a small complex of
natural caverns that connect to the forge.
once inside, Jelia and the Bladebearers discovered
prototype constructs and Haestus d’Cannith, now
a forgewraith. Since Jelia and Valsath planned to
restart the forge, Haestus agreed to work with them.
Everything was going well, until Jelia and Valsath
arrived at the heart of the complex. Here they found
the creation forge, and next to it stood the hulking,
motionless form of the prototype dragon.
Several days of sweat and toil allowed Jelia to
activate the dragon. When the dragon stirred, the cre-
ation forge also came to life. Machinery whirred and
gears turned, although the forge was clearly damaged.
“i am Calmachia,” said the dragon, “and my heart and
this forge are one. And you are mine now.” it turns
out that before she went into torpor, the dragon had
linked the forge to herself.
Calmachia promptly set to work creating smaller
dragonlike constructs—her “children.” Valsath
quickly turned on Jelia, keeping the artificer and her
apprentice alive for further use. The hobgoblin com-
mander figures that Calmachia and her progeny can
help the Bladebearers slay their enemies and prove
their strength to the other Dhakaani clans.
BACKGROUND
During the Last War, a creation forge near Darguun,
on the border of what is now the Mournland, was
important in the experiments that led to the creation
of the warforged race. in the past, it produced many
prototypes that led the way for the creation of modern
warforged. Later, it continued experiments in this
vein. Then, the forge’s overseer, Haestus d’Cannith,
was also interested in necromancy and how he could
combine this art with Cannith’s artifice to create
other sorts of beings. Haestus and his people kept
working on prototype warforged and constructs. They
extended their experiments largely without oversight
from house officials.
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June 2009 | Dungeon 167
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